ACE3/addons/refuel/functions/fnc_connectNozzleAction.sqf

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/*
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* Author: GitHawk et.al.
* Calculates a connection for refueling.
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* With code from ace_attach
*
* Arguments:
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* 0: Unit <OBJECT>
* 1: Target <OBJECT>
* 2: Visual Position <ARRAY>
* 3: Nozzle <OBJECT>
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*
* Return Value:
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* None
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*
* Example:
* [player, tank, [0,0,0], nozzle] call ace_refuel_fnc_connectNozzleAction
*
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* Public: No
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*/
#include "script_component.hpp"
private ["_startingOffset", "_startDistanceFromCenter", "_closeInUnitVector", "_closeInMax", "_closeInMin", "_closeInDistance", "_endPosTestOffset", "_endPosTest", "_doesIntersect", "_startingPosShifted", "_endASL", "_rate", "_maxFuel"];
params ["_unit", "_target", "_startingPosition", "_nozzle"];
_startingOffset = _target worldToModel _startingPosition;
_startDistanceFromCenter = vectorMagnitude _startingOffset;
_closeInUnitVector = vectorNormalized (_startingOffset vectorFromTo [0,0,0]);
_closeInMax = _startDistanceFromCenter;
_closeInMin = 0;
while {(_closeInMax - _closeInMin) > 0.01} do {
_closeInDistance = (_closeInMax + _closeInMin) / 2;
_endPosTestOffset = _startingOffset vectorAdd (_closeInUnitVector vectorMultiply _closeInDistance);
_endPosTestOffset set [2, (_startingOffset select 2)];
_endPosTest = _target modelToWorldVisual _endPosTestOffset;
_doesIntersect = false;
{
if (_doesIntersect) exitWith {};
_startingPosShifted = _startingPosition vectorAdd _x;
_startASL = if (surfaceIsWater _startingPosShifted) then {_startingPosShifted} else {ATLtoASL _startingPosShifted};
{
_endPosShifted = _endPosTest vectorAdd _x;
_endASL = if (surfaceIsWater _startingPosShifted) then {_endPosShifted} else {ATLtoASL _endPosShifted};
//Uncomment to see the lazor show, and see how the scanning works:
// drawLine3D [_startingPosShifted, _endPosShifted, [1,0,0,1]];
if (_target in lineIntersectsWith [_startASL, _endASL, _unit]) exitWith {_doesIntersect = true};
} forEach [[0,0,0.045], [0,0,-0.045], [0,0.045,0], [0,-0.045,0], [0.045,0,0], [-0.045,0,0]];
} forEach [[0,0,0], [0,0,0.05], [0,0,-0.05]];
if (_doesIntersect) then {
_closeInMax = _closeInDistance;
} else {
_closeInMin = _closeInDistance;
};
};
_closeInDistance = (_closeInMax + _closeInMin) / 2;
//Checks (too close to center or can't attach)
if (((_startDistanceFromCenter - _closeInDistance) < 0.1) || {!([_target, _unit, _itemClassname] call FUNC(canAttach))}) exitWith {
TRACE_2("no valid spot found",_closeInDistance,_startDistanceFromCenter);
[localize LSTRING(Failed)] call EFUNC(common,displayTextStructured);
};
//Move it out slightly, for visibility sake (better to look a little funny than be embedded//sunk in the hull and be useless)
_closeInDistance = (_closeInDistance - 0.0085);
_endPosTestOffset = _startingOffset vectorAdd (_closeInUnitVector vectorMultiply _closeInDistance);
_endPosTestOffset set [2, (_startingOffset select 2)];
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[
2,
[_unit, _nozzle, _target, _endPosTestOffset],
{
private "_actionID";
params ["_args"];
_args params ["_unit", "_nozzle", "_target", "_endPosTestOffset"];
_unit setVariable [QGVAR(nozzle), nil];
_unit setVariable [QGVAR(isRefueling), false];
[_unit, QGVAR(vehAttach), false] call EFUNC(common,setForceWalkStatus);
REFUEL_UNHOLSTER_WEAPON
_actionID = _unit getVariable [QGVAR(ReleaseActionID), -1];
if (_actionID != -1) then {
_unit removeAction _actionID;
_unit setVariable [QGVAR(ReleaseActionID), nil];
};
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detach _nozzle;
_nozzle attachTo [_target, _endPosTestOffset];
_nozzle setVariable [QGVAR(sink), _target, true];
_nozzle setVariable [QGVAR(isConnected), true, true];
_target setVariable [QGVAR(nozzle), _nozzle, true];
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[_unit, _target, _nozzle, _endPosTestOffset] call FUNC(refuel);
},
"",
localize LSTRING(ConnectAction),
{true},
["isnotinside"]
] call EFUNC(common,progressBar);