Trenches - Terrain Trenching (#9148)

* Common - Use hashmap variable for canDig surfaces

* Update XEH_preInit.sqf

* Trenches - Terrain Trenching (simple blocks)

* Update fnc_canDig.sqf

* Update fnc_canDig.sqf

* Handle locality

* move code around, stringtable

* use third block for floor

* cleanup debug

* update includes, add tooltip
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PabstMirror 2023-10-04 13:21:50 -05:00 committed by GitHub
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commit bd43c32334
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8 changed files with 244 additions and 0 deletions

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@ -1,4 +1,5 @@
PREP(blockTrench_place);
PREP(camouflageTrench); PREP(camouflageTrench);
PREP(canCamouflageTrench); PREP(canCamouflageTrench);
PREP(canContinueDiggingTrench); PREP(canContinueDiggingTrench);

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@ -3,6 +3,17 @@
if (isServer) then { if (isServer) then {
// Cancel dig on hard disconnection. Function is identical to killed // Cancel dig on hard disconnection. Function is identical to killed
addMissionEventHandler ["HandleDisconnect", {_this call FUNC(handleKilled)}]; addMissionEventHandler ["HandleDisconnect", {_this call FUNC(handleKilled)}];
// Wrapper for blockTrench_place, on failure send hint back to source
[QGVAR(layTrenchline), {
params [["_source", objNull, [objNull]], ["_args", [], [[]]]];
private _return = _args call FUNC(blockTrench_place);
TRACE_3("layTrenchline EH",_source,_args,_return);
_return params ["_success", "_reason", ["_info", ""]];
if ((!_success) && {!isNull _source}) then {
[QEGVAR(common,displayTextStructured), [["%1:<br/>%2<br/>%3", "str_mis_state_failed", _reason, _info], 3], [_source]] call CBA_fnc_targetEvent;
};
}] call CBA_fnc_addEventHandler;
}; };
if (!hasInterface) exitWith {}; if (!hasInterface) exitWith {};

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@ -0,0 +1,164 @@
#include "..\script_component.hpp"
/*
* Author: PabstMirror
* Dig trenchline
*
* Arguments:
* 0: Position <ARRAY>
* 1: Position <ARRAY>
* 2: Force - ignoring saftey checks (optional: false) <BOOL>
* 3: Cut Grass (optional: false) <BOOL>
*
* Return Value:
* <ARRAY>
* 0: Success <BOOL>
* 1: Failure reason <STRING>
* 2: Extra info <ANY>
*
* Example:
* [a, b] call ace_trenches_fnc_blockTrench_place
*
* Public: No
*/
if (!isServer) exitWith { ERROR("function must be called on server"); [false, "server-only"]; };
params [["_start2d", [], [[]]], ["_end2d", [], [[]]], ["_force", false, [false]], ["_cutGrass", false, [false]]];
TRACE_3("blockTrench_place",_start2d,_end2d,_force);
scopeName "main";
// get maths
getTerrainInfo params ["", "", "_cellsize"];
if ((_cellsize < 1) || {_cellsize > 10}) exitWith { [false, "world cellsize"] breakOut "main" }; // malden is 12.5
// for Land_Trench_01_forest_F
private _modelX = 2.1;
private _modelZ = 1.1;
private _modelSize = 3.75;
private _landAdjust = -1.7; // how deep we dig into the terrain
private _trenchDepth = -1; // how deep the floor is
private _trenchWidth = 1; // offset for each side from center
private _blockAdjust = -0.45; // get block to sit flush
private _blockScale = _cellsize / _modelSize; // scale up block to fit cellsize
private _xOffset = _trenchWidth + _blockScale * _modelX;
private _zOffset = _blockAdjust - (_blockScale - 1) * _modelZ;
private _testRadius = 1 * _blockScale * _modelSize;
// convert to terrain grid
_start2d = (_start2d select [0,2]) apply {_cellsize * round (_x / _cellsize)};
_end2d = (_end2d select [0,2]) apply {_cellsize * round (_x / _cellsize)};
_start2d params ["_ax", "_ay"];
_end2d params ["_bx", "_by"];
{ // make sure points aren't outside terrain
if (_x < _cellsize || {_x > (worldSize - _cellsize)}) exitWith { [false, "outside map boundry"] breakOut "main" };
} forEach [_ax, _ay, _bx, _by];
TRACE_3("adjusted",_cellsize,_start2d,_end2d);
// get direction and start/end
private _east = (abs (_ax - _bx)) >= (abs (_ay - _by));
private _origin2D = [];
private _length = 0;
if (_east) then {
_origin2D = if (_ax < _bx) then { _start2d } else { _end2d };
_length = (abs (_ax - _bx)) / _cellsize;
} else {
_origin2D = if (_ay < _by) then { _start2d } else { _end2d };
_length = (abs (_ay - _by)) / _cellsize;
};
TRACE_3("",_east,_origin2D,_length);
if (_length < 2) exitWith { [false, "too short"] breakOut "main" };
// Test and get block data
private _blockData = [];
for "_i" from 0 to _length do { // intentionally inclusive
private _posCenter = _origin2D;
private _posLeft = _origin2D;
private _posRight = _origin2D;
private _direction = [];
if (_east) then {
_posCenter = _posCenter vectorAdd [(_i + 0.5) * _cellsize, 0];
_posLeft = _posCenter vectorAdd [0, _xOffset];
_posRight = _posCenter vectorAdd [0, -_xOffset];
_direction = [0,-1,0];
} else {
_posCenter = _posCenter vectorAdd [0, (_i + 0.5) * _cellsize];
_posLeft = _posCenter vectorAdd [_xOffset, 0];
_posRight = _posCenter vectorAdd [-_xOffset, 0];
_direction = [-1,0,0];
};
{ // Test if each point is valid
private _pos2d = _x;
// check water
if ((!_force) && {(getTerrainHeightASL _pos2D) < 0}) then { [false, "water"] breakOut "main" };
// check canDig (surface type)
if ((!_force) && {!([_pos2d] call EFUNC(common,canDig))}) then { [false, "canDig surface"] breakOut "main" };
// check canDig (surface type)
if ((!_force) && {isOnRoad _pos2D}) then { [false, "road"] breakOut "main" };
// check terrain objects
private _terrainObjects = nearestTerrainObjects [_pos2d, [], _testRadius, false, true];
// todo: want to avoid touching trees and large rocks but could allow some small shrubs to be overlapped
if (_terrainObjects isNotEqualTo []) then {
if (_force) then {
WARNING_1("overlapping terrainObjects %1",_terrainObjects);
} else {
[false, "terrain object", _terrainObjects] breakOut "main";
};
};
// check mission objects
private _missionObjects = nearestObjects [_origin2D, ["All"], _testRadius, true];
_missionObjects = _missionObjects select { !(_x isKindOf "Logic") };
if (_missionObjects isNotEqualTo []) then {
_missionObjects = _missionObjects apply {typeOf _x};
if (_force) then {
WARNING_1("blocking missionObjects %1",_missionObjects);
} else {
[false, "mission object", _missionObjects] breakOut "main";
};
};
} forEach [_posCenter, _posLeft, _posRight];
_posCenter set [2, (getTerrainHeightASL _posCenter) + _zOffset + _trenchDepth];
_posLeft set [2, (getTerrainHeightASL _posLeft) + _zOffset];
_posRight set [2, (getTerrainHeightASL _posRight) + _zOffset];
if (_cutGrass && {_i != 0} && {_i != _length}) then {
_blockData pushBack ["Land_ClutterCutter_medium_F", _blockScale, _posCenter, [0,1,0], surfaceNormal _posCenter];
};
// todo: there also is a snow textured block or do it right and make our own re-texturable model
_blockData pushBack ["Land_Trench_01_forest_F", _blockScale, _posCenter, _direction, surfaceNormal _posCenter];
_blockData pushBack ["Land_Trench_01_forest_F", _blockScale, _posLeft, _direction, surfaceNormal _posLeft];
_blockData pushBack ["Land_Trench_01_forest_F", _blockScale, _posRight, _direction vectorMultiply -1, surfaceNormal _posRight];
};
// Adjust terrain heights
private _terrainData = [];
for "_i" from 1 to (_length - 1) do { // skip first and last
private _posCenter = _origin2D;
if (_east) then {
_posCenter = _posCenter vectorAdd [_i * _cellsize, 0];
} else {
_posCenter = _posCenter vectorAdd [0, _i * _cellsize];
};
_posCenter set [2, (getTerrainHeight _posCenter) + _landAdjust];
_terrainData pushBack _posCenter
};
TRACE_1("setTerrainHeight",count _terrainData);
setTerrainHeight [_terrainData, true];
// Place blocks
{
_x params ["_xClass", "_xScale", "_xPosASL", "_xDir", "_xUp"];
private _block = createSimpleObject [_xClass, _xPosASL];
_block setVectorDirAndUp [_xDir, _xUp];
if (_xScale != 1) then { _block setObjectScale _xScale; };
} forEach _blockData;
[true, "", _length]

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@ -179,6 +179,11 @@ class CfgVehicles {
function = QFUNC(moduleHeal); function = QFUNC(moduleHeal);
icon = QPATHTOF(ui\Icon_Module_Zeus_Heal_ca.paa); icon = QPATHTOF(ui\Icon_Module_Zeus_Heal_ca.paa);
}; };
class GVAR(moduleLayTrench): GVAR(moduleBase) {
category = QGVAR(Utility);
displayName = CSTRING(ModuleLayTrenchline_DisplayName);
function = QFUNC(moduleLayTrench);
};
class GVAR(moduleLoadIntoCargo): GVAR(moduleBase) { class GVAR(moduleLoadIntoCargo): GVAR(moduleBase) {
curatorCanAttach = 1; curatorCanAttach = 1;
category = QGVAR(Utility); category = QGVAR(Utility);

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@ -21,6 +21,7 @@ PREP(moduleGarrison);
PREP(moduleGlobalSetSkill); PREP(moduleGlobalSetSkill);
PREP(moduleGroupSide); PREP(moduleGroupSide);
PREP(moduleHeal); PREP(moduleHeal);
PREP(moduleLayTrench);
PREP(moduleLoadIntoCargo); PREP(moduleLoadIntoCargo);
PREP(moduleRemoveArsenal); PREP(moduleRemoveArsenal);
PREP(moduleRemoveAceArsenal); PREP(moduleRemoveAceArsenal);

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@ -92,6 +92,11 @@ class CfgPatches {
QGVAR(moduleBurn) QGVAR(moduleBurn)
}; };
}; };
class GVAR(trenches): ADDON {
units[] = {
QGVAR(moduleLayTrench)
};
};
}; };
class ACE_Curator { class ACE_Curator {
@ -104,6 +109,7 @@ class ACE_Curator {
GVAR(pylons) = "ace_pylons"; GVAR(pylons) = "ace_pylons";
GVAR(arsenal) = "ace_arsenal"; GVAR(arsenal) = "ace_arsenal";
GVAR(fire) = "ace_fire"; GVAR(fire) = "ace_fire";
GVAR(trenches) = "ace_trenches";
}; };
#include "CfgFactionClasses.hpp" #include "CfgFactionClasses.hpp"

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@ -0,0 +1,50 @@
#include "..\script_component.hpp"
/*
* PabstMirror
* Dig trenchline
*
* Arguments:
* 0: Module logic <OBJECT>
* 1: Synchronized units <ARRAY>
* 2: Activated <BOOL>
*
* Return Value:
* None
*
* Example:
* [LOGIC, [], true] call ace_zeus_fnc_moduleLayTrench
*
* Public: No
*/
if (canSuspend) exitWith {[FUNC(moduleLayTrench), _this] call CBA_fnc_directCall;};
params ["_logic", "_units", "_activated"];
if !(_activated && {local _logic}) exitWith {};
TRACE_1("",_logic);
if !(["ace_trenches"] call EFUNC(common,isModLoaded)) exitWith {
deleteVehicle _logic;
[LSTRING(RequiresAddon)] call FUNC(showMessage);
};
private _startPos = getPosASL _logic; // change position of logic to be aligned with grid
getTerrainInfo params ["", "", "_cellsize"];
_startPos = (_startPos select [0,2]) apply {_cellsize * round (_x / _cellsize)};
_logic setPos _startPos;
// todo: it would be nice to show visually that trenches can only be dug north/south or east/west
private _text = format ["%1 %2", LELSTRING(trenches,ConfirmDig), LLSTRING(ModuleLayTrenchline_Tooltip)];
[_logic, {
params ["_successful", "_logic", "_mousePosASL", "_shift"];
TRACE_4("getModuleDestination",_successful,_logic,_mousePosASL,_shift);
private _startPosASL = getPosASL _logic;
deleteVehicle _logic;
if (isNull _logic) exitWith { TRACE_1("exit",isNull _logic); };
if (!_successful) exitWith { TRACE_1("exit",_successful); };
private _args = [_startPosASL, _mousePosASL, _shift];
TRACE_1("sending event",_args);
[QEGVAR(trenches,layTrenchline), [ace_player, _args]] call CBA_fnc_serverEvent;
}, _text, "\a3\ui_f\data\IGUI\Cfg\Cursors\select_target_ca.paa", [0, 1, 0, 1], 45] call FUNC(getModuleDestination);

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@ -1933,5 +1933,11 @@
<Russian>Поджечь юнита</Russian> <Russian>Поджечь юнита</Russian>
<Spanish>Quemar a unidad</Spanish> <Spanish>Quemar a unidad</Spanish>
</Key> </Key>
<Key ID="STR_ACE_Zeus_ModuleLayTrenchline_DisplayName">
<English>Lay Trenchline</English>
</Key>
<Key ID="STR_ACE_Zeus_ModuleLayTrenchline_Tooltip">
<English>+SHIFT to force (Can only lay N/S or E/W)</English>
</Key>
</Package> </Package>
</Project> </Project>