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Fix quickmount for vehicle interactions
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johnb432 committed Jul 19, 2024
1 parent 2c3396a commit 27345aa
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Showing 2 changed files with 90 additions and 97 deletions.
5 changes: 2 additions & 3 deletions addons/quickmount/XEH_postInitClient.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -2,9 +2,8 @@

if (!hasInterface) exitWith {};

["ACE3 Movement", QGVAR(mount), [localize LSTRING(KeybindName), localize LSTRING(KeybindDescription)], "", {
["ACE3 Movement", QGVAR(mount), [LLSTRING(KeybindName), LLSTRING(KeybindDescription)], "", {
if (!dialog) then {
[] call FUNC(getInNearest);
call FUNC(getInNearest);
};
false
}] call CBA_fnc_addKeybind;
182 changes: 88 additions & 94 deletions addons/quickmount/functions/fnc_getInNearest.sqf
Original file line number Diff line number Diff line change
@@ -1,131 +1,125 @@
#include "..\script_component.hpp"
/*
* Author: Kingsley
* Mount the player in the vehicle they are directly looking at based on their distance.
* Author: Kingsley, johnb43
* Mounts the player in the vehicle they are directly looking at based on their distance.
*
* Arguments:
* 0: Target <OBJECT>(Optional)
* 0: Target <OBJECT> (default: objNull)
*
* Return Value:
* None
*
* Example:
* [] call ace_quickmount_fnc_getInNearest;
* call ace_quickmount_fnc_getInNearest
*
* Public: No
*/

if (!GVAR(enabled) ||
if (
!GVAR(enabled) ||
{isNull ACE_player} ||
{vehicle ACE_player != ACE_player} ||
{!alive ACE_player} ||
{ACE_player getVariable ["ace_unconscious", false]}
{!isNull objectParent ACE_player} ||
{!(ACE_player call EFUNC(common,isAwake))}
) exitWith {};

params [["_interactionTarget", objNull, [objNull]]];
TRACE_1("getInNearest",_interactionTarget);
params [["_target", objNull, [objNull]]];
TRACE_1("getInNearest",_target);

private _start = ACE_player modelToWorldVisualWorld (ACE_player selectionPosition "pilot");
private _end = (_start vectorAdd (getCameraViewDirection ACE_player vectorMultiply GVAR(distance)));
private _objects = lineIntersectsSurfaces [_start, _end, ACE_player];
private _target = (_objects param [0, []]) param [2, objNull];

if ((isNull _target) && {alive _interactionTarget}) then {
_end = _start vectorAdd ((_start vectorFromTo (aimPos _interactionTarget)) vectorMultiply GVAR(distance));
_objects = lineIntersectsSurfaces [_start, _end, ACE_player];
TRACE_1("2nd ray attempt at interaction target aim pos",_objects);
// If target is not defined (e.g. keybind was used), search for valid target
if (isNull _target) then {
private _start = ACE_player modelToWorldVisualWorld (ACE_player selectionPosition "pilot");
private _end = (_start vectorAdd (getCameraViewDirection ACE_player vectorMultiply GVAR(distance)));
private _objects = lineIntersectsSurfaces [_start, _end, ACE_player];
_target = (_objects param [0, []]) param [2, objNull];
};

if (locked _target in [2,3] || {!simulationEnabled _target}) exitWith {
[localize LSTRING(VehicleLocked)] call EFUNC(common,displayTextStructured);
true
if (!alive _target) exitWith {};

if (locked _target >= 2 || {!simulationEnabled _target}) exitWith {
[LLSTRING(VehicleLocked)] call EFUNC(common,displayTextStructured);
};

TRACE_2("",_target,typeOf _target);

if (!isNull _target &&
{alive _target} &&
{{_target isKindOf _x} count ["Air","LandVehicle","Ship","StaticMortar"] > 0} &&
{([ACE_player, _target, ["isNotSwimming"]] call EFUNC(common,canInteractWith))} &&
{speed _target <= GVAR(speed)}
) then {
if (
(speed _target > GVAR(speed)) ||
{["Air", "LandVehicle", "Ship", "StaticMortar"] findIf {_target isKindOf _x} == -1} ||
{!([ACE_player, _target, ["isNotSwimming"]] call EFUNC(common,canInteractWith))}
) exitWith {};

private _seats = ["driver", "gunner", "commander", "cargo"];
private _sortedSeats = [_seats select GVAR(priority)];
_seats deleteAt GVAR(priority);
_sortedSeats append _seats;

if (GVAR(priority) > 3 || GVAR(priority) < 0) then {
GVAR(priority) = 0;
};
private _fullCrew = fullCrew [_target, "", true];

private _seats = ["Driver", "Gunner", "Commander", "Cargo"];
private _sortedSeats = [_seats select GVAR(priority)];
_seats deleteAt GVAR(priority);
_sortedSeats append _seats;
private _hasAction = false;
scopeName "SearchForSeat";

{
private _desiredRole = _x;

private _hasAction = false;
scopeName "SearchForSeat";
{
private _desiredRole = _x;
{
_x params ["_unit", "_role", "_cargoIndex", "_turretPath"];
if ((isNull _unit) || {!alive _unit}) then {
private _effectiveRole = toLowerANSI _role;

if ((_effectiveRole in ["driver", "gunner"]) && {unitIsUAV _target}) exitWith {}; // Ignoring UAV Driver/Gunner
if ((_effectiveRole == "driver") && {(getNumber (configOf _target >> "hasDriver")) == 0}) exitWith {}; // Ignoring Non Driver (static weapons)

// Seats can be locked independently of the main vehicle
if ((_role == "driver") && {lockedDriver _target}) exitWith {TRACE_1("lockedDriver",_x);};
if ((_cargoIndex >= 0) && {_target lockedCargo _cargoIndex}) exitWith {TRACE_1("lockedCargo",_x);};
if ((_turretPath isNotEqualTo []) && {_target lockedTurret _turretPath}) exitWith {TRACE_1("lockedTurret",_x);};

if (_effectiveRole == "turret") then {
private _turretConfig = [_target, _turretPath] call CBA_fnc_getTurret;
if (getNumber (_turretConfig >> "isCopilot") == 1) exitWith {
_effectiveRole = "driver";
};
if (
_cargoIndex >= 0 // FFV
|| {"" isEqualTo getText (_turretConfig >> "gun")} // turret without weapon
) exitWith {
_effectiveRole = "cargo";
};
_effectiveRole = "gunner"; // door gunners / 2nd turret
_x params ["_unit", "_role", "_cargoIndex", "_turretPath"];

if (!alive _unit) then {
private _effectiveRole = _role;

if ((_effectiveRole in ["driver", "gunner"]) && {unitIsUAV _target}) exitWith {}; // Ignoring UAV Driver/Gunner
if ((_effectiveRole == "driver") && {(getNumber (configOf _target >> "hasDriver")) == 0}) exitWith {}; // Ignoring Non Driver (static weapons)

// Seats can be locked independently of the main vehicle
if ((_effectiveRole == "driver") && {lockedDriver _target}) exitWith {TRACE_1("lockedDriver",_x);};
if ((_cargoIndex >= 0) && {_target lockedCargo _cargoIndex}) exitWith {TRACE_1("lockedCargo",_x);};
if ((_turretPath isNotEqualTo []) && {_target lockedTurret _turretPath}) exitWith {TRACE_1("lockedTurret",_x);};

if (_effectiveRole == "turret") then {
private _turretConfig = [_target, _turretPath] call CBA_fnc_getTurret;

if (getNumber (_turretConfig >> "isCopilot") == 1) exitWith {
_effectiveRole = "driver";
};
TRACE_2("",_effectiveRole,_x);
if (_effectiveRole != _desiredRole) exitWith {};

if (_turretPath isNotEqualTo []) then {
// Using GetInTurret seems to solve problems with incorrect GetInEH params when gunner/commander
ACE_player action ["GetInTurret", _target, _turretPath];
TRACE_3("Geting In Turret",_x,_role,_turretPath);
} else {
if (_cargoIndex > -1) then {
// GetInCargo expects the index of the seat in the "cargo" array from fullCrew
// See description: https://community.bistudio.com/wiki/fullCrew
private _cargoActionIndex = -1;
{
if ((_x select 2) == _cargoIndex) exitWith {_cargoActionIndex = _forEachIndex};
} forEach (fullCrew [_target, "cargo", true]);

ACE_player action ["GetInCargo", _target, _cargoActionIndex];
TRACE_4("Geting In Cargo",_x,_role,_cargoActionIndex,_cargoIndex);
} else {
ACE_player action ["GetIn" + _role, _target];
TRACE_2("Geting In",_x,_role);
};
if (
_cargoIndex >= 0 || // FFV
{getText (_turretConfig >> "gun") == ""} // Turret without weapon
) exitWith {
_effectiveRole = "cargo";
};

_hasAction = true;
breakTo "SearchForSeat";
_effectiveRole = "gunner"; // Door gunners / 2nd turret
};
} forEach (fullCrew [_target, "", true]);
} forEach _sortedSeats;

if (!_hasAction) then {
TRACE_1("no empty seats",_hasAction);
[localize LSTRING(VehicleFull)] call EFUNC(common,displayTextStructured);
};
};
TRACE_2("",_effectiveRole,_x);

if (_effectiveRole != _desiredRole) exitWith {};

if (_turretPath isNotEqualTo []) then {
// Using GetInTurret seems to solve problems with incorrect GetInEH params when gunner/commander
ACE_player action ["GetInTurret", _target, _turretPath];
TRACE_3("Getting In Turret",_x,_role,_turretPath);
} else {
if (_cargoIndex > -1) then {
// GetInCargo expects the index of the seat in the "cargo" array from fullCrew
// See description: https://community.bistudio.com/wiki/fullCrew
private _cargoActionIndex = (fullCrew [_target, "cargo", true]) findIf {(_x select 2) == _cargoIndex};

true
ACE_player action ["GetInCargo", _target, _cargoActionIndex];
TRACE_4("Getting In Cargo",_x,_role,_cargoActionIndex,_cargoIndex);
} else {
ACE_player action ["GetIn" + _role, _target];
TRACE_2("Getting In",_x,_role);
};
};

_hasAction = true;
breakTo "SearchForSeat";
};
} forEach _fullCrew;
} forEach _sortedSeats;

if (!_hasAction) then {
TRACE_1("no empty seats",_hasAction);
[LLSTRING(VehicleFull)] call EFUNC(common,displayTextStructured);
};

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