ACE3/addons/interact_menu/functions/fnc_renderActionPoints.sqf
jonpas 742626ff1a
General - Relative script_component.hpp includes (#9378)
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-09-12 20:58:10 +02:00

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#include "..\script_component.hpp"
/*
* Author: NouberNou and esteldunedain
* Render all action points
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* call ACE_interact_menu_fnc_renderActionPoints
*
* Public: No
*/
GVAR(currentOptions) = [];
private _player = ACE_player;
GVAR(cameraPosASL) = AGLtoASL (positionCameraToWorld [0, 0, 0]);
GVAR(cameraDir) = (AGLtoASL (positionCameraToWorld [0, 0, 1])) vectorDiff GVAR(cameraPosASL);
private _fnc_renderNearbyActions = {
// Render all nearby interaction menus
#define MAXINTERACTOBJECTS 3
GVAR(foundActions) = [];
GVAR(lastTimeSearchedActions) = diag_tickTime;
QGVAR(renderNearbyActions) call CBA_fnc_localEvent;
private _numInteractObjects = 0;
private _nearestObjects = nearestObjects [ACE_player, ["All"], 13];
{
private _target = _x;
// Quick oclussion test. Skip objects more than 1 m behind the camera plane
private _lambda = getPosASL _target vectorDiff GVAR(cameraPosASL) vectorDotProduct GVAR(cameraDir);
if (
_lambda <= -1
|| {isObjectHidden _target}
// Prevent interacting with yourself or your own vehicle
|| {_target in [ACE_player, vehicle ACE_player]}
) then {continue};
private _hasInteractions = false;
// Iterate through object actions, find base level actions and render them if appropiate
GVAR(objectActionList) = _target getVariable [QGVAR(actions), []];
{
// Only render them directly if they are base level actions
if (_x select 1 isNotEqualTo []) then {continue};
// Try to render the menu
private _action = _x;
if ([_target, _action] call FUNC(renderBaseMenu)) then {
_hasInteractions = true;
GVAR(foundActions) pushBack [_target, _action, GVAR(objectActionList)];
};
} forEach GVAR(objectActionList);
// Iterate through base level class actions and render them if appropiate
private _classActions = GVAR(ActNamespace) getVariable [typeOf _target, []];
{
private _action = _x;
// Try to render the menu
if ([_target, _action] call FUNC(renderBaseMenu)) then {
_hasInteractions = true;
GVAR(foundActions) pushBack [_target, _action, GVAR(objectActionList)];
};
} forEach _classActions;
// Limit the amount of objects the player can interact with
if (_hasInteractions) then {
INC(_numInteractObjects);
if (_numInteractObjects >= MAXINTERACTOBJECTS) then {break};
};
} forEach _nearestObjects;
};
private _fnc_renderLastFrameActions = {
{
_x params ["_target", "_action", "_objectActionList"];
GVAR(objectActionList) = _objectActionList;
[_target, _action] call FUNC(renderBaseMenu);
} forEach GVAR(foundActions);
};
private _fnc_renderSelfActions = {
private _target = _this;
// Set object actions for collectActiveActionTree
GVAR(objectActionList) = _target getVariable [QGVAR(selfActions), []];
// Iterate through base level class actions and render them if appropiate
private _namespace = GVAR(ActSelfNamespace);
private _classActions = _namespace getVariable typeOf _target;
private _pos = if !(GVAR(useCursorMenu)) then {
//Convert to ASL, add offset and then convert back to AGL (handles waves when over water)
ASLtoAGL ((AGLtoASL (positionCameraToWorld [0, 0, 0])) vectorAdd GVAR(selfMenuOffset));
} else {
[0.5, 0.5]
};
{
_action = _x;
[_target, _action, _pos] call FUNC(renderBaseMenu);
} forEach _classActions;
};
private _fnc_renderZeusActions = {
{
private _action = _x;
[_this, _action, [0.5, 0.5]] call FUNC(renderBaseMenu);
} forEach GVAR(ZeusActions);
};
GVAR(collectedActionPoints) resize 0;
// Render nearby actions, unit self actions or vehicle self actions as appropiate
if (GVAR(openedMenuType) == 0) then {
if (isNull curatorCamera) then {
if (!(isNull (ACE_controlledUAV select 0))) then {
// Render UAV self actions when in control of UAV AI
(ACE_controlledUAV select 0) call _fnc_renderSelfActions;
} else {
if (vehicle ACE_player == ACE_player) then {
if (diag_tickTime > GVAR(lastTimeSearchedActions) + 0.20) then {
// Once every 0.2 secs, collect nearby objects active and visible action points and render them
call _fnc_renderNearbyActions;
} else {
// The rest of the frames just draw the same action points rendered the last frame
call _fnc_renderLastFrameActions;
};
} else {
// Render vehicle self actions when in vehicle
(vehicle ACE_player) call _fnc_renderSelfActions;
};
};
} else {
// Render zeus actions when zeus open
(getAssignedCuratorLogic player) call _fnc_renderZeusActions;
};
} else {
ACE_player call _fnc_renderSelfActions;
};
if (count GVAR(collectedActionPoints) > 1) then {
// Do the oclusion pass
// Order action points according to z
GVAR(collectedActionPoints) sort true;
for [{private _i = count GVAR(collectedActionPoints) - 1}, {_i > 0}, {_i = _i - 1}] do {
for [{private _j = _i - 1}, {_j >= 0}, {_j = _j - 1}] do {
// Check if action point _i is ocluded by _j
private _delta = vectorNormalized ((GVAR(collectedActionPoints) select _i select 1) vectorDiff (GVAR(collectedActionPoints) select _j select 1));
// If _i is inside a cone with 20º half angle with origin on _j
if ((_delta select 2 > 0.94) && {((GVAR(collectedActionPoints) select _i select 1) distance2d (GVAR(collectedActionPoints) select _j select 1)) < 0.1}) exitWith {
GVAR(collectedActionPoints) deleteAt _i;
};
};
};
};
// Render the non-ocluded points
{
_x params ["_z", "_sPos", "_activeActionTree"];
[[], _activeActionTree, _sPos, [180,360]] call FUNC(renderMenu);
} forEach GVAR(collectedActionPoints);