Improve underwater cargo unloading

This commit is contained in:
PabstMirror 2016-01-27 14:56:25 -06:00
parent 17a882fe4d
commit 7a7e0d689a
7 changed files with 70 additions and 53 deletions

View File

@ -4,6 +4,7 @@
["LoadCargo", {
(_this select 0) params ["_item","_vehicle"];
TRACE_2("LoadCargo EH",_item,_vehicle);
private _loaded = [_item, _vehicle] call FUNC(loadItem);
@ -22,8 +23,9 @@
["UnloadCargo", {
(_this select 0) params ["_item","_vehicle", ["_unloader", objNull]];
TRACE_3("UnloadCargo EH",_item,_vehicle,_unloader);
private _unloaded = [_item, _vehicle, _player] call FUNC(unloadItem);
private _unloaded = [_item, _vehicle, _unloader] call FUNC(unloadItem); //returns true if sucessful
private _itemClass = if (_item isEqualType "") then {_item} else {typeOf _item};

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@ -18,7 +18,7 @@
params [["_item", "", [objNull,""]], "_vehicle"];
if (speed _vehicle > 1 || {((getPos _vehicle) select 2) > 3}) exitWith {false};
if (speed _vehicle > 1 || {((getPos _vehicle) select 2) > 3}) exitWith {TRACE_1("vehicle not stable",_vehicle); false};
private _itemSize = [_item] call FUNC(getSizeItem);
private _validItem = false;

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@ -6,7 +6,6 @@
* Arguments:
* 0: Item <OBJECT or STRING>
* 1: Vehicle <OBJECT>
* 2: Show Hint <BOOL> (default: true)
*
* Return value:
* Object loaded <BOOL>
@ -19,8 +18,9 @@
#include "script_component.hpp"
params [["_item","",[objNull,""]], ["_vehicle",objNull,[objNull]]];
TRACE_2("params",_item,_vehicle);
if !([_item, _vehicle] call FUNC(canLoadItemIn)) exitWith {false};
if !([_item, _vehicle] call FUNC(canLoadItemIn)) exitWith {TRACE_2("cannot load",_item,_vehicle); false};
private _loaded = _vehicle getVariable [QGVAR(loaded), []];
_loaded pushBack _item;

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@ -32,7 +32,7 @@ if (isNull _vehicle) exitWith {
false
};
_return = false;
private _return = false;
// Start progress bar
if ([_object, _vehicle] call FUNC(canLoadItemIn)) then {
private _size = [_object] call FUNC(getSizeItem);

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@ -34,7 +34,7 @@ private _item = _loaded select _selected; //This can be an object or a classname
if ([_item, GVAR(interactionVehicle), ACE_player] call FUNC(canUnloadItem)) then {
private _size = [_item] call FUNC(getSizeItem);
[5 * _size, [_item, GVAR(interactionVehicle), ACE_player], "UnloadCargo", {}, localize LSTRING(UnloadingItem)] call EFUNC(common,progressBar);
[5 * _size, [_item, GVAR(interactionVehicle), ACE_player], "UnloadCargo", {}, localize LSTRING(UnloadingItem), {true}, ["isNotSwimming"]] call EFUNC(common,progressBar);
} else {
private _itemClass = if (_item isEqualType "") then {_item} else {typeOf _item};
private _displayName = getText (configFile >> "CfgVehicles" >> _itemClass >> "displayName");

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@ -21,8 +21,8 @@
#define DEBUG_MODE_FULL
#include "script_component.hpp"
//Number of tests run
#define MAX_TESTS 50
//Number of tests run (effects performance in worst case scenarior where nothing is found VERSUES reliably finding a pos):
#define MAX_TESTS 75
//Manual collision tests (count and radius):
#define COL_TEST_COUNT 12
@ -39,63 +39,78 @@ if (_checkVehicleIsStable) then {
};
};
private _radiusOfItem = 1.1;
private _radiusOfItem = 1;
if (_typeOfCargo isKindOf "CAManBase") then {
_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 (isNumber (configFile >> "CfgVehicles" >> _typeOfCargo >> QEGVAR(cargo,size))) then {
_radiusOfItem = (((getNumber (configFile >> "CfgVehicles" >> _typeOfCargo >> QEGVAR(cargo,size))) ^ 0.35) max 1.1);
_radiusOfItem = (((getNumber (configFile >> "CfgVehicles" >> _typeOfCargo >> QEGVAR(cargo,size))) ^ 0.35) max 0.75);
};
};
if (isNull _theUnloader) then {_theUnloader = _vehicle;};
//Ideal unload pos is halfway between unloader and vehicle
//Ideal unload pos is halfway between unloader and vehicle (at the unloader's height)
private _originASL = ((getPosASL _theUnloader) vectorAdd (getPosASL _vehicle)) vectorMultiply 0.5;
_originASL set [2, (getPosASL _theUnloader) select 2];
private _originAGL = ASLtoAGL _originASL;
//Do a manual search for empty pos (handles underwater, buildings or piers)
TRACE_2("Checking for unload",_originAGL,_radiusOfItem);
private _rangeToCheck = 0.5;
while {_rangeToCheck < (sqrt _maxDistance)} do {
private _roundAGL = _originAGL vectorAdd [(-1 * _rangeToCheck + (random 2 * _rangeToCheck)), (-1 * _rangeToCheck + (random 2 * _rangeToCheck)), 0];
private _belowRoundArray = lineIntersectsSurfaces [(AGLtoASL _roundAGL) vectorAdd [0,0,0.5], (AGLtoASL _roundAGL) vectorAdd [0,0,-2]];
TRACE_2("Testing Pos",_roundAGL,_belowRoundArray);
private _rangeToCheck = 0;
while {_rangeToCheck < _maxDistance} do {
private _roundDistance = random _rangeToCheck;
private _roundAngle = random 360;
private _roundAGL = _originAGL vectorAdd [(cos _roundAngle) * _roundDistance, (sin _roundAngle) * _roundDistance, 0];
private _roundPointIsValid = false;
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]];
TRACE_4("Testing for solid",_roundDistance,_roundAngle,_roundAGL,_belowRoundArray);
if (!(_belowRoundArray isEqualTo [])) then {
private _aboveBuilding = (_belowRoundArray select 0) select 2;
//Point is above something: Terrain(null) or Building
if ((isNull _aboveBuilding) || {_aboveBuilding isKindOf "Building"}) then {
//Get the real intersection point:
_roundAGL = ASLtoAGL ((_belowRoundArray select 0) select 0);
_roundPointIsValid = true;
};
};
} else {
//Underwater, just unload anywhere
TRACE_3("Under the sea",_roundDistance,_roundAngle,_roundAGL);
_roundPointIsValid = true;
};
//Do a fast check for people in the way
private _roundPointIsValid = (_roundAGL nearEntities ["Man", _radiusOfItem]) isEqualTo [];
if (_roundPointIsValid) then {
//Make sure point is valid and do a fast check for people in the way (which sometimes aren't caught by line scaning)
if (_roundPointIsValid && {(_roundAGL nearEntities ["Man", _radiusOfItem]) isEqualTo []}) then {
for "_index" from 0 to (COL_TEST_COUNT -1) do {
//Scan for colisions with objects with lineIntersectsSurfaces
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)];
private _testIntersections = lineIntersectsSurfaces [_point1ASL, _point2ASL];
if (!(_testIntersections isEqualTo [])) exitWith {
TRACE_2("test point not valid",_roundAGL,_testIntersections);
TRACE_2("collision low/high",_roundAGL,_testIntersections);
_roundPointIsValid = false;
};
_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 isEqualTo [])) exitWith {
TRACE_2("test point not valid",_roundAGL,_testIntersections);
TRACE_2("collision mid",_roundAGL,_testIntersections);
_roundPointIsValid = false;
};
};
if (_roundPointIsValid) then {
TRACE_3("Valid point found", _rangeToCheck,_roundAGL, (_originAGL distance _roundAGL));
//Add just a little so we don't sink through the floor:
//Raise it slightly so we don't sink through the floor:
(_roundAGL vectorAdd [0,0,0.05]) breakOut "main";
};
};
};
};
_rangeToCheck = _rangeToCheck + ((sqrt _maxDistance) / MAX_TESTS);
_rangeToCheck = _rangeToCheck + (_maxDistance / MAX_TESTS);
};
TRACE_1("no valid spots found",_rangeToCheck);