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* Use hashmaps for interactions * Update addons/interact_menu/functions/fnc_splitPath.sqf Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Account for case sensitivity * Update addons/interact_menu/functions/fnc_compileMenu.sqf Co-authored-by: PabstMirror <pabstmirror@gmail.com> * Update addons/interact_menu/functions/fnc_compileMenuSelfAction.sqf Co-authored-by: PabstMirror <pabstmirror@gmail.com> --------- Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
175 lines
6.1 KiB
Plaintext
175 lines
6.1 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: NouberNou and esteldunedain
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* Render all action points
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*
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* Arguments:
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* None
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*
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* Return Value:
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* None
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*
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* Example:
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* call ACE_interact_menu_fnc_renderActionPoints
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*
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* Public: No
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*/
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GVAR(currentOptions) = [];
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private _player = ACE_player;
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GVAR(cameraPosASL) = AGLtoASL (positionCameraToWorld [0, 0, 0]);
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GVAR(cameraDir) = (AGLtoASL (positionCameraToWorld [0, 0, 1])) vectorDiff GVAR(cameraPosASL);
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private _fnc_renderNearbyActions = {
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// Render all nearby interaction menus
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#define MAXINTERACTOBJECTS 3
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GVAR(foundActions) = [];
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GVAR(lastTimeSearchedActions) = diag_tickTime;
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QGVAR(renderNearbyActions) call CBA_fnc_localEvent;
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private _numInteractObjects = 0;
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private _nearestObjects = nearestObjects [ACE_player, ["All"], 13];
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{
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private _target = _x;
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// Quick oclussion test. Skip objects more than 1 m behind the camera plane
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private _lambda = getPosASL _target vectorDiff GVAR(cameraPosASL) vectorDotProduct GVAR(cameraDir);
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if (
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_lambda <= -1
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|| {isObjectHidden _target}
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// Prevent interacting with yourself or your own vehicle
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|| {_target in [ACE_player, vehicle ACE_player]}
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) then {continue};
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private _hasInteractions = false;
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// Iterate through object actions, find base level actions and render them if appropiate
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GVAR(objectActionList) = _target getVariable [QGVAR(actions), []];
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{
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// Only render them directly if they are base level actions
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if (_x select 1 isNotEqualTo []) then {continue};
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// Try to render the menu
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private _action = _x;
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if ([_target, _action] call FUNC(renderBaseMenu)) then {
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_hasInteractions = true;
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GVAR(foundActions) pushBack [_target, _action, GVAR(objectActionList)];
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};
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} forEach GVAR(objectActionList);
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// Iterate through base level class actions and render them if appropiate
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private _classActions = GVAR(ActNamespace) getOrDefault [typeOf _target, []];
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{
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private _action = _x;
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// Try to render the menu
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if ([_target, _action] call FUNC(renderBaseMenu)) then {
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_hasInteractions = true;
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GVAR(foundActions) pushBack [_target, _action, GVAR(objectActionList)];
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};
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} forEach _classActions;
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// Limit the amount of objects the player can interact with
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if (_hasInteractions) then {
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INC(_numInteractObjects);
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if (_numInteractObjects >= MAXINTERACTOBJECTS) then {break};
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};
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} forEach _nearestObjects;
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};
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private _fnc_renderLastFrameActions = {
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{
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_x params ["_target", "_action", "_objectActionList"];
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GVAR(objectActionList) = _objectActionList;
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[_target, _action] call FUNC(renderBaseMenu);
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} forEach GVAR(foundActions);
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};
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private _fnc_renderSelfActions = {
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private _target = _this;
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// Set object actions for collectActiveActionTree
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GVAR(objectActionList) = _target getVariable [QGVAR(selfActions), []];
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// Iterate through base level class actions and render them if appropiate
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private _classActions = GVAR(ActSelfNamespace) get typeOf _target;
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private _pos = if !(GVAR(useCursorMenu)) then {
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//Convert to ASL, add offset and then convert back to AGL (handles waves when over water)
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ASLtoAGL ((AGLtoASL (positionCameraToWorld [0, 0, 0])) vectorAdd GVAR(selfMenuOffset));
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} else {
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[0.5, 0.5]
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};
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{
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_action = _x;
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[_target, _action, _pos] call FUNC(renderBaseMenu);
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} forEach _classActions;
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};
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private _fnc_renderZeusActions = {
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{
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private _action = _x;
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[_this, _action, [0.5, 0.5]] call FUNC(renderBaseMenu);
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} forEach GVAR(ZeusActions);
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};
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GVAR(collectedActionPoints) resize 0;
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// Render nearby actions, unit self actions or vehicle self actions as appropiate
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if (GVAR(openedMenuType) == 0) then {
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if (isNull curatorCamera) then {
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if (!(isNull (ACE_controlledUAV select 0))) then {
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// Render UAV self actions when in control of UAV AI
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(ACE_controlledUAV select 0) call _fnc_renderSelfActions;
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} else {
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if (vehicle ACE_player == ACE_player) then {
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if (diag_tickTime > GVAR(lastTimeSearchedActions) + 0.20) then {
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// Once every 0.2 secs, collect nearby objects active and visible action points and render them
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call _fnc_renderNearbyActions;
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} else {
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// The rest of the frames just draw the same action points rendered the last frame
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call _fnc_renderLastFrameActions;
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};
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} else {
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// Render vehicle self actions when in vehicle
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(vehicle ACE_player) call _fnc_renderSelfActions;
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};
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};
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} else {
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// Render zeus actions when zeus open
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(getAssignedCuratorLogic player) call _fnc_renderZeusActions;
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};
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} else {
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ACE_player call _fnc_renderSelfActions;
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};
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if (count GVAR(collectedActionPoints) > 1) then {
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// Do the oclusion pass
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// Order action points according to z
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GVAR(collectedActionPoints) sort true;
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for [{private _i = count GVAR(collectedActionPoints) - 1}, {_i > 0}, {_i = _i - 1}] do {
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for [{private _j = _i - 1}, {_j >= 0}, {_j = _j - 1}] do {
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// Check if action point _i is ocluded by _j
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private _delta = vectorNormalized ((GVAR(collectedActionPoints) select _i select 1) vectorDiff (GVAR(collectedActionPoints) select _j select 1));
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// If _i is inside a cone with 20º half angle with origin on _j
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if ((_delta select 2 > 0.94) && {((GVAR(collectedActionPoints) select _i select 1) distance2d (GVAR(collectedActionPoints) select _j select 1)) < 0.1}) exitWith {
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GVAR(collectedActionPoints) deleteAt _i;
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};
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};
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};
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};
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// Render the non-ocluded points
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{
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_x params ["_z", "_sPos", "_activeActionTree"];
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[[], _activeActionTree, _sPos, [180,360]] call FUNC(renderMenu);
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} forEach GVAR(collectedActionPoints);
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