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https://github.com/EpochModTeam/DayZ-Epoch.git
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Updated Vanilla Buildables collision Checks.
Vanilla development commit:
8e2953ab67
This commit is contained in:
@@ -157,70 +157,56 @@ _maxElevation = {
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_r
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};
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//Is the placed object inside another object
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_insideCheck = {
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private ["_bbb","_building","_ubb","_unit","_check","_min","_max","_myX","_p","_myY"];
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//Collision system replaced.
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/*
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//Is the placed object inside another object
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_insideCheck = {
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private ["_bbb","_building","_ubb","_unit","_check","_min","_max","_myX","_p","_myY"];
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_building = _this select 0;
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_unit = _this select 1;
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if ((typeOf _building != "") and {((sizeOf (typeOf _building) < 8) or {(_unit distance _building > (sizeOf (typeOf _building) + sizeOf (typeOf _unit))/2)})}) exitwith {false};
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_bbb = boundingBox _building;
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_ubb = boundingBox _unit;
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_check = {
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_min = _bbb select 0;
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_max = _bbb select 1;
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_myX = _p select 0;
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_myY = _p select 1;
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_building = _this select 0;
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_unit = _this select 1;
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(((_myX > (_min select 0)) and {(_myX < (_max select 0))}) and {((_myY > (_min select 1)) and {(_myY < (_max select 1))})})
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};
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if ((typeOf _building != "") and {((sizeOf (typeOf _building) < 8) or {(_unit distance _building > (sizeOf (typeOf _building) + sizeOf (typeOf _unit))/2)})}) exitwith {false};
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_bbb = boundingBox _building;
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_ubb = boundingBox _unit;
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_check = {
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_min = _bbb select 0;
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_max = _bbb select 1;
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_myX = _p select 0;
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_myY = _p select 1;
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(((_myX > (_min select 0)) and {(_myX < (_max select 0))}) and {((_myY > (_min select 1)) and {(_myY < (_max select 1))})})
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};
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_p = _building worldToModel (_unit modelToWorld [ (_ubb select 0) select 0, (_ubb select 0) select 1, 0]);
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if (call _check) exitWith {true};
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_p = _building worldToModel (_unit modelToWorld [ (_ubb select 0) select 0, (_ubb select 1) select 1, 0]);
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if (call _check) exitWith {true};
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_p = _building worldToModel (_unit modelToWorld [ (_ubb select 1) select 0, (_ubb select 1) select 1, 0]);
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if (call _check) exitWith {true};
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_p = _building worldToModel (_unit modelToWorld [ (_ubb select 1) select 0, (_ubb select 0) select 1, 0]);
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if (call _check) exitWith {true};
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_p = _building worldToModel (_unit modelToWorld [ (_ubb select 0) select 0, (_ubb select 0) select 1, 0]);
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if (call _check) exitWith {true};
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_p = _building worldToModel (_unit modelToWorld [ (_ubb select 0) select 0, (_ubb select 1) select 1, 0]);
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if (call _check) exitWith {true};
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_p = _building worldToModel (_unit modelToWorld [ (_ubb select 1) select 0, (_ubb select 1) select 1, 0]);
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if (call _check) exitWith {true};
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_p = _building worldToModel (_unit modelToWorld [ (_ubb select 1) select 0, (_ubb select 0) select 1, 0]);
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if (call _check) exitWith {true};
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false
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};
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false
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};
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*/
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//check if building being placed and objects around placement is free to be built on.
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//Fence owners must build all the foundations by one player anyone can still upgrade (pending lock build level)
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_checkBuildingCollision = {
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_checkBuildingCollision =
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{
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_objColliding = objNull;
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{
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_inside = false;
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_ownerID = _x getVariable ["ownerArray",[]];
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if (count _ownerID > 0) then { _ownerID = _ownerID select 0; } else { _ownerID = (getPlayerUID player); };
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if (_object in ["WoodenFence_ghost","MetalFence_ghost","WoodenGate_ghost","MetalGate_ghost"]) then {};
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if(_ownerID != (getPlayerUID player)) then {
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if ((!isNull _x) and (!(_x == player)) and (!(_x == _object)) ) then {
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if ((_x isKindOf "Building") or (_x isKindOf "AllVehicles")) then {
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//_inside = [_object, _x] call _insideCheck;
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_inside = [_object, _x] call fn_collisions;
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if (!_inside) then {
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//_inside = [_x, _object] call _insideCheck;
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_inside = [_x, _object] call fn_collisions;
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};
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};
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};
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};
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if (_inside) exitWith { _objColliding = _x; };
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} forEach (nearestObjects [_object, ["Building", "Air", "LandVehicle", "Ship", "DZ_buildables"], 35]);
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local _wall = _object isKindOf "DZ_buildables";
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(!isNull _objColliding)
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// _objColliding contains the building that collides with the ghost object
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{
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if (!(isNull _x || { _x == player || _x == _object}) && { !(_wall && { _x isKindOf "DZ_buildables" && { _x getVariable ["ownerArray", [""]] select 0 == getPlayerUID player } }) && { [_object, _x] call fn_collisions } }) exitWith
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{
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_objColliding = _x;
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};
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}
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foreach nearestObjects [_object, ["AllVehicles", "Building", "DZ_buildables"], 35];
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};
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//Is placement on a road?
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@@ -325,6 +311,8 @@ while {r_action_count != 0 and Dayz_constructionContext select 4} do {
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// check now that ghost is not colliding
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call _checkBuildingCollision;
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diag_log format ["_objColliding: %1", _objColliding];
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};
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// try to dock a beam from current ghost to another beams nearby
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