/* * Author: PabstMirror, ViperMaul * Find a safe place near a vehicle to unload something * Handles Normal Terrain, In Water or On Buildings (Pier, StaticShip) * * Arguments: * 0: Source Vehicle * 1: Cargo Classname * 2: Unloader (player) * 3: Max Distance (meters) * 4: Check Vehicle is Stable * * Return Value: * Unload PositionAGL (Can Be [] if no valid pos found) * * Example: * [theCar, "CAManBase", player, 10, true] call ace_common_fnc_findUnloadPosition; * * Public: No */ // #define DEBUG_MODE_FULL #include "script_component.hpp" //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 params ["_vehicle", "_typeOfCargo", ["_theUnloader", objNull], ["_maxDistance", 10], ["_checkVehicleIsStable", true]]; TRACE_5("params",_vehicle,_typeOfCargo,_theUnloader,_maxDistance,_checkVehicleIsStable); scopeName "main"; if (_checkVehicleIsStable) then { if (((vectorMagnitude (velocity _vehicle)) > 1.5) || {(!(_vehicle isKindOf "Ship")) && {(!isTouchingGround _vehicle) && {((getPos _vehicle) select 2) > 1.5}}}) then { TRACE_4("bad vehicle state",_vehicle,velocity _vehicle,isTouchingGround _vehicle,getPos _vehicle); [] breakOut "main"; }; }; 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 0.75); }; }; if (isNull _theUnloader) then {_theUnloader = _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; 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; }; //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("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("collision mid",_roundAGL,_testIntersections); _roundPointIsValid = false; }; }; if (_roundPointIsValid) then { TRACE_3("Valid point found", _rangeToCheck,_roundAGL, (_originAGL distance _roundAGL)); //Raise it slightly so we don't sink through the floor: (_roundAGL vectorAdd [0,0,0.05]) breakOut "main"; }; }; _rangeToCheck = _rangeToCheck + (_maxDistance / MAX_TESTS); }; TRACE_1("no valid spots found",_rangeToCheck); [] //return empty array