Updated Vanilla Buildables collision Checks.

Vanilla development commit:

8e2953ab67
This commit is contained in:
ebaydayz
2016-08-03 13:55:43 -04:00
parent 376befd613
commit 47e6366985

View File

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