Temp Bypass for tents and stashes for collision checks.

Vanilla development commit:

143f8e4dcb
This commit is contained in:
ebaydayz
2016-08-21 11:39:19 -04:00
parent 49c6e0c318
commit f0e0f6d6e4
3 changed files with 26 additions and 41 deletions

View File

@@ -18,6 +18,7 @@ class ItemSandbag : CA_Magazine
require[] = {"ItemEtool"};
consume[] = {"ItemSandbag"};
create = "Sandbag1_DZ";
//bypass RoadCheck
byPass = "byPassRoadCheck";
};
/*
@@ -28,6 +29,8 @@ class ItemSandbag : CA_Magazine
require[] = {"ItemEtool"};
consume[] = {"ItemSandbag"};
create = "StashSmall";
//Bypass collision test
bypassCollision = "true";
};
*/
class Crafting

View File

@@ -18,6 +18,8 @@ class ItemTent : CA_Magazine
require[] = {};
consume[] = {"ItemTent"};
create = "TentStorage";
//Bypass collision test
bypassCollision = "true";
};
class Crafting
{
@@ -51,6 +53,8 @@ class ItemDomeTent : CA_Magazine
displayName = $STR_VEH_NAME_DOME_TENT;
descriptionShort = $STR_EQUIP_DESC_20;
bypassCollision = "true";
class ItemActions
{
class Build
@@ -60,6 +64,8 @@ class ItemDomeTent : CA_Magazine
require[] = {};
consume[] = {"ItemDomeTent"};
create = "DomeTentStorage";
//Bypass collision test
bypassCollision = "true";
};
class Crafting1
{

View File

@@ -5,7 +5,7 @@ private ["_classType","_item","_action","_missingTools","_missingItem","_emergin
"_unit","_bbb","_ubb","_check","_min","_max","_myX","_myY","_checkBuildingCollision","_objColliding","_inside","_checkOnRoad",
"_roadCollide","_checkBeam2Magnet","_a","_beams","_best","_b","_d","_checkNotBuried","_elevation","_position","_delta","_overElevation",
"_maxplanting","_safeDistance","_dir","_angleRef","_tmp","_actionCancel","_sfx","_actionBuild","_byPassChecks","_keepOnSlope",
"_ok","_missing","_upgradeParts","_ownerID","_posReference"];
"_isCollisionBypass","_ok","_missing","_upgradeParts","_ownerID","_posReference"];
/*
Needs a full rewrite to keep up with the demand of everything we plan to add.
*/
@@ -17,6 +17,8 @@ _item = _this select 0;
_action = _this select 1;
_classType = "ItemActions";
diag_log (_item);
if (count _this > 2) then {
_classType = _this select 2;
};
@@ -40,6 +42,9 @@ _byPassChecks = getText (configFile >> _isClass >> _item >> _classType >> _actio
if (_byPassChecks == "") then { _byPassChecks = "BaseItems" };
if (_ghost == "") then { _ghost = _classname; };
//Remove tents and stashes from new collision system until we find a better way then build tent for hiding items.
_isCollisionBypass = if (isText (configFile >> _isClass >> _item >> _classType >> _action >> "bypassCollision")) then { true } else { false };
_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
_keepOnSlope = 0 == (getNumber (configFile >> "CfgVehicles" >> _classname >> "canbevertical"));
@@ -97,6 +102,7 @@ _upgradeParts = [];
player removeMagazine _x;
};
} count _requiredParts;
if (!_ok) exitWith {
{ player addMagazine _x; } foreach _upgradeParts;
r_action_count = 0;
@@ -157,42 +163,6 @@ _maxElevation = {
_r
};
//Collision system replaced.
/*
//Is the placed object inside another object
_insideCheck = {
private ["_bbb","_building","_ubb","_unit","_check","_min","_max","_myX","_p","_myY"];
_building = _this select 0;
_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))})})
};
_p = _building worldToModel (_unit modelToWorld [ (_ubb select 0) select 0, (_ubb select 0) select 1, 0]);
if (call _check) exitWith {true};
_p = _building worldToModel (_unit modelToWorld [ (_ubb select 0) select 0, (_ubb select 1) select 1, 0]);
if (call _check) exitWith {true};
_p = _building worldToModel (_unit modelToWorld [ (_ubb select 1) select 0, (_ubb select 1) select 1, 0]);
if (call _check) exitWith {true};
_p = _building worldToModel (_unit modelToWorld [ (_ubb select 1) select 0, (_ubb select 0) select 1, 0]);
if (call _check) exitWith {true};
false
};
*/
//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)
_checkBuildingCollision =
@@ -310,11 +280,17 @@ while {r_action_count != 0 and Dayz_constructionContext select 4} do {
_object setPosATL _position;
};
//Need to add config based bypass checks array.
if (!_isCollisionBypass) then {
// check now that ghost is not colliding
call _checkBuildingCollision;
diag_log ("Collision Test");
};
// try to dock a beam from current ghost to another beams nearby
call _checkBeam2Magnet;
if (_best select 0 < 0.50) then {
_position = [
(_position select 0) + ((_best select 2) select 0) - ((_best select 1) select 0),