/* DMS_fnc_IsValidPosition Created by eraser1 Usage: [ _pos, // ARRAY (position): The position to check. _waterNearLimit, // NUMBER (distance): Minimum distance from water. _minSurfaceNormal, // NUMBER (between 0-1): Maximum "surfaceNormal"; Basically determines how steep a position is. Check the comment for config value "DMS_MinSurfaceNormal" in config.sqf for more info _spawnZoneNearLimit, // NUMBER (distance): Minimum distance from a spawn point. _traderZoneNearLimit, // NUMBER (distance): Minimum distance from a trader zone. _missionNearLimit, // NUMBER (distance): Minimum distance from another mission. _playerNearLimit, // NUMBER (distance): Minimum distance from a player. _territoryNearLimit, // NUMBER (distance): Minimum distance from a territory. _mixerNearLimit, // NUMBER (distance): Minimum distance from a concrete mixer. _contaminatedZoneNearLimit // NUMBER (distance): Minimum distance from a contaminated zone. ] call DMS_fnc_IsValidPosition; All parameters except "_pos" are optional. Returns whether or not the provided position matches the parameters. */ if !(params [ "_pos", "_waterNearLimit", "_minSurfaceNormal", "_spawnZoneNearLimit", "_traderZoneNearLimit", "_missionNearLimit", "_playerNearLimit", "_territoryNearLimit", "_mixerNearLimit", "_contaminatedZoneNearLimit" ]) then { diag_log format ["DMS ERROR :: Calling DMS_fnc_isValidPosition with invalid parameters: %1",_this]; false } else { private _isValidPos = false; try { if ((count _pos)<2) then { throw ("(ERROR UNDEFINED POSITION)"); }; if ((count _pos) isEqualTo 2) then { _pos set [2, 0]; }; if ([_pos, DMS_findSafePosBlacklist] call DMS_fnc_IsPosBlacklisted) throw "a blacklisted position"; // Check for nearby water if ((_waterNearLimit>0) && {[_pos,_waterNearLimit] call DMS_fnc_isNearWater}) throw "water"; // Terrain steepness check // 0 surfacenormal means completely vertical, 1 surfaceNormal means completely flat and horizontal. // Take the arccos of the surfaceNormal to determine how many degrees it is from the horizontal. In SQF: {acos ((surfaceNormal _pos) select 2)}. Don't forget to define _pos. if ((_minSurfaceNormal>0) && {_minSurfaceNormal<=1}) then { if (((surfaceNormal _pos) select 2)<_minSurfaceNormal) throw "a steep location"; // Check the surrounding area (within 5 meters) private "_dir"; for "_dir" from 0 to 359 step 45 do { if (((surfaceNormal (_pos getPos [5,_dir])) select 2)<_minSurfaceNormal) throw "a nearby steep location"; }; }; { if (((getMarkerPos _x) distance2D _pos)<=_missionNearLimit) throw "an A3XAI mission"; } forEach (missionNamespace getVariable ["A3XAI_mapMarkerArray",[]]); { private _markerType = markertype _x; // Check for nearby spawn points if ((_markerType in DMS_SpawnZoneMarkerTypes) && {((getMarkerPos _x) distance2D _pos)<=_spawnZoneNearLimit}) throw "a spawn zone"; // Check for nearby trader zones if ((_markerType in DMS_TraderZoneMarkerTypes) && {((getMarkerPos _x) distance2D _pos)<=_traderZoneNearLimit}) throw "a trader zone"; // Check for nearby concrete mixers if ((_markerType in DMS_MixerMarkerTypes) && {((getMarkerPos _x) distance2D _pos)<=_mixerNearLimit}) throw "a concrete mixer"; // Check for nearby contaminated zones if ((_markerType in DMS_ContaminatedZoneMarkerTypes) && {((getMarkerPos _x) distance2D _pos)<=_contaminatedZoneNearLimit}) throw "a contaminated zone"; // Check for nearby missions if (_missionNearLimit>0) then { _missionPos = missionNamespace getVariable [format ["%1_pos",_x], []]; if (!(_missionPos isEqualTo []) && {(_missionPos distance2D _pos)<=_missionNearLimit}) throw "a DMS mission"; if ( ( ((_x find "ZCP_CM_dot_") >= 0) // Look in the marker string for the ZCP marker prefix || {(_x find "VEMFr_DynaLocInva_ID") >= 0} // Look in the marker string for the VEMF marker prefix ) && {((getMarkerPos _x) distance2D _pos)<=_missionNearLimit} // Then check if the marker is close to the position ) throw "a VEMF or ZCP mission"; }; } forEach allMapMarkers; // Check for nearby players if ((_playerNearLimit>0) && {[_pos,_playerNearLimit] call DMS_fnc_IsPlayerNearby}) throw "a player"; // Check for nearby territories. This is done last because it is likely to be the most resource intensive. if ((_territoryNearLimit>0) && {[_pos,_territoryNearLimit] call ExileClient_util_world_isTerritoryInRange}) throw "a territory"; // No exceptions found _isValidPos = true; } catch { /* _dot = createMarker [format ["DMS_DebugMarker_attempt%1", _pos], _pos]; _dot setMarkerColor "ColorWEST"; _dot setMarkerType "mil_dot"; _dot setMarkerText (format["close to: %1",_exception]); DMS_DebugMarkers pushBack _dot; */ if (DMS_DEBUG) then { (format ["IsValidPosition :: Position %1 is too close to %2!",_pos,_exception]) call DMS_fnc_DebugLog; }; }; _isValidPos };