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96 lines
2.9 KiB
Plaintext
96 lines
2.9 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: esteldunedain
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* Collect a entire tree of active actions
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*
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* Arguments:
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* 0: Object <OBJECT>
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* 1: Original action tree <ARRAY>
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* 2: Parent path <ARRAY>
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* 3: Distance to base point (will be 0 for self/zeus/in-vehicle) <NUMBER>
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*
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* Return Value:
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* Active children <ARRAY>
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*
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* Example:
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* [bob, [array], [array], 5] call ACE_interact_menu_fnc_collectActoveActionTree
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*
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* Public: No
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*/
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params ["_object", "_origAction", "_parentPath", "_distanceToBasePoint"];
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_origAction params ["_origActionData", "_origActionChildren"];
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private _target = _object;
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private _player = ACE_player;
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// Check if the function should be modified first
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if !((_origActionData select 10) isEqualTo {}) then {
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// It should, so make a copy and pass it to the modifierFunction
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_origActionData = +_origActionData;
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[_target, ACE_player, _origActionData select 6, _origActionData] call (_origActionData select 10);
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};
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_origActionData params ["_actionName", "", "", "_statementCode", "_conditionCode", "_insertChildrenCode", "_customParams", "", "_distance"];
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// Return nothing if the action itself is not active
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if !([_target, ACE_player, _customParams] call _conditionCode) exitWith {
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[]
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};
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// Return nothing if the action is to far (including checking sub actions) [DISABLED FOR NOW ref #2196]
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// if (_distanceToBasePoint > _distance) exitWith {
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// []
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// };
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private _fullPath = +_parentPath;
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_fullPath pushBack _actionName;
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private _activeChildren = [];
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// If there's a statement to dynamically insert children then execute it
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if !({} isEqualTo _insertChildrenCode) then {
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private _dynamicChildren = [_target, ACE_player, _customParams] call _insertChildrenCode;
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// Collect dynamic children class actions
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{
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private _action = [_x select 2, _x, _fullPath, _distanceToBasePoint] call FUNC(collectActiveActionTree);
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if ((count _action) > 0) then {
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_activeChildren pushBack _action;
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};
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nil
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} count _dynamicChildren;
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};
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// Collect children class actions
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{
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private _action = [_object, _x, _fullPath, _distanceToBasePoint] call FUNC(collectActiveActionTree);
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if ((count _action) > 0) then {
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_activeChildren pushBack _action;
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};
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nil
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} count _origActionChildren;
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// Collect children object actions
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{
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_x params ["_actionData", "_pPath"];
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// Check if the action is children of the original action
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if (_pPath isEqualTo _fullPath) then {
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private _action = [_object, [_actionData,[]], _fullPath, _distanceToBasePoint] call FUNC(collectActiveActionTree);
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if ((count _action) > 0) then {
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_activeChildren pushBack _action;
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};
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};
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nil
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} count GVAR(objectActionList);
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// If the original action has no statement, and no children, don't display it
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if ((_activeChildren isEqualTo []) && {_statementCode isEqualTo {}}) exitWith {
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// @todo: Account for showDisabled?
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[]
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};
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[_origActionData, _activeChildren, _object]
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