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c8404f496e
* Arsenal update * Fixes * Update fnc_onSelChangedLeft.sqf * Update fnc_updateUniqueItemsList.sqf * Header fixes * Fix for defines.hpp Co-authored-by: Dystopian <sddex@ya.ru> * Moved fnc_baseWeapon, filtered invalid items * Update addons/arsenal/functions/fnc_scanConfig.sqf Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Fixes and tweaks - Sorting is guaranteed to give a fixed order - Dog tags no longer throw errors when reloading the ACE arsenal mission when you had some saved in your loadout before quitting the last time you played. * Cleanup, bug fixes and additions - Added the ability to add items from "CfgMagazines" into the "Misc. items" or custom tabs. - Added "baseWeapon" class support for weapon attachments. If a weapon attachment has the config property "baseWeapon" defined, it will take that item and show that in the arsenal. - Added stronger filtering on item scopes (scope > 0 at least for every item) - Added "descending" (default, as it is now) and "ascending" sort order as a drop down menu, - Unique backpacks in containers can now be removed with either the "-" or "clear all items" button. - When sorting by a number, 2 decimal points have been added, so that when you sort by weight it returns the correct order. * More fixes and tweaks - Converted the arsenal to partially work with hashmaps instead of arrays (for configItems and virtualItems, currentItems is still an array). - Because of the above, performance of FUNC(addVirtualItems) and FUNC(removeVirtualItems) has improved immensely. - Sorting now caches results, reducing repeated sorting times drastically. - CBA disposable launchers are handled differently now: Within the arsenal, you can change weapon attachments on disposable launchers, but you can't change their magazines (primary or secondary). Item info on the right and the stats show correct information. - FUNC(addSort) now checks if the new sorting method already exists and doesn't add it if it does. - FUNC(removeSort) now exists. You can't remove the default sort type (alphabetically) to avoid problems with the arsenal. - Both FUNC(addStat) and FUNC(compileStats) actually taken priority into account now. Because of that priority on several stats needed to be tweaked. - FUNC(removeStat) ensures that there are no gaps within the stat array (so if there is an empty spot in the stats page, it's because there is a stat, but the condition for it being shown hasn't been met). * Update fnc_replaceUniqueItemsLoadout.sqf * Update fnc_onSelChangedLeft.sqf * Update fnc_scanConfig.sqf * Update docs/wiki/framework/arsenal-framework.md Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Minor cleanup * Baseweapon filtering * Improvements + better unique items support * Update fnc_fillRightPanel.sqf * Update fnc_onSelChangedLeft.sqf Fixed: Switching between weapons with incompatible primary magazines while a compatible secondary magazine is loaded doesn't equip the new weapon's primary magazine. * Update addons/common/functions/fnc_uniqueUnitItems.sqf Co-authored-by: PabstMirror <pabstmirror@gmail.com> * undefined variable Co-authored-by: PabstMirror <pabstmirror@gmail.com> * fix undefined loadout var * Update fnc_fillLoadoutsList.sqf --------- Co-authored-by: Dystopian <sddex@ya.ru> Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
126 lines
6.2 KiB
Plaintext
126 lines
6.2 KiB
Plaintext
#include "script_component.hpp"
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#include "..\defines.hpp"
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/*
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* Author: Alganthe, Dedmen, johnb43
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* Add virtual items to the provided target.
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*
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* Arguments:
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* 0: Target <OBJECT>
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* 1: Items <ARRAY of STRINGS> <BOOL>
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* 2: Add globally <BOOL> (default: false)
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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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* [_box, ["item1", "item2", "itemN"]] call ace_arsenal_fnc_addVirtualItems
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* [_box, true, false] call ace_arsenal_fnc_addVirtualItems
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*
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* Public: Yes
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*/
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params [["_object", objNull, [objNull]], ["_items", [], [true, []]], ["_global", false, [false]]];
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if (isNull _object || {_items isEqualTo []}) exitWith {};
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private _cargo = _object getVariable QGVAR(virtualItems);
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if (isNil "_cargo") then {
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_cargo = [
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[IDX_VIRT_WEAPONS, createHashMapFromArray [[IDX_VIRT_PRIMARY_WEAPONS, createHashMap], [IDX_VIRT_SECONDARY_WEAPONS, createHashMap], [IDX_VIRT_HANDGUN_WEAPONS, createHashMap]]],
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[IDX_VIRT_ATTACHMENTS, createHashMapFromArray [[IDX_VIRT_OPTICS_ATTACHMENTS, createHashMap], [IDX_VIRT_FLASHLIGHT_ATTACHMENTS, createHashMap], [IDX_VIRT_MUZZLE_ATTACHMENTS, createHashMap], [IDX_VIRT_BIPOD_ATTACHMENTS, createHashMap]]]
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];
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_cargo = createHashMapFromArray _cargo;
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for "_index" from IDX_VIRT_ITEMS_ALL to IDX_VIRT_MISC_ITEMS do {
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_cargo set [_index, createHashMap];
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};
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};
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// If passed arguement is "true", add all items
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if (_items isEqualType true) then {
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if (_items) then {
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private _weapons = _cargo get IDX_VIRT_WEAPONS;
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private _weaponAttachments = _cargo get IDX_VIRT_ATTACHMENTS;
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private _configItems = uiNamespace getVariable QGVAR(configItems);
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// Add onto existing items, in case some items that were already added aren't available by default in the arsenal
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{
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(_x select 0) merge [_x select 1, true];
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(_x select 2) set [_x select 3, _x select 0];
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} forEach [
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[_weapons get IDX_VIRT_PRIMARY_WEAPONS, _configItems get IDX_VIRT_WEAPONS get IDX_VIRT_PRIMARY_WEAPONS, _weapons, IDX_VIRT_PRIMARY_WEAPONS],
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[_weapons get IDX_VIRT_SECONDARY_WEAPONS, _configItems get IDX_VIRT_WEAPONS get IDX_VIRT_SECONDARY_WEAPONS, _weapons, IDX_VIRT_SECONDARY_WEAPONS],
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[_weapons get IDX_VIRT_HANDGUN_WEAPONS, _configItems get IDX_VIRT_WEAPONS get IDX_VIRT_HANDGUN_WEAPONS, _weapons, IDX_VIRT_HANDGUN_WEAPONS],
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[_weaponAttachments get IDX_VIRT_OPTICS_ATTACHMENTS, _configItems get IDX_VIRT_ATTACHMENTS get IDX_VIRT_OPTICS_ATTACHMENTS, _weaponAttachments, IDX_VIRT_OPTICS_ATTACHMENTS],
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[_weaponAttachments get IDX_VIRT_FLASHLIGHT_ATTACHMENTS, _configItems get IDX_VIRT_ATTACHMENTS get IDX_VIRT_FLASHLIGHT_ATTACHMENTS, _weaponAttachments, IDX_VIRT_FLASHLIGHT_ATTACHMENTS],
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[_weaponAttachments get IDX_VIRT_MUZZLE_ATTACHMENTS, _configItems get IDX_VIRT_ATTACHMENTS get IDX_VIRT_MUZZLE_ATTACHMENTS, _weaponAttachments, IDX_VIRT_MUZZLE_ATTACHMENTS],
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[_weaponAttachments get IDX_VIRT_BIPOD_ATTACHMENTS, _configItems get IDX_VIRT_ATTACHMENTS get IDX_VIRT_BIPOD_ATTACHMENTS, _weaponAttachments, IDX_VIRT_BIPOD_ATTACHMENTS]
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];
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// Add onto existing items, in case some items that were already added aren't available by default in the arsenal
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for "_index" from IDX_VIRT_ITEMS_ALL to IDX_VIRT_MISC_ITEMS do {
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(_cargo get _index) merge [_configItems get _index, true];
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_cargo set [_index, _cargo get _index];
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};
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};
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} else {
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// Make sure all items are in string form, then convert to config case (non-existent items return "")
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_items = (_items select {_x isEqualType ""}) apply {_x call EFUNC(common,getConfigName)};
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// Remove any invalid/non-existing items
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_items = _items - [""];
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private _configItems = uiNamespace getVariable QGVAR(configItems);
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private _configItemsFlat = uiNamespace getVariable QGVAR(configItemsFlat);
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// Convert all items to their baseWeapon
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_items = _items apply {if (_x in _configItemsFlat) then {_x} else {_x call FUNC(baseWeapon)}};
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// Remove any items not found by the arsenal
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_items = _items select {_x in _configItemsFlat};
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// https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide#Character_configuration
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// https://github.com/acemod/ACE3/pull/9040#issuecomment-1597748331
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{
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switch (true) do {
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// Weapons
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case (_x in ((_configItems get IDX_VIRT_WEAPONS) get IDX_VIRT_PRIMARY_WEAPONS)): {
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((_cargo get IDX_VIRT_WEAPONS) get IDX_VIRT_PRIMARY_WEAPONS) set [_x, nil];
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};
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case (_x in ((_configItems get IDX_VIRT_WEAPONS) get IDX_VIRT_HANDGUN_WEAPONS)): {
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((_cargo get IDX_VIRT_WEAPONS) get IDX_VIRT_HANDGUN_WEAPONS) set [_x, nil];
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};
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case (_x in ((_configItems get IDX_VIRT_WEAPONS) get IDX_VIRT_SECONDARY_WEAPONS)): {
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((_cargo get IDX_VIRT_WEAPONS) get IDX_VIRT_SECONDARY_WEAPONS) set [_x, nil];
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};
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// Weapon attachments
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case (_x in ((_configItems get IDX_VIRT_ATTACHMENTS) get IDX_VIRT_OPTICS_ATTACHMENTS)): {
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((_cargo get IDX_VIRT_ATTACHMENTS) get IDX_VIRT_OPTICS_ATTACHMENTS) set [_x, nil];
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};
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case (_x in ((_configItems get IDX_VIRT_ATTACHMENTS) get IDX_VIRT_FLASHLIGHT_ATTACHMENTS)): {
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((_cargo get IDX_VIRT_ATTACHMENTS) get IDX_VIRT_FLASHLIGHT_ATTACHMENTS) set [_x, nil];
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};
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case (_x in ((_configItems get IDX_VIRT_ATTACHMENTS) get IDX_VIRT_MUZZLE_ATTACHMENTS)): {
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((_cargo get IDX_VIRT_ATTACHMENTS) get IDX_VIRT_MUZZLE_ATTACHMENTS) set [_x, nil];
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};
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case (_x in ((_configItems get IDX_VIRT_ATTACHMENTS) get IDX_VIRT_BIPOD_ATTACHMENTS)): {
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((_cargo get IDX_VIRT_ATTACHMENTS) get IDX_VIRT_BIPOD_ATTACHMENTS) set [_x, nil];
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};
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// Other
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default {
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for "_index" from IDX_VIRT_ITEMS_ALL to IDX_VIRT_MISC_ITEMS do {
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if (_x in (_configItems get _index)) exitWith {
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(_cargo get _index) set [_x, nil];
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};
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};
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};
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};
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} forEach _items;
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};
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_object setVariable [QGVAR(virtualItems), _cargo, _global];
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