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ffaa195fe5
* Fixed headers to work with silentspike python script * Fixed rest of the files * Fixed ace-team
132 lines
4.6 KiB
Plaintext
132 lines
4.6 KiB
Plaintext
/*
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* Author: NouberNou and esteldunedain
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* Compile the self action menu from config for an object's class
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*
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* Arguments:
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* 0: Object or class name <OBJECT> or <STRING>
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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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* [bob] call ACE_interact_menu_fnc_compileMenuSelfAction
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_target"];
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private _objectType = _target;
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if (_target isEqualType objNull) then {
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_objectType = typeOf _target;
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};
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private _namespace = GVAR(ActSelfNamespace);
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// Exit if the action menu is already compiled for this class
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if !(isNil {_namespace getVariable _objectType}) exitWith {};
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private _recurseFnc = {
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params ["_actionsCfg"];
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private _actions = [];
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{
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private _entryCfg = _x;
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if(isClass _entryCfg) then {
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private _displayName = getText (_entryCfg >> "displayName");
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private _icon = getText (_entryCfg >> "icon");
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private _statement = compile (getText (_entryCfg >> "statement"));
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private _condition = getText (_entryCfg >> "condition");
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if (_condition == "") then {_condition = "true"};
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// Add canInteract (including exceptions) and canInteractWith to condition
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_condition = _condition + format [QUOTE( && {[ARR_3(ACE_player, _target, %1)] call EFUNC(common,canInteractWith)} ), getArray (_entryCfg >> "exceptions")];
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private _insertChildren = compile (getText (_entryCfg >> "insertChildren"));
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private _modifierFunction = compile (getText (_entryCfg >> "modifierFunction"));
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private _showDisabled = (getNumber (_entryCfg >> "showDisabled")) > 0;
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private _enableInside = (getNumber (_entryCfg >> "enableInside")) > 0;
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private _canCollapse = (getNumber (_entryCfg >> "canCollapse")) > 0;
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private _runOnHover = true;
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if (isText (_entryCfg >> "runOnHover")) then {
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_runOnHover = compile getText (_entryCfg >> "runOnHover");
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} else {
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_runOnHover = (getNumber (_entryCfg >> "runOnHover")) > 0;
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};
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_condition = compile _condition;
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private _children = [_entryCfg] call _recurseFnc;
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private _entry = [
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[
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configName _entryCfg,
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_displayName,
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_icon,
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_statement,
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_condition,
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_insertChildren,
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[],
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[0,0,0],
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10, //distace
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[_showDisabled,_enableInside,_canCollapse,_runOnHover, true],
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_modifierFunction
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],
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_children
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];
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_actions pushBack _entry;
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};
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nil
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} count (configProperties [_actionsCfg, "isClass _x", true]);
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_actions
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};
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private _actionsCfg = configFile >> "CfgVehicles" >> _objectType >> "ACE_SelfActions";
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private _baseDisplayName = "";
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private _baseIcon = "";
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if (_objectType isKindOf "CAManBase") then {
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_baseDisplayName = localize LSTRING(SelfActionsRoot);
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_baseIcon = "\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa";
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} else {
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_baseDisplayName = getText (configFile >> "CfgVehicles" >> _objectType >> "displayName");
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//Alt would be to just use a static text, if veh names end up being too long:
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// _baseDisplayName = localize LSTRING(VehicleActionsRoot);
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//Pull the icon from the vehicle's config:
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_baseIcon = getText (configFile >> "CfgVehicles" >> _objectType >> "Icon");
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//icon could be a CfgVehicleIcons
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if isText (configFile >> "CfgVehicleIcons" >> _baseIcon) then {
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_baseIcon = getText (configFile >> "CfgVehicleIcons" >> _baseIcon);
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};
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};
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TRACE_1("Building ACE_SelfActions",_objectType);
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// Create a master action to base on self action
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private _actions = [
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[
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[
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"ACE_SelfActions",
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_baseDisplayName,
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_baseIcon,
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{
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// Dummy statement so it's not collapsed when there's no available actions
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true
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},
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{[ACE_player, _target, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering", "isNotSitting", "isNotOnLadder"]] call EFUNC(common,canInteractWith)},
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{},
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{},
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"Spine3",
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10,
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[false,true,false,false,false]
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],
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[_actionsCfg] call _recurseFnc
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]
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];
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_namespace setVariable [_objectType, _actions];
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