Update fn_fieldOfView

Made by @Victor-the-Cleaner
This commit is contained in:
A Man
2022-05-17 15:59:47 +02:00
parent 24492798a8
commit b276f1f8c5
2 changed files with 27 additions and 27 deletions

View File

@@ -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