From 89bca2c94b4733ed00a0853645f5b066607f48cc Mon Sep 17 00:00:00 2001 From: AirwavesMan Date: Tue, 15 Sep 2020 19:55:17 +0200 Subject: [PATCH] Partly fix floating loot This commit fixes partly the floating loot issue. The whole problem is not fixable. It is a problem with different components. The main point is that the position can be half water and half not. The second is the building collision and the collision of the loot object. Normally setPosATL should do its work but the object moves on the placement. Adding a special handling for buildings that are mostly over water did the best job so far. With fixWaterPos = 1; in the building class which has those floating loot problems, the position gets converted to ASL which is better over water but not always. Some loot objects are still floating a bit but I could reach all of them. It is a way better as before. --- .../Configs/CfgLoot/Buildings/Industrial.hpp | 1 + SQF/dayz_code/Configs/CfgLoot/CfgLoot.hpp | 2 + SQF/dayz_code/compile/building_spawnLoot.sqf | 16 ++--- SQF/dayz_code/loot/Loot.hpp | 4 +- SQF/dayz_code/loot/init.sqf | 29 ++++---- SQF/dayz_code/loot/spawn.sqf | 68 +++++++++++++++---- SQF/dayz_code/loot/spawnGroup.sqf | 5 +- 7 files changed, 84 insertions(+), 41 deletions(-) diff --git a/SQF/dayz_code/Configs/CfgLoot/Buildings/Industrial.hpp b/SQF/dayz_code/Configs/CfgLoot/Buildings/Industrial.hpp index 707c3112a..221a13094 100644 --- a/SQF/dayz_code/Configs/CfgLoot/Buildings/Industrial.hpp +++ b/SQF/dayz_code/Configs/CfgLoot/Buildings/Industrial.hpp @@ -750,6 +750,7 @@ class Land_A_Crane_02b : Industrial { maxRoaming = 0; lootChance = 0.4; + fixWaterPos = 1; lootPos[] = { {-3.4707,-0.149414,-6.06299}, diff --git a/SQF/dayz_code/Configs/CfgLoot/CfgLoot.hpp b/SQF/dayz_code/Configs/CfgLoot/CfgLoot.hpp index f8f982f3f..ee39260c7 100644 --- a/SQF/dayz_code/Configs/CfgLoot/CfgLoot.hpp +++ b/SQF/dayz_code/Configs/CfgLoot/CfgLoot.hpp @@ -66,6 +66,8 @@ class CfgLoot zombieChance = 0.2; minRoaming = 0; maxRoaming = 2; + fixWaterPos = 0; // Add fixWaterPos = 1; to the building class that have floating loot if the building is over water. + zombieClass[] = { // "zZombie_Base", diff --git a/SQF/dayz_code/compile/building_spawnLoot.sqf b/SQF/dayz_code/compile/building_spawnLoot.sqf index 226d7ac05..905e2529a 100644 --- a/SQF/dayz_code/compile/building_spawnLoot.sqf +++ b/SQF/dayz_code/compile/building_spawnLoot.sqf @@ -5,10 +5,10 @@ Parameters: obj - building to spawn loot at type - classname of building config - building configs (type, loot chance, loot positions. loot refresh timer) - + Usage: [building,classname,_config] call building_spawnLoot; - + Author: Foxy */ @@ -16,7 +16,7 @@ Author: #include "\z\addons\dayz_code\util\Vector.hpp" #include "\z\addons\dayz_code\loot\Loot.hpp" -private ["_vectorUp","_type","_config","_lootChance","_lootPos","_lootGroup","_worldPos","_existingPile","_loot","_group","_smallGroup"]; +private ["_vectorUp","_obj","_config","_lootChance","_lootPos","_lootGroup","_worldPos","_group","_smallGroup","_type"]; _obj = _this select 0; _type = _this select 1; @@ -44,7 +44,7 @@ if (_group in ["Military","MilitaryIndustrial"]) then { //Get the world position of the spawn position _worldPos = _obj modelToWorld _x; _worldPos set [2, 0 max (_worldPos select 2)]; - + //Delete existing lootpiles within 1m of spawn location { deleteVehicle _x; @@ -52,7 +52,7 @@ if (_group in ["Military","MilitaryIndustrial"]) then { } count (_worldPos nearObjects ["ReammoBox", 1]); if (_lootChance > random 1 && {dayz_currentWeaponHolders < dayz_maxMaxWeaponHolders}) then { - Loot_SpawnGroup(_lootGroup, _worldPos); + Loot_SpawnGroup(_lootGroup, _worldPos, _type); }; } foreach _lootPos; @@ -63,13 +63,13 @@ foreach _lootPos; if (isArray (_config >> "lootPosSmall")) then { _lootPos = getArray (_config >> "lootPosSmall"); - + if (!isNil "_smallGroup") then { _lootGroup = Loot_GetGroup(_smallGroup); } else { _lootGroup = Loot_GetGroup((_group) + "Small"); }; - + if (_lootGroup >= 1) then { _lootPos = [_lootPos,5] call fn_shuffleArray; { @@ -83,7 +83,7 @@ if (isArray (_config >> "lootPosSmall")) then { } count (_worldPos nearObjects ["ReammoBox", 1]); if (_lootChance > random 1 && {dayz_currentWeaponHolders < dayz_maxMaxWeaponHolders}) then { - Loot_SpawnGroup(_lootGroup, _worldPos); + Loot_SpawnGroup(_lootGroup, _worldPos, _type); }; } foreach _lootPos; } else { diff --git a/SQF/dayz_code/loot/Loot.hpp b/SQF/dayz_code/loot/Loot.hpp index 72dab3ea8..f1b89da1e 100644 --- a/SQF/dayz_code/loot/Loot.hpp +++ b/SQF/dayz_code/loot/Loot.hpp @@ -6,8 +6,8 @@ #define Loot_GetGroup(name) (dz_loot_groups find (name)) #define Loot_Select(group, count) ([group, count] call dz_fn_loot_select) #define Loot_SelectSingle(group) (Loot_Select(group, 1) select 0) -#define Loot_Spawn(def, loc) ([def, loc] call dz_fn_loot_spawn) -#define Loot_SpawnGroup(group, loc) ([group, loc] call dz_fn_loot_spawnGroup) +#define Loot_Spawn(def, loc, class) ([def, loc, class] call dz_fn_loot_spawn) +#define Loot_SpawnGroup(group, loc, class) ([group, loc, class] call dz_fn_loot_spawnGroup) #define Loot_Insert(unit, group, count) ([unit, group, count] call dz_fn_loot_insert) #define Loot_InsertCargo(object, group, count) ([object, group, count] call dz_fn_loot_insertCargo) diff --git a/SQF/dayz_code/loot/init.sqf b/SQF/dayz_code/loot/init.sqf index ac2185be9..260d24c85 100644 --- a/SQF/dayz_code/loot/init.sqf +++ b/SQF/dayz_code/loot/init.sqf @@ -11,7 +11,7 @@ if (isServer) then { #include "\z\addons\dayz_code\Configs\CfgLoot\LootDefines.hpp" -private ["_cfgGroups","_cfg","_lootGroup","_weight","_weighted","_index","_count"]; +private ["_cfgGroups","_cfg","_lootGroup","_weight","_weighted","_index","_count","_type"]; dz_loot_groups = []; dz_loot_weighted = []; @@ -23,41 +23,42 @@ for "_i" from 0 to (count _cfgGroups) - 1 do { _cfg = _cfgGroups select _i; dz_loot_groups set [_i, configName _cfg]; - + _lootGroup = getArray _cfg; _weighted = []; _count = 0; - + { // Round the weight just in case somebody doesn't use a whole number. _weight = round(_x select 1); - + //Remove weight from _x for "_j" from 1 to (count _x) - 2 do { _x set [_j, _x select (_j + 1)]; }; _x resize ((count _x) - 1); - + // Add resized group array to definitions array _index = count dz_loot_definitions; dz_loot_definitions set [_index, _x]; - + // Build weighted array for the group for "_j" from _count to (_count + _weight - 1) do { _weighted set [_j, _index]; }; - + _count = _count + _weight; } count _lootGroup; - + dz_loot_weighted set [_i, _weighted]; }; { - if !((_x select 0) in [0,2,3,5,6]) then { // skip types other than listed below - switch (_x select 0) do { - case Loot_GROUP: { _x set [1, dz_loot_groups find (_x select 1)]; }; - case Loot_PILE: { _x set [1, dz_loot_groups find (_x select 1)]; }; - case Loot_CONTAINER: { _x set [2, dz_loot_groups find (_x select 2)]; }; - case Loot_CUSTOM: { _x set [1, compile (_x select 1)]; }; + _type = _x select 0; + if !(_type in [0,2,3,5,6]) then { // skip types other than listed below + call { + if (_type == Loot_GROUP) exitwith { _x set [1, dz_loot_groups find (_x select 1)]; }; + if (_type == Loot_PILE) exitwith { _x set [1, dz_loot_groups find (_x select 1)]; }; + if (_type == Loot_CONTAINER) exitwith { _x set [2, dz_loot_groups find (_x select 2)]; }; + if (_type == Loot_CUSTOM) exitwith { _x set [1, compile (_x select 1)]; }; }; }; } count dz_loot_definitions; diff --git a/SQF/dayz_code/loot/spawn.sqf b/SQF/dayz_code/loot/spawn.sqf index 3437d17c8..b382917c7 100644 --- a/SQF/dayz_code/loot/spawn.sqf +++ b/SQF/dayz_code/loot/spawn.sqf @@ -23,10 +23,11 @@ Author: #define INCREMENT_WEAPON_HOLDERS dayz_currentWeaponHolders = dayz_currentWeaponHolders + 1; #endif -private ["_item","_isWater","_type","_lootInfo","_vehicle","_spawnCount","_magazines"]; +private ["_item","_isWater","_type","_lootInfo","_vehicle","_spawnCount","_magazines","_fixWaterSpawn"]; _lootInfo = _this select 0; _pos = _this select 1; +_class = ["",_this select 2] select (count _this > 2); _type = _lootInfo select 0; _item = _lootInfo select 1; _isWater = surfaceIsWater _pos; @@ -45,8 +46,13 @@ call { _vehicle = "WeaponHolder" createVehicle [0,0,0]; _vehicle addMagazineCargoGlobal [_item, 1]; - if (_isWater) then { - _vehicle setPos (_pos); + if (_isWater) then { + _fixWaterSpawn = getNumber(missionconfigFile >> "CfgLoot" >> "Buildings" >> _class >> "fixWaterPos"); + if (_fixWaterSpawn == 1) then { + _vehicle setPosASL (_pos); + } else { + _vehicle setPos (_pos); + }; } else { _vehicle setPosATL (_pos); }; @@ -59,8 +65,13 @@ call { _vehicle = "WeaponHolder" createVehicle [0,0,0]; _vehicle addWeaponCargoGlobal [_item, 1]; - if (_isWater) then { - _vehicle setPos (_pos); + if (_isWater) then { + _fixWaterSpawn = getNumber(missionconfigFile >> "CfgLoot" >> "Buildings" >> _class >> "fixWaterPos"); + if (_fixWaterSpawn == 1) then { + _vehicle setPosASL (_pos); + } else { + _vehicle setPos (_pos); + }; } else { _vehicle setPosATL (_pos); }; @@ -82,8 +93,13 @@ call { // Fix floating backpacks by lowering z coordinate by .15 meters. _pos set [2, ((_pos select 2) - .15)]; - if (_isWater) then { - _vehicle setPos (_pos); + if (_isWater) then { + _fixWaterSpawn = getNumber(missionconfigFile >> "CfgLoot" >> "Buildings" >> _class >> "fixWaterPos"); + if (_fixWaterSpawn == 1) then { + _vehicle setPosASL (_pos); + } else { + _vehicle setPos (_pos); + }; } else { _vehicle setPosATL (_pos); }; @@ -95,11 +111,17 @@ call { _vehicle = "WeaponHolder" createVehicle [0,0,0]; Loot_InsertCargo(_vehicle, _item, _spawnCount); - if (_isWater) then { - _vehicle setPos (_pos); + if (_isWater) then { + _fixWaterSpawn = getNumber(missionconfigFile >> "CfgLoot" >> "Buildings" >> _class >> "fixWaterPos"); + if (_fixWaterSpawn == 1) then { + _vehicle setPosASL (_pos); + } else { + _vehicle setPos (_pos); + }; } else { _vehicle setPosATL (_pos); }; + INCREMENT_WEAPON_HOLDERS }; @@ -108,8 +130,13 @@ call { _vehicle = _item createVehicle [0,0,0]; _vehicle setDir random 360; - if (_isWater) then { - _vehicle setPos (_pos); + if (_isWater) then { + _fixWaterSpawn = getNumber(missionconfigFile >> "CfgLoot" >> "Buildings" >> _class >> "fixWaterPos"); + if (_fixWaterSpawn == 1) then { + _vehicle setPosASL (_pos); + } else { + _vehicle setPos (_pos); + }; } else { _vehicle setPosATL (_pos); }; @@ -124,11 +151,17 @@ call { Loot_InsertCargo(_vehicle, _lootInfo select 2, _spawnCount); _vehicle setDir random 360; - if (_isWater) then { - _vehicle setPos (_pos); + if (_isWater) then { + _fixWaterSpawn = getNumber(missionconfigFile >> "CfgLoot" >> "Buildings" >> _class >> "fixWaterPos"); + if (_fixWaterSpawn == 1) then { + _vehicle setPosASL (_pos); + } else { + _vehicle setPos (_pos); + }; } else { _vehicle setPosATL (_pos); }; + INCREMENT_WEAPON_HOLDERS }; @@ -138,8 +171,13 @@ call { if ((typeName _vehicle) != "OBJECT") exitWith {}; if (!isNull _vehicle) then { - if (_isWater) then { - _vehicle setPos (_pos); + if (_isWater) then { + _fixWaterSpawn = getNumber(missionconfigFile >> "CfgLoot" >> "Buildings" >> _class >> "fixWaterPos"); + if (_fixWaterSpawn == 1) then { + _vehicle setPosASL (_pos); + } else { + _vehicle setPos (_pos); + }; } else { _vehicle setPosATL (_pos); }; diff --git a/SQF/dayz_code/loot/spawnGroup.sqf b/SQF/dayz_code/loot/spawnGroup.sqf index 9dc5329ee..065f75545 100644 --- a/SQF/dayz_code/loot/spawnGroup.sqf +++ b/SQF/dayz_code/loot/spawnGroup.sqf @@ -4,6 +4,7 @@ Spawns randomly selected loot from given group. Parameters: integer Loot group index in dayz_lootGroups vector Spawn position relative to world + class Classname of the object Return value: object Spawned vehicle. @@ -14,5 +15,5 @@ Author: #include "Loot.hpp" -Loot_Spawn(Loot_Select(_this select 0, 1) select 0, _this select 1); -//[([_this select 0, 1] call loot_select) select 0, _this select 1] call loot_spawn \ No newline at end of file +Loot_Spawn(Loot_Select(_this select 0, 1) select 0, _this select 1, _this select 2); +//[([_this select 0, 1] call loot_select) select 0, _this select 1, _this select 2] call loot_spawn \ No newline at end of file