ACE3/addons/trenches/functions/fnc_placeTrench.sqf
Dystopian 36b61fdb6e Block adv. throwing when player is busy (#5534)
* Add throw blocking status effect

* Add concertina_wire and tripod support

* Add launcher in hands support

* Disable effect sending more than once

* Fix EFUNC using, add trace

* Disable vanilla throw blocking

* Improve status handling

* Fix rearm status key
2017-12-07 11:26:21 -06:00

102 lines
3.5 KiB
Plaintext

/*
* 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 <OBJECT>
* 1: Trench class <STRING>
*
* Return Value:
* None
*
* Example:
* [ACE_player, "ACE_envelope_small"] call ace_trenches_fnc_placeTrench
*
* Public: No
*/
#include "script_component.hpp"
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];