#include "script_component.hpp" /* * 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 * 1: Trench class * * Return Value: * None * * Example: * [ACE_player, "ACE_envelope_small"] call ace_trenches_fnc_placeTrench * * Public: No */ params ["_unit", "_trenchClass"]; //Load trench data private _noGeoModel = getText (configFile >> "CfgVehicles" >> _trenchClass >> QGVAR(noGeoClass)); if(_noGeoModel == "") then {_noGeoModel = _trenchClass;}; GVAR(trenchClass) = _trenchClass; GVAR(trenchPlacementData) = getArray (configFile >> "CfgVehicles" >> _trenchClass >> QGVAR(placementData)); TRACE_1("",GVAR(trenchPlacementData)); // prevent the placing unit from running [_unit, "forceWalk", "ACE_Trenches", true] call EFUNC(common,statusEffect_set); [_unit, "blockThrow", "ACE_Trenches", true] call EFUNC(common,statusEffect_set); // create the trench private _trench = createVehicle [_noGeoModel, [0, 0, 0], [], 0, "NONE"]; GVAR(trench) = _trench; // prevent collisions with trench [QEGVAR(common,enableSimulationGlobal), [_trench, false]] call CBA_fnc_serverEvent; GVAR(digDirection) = 0; // pfh that runs while the dig is in progress GVAR(digPFH) = [{ (_this select 0) params ["_unit", "_trench"]; // Cancel if the helper object is gone if (isNull _trench) exitWith { [_unit] call FUNC(placeCancel); }; // Cancel if the place is no longer suitable if !([_unit] call FUNC(canDigTrench)) exitWith { [_unit] call FUNC(placeCancel); }; // Update trench position GVAR(trenchPlacementData) params ["_dx", "_dy", "_offset"]; private _basePos = eyePos _unit vectorAdd ([sin getDir _unit, +cos getDir _unit, 0] vectorMultiply 1.0); 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; for [{private _ix = -_dx/2},{_ix <= _dx/2},{_ix = _ix + _dx/3}] do { for [{private _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]; TRACE_2("",_minzoffset,_offset); _trench setPosASL _basePos; _trench setVectorDirAndUp [_v1, _v3]; GVAR(trenchPos) = _basePos; }, 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(placeConfirm)} ] call EFUNC(common,addActionEventHandler)]; _unit setVariable [QGVAR(isPlacing), true, true];