ACE3/addons/spectator/functions/fnc_updateUnits.sqf
SilentSpike 5200fd6a02 Add new option to spectator unit filter setting
Adds an option to use playableUnits for scenarios where AI playable units are enabled.
2015-08-05 14:55:02 +01:00

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/*
* Author: SilentSpike
* Adds units to spectator whitelist/blacklist and refreshes the filter units
*
* Arguments:
* 0: Units to add to the whitelist <ARRAY>
* 1: Use blacklist <BOOL> <OPTIONAL>
*
* Return Value:
* None <NIL>
*
* Example:
* [allUnits,true] call ace_spectator_fnc_updateUnits
*
* Public: Yes
*/
#include "script_component.hpp"
params [["_newUnits",[],[[]]],["_blacklist",false,[false]]];
// Function only matters on player clients
if !(hasInterface) exitWith {};
// If adding to a list we can exit here, since it won't show up until the UI refreshes anyway
if !(_newUnits isEqualTo []) exitWith {
if (_blacklist) then {
GVAR(unitWhitelist) = GVAR(unitWhitelist) - _newUnits;
GVAR(unitBlacklist) append _newUnits;
} else {
GVAR(unitBlacklist) = GVAR(unitBlacklist) - _newUnits;
GVAR(unitWhitelist) append _newUnits;
};
};
private ["_sides","_cond","_filteredUnits","_color","_icon"];
// Unit setting filter
_newUnits = [[],allPlayers,playableUnits,allUnits] select GVAR(filterUnits);
// Side setting filter
_sides = [];
_cond = [{_this == (side group player)},{(_this getFriend (side group player)) >= 0.6},{(_this getFriend (side group player)) < 0.6},{true}] select GVAR(filterSides);
{
if (_x call _cond) then {
_sides pushBack _x;
};
} forEach GVAR(availableSides);
// Filter units and append to list
_filteredUnits = [];
{
if (
(alive _x) &&
{(_x isKindOf "CAManBase")} &&
{(side group _x) in _sides} && // Side filter
{simulationEnabled _x} &&
{!(_x getVariable [QGVAR(isStaged), false])} // Who watches the watchmen?
) then {
_filteredUnits pushBack _x;
};
} forEach (_newUnits - GVAR(unitBlacklist));
_filteredUnits append GVAR(unitWhitelist);
// Cache icons and colour for drawing
{
// Intentionally re-applied to units in case their status changes
[_x] call FUNC(cacheUnitInfo);
} forEach _filteredUnits;
// Replace previous list entirely (removes any no longer valid)
GVAR(unitList) = _filteredUnits arrayIntersect _filteredUnits;