ACE3/addons/rearm/functions/fnc_addRearmActions.sqf
Tuupertunut 0644ad9ca2 Rearm bugfixing (#5411)
* Added workaround functions for turret magazine ammo.

* Switched to retrieving turrets dynamically instead of looking them up from an array.

* Refactoring only, no functional changes

* Repurposed getNeedRearmMagazines as a general purpose rearm info function + more.

* The function retrieves all non-full magazines. This code was previously repeated in many different functions, but is now centralized in one.
* Empty pylon filling is no longer supported in favor of the upcoming "pylons" ACE-module.

Fixed bugs:

* Rearm was using broken commands "magazineTurretAmmo" and "setMagazineTurretAmmo". They are now replaced with their corresponding workaround functions.
* Pylon rearm was trying to set ammo count on empty pylons.

Note: rearmSuccessLocal is not yet fixed!

* Rearming no longer switches shell types in cannons/mortars.

* Added Tuupertunut to authors.

* Rearming no longer switches shell types. 2nd try.

Last time it was fixed only if the turret is manned. Now it is fixed even when unmanned.

* Updated fnc_rearm to support the earlier repurposing of fnc_getNeedRearmMagazines.

* Small fixes and comments.

* Renamed fnc_getVehicleMagazines to fnc_getTurretConfigMagazines.

The latter describes much better what the function actually does.

* Removed redundant checks.

* Refactoring.

* Fixed spaces in macros.

* Renamed fnc_getAllTurrets to fnc_getAllRearmTurrets
2017-09-29 14:53:25 -05:00

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/*
* Author: GitHawk
* Show the resupplyable ammunition of all surrounding vehicles.
*
* Arguments:
* 0: Ammo Truck <OBJECT>
*
* Return Value:
* ChildActions <ARRAY>
*
* Example:
* [tank] call ace_rearm_fnc_addRearmActions
*
* Public: No
*/
#include "script_component.hpp"
params ["_truck"];
private _vehicles = nearestObjects [_truck, ["AllVehicles"], 20];
_vehicles = _vehicles select {(_x != _truck) && {!(_x isKindOf "CAManBase")} && {!(_x getVariable [QGVAR(disabled), false])}};
private _vehicleActions = [];
{
private _vehicle = _x;
// Array of magazines that can be rearmed in the vehicle
private _needRearmMags = ([_vehicle] call FUNC(getNeedRearmMagazines)) apply {_x select 0};
// _needRearmMags without duplicates
private _magazineHelper = _needRearmMags arrayIntersect _needRearmMags;
_magazineHelper = _magazineHelper select {[_truck, _x] call FUNC(hasEnoughSupply)};
TRACE_2("can add",_x,_magazineHelper);
if (!(_magazineHelper isEqualTo [])) then {
private _icon = getText(configFile >> "CfgVehicles" >> (typeOf _vehicle) >> "Icon");
if !((_icon select [0, 1]) == "\") then {
_icon = "";
};
if (GVAR(level) == 0) then {
// [Level 0] adds a single action to rearm the entire vic
private _action = [
_vehicle,
getText(configFile >> "CfgVehicles" >> (typeOf _vehicle) >> "displayName"),
_icon,
{_this call FUNC(rearmEntireVehicle)},
{true},
{},
_vehicle
] call EFUNC(interact_menu,createAction);
_vehicleActions pushBack [_action, [], _truck];
} else {
// [Level 1,2] - Add actions for each magazine
private _actions = [];
{
private _action = [
_x,
getText(configFile >> "CfgMagazines" >> _x >> "displayName"),
getText(configFile >> "CfgMagazines" >> _x >> "picture"),
{_this call FUNC(takeAmmo)},
{true},
{},
[_x, _vehicle]
] call EFUNC(interact_menu,createAction);
_actions pushBack [_action, [], _truck];
} forEach _magazineHelper;
private _action = [
_vehicle,
getText(configFile >> "CfgVehicles" >> (typeOf _vehicle) >> "displayName"),
_icon,
{},
{true},
{},
[]
] call EFUNC(interact_menu,createAction);
_vehicleActions pushBack [_action, _actions, _truck];
};
};
} forEach _vehicles;
_vehicleActions