ACE3/addons/common/functions/fnc_findUnloadPosition.sqf

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#include "..\script_component.hpp"
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/*
* Author: PabstMirror, ViperMaul
* Find a safe place near a vehicle to unload something.
* Handles normal terrain, water or on buildings (Pier, StaticShip).
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*
* Arguments:
* 0: Holder object (vehicle) <OBJECT>
* 1: Item to be unloaded <STRING> or <OBJECT>
* 2: Unit doing the unloading <OBJECT> (default: objNull)
* 3: Max distance (meters) <NUMBER> (default: 10)
* 4: Check if holder object is stable <BOOL> (default: true)
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*
* Return Value:
* Unload PositionAGL ([] if no valid pos found) <ARRAY>
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*
* Example:
* [cursorObject, "CAManBase", player, 10, true] call ace_common_fnc_findUnloadPosition
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*
* Public: No
*/
// Number of tests run (effects performance in worst case scenario where nothing is found VERSUS reliably finding a pos)
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#define MAX_TESTS 75
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// Manual collision tests (count and radius)
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#define COL_TEST_COUNT 12
params ["_vehicle", "_item", ["_unloader", objNull], ["_maxDistance", 10], ["_checkVehicleIsStable", true]];
TRACE_5("params",_vehicle,_item,_unloader,_maxDistance,_checkVehicleIsStable);
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scopeName "main";
if (_checkVehicleIsStable) then {
if (((vectorMagnitude (velocity _vehicle)) > 1.5) || {(!(_vehicle isKindOf "Ship")) && {(!isTouchingGround _vehicle) && {((getPos _vehicle) select 2) > 1.5}}}) then {
TRACE_4("bad vehicle state",_vehicle,velocity _vehicle,isTouchingGround _vehicle,getPos _vehicle);
[] breakOut "main"
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};
};
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private _radiusOfItem = 1;
if (_item isKindOf "CAManBase") then {
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_radiusOfItem = 1.1;
} else {
// `sizeOf` is unreliable, and does not work with object types that don't exist on map, so estimate size based on cargo size
if (["ace_cargo"] call FUNC(isModLoaded)) then {
private _itemSize = _item call EFUNC(cargo,getSizeItem);
if (_itemSize > 0) then {
_radiusOfItem = (_itemSize ^ 0.35) max 0.75;
};
};
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};
if (isNull _unloader || {_unloader in _vehicle}) then {
_unloader = _vehicle;
};
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// Ideal unload pos is halfway between unloader and vehicle (at the unloader's height)
private _originASL = ((getPosASL _unloader) vectorAdd (getPosASL _vehicle)) vectorMultiply 0.5;
_originASL set [2, (getPosASL _unloader) select 2];
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private _originAGL = ASLtoAGL _originASL;
// Do a manual search for empty pos (handles underwater, buildings or piers)
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TRACE_2("Checking for unload",_originAGL,_radiusOfItem);
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private _rangeToCheck = 0;
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while {_rangeToCheck < _maxDistance} do {
private _roundDistance = random _rangeToCheck;
private _roundAngle = random 360;
private _roundAGL = _originAGL vectorAdd [(cos _roundAngle) * _roundDistance, (sin _roundAngle) * _roundDistance, 0];
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private _roundPointIsValid = false;
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if (((AGLtoASL _roundAGL) select 2) > 0) then {
// Shoot a ray down, and make sure we hit something solid like a building or the ground
private _belowRoundArray = lineIntersectsSurfaces [(AGLtoASL _roundAGL) vectorAdd [0, 0, 0.5], (AGLtoASL _roundAGL) vectorAdd [0, 0, -1]];
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TRACE_4("Testing for solid",_roundDistance,_roundAngle,_roundAGL,_belowRoundArray);
if (_belowRoundArray isNotEqualTo []) then {
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private _aboveBuilding = (_belowRoundArray select 0) select 2;
// Point is above something: Terrain (null) or Building
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if ((isNull _aboveBuilding) || {_aboveBuilding isKindOf "Building"}) then {
// Get the real intersection point
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_roundAGL = ASLtoAGL ((_belowRoundArray select 0) select 0);
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_roundPointIsValid = true;
};
};
} else {
// Underwater, just unload anywhere
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TRACE_3("Under the sea",_roundDistance,_roundAngle,_roundAGL);
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_roundPointIsValid = true;
};
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// Make sure point is valid and do a fast check for people in the way (which sometimes aren't caught by line scanning)
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if (_roundPointIsValid && {(_roundAGL nearEntities ["Man", _radiusOfItem]) isEqualTo []}) then {
for "_index" from 0 to (COL_TEST_COUNT -1) do {
// Scan for collisions with objects with lineIntersectsSurfaces
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private _angle = _index * (360 / COL_TEST_COUNT);
private _point1ASL = (AGLtoASL _roundAGL) vectorAdd [_radiusOfItem * cos _angle, _radiusOfItem * sin _angle, 0.1];
private _point2ASL = (AGLtoASL _roundAGL) vectorAdd [-_radiusOfItem * cos _angle, -_radiusOfItem * sin _angle, _radiusOfItem + 0.5];
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private _testIntersections = lineIntersectsSurfaces [_point1ASL, _point2ASL];
if (((count _testIntersections) == 1) && {isNull ((_testIntersections select 0) select 2)}) then {
private _hitGroundASL = (_testIntersections select 0) select 0;
private _hitHeightOffset = ((AGLtoASL _roundAGL) select 2) - (_hitGroundASL select 2);
private _hit2dOffset = _roundAGL distance2D _hitGroundASL;
private _slope = _hitHeightOffset atan2 _hit2dOffset;
// Ignore ground hit if slope is reasonable
if (_slope < 25) then {
_testIntersections = [];
};
};
if (_testIntersections isNotEqualTo []) exitWith {
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TRACE_2("collision low/high",_roundAGL,_testIntersections);
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_roundPointIsValid = false;
};
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_point1ASL = (AGLtoASL _roundAGL) vectorAdd [_radiusOfItem * cos _angle, _radiusOfItem * sin _angle, 0.5];
_point2ASL = (AGLtoASL _roundAGL) vectorAdd [-_radiusOfItem * cos _angle, -_radiusOfItem * sin _angle, 1];
_testIntersections = lineIntersectsSurfaces [_point1ASL, _point2ASL];
if (_testIntersections isNotEqualTo []) exitWith {
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TRACE_2("collision mid",_roundAGL,_testIntersections);
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_roundPointIsValid = false;
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};
};
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if (_roundPointIsValid) then {
TRACE_3("Valid point found",_rangeToCheck,_roundAGL,_originAGL distance _roundAGL);
// Raise it slightly so we don't sink through the floor
(_roundAGL vectorAdd [0, 0, 0.05]) breakOut "main"; // return
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};
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};
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_rangeToCheck = _rangeToCheck + (_maxDistance / MAX_TESTS);
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};
TRACE_1("no valid spots found",_rangeToCheck);
[] // return