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a421a63eea
* Add trench placed and finished global events * Docs
98 lines
3.4 KiB
Plaintext
98 lines
3.4 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Garth 'L-H' de Wet, Ruthberg, edited by commy2 for better MP and eventual AI support, esteldunedain
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* Continue process of digging trench.
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*
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* Arguments:
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* 0: trench <OBJECT>
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* 1: unit <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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* [TrenchObj, ACE_player] call ace_trenches_fnc_continueDiggingTrench
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*
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* Public: No
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*/
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params ["_trench", "_unit"];
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TRACE_2("continueDiggingTrench",_trench,_unit);
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private _actualProgress = _trench getVariable [QGVAR(progress), 1];
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if(_actualProgress == 1) exitWith {};
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// Mark trench as being worked on
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_trench setVariable [QGVAR(digging), true, true];
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private _digTime = missionNamespace getVariable [getText (configOf _trench >> QGVAR(diggingDuration)), 20];
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private _digTimeLeft = _digTime * (1 - _actualProgress);
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private _placeData = _trench getVariable [QGVAR(placeData), [[], []]];
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_placeData params ["_basePos", "_vecDirAndUp"];
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private _trenchId = _unit getVariable [QGVAR(isDiggingId), -1];
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if(_trenchId < 0) then {
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_trenchId = GVAR(trenchId);
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_unit setVariable [QGVAR(isDiggingId), _trenchId, true];
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GVAR(trenchId) = GVAR(trenchId) + 1;
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};
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// Create progress bar
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private _fnc_onFinish = {
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(_this select 0) params ["_unit", "_trench"];
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_unit setVariable [QGVAR(isDiggingId), -1, true];
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_trench setVariable [QGVAR(digging), false, true];
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// Save progress global
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private _progress = _trench getVariable [QGVAR(progress), 0];
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_trench setVariable [QGVAR(progress), _progress, true];
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[QGVAR(finished), [_unit, _trench]] call CBA_fnc_globalEvent;
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// Reset animation
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[_unit, "", 1] call EFUNC(common,doAnimation);
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};
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private _fnc_onFailure = {
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(_this select 0) params ["_unit", "_trench"];
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_unit setVariable [QGVAR(isDiggingId), -1, true];
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_trench setVariable [QGVAR(digging), false, true];
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// Save progress global
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private _progress = _trench getVariable [QGVAR(progress), 0];
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_trench setVariable [QGVAR(progress), _progress, true];
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// Reset animation
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[_unit, "", 1] call EFUNC(common,doAnimation);
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};
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private _fnc_condition = {
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(_this select 0) params ["_unit"];
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"ACE_EntrenchingTool" in (_unit call EFUNC(common,uniqueItems))
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};
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[(_digTimeLeft + 0.5), [_unit, _trench], _fnc_onFinish, _fnc_onFailure, localize LSTRING(DiggingTrench), _fnc_condition] call EFUNC(common,progressBar);
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if(_actualProgress == 0) then {
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[_unit, _trench, _trenchId, _basePos vectorDiff [0, 0, 1.0], _vecDirAndUp, _actualProgress] call FUNC(setTrenchPlacement);
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//Remove grass
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{
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private _trenchGrassCutter = createVehicle ["Land_ClutterCutter_medium_F", [0, 0, 0], [], 0, "NONE"];
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private _cutterPos = _trench modelToWorldWorld _x;
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_cutterPos set [2, getTerrainHeightASL _cutterPos];
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_trenchGrassCutter setPosASL _cutterPos;
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deleteVehicle _trenchGrassCutter;
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} foreach getArray (configOf _trench >> QGVAR(grassCuttingPoints));
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};
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private _progressLeft = (_actualProgress * 10) + 1;
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for "_i" from _progressLeft to 10 do {
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private _vectorDiffZ = 1 - (_i / 10);
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private _delay = _digTime * ((_i / 10) - _actualProgress);
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private _progress = _i / 10;
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[DFUNC(setTrenchPlacement), [_unit, _trench, _trenchId, _basePos vectorDiff [0, 0, _vectorDiffZ], _vecDirAndUp, _progress], _delay] call CBA_fnc_waitAndExecute;
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};
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// Play animation
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[_unit, "AinvPknlMstpSnonWnonDnon_medic4"] call EFUNC(common,doAnimation);
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