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72 lines
2.4 KiB
Plaintext
72 lines
2.4 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: PabstMirror, LinkIsGrim
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* Gets nearby magazines that can be loaded in the static weapon
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*
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* Arguments:
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* 0: Vehicle <OBJECT>
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* 1: Player <OBJECT>
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*
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* Return Value:
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* Mags <ARRAY>
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* [Carry Magazine <STRING>, Turret Path <ARRAY>, Load Info <NUMBER>, Magazine Source <OBJECT>]
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*
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* Example:
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* [cursorObject, player] call ace_csw_fnc_reload_getLoadableMagazines
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*
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* Public: No
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*/
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params ["_vehicle", "_player"];
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private _magGroupsConfig = configFile >> QGVAR(groups); // so we don't solve in loop every time
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private _availableMagazines = createHashMap; // slower than array, still needed for setting source of magazine
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// filter enemy & player units while allowing pulling from friendly AI, crates, etc
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private _sources = [_player] call FUNC(getNearbySources);
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// send the mag source with the highest ammo
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private _bestMagAmmo = createHashMap;
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{
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private _xSource = _x;
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private _cswMags = (magazinesAmmoCargo _xSource) select {isClass (_magGroupsConfig >> _x select 0)};
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{
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_x params ["_classname", "_ammo"];
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if (_ammo > (_bestMagAmmo getOrDefault [_classname, 0])) then {
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_bestMagAmmo set [_classname, _ammo];
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_availableMagazines set [_classname, _xSource];
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};
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} forEach _cswMags;
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} forEach _sources;
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if (_availableMagazines isEqualTo createHashMap) exitWith { [] }; // fast exit if no available mags
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private _loadInfo = [];
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private _return = [];
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// Go through turrets and find weapons that we could reload
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{
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private _turretPath = _x;
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{
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private _weapon = _x;
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{
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//IGNORE_PRIVATE_WARNING ["_x", "_y"];
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private _carryMag = _x;
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private _magSource = _y;
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private _carryGroup = _magGroupsConfig >> _carryMag;
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{
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if (
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((getNumber (_carryGroup >> _x)) == 1) &&
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{_loadInfo = [_vehicle, _turretPath, _carryMag, _magSource] call FUNC(reload_canLoadMagazine); _loadInfo select 0}
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) exitWith {
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_return pushBack [_carryMag, _turretPath, _loadInfo, _magSource, _player];
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};
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} forEach (compatibleMagazines _weapon);
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} forEach _availableMagazines;
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} forEach (_vehicle weaponsTurret _turretPath);
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} forEach (allTurrets _vehicle);
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// Note: these nested forEach's looks terrible, but most only have one element
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_return
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