ACE3/addons/rearm/functions/fnc_getNeedRearmMagazines.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

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#include "script_component.hpp"
/*
* Author: Tuupertunut
* Returns information about every magazine that can be rearmed in the vehicle. Multiple mags of
* same class in the same turret are grouped together for practical reasons.
*
* Arguments:
* 0: Vehicle <OBJECT>
*
* Return Value:
* Magazine info <ARRAY of ARRAYs>
* Child arrays:
* 0: Magazine class <STRING>
* 1: Turret path <ARRAY>
* 2: Is pylon magazine <BOOLEAN>
* 3: Pylon index (-1 if not pylon) <NUMBER>
* 4: Max magazines <NUMBER>
* 5: Current magazines <NUMBER>
* 6: Max rounds per magazine <NUMBER>
* 7: Current rounds in magazines <ARRAY of NUMBERs>
*
* Example:
* [tank] call ace_rearm_fnc_getNeedRearmMagazines
*
* Public: No
*/
params ["_vehicle"];
private _magazineInfo = [];
// 1.70 pylons
private _pylonConfigs = configProperties [configFile >> "CfgVehicles" >> (typeOf _vehicle) >> "Components" >> "TransportPylonsComponent" >> "Pylons", "isClass _x"];
{
private _pylonConfig = _x;
// Strangely, a 1-based index.
private _pylonIndex = _forEachIndex + 1;
// Retrieving pylon magazine by index. If the pylon is empty, it is marked with "".
private _pylonMagazine = (getPylonMagazines _vehicle) select (_pylonIndex - 1);
// Only care about pylons that have a magazine.
if (!(_pylonMagazine isEqualTo "")) then {
private _maxRounds = getNumber (configFile >> "CfgMagazines" >> _pylonMagazine >> "count");
private _currentRounds = _vehicle ammoOnPylon _pylonIndex;
if (_currentRounds < _maxRounds) then {
// getPylonTurret expects 0 based index, and returns driver turret as [-1]
private _pylonTurret = [_vehicle, (_pylonIndex - 1)] call EFUNC(common,getPylonTurret);
_magazineInfo pushBack [_pylonMagazine, _pylonTurret, true, _pylonIndex, 1, 1, _maxRounds, [_currentRounds]];
};
};
} forEach _pylonConfigs;
private _turrets = [_vehicle] call FUNC(getAllRearmTurrets);
{
private _turretPath = _x;
private _magazines = [_vehicle, _turretPath] call FUNC(getTurretConfigMagazines);
// _magazines without duplicates
private _magazineClasses = _magazines arrayIntersect _magazines;
{
private _magazineClass = _x;
private _maxMagazines = [_vehicle, _turretPath, _magazineClass] call FUNC(getMaxMagazines);
private _maxRoundsPerMag = getNumber (configFile >> "CfgMagazines" >> _magazineClass >> "count");
/* Array of ammo counts in every magazine. Example: [200, 200, 152] means 2 mags with 200
* rounds and 1 mag with 152 rounds. */
private _currentRounds = [_vehicle, _turretPath, _magazineClass] call FUNC(getTurretMagazineAmmo);
private _currentMagazines = count _currentRounds;
/* If there is space for new magazines or if some magazines are not full, add the magazine
* type to _magazineInfo. */
if ((_currentMagazines < _maxMagazines) || {({_x < _maxRoundsPerMag} count _currentRounds) > 0}) then {
_magazineInfo pushBack [_magazineClass, _turretPath, false, -1, _maxMagazines, _currentMagazines, _maxRoundsPerMag, _currentRounds];
};
} forEach _magazineClasses;
} forEach _turrets;
TRACE_2("getNeedRearmMagazines",_vehicle,_magazineInfo);
_magazineInfo