ACE3/addons/refuel/functions/fnc_connectNozzleAction.sqf
Dystopian 559a498e6d Add fast mouse actions to refuel, add refuel eden attributes (#5418)
* Add fast mouse actions to refuel

* nobody seen that

* Add interaction condition and refuel on ladder

* Add car hit, fix change weapon on uncon

* Replace objNull with nil in setVar, unify var names

* Delete *ConnectNozzle functions

* Delete reset* functions

* Add public function and eden attributes

* Remove static actions from RHS compat

* Remove statusEffect_set on respawn

* Fix dual menu, add deprecating message

* Optimize fnc_takeNozzle

* Cleanup
2017-09-10 14:43:03 -05:00

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/*
* Author: GitHawk et.al.
* Calculates a connection for refueling.
* With code from ace_attach
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Vehicle <OBJECT>
* 2: Visual Position ASL <ARRAY>
* 3: Nozzle <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player, tank, [0,0,0], nozzle] call ace_refuel_fnc_connectNozzleAction
*
* Public: No
*/
#include "script_component.hpp"
private ["_closeInDistance", "_endPosTestOffset"];
params [["_unit", objNull, [objNull]], ["_sink", objNull, [objNull]], ["_startingPosASL", [0,0,0], [[]], 3], ["_nozzle", objNull, [objNull]]];
private _bestPosASL = [];
private _bestPosDistance = 1e99;
private _viewPos = _startingPosASL vectorAdd (((positionCameraToWorld [0,0,0]) vectorFromTo (positionCameraToWorld [0,0,1])) vectorMultiply 3);
private _modelVector = _startingPosASL vectorFromTo (AGLtoASL (_sink modelToWorld [0,0,0]));
private _modelVectorLow = _startingPosASL vectorFromTo (AGLtoASL (_sink modelToWorld [0,0,-1]));
{
private _endPosASL = _x;
// [_startingPosASL, _endPosASL, [1,0,0,1]] call EFUNC(common,addLineToDebugDraw); // Debug scan lines
private _intersections = lineIntersectsSurfaces [_startingPosASL, _endPosASL, _unit];
{
_x params ["_intersectPosASL", "", "_intersectObject"];
if (_intersectObject == _sink) then {
private _distance = _startingPosASL distance _intersectPosASL;
if (_distance < _bestPosDistance) then {
_bestPosDistance = _distance;
_bestPosASL = _intersectPosASL;
};
};
} forEach _intersections;
} forEach [
// Shoot rays towards player's view angle and see which spot is closest
_startingPosASL vectorAdd (((positionCameraToWorld [0,0,0]) vectorFromTo (positionCameraToWorld [0,0,1])) vectorMultiply 3),
_startingPosASL vectorAdd (((positionCameraToWorld [0,0,0]) vectorFromTo (positionCameraToWorld [-0.25,0,1])) vectorMultiply 3),
_startingPosASL vectorAdd (((positionCameraToWorld [0,0,0]) vectorFromTo (positionCameraToWorld [0.25,0,1])) vectorMultiply 3),
_startingPosASL vectorAdd (((positionCameraToWorld [0,0,0]) vectorFromTo (positionCameraToWorld [0,-0.25,1])) vectorMultiply 3),
_startingPosASL vectorAdd (((positionCameraToWorld [0,0,0]) vectorFromTo (positionCameraToWorld [-0.25,-0.25,1])) vectorMultiply 3),
_startingPosASL vectorAdd (((positionCameraToWorld [0,0,0]) vectorFromTo (positionCameraToWorld [0.25,-0.25,1])) vectorMultiply 3),
AGLtoASL (_sink modelToWorld [0,0,0]), // Try old method of just using model center
AGLtoASL (_sink modelToWorld [0,0,-0.5])
];
//Checks (too close to center or can't attach)
if (_bestPosASL isEqualTo []) exitWith {
TRACE_2("no valid spot found",_closeInDistance,_startDistanceFromCenter);
[localize LSTRING(Failed)] call EFUNC(common,displayTextStructured);
};
//Move it out slightly, for visibility sake (better to look a little funny than be embedded//sunk in the hull and be useless)
_bestPosASL = _bestPosASL vectorAdd ((_bestPosASL vectorFromTo _startingPosASL) vectorMultiply 0.05);
private _attachPosModel = _sink worldToModel (ASLtoAGL _bestPosASL);
[
TIME_PROGRESSBAR(REFUEL_PROGRESS_DURATION),
[_unit, _nozzle, _sink, _attachPosModel],
{
params ["_args"];
_args params [["_unit", objNull, [objNull]], ["_nozzle", objNull, [objNull]], ["_sink", objNull, [objNull]], ["_endPosTestOffset", [0,0,0], [[]], 3]];
_unit setVariable [QGVAR(nozzle), nil, true];
_unit setVariable [QGVAR(isRefueling), false];
detach _nozzle;
_nozzle attachTo [_sink, _endPosTestOffset];
_endPosTestOffset params ["_x", "_y"];
private _bb = boundingBoxReal _sink;
_bb params ["_ll", "_rr"];
_ll set [2, 0];
_rr set [2, 0];
_ll params ["_x1", "_y1"];
_rr params ["_x2", "_y2"];
private _c1 = _ll vectorCos _endPosTestOffset;
private _c2 = _ll vectorCos [_x1, _y2, 0];
private _cn = (_ll vectorCrossProduct [0, 0, 1]) vectorCos _endPosTestOffset;
private _dirAndUp = [[1, 0, 0],[0, 0, 1]];
if (_c1 > _c2 && (_cn > 0)) then {
_dirAndUp = [[1, 0, 0.8],[0, 0, 1]];
} else {
_c1 = [_x1, _y2, 0] vectorCos _endPosTestOffset;
_c2 = [_x1, _y2, 0] vectorCos _rr;
_cn = ([_x1, _y2, 0] vectorCrossProduct [0, 0, 1]) vectorCos _endPosTestOffset;
if (_c1 > _c2 && (_cn > 0)) then {
_dirAndUp = [[0, -1, 0.8],[0, 0, 1]];
} else {
_c1 = _rr vectorCos _endPosTestOffset;
_c2 = _rr vectorCos [_x2, _y1, 0];
_cn = (_rr vectorCrossProduct [0, 0, 1]) vectorCos _endPosTestOffset;
if (_c1 > _c2 && (_cn > 0)) then {
_dirAndUp = [[-1, 0, 0.8],[0, 0, 1]];
} else {
_dirAndUp = [[0, 1, 0.8],[0, 0, 1]];
};
};
};
[QEGVAR(common,setVectorDirAndUp), [_nozzle, _dirAndUp], _nozzle] call CBA_fnc_targetEvent;
_nozzle setVariable [QGVAR(sink), _sink, true];
_nozzle setVariable [QGVAR(isConnected), true, true];
_sink setVariable [QGVAR(nozzle), _nozzle, true];
_source = _nozzle getVariable QGVAR(source);
private _fuel = [_source] call FUNC(getFuel);
if (_fuel == REFUEL_INFINITE_FUEL) then {
_source setVariable [QGVAR(fuelCounter), 0, true];
} else {
_source setVariable [QGVAR(fuelCounter), _fuel, true];
};
[_unit, _sink, _nozzle, _endPosTestOffset] call FUNC(refuel);
},
"",
localize LSTRING(ConnectAction),
{true},
[INTERACT_EXCEPTIONS]
] call EFUNC(common,progressBar);