ACE3/addons/trenches/functions/fnc_placeConfirm.sqf

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/*
* Author: Garth 'L-H' de Wet, Ruthberg, edited by commy2 for better MP and eventual AI support and esteldunedain
* Confirms trench dig
*
* Arguments:
* 0: unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* [ACE_player] call ace_trenches_fnc_placeConfirm
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit"];
// enable running again
[_unit, "forceWalk", "ACE_Trenches", false] call EFUNC(common,statusEffect_set);
// remove dig pfh
[GVAR(digPFH)] call CBA_fnc_removePerFrameHandler;
GVAR(digPFH) = -1;
// remove mouse button actions
call EFUNC(interaction,hideMouseHint);
[_unit, "DefaultAction", _unit getVariable [QGVAR(Dig), -1]] call EFUNC(common,removeActionEventHandler);
_unit setVariable [QGVAR(isPlacing), false, true];
// Delete placement dummy and create real trench
params ["_unit"];
if (isNull GVAR(trench)) exitWith {};
deleteVehicle GVAR(trench);
private _trench = createVehicle [GVAR(trenchType) select 0, [0, 0, 0], [], 0, "NONE"];
GVAR(trenchType) params ["", "", "_dx", "_dy", "_offset"];
private _basePos = GVAR(trenchPos);
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;
_pos2 set [2, getTerrainHeightASL _pos + 1];
drawLine3D [ASLtoAGL _pos, ASLtoAGL _pos2, [1,1,0,1]];
#endif
};
};
_basePos set [2, (_basePos select 2) + _minzoffset + _offset];
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private _vecDirAndUp = [_v1, _v3];
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GVAR(trench) = objNull;
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// Mark the unit as digging
private _trenchId = GVAR(trenchId);
_unit setVariable [QGVAR(isDiggingId), _trenchId, true];
GVAR(trenchId) = GVAR(trenchId) + 1;
// Create progress bar
private _fnc_onFinish = {
(_this select 0) params ["_unit"];
_unit setVariable [QGVAR(isDiggingId), -1, true];
};
private _fnc_onFailure = {
(_this select 0) params ["_unit"];
_unit setVariable [QGVAR(isDiggingId), -1, true];
};
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[12.5, [_unit], _fnc_onFinish, _fnc_onFailure, localize LSTRING(DiggingTrench)] call EFUNC(common,progressBar);
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// Schedule progressive raising of the trench
private _fnc_setPlacing = {
params ["_unit", "_trench", "_trenchId", "_pos", "_vecDirAndUp"];
// If the progress bar was cancelled, cancel elevation
// We use an uid to avoid any chance of an older trench being raised when a new one is built
if (_unit getVariable [QGVAR(isDiggingId), -1] != _trenchId) exitWith {};
_trench setPosASL _pos;
_trench setVectorDirAndUp _vecDirAndUp;
};
// For loops are for wimps
[_unit, _trench, _trenchId, _basePos vectorDiff [0, 0, 1.0], _vecDirAndUp] call _fnc_setPlacing;
[_fnc_setPlacing, [_unit, _trench, _trenchId, _basePos vectorDiff [0, 0, 0.9], _vecDirAndUp], 3.0] call EFUNC(common,waitAndExecute);
[_fnc_setPlacing, [_unit, _trench, _trenchId, _basePos vectorDiff [0, 0, 0.8], _vecDirAndUp], 4.0] call EFUNC(common,waitAndExecute);
[_fnc_setPlacing, [_unit, _trench, _trenchId, _basePos vectorDiff [0, 0, 0.7], _vecDirAndUp], 5.0] call EFUNC(common,waitAndExecute);
[_fnc_setPlacing, [_unit, _trench, _trenchId, _basePos vectorDiff [0, 0, 0.6], _vecDirAndUp], 6.0] call EFUNC(common,waitAndExecute);
[_fnc_setPlacing, [_unit, _trench, _trenchId, _basePos vectorDiff [0, 0, 0.5], _vecDirAndUp], 7.0] call EFUNC(common,waitAndExecute);
[_fnc_setPlacing, [_unit, _trench, _trenchId, _basePos vectorDiff [0, 0, 0.4], _vecDirAndUp], 8.0] call EFUNC(common,waitAndExecute);
[_fnc_setPlacing, [_unit, _trench, _trenchId, _basePos vectorDiff [0, 0, 0.3], _vecDirAndUp], 9.0] call EFUNC(common,waitAndExecute);
[_fnc_setPlacing, [_unit, _trench, _trenchId, _basePos vectorDiff [0, 0, 0.2], _vecDirAndUp],10.0] call EFUNC(common,waitAndExecute);
[_fnc_setPlacing, [_unit, _trench, _trenchId, _basePos vectorDiff [0, 0, 0.1], _vecDirAndUp],11.0] call EFUNC(common,waitAndExecute);
[_fnc_setPlacing, [_unit, _trench, _trenchId, _basePos vectorDiff [0, 0, 0.0], _vecDirAndUp],12.0] call EFUNC(common,waitAndExecute);
// Play animation
[_unit, "AinvPknlMstpSnonWnonDnon_medic4"] call EFUNC(common,doAnimation);