ACE3/addons/refuel/functions/fnc_connectNozzleAction.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* 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
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* 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
*/
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 {
[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;
if (_nozzle isKindOf "Land_CanisterFuel_F") then { _nozzle setVariable [QEGVAR(cargo,canLoad), false, true]; };
_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);
if ([_unit, _nozzle] call FUNC(canTurnOn)) then {
_unit setVariable [QGVAR(tempFuel), nil];
[_unit, _nozzle] call FUNC(turnOn);
} else {
[localize LSTRING(CouldNotTurnOn)] call EFUNC(common,displayText);
};
},
"",
localize LSTRING(ConnectAction),
{true},
[INTERACT_EXCEPTIONS]
] call EFUNC(common,progressBar);