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183 lines
5.3 KiB
Plaintext
183 lines
5.3 KiB
Plaintext
/*
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DMS_fnc_IsValidPosition
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Created by eraser1
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Usage:
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[
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_pos, // ARRAY (position): The position to check.
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_waterNearLimit, // NUMBER (distance): Minimum distance from water.
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_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
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_spawnZoneNearLimit, // NUMBER (distance): Minimum distance from a spawn point.
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_traderZoneNearLimit, // NUMBER (distance): Minimum distance from a trader zone.
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_missionNearLimit, // NUMBER (distance): Minimum distance from another mission.
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_playerNearLimit, // NUMBER (distance): Minimum distance from a player.
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_waterSpawn // BOOLEAN: Whether or not the mission is supposed to spawn on water.
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] call DMS_fnc_IsValidPosition;
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All parameters except "_pos" are optional.
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Returns whether or not the provided position matches the parameters.
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*/
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private ["_pos", "_nearestObjectMinDistance", "_waterNearLimit", "_minSurfaceNormal", "_spawnZoneNearLimit", "_traderZoneNearLimit", "_missionNearLimit", "_playerNearLimit", "_territoryNearLimit", "_waterSpawn", "_isValidPos"];
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_isValidPos = false;
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if !(params
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[
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["_pos", [], [[]], [0,2,3]],
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["_waterNearLimit", DMS_WaterNearBlacklist, [0] ],
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["_minSurfaceNormal", DMS_MinSurfaceNormal, [0] ],
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["_spawnZoneNearLimit", DMS_SpawnZoneNearBlacklist, [0] ],
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["_traderZoneNearLimit", DMS_TraderZoneNearBlacklist,[0] ],
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["_missionNearLimit", DMS_MissionNearBlacklist, [0] ],
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["_playerNearLimit", DMS_PlayerNearBlacklist, [0] ],
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["_territoryNearLimit", DMS_TerritoryNearBlacklist, [0] ],
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["_waterSpawn", false, [false] ]
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])
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then
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{
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diag_log format ["DMS ERROR :: Calling DMS_fnc_isValidPosition with invalid parameters: %1",_this];
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}
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else
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{
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try
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{
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if ((count _pos)<2) then
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{
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throw ("(ERROR UNDEFINED POSITION)");
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};
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if ((count _pos) isEqualTo 2) then
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{
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_pos set [2, 0];
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};
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if (!(DMS_findSafePosBlacklist isEqualTo []) && {([_pos, DMS_findSafePosBlacklist] call BIS_fnc_isPosBlacklisted)}) then
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{
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throw ("a blacklisted position");
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};
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// Only do these checks if the mission is supposed to be on land.
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if (!_waterSpawn) then
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{
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// Check for nearby water
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if ((_waterNearLimit>0) && {[_pos,_waterNearLimit] call DMS_fnc_isNearWater}) then
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{
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throw ("water");
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};
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// Terrain steepness check
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// 0 surfacenormal means completely vertical, 1 surfaceNormal means completely flat and horizontal.
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// 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.
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if ((_minSurfaceNormal>0) && {_minSurfaceNormal<=1}) then
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{
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if (((surfaceNormal _pos) select 2)<_minSurfaceNormal) then
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{
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throw ("a steep location");
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};
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// Check the surrounding area (within 5 meters)
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private "_dir";
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for "_dir" from 0 to 359 step 45 do
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{
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if (((surfaceNormal (_pos getPos [5,_dir])) select 2)<_minSurfaceNormal) then
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{
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throw ("a nearby steep location");
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};
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};
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};
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}
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else
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{
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// Check to see if the position is actually water.
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if !(surfaceIsWater _pos) then
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{
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throw ("land");
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};
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// Check the depth of the water.
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if ((getTerrainHeightASL _pos)<-DMS_MinWaterDepth) then
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{
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throw ("shallow water");
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};
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};
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{
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if (((getMarkerPos _x) distance2D _pos)<=_missionNearLimit) then
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{
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throw ("an A3XAI mission");
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};
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} forEach (missionNamespace getVariable ["A3XAI_mapMarkerArray",[]]);
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{
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// Check for nearby spawn points
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if ((_spawnZoneNearLimit>0) && {((markertype _x) in DMS_SpawnZoneMarkerTypes) && {((getMarkerPos _x) distance2D _pos)<=_spawnZoneNearLimit}}) then
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{
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throw ("a spawn zone");
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};
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// Check for nearby trader zones
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if ((_traderZoneNearLimit>0) && {((markertype _x) in DMS_TraderZoneMarkerTypes) && {((getMarkerPos _x) distance2D _pos)<=_traderZoneNearLimit}}) then
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{
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throw ("a trader zone");
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};
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// Check for nearby missions
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if (_missionNearLimit>0) then
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{
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_missionPos = missionNamespace getVariable [format ["%1_pos",_x], []];
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if (!(_missionPos isEqualTo []) && {(_missionPos distance2D _pos)<=_missionNearLimit}) then
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{
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throw ("a mission");
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};
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if (((_x find "VEMFr_DynaLocInva_ID")>0) && {((getMarkerPos _x) distance2D _pos)<=_missionNearLimit}) then
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{
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throw ("a VEMF mission");
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};
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};
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} forEach allMapMarkers;
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// Check for nearby players
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// This is done last because it is likely to be the most resource intensive.
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if ((_playerNearLimit>0) && {[_pos,_playerNearLimit] call DMS_fnc_IsPlayerNearby}) then
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{
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throw ("a player");
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};
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if ((_territoryNearLimit>0) && {[_pos,_territoryNearLimit] call ExileClient_util_world_isTerritoryInRange}) then
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{
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throw ("a territory");
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};
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// No exceptions found
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_isValidPos = true;
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}
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catch
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{
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/*
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_dot = createMarker [format ["DMS_DebugMarker_attempt%1", _pos], _pos];
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_dot setMarkerColor "ColorWEST";
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_dot setMarkerType "mil_dot";
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_dot setMarkerText (format["close to: %1",_exception]);
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DMS_DebugMarkers pushBack _dot;
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*/
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if (DMS_DEBUG) then
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{
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(format ["IsValidPosition :: Position %1 is too close to %2!",_pos,_exception]) call DMS_fnc_DebugLog;
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};
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};
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};
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_isValidPos;
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