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5200fd6a02
Adds an option to use playableUnits for scenarios where AI playable units are enabled.
73 lines
2.1 KiB
Plaintext
73 lines
2.1 KiB
Plaintext
/*
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* Author: SilentSpike
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* Adds units to spectator whitelist/blacklist and refreshes the filter units
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*
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* Arguments:
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* 0: Units to add to the whitelist <ARRAY>
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* 1: Use blacklist <BOOL> <OPTIONAL>
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*
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* Return Value:
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* None <NIL>
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*
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* Example:
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* [allUnits,true] call ace_spectator_fnc_updateUnits
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*
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* Public: Yes
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*/
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#include "script_component.hpp"
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params [["_newUnits",[],[[]]],["_blacklist",false,[false]]];
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// Function only matters on player clients
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if !(hasInterface) exitWith {};
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// If adding to a list we can exit here, since it won't show up until the UI refreshes anyway
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if !(_newUnits isEqualTo []) exitWith {
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if (_blacklist) then {
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GVAR(unitWhitelist) = GVAR(unitWhitelist) - _newUnits;
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GVAR(unitBlacklist) append _newUnits;
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} else {
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GVAR(unitBlacklist) = GVAR(unitBlacklist) - _newUnits;
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GVAR(unitWhitelist) append _newUnits;
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};
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};
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private ["_sides","_cond","_filteredUnits","_color","_icon"];
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// Unit setting filter
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_newUnits = [[],allPlayers,playableUnits,allUnits] select GVAR(filterUnits);
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// Side setting filter
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_sides = [];
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_cond = [{_this == (side group player)},{(_this getFriend (side group player)) >= 0.6},{(_this getFriend (side group player)) < 0.6},{true}] select GVAR(filterSides);
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{
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if (_x call _cond) then {
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_sides pushBack _x;
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};
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} forEach GVAR(availableSides);
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// Filter units and append to list
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_filteredUnits = [];
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{
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if (
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(alive _x) &&
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{(_x isKindOf "CAManBase")} &&
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{(side group _x) in _sides} && // Side filter
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{simulationEnabled _x} &&
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{!(_x getVariable [QGVAR(isStaged), false])} // Who watches the watchmen?
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) then {
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_filteredUnits pushBack _x;
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};
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} forEach (_newUnits - GVAR(unitBlacklist));
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_filteredUnits append GVAR(unitWhitelist);
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// Cache icons and colour for drawing
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{
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// Intentionally re-applied to units in case their status changes
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[_x] call FUNC(cacheUnitInfo);
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} forEach _filteredUnits;
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// Replace previous list entirely (removes any no longer valid)
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GVAR(unitList) = _filteredUnits arrayIntersect _filteredUnits;
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