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1c6c4d6bff
* Fix Brackets around code * Update fnc_handleFired.sqf * Shouldn't have changed this one --------- Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
102 lines
3.8 KiB
Plaintext
102 lines
3.8 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: Glowbal
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* Check if the repair action can be performed.
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*
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* Arguments:
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* 0: Unit that does the repairing <OBJECT>
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* 1: Vehicle to repair <OBJECT>
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* 2: Selected hitpoint or hitpointIndex <STRING>or<NUMBER>
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* 3: Repair Action Classname <STRING>
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*
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* Return Value:
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* Can Repair <BOOL>
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*
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* Example:
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* [player, car, "HitHull", "MiscRepair"] call ace_repair_fnc_canRepair
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*
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* Public: Yes
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*/
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params ["_caller", "_target", "_hitPoint", "_className"];
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TRACE_4("params",_caller,_target,_hitPoint,_className);
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private _config = (ConfigFile >> "ACE_Repair" >> "Actions" >> _className);
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if !(isClass _config) exitWith {false}; // or go for a default?
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// if(isEngineOn _target) exitWith {false}; // Ignore here so action shows, then exit and show warning when selected #3348
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private _engineerRequired = if (isNumber (_config >> "requiredEngineer")) then {
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getNumber (_config >> "requiredEngineer");
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} else {
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// Check for required class
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if (isText (_config >> "requiredEngineer")) exitWith {
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missionNamespace getVariable [(getText (_config >> "requiredEngineer")), 0];
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};
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0;
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};
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if !([_caller, _engineerRequired] call FUNC(isEngineer)) exitWith {false};
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private _items = _config call FUNC(getRepairItems);
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if (_items isNotEqualTo [] && {!([_caller, _items] call FUNC(hasItems))}) exitWith {false};
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private _return = true;
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if (getText (_config >> "condition") != "") then {
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private _condition = getText (_config >> "condition");
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if (isNil _condition) then {
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_condition = compile _condition;
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} else {
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_condition = missionNamespace getVariable _condition;
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};
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if (_condition isEqualType false) then {
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_return = _condition;
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} else {
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_return = [_caller, _target, _hitPoint, _className] call _condition;
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};
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};
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if (!_return) exitWith {false};
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// private _vehicleStateCondition = if (isText(_config >> "vehicleStateCondition")) then {
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// missionNamespace getVariable [getText(_config >> "vehicleStateCondition"), 0]
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// } else {
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// getNumber(_config >> "vehicleStateCondition")
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// };
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// if (_vehicleStateCondition == 1 && {!([_target] call FUNC(isInStableCondition))}) exitWith {false};
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private _repairLocations = getArray (_config >> "repairLocations");
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if !("All" in _repairLocations) then {
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private _repairFacility = {([_caller] call FUNC(isInRepairFacility)) || ([_target] call FUNC(isInRepairFacility))};
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private _repairVeh = {([_caller] call FUNC(isNearRepairVehicle)) || ([_target] call FUNC(isNearRepairVehicle))};
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{
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if (_x == "field") exitWith {_return = true;};
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if (_x == "RepairFacility" && _repairFacility) exitWith {_return = true;};
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if (_x == "RepairVehicle" && _repairVeh) exitWith {_return = true;};
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if (!isNil _x) exitWith {
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private _val = missionNamespace getVariable _x;
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if (_val isEqualType 0) then {
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_return = switch (_val) do {
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case 0: {true}; //useAnywhere
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case 1: {call _repairVeh}; //repairVehicleOnly
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case 2: {call _repairFacility}; //repairFacilityOnly
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case 3: {(call _repairFacility) || {call _repairVeh}}; //vehicleAndFacility
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default {false}; //Disabled
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};
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};
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};
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} forEach _repairLocations;
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};
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if (!_return) exitWith {false};
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//Check that there are required objects nearby
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private _requiredObjects = getArray (_config >> "claimObjects");
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if (_requiredObjects isNotEqualTo []) then {
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private _objectsAvailable = [_caller, 5, _requiredObjects] call FUNC(getClaimObjects);
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if (_objectsAvailable isEqualTo []) then {
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TRACE_2("Missing Required Objects",_requiredObjects,_objectsAvailable);
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_return = false
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};
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};
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_return && {alive _target};
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