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147 lines
4.9 KiB
Plaintext
147 lines
4.9 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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_territoryNearLimit, // NUMBER (distance): Minimum distance from a territory.
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_mixerNearLimit, // NUMBER (distance): Minimum distance from a concrete mixer.
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_contaminatedZoneNearLimit // NUMBER (distance): Minimum distance from a contaminated zone.
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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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if !(params
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[
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"_pos",
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"_waterNearLimit",
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"_minSurfaceNormal",
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"_spawnZoneNearLimit",
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"_traderZoneNearLimit",
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"_missionNearLimit",
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"_playerNearLimit",
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"_territoryNearLimit",
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"_mixerNearLimit",
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"_contaminatedZoneNearLimit"
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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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false
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}
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else
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{
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private _isValidPos = false;
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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 ("(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 ([_pos, DMS_findSafePosBlacklist] call DMS_fnc_IsPosBlacklisted) throw "a blacklisted position";
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// Check for nearby water
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if ((_waterNearLimit>0) && {[_pos,_waterNearLimit] call DMS_fnc_isNearWater}) throw "water";
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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) throw "a steep location";
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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) throw "a nearby steep location";
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};
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};
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{
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if (((getMarkerPos _x) distance2D _pos)<=_missionNearLimit) throw "an A3XAI mission";
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} forEach (missionNamespace getVariable ["A3XAI_mapMarkerArray",[]]);
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{
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private _markerType = markertype _x;
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// Check for nearby spawn points
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if ((_markerType in DMS_SpawnZoneMarkerTypes) && {((getMarkerPos _x) distance2D _pos)<=_spawnZoneNearLimit}) throw "a spawn zone";
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// Check for nearby trader zones
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if ((_markerType in DMS_TraderZoneMarkerTypes) && {((getMarkerPos _x) distance2D _pos)<=_traderZoneNearLimit}) throw "a trader zone";
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// Check for nearby concrete mixers
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if ((_markerType in DMS_MixerMarkerTypes) && {((getMarkerPos _x) distance2D _pos)<=_mixerNearLimit}) throw "a concrete mixer";
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// Check for nearby contaminated zones
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if ((_markerType in DMS_ContaminatedZoneMarkerTypes) && {((getMarkerPos _x) distance2D _pos)<=_contaminatedZoneNearLimit}) throw "a contaminated zone";
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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}) throw "a DMS mission";
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if
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(
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(
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((_x find "ZCP_CM_dot_") >= 0) // Look in the marker string for the ZCP marker prefix
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||
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{(_x find "VEMFr_DynaLocInva_ID") >= 0} // Look in the marker string for the VEMF marker prefix
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)
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&&
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{((getMarkerPos _x) distance2D _pos)<=_missionNearLimit} // Then check if the marker is close to the position
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) throw "a VEMF or ZCP mission";
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};
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} forEach allMapMarkers;
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// Check for nearby players
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if ((_playerNearLimit>0) && {[_pos,_playerNearLimit] call DMS_fnc_IsPlayerNearby}) throw "a player";
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// Check for nearby territories. This is done last because it is likely to be the most resource intensive.
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if ((_territoryNearLimit>0) && {[_pos,_territoryNearLimit] call ExileClient_util_world_isTerritoryInRange}) throw "a territory";
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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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_isValidPos
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};
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