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* advanced_ballistics * advanced_fatigue * advanced_throwing * ai * aircraft * arsenal * atragmx * attach * backpacks * ballistics * captives * cargo * chemlights * common * concertina_wire * cookoff * dagr * disarming * disposable * dogtags * dragging * explosives * fastroping * fcs * finger * frag * gestures * gforces * goggles * grenades * gunbag * hearing * hitreactions * huntir * interact_menu * interaction * inventory * kestrel4500 * laser * laserpointer * logistics_uavbattery * logistics_wirecutter * magazinerepack * map * map_gestures * maptools * markers * medical * medical_ai * medical_blood * medical_menu * microdagr * minedetector * missileguidance * missionmodules * mk6mortar * modules * movement * nametags * nightvision * nlaw * optics * optionsmenu * overheating * overpressure * parachute * pylons * quickmount * rangecard * rearm * recoil * refuel * reload * reloadlaunchers * repair * respawn * safemode * sandbag * scopes * slideshow * spectator * spottingscope * switchunits * tacticalladder * tagging * trenches * tripod * ui * vector * vehiclelock * vehicles * viewdistance * weaponselect * weather * winddeflection * yardage450 * zeus * arsenal defines.hpp * optionals * DEBUG_MODE_FULL 1 * DEBUG_MODE_FULL 2 * Manual fixes * Add SQF Validator check for #include after block comment * explosives fnc_openTimerUI * fix uniqueItems
136 lines
5.9 KiB
Plaintext
136 lines
5.9 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: GitHawk et.al.
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* Calculates a connection for refueling.
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* With code from ace_attach
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Vehicle <OBJECT>
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* 2: Visual Position ASL <ARRAY>
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* 3: 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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params [["_unit", objNull, [objNull]], ["_sink", objNull, [objNull]], ["_startingPosASL", [0,0,0], [[]], 3], ["_nozzle", objNull, [objNull]]];
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private _bestPosASL = [];
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private _bestPosDistance = 1e99;
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private _viewPos = _startingPosASL vectorAdd (((positionCameraToWorld [0,0,0]) vectorFromTo (positionCameraToWorld [0,0,1])) vectorMultiply 3);
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private _modelVector = _startingPosASL vectorFromTo (AGLtoASL (_sink modelToWorld [0,0,0]));
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private _modelVectorLow = _startingPosASL vectorFromTo (AGLtoASL (_sink modelToWorld [0,0,-1]));
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{
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private _endPosASL = _x;
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// [_startingPosASL, _endPosASL, [1,0,0,1]] call EFUNC(common,addLineToDebugDraw); // Debug scan lines
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private _intersections = lineIntersectsSurfaces [_startingPosASL, _endPosASL, _unit];
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{
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_x params ["_intersectPosASL", "", "_intersectObject"];
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if (_intersectObject == _sink) then {
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private _distance = _startingPosASL distance _intersectPosASL;
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if (_distance < _bestPosDistance) then {
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_bestPosDistance = _distance;
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_bestPosASL = _intersectPosASL;
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};
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};
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} forEach _intersections;
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} forEach [
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// Shoot rays towards player's view angle and see which spot is closest
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_startingPosASL vectorAdd (((positionCameraToWorld [0,0,0]) vectorFromTo (positionCameraToWorld [0,0,1])) vectorMultiply 3),
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_startingPosASL vectorAdd (((positionCameraToWorld [0,0,0]) vectorFromTo (positionCameraToWorld [-0.25,0,1])) vectorMultiply 3),
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_startingPosASL vectorAdd (((positionCameraToWorld [0,0,0]) vectorFromTo (positionCameraToWorld [0.25,0,1])) vectorMultiply 3),
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_startingPosASL vectorAdd (((positionCameraToWorld [0,0,0]) vectorFromTo (positionCameraToWorld [0,-0.25,1])) vectorMultiply 3),
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_startingPosASL vectorAdd (((positionCameraToWorld [0,0,0]) vectorFromTo (positionCameraToWorld [-0.25,-0.25,1])) vectorMultiply 3),
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_startingPosASL vectorAdd (((positionCameraToWorld [0,0,0]) vectorFromTo (positionCameraToWorld [0.25,-0.25,1])) vectorMultiply 3),
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AGLtoASL (_sink modelToWorld [0,0,0]), // Try old method of just using model center
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AGLtoASL (_sink modelToWorld [0,0,-0.5])
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];
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//Checks (too close to center or can't attach)
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if (_bestPosASL isEqualTo []) exitWith {
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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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_bestPosASL = _bestPosASL vectorAdd ((_bestPosASL vectorFromTo _startingPosASL) vectorMultiply 0.05);
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private _attachPosModel = _sink worldToModel (ASLtoAGL _bestPosASL);
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[
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TIME_PROGRESSBAR(REFUEL_PROGRESS_DURATION),
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[_unit, _nozzle, _sink, _attachPosModel],
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{
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params ["_args"];
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_args params [["_unit", objNull, [objNull]], ["_nozzle", objNull, [objNull]], ["_sink", objNull, [objNull]], ["_endPosTestOffset", [0,0,0], [[]], 3]];
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_unit setVariable [QGVAR(nozzle), nil, true];
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_unit setVariable [QGVAR(isRefueling), false];
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detach _nozzle;
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_nozzle attachTo [_sink, _endPosTestOffset];
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_endPosTestOffset params ["_x", "_y"];
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private _bb = boundingBoxReal _sink;
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_bb params ["_ll", "_rr"];
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_ll set [2, 0];
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_rr set [2, 0];
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_ll params ["_x1", "_y1"];
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_rr params ["_x2", "_y2"];
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private _c1 = _ll vectorCos _endPosTestOffset;
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private _c2 = _ll vectorCos [_x1, _y2, 0];
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private _cn = (_ll vectorCrossProduct [0, 0, 1]) vectorCos _endPosTestOffset;
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private _dirAndUp = [[1, 0, 0],[0, 0, 1]];
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if (_c1 > _c2 && (_cn > 0)) then {
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_dirAndUp = [[1, 0, 0.8],[0, 0, 1]];
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} else {
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_c1 = [_x1, _y2, 0] vectorCos _endPosTestOffset;
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_c2 = [_x1, _y2, 0] vectorCos _rr;
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_cn = ([_x1, _y2, 0] vectorCrossProduct [0, 0, 1]) vectorCos _endPosTestOffset;
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if (_c1 > _c2 && (_cn > 0)) then {
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_dirAndUp = [[0, -1, 0.8],[0, 0, 1]];
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} else {
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_c1 = _rr vectorCos _endPosTestOffset;
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_c2 = _rr vectorCos [_x2, _y1, 0];
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_cn = (_rr vectorCrossProduct [0, 0, 1]) vectorCos _endPosTestOffset;
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if (_c1 > _c2 && (_cn > 0)) then {
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_dirAndUp = [[-1, 0, 0.8],[0, 0, 1]];
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} else {
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_dirAndUp = [[0, 1, 0.8],[0, 0, 1]];
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};
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};
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};
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[QEGVAR(common,setVectorDirAndUp), [_nozzle, _dirAndUp], _nozzle] call CBA_fnc_targetEvent;
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if (_nozzle isKindOf "Land_CanisterFuel_F") then { _nozzle setVariable [QEGVAR(cargo,canLoad), false, true]; };
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_nozzle setVariable [QGVAR(sink), _sink, true];
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_nozzle setVariable [QGVAR(isConnected), true, true];
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_sink setVariable [QGVAR(nozzle), _nozzle, true];
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_source = _nozzle getVariable QGVAR(source);
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private _fuel = [_source] call FUNC(getFuel);
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if (_fuel == REFUEL_INFINITE_FUEL) then {
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_source setVariable [QGVAR(fuelCounter), 0, true];
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} else {
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_source setVariable [QGVAR(fuelCounter), _fuel, true];
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};
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[_unit, _sink, _nozzle, _endPosTestOffset] call FUNC(refuel);
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if ([_unit, _nozzle] call FUNC(canTurnOn)) then {
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_unit setVariable [QGVAR(tempFuel), nil];
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[_unit, _nozzle] call FUNC(turnOn);
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} else {
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[localize LSTRING(CouldNotTurnOn)] call EFUNC(common,displayText);
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};
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},
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"",
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localize LSTRING(ConnectAction),
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{true},
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[INTERACT_EXCEPTIONS]
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] call EFUNC(common,progressBar);
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