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92 lines
3.5 KiB
Plaintext
92 lines
3.5 KiB
Plaintext
/*
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* Author: GitHawk et.al
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* Calculates a connection for tilting
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* With code from ace_attach
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*
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* Arguments:
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* 0: The player <OBJECT>
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* 1: The target <OBJECT>
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* 2: The visual position <ARRAY>
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* 3: The nozzle <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* [player, tank, [0,0,0], nozzle] call ace_refuel_fnc_connectNozzleAction
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_startingOffset", "_startDistanceFromCenter", "_closeInUnitVector", "_closeInMax", "_closeInMin", "_closeInDistance", "_endPosTestOffset", "_endPosTest", "_doesIntersect", "_startingPosShifted", "_endASL", "_rate", "_maxFuel"];
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params ["_unit", "_target", "_startingPosition", "_nozzle"];
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_startingOffset = _target worldToModel _startingPosition;
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_startDistanceFromCenter = vectorMagnitude _startingOffset;
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_closeInUnitVector = vectorNormalized (_startingOffset vectorFromTo [0,0,0]);
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_closeInMax = _startDistanceFromCenter;
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_closeInMin = 0;
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while {(_closeInMax - _closeInMin) > 0.01} do {
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_closeInDistance = (_closeInMax + _closeInMin) / 2;
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_endPosTestOffset = _startingOffset vectorAdd (_closeInUnitVector vectorMultiply _closeInDistance);
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_endPosTestOffset set [2, (_startingOffset select 2)];
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_endPosTest = _target modelToWorldVisual _endPosTestOffset;
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_doesIntersect = false;
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{
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if (_doesIntersect) exitWith {};
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_startingPosShifted = _startingPosition vectorAdd _x;
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_startASL = if (surfaceIsWater _startingPosShifted) then {_startingPosShifted} else {ATLtoASL _startingPosShifted};
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{
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_endPosShifted = _endPosTest vectorAdd _x;
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_endASL = if (surfaceIsWater _startingPosShifted) then {_endPosShifted} else {ATLtoASL _endPosShifted};
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//Uncomment to see the lazor show, and see how the scanning works:
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// drawLine3D [_startingPosShifted, _endPosShifted, [1,0,0,1]];
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if (_target in lineIntersectsWith [_startASL, _endASL, _unit]) exitWith {_doesIntersect = true};
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} forEach [[0,0,0.045], [0,0,-0.045], [0,0.045,0], [0,-0.045,0], [0.045,0,0], [-0.045,0,0]];
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} forEach [[0,0,0], [0,0,0.05], [0,0,-0.05]];
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if (_doesIntersect) then {
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_closeInMax = _closeInDistance;
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} else {
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_closeInMin = _closeInDistance;
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};
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};
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_closeInDistance = (_closeInMax + _closeInMin) / 2;
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//Checks (too close to center or can't attach)
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if (((_startDistanceFromCenter - _closeInDistance) < 0.1) || {!([_target, _unit, _itemClassname] call FUNC(canAttach))}) exitWith {
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TRACE_2("no valid spot found",_closeInDistance,_startDistanceFromCenter);
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[localize LSTRING(Failed)] call EFUNC(common,displayTextStructured);
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};
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//Move it out slightly, for visibility sake (better to look a little funny than be embedded//sunk in the hull and be useless)
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_closeInDistance = (_closeInDistance - 0.0085);
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_endPosTestOffset = _startingOffset vectorAdd (_closeInUnitVector vectorMultiply _closeInDistance);
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_endPosTestOffset set [2, (_startingOffset select 2)];
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// TODO put animation and delayed connect ?
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_unit setVariable [QGVAR(nozzle), nil];
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detach _nozzle;
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[_unit, QGVAR(vehAttach), false] call EFUNC(common,setForceWalkStatus);
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_weaponSelect = _unit getVariable QGVAR(selectedWeaponOnRefuel);
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_unit selectWeapon _weaponSelect;
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_unit setVariable [QGVAR(selectedWeaponOnRefuel), nil];
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_nozzle attachTo [_target, _endPosTestOffset];
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_nozzle setVariable [QGVAR(sink), _target, true];
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_nozzle setVariable [QGVAR(fueling), 1, true];
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_target setVariable [QGVAR(nozzle), _nozzle, true];
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[_unit, _target, _nozzle] call FUNC(refuel);
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true
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