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118 lines
5.5 KiB
Plaintext
118 lines
5.5 KiB
Plaintext
/*
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* Author: PabstMirror, ViperMaul
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* Find a safe place near a vehicle to unload something
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* Handles Normal Terrain, In Water or On Buildings (Pier, StaticShip)
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*
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* Arguments:
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* 0: Source Vehicle <OBJECT>
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* 1: Cargo Classname <STRING>
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* 2: Unloader (player) <OBJECT><OPTIONAL>
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* 3: Max Distance (meters) <NUMBER><OPTIONAL>
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* 4: Check Vehicle is Stable <BOOL><OPTIONAL>
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*
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* Return Value:
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* Unload PositionAGL (Can Be [] if no valid pos found) <ARRAY>
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*
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* Example:
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* [theCar, "CAManBase", player, 10, true] call ace_common_fnc_findUnloadPosition;
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*
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* Public: No
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*/
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#define DEBUG_MODE_FULL
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#include "script_component.hpp"
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//Number of tests run (effects performance in worst case scenarior where nothing is found VERSUES reliably finding a pos):
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#define MAX_TESTS 75
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//Manual collision tests (count and radius):
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#define COL_TEST_COUNT 12
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params ["_vehicle", "_typeOfCargo", ["_theUnloader", objNull], ["_maxDistance", 10], ["_checkVehicleIsStable", true]];
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TRACE_5("params",_vehicle,_typeOfCargo,_theUnloader,_maxDistance,_checkVehicleIsStable);
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scopeName "main";
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if (_checkVehicleIsStable) then {
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if (((vectorMagnitude (velocity _vehicle)) > 1.5) || {(!(_vehicle isKindOf "Ship")) && {(!isTouchingGround _vehicle) && {((getPos _vehicle) select 2) > 1.5}}}) then {
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TRACE_4("bad vehicle state",_vehicle,velocity _vehicle,isTouchingGround _vehicle,getPos _vehicle);
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[] breakOut "main";
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};
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};
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private _radiusOfItem = 1;
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if (_typeOfCargo isKindOf "CAManBase") then {
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_radiusOfItem = 1.1;
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} else {
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//`sizeOf` is unreliable, and does not work with object types that don't exist on map, so estimate size based on cargo size
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if (isNumber (configFile >> "CfgVehicles" >> _typeOfCargo >> QEGVAR(cargo,size))) then {
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_radiusOfItem = (((getNumber (configFile >> "CfgVehicles" >> _typeOfCargo >> QEGVAR(cargo,size))) ^ 0.35) max 0.75);
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};
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};
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if (isNull _theUnloader) then {_theUnloader = _vehicle;};
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//Ideal unload pos is halfway between unloader and vehicle (at the unloader's height)
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private _originASL = ((getPosASL _theUnloader) vectorAdd (getPosASL _vehicle)) vectorMultiply 0.5;
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_originASL set [2, (getPosASL _theUnloader) select 2];
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private _originAGL = ASLtoAGL _originASL;
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//Do a manual search for empty pos (handles underwater, buildings or piers)
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TRACE_2("Checking for unload",_originAGL,_radiusOfItem);
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private _rangeToCheck = 0;
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while {_rangeToCheck < _maxDistance} do {
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private _roundDistance = random _rangeToCheck;
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private _roundAngle = random 360;
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private _roundAGL = _originAGL vectorAdd [(cos _roundAngle) * _roundDistance, (sin _roundAngle) * _roundDistance, 0];
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private _roundPointIsValid = false;
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if (((AGLtoASL _roundAGL) select 2) > 0) then {
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//Shoot a ray down, and make sure we hit something solid like a building or the ground:
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private _belowRoundArray = lineIntersectsSurfaces [(AGLtoASL _roundAGL) vectorAdd [0,0,0.5], (AGLtoASL _roundAGL) vectorAdd [0,0,-1]];
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TRACE_4("Testing for solid",_roundDistance,_roundAngle,_roundAGL,_belowRoundArray);
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if (!(_belowRoundArray isEqualTo [])) then {
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private _aboveBuilding = (_belowRoundArray select 0) select 2;
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//Point is above something: Terrain(null) or Building
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if ((isNull _aboveBuilding) || {_aboveBuilding isKindOf "Building"}) then {
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//Get the real intersection point:
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_roundAGL = ASLtoAGL ((_belowRoundArray select 0) select 0);
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_roundPointIsValid = true;
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};
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};
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} else {
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//Underwater, just unload anywhere
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TRACE_3("Under the sea",_roundDistance,_roundAngle,_roundAGL);
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_roundPointIsValid = true;
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};
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//Make sure point is valid and do a fast check for people in the way (which sometimes aren't caught by line scaning)
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if (_roundPointIsValid && {(_roundAGL nearEntities ["Man", _radiusOfItem]) isEqualTo []}) then {
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for "_index" from 0 to (COL_TEST_COUNT -1) do {
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//Scan for colisions with objects with lineIntersectsSurfaces
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private _angle = _index * (360 / COL_TEST_COUNT);
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private _point1ASL = (AGLtoASL _roundAGL) vectorAdd [_radiusOfItem * cos _angle, _radiusOfItem * sin _angle, 0.1];
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private _point2ASL = (AGLtoASL _roundAGL) vectorAdd [-_radiusOfItem * cos _angle, -_radiusOfItem * sin _angle, (_radiusOfItem + 0.5)];
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private _testIntersections = lineIntersectsSurfaces [_point1ASL, _point2ASL];
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if (!(_testIntersections isEqualTo [])) exitWith {
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TRACE_2("collision low/high",_roundAGL,_testIntersections);
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_roundPointIsValid = false;
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};
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_point1ASL = (AGLtoASL _roundAGL) vectorAdd [_radiusOfItem * cos _angle, _radiusOfItem * sin _angle, 0.5];
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_point2ASL = (AGLtoASL _roundAGL) vectorAdd [-_radiusOfItem * cos _angle, -_radiusOfItem * sin _angle, 1];
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_testIntersections = lineIntersectsSurfaces [_point1ASL, _point2ASL];
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if (!(_testIntersections isEqualTo [])) exitWith {
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TRACE_2("collision mid",_roundAGL,_testIntersections);
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_roundPointIsValid = false;
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};
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};
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if (_roundPointIsValid) then {
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TRACE_3("Valid point found", _rangeToCheck,_roundAGL, (_originAGL distance _roundAGL));
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//Raise it slightly so we don't sink through the floor:
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(_roundAGL vectorAdd [0,0,0.05]) breakOut "main";
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};
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};
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_rangeToCheck = _rangeToCheck + (_maxDistance / MAX_TESTS);
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};
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TRACE_1("no valid spots found",_rangeToCheck);
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[] //return empty array
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