ACE3/addons/interact_menu/functions/fnc_renderActionPoints.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

183 lines
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#include "script_component.hpp"
/*
* Author: NouberNou and esteldunedain
* Render all action points
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* call ACE_interact_menu_fnc_renderActionPoints
*
* Public: No
*/
GVAR(currentOptions) = [];
private _player = ACE_player;
GVAR(cameraPosASL) = AGLtoASL (positionCameraToWorld [0, 0, 0]);
GVAR(cameraDir) = (AGLtoASL (positionCameraToWorld [0, 0, 1])) vectorDiff GVAR(cameraPosASL);
private _fnc_renderNearbyActions = {
// Render all nearby interaction menus
#define MAXINTERACTOBJECTS 3
GVAR(foundActions) = [];
GVAR(lastTimeSearchedActions) = diag_tickTime;
private _numInteractObjects = 0;
private _nearestObjects = nearestObjects [ACE_player, ["All"], 13];
{
private _target = _x;
// Quick oclussion test. Skip objects more than 1 m behind the camera plane
private _lambda = ((getPosASL _x) vectorDiff GVAR(cameraPosASL)) vectorDotProduct GVAR(cameraDir);
if ((_lambda > -1) && {!isObjectHidden _target}) then {
private _numInteractions = 0;
// Prevent interacting with yourself or your own vehicle
if (_target != ACE_player && {_target != vehicle ACE_player}) then {
// Iterate through object actions, find base level actions and render them if appropiate
GVAR(objectActionList) = _target getVariable [QGVAR(actions), []];
{
// Only render them directly if they are base level actions
if ((_x select 1) isEqualTo []) then {
// Try to render the menu
private _action = _x;
if ([_target, _action] call FUNC(renderBaseMenu)) then {
_numInteractions = _numInteractions + 1;
GVAR(foundActions) pushBack [_target, _action, GVAR(objectActionList)];
};
};
nil
} count GVAR(objectActionList);
// Iterate through base level class actions and render them if appropiate
private _namespace = GVAR(ActNamespace);
private _classActions = _namespace getVariable typeOf _target;
{
private _action = _x;
// Try to render the menu
if ([_target, _action] call FUNC(renderBaseMenu)) then {
_numInteractions = _numInteractions + 1;
GVAR(foundActions) pushBack [_target, _action, GVAR(objectActionList)];
};
nil
} count _classActions;
// Limit the amount of objects the player can interact with
if (_numInteractions > 0) then {
_numInteractObjects = _numInteractObjects + 1;
};
};
};
if (_numInteractObjects >= MAXINTERACTOBJECTS) exitWith {};
nil
} count _nearestObjects;
};
private _fnc_renderLastFrameActions = {
{
_x params ["_target", "_action", "_objectActionList"];
GVAR(objectActionList) = _objectActionList;
[_target, _action] call FUNC(renderBaseMenu);
nil
} count GVAR(foundActions);
};
private _fnc_renderSelfActions = {
private _target = _this;
// Set object actions for collectActiveActionTree
GVAR(objectActionList) = _target getVariable [QGVAR(selfActions), []];
// Iterate through base level class actions and render them if appropiate
private _namespace = GVAR(ActSelfNamespace);
private _classActions = _namespace getVariable typeOf _target;
private _pos = if !(GVAR(useCursorMenu)) then {
//Convert to ASL, add offset and then convert back to AGL (handles waves when over water)
ASLtoAGL ((AGLtoASL (positionCameraToWorld [0, 0, 0])) vectorAdd GVAR(selfMenuOffset));
} else {
[0.5, 0.5]
};
{
_action = _x;
[_target, _action, _pos] call FUNC(renderBaseMenu);
nil
} count _classActions;
};
private _fnc_renderZeusActions = {
{
private _action = _x;
[_this, _action, [0.5, 0.5]] call FUNC(renderBaseMenu);
nil
} count GVAR(ZeusActions);
};
GVAR(collectedActionPoints) resize 0;
// Render nearby actions, unit self actions or vehicle self actions as appropiate
if (GVAR(openedMenuType) == 0) then {
if (isNull curatorCamera) then {
if (!(isNull (ACE_controlledUAV select 0))) then {
// Render UAV self actions when in control of UAV AI
(ACE_controlledUAV select 0) call _fnc_renderSelfActions;
} else {
if (vehicle ACE_player == ACE_player) then {
if (diag_tickTime > GVAR(lastTimeSearchedActions) + 0.20) then {
// Once every 0.2 secs, collect nearby objects active and visible action points and render them
call _fnc_renderNearbyActions;
} else {
// The rest of the frames just draw the same action points rendered the last frame
call _fnc_renderLastFrameActions;
};
} else {
// Render vehicle self actions when in vehicle
(vehicle ACE_player) call _fnc_renderSelfActions;
};
};
} else {
// Render zeus actions when zeus open
(getAssignedCuratorLogic player) call _fnc_renderZeusActions;
};
} else {
ACE_player call _fnc_renderSelfActions;
};
if (count GVAR(collectedActionPoints) > 1) then {
// Do the oclusion pass
// Order action points according to z
GVAR(collectedActionPoints) sort true;
for [{private _i = count GVAR(collectedActionPoints) - 1}, {_i > 0}, {_i = _i - 1}] do {
for [{private _j = _i - 1}, {_j >= 0}, {_j = _j - 1}] do {
// Check if action point _i is ocluded by _j
private _delta = vectorNormalized ((GVAR(collectedActionPoints) select _i select 1) vectorDiff (GVAR(collectedActionPoints) select _j select 1));
// If _i is inside a cone with 20º half angle with origin on _j
if ((_delta select 2 > 0.94) && {((GVAR(collectedActionPoints) select _i select 1) distance2d (GVAR(collectedActionPoints) select _j select 1)) < 0.1}) exitWith {
GVAR(collectedActionPoints) deleteAt _i;
};
};
};
};
// Render the non-ocluded points
{
_x params ["_z", "_sPos", "_activeActionTree"];
[[], _activeActionTree, _sPos, [180,360]] call FUNC(renderMenu);
nil
} count GVAR(collectedActionPoints);