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195 lines
11 KiB
Plaintext
195 lines
11 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: commy2, SilentSpike
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* Checks if the vehicles class already has the actions initialized, otherwise add all available repair options. Calleed from init EH.
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*
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* Arguments:
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* 0: Vehicle <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* [vehicle] call ace_repair_fnc_addRepairActions
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*
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* Public: No
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*/
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if (!hasInterface) exitWith {};
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params ["_vehicle"];
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private _type = typeOf _vehicle;
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TRACE_2("addRepairActions", _vehicle,_type);
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// do nothing if the class is already initialized
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private _initializedClasses = GETMVAR(GVAR(initializedClasses),[]);
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if (_type in _initializedClasses) exitWith {};
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// get all hitpoints and selections
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(getAllHitPointsDamage _vehicle) params [["_hitPoints", []], ["_hitSelections", []]]; // Since 1.82 these are all lower case
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// get hitpoints of wheels with their selections
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([_vehicle] call FUNC(getWheelHitPointsWithSelections)) params ["_wheelHitPoints", "_wheelHitSelections"];
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private _hitPointsAddedNames = [];
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private _hitPointsAddedStrings = [];
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private _hitPointsAddedAmount = [];
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private _processedSelections = [];
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private _icon = ["a3\ui_f\data\igui\cfg\actions\repair_ca.paa", "#FFFFFF"];
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private _vehCfg = configFile >> "CfgVehicles" >> _type;
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// Custom position can be defined via config for associated hitpoint
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private _hitpointPositions = getArray (_vehCfg >> QGVAR(hitpointPositions));
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// Associated hitpoints can be grouped via config to produce a single repair action
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private _hitpointGroups = getArray (_vehCfg >> QGVAR(hitpointGroups));
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// Get turret paths
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private _turretPaths = ((fullCrew [_vehicle, "gunner", true]) + (fullCrew [_vehicle, "commander", true])) apply {_x # 3};
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{
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private _selection = _x;
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private _hitpoint = toLower (_hitPoints select _forEachIndex);
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if (_selection in _wheelHitSelections) then {
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// Wheels should always be unique
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if (_selection in _processedSelections) exitWith {TRACE_3("Duplicate Wheel",_hitpoint,_forEachIndex,_selection);};
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private _position = compile format ["_target selectionPosition ['%1', 'HitPoints'];", _selection];
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TRACE_3("Adding Wheel Actions",_hitpoint,_forEachIndex,_selection);
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// An action to remove the wheel is required
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private _name = format ["Remove_%1_%2", _forEachIndex, _hitpoint];
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private _text = localize LSTRING(RemoveWheel);
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private _condition = {[_this select 1, _this select 0, _this select 2 select 0, "RemoveWheel"] call DFUNC(canRepair)};
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private _statement = {[_this select 1, _this select 0, _this select 2 select 0, "RemoveWheel"] call DFUNC(repair)};
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private _action = [_name, _text, _icon, _statement, _condition, {}, [_hitpoint], _position, 2, nil, FUNC(modifySelectionInteraction)] call EFUNC(interact_menu,createAction);
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[_type, 0, [], _action] call EFUNC(interact_menu,addActionToClass);
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// An action to replace the wheel is required
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_name = format ["Replace_%1_%2", _forEachIndex, _hitpoint];
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_text = localize LSTRING(ReplaceWheel);
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_condition = {[_this select 1, _this select 0, _this select 2 select 0, "ReplaceWheel"] call DFUNC(canRepair)};
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_statement = {[_this select 1, _this select 0, _this select 2 select 0, "ReplaceWheel"] call DFUNC(repair)};
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_action = [_name, _text, _icon, _statement, _condition, {}, [_hitpoint], _position, 2] call EFUNC(interact_menu,createAction);
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[_type, 0, [], _action] call EFUNC(interact_menu,addActionToClass);
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_processedSelections pushBack _selection;
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} else {
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// Empty hitpoints don't contain enough information
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if (_hitpoint isEqualTo "") exitWith { TRACE_3("Skipping Empty Hit",_hitpoint,_forEachIndex,_selection); };
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// Ignore glass hitpoints
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if ((_hitpoint find "glass") != -1) exitWith { TRACE_3("Skipping Glass",_hitpoint,_forEachIndex,_selection); };
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// Ignore hitpoints starting with # (seems to be lights)
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if ((_hitpoint select [0,1]) == "#") exitWith { TRACE_3("Skipping # hit",_hitpoint,_forEachIndex,_selection); };
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// Ignore ERA/Slat armor (vanilla uses hitera_/hitslat_, pre-1.82 RHS uses era_)
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// ToDo: see how community utilizes new armor system, could also check getText (_hitpointConfig >> "simulation")
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if (((_hitpoint select [0,7]) == "hitera_") || {(_hitpoint select [0,8]) == "hitslat_"} || {(_hitpoint select [0,4]) == "era_"}) exitWith { TRACE_3("Skipping ERA/SLAT",_hitpoint,_forEachIndex,_selection); };
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// Some hitpoints do not have a selection but do have an armorComponent value (seems to mainly be RHS)
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// Ref https://community.bistudio.com/wiki/Arma_3_Damage_Enhancement
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// this code won't support identically named hitpoints (e.g. commander turret: Duplicate HitPoint name 'HitTurret')
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private _armorComponent = "";
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if (_selection == "") then {
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{
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private _turretHitpointCfg = ([_vehCfg, _x] call CBA_fnc_getTurret) >> "HitPoints";
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private _hitpointsCfg = "configName _x == _hitpoint" configClasses _turretHitpointCfg;
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if (!(_hitpointsCfg isEqualTo [])) exitWith {
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TRACE_2("turret hitpoint configFound",_hitpoint,_x);
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// only do turret hitpoints for now or we get some weird stuff
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if ((_hitpoint in ["hitturret", "hitgun"]) || {(getNumber (_hitpointsCfg # 0 >> "isGun")) == 1} || {(getNumber (_hitpointsCfg # 0 >> "isTurret")) == 1}) then {
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_armorComponent = getText (_hitpointsCfg # 0 >> "armorComponent");
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};
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};
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} forEach _turretPaths;
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if (_armorComponent != "") then { INFO_3("%1: %2 no selection: using armorComponent %3",_type,_hitpoint,_armorComponent); };
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};
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if ((_selection == "") && {_armorComponent == ""}) exitWith { TRACE_3("Skipping no selection OR armor component",_hitpoint,_forEachIndex,_selection); };
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//Depends hitpoints shouldn't be modified directly (will be normalized)
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// Biki: Clearing 'depends' in case of inheritance cannot be an empty string (rpt warnings), but rather a "0" value.
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if (!((getText (_vehCfg >> "HitPoints" >> _hitpoint >> "depends")) in ["", "0"])) exitWith {
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TRACE_3("Skip Depends",_hitpoint,_forEachIndex,_selection);
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};
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private _childHitPoint = false;
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{
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{
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if (_hitpoint == _x) exitWith {
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_childHitPoint = true;
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};
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} forEach (_x select 1);
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} forEach _hitpointGroups;
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// If the current selection is associated with a child hitpoint, then skip
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if (_childHitPoint) exitWith { TRACE_3("childHitpoint",_hitpoint,_forEachIndex,_selection); };
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// Find the action position
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private _position = compile format ["_target selectionPosition ['%1', 'HitPoints'];", _selection];
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{
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_x params ["_hit", "_pos"];
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if (_hitpoint == _hit) exitWith {
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if (_pos isEqualType []) exitWith {
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_position = _pos; // Position in model space
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};
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if (_pos isEqualType "") exitWith {
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_position = compile format ["_target selectionPosition ['%1', 'HitPoints'];", _pos];
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};
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ERROR_3("Invalid custom position %1 of hitpoint %2 in vehicle %3.",_position,_hitpoint,_type);
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};
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} forEach _hitpointPositions;
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// if no selection then use the FireLOD to position the action
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if ((_selection == "") && {_position isEqualTo {_target selectionPosition ['', 'HitPoints'];}}) then {
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if ((_vehicle selectionPosition [_armorComponent, "FireGeometry"]) isEqualTo [0,0,0]) then {
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WARNING_3("[%1: %2: %3] armorComponent does not exist?",_type,_hitpoint,_armorComponent);
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_position = [0,0,0]; // just stick it on mainActions
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} else {
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_position = compile format ["_target selectionPosition ['%1', 'FireGeometry'];", _armorComponent];
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};
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TRACE_1("using armorComponent position",_position);
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};
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// Prepare the repair action
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private _name = format ["Repair_%1_%2", _forEachIndex, _selection];
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// Find localized string and track those added for numerization
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([_hitpoint, "%1", _hitpoint, [_hitPointsAddedNames, _hitPointsAddedStrings, _hitPointsAddedAmount]] call FUNC(getHitPointString)) params ["_text", "_trackArray"];
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_hitPointsAddedNames = _trackArray select 0;
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_hitPointsAddedStrings = _trackArray select 1;
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_hitPointsAddedAmount = _trackArray select 2;
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if (_hitpoint in TRACK_HITPOINTS) then {
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// Tracks should always be unique
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if (_selection in _processedSelections) exitWith {TRACE_3("Duplicate Track",_hitpoint,_forEachIndex,_selection);};
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_position = compile format ["private _return = _target selectionPosition ['%1', 'HitPoints']; _return set [1, 0]; _return", _selection];
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TRACE_4("Adding RepairTrack",_hitpoint,_forEachIndex,_selection,_text);
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private _condition = {[_this select 1, _this select 0, _this select 2 select 0, "RepairTrack"] call DFUNC(canRepair)};
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private _statement = {[_this select 1, _this select 0, _this select 2 select 0, "RepairTrack"] call DFUNC(repair)};
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private _action = [_name, _text, _icon, _statement, _condition, {}, [_hitpoint], _position, 4] call EFUNC(interact_menu,createAction);
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[_type, 0, [], _action] call EFUNC(interact_menu,addActionToClass);
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} else {
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TRACE_4("Adding MiscRepair",_hitpoint,_forEachIndex,_selection,_text);
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private _condition = {[_this select 1, _this select 0, _this select 2 select 0, "MiscRepair"] call DFUNC(canRepair)};
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private _statement = {[_this select 1, _this select 0, _this select 2 select 0, "MiscRepair"] call DFUNC(repair)};
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private _action = [_name, _text, _icon, _statement, _condition, {}, [_forEachIndex], _position, 5] call EFUNC(interact_menu,createAction);
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// Put inside main actions if no other position was found above
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if (_position isEqualTo [0,0,0]) then {
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[_type, 0, ["ACE_MainActions", QGVAR(Repair)], _action] call EFUNC(interact_menu,addActionToClass);
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} else {
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[_type, 0, [], _action] call EFUNC(interact_menu,addActionToClass);
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};
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};
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_processedSelections pushBack _selection;
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};
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} forEach _hitSelections;
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private _condition = {[_this select 1, _this select 0, "", "fullRepair"] call DFUNC(canRepair)};
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private _statement = {[_this select 1, _this select 0, "", "fullRepair"] call DFUNC(repair)};
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private _action = [QGVAR(fullRepair), localize LSTRING(fullRepair), _icon, _statement, _condition, {}, [], "", 4] call EFUNC(interact_menu,createAction);
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[_type, 0, ["ACE_MainActions", QGVAR(Repair)], _action] call EFUNC(interact_menu,addActionToClass);
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// set class as initialized
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_initializedClasses pushBack _type;
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SETMVAR(GVAR(initializedClasses),_initializedClasses);
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