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1e404cf85b
Co-authored-by: Dystopian <sddex@ya.ru> Co-authored-by: PabstMirror <pabstmirror@gmail.com> Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
174 lines
6.7 KiB
Plaintext
174 lines
6.7 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: PabstMirror
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* Dig trenchline
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*
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* Arguments:
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* 0: Position <ARRAY>
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* 1: Position <ARRAY>
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* 2: Force - ignoring saftey checks (optional: false) <BOOL>
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* 3: Cut Grass (optional: false) <BOOL>
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* 4: Dry Run - Just test if possible (can run on clients) <BOOL>
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*
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* Return Value:
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* <ARRAY>
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* 0: Success <BOOL>
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* 1: Failure reason <STRING>
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* 2: Extra info <ANY>
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*
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* Example:
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* [a, b] call ace_trenches_fnc_blockTrench_place
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*
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* Public: No
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*/
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params [["_start2d", [], [[]]], ["_end2d", [], [[]]], ["_force", false, [false]], ["_cutGrass", false, [false]], ["_dryRun", false, [false]]];
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TRACE_4("blockTrench_place",_start2d,_end2d,_force,_dryRun);
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if ((!isServer) && {!_dryRun}) exitWith { ERROR("function must be called on server"); [false, "server-only"]; };
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scopeName "main";
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// get maths
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getTerrainInfo params ["", "", "_cellsize"];
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if ((_cellsize < 1) || {_cellsize > 10}) exitWith { [false, "world cellsize"] breakOut "main" }; // malden is 12.5
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// for Land_Trench_01_forest_F
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private _modelX = 2.1;
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private _modelZ = 1.1;
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private _modelSize = 3.75;
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private _landAdjust = -1.7; // how deep we dig into the terrain
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private _trenchDepth = -1; // how deep the floor is
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private _trenchWidth = 1; // offset for each side from center
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private _blockAdjust = -0.45; // get block to sit flush
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private _blockScale = _cellsize / _modelSize; // scale up block to fit cellsize
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private _xOffset = _trenchWidth + _blockScale * _modelX;
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private _zOffset = _blockAdjust - (_blockScale - 1) * _modelZ;
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private _testRadius = 1 * _blockScale * _modelSize;
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// convert to terrain grid
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_start2d = (_start2d select [0,2]) apply {_cellsize * round (_x / _cellsize)};
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_end2d = (_end2d select [0,2]) apply {_cellsize * round (_x / _cellsize)};
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_start2d params ["_ax", "_ay"];
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_end2d params ["_bx", "_by"];
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{ // make sure points aren't outside terrain
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if (_x < _cellsize || {_x > (worldSize - _cellsize)}) exitWith { [false, "outside map boundry"] breakOut "main" };
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} forEach [_ax, _ay, _bx, _by];
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TRACE_3("adjusted",_cellsize,_start2d,_end2d);
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// get direction and start/end
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private _east = (abs (_ax - _bx)) >= (abs (_ay - _by));
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private _origin2D = [];
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private _length = 0;
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if (_east) then {
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_origin2D = [_end2d, _start2d] select (_ax < _bx);
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_length = (abs (_ax - _bx)) / _cellsize;
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} else {
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_origin2D = [_end2d, _start2d] select (_ay < _by);
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_length = (abs (_ay - _by)) / _cellsize;
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};
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TRACE_3("",_east,_origin2D,_length);
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if (_length < 2) exitWith { [false, "too short"] breakOut "main" };
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if (_dryRun) exitWith { // return an array of block positions
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private _positions = [];
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for "_i" from 0 to _length do { // intentionally inclusive
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_positions pushBack (_origin2D vectorAdd (if (_east) then {[(_i + 0.5) * _cellsize, 0]} else {[0, (_i + 0.5) * _cellsize]}));
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};
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[true, "dry run", _positions]
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};
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// Test and get block data
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private _blockData = [];
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for "_i" from 0 to _length do { // intentionally inclusive
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private _posCenter = _origin2D;
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private _posLeft = _origin2D;
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private _posRight = _origin2D;
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private _direction = [];
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if (_east) then {
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_posCenter = _posCenter vectorAdd [(_i + 0.5) * _cellsize, 0];
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_posLeft = _posCenter vectorAdd [0, _xOffset];
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_posRight = _posCenter vectorAdd [0, -_xOffset];
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_direction = [0,-1,0];
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} else {
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_posCenter = _posCenter vectorAdd [0, (_i + 0.5) * _cellsize];
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_posLeft = _posCenter vectorAdd [_xOffset, 0];
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_posRight = _posCenter vectorAdd [-_xOffset, 0];
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_direction = [-1,0,0];
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};
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{ // Test if each point is valid
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private _pos2d = _x;
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// check water
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if ((!_force) && {(getTerrainHeightASL _pos2D) < 0}) then { [false, "water"] breakOut "main" };
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// check canDig (surface type)
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if ((!_force) && {!([_pos2d] call EFUNC(common,canDig))}) then { [false, "canDig surface"] breakOut "main" };
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// check canDig (surface type)
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if ((!_force) && {isOnRoad _pos2D}) then { [false, "road"] breakOut "main" };
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// check terrain objects
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private _terrainObjects = nearestTerrainObjects [_pos2d, [], _testRadius, false, true];
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// todo: want to avoid touching trees and large rocks but could allow some small shrubs to be overlapped
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if (_terrainObjects isNotEqualTo []) then {
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if (_force) then {
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WARNING_1("overlapping terrainObjects %1",_terrainObjects);
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} else {
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[false, "terrain object", _terrainObjects] breakOut "main";
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};
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};
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// check mission objects
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private _missionObjects = nearestObjects [_origin2D, ["All"], _testRadius, true];
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_missionObjects = _missionObjects select { !(_x isKindOf "Logic") };
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if (_missionObjects isNotEqualTo []) then {
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_missionObjects = _missionObjects apply {typeOf _x};
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if (_force) then {
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WARNING_1("blocking missionObjects %1",_missionObjects);
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} else {
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[false, "mission object", _missionObjects] breakOut "main";
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};
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};
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} forEach [_posCenter, _posLeft, _posRight];
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_posCenter set [2, (getTerrainHeightASL _posCenter) + _zOffset + _trenchDepth];
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_posLeft set [2, (getTerrainHeightASL _posLeft) + _zOffset];
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_posRight set [2, (getTerrainHeightASL _posRight) + _zOffset];
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if (_cutGrass && {_i != 0} && {_i != _length}) then {
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_blockData pushBack ["Land_ClutterCutter_medium_F", _blockScale, _posCenter, [0,1,0], surfaceNormal _posCenter];
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};
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// todo: there also is a snow textured block or do it right and make our own re-texturable model
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_blockData pushBack ["Land_Trench_01_forest_F", _blockScale, _posCenter, _direction, surfaceNormal _posCenter];
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_blockData pushBack ["Land_Trench_01_forest_F", _blockScale, _posLeft, _direction, surfaceNormal _posLeft];
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_blockData pushBack ["Land_Trench_01_forest_F", _blockScale, _posRight, _direction vectorMultiply -1, surfaceNormal _posRight];
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};
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// Adjust terrain heights
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private _terrainData = [];
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for "_i" from 1 to (_length - 1) do { // skip first and last
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private _posCenter = _origin2D;
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if (_east) then {
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_posCenter = _posCenter vectorAdd [_i * _cellsize, 0];
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} else {
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_posCenter = _posCenter vectorAdd [0, _i * _cellsize];
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};
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_posCenter set [2, (getTerrainHeight _posCenter) + _landAdjust];
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_terrainData pushBack _posCenter
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};
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TRACE_1("setTerrainHeight",count _terrainData);
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setTerrainHeight [_terrainData, true];
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// Place blocks
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{
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_x params ["_xClass", "_xScale", "_xPosASL", "_xDir", "_xUp"];
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private _block = createSimpleObject [_xClass, _xPosASL];
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_block setVectorDirAndUp [_xDir, _xUp];
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if (_xScale != 1) then { _block setObjectScale _xScale; };
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} forEach _blockData;
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[true, "", _length]
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