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enum ActionInputType
{
AIT_CONTINUOUS, //React to hold input and release after it
AIT_SINGLE, //React to click input - single use actions
AIT_DOUBLECLICK, //React to double click input - single use actions
AIT_HOLDSINGLE, //React to hold input - single use actions
AIT_CLICKCONTINUOUS, //React to click input for start and click for end
AIT_NOINPUTCONTROL,
AIT_INVENTORYINPUT, //Inventory specific actions
}
class ForcedActionData
{
ActionBase m_Action;
ref ActionTarget m_Target;
ItemBase m_Item;
}
class ActionInput : ActionInput_Basic
{
UAIDWrapper m_input; //Input ID automaticly generated from name.
int m_InputType; //Use from action manager for handling input
int m_Priority;
bool m_DetectFromItem; //Can be used action from item in hands?
bool m_DetectFromTarget; //Can be used action from target in vicinity?
bool m_DetectFromPlayer; //Can be used action from player?
bool m_Enabled;
bool m_JustActivate;
bool m_HasTarget;
PlayerBase m_Player;
ref ActionTarget m_ForcedTarget;
ref ForcedActionData m_ForcedActionData;
ref ActionTarget m_Target;
ItemBase m_MainItem;
int m_ConditionMask;
bool m_Active;
void ActionInput()
{
m_Active = false;
m_Enabled = true;
m_ForcedTarget = null;
m_ForcedActionData = null;
m_HasTarget = false;
m_JustActivate = false;
m_DetectFromTarget = false;
m_DetectFromItem = true;
m_DetectFromPlayer = true;
m_Priority = 100;
}
void Init(PlayerBase player, ActionManagerClient am)
{
m_Player = player;
if ( LogManager.IsActionLogEnable())
{
Debug.ActionLog("n/a",this.ToString(), "n/a","Init()", player.ToString());
}
}
void SetEnablity(bool value)
{
m_Enabled = value;
}
protected void SetInput(string input_name)
{
m_input = GetUApi().GetInputByName(input_name).GetPersistentWrapper();
if ( LogManager.IsActionLogEnable())
{
if (m_input && m_input.InputP())
Debug.ActionLog("(+) input set to " + input_name ,this.ToString(), "n/a","SetInput()", "n/a");
else
Debug.ActionLog("(-) input is not set to " + input_name ,this.ToString(), "n/a","SetInput()","n/a");
}
}
int GetInputType()
{
return m_InputType;
}
UAInput GetUAInput()
{
return m_input.InputP();
}
bool JustActivate()
{
return m_JustActivate;
}
bool IsActive()
{
return m_Active;
}
bool WasEnded()
{
return !m_Active;
}
void Update()
{
if( !m_Enabled )
{
m_Active = false;
m_JustActivate = false;
return;
}
switch ( m_InputType )
{
case ActionInputType.AIT_CONTINUOUS:
m_JustActivate = false;
if(m_Active)
{
m_Active = m_input.InputP().LocalHold();
}
else
{
m_Active = m_input.InputP().LocalHoldBegin();
m_JustActivate = m_Active;
}
break;
case ActionInputType.AIT_SINGLE:
m_Active = m_input.InputP().LocalClick();
m_JustActivate = m_Active;
break;
case ActionInputType.AIT_DOUBLECLICK:
m_Active = m_input.InputP().LocalDoubleClick();
m_JustActivate = m_Active;
break;
break;
case ActionInputType.AIT_HOLDSINGLE:
m_Active = m_input.InputP().LocalHoldBegin();
m_JustActivate = m_Active;
break;
break;
case ActionInputType.AIT_CLICKCONTINUOUS:
m_JustActivate = false;
if(m_Active)
{
if ( m_input.InputP().LocalClick() )
{
m_Active = false;
}
}
else
{
m_Active = m_input.InputP().LocalClick();
m_JustActivate = m_Active;
}
break;
break;
default:
break;
}
}
void Reset()
{
m_Active = false;
ActionsSelectReset();
}
void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
{
}
ActionBase GetAction()
{
return NULL;
}
ActionTarget GetUsedActionTarget()
{
return m_Target;
}
ItemBase GetUsedMainItem()
{
return m_MainItem;
}
array<ActionBase> GetPossibleActions()
{
return NULL;
}
ActionBase GetPossibleAction()
{
return NULL;
}
int GetPossibleActionIndex()
{
return -1;
}
bool HasTarget()
{
return false;
}
void OnActionStart()
{
ActionsSelectReset();
}
void OnActionEnd()
{
Reset();
}
void ActionsSelectReset()
{}
void ForceAction(ActionBase action, ActionTarget target, ItemBase item )
{
m_ForcedActionData = new ForcedActionData;
m_ForcedActionData.m_Action = action;
m_ForcedActionData.m_Target = target;
m_ForcedActionData.m_Item = item;
}
void ForceActionTarget( ActionTarget target )
{
m_ForcedTarget = target;
}
void ClearForcedAction()
{
m_ForcedActionData = null;
}
void ClearForcedTarget()
{
m_ForcedTarget = NULL;
}
bool ForceActionCheck(PlayerBase player)
{
if (m_ForcedActionData)
{
if (m_ForcedActionData.m_Action.Can(player, m_ForcedActionData.m_Target, m_ForcedActionData.m_Item))
{
m_MainItem = m_ForcedActionData.m_Item;
m_Target = m_ForcedActionData.m_Target;
return true;
}
}
return false;
}
void SelectNextAction()
{
}
void SelectPrevAction()
{}
int GetPossibleActionsCount()
{
return -1;
}
bool HasInput()
{
return m_input != NULL;
}
int GetPriority()
{
return m_Priority;
}
}
class StandardActionInput : ActionInput
{
ref array<ActionBase> m_SelectActions;
int m_selectedActionIndex;
void StandardActionInput(PlayerBase player)
{
m_selectedActionIndex = 0;
m_SelectActions = new array<ActionBase>;
}
override void ForceAction(ActionBase action, ActionTarget target, ItemBase item )
{
super.ForceAction(action, target, item);
m_selectedActionIndex = 0;
}
void _GetSelectedActions( Object action_source_object, out array<ActionBase> select_actions_all, out bool has_any_action_target)
{
if ( !action_source_object )
return;
array<ActionBase_Basic> possible_actions;
array<ref ActionBase> variant_actions;
action_source_object.GetActions(this.Type(), possible_actions);
ActionBase action;
if(possible_actions)
{
for (int i = 0; i < possible_actions.Count(); i++)
{
action = ActionBase.Cast(possible_actions.Get(i));
if ( action.HasVariants() )
{
action.UpdateVariants( m_MainItem, m_Target.GetObject(), m_Target.GetComponentIndex() );
action.GetVariants( variant_actions);
for (int j = 0; j < variant_actions.Count(); j++)
{
action = variant_actions[j];
if ( action.Can(m_Player, m_Target, m_MainItem, m_ConditionMask) )
{
select_actions_all.Insert(action);
if (action.HasTarget())
has_any_action_target = true;
}
}
}
else
{
if ( action.Can(m_Player, m_Target, m_MainItem, m_ConditionMask) )
{
select_actions_all.Insert(action);
if (action.HasTarget())
has_any_action_target = true;
}
}
}
}
}
override void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
{
if ( ForceActionCheck(player))
{
m_SelectActions.Clear();
m_SelectActions.Insert(m_ForcedActionData.m_Action);
return;
}
if(m_ForcedTarget)
{
target = m_ForcedTarget;
}
array<ActionBase> select_actions_all = new array<ActionBase>;
int i, last_index;
bool change = false;
m_HasTarget = false;
m_MainItem = item;
m_Target = target;
m_ConditionMask = action_condition_mask;
if( m_DetectFromItem )
{
_GetSelectedActions( item, select_actions_all, m_HasTarget);
}
if( m_DetectFromTarget )
{
_GetSelectedActions( target.GetObject(), select_actions_all, m_HasTarget);
_GetSelectedActions( target.GetParent(), select_actions_all, m_HasTarget);
}
if( m_DetectFromPlayer )
{
_GetSelectedActions( player, select_actions_all, m_HasTarget);
}
if ( select_actions_all.Count() )
{
last_index = 0;
for ( i = 0; i < select_actions_all.Count(); i++ )
{
ActionBase action = select_actions_all[i];
if ( m_HasTarget )
{
if ( action.HasTarget() )
{
if ( m_SelectActions.Count() > last_index )
{
if ( m_SelectActions[last_index] != action )
{
change = true;
m_SelectActions[last_index] = action;
}
}
else
{
change = true;
m_SelectActions.Insert(action);
}
action.OnActionInfoUpdate(player, target, item);
last_index++;
}
}
else
{
if ( m_SelectActions.Count() > last_index )
{
if ( m_SelectActions[last_index] != action )
{
change = true;
m_SelectActions[last_index++] = action;
}
}
else
{
change = true;
m_SelectActions.Insert(action);
}
action.OnActionInfoUpdate(player, target, item);
last_index++;
}
}
}
else
{
m_selectedActionIndex = 0;
m_SelectActions.Clear();
}
if (m_SelectActions.Count() > last_index)
{
change = true;
for (i = last_index; i < m_SelectActions.Count(); i++)
{
m_SelectActions.Remove(last_index);
}
}
if ( change )
{
m_selectedActionIndex = 0;
m_Player.GetActionManager().SelectFirstActionCategory();
}
}
override array<ActionBase> GetPossibleActions()
{
return m_SelectActions;
}
override int GetPossibleActionsCount()
{
return m_SelectActions.Count();
}
override bool HasTarget()
{
return m_HasTarget;
}
override int GetPossibleActionIndex()
{
return m_selectedActionIndex;
}
override ActionBase GetAction()
{
if (m_SelectActions.Count() > 0)
return m_SelectActions[m_selectedActionIndex];
return null;
}
override void ActionsSelectReset()
{
m_SelectActions.Clear();
m_selectedActionIndex = 0;
}
override void SelectNextAction()
{
if(m_SelectActions.Count())
{
m_selectedActionIndex++;
if(m_SelectActions.Count() <= m_selectedActionIndex )
{
m_selectedActionIndex = 0;
}
}
}
override void SelectPrevAction()
{
if(m_SelectActions.Count())
{
m_selectedActionIndex--;
if(0 > m_selectedActionIndex )
{
m_selectedActionIndex = m_SelectActions.Count() - 1;
}
}
}
}
class ContinuousInteractActionInput : StandardActionInput
{
void ContinuousInteractActionInput(PlayerBase player)
{
SetInput("UAAction");
m_Priority = 60;
m_InputType = ActionInputType.AIT_CONTINUOUS;
m_DetectFromTarget = true;
m_DetectFromItem = false;
m_DetectFromPlayer = true;
}
};
class InteractActionInput : ContinuousInteractActionInput
{
void InteractActionInput(PlayerBase player)
{
m_InputType = ActionInputType.AIT_SINGLE;
m_Priority = 80;
}
override void OnActionStart()
{
super.OnActionStart();
m_Active = false;
}
override bool WasEnded()
{
return false;
}
};
class NoIndicationActionInputBase : ActionInput
{
void NoIndicationActionInputBase(PlayerBase player)
{
m_DetectFromTarget = false;
}
override void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
{
m_MainItem = item;
m_Target = target;
m_ConditionMask = action_condition_mask;
}
override ActionBase GetAction()
{
if ( ForceActionCheck(m_Player) )
return m_ForcedActionData.m_Action;
if(m_MainItem)
{
array<ActionBase_Basic> possible_actions;
ActionBase action;
m_MainItem.GetActions(this.Type(), possible_actions);
if(possible_actions)
{
for (int i = 0; i < possible_actions.Count(); i++)
{
action = ActionBase.Cast(possible_actions.Get(i));
if ( action.Can(m_Player, m_Target, m_MainItem, m_ConditionMask) )
{
return action;
}
}
}
}
return NULL;
}
override ActionBase GetPossibleAction()
{
return GetAction();
}
}
class ContinuousDefaultActionInput : StandardActionInput
{
protected ActionBase m_SelectAction; //Do nothing only for back compatibilit, relevant only for inherited class
void ContinuousDefaultActionInput(PlayerBase player)
{
SetInput("UADefaultAction");
m_InputType = ActionInputType.AIT_CONTINUOUS;
m_Priority = 20;
m_DetectFromTarget = false;
m_DetectFromItem = true;
m_DetectFromPlayer = true;
m_SelectAction = null;
}
override ActionBase GetPossibleAction()
{
return m_SelectAction;
}
override void ActionsSelectReset()
{
super.ActionsSelectReset();
m_SelectAction = NULL;
}
};
class DefaultActionInput : ContinuousDefaultActionInput
{
void DefaultActionInput(PlayerBase player)
{
m_InputType = ActionInputType.AIT_SINGLE;
m_Priority = 40;
}
override void OnActionStart()
{
super.OnActionStart();
m_Active = false;
}
override bool WasEnded()
{
return false;
}
};
class DropActionInput : NoIndicationActionInputBase
{
void DropActionInput(PlayerBase player)
{
SetInput("UADropitem");
m_InputType = ActionInputType.AIT_HOLDSINGLE;
}
};
class CarHornShortActionInput : ContinuousDefaultActionInput
{
ref ActionTarget targetNew;
void CarHornShortActionInput(PlayerBase player)
{
SetInput("UACarHorn");
m_InputType = ActionInputType.AIT_SINGLE;
m_Priority = 100;
m_DetectFromItem = false;
m_DetectFromTarget = false;
m_DetectFromPlayer = false;
}
override void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
{
if (ForceActionCheck(player))
{
m_SelectAction = m_ForcedActionData.m_Action;
return;
}
m_SelectAction = null;
array<ActionBase_Basic> possibleActions;
ActionBase action;
int i;
m_MainItem = null;
if (player && player.IsInVehicle())
{
HumanCommandVehicle vehCommand = player.GetCommand_Vehicle();
if (vehCommand)
{
Transport trans = vehCommand.GetTransport();
if (trans)
{
targetNew = new ActionTarget(trans, null, -1, vector.Zero, -1);
ForceActionTarget(targetNew);
}
}
if (!targetNew)
{
ClearForcedTarget();
}
}
target = m_ForcedTarget;
m_Target = m_ForcedTarget;
if (target && target.GetObject())
{
target.GetObject().GetActions(this.Type(), possibleActions);
if (possibleActions)
{
for (i = 0; i < possibleActions.Count(); i++)
{
action = ActionBase.Cast(possibleActions.Get(i));
if (action.Can(player, target, m_MainItem, action_condition_mask))
{
m_SelectAction = action;
return;
}
}
}
}
}
override ActionBase GetAction()
{
return m_SelectAction;
}
}
class CarHornLongActionInput : CarHornShortActionInput
{
void CarHornLongActionInput(PlayerBase player)
{
SetInput("UACarHorn");
m_InputType = ActionInputType.AIT_CONTINUOUS;
m_Priority = 101;
m_DetectFromItem = false;
m_DetectFromTarget = false;
m_DetectFromPlayer = false;
}
}
class ToggleLightsActionInput : DefaultActionInput
{
ref ActionTarget target_new;
void ToggleLightsActionInput(PlayerBase player)
{
SetInput("UAToggleHeadlight");
m_InputType = ActionInputType.AIT_SINGLE;
m_Priority = 100;
}
override void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
{
if( ForceActionCheck(player) )
{
m_SelectAction = m_ForcedActionData.m_Action;
return;
}
//ForceActionTarget(player.m_PlayerLightManager.
m_SelectAction = NULL;
array<ActionBase_Basic> possible_actions;
ActionBase action;
int i;
m_MainItem = NULL;
if ( player && !player.IsInVehicle() )
{
Clothing headgear = Clothing.Cast(player.FindAttachmentBySlotName("Headgear"));
Clothing eyewear = Clothing.Cast(player.FindAttachmentBySlotName("Eyewear"));
//TODO - extend this to allow for a switchable control over all possible light sources (depth 0 or 1 only?)
if ( headgear && headgear.GetLightSourceItem() )
{
target_new = new ActionTarget(headgear, null, -1, vector.Zero, -1);
ForceActionTarget(target_new);
}
else if ( eyewear && eyewear.GetLightSourceItem() )
{
target_new = new ActionTarget(eyewear, null, -1, vector.Zero, -1);
ForceActionTarget(target_new);
}
else
ClearForcedTarget();
}
else if ( player && player.IsInVehicle() )
{
HumanCommandVehicle vehCommand = player.GetCommand_Vehicle();
if( vehCommand )
{
Transport trans = vehCommand.GetTransport();
if( trans )
{
target_new = new ActionTarget(trans, null, -1, vector.Zero, -1);
ForceActionTarget(target_new);
}
}
if ( !target_new )
ClearForcedTarget();
}
target = m_ForcedTarget;
m_Target = m_ForcedTarget;
if(target && target.GetObject())
{
target.GetObject().GetActions(this.Type(), possible_actions);
if(possible_actions)
{
for (i = 0; i < possible_actions.Count(); i++)
{
action = ActionBase.Cast(possible_actions.Get(i));
if ( action.Can(player, target, m_MainItem, action_condition_mask) )
{
m_SelectAction = action;
return;
}
}
}
}
}
override ActionBase GetAction()
{
return m_SelectAction;
}
};
class ToggleNVGActionInput : DefaultActionInput
{
ref ActionTarget target_new;
void ToggleNVGActionInput(PlayerBase player)
{
SetInput("UAToggleNVG");
m_InputType = ActionInputType.AIT_HOLDSINGLE;
m_Priority = 100;
}
override void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
{
if( ForceActionCheck(player) )
{
m_SelectAction = m_ForcedActionData.m_Action;
return;
}
//ForceActionTarget(player.m_PlayerLightManager.
m_SelectAction = NULL;
array<ActionBase_Basic> possible_actions;
ActionBase action;
int i;
m_MainItem = NULL;
if ( player )
{
Mich2001Helmet helmet = Mich2001Helmet.Cast(player.FindAttachmentBySlotName("Headgear"));
NVGHeadstrap headstrap = NVGHeadstrap.Cast(player.FindAttachmentBySlotName("Eyewear"));
if ( helmet )
{
//m_MainItem = Headtorch_ColorBase.Cast(player.FindAttachmentBySlotName("Headgear"));
target_new = new ActionTarget(helmet, null, -1, vector.Zero, -1);
ForceActionTarget(target_new);
}
else if ( headstrap )
{
target_new = new ActionTarget(headstrap, null, -1, vector.Zero, -1);
ForceActionTarget(target_new);
}
else
ClearForcedTarget();
}
target = m_ForcedTarget;
m_Target = m_ForcedTarget;
if(target && target.GetObject())
{
target.GetObject().GetActions(this.Type(), possible_actions);
if(possible_actions)
{
for (i = 0; i < possible_actions.Count(); i++)
{
action = ActionBase.Cast(possible_actions.Get(i));
if ( action.Can(player, target, m_MainItem, action_condition_mask) )
{
m_SelectAction = action;
return;
}
}
}
}
}
override ActionBase GetAction()
{
return m_SelectAction;
}
};
class ContinuousWeaponManipulationActionInput : NoIndicationActionInputBase
{
void ContinuousWeaponManipulationActionInput(PlayerBase player)
{
SetInput("UAReloadMagazine");
m_InputType = ActionInputType.AIT_CONTINUOUS;
}
};
class WeaponManipulationActionInput : NoIndicationActionInputBase
{
void WeaponManipulationActionInput(PlayerBase player)
{
SetInput("UAReloadMagazine");
m_InputType = ActionInputType.AIT_SINGLE;
}
};
class ExternalControlledActionInput : NoIndicationActionInputBase
{
void ExternalControlledActionInput(PlayerBase player)
{
//SetInput("UAReloadMagazine");
m_InputType = ActionInputType.AIT_NOINPUTCONTROL;
}
};
class InventoryOnlyActionInput : NoIndicationActionInputBase
{
void InventoryOnlyActionInput(PlayerBase player)
{
//SetInput("UAReloadMagazine");
m_InputType = ActionInputType.AIT_INVENTORYINPUT;
}
};
class QuickaBarActionInput : ExternalControlledActionInput
{
};