ACE3/addons/disarming/functions/fnc_disarmDropItems.sqf
johnb432 8f46ffd8d5
General - Change count to forEach where appropriate (#9890)
count -> forEach

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
2024-04-04 08:15:26 -03:00

267 lines
11 KiB
Plaintext

#include "..\script_component.hpp"
/*
* Author: PabstMirror
*
* Makes a unit drop items
*
* Arguments:
* 0: Caller (player) <OBJECT>
* 1: Target <OBJECT>
* 2: Classnames <ARRAY>
* 3: Do Not Drop Ammo <BOOL> (default: false)
*
* Return Value:
* None
*
* Example:
* [player, cursorTarget, ["ace_bandage"]] call ace_disarming_fnc_disarmDropItems
*
* Public: No
*/
#define TIME_MAX_WAIT 5
params ["_caller", "_target", "_listOfItemsToRemove", ["_doNotDropAmmo", false, [false]]]; //By default units drop all weapon mags when dropping a weapon
private _fncSumArray = {
private _return = 0;
{_return = _return + _x;} count (_this select 0);
_return
};
//Sanity Checks
if (!([_target] call FUNC(canBeDisarmed))) exitWith {
[_caller, _target, "Debug: Cannot disarm target"] call FUNC(eventTargetFinish);
};
if (_doNotDropAmmo && {({_x in _listOfItemsToRemove} count (magazines _target)) > 0}) exitWith {
[_caller, _target, "Debug: Trying to drop magazine with _doNotDropAmmo flag"] call FUNC(eventTargetFinish);
};
private _holder = objNull;
// if _target is in a vehicle, use vehicle inventory as container
if (!isNull objectParent _target) then {
_holder = objectParent _target;
};
//If not dropping ammo, don't use an existing container
if (!_doNotDropAmmo) then {
{
if ((_x getVariable [QGVAR(disarmUnit), objNull]) == _target) exitWith {
_holder = _x;
};
} forEach ((getpos _target) nearObjects [DISARM_CONTAINER, 3]);
};
//Create a new weapon holder
if (isNull _holder) then {
private _dropPos = _target modelToWorld [0.4, 0.75, 0]; //offset someone unconscious isn't lying over it
_dropPos set [2, ((getPosASL _target) select 2)];
_holder = createVehicle [DISARM_CONTAINER, _dropPos, [], 0, "CAN_COLLIDE"];
_holder setPosASL _dropPos;
_holder setVariable [QGVAR(disarmUnit), _target, true];
};
//Verify holder created
if (isNull _holder) exitWith {
[_caller, _target, "Debug: Null Holder"] call FUNC(eventTargetFinish);
};
//Make sure only one drop operation at a time (using PFEH system as a queue)
if (_holder getVariable [QGVAR(holderInUse), false]) exitWith {
[{
_this call FUNC(disarmDropItems);
}, _this] call CBA_fnc_execNextFrame;
};
_holder setVariable [QGVAR(holderInUse), true];
//Remove Magazines
private _targetMagazinesStart = magazinesAmmo _target;
private _holderMagazinesStart = magazinesAmmoCargo _holder;
{
_x params ["_xClassname", "_xAmmo"];
if ((_xClassname in _listOfItemsToRemove) && {(getNumber (configFile >> "CfgMagazines" >> _xClassname >> "ACE_isUnique")) == 0}) then {
_holder addMagazineAmmoCargo [_xClassname, 1, _xAmmo];
_target removeMagazine _xClassname;
};
} forEach _targetMagazinesStart;
private _targetMagazinesEnd = magazinesAmmo _target;
private _holderMagazinesEnd = magazinesAmmoCargo _holder;
//Verify Mags dropped from unit:
if (({((_x select 0) in _listOfItemsToRemove) && {(getNumber (configFile >> "CfgMagazines" >> (_x select 0) >> "ACE_isUnique")) == 0}} count _targetMagazinesEnd) != 0) exitWith {
_holder setVariable [QGVAR(holderInUse), false];
[_caller, _target, "Debug: Didn't Remove Magazines"] call FUNC(eventTargetFinish);
};
//Verify holder has mags unit had
if (!([_targetMagazinesStart, _targetMagazinesEnd, _holderMagazinesStart, _holderMagazinesEnd] call FUNC(verifyMagazinesMoved))) then {
_holder setVariable [QGVAR(holderInUse), false];
[_caller, _target, "Debug: Crate Magazines not in holder"] call FUNC(eventTargetFinish);
};
//Remove Items, Assigned Items and NVG
private _holderItemsStart = getitemCargo _holder;
private _targetItemsStart = (assignedItems _target) + (items _target) - (weapons _target);
if ((headgear _target) != "") then {_targetItemsStart pushBack (headgear _target);};
if ((goggles _target) != "") then {_targetItemsStart pushBack (goggles _target);};
private _addToCrateClassnames = [];
private _addToCrateCount = [];
{
if (_x in _listOfItemsToRemove) then {
if (_x in (items _target)) then {
_target removeItem _x;
} else {
_target unlinkItem _x;
};
private _index = _addToCrateClassnames find _x;
if (_index != -1) then {
_addToCrateCount set [_index, ((_addToCrateCount select _index) + 1)];
} else {
_addToCrateClassnames pushBack _x;
_addToCrateCount pushBack 1;
};
};
} forEach _targetItemsStart;
//Add the items to the holder (combined to reduce addItemCargoGlobal calls)
{
_holder addItemCargoGlobal [(_addToCrateClassnames select _forEachIndex), (_addToCrateCount select _forEachIndex)];
} forEach _addToCrateClassnames;
private _holderItemsEnd = getitemCargo _holder;
private _targetItemsEnd = (assignedItems _target) + (items _target) - (weapons _target);
if ((headgear _target) != "") then {_targetItemsEnd pushBack (headgear _target);};
if ((goggles _target) != "") then {_targetItemsEnd pushBack (goggles _target);};
//Verify Items Added
if (((count _targetItemsStart) - (count _targetItemsEnd)) != ([_addToCrateCount] call _fncSumArray)) exitWith {
_holder setVariable [QGVAR(holderInUse), false];
[_caller, _target, "Debug: Items Not Removed From Player"] call FUNC(eventTargetFinish);
};
if ((([_holderItemsEnd select 1] call _fncSumArray) - ([_holderItemsStart select 1] call _fncSumArray)) != ([_addToCrateCount] call _fncSumArray)) exitWith {
_holder setVariable [QGVAR(holderInUse), false];
[_caller, _target, "Debug: Items Not Added to Holder"] call FUNC(eventTargetFinish);
};
//Script drop uniforms/vest if empty
if (((uniform _target) != "") && {(uniform _target) in _listOfItemsToRemove} && {(uniformItems _target) isEqualTo []}) then {
_holder addItemCargoGlobal [(uniform _target), 1];
removeUniform _target;
};
if (((vest _target) != "") && {(vest _target) in _listOfItemsToRemove} && {(vestItems _target) isEqualTo []}) then {
_holder addItemCargoGlobal [(vest _target), 1];
removeVest _target;
};
//If holder is still empty, it will be 'garbage collected' while we wait for the drop 'action' to take place
//So add a dummy item and just remove at the end
private _holderIsEmpty = ([_holder] call FUNC(getAllGearContainer)) isEqualTo [[],[]];
if (_holderIsEmpty) then {
TRACE_1("Debug: adding dummy item to holder",_holder);
_holder addItemCargoGlobal [DUMMY_ITEM, 1];
};
//Start the PFEH to do the actions (which could take >1 frame)
[{
params ["_args", "_pfID"];
_args params ["_caller", "_target", "_listOfItemsToRemove", "_holder", "_holderIsEmpty", "_maxWaitTime", "_doNotDropAmmo", "_startingMagazines"];
private _needToRemoveWeapon = ({_x in _listOfItemsToRemove} count (weapons _target)) > 0;
private _needToRemoveMagazines = ({_x in _listOfItemsToRemove} count (magazines _target)) > 0;
private _needToRemoveBackpack = ((backPack _target) != "") && {(backPack _target) in _listOfItemsToRemove};
private _needToRemoveVest = ((vest _target) != "") && {(vest _target) in _listOfItemsToRemove};
private _needToRemoveUniform = ((uniform _target) != "") && {(uniform _target) in _listOfItemsToRemove};
if ((CBA_missionTime < _maxWaitTime) && {[_target] call FUNC(canBeDisarmed)} && {_needToRemoveWeapon || _needToRemoveMagazines || _needToRemoveBackpack}) then {
//action drop weapons (keeps loaded magazine and attachements)
{
if (_x in _listOfItemsToRemove) then {
_target action ["DropWeapon", _holder, _x];
};
} forEach (weapons _target);
//Drop magazine (keeps unique ID)
{
if (_x in _listOfItemsToRemove) then {
_target action ["DropMagazine", _holder, _x];
};
} forEach (magazines _target);
//Drop backpack (Keeps variables for ACRE/TFR)
if (_needToRemoveBackpack) then {_target action ["DropBag", _holder, (backPack _target)];};
} else {
[_pfID] call CBA_fnc_removePerFrameHandler;
if (_doNotDropAmmo) then {
private _error = false;
private _magsToPickup = +_startingMagazines;
{
private _index = _magsToPickup find _x;
if (_index == -1) exitWith {_error = true; ERROR("More mags than when we started?")};
_magsToPickup deleteAt _index;
} forEach (magazinesAmmo _target);
private _magazinesInHolder = magazinesAmmoCargo _holder;
{
private _index = _magazinesInHolder find _x;
if (_index == -1) exitWith {_error = true; ERROR("Missing mag not in holder")};
_magazinesInHolder deleteAt _index;
} forEach _magsToPickup;
//No Error (all the ammo in the container is ammo we should have);
if ((!_error) && {_magazinesInHolder isEqualTo []}) then {
{
_target addMagazine _x;
} forEach (magazinesAmmoCargo _holder);
clearMagazineCargoGlobal _holder;
};
};
//If we added a dummy item, remove it now
if (_holderIsEmpty && {(getItemCargo _holder) isNotEqualTo [[DUMMY_ITEM],[1]]}) exitWith {
_holder setVariable [QGVAR(holderInUse), false];
[_caller, _target, "Debug: Holder should only have dummy item"] call FUNC(eventTargetFinish);
};
if (_holderIsEmpty) then {
TRACE_1("Debug: removing dummy item from holder",_holder);
clearItemCargoGlobal _holder;
};
//Verify we didn't timeout waiting on drop action
if (CBA_missionTime >= _maxWaitTime) exitWith {
_holder setVariable [QGVAR(holderInUse), false];
[_caller, _target, "Debug: Drop Actions Timeout"] call FUNC(eventTargetFinish);
};
//If target lost disarm status:
if (!([_target] call FUNC(canBeDisarmed))) exitWith {
_holder setVariable [QGVAR(holderInUse), false];
[_caller, _target, "Debug: Target cannot be disarmed"] call FUNC(eventTargetFinish);
};
if (_needToRemoveVest && {(vestItems _target) isNotEqualTo []}) exitWith {
_holder setVariable [QGVAR(holderInUse), false];
[_caller, _target, "Debug: Vest Not Empty"] call FUNC(eventTargetFinish);
};
if (_needToRemoveVest) then {
_holder addItemCargoGlobal [(vest _target), 1];
removeVest _target;
};
if (_needToRemoveUniform && {(uniformItems _target) isNotEqualTo []}) exitWith {
_holder setVariable [QGVAR(holderInUse), false];
[_caller, _target, "Debug: Uniform Not Empty"] call FUNC(eventTargetFinish);
};
if (_needToRemoveUniform) then {
_holder addItemCargoGlobal [(uniform _target), 1];
removeUniform _target;
};
_holder setVariable [QGVAR(holderInUse), false];
[_caller, _target, ""] call FUNC(eventTargetFinish);
};
}, 0.0, [_caller,_target, _listOfItemsToRemove, _holder, _holderIsEmpty, (CBA_missionTime + TIME_MAX_WAIT), _doNotDropAmmo, _targetMagazinesEnd]] call CBA_fnc_addPerFrameHandler;