ACE3/addons/csw/functions/fnc_ai_reload.sqf
2023-07-01 20:33:42 +03:00

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#include "script_component.hpp"
/*
* Author: PabstMirror, modified by Grim
* Handles AI reloading
*
* Arguments:
* 0: Static Weapon <OBJECT>
* 1: Gunner <OBJECT>
* 2: Weapon <STRING>
*
* Return Value:
* None
*
* Public: No
*/
params ["_staticWeapon", "_gunner", "_weapon"];
TRACE_3("AI reload",_staticWeapon,_gunner,_weapon);
private _turretPath = [_gunner] call EFUNC(common,getTurretIndex);
private _reloadSource = objNull;
private _reloadMag = "";
private _reloadNeededAmmo = -1;
private _cfgMagGroups = configFile >> QGVAR(groups);
private _sources = [_gunner] call FUNC(getNearbySources);
// Find if there is anything we can reload with
// see fnc_reload_getLoadableMagazines, though we don't care about AI pulling from the best ammo possible
{
scopeName "findSource";
private _xSource = _x;
private _cswMagazines = (magazineCargo _xSource) select {isClass (_cfgMagGroups >> _x)};
TRACE_2("",_xSource,_cswMagazines);
{
private _xWeaponMag = _x;
{
if ((getNumber (_cfgMagGroups >> _x >> _xWeaponMag)) == 1) then {
private _loadInfo = [_staticWeapon, _turretPath, _x, _xSource] call FUNC(reload_canLoadMagazine);
if (_loadInfo select 0) then {
_reloadMag = _x;
_reloadSource = _xSource;
_reloadNeededAmmo = _loadInfo select 2;
TRACE_3("found mag",_reloadMag,_reloadSource,_x);
breakOut "findSource";
};
};
} forEach _cswMagazines;
} forEach (compatibleMagazines _weapon);
} forEach _sources;
if (_reloadMag == "") exitWith {TRACE_1("could not find mag",_reloadMag);};
// Figure out what we can add from the magazines we have
private _bestAmmoToSend = -1;
{
_x params ["_xMag", "_xAmmo"];
TRACE_2("",_xMag,_xAmmo);
if (_xMag == _reloadMag) then {
if ((_bestAmmoToSend == -1) || {(_xAmmo > _bestAmmoToSend) && {_xAmmo <= _reloadNeededAmmo}}) then {
_bestAmmoToSend = _xAmmo;
};
};
} forEach (if (_reloadSource isKindOf "CAManBase") then {magazinesAmmo _reloadSource} else {magazinesAmmoCargo _reloadSource});
TRACE_4("",_reloadSource,_reloadMag,_reloadNeededAmmo,_bestAmmoToSend);
if (_bestAmmoToSend == -1) exitWith {ERROR("No ammo");};
// Remove the mag from the source
[_reloadSource, _reloadMag, _bestAmmoToSend] call EFUNC(common,removeSpecificMagazine);
// see fnc_reload_loadMagazine #L54
// AI never returns ammo and removes the magazine before reloading, so we can skip distance and weaponHolder checks
private _eventParams = [_staticWeapon, _turretPath, objNull, _reloadMag, _bestAmmoToSend, _gunner];
private _timeToLoad = 1;
if !(isNull (configOf _staticWeapon >> QUOTE(ADDON) >> "ammoLoadTime")) then {
_timeToLoad = getNumber (configOf _staticWeapon >> QUOTE(ADDON) >> "ammoLoadTime");
};
TRACE_1("Reloading in progress",_timeToLoad);
[{
params ["_staticWeapon", "", "", "", "", "_gunner"];
if !(alive _staticWeapon && {alive _gunner}) exitWith {TRACE_2("invalid state",alive _staticWeapon,alive _gunner);};
// Reload the static weapon
TRACE_5("calling addTurretMag event: AI reload",_staticWeapon,_turretPath,_gunner,_reloadMag,_bestAmmoToSend);
[QGVAR(addTurretMag), _this] call CBA_fnc_globalEvent;
}, _eventParams, _timeToLoad] call CBA_fnc_waitAndExecute;