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51f4564550
Throw _object to EPOCH_isBuildAllowed, so it can be ignored in element counting
375 lines
11 KiB
Plaintext
375 lines
11 KiB
Plaintext
/*
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Author: Aaron Clark - EpochMod.com
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Contributors:
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Description:
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Base building base building with ghost preview.
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Licence:
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Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike
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Github:
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https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_code/compile/building/EPOCH_simulSwap.sqf
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Example:
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[_object,_item] spawn EPOCH_staticMove;
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Parameter(s):
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_this select 0: OBJECT - Base building object
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_this select 1: STRING - Item to consume on build finalization
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Returns:
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NOTHING
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*/
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//[[[cog import generate_private_arrays ]]]
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private ["_EPOCH_1","_EPOCH_2","_allowedSnapObjects","_allowedSnapPoints","_arr_snapPoints","_baselineSnapPos","_cfgBaseBuilding","_class","_currentOffSet","_currentPos","_currentTarget","_dir2","_direction","_distance","_energyCost","_ins","_isSnap","_lastCheckTime","_maxHeight","_maxSnapDistance","_nearestObject","_nearestObjects","_numberOfContacts","_objSlot","_objType","_offSet","_offsetZPos","_pOffset","_pos1","_pos1_snap","_pos2","_pos2ATL","_pos2_snap","_pos_snapObj","_rejectMove","_simulClass","_snapChecks","_snapConfig","_snapDistance","_snapPointsPara","_snapPointsPerp","_snapPos","_snapPos1","_snapPosition","_snapType","_stabilityCheck","_up2","_worldspace"];
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//[[[end]]]
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if !(isNil "EPOCH_simulSwap_Lock") exitWith{};
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params [
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["_object",objNull],
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["_item",""]
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];
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// exit if object is nulll
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if (isNull _object) exitWith{ EPOCH_target = objNull; };
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// exit if item is not given
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if (_item == "") exitWith{ EPOCH_target = objNull; };
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if (EPOCH_playerEnergy <= 0) exitWith{
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["Need Energy", 5] call Epoch_message;
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};
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// Remove object if not allowed
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if !(_object call EPOCH_isBuildAllowed) exitWith{ deleteVehicle _object };
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EPOCH_simulSwap_Lock = true;
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_objType = typeOf _object;
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_cfgBaseBuilding = 'CfgBaseBuilding' call EPOCH_returnConfig;
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_energyCost = getNumber(_cfgBaseBuilding >> _objType >> "energyCost");
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if (_energyCost == 0) then {
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_energyCost = 0.1;
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};
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_class = getText(_cfgBaseBuilding >> _objType >> "GhostPreview");
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_maxHeight = getNumber(_cfgBaseBuilding >> _objType >> "maxHeight");
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_simulClass = getText(_cfgBaseBuilding >> _objType >> "simulClass");
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_snapChecks = getArray(("CfgSnapChecks" call EPOCH_returnConfig) >> _objType >> "nails");
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_maxSnapDistance = 1;
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_lastCheckTime = diag_tickTime;
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_stabilityCheck = false;
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// force sim check if object has sim class and default max height to 9m if not already specified
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if (_simulClass != "") then {
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_stabilityCheck = true;
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if (_maxHeight == 0) then {
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_maxHeight = 500;
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};
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};
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if (_class != "") then {
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_objSlot = _object getVariable["BUILD_SLOT", -1];
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deleteVehicle _object;
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_pos2 = player modelToWorldVisual[EPOCH_X_OFFSET, EPOCH_Y_OFFSET, EPOCH_Z_OFFSET];
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EPOCH_target = createVehicle[_class, _pos2, [], 0, "CAN_COLLIDE"];
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// send to server
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[EPOCH_target] remoteExec ["EPOCH_localCleanup",2];
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if (_pos2 select 2 > _maxHeight) then {
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_pos2 set[2, _maxHeight];
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};
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_pos2ATL = _pos2;
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if (surfaceIsWater _pos2ATL) then {
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_pos2ATL = ASLtoATL _pos2ATL;
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};
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EPOCH_target setposATL _pos2ATL;
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EPOCH_target attachTo[player];
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_currentTarget = EPOCH_target;
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if (_objSlot != -1) then {
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_currentTarget setVariable["BUILD_SLOT", _objSlot, true];
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};
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_allowedSnapPoints = getArray(_cfgBaseBuilding >> _class >> "allowedSnapPoints");
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_allowedSnapObjects = getArray(_cfgBaseBuilding >> _class >> "allowedSnapObjects");
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_currentOffSet = [];
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EP_snap = objNull;
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EP_snapPos = [0, 0, 0];
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_isSnap = false;
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_EPOCH_1 = diag_tickTime;
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_EPOCH_2 = diag_tickTime;
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_nearestObjects = [];
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while {EPOCH_target == _currentTarget} do {
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_rejectMove = false;
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if ((diag_tickTime - _lastCheckTime) > 10) then {
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_lastCheckTime = diag_tickTime;
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_rejectMove = !(_object call EPOCH_isBuildAllowed);
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};
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if (_rejectMove) exitWith{
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deleteVehicle EPOCH_target;
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};
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_offSet = [EPOCH_X_OFFSET, EPOCH_Y_OFFSET, EPOCH_Z_OFFSET];
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_pos2 = player modelToWorldVisual _offSet;
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if (surfaceIsWater _pos2) then {
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_pos2 set[2, ((getPosASL player) select 2) + EPOCH_Z_OFFSET];
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};
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if !(_currentOffSet isEqualTo _offSet) then {
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_currentOffSet = _offSet;
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{
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detach _x;
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} forEach attachedObjects player;
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if (_pos2 select 2 > _maxHeight) then {
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_pos2 set[2, _maxHeight];
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};
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_pos2ATL = _pos2;
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if (surfaceIsWater _pos2ATL) then {
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_pos2ATL = ASLtoATL _pos2ATL;
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};
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EPOCH_target setposATL _pos2ATL;
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EPOCH_target attachTo[player];
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};
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if (EPOCH_doRotate) then {
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_dir2 = [vectorDir player, EPOCH_buildDirection] call BIS_fnc_returnVector;
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_up2 = (vectorUp player);
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EPOCH_doRotate = false;
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EPOCH_target setVectorDirAndUp [_dir2,_up2];
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};
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{
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_nearestObject = _x;
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if !(isNull EP_snap) then {
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if ((_pos2 distance EP_snapPos) < _maxSnapDistance) then {
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_nearestObject = EP_snap;
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};
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};
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if (!isNull _nearestObject && _nearestObject isEqualTo _x) then {
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_isSnap = false;
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_snapPosition = [0, 0, 0];
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_snapConfig = _cfgBaseBuilding >> (typeOf _nearestObject);
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_snapPointsPara = getArray(_snapConfig >> "snapPointsPara");
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_snapPointsPerp = getArray(_snapConfig >> "snapPointsPerp");
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// base line for z height offset
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_baselineSnapPos = _nearestObject modelToWorldVisual [0,0,0];
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if (EPOCH_buildMode == 1) then {
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{
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_x params ["_snapPoints","_type"];
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{
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if (_x in _allowedSnapPoints) then {
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_pOffset = _nearestObject selectionPosition _x;
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_snapPos = _nearestObject modelToWorldVisual _pOffset;
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if (surfaceIsWater _snapPos) then {
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_snapPos set[2, ((getPosASL _nearestObject) select 2) + (_pOffset select 2)];
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};
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_snapDistance = _pos2 distance _snapPos;
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if (_snapDistance < _maxSnapDistance) exitWith{
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_isSnap = true;
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_snapPosition = _snapPos;
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_snapType = _type;
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};
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};
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} forEach _snapPoints;
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} forEach [[_snapPointsPara,"para"],[_snapPointsPerp,"perp"]];
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};
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_distance = _pos2 distance _currentTarget;
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if (_isSnap && _distance < 5) then {
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EP_snap = _nearestObject;
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EP_snapPos = _snapPosition;
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_direction = getDir _nearestObject;
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if (_snapType == "perp") then {
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_snapPos1 = [_snapPosition select 0, _snapPosition select 1, 0];
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_pos_snapObj = getposATL _nearestObject;
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_pos_snapObj set[2, 0];
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_direction = _direction - (_snapPos1 getDir _pos_snapObj);
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} else {
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_direction = 0;
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};
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if (EPOCH_snapDirection > 0) then {
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if (EPOCH_snapDirection == 1) then {
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_direction = _direction + 90;
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};
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if (EPOCH_snapDirection == 2) then {
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_direction = _direction + 180;
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};
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if (EPOCH_snapDirection == 3) then {
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_direction = _direction + 270;
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};
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};
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if (_direction > 360) then {
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_direction = _direction - 360;
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};
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if (_direction < 0) then {
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_direction = 360 + _direction;
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};
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if !(attachedObjects player isEqualTo[]) then {
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{
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detach _x;
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} forEach attachedObjects player;
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if (EPOCH_snapDirection > 0) then {
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if (EPOCH_snapDirection == 1) then {
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_direction = _direction + 90;
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};
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if (EPOCH_snapDirection == 2) then {
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_direction = _direction + 180;
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};
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if (EPOCH_snapDirection == 3) then {
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_direction = _direction + 270;
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};
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};
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if (_direction > 360) then {
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_direction = _direction - 360;
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};
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if (_direction < 0) then {
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_direction = 360 + _direction;
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};
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_dir2 = [vectorDir _nearestObject, _direction] call BIS_fnc_returnVector;
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if (_pos2 select 2 > _maxHeight) then {
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_pos2 set[2, _maxHeight];
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};
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if (surfaceIsWater _snapPosition) then {
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_snapPosition = ASLtoATL _snapPosition;
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};
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_currentTarget setVectorDirAndUp[_dir2, (vectorUp _nearestObject)];
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_currentTarget setposATL _snapPosition;
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if ((diag_tickTime - _EPOCH_2) > 2) then {
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_EPOCH_2 = diag_tickTime;
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_arr_snapPoints = [];
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EPOCH_arr_snapPoints = [];
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{
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_pos1_snap = _currentTarget modelToWorldVisual (_x select 0);
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_pos2_snap = _currentTarget modelToWorldVisual (_x select 1);
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_ins = lineIntersectsSurfaces [AGLToASL _pos1_snap, AGLToASL _pos2_snap,player,_currentTarget,true,1,"VIEW","FIRE"];
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if (count _ins > 0) then {
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if (surfaceIsWater _snapPosition) then {
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_arr_snapPoints pushBackUnique (_ins select 0 select 0);
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} else {
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_arr_snapPoints pushBackUnique ASLToATL(_ins select 0 select 0);
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};
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};
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if (count _arr_snapPoints >= 2) exitWith { EPOCH_arr_snapPoints = _arr_snapPoints; }
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} forEach _snapChecks;
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};
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};
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} else {
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EPOCH_arr_snapPoints = [];
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if !(attachedObjects player isEqualTo[]) then {
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_offSet = [EPOCH_X_OFFSET, EPOCH_Y_OFFSET, EPOCH_Z_OFFSET];
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_pos1 = player modelToWorldVisual _offSet;
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if (surfaceIsWater _pos1) then {
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_pos1 set[2, ((getPosASL player) select 2) + EPOCH_Z_OFFSET];
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_pos1 = ASLtoATL _pos1;
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};
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EPOCH_target setposATL _pos1;
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EPOCH_target attachTo[player];
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};
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};
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};
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} forEach _nearestObjects;
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if ((diag_tickTime - _EPOCH_1) > 1) then {
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_EPOCH_1 = diag_tickTime;
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if !(isNull EPOCH_target) then {
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_nearestObjects = nearestObjects[EPOCH_target, _allowedSnapObjects, 12];
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EPOCH_playerEnergy = (EPOCH_playerEnergy - _energyCost) max 0;
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};
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};
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};
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EPOCH_arr_snapPoints = [];
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{
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detach _x;
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} forEach attachedObjects player;
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if !(isNull _currentTarget) then {
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// check if touching ground
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_currentPos = getPosATL _currentTarget;
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if (_currentPos select 2 > _maxHeight) then {
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_currentPos set[2, _maxHeight];
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_currentTarget setPosATL _currentPos;
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};
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_currentPos set[2, (_currentPos select 2) + 0.1];
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// remove item here
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if (([player, _item] call BIS_fnc_invRemove) == 1) then {
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if (_stabilityCheck && !isTouchingGround _currentTarget) then {
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_offsetZPos = [_currentPos select 0, _currentPos select 1, (_currentPos select 2) - 0.5];
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if !(terrainIntersect[_currentPos, _offsetZPos]) then {
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_numberOfContacts = 0;
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{
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_pos1_snap = _currentTarget modelToWorldVisual (_x select 0);
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_pos2_snap = _currentTarget modelToWorldVisual (_x select 1);
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_ins = lineIntersectsSurfaces [AGLToASL _pos1_snap, AGLToASL _pos2_snap,player,_currentTarget,true,1,"VIEW","FIRE"];
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if (count _ins > 0) then {
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_numberOfContacts = _numberOfContacts + 1;
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};
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if (_numberOfContacts >= 2) exitWith {}
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} forEach _snapChecks;
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if (_numberOfContacts < 2) then {
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// TODO: foundations need to be handled
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// change to sim
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_worldspace = [getposATL _currentTarget, vectordir _currentTarget, vectorup _currentTarget];
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deleteVehicle _currentTarget;
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_currentTarget = createVehicle[_simulClass, (_worldspace select 0), [], 0, "CAN_COLLIDE"];
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_currentTarget setVectorDirAndUp[_worldspace select 1, _worldspace select 2];
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_currentTarget setposATL(_worldspace select 0);
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};
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};
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};
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_currentTarget spawn EPOCH_countdown;
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};
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};
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};
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[] spawn{
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uiSleep 2;
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EPOCH_simulSwap_Lock = nil;
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};
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