ACE3/addons/zeus/functions/fnc_moduleGarrison.sqf
Josuan Albin bb03f55c5c Add garrison zeus modules (#4555)
* Add garrison and un-garrison modules

* Remove unnecessary text from garrison header

* Add french translations to new strings

* Add changes requested by review

* Change pushback to pushBack

* Move garrison funcs to ai, finish headers

* Remove diag log debug

* Fix typos and header issues

* Add missing newlines

* Fix strings, Fix typos and headers

* Enable debug and disable compile cache, Add trace and comments

* Rebase before review

* Fix default case running instead of case 3

* Fix edge case related to players being in garrison group

The player would make the enableAttack checks in ungarrison and garrisonMove fail, this is now fixed.

* Fix some arrays in garrsionMove and garrison

* Relax distance checks in garrisonMove, change AI behaviour while pathing to aware

* Add debug view

* Remove unused var, fix unit pos using the wrong format

* Make debug more visually pleasing

* Change garrison debug target to a waypoint icon

* Change disableAI event to AISection, comment out doFollow in doMove EH

* Fix locality issue
2017-10-10 11:06:37 -05:00

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/*
* Author: alganthe
* Module calling the garrison function.
*
* Arguments:
* 0: Module logic <OBJECT>
* 1: Position of the module <POSITION>
* 2: Radius of the task <NUMBER>
* 3: Filling mode of the garrison function <NUMBER>
* 4: Enable or not top down filling <BOOL>
*
* Return Value:
* None
*
* Example:
* [LOGIC, [2203.64, 2281.47, 1], 20, 2, true] call ace_zeus_fnc_moduleUngarrison
*
* Public: No
*/
#include "script_component.hpp"
params ["_logic", "_pos", "_radius" ,"_mode" , "_topDownMode", "_teleport"];
private _unit = (attachedTo _logic);
private _building = nearestBuilding (getPosASL _unit);
// Handles errors
scopeName "Main";
private _fnc_errorAndClose = {
params ["_msg"];
deleteVehicle _logic;
[_msg] call EFUNC(common,displayTextStructured);
breakOut "Main";
};
switch (false) do {
case !(isNull _unit): {
[LSTRING(NothingSelected)] call _fnc_errorAndClose;
};
case (_unit isKindOf "CAManBase"): {
[LSTRING(OnlyInfantry)] call _fnc_errorAndClose;
};
case (alive _unit): {
[LSTRING(OnlyAlive)] call _fnc_errorAndClose;
};
case (_unit distance _building < 500): {
[LSTRING(BuildingTooFar)] call _fnc_errorAndClose;
};
};
private _units = units _unit;
// Make sure all units are disembarked
{
if (vehicle _x != _x) then {
moveOut _x;
};
} forEach _units;
[_pos, ["Building"], _units, _radius, _mode, _topDownMode, _teleport] call EFUNC(ai,garrison);
deleteVehicle _logic;