ACE3/addons/trenches/functions/fnc_placeTrench.sqf

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/*
* Author: Garth 'L-H' de Wet, Ruthberg, edited by commy2 for better MP and eventual AI support, esteldunedain
* Starts the place process for trench.
*
* Arguments:
* 0: unit <OBJECT>
* 1: Trench type <STRING>
*
* Return Value:
* None
*
* Example:
* [ACE_player] call ace_trenches_fnc_placeTrench
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit","_trenchTypeName"];
GVAR(trenchType) = missionNamespace getVariable _trenchTypeName;
TRACE_2("",_trenchTypeName,GVAR(trenchType));
// prevent the placing unit from running
[_unit, "forceWalk", "ACE_Trenches", true] call EFUNC(common,statusEffect_set);
// create the trench
private "_trench";
_trench = createVehicle [GVAR(trenchType) select 1, [0, 0, 0], [], 0, "NONE"];
GVAR(trench) = _trench;
// prevent collisions with trench
["enableSimulationGlobal", [_trench, false]] call EFUNC(common,serverEvent);
GVAR(digDirection) = 0;
// pfh that runs while the dig is in progress
GVAR(digPFH) = [{
(_this select 0) params ["_unit", "_trench"];
GVAR(trenchType) params ["", "", "_dx", "_dy", "_offset"];
// Cancel if the helper object is gone
if (isNull _trench) exitWith {
[_unit] call FUNC(digCancel);
};
// Cancel if the place is no longer suitable
if !([_unit, GVAR(trenchType)] call FUNC(canDigTrench)) exitWith {
[_unit] call FUNC(digCancel);
};
// Update trench position
GVAR(trenchType) params ["", "", "_dx", "_dy", "_offset"];
private _basePos = eyePos _unit vectorAdd ([sin getDir _unit, +cos getDir _unit, 0] vectorMultiply 2);
private _angle = (GVAR(digDirection) + getDir _unit);
// _v1 forward from the player, _v2 to the right, _v3 points away from the ground
private _v3 = surfaceNormal _basePos;
private _v2 = [sin _angle, +cos _angle, 0] vectorCrossProduct _v3;
private _v1 = _v3 vectorCrossProduct _v2;
// Stick the trench to the ground
_basePos set [2, getTerrainHeightASL _basePos];
private _minzoffset = 0;
private ["_ix","_iy"];
for [{_ix = -_dx/2},{_ix <= _dx/2},{_ix = _ix + _dx/3}] do {
for [{_iy = -_dy/2},{_iy <= _dy/2},{_iy = _iy + _dy/3}] do {
private _pos = _basePos vectorAdd (_v2 vectorMultiply _ix)
vectorAdd (_v1 vectorMultiply _iy);
_minzoffset = _minzoffset min ((getTerrainHeightASL _pos) - (_pos select 2));
#ifdef DEBUG_MODE_FULL
_pos set [2, getTerrainHeightASL _pos];
_pos2 = +_pos;
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_pos2 set [2, getTerrainHeightASL _pos + 1];
drawLine3D [ASLtoAGL _pos, ASLtoAGL _pos2, [1,1,0,1]];
#endif
};
};
_basePos set [2, (_basePos select 2) + _minzoffset + _offset];
TRACE_2("",_minzoffset,_offset);
_trench setPosASL _basePos;
_trench setVectorDirAndUp [_v1, _v3];
GVAR(trenchPos) = _basePos;
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}, 0, [_unit, _trench]] call CBA_fnc_addPerFrameHandler;
// add mouse button action and hint
[localize LSTRING(ConfirmDig), localize LSTRING(CancelDig), localize LSTRING(ScrollAction)] call EFUNC(interaction,showMouseHint);
_unit setVariable [QGVAR(Dig), [
_unit, "DefaultAction",
{GVAR(digPFH) != -1},
{[_this select 0] call FUNC(digConfirm)}
] call EFUNC(common,addActionEventHandler)];
_unit setVariable [QGVAR(Cancel), [
_unit, "zoomtemp",
{GVAR(digPFH) != -1},
{[_this select 0] call FUNC(digCancel)}
] call EFUNC(common,addActionEventHandler)];
_unit setVariable [QGVAR(isDigging), true, true];