ACE3/addons/interact_menu/functions/fnc_compileMenuSelfAction.sqf

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/*
* Author: NouberNou and CAA-Picard
* Compile the self action menu from config for an object's class
*
* Argument:
* 0: Object or class name <OBJECT> or <STRING>
*
* Return value:
* None
*
* Public: No
*/
#include "script_component.hpp";
EXPLODE_1_PVT(_this,_target);
private ["_objectType","_actionsVarName"];
_objectType = _target;
if (typeName _target == "OBJECT") then {
_objectType = typeOf _target;
};
_actionsVarName = format [QGVAR(SelfAct_%1), _objectType];
// Exit if the action menu is already compiled for this class
if !(isNil {missionNamespace getVariable [_actionsVarName, nil]}) exitWith {};
private "_recurseFnc";
_recurseFnc = {
private ["_actions", "_displayName", "_distance", "_icon", "_statement", "_selection", "_condition", "_showDisabled",
"_enableInside", "_canCollapse", "_runOnHover", "_children", "_entry", "_entryCfg", "_fullPath"];
EXPLODE_2_PVT(_this,_actionsCfg,_parentPath);
_actions = [];
for "_i" from 0 to (count _actionsCfg) - 1 do {
_entryCfg = _actionsCfg select _i;
if(isClass _entryCfg) then {
_displayName = getText (_entryCfg >> "displayName");
_icon = getText (_entryCfg >> "icon");
_statement = compile (getText (_entryCfg >> "statement"));
_condition = getText (_entryCfg >> "condition");
if (_condition == "") then {_condition = "true"};
// Add canInteract (including exceptions) and canInteractWith to condition
_condition = _condition + format [QUOTE( && {%1 call EGVAR(common,canInteract)} && {[ARR_2(ACE_player, _target)] call EFUNC(common,canInteractWith)} ), getArray (_entryCfg >> "exceptions")];
_showDisabled = (getNumber (_entryCfg >> "showDisabled")) > 0;
_enableInside = (getNumber (_entryCfg >> "enableInside")) > 0;
_canCollapse = (getNumber (_entryCfg >> "canCollapse")) > 0;
_runOnHover = (getNumber (_entryCfg >> "runOnHover")) > 0;
_fullPath = (+ _parentPath);
_fullPath pushBack (configName _entryCfg);
_condition = compile _condition;
_children = [_entryCfg, _fullPath] call _recurseFnc;
_entry = [
[
_displayName,
_icon,
[0,0,0],
_statement,
_condition,
10, //distace
[_showDisabled,_enableInside,_canCollapse,_runOnHover],
_fullPath
],
_children
];
_actions pushBack _entry;
};
};
_actions
};
private "_actionsCfg";
_actionsCfg = configFile >> "CfgVehicles" >> _objectType >> "ACE_SelfActions";
// Create a master action to base on self action
_actions = [
[
[
"Self Actions",
"\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa",
"Spine3",
{ true },
{ true },
10,
[false,true,false],
["ACE_SelfActions"]
],
[_actionsCfg, ["ACE_SelfActions"]] call _recurseFnc
]
];
missionNamespace setVariable [_actionsVarName, _actions];