mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 20:13:13 +03:00
Update fn_fieldOfView
Made by @Victor-the-Cleaner
This commit is contained in:
@@ -1,39 +1,39 @@
|
||||
// This function checks to see if a potential zombie spawn position is in the field of view of near players.
|
||||
|
||||
private ["_isOk","_zPos","_fov","_safeDistance","_farDistance","_xasl","_eye","_ed","_deg"];
|
||||
local _zASL = +(_this select 0); // zombie position ATL
|
||||
|
||||
_isOk = true;
|
||||
_zPos = +(_this select 0);
|
||||
if (count _zPos < 3) exitWith {
|
||||
diag_log format["%1::fn_fieldOfView illegal pos %2", __FILE__, _zPos];
|
||||
if (count _zASL < 3) exitWith {
|
||||
//diag_log format["%1::fn_fieldOfView illegal pos %2", __FILE__, _zASL];
|
||||
false
|
||||
};
|
||||
_zPos = ATLtoASL _zPos;
|
||||
_fov = _this select 1; // players half field of view
|
||||
_safeDistance = _this select 2; // minimum distance. closer is wrong
|
||||
_farDistance = _this select 3; // distance further we won't check
|
||||
_zPos set [2, (_zPos select 2) + 1.7];
|
||||
_zASL set [2, ((ATLtoASL _zASL) select 2) + 1.7]; // approximate eyePos of zombie
|
||||
|
||||
local _isOk = true;
|
||||
local _fov = _this select 1; // 30 // players half field of view
|
||||
local _safeDistance = _this select 2; // 10 // minimum distance
|
||||
local _farDistance = _this select 3; // 200 // ignore anything beyond this distance
|
||||
|
||||
scopeName "exit";
|
||||
{
|
||||
_xasl = getPosASL _x;
|
||||
if (_xasl distance _zPos < _farDistance) then {
|
||||
if (_xasl distance _zPos < _safeDistance) then {
|
||||
_isOk = false;
|
||||
} else {
|
||||
_eye = eyePos _x; // ASL
|
||||
_ed = eyeDirection _x;
|
||||
_ed = (_ed select 0) atan2 (_ed select 1);
|
||||
_deg = [_xasl, _zPos] call BIS_fnc_dirTo;
|
||||
_deg = (_deg - _ed + 720) % 360;
|
||||
if (_deg > 180) then { _deg = _deg - 360; };
|
||||
if ((abs(_deg) < _fov) && {( // in right angle sector?
|
||||
(!(terrainIntersectASL [_zPos, _eye]) // no terrain between?
|
||||
&& {(!(lineIntersects [_zPos, _eye]))}) // and no object between?
|
||||
)}) then {
|
||||
local _pASL = getPosASL _x; // player position ASL
|
||||
local _dist = _pASL distance _zASL;
|
||||
|
||||
if (_dist < _safeDistance) exitWith {_isOk = false}; // zombie is too close
|
||||
|
||||
if (_dist < _farDistance) then { // zombie is within range
|
||||
|
||||
local _dir = eyeDirection _x; // only x,y coords are useful here
|
||||
_dir = (((_dir select 0) atan2 (_dir select 1)) + 360) % 360;; // convert vector to CW direction
|
||||
|
||||
if ([_pASL, _dir, _fov * 2, _zASL] call fnc_inAngleSector) then { // zombie within player's FOV
|
||||
local _eye = eyePos _x;
|
||||
|
||||
if (!(lineIntersects [_eye, _zASL]) && {!(terrainIntersectASL [_eye, _zASL])}) then { // clear line of sight from player to zombie
|
||||
_isOk = false;
|
||||
breakTo "exit";
|
||||
};
|
||||
};
|
||||
};
|
||||
if (!_isOk) exitWith {false};
|
||||
} count playableUnits;
|
||||
|
||||
_isOk
|
||||
|
||||
Reference in New Issue
Block a user