ACE3/addons/interact_menu/functions/fnc_collectActiveActionTree.sqf
Dystopian 08472f6343
Interact Menu - Combine parent menu with single child (#8060)
* Combine parent menu with single child

* Adapt fastroping Cut ropes action for the setting

* Change setting name and description

* Fix action object when child action has different object

Co-authored-by: PabstMirror <pabstmirror@gmail.com>

* Adapt quickmount Change Seat actions

Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-02-04 11:01:35 -06:00

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