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class TurnItemIntoItemLambda extends ReplaceItemWithNewLambda
{
bool m_TransferAgents;
bool m_TransferVariables;
bool m_TransferHealth;
bool m_ExcludeQuantity;
float m_quantity_override;
void TurnItemIntoItemLambda (EntityAI old_item, string new_item_type, PlayerBase player)
{
SetTransferParams();
}
void SetTransferParams (bool transfer_agents = true, bool transfer_variables = true, bool transfer_health = true, bool exclude_quantity = false, float quantity_override = -1)
{
m_TransferAgents = transfer_agents;
m_TransferVariables = transfer_variables;
m_TransferHealth = transfer_health;
m_ExcludeQuantity = exclude_quantity;
m_quantity_override = quantity_override;
}
override void CopyOldPropertiesToNew (notnull EntityAI old_item, EntityAI new_item)
{
super.CopyOldPropertiesToNew(old_item, new_item);
if (new_item)
{
MiscGameplayFunctions.TransferItemProperties(old_item, new_item, m_TransferAgents, m_TransferVariables, m_TransferHealth, m_ExcludeQuantity);
MiscGameplayFunctions.TransferInventory(old_item, new_item, m_Player);
//quantity override
if (ItemBase.Cast(new_item) && m_quantity_override != -1)
{
m_quantity_override = Math.Max(m_quantity_override,0);
ItemBase.Cast(new_item).SetQuantity(m_quantity_override);
}
}
else
{
Debug.LogError("TurnItemIntoItemLambda: failed to create new item","static");
}
}
//! if attaching from att.slot to att.slot, skips the change to "ground" version. Allows for correct property transfers.
override void VerifyItemTypeBySlotType ()
{
if (m_NewLocation.GetType() == InventoryLocationType.ATTACHMENT && m_OldItem.ConfigIsExisting("ChangeIntoOnAttach"))
{
string str;
int idx = -1;
TStringArray inventory_slots = new TStringArray;
TIntArray inventory_slots_idx = new TIntArray;
TStringArray attach_types = new TStringArray;
m_OldItem.ConfigGetTextArray("ChangeInventorySlot",inventory_slots);
if (inventory_slots.Count() < 1) //is string
{
inventory_slots_idx.Insert(InventorySlots.GetSlotIdFromString(m_OldItem.ConfigGetString("ChangeInventorySlot")));
attach_types.Insert(m_OldItem.ConfigGetString("ChangeIntoOnAttach"));
}
else //is array
{
inventory_slots_idx.Clear();
for (int i = 0; i < inventory_slots.Count(); i++)
{
inventory_slots_idx.Insert(InventorySlots.GetSlotIdFromString(inventory_slots.Get(i)));
}
m_OldItem.ConfigGetTextArray("ChangeIntoOnAttach",attach_types);
}
idx = m_NewLocation.GetSlot();
str = attach_types.Get(inventory_slots_idx.Find(idx));
if (str != "")
{
m_NewItemType = str;
}
}
}
override void OnSuccess (EntityAI new_item)
{
super.OnSuccess(new_item);
if( m_Player )
{
m_Player.GetItemAccessor().OnItemInHandsChanged();
}
}
};
class TurnItemIntoItemLambdaAnimSysNotifyLambda extends TurnItemIntoItemLambda
{
override void OnSuccess (EntityAI new_item)
{
super.OnSuccess(new_item);
if( m_Player )
{
m_Player.GetItemAccessor().OnItemInHandsChanged();
}
}
}
class TurnItemIntoItemLambdaRestrainLambda extends TurnItemIntoItemLambdaAnimSysNotifyLambda
{
override void OnSuccess (EntityAI new_item)
{
super.OnSuccess(new_item);
m_Player.SetRestrained(true);
}
}
/**@class DropEquipAndDestroyRootLambda
* @brief this one is a bit special: it drops all items and destroys the ex-root of the hierarchy
**/
class DropEquipAndDestroyRootLambda : ReplaceItemWithNewLambdaBase
{
PlayerBase m_Player;
void DropEquipAndDestroyRootLambda (EntityAI old_item, string new_item_type, PlayerBase player)
{
m_Player = player;
}
override void CopyOldPropertiesToNew (notnull EntityAI old_item, EntityAI new_item)
{
super.CopyOldPropertiesToNew(old_item, new_item);
InventoryLocation understash_src = m_NewLocation; // m_NewLocation is a backup of original old_item's src before the operation started
array<EntityAI> children = new array<EntityAI>;
old_item.GetInventory().EnumerateInventory(InventoryTraversalType.LEVELORDER, children);
int count = children.Count();
for (int i = 0; i < count; i++)
{
EntityAI child = children.Get(i);
if (child)
{
InventoryLocation child_src = new InventoryLocation;
child.GetInventory().GetCurrentInventoryLocation(child_src);
InventoryLocation child_dst = new InventoryLocation;
//@TODO: modify _dst with place on gnd?
vector m4[4];
Math3D.MatrixIdentity4(m4);
//! We don't care if a valid transform couldn't be found, we just want to preferably use it instead of placing on the old item
GameInventory.PrepareDropEntityPos(old_item, child, m4, false, -1);
child_dst.SetGround(child,m4);
m_Player.LocalTakeToDst(child_src, child_dst);
GetGame().RemoteObjectTreeCreate(child); // this forces server to send CreateVehicle Message to client. This is needed for preserving the appearance of network operations on client (so that DeleteObject(old) arrives before CreateVehicle(new)). @NOTE: this does not delete the object on server, only it's network representation.
}
}
}
}
/**@class MoveEquipToExistingItemAndDestroyOldRootLambda
* @brief this one is a also bit special: it moves all items to already existing item and destroys the ex-root of the hierarchy
**/
class MoveEquipToExistingItemAndDestroyOldRootLambda : ReplaceItemWithNewLambdaBase
{
PlayerBase m_Player;
EntityAI m_NewItem;
void MoveEquipToExistingItemAndDestroyOldRootLambda (EntityAI old_item, string new_item_type, PlayerBase player, EntityAI new_item)
{
m_Player = player;
m_NewItem = new_item;
if (new_item_type != string.Empty)
Error("MoveEquipAndDestroyRootLambda expects new_item_type to be empty");
}
override protected void RemoveNetworkObjectInfo ()
{
super.RemoveNetworkObjectInfo();
GetGame().RemoteObjectTreeDelete(m_NewItem);
}
override protected void UndoRemoveNetworkObjectInfo ()
{
super.UndoRemoveNetworkObjectInfo();
GetGame().RemoteObjectTreeCreate(m_NewItem);
}
override void CopyOldPropertiesToNew (notnull EntityAI old_item, EntityAI new_item)
{
// @NOTE: new_item is NULL, this lambda does not create new entity
super.CopyOldPropertiesToNew(old_item, new_item);
MiscGameplayFunctions.TransferInventory(old_item, m_NewItem, m_Player);
}
override protected void CreateNetworkObjectInfo (EntityAI new_item)
{
super.CreateNetworkObjectInfo(new_item);
GetGame().RemoteObjectTreeCreate(m_NewItem);
}
};
enum TransferInventoryResult
{
Ok, DroppedSome
};
enum ThrowEntityFlags
{
NONE = 0,
SPLIT = 1, //< Splits the item when it has quantity, recommended to use when called on an attachment
}
class MiscGameplayFunctions
{
//! truncate float to specified precision
static float Truncate(float value, int decimals = 2)
{
int multiplier = Math.Pow(10,decimals);
return Math.Clamp(Math.Floor(value * multiplier),float.LOWEST, float.MAX) / multiplier;
}
//! truncate float to specified precision, output as string
static string TruncateToS(float value, int decimals = 2)
{
return Truncate(value, decimals).ToString();
}
//! truncate float to specified precision
static vector TruncateVec(vector value, int decimals = 2)
{
int multiplier = Math.Pow(10,decimals);
float v1 = Math.Clamp(Math.Floor(value[0] * multiplier),float.LOWEST, float.MAX) / multiplier;
float v2 = Math.Clamp(Math.Floor(value[1] * multiplier),float.LOWEST, float.MAX) / multiplier;
float v3 = Math.Clamp(Math.Floor(value[2] * multiplier),float.LOWEST, float.MAX) / multiplier;
return Vector(v1,v2,v3);
}
static string TruncateVecToS(vector value,int decimals = 2, string delimiter = " ")
{
return MiscGameplayFunctions.TruncateToS(value[0],decimals) + delimiter + MiscGameplayFunctions.TruncateToS(value[1],decimals) +delimiter + MiscGameplayFunctions.TruncateToS(value[2],decimals));
}
static string GetColorString(float r, float g, float b, float a)
{
return string.Format("#(argb,8,8,3)color(%1,CO)", string.Format("%1,%2,%3,%4", r, g, b, a));
}
//! Produces ACII "progress bar" based on an 0..1 'value' input
static string ValueToBar(float value, string bar = "[----------]", string mark = "x")
{
int length = bar.Length() - 2;
float index = Math.Lerp(0,length, value);
index = Math.Round(index);
index = Math.Clamp(index,0,length);
return InsertAtPos(bar,mark,index);
}
//! Insert 'insert' behind index 'pos' of the 'base' string
static string InsertAtPos(string base, string insert, int pos)
{
int length_first = pos+1;
int length_base = base.Length();
int length_second = length_base - length_first;
string first = base.Substring(0,length_first);
string second = base.Substring(pos+1,length_second);
return first + insert + second;
}
//! will transform item' variables, agents and other local scripted properties as well as any relevant non-scripted properties like health
static void TransferItemProperties(EntityAI source, notnull EntityAI target, bool transfer_agents = true, bool transfer_variables = true, bool transfer_health = true, bool exclude_quantity = false)
{
ItemBase target_ib = ItemBase.Cast(target);
ItemBase source_ib = ItemBase.Cast(source);
if( transfer_agents ) target_ib.TransferAgents( source.GetAgents() );
if( transfer_variables )
{
MiscGameplayFunctions.TransferItemVariables(source_ib, target_ib, exclude_quantity);
}
if (GetGame().IsServer() || !GetGame().IsMultiplayer())
{
if( transfer_health )
target_ib.SetHealth01("", "", source.GetHealth01("",""));
}
}
static void TransferItemVariables(ItemBase source, ItemBase target, bool exclude_quantity = false)
{
target.TransferVariablesFloat( source.GetVariablesFloat() );
//target.TransferVariablesString( source.GetVariablesString() );
if ( exclude_quantity )
{
target.RemoveItemVariable(VARIABLE_QUANTITY);
}
else if ( source.IsMagazine() && target.IsMagazine() )
{
Magazine source_mag = Magazine.Cast(source);
Magazine target_mag = Magazine.Cast(target);
target_mag.ServerSetAmmoCount( source_mag.GetAmmoCount() );
}
if ( source.IsWeapon() && target.IsWeapon() )
{
Weapon_Base source_wpn = Weapon_Base.Cast(source);
Weapon_Base target_wpn = Weapon_Base.Cast(target);
target_wpn.CopyWeaponStateFrom(source_wpn);
}
else if ( source.HasEnergyManager() && target.HasEnergyManager() )
{
ComponentEnergyManager ems = source.GetCompEM();
ComponentEnergyManager emt = target.GetCompEM();
emt.SetEnergy(ems.GetEnergy());
if (ems.IsSwitchedOn())
emt.SwitchOn();
}
else if ( source.CanDecay() && target.CanDecay() )
{
Edible_Base source_edb = Edible_Base.Cast(source);
Edible_Base target_edb = Edible_Base.Cast(target);
target_edb.TransferFoodStage(source_edb);
}
}
static TransferInventoryResult TransferInventory( EntityAI sourceItem, EntityAI targetItem, PlayerBase player)
{
TransferInventoryResult result = TransferInventoryResult.Ok;
array<EntityAI> children = new array<EntityAI>;
sourceItem.GetInventory().EnumerateInventory(InventoryTraversalType.LEVELORDER, children);
int count = children.Count();
for (int i = 0; i < count; i++)
{
EntityAI child = children.Get(i);
if (child)
{
InventoryLocation child_src = new InventoryLocation;
child.GetInventory().GetCurrentInventoryLocation( child_src );
InventoryLocation child_dst = new InventoryLocation;
child_dst.Copy( child_src );
child_dst.SetParent( targetItem );
bool drop = false;
if (GameInventory.LocationCanAddEntity(child_dst))
{
// try to move it to the same exact place in dst
targetItem.GetInventory().TakeToDst(InventoryMode.LOCAL, child_src, child_dst);
}
else
{
drop = true; // or drop otherwise
}
if (drop)
{
player.LocalDropEntity(child);
GetGame().RemoteObjectTreeCreate(child);
result = TransferInventoryResult.DroppedSome;
}
}
}
return result;
}
static void UnlimitedAmmoDebugCheck(Weapon_Base weapon)
{
if ( ItemBase.GetDebugActionsMask() & DebugActionType.UNLIMITED_AMMO )
{
Magazine magazine;
if ( GetGame().IsServer() )
{
magazine = weapon.GetMagazine(weapon.GetCurrentMuzzle());
if (magazine)
{
if (magazine.GetAmmoCount() <= 5)
{
magazine.ServerSetAmmoMax();
}
}
}
else
{
magazine = weapon.GetMagazine(weapon.GetCurrentMuzzle());
if (magazine)
{
if (magazine.GetAmmoCount() <= 5)
{
magazine.LocalSetAmmoMax();
}
}
}
}
}
static void TurnItemIntoItem (notnull ItemBase old_item, string new_item_type, notnull PlayerBase player)
{
TurnItemIntoItemEx(player, new TurnItemIntoItemLambda(old_item, new_item_type, player));
}
static void TurnItemIntoItemEx (notnull PlayerBase player, ReplaceItemWithNewLambdaBase lambda)
{
player.ServerReplaceItemWithNew(lambda);
}
static void TurnItemInHandsIntoItem (notnull ItemBase old_item, string new_item_type, notnull PlayerBase player)
{
TurnItemInHandsIntoItemEx(player, new TurnItemIntoItemLambda(old_item, new_item_type, player));
}
static void TurnItemInHandsIntoItemEx (notnull PlayerBase player, ReplaceItemWithNewLambdaBase lambda)
{
player.ServerReplaceItemInHandsWithNew(lambda);
}
//!Spawns multiple piles of stackable ItemBase objects on ground (intended for generic use)
static array<ItemBase> CreateItemBasePiles(string item_name, vector ground_position, float quantity, float health, bool floaty_spawn = false)
{
array<ItemBase> item_piles;
float max_stack_size;
ItemBase pile;
item_piles = new array<ItemBase>;
max_stack_size = g_Game.ConfigGetInt("cfgVehicles " + item_name + " varStackMax");
if( max_stack_size < 1)
max_stack_size = g_Game.ConfigGetInt("cfgVehicles " + item_name + " varQuantityMax");
if( max_stack_size < 1)
max_stack_size = 1;
int full_piles_count = Math.Floor(quantity/max_stack_size);
int rest = quantity - (full_piles_count*max_stack_size);
for ( int i = 0; i < full_piles_count; i++ )
{
if (floaty_spawn)
pile = ItemBase.Cast(GetGame().CreateObjectEx(item_name, ground_position, ECE_CREATEPHYSICS|ECE_UPDATEPATHGRAPH));
else
pile = ItemBase.Cast(GetGame().CreateObjectEx(item_name, ground_position, ECE_PLACE_ON_SURFACE));
pile.SetQuantity(max_stack_size);
pile.SetHealth(health);
item_piles.Insert(pile);
}
if ( rest > 0 )
{
if (floaty_spawn)
pile = ItemBase.Cast(GetGame().CreateObjectEx(item_name, ground_position, ECE_CREATEPHYSICS|ECE_UPDATEPATHGRAPH));
else
pile = ItemBase.Cast(GetGame().CreateObjectEx(item_name, ground_position, ECE_PLACE_ON_SURFACE));
pile.SetQuantity(rest);
pile.SetHealth(health);
item_piles.Insert(pile);
}
return item_piles;
}
static array<Magazine> CreateMagazinePiles(string item_name, vector ground_position, float quantity, float health )
{
array<Magazine> items;
float stack_size;
Magazine pile;
items = new array<Magazine>;
stack_size = g_Game.ConfigGetInt("cfgMagazines " + item_name + " count");
int piles_count = Math.Floor(quantity/stack_size);
int rest = quantity - (piles_count*stack_size);
for ( int i = 0; i < piles_count; i++ )
{
pile = Magazine.Cast(GetGame().CreateObjectEx(item_name, ground_position, ECE_PLACE_ON_SURFACE));
pile.ServerSetAmmoCount(stack_size);
items.Insert(pile);
}
if ( rest > 0)
{
pile = Magazine.Cast(GetGame().CreateObjectEx(item_name, ground_position, ECE_PLACE_ON_SURFACE));
pile.ServerSetAmmoCount(rest);
items.Insert(pile);
}
return items;
}
static array<Magazine> CreateMagazinePilesFromBullet(string bullet_type, vector ground_position, float quantity, float health )
{
array<Magazine> items;
items = new array<Magazine>;
float stack_size;
Magazine pile;
string item_name;
if( !g_Game.ConfigGetText("cfgAmmo " + bullet_type + " spawnPileType", item_name) )
return items;
stack_size = g_Game.ConfigGetInt("cfgMagazines " + item_name + " count");
if(stack_size > 0)
{
int piles_count = Math.Floor(quantity/stack_size);
int rest = quantity - (piles_count*stack_size);
for ( int i = 0; i < piles_count; i++ )
{
pile = Magazine.Cast(GetGame().CreateObjectEx(item_name, ground_position, ECE_PLACE_ON_SURFACE));
pile.ServerSetAmmoCount(stack_size);
items.Insert(pile);
}
if ( rest > 0)
{
pile = Magazine.Cast(GetGame().CreateObjectEx(item_name, ground_position, ECE_PLACE_ON_SURFACE));
pile.ServerSetAmmoCount(rest);
items.Insert(pile);
}
}
return items;
}
static int GetHealthLevelForAmmo(string class_name, float health)
{
float health_normalized = health / 100;
string config_path = CFG_WEAPONSPATH + " " + class_name + " DamageSystem" + " GlobalHealth" + " healthLabels";
CachedObjectsArrays.ARRAY_FLOAT.Clear();
GetGame().ConfigGetFloatArray(config_path, CachedObjectsArrays.ARRAY_FLOAT);
for(int i = 0; i < CachedObjectsArrays.ARRAY_FLOAT.Count(); i++)
{
if( health_normalized >= CachedObjectsArrays.ARRAY_FLOAT.Get(i) )
{
return i;
}
}
return -1;
}
static float GetTypeMaxGlobalHealth(string class_name, string health_type = "Health")
{
float max_health;
string cfg_path;
if ( GetGame().ConfigIsExisting(CFG_VEHICLESPATH+" "+class_name) )
{
cfg_path = CFG_VEHICLESPATH;
}
else if ( GetGame().ConfigIsExisting(CFG_WEAPONSPATH+" "+class_name) )
{
cfg_path = CFG_WEAPONSPATH;
}
else if ( GetGame().ConfigIsExisting(CFG_MAGAZINESPATH+" "+class_name) )
{
cfg_path = CFG_MAGAZINESPATH;
}
cfg_path = cfg_path + " "+class_name+" DamageSystem GlobalHealth " + health_type + " hitpoints";
max_health = GetGame().ConfigGetFloat(cfg_path);
return max_health;
}
static bool GetProjectedCursorPos3d (out vector position, Weapon_Base weapon)
{
vector usti_hlavne_position = weapon.GetSelectionPositionMS( "usti hlavne" );
vector konec_hlavne_position = weapon.GetSelectionPositionMS( "konec hlavne" );
vector end_point = weapon.ModelToWorld(usti_hlavne_position);
vector begin_point = weapon.ModelToWorld(konec_hlavne_position);
vector contact_dir;
int contact_component;
vector aim_point = end_point - begin_point;
aim_point = aim_point.Normalized() * PROJECTED_CURSOR_DISTANCE;
aim_point = aim_point + end_point;
if (DayZPhysics.RaycastRV(begin_point, aim_point, position, contact_dir, contact_component, null, null, null, false, false, ObjIntersectFire))
return true;
return false;
}
static void GetHeadBonePos(notnull PlayerBase player, out vector pos)
{
// Get position of head for starting trace pos, otherwise use sane default
int headBoneIdx = player.GetBoneIndexByName("Head");
if ( headBoneIdx == -1 )
{ pos = player.GetPosition()[1] + 1.6; }
else
{ pos = player.GetBonePositionWS(headBoneIdx); }
}
static vector GetHeadingVector(notnull PlayerBase player)
{
vector dir = vector.Zero;
float headingAngle = GetHeadingAngle(player);
dir[0] = Math.Cos(headingAngle + Math.PI_HALF);
dir[2] = Math.Sin(headingAngle + Math.PI_HALF);
return dir.Normalized();
}
static float GetHeadingAngle(notnull DayZPlayerImplement player)
{
HumanInputController hic = player.GetInputController();
float headingAngle = hic.GetHeadingAngle();
return headingAngle;
}
static float GetEnergyMetabolicSpeed(int movement_speed)
{
float speed;
switch (movement_speed)
{
case DayZPlayerConstants.MOVEMENTIDX_WALK:
speed = PlayerConstants.METABOLIC_SPEED_ENERGY_WALK;
break;
case DayZPlayerConstants.MOVEMENTIDX_RUN:
speed = PlayerConstants.METABOLIC_SPEED_ENERGY_JOG;
break;
case DayZPlayerConstants.MOVEMENTIDX_SPRINT:
speed = PlayerConstants.METABOLIC_SPEED_ENERGY_SPRINT;
break;
default:
speed = 0;
break;
}
speed += PlayerConstants.METABOLIC_SPEED_ENERGY_BASAL;
return speed;
}
static float GetWaterMetabolicSpeed(int movement_speed)
{
float speed;
switch (movement_speed)
{
case DayZPlayerConstants.MOVEMENTIDX_WALK:
speed = PlayerConstants.METABOLIC_SPEED_WATER_WALK;
break;
case DayZPlayerConstants.MOVEMENTIDX_RUN:
speed = PlayerConstants.METABOLIC_SPEED_WATER_JOG;
break;
case DayZPlayerConstants.MOVEMENTIDX_SPRINT:
speed = PlayerConstants.METABOLIC_SPEED_WATER_SPRINT;
break;
default:
speed = 0;
break;
}
speed += PlayerConstants.METABOLIC_SPEED_WATER_BASAL;
return speed;
}
static string ObtainRestrainItemTargetClassname(notnull EntityAI entity)
{
return entity.ConfigGetString( "OnRestrainChange");
}
static void TransformRestrainItem(EntityAI current_item, EntityAI tool, PlayerBase player_source, PlayerBase player_target, bool destroy = false)
{
bool type;
if ( tool )
{
//is unrestrain and not struggle
type = tool.ConfigGetBool("RestrainUnlockType");
}
string new_item_name = current_item.ConfigGetString( "OnRestrainChange");
if ( new_item_name != "" )
{
if ( player_target )
{
if (player_target.IsAlive())
MiscGameplayFunctions.TurnItemIntoItemEx(player_target, new ReplaceAndDestroyLambdaEx(current_item, new_item_name, player_target, type));
else
MiscGameplayFunctions.TurnItemIntoItemEx(player_source, new DestroyItemInCorpsesHandsAndCreateNewOnGndLambda(current_item, new_item_name, player_target, type));
}
else
{
MiscGameplayFunctions.TurnItemIntoItemEx(player_target, new ReplaceAndDestroyLambdaEx(current_item, new_item_name, player_target, type));
}
}
else
{
Error("current_item:" +current_item+ ", tool:" +tool +". No value for 'OnRestrainChange' config parameter");
}
}
static bool IsValueInRange(float value, float from, float to)
{
return (value >= from) && (value <= to);
}
//! Check if player direction(based on cone of defined angle) is oriented to target position
static bool IsPlayerOrientedTowardPos(notnull DayZPlayerImplement player, vector target_pos, float cone_angle)
{
if (player)
{
vector player_dir = player.GetDirection();
vector to_target_dir = target_pos - player.GetPosition();
player_dir[1] = 0;
to_target_dir[1] = 0;
player_dir.Normalize();
to_target_dir.Normalize();
float cos_fi = vector.Dot(player_dir, to_target_dir);
vector cross = player_dir * to_target_dir;
int dir = Math.Acos(cos_fi) * Math.RAD2DEG;
if( cross[1] < 0 )
dir = -dir;
//! dir in cone or in a tip of cone
if( (dir <= cone_angle && dir >= -cone_angle) || Math.AbsFloat(dir) == 90 )
{
return true;
}
}
return false;
}
//TODO
static string SanitizeString(string input)
{
int max_length = 512;
string output = input;
output = output.Substring(0,Math.Clamp(max_length,0,output.Length()));
return output;
}
// deprecated - dont use
static bool ComplexBuildCollideCheckClient( PlayerBase player, ActionTarget target, ItemBase item, string partName = "" )
{
return true;
}
static bool ComplexBuildCollideCheckClient( PlayerBase player, ActionTarget target, ItemBase item, int constraction_index )
{
BaseBuildingBase base_building = BaseBuildingBase.Cast( target.GetObject() );
if (base_building)
{
Construction construction = base_building.GetConstruction();
if (construction && BuildCondition( player, target, item, false, constraction_index ))
{
ConstructionActionData construction_action_data = player.GetConstructionActionData();
string partName;
if ( item )
{
partName = construction_action_data.GetBuildPartAtIndex(constraction_index).GetPartName();
}
else
{
partName = construction_action_data.GetBuildPartNoToolAtIndex(constraction_index).GetPartName();
}
bool boo;
if (base_building.PerformRoofCheckForBase(partName,player,boo) && boo)
return false;
if ( player.IsPlacingLocal() || player.IsPlacingServer() )
return false;
/*float distance_root = vector.DistanceSq(target.GetCursorHitPos(), player.GetPosition());
if (!CfgGameplayHandler.GetDisableDistanceCheck() && distance_root < UAMaxDistances.BASEBUILDING_SHORT)
{
return false;
} */
return !construction.IsColliding( partName );
}
}
return false;
}
// deprecated - dont use
static bool BuildCondition( PlayerBase player, ActionTarget target, ItemBase item, bool camera_check )
{
return true;
}
static bool BuildCondition( PlayerBase player, ActionTarget target, ItemBase item, bool camera_check, int constraction_index )
{
Object targetObject = target.GetObject();
if ( targetObject && targetObject.CanUseConstruction() )
{
BaseBuildingBase base_building = BaseBuildingBase.Cast( targetObject );
ConstructionActionData construction_action_data = player.GetConstructionActionData();
construction_action_data.SetTarget( targetObject );
ConstructionPart constrution_part;
if ( item )
{
constrution_part = construction_action_data.GetBuildPartAtIndex(constraction_index);
}
else
{
constrution_part = construction_action_data.GetBuildPartNoToolAtIndex(constraction_index);
}
//Debug
/*
if ( constrution_part )
{
Construction construction = base_building.GetConstruction();
construction.IsColliding( constrution_part.GetPartName() );
}
*/
if ( constrution_part )
{
//camera and position checks
bool position_check = ( base_building.MustBeBuiltFromOutside() && !base_building.IsPlayerInside(player, constrution_part.GetMainPartName()) ) || ( !base_building.MustBeBuiltFromOutside() && base_building.IsPlayerInside(player, constrution_part.GetMainPartName()) );
if ( position_check && !player.GetInputController().CameraIsFreeLook() )
{
//Camera check (client-only)
if ( camera_check )
{
if ( GetGame() && ( !GetGame().IsDedicatedServer() ) )
{
return !base_building.IsFacingCamera( constrution_part.GetMainPartName() );
}
}
return true;
}
}
}
return false;
}
static void IsUnderRoofFromToCalculation(EntityAI entity, out vector from, out vector to, float height = GameConstants.ROOF_CHECK_RAYCAST_DIST)
{
vector minMax[2];
entity.GetCollisionBox(minMax);
vector size = Vector(0,0,0);
//size[1] = minMax[1][1] - minMax[0][1];
float from_override = entity.HeightStartCheckOverride();
if (from_override > 0.0)
{
size[1] = from_override;
}
else
{
size[1] = minMax[1][1] - minMax[0][1];
}
from = entity.GetPosition() + size;
if ( entity.HeightCheckOverride() > 0 )
{
to = entity.GetPosition() + Vector(0, entity.HeightCheckOverride(), 0);
}
else
{
vector ceiling = "0 0 0";
ceiling[1] = height;
to = from + ceiling; //+size ??? offset to cast same distance
}
}
static bool IsUnderRoof(EntityAI entity, float height = GameConstants.ROOF_CHECK_RAYCAST_DIST)
{
return IsUnderRoofEx(entity, height, ObjIntersectView);
}
static bool IsUnderRoofEx(EntityAI entity, float height = GameConstants.ROOF_CHECK_RAYCAST_DIST, int geometry = ObjIntersectView)
{
vector from;
vector to;
IsUnderRoofFromToCalculation(entity, from, to, height);
vector contact_pos;
vector contact_dir;
int contact_component;
//set<Object> hit_object = new set<Object>;
bool boo = DayZPhysics.RaycastRV( from, to, contact_pos, contact_dir, contact_component, /*hit_object*/NULL, NULL, entity, false, false, geometry,0.25 );
/*if (boo)
{
Debug.DrawSphere(from , 0.8,Colors.YELLOW, ShapeFlags.ONCE);
Debug.DrawSphere(to , 0.8,Colors.RED, ShapeFlags.ONCE);
}
else
{
Debug.DrawSphere(from , 0.8,Colors.GREEN, ShapeFlags.ONCE);
Debug.DrawSphere(to , 0.8,Colors.RED, ShapeFlags.ONCE);
}*/
return boo;
}
// cooking equipment effects (get position for steam particle)
static vector GetSteamPosition( EntityAI parent )
{
vector particle_pos;
float steam_offset = 0;
if ( parent )
{
particle_pos = parent.GetPosition();
if ( parent.IsInherited( PortableGasStove ) )
{
steam_offset = 0.2;
}
else if ( parent.IsInherited( FireplaceBase ) )
{
FireplaceBase fireplace = FireplaceBase.Cast( parent );
if ( fireplace.IsBaseFireplace() )
{
steam_offset = 0.8;
}
else if ( fireplace.IsBarrelWithHoles() )
{
steam_offset = 1.1;
}
else if ( fireplace.IsFireplaceIndoor() )
{
steam_offset = 0.45;
}
else if ( fireplace.IsIndoorOven() )
{
steam_offset = 0.9;
}
}
}
particle_pos[1] = particle_pos[1] + steam_offset;
return particle_pos;
}
static void DropAllItemsInInventoryInBounds(ItemBase ib, vector halfExtents)
{
if (!GetGame().IsServer())
return;
array<EntityAI> items = new array<EntityAI>;
ib.GetInventory().EnumerateInventory(InventoryTraversalType.LEVELORDER, items);
vector direction = ib.GetDirection();
float dot = vector.Dot(direction, vector.Forward);
float angle = Math.Acos(dot);
if (direction[0] < 0)
angle = -angle;
float cos = Math.Cos(angle);
float sin = Math.Sin(angle);
EntityAI item;
int count = items.Count();
for ( int i = 0; i < count; ++i )
{
item = items.Get(i);
if ( item )
ib.GetInventory().DropEntityInBounds(InventoryMode.SERVER, ib, item, halfExtents, angle, cos, sin);
}
}
static void ThrowAllItemsInInventory(notnull EntityAI parent, int flags)
{
vector position = parent.GetPosition();
vector orientation = parent.GetOrientation();
vector rotation_matrix[3];
float direction[4];
vector minmax[2];
parent.GetCollisionBox(minmax);
Math3D.YawPitchRollMatrix( orientation, rotation_matrix );
Math3D.MatrixToQuat( rotation_matrix, direction );
vector randomPos;
for ( int i = 0; i < parent.GetInventory().AttachmentCount(); ++i )
{
randomPos = Vector(position[0] + Math.RandomFloat(minmax[0][0], minmax[1][0]),
position[1] + Math.RandomFloat(minmax[0][1], minmax[1][1]),
position[2] + Math.RandomFloat(minmax[0][2], minmax[1][2]));
ThrowEntityFromInventory(parent.GetInventory().GetAttachmentFromIndex( i ), randomPos, direction, -GetVelocity(parent), ThrowEntityFlags.NONE);
}
for ( int j = 0; j < parent.GetInventory().GetCargo().GetItemCount(); ++j )
{
randomPos = Vector(position[0] + Math.RandomFloat(minmax[0][0], minmax[1][0]),
position[1] + Math.RandomFloat(minmax[0][1], minmax[1][1]),
position[2] + Math.RandomFloat(minmax[0][2], minmax[1][2]));
ThrowEntityFromInventory(parent.GetInventory().GetCargo().GetItem( j ), randomPos, direction, -GetVelocity(parent), ThrowEntityFlags.NONE);
}
}
static void ThrowEntityFromInventory(notnull EntityAI entity, vector position, float direction[4], vector force, int flags)
{
InventoryMode invMode = InventoryMode.SERVER;
if ( !GetGame().IsMultiplayer() )
invMode = InventoryMode.LOCAL;
ItemBase entityIB;
if (CastTo(entityIB, entity))
{
InventoryLocation dst = new InventoryLocation;
dst.SetGroundEx(entity, position, direction);
if ( (flags & ThrowEntityFlags.SPLIT) && entityIB.CanBeSplit() )
{
for (int l = 0; l < entityIB.GetQuantity(); ++l)
{
ItemBase new_item = ItemBase.Cast( GameInventory.LocationCreateEntity( dst, entityIB.GetType(), ECE_NONE, RF_DEFAULT ) );
if ( new_item )
{
MiscGameplayFunctions.TransferItemProperties(entityIB, new_item);
entityIB.AddQuantity( -1 );
new_item.SetQuantity( 1 );
new_item.ThrowPhysically(null, force, false);
}
}
}
else
{
float stackable = entityIB.GetTargetQuantityMax();
if ( !(stackable == 0 || stackable >= entityIB.GetQuantity()) )
{
while (entityIB.GetQuantity() > stackable)
{
InventoryLocation spltDst = new InventoryLocation;
position[1] = position[1] + 0.1;
spltDst.SetGroundEx(entity, position, direction);
ItemBase splitItem = entityIB.SplitIntoStackMaxToInventoryLocationEx( spltDst );
splitItem.ThrowPhysically(null, force, false);
}
}
InventoryLocation src = new InventoryLocation;
entity.GetInventory().GetCurrentInventoryLocation(src);
entity.GetInventory().TakeToDst(invMode, src, dst);
entityIB.ThrowPhysically(null, force, false);
}
}
else
{
entity.GetInventory().DropEntity(invMode, entity.GetHierarchyRoot(), entity);
dBodyApplyImpulse(entity, force);
}
}
static float GetCurrentItemHeatIsolation( ItemBase pItem )
{
float wetFactor;
float healthFactor;
float heatIsolation = pItem.GetHeatIsolation(); //! item heat isolation (from cfg)
float itemHealthLabel = pItem.GetHealthLevel(); //! item health (state)
float itemWetness = pItem.GetWet(); //! item wetness
//! wet factor selection
if ( itemWetness >= GameConstants.STATE_DRY && itemWetness < GameConstants.STATE_DAMP )
{
wetFactor = GameConstants.ENVIRO_ISOLATION_WETFACTOR_DRY;
}
else if ( itemWetness >= GameConstants.STATE_DAMP && itemWetness < GameConstants.STATE_WET )
{
wetFactor = GameConstants.ENVIRO_ISOLATION_WETFACTOR_DAMP;
}
else if ( itemWetness >= GameConstants.STATE_WET && itemWetness < GameConstants.STATE_SOAKING_WET )
{
wetFactor = GameConstants.ENVIRO_ISOLATION_WETFACTOR_WET;
}
else if ( itemWetness >= GameConstants.STATE_SOAKING_WET && itemWetness < GameConstants.STATE_DRENCHED )
{
wetFactor = GameConstants.ENVIRO_ISOLATION_WETFACTOR_SOAKED;
}
else if ( itemWetness >= GameConstants.STATE_DRENCHED )
{
wetFactor = GameConstants.ENVIRO_ISOLATION_WETFACTOR_DRENCHED;
}
//! health factor selection
switch (itemHealthLabel)
{
case GameConstants.STATE_PRISTINE:
healthFactor = GameConstants.ENVIRO_ISOLATION_HEALTHFACTOR_PRISTINE;
break;
case GameConstants.STATE_WORN:
healthFactor = GameConstants.ENVIRO_ISOLATION_HEALTHFACTOR_WORN;
break;
case GameConstants.STATE_DAMAGED:
healthFactor = GameConstants.ENVIRO_ISOLATION_HEALTHFACTOR_DAMAGED;
break;
case GameConstants.STATE_BADLY_DAMAGED:
healthFactor = GameConstants.ENVIRO_ISOLATION_HEALTHFACTOR_B_DAMAGED;
break;
case GameConstants.STATE_RUINED:
healthFactor = GameConstants.ENVIRO_ISOLATION_HEALTHFACTOR_RUINED;
break;
}
//! apply factors
heatIsolation *= healthFactor;
heatIsolation *= wetFactor;
return heatIsolation;
}
static void FilterObstructingObjects(array<Object> potentiallyObstructingObjects, out array<Object> obstructingObjects)
{
if (!obstructingObjects)
obstructingObjects = new array<Object>;
for ( int i = 0; i < potentiallyObstructingObjects.Count(); ++i )
{
Object obj = potentiallyObstructingObjects[i];
if ( obj && ( obj.CanObstruct() || obj.CanProxyObstruct() ) )
obstructingObjects.Insert(obj);
}
}
static bool CanIgnoreDistanceCheck(Object obj)
{
return obj.IsTransport() || obj.CanUseConstruction();
}
//! group objects that are close to each other together
static void FilterObstructedObjectsByGrouping(vector origin, float range, float distanceDelta, array<Object> objects, array<Object> obstructingObjects, out array<Object> filteredObjects, bool doDistanceCheck = false, bool checkIfDistanceCanBeIgnored = false, float maxDist = 0)
{
array<Object> vicinityObjects= new array<Object>;
vicinityObjects.Copy(objects);
int i = 0;
int j = 0;
int k = 0;
int mCount = vicinityObjects.Count();
if (!filteredObjects)
filteredObjects = new array<Object>;
// Remove objects that are too far from the player anyways
if ( doDistanceCheck )
{
for ( i = vicinityObjects.Count() - 1; i >= 0; --i )
{
Object obj = vicinityObjects[i];
if ( obj && !CanIgnoreDistanceCheck( obj ) && vector.DistanceSq(origin, obj.GetPosition()) > maxDist * maxDist )
vicinityObjects.Remove(i);
}
}
// Sort obstructingObjects to have the furthest one first
array<Object> sortedObstructingObjects = new array<Object>;
array<float> distanceHelper = new array<float>;
array<float> distanceHelperUnsorted = new array<float>;
float distance, dist1, dist2;
for ( i = 0; i < obstructingObjects.Count(); ++i )
{
distance = vector.DistanceSq(obstructingObjects[i].GetWorldPosition(), origin);
distanceHelper.Insert(distance);
}
distanceHelperUnsorted.Copy(distanceHelper);
distanceHelper.Sort();
for ( i = distanceHelper.Count() - 1; i >= 0; --i )
sortedObstructingObjects.Insert(obstructingObjects[distanceHelperUnsorted.Find(distanceHelper[i])]);
array<ref array<Object>> tempGroups = new array<ref array<Object>>;
array<ref array<Object>> objectGroups = new array<ref array<Object>>;
array<Object> group;
float cos = Math.Cos(90);
float sin = Math.Sin(90);
// Iterate through sorted obstructingObjects
for ( i = 0; i < sortedObstructingObjects.Count(); ++i )
{
Object obstrObj = sortedObstructingObjects[i];
vector worldPos = obstrObj.GetWorldPosition();
vector min, max;
vector minMax[2];
if ( obstrObj.GetCollisionBox(minMax) )
{
min = minMax[0];
max = minMax[1];
max = max * (obstrObj.GetOrientation() * range);
vector center, dx, dy, dz, half;
center = (min + max) * 0.5;
dz = obstrObj.GetOrientation();
dx = vector.RotateAroundZero(dz, vector.Up, cos, sin);
dy = vector.RotateAroundZero(dz, vector.Aside, cos, sin);
half = (max - min) * 0.5;
half = Vector(Math.AbsFloat(half[0]), Math.AbsFloat(half[1]), Math.AbsFloat(half[2]));
group = new array<Object>;
// Group objects within the above box
for ( j = vicinityObjects.Count() - 1; j >= 0; --j )
{
Object vicObj = vicinityObjects[j];
if ( vicObj )
{
vector d = vicObj.GetWorldPosition() - worldPos + center;
if ( Math.AbsFloat(vector.Dot(d, dx)) <= half[0] && Math.AbsFloat(vector.Dot(d, dy)) <= half[1] && Math.AbsFloat(vector.Dot(d, dz)) <= half[2] )
{
group.Insert(vicObj);
vicinityObjects.Remove(j);
}
}
}
if ( group.Count() > 0 )
tempGroups.Insert(group);
}
}
// Go through the objects grouped by obstruction to split them by distance too
for ( i = 0; i < tempGroups.Count(); ++i )
SplitArrayIntoGroupsByDistance(tempGroups[i], objectGroups, distanceDelta);
// Split initial groups by distance
SplitArrayIntoGroupsByDistance(vicinityObjects, objectGroups, distanceDelta);
// Raycast accordingly to groups
IsObjectObstructedCache cache = new IsObjectObstructedCache(origin, mCount);
for ( i = 0; i < objectGroups.Count(); ++i )
{
array<Object> objectGroup = objectGroups[i];
Object sampleObject = objectGroup[0];
if ( !IsObjectObstructedEx(sampleObject, cache) )
filteredObjects.InsertAll(objectGroup);
cache.ClearCache();
}
}
static void SplitArrayIntoGroupsByDistance(array<Object> objects, array<ref array<Object>> objectGroups, float squaredDistanceDelta)
{
array<Object> group;
for ( int i = 0; i < objects.Count(); )
{
Object obj1 = objects[i];
if ( obj1 )
{
group = new array<Object>;
group.Insert(obj1);
for ( int j = objects.Count() - 1; j > i; --j )
{
Object obj2 = objects[j];
if ( obj1 && obj2 )
{
vector start = obj1.GetWorldPosition();
vector end = obj2.GetWorldPosition();
float distance = vector.DistanceSq(start, end);
if ( distance < squaredDistanceDelta )
{
group.Insert(obj2);
objects.Remove(j);
}
}
}
objectGroups.Insert(group);
objects.Remove(i);
continue;
}
++i;
}
}
static bool IsObjectObstructed(Object object, bool doDistanceCheck = false, vector distanceCheckPos = "0 0 0", float maxDist = 0)
{
vector rayStart;
MiscGameplayFunctions.GetHeadBonePos(PlayerBase.Cast(GetGame().GetPlayer()), rayStart);
IsObjectObstructedCache cache = new IsObjectObstructedCache(rayStart, 1);
return IsObjectObstructedEx(object, cache, doDistanceCheck, distanceCheckPos, maxDist);
}
static bool IsObjectObstructedEx(Object object, IsObjectObstructedCache cache, bool doDistanceCheck = false, vector distanceCheckPos = "0 0 0", float maxDist = 0)
{
if (!object)
return true;
PlayerBase player = PlayerBase.Cast(g_Game.GetPlayer());
if (doDistanceCheck && vector.DistanceSq(player.GetPosition(), distanceCheckPos) > maxDist * maxDist)
return true;
cache.ObjectCenterPos = object.GetCenter();
return IsObjectObstructedFilterEx(object, cache, player);
}
static bool IsObjectObstructedProxy(Object object, IsObjectObstructedCache cache, PlayerBase player)
{
if (object.CanProxyObstruct())
{
RaycastRVParams rayInput = new RaycastRVParams(cache.RaycastStart, cache.ObjectCenterPos, player);
DayZPhysics.RaycastRVProxy(rayInput, cache.HitProxyObjects);
if (cache.HitProxyObjects)
{
if (cache.HitProxyObjects.Count() > 0)
{
if (cache.HitProxyObjects[0].hierLevel > 0)
{
// ignores attachments on player
if (!cache.HitProxyObjects[0].parent.IsMan())
{
if (cache.HitProxyObjects[0].parent)
{
EntityAI proxyParent = EntityAI.Cast(cache.HitProxyObjects[0].parent);
if (proxyParent.GetInventory() && proxyParent.GetInventory().GetCargo())
return true;
}
}
}
}
}
}
return false;
}
static bool IsObjectObstructedFilter(Object object, IsObjectObstructedCache cache, PlayerBase player)
{
for ( int m = 0; m < cache.HitObjects.Count(); m++ )
{
Object hit_object = cache.HitObjects.Get(m);
if ( hit_object.CanObstruct() )
return true;
//4.3. ignore item if items are big and heavy >= OBJECT_OBSTRUCTION_WEIGHT
//EntityAI eai;
//if ( Class.CastTo( eai, hit_object ) )
//{
// if ( eai.GetWeight() >= OBJECT_OBSTRUCTION_WEIGHT )
// {
// if ( eai != filtered_object && eai.GetHierarchyRoot() != filtered_object )
// {
// //Print("!!!!!obstacle vaha: " + hit_object);
// is_obstructed = true;
// }
// }
//}
}
return false;
}
//! groups 'RaycastRVProxy' and 'RaycastRV' approaches into one method, allowes for comprehensive geometry override, if desired
static bool IsObjectObstructedFilterEx(Object object, IsObjectObstructedCache cache, PlayerBase player, int geometryTypeOverride = -1)
{
//first proxy geometries
RaycastRVParams rayInput = new RaycastRVParams(cache.RaycastStart, cache.ObjectCenterPos, player);
rayInput.flags = CollisionFlags.ALLOBJECTS;
if (geometryTypeOverride != -1)
rayInput.type = geometryTypeOverride; //default 'ObjIntersectView'
DayZPhysics.RaycastRVProxy(rayInput, cache.HitProxyObjects);
int count;
int i;
if (cache.HitProxyObjects)
{
count = cache.HitProxyObjects.Count();
Object parent;
for (i = 0; i < count; i++)
{
if (cache.HitProxyObjects[i].hierLevel > 0) //parent has to exist, skipping nullcheck
{
parent = cache.HitProxyObjects[i].parent;
if (parent && !parent.IsMan() && parent.CanProxyObstruct())
{
if (parent != object || (parent == object && object.CanProxyObstructSelf()))
return true;
}
}
}
}
//second, regular raycast
int geometry = ObjIntersectFire; //default for the RV raycast
if (geometryTypeOverride != -1)
geometry = geometryTypeOverride;
DayZPhysics.RaycastRV(cache.RaycastStart, cache.ObjectCenterPos, cache.ObjectContactPos, cache.ObjectContactDir, cache.ContactComponent, cache.HitObjects, object, GetGame().GetPlayer(), false, false, geometry, 0.0, CollisionFlags.ALLOBJECTS);
count = cache.HitObjects.Count();
for (i = 0; i < count; i++ )
{
if (cache.HitObjects[i].CanObstruct())
return true;
}
return false;
}
//Inflict absolute damage to item (used on tools when completing actions)
static void DealAbsoluteDmg(ItemBase item, float dmg)
{
item.DecreaseHealth(dmg, false);
}
//Function used to normailze values, enter the used value and the max value (max will become 1)
static float Normalize(int val, int maxVal)
{
if (maxVal == 0)
{
Debug.LogError("Division by 0 is not allowed");
return 0;
}
return val / maxVal;
}
static float Bobbing(float period, float amplitude, float elapsedTime)
{
//Prevent division by 0
if ( period == 0 )
period = 1;
elapsedTime /= period;
float cycle;
cycle += elapsedTime;
cycle = FModulus(cycle, 360);
cycle = Math.Sin(cycle) * amplitude;
return cycle;
}
// DEPRECATED, use Math.ModFloat directly instead
static float FModulus(float x, float y)
{
return Math.ModFloat(x, y);
}
static void RemoveSplint( PlayerBase player )
{
EntityAI entity = player.GetInventory().CreateInInventory("Splint");
if (!entity)
entity = player.SpawnEntityOnGroundOnCursorDir("Splint", 0.5);
EntityAI attachment;
ItemBase new_item = ItemBase.Cast(entity);
Class.CastTo(attachment, player.GetItemOnSlot("Splint_Right"));
if ( attachment && attachment.GetType() == "Splint_Applied" )
{
if (new_item)
{
MiscGameplayFunctions.TransferItemProperties(attachment,new_item);
if (GetGame().IsServer())
{
//Lower health level of splint after use
if (new_item.GetHealthLevel() < 4)
{
int newDmgLevel = new_item.GetHealthLevel() + 1;
float max = new_item.GetMaxHealth("","");
switch ( newDmgLevel )
{
case GameConstants.STATE_BADLY_DAMAGED:
new_item.SetHealth( "", "", max * GameConstants.DAMAGE_BADLY_DAMAGED_VALUE );
break;
case GameConstants.STATE_DAMAGED:
new_item.SetHealth( "", "", max * GameConstants.DAMAGE_DAMAGED_VALUE );
break;
case GameConstants.STATE_WORN:
new_item.SetHealth( "", "", max * GameConstants.DAMAGE_WORN_VALUE );
break;
case GameConstants.STATE_RUINED:
new_item.SetHealth( "", "", max * GameConstants.DAMAGE_RUINED_VALUE );
break;
default:
break;
}
}
}
}
attachment.Delete();
}
}
//! checks if we should teleport the player to a safe location and if so, performs the teleportation
static void TeleportCheck(notnull PlayerBase player, notnull array<ref array<float>> safe_positions)
{
if( player.GetSimulationTimeStamp() < 20 && !player.IsPersistentFlag(PersistentFlag.AREA_PRESENCE) )
{
//simulation time is bellow a threshold, which means the player has recently connected,
//the player does not have the AREA_PRESENCE flag set, which means they were not inside the area when they disconnected,
//that means they just spawned into a contaminated area, lets move them somewhere safe
vector player_pos = player.GetPosition();
vector closest_safe_pos = MiscGameplayFunctions.GetClosestSafePos(player_pos, safe_positions);
if (player_pos!=closest_safe_pos)
{
closest_safe_pos[1] = GetGame().SurfaceY(closest_safe_pos[0], closest_safe_pos[2]);
player.SetPosition( closest_safe_pos );//...so lets teleport them somewhere safe
//DeveloperTeleport.SetPlayerPosition(player, closest_safe_pos);
GetGame().RPCSingleParam(player, ERPCs.RPC_WARNING_TELEPORT, null, true, player.GetIdentity());
}
player.SetPersistentFlag(PersistentFlag.AREA_PRESENCE, false);
}
}
static vector GetClosestSafePos(vector to_pos, notnull array<ref array<float>> positions)
{
vector closest_pos = to_pos;
float smallest_dist = float.MAX;
foreach( array<float> pos:positions)
{
vector vpos = "0 0 0";
vpos[0] = pos[0];
vpos[2] = pos[1];
to_pos[1] = 0;
float dist = vector.DistanceSq(to_pos, vpos);//2d dist sq
if ( dist < smallest_dist)
{
smallest_dist = dist;
closest_pos = vpos;
}
}
return closest_pos;
}
static void GenerateAINoiseAtPosition(vector position, float lifeTime, NoiseParams noiseParams)
{
if (GetGame().IsServer())
{
NoiseSystem noise = GetGame().GetNoiseSystem();
if (noise)
{
noise.AddNoiseTarget(position, lifeTime, noiseParams);
}
}
}
static float GetMinValue(array<float> pArray)
{
float minValue = 0.0;
for (int i = 0; i < pArray.Count(); i++)
{
if (minValue == 0 || pArray.Get(i) < minValue)
{
minValue = pArray.Get(i);
}
}
return minValue;
}
static float GetMaxValue(array<float> pArray)
{
float maxValue = 0.0;
for (int i = 0; i < pArray.Count(); i++)
{
if (maxValue == 0 || pArray.Get(i) > maxValue)
{
maxValue = pArray.Get(i);
}
}
return maxValue;
}
static string GetItemDisplayName(string type)
{
return GetGame().ConfigGetTextOut("CfgVehicles " + type + " displayName");
}
static bool IsComponentInSelection(array<Selection> pSelection, string pCompName)
{
if (pSelection.Count() == 0 || pCompName.Length() == 0)
{
return false;
}
for (int i = 0; i < pSelection.Count(); ++i)
{
pCompName.ToLower();
if (pSelection[i] && pSelection[i].GetName() == pCompName)
{
return true;
}
}
return false;
}
static int GetComponentIndex(array<Selection> pSelection, string pCompName)
{
if (!MiscGameplayFunctions.IsComponentInSelection(pSelection, pCompName))
{
return INDEX_NOT_FOUND;
}
for (int i = 0; i < pSelection.Count(); ++i)
{
pCompName.ToLower();
if (pSelection[i] && pSelection[i].GetName() == pCompName)
{
return i;
}
}
return INDEX_NOT_FOUND;
}
static void RemoveAllAttachedChildrenByTypename(notnull EntityAI parent, array<typename> listOfTypenames)
{
if (listOfTypenames.Count() > 0)
{
Object child = Object.Cast(parent.GetChildren());
while (child)
{
Object childToRemove = child;
child = Object.Cast(child.GetSibling());
if (childToRemove.IsAnyInherited(listOfTypenames))
{
vector pos = childToRemove.GetPosition();
parent.RemoveChild(childToRemove, false);
vector m4[4];
Math3D.MatrixIdentity4(m4);
m4[3] = pos;
childToRemove.SetTransform(m4);
childToRemove.PlaceOnSurface();
}
}
}
}
//! Fills the provided array with all children entities in hierarchy of this entity
static void GetAttachedChildren(IEntity parent, array<IEntity> outputObjects)
{
IEntity child = parent.GetChildren();
while (child)
{
outputObjects.Insert(child);
child = child.GetSibling();
}
}
static void SoakItemInsideParentContainingLiquidAboveThreshold(notnull ItemBase item, notnull ItemBase parent, float liquidQuantityThresholdPercentage = 0.05)
{
if (g_Game.IsServer())
{
if (parent.GetLiquidType() != 0 && parent.GetQuantityNormalized() > liquidQuantityThresholdPercentage)
item.SetWetMax();
}
}
}
class DestroyItemInCorpsesHandsAndCreateNewOnGndLambda : ReplaceAndDestroyLambda
{
// @NOTE m_Player == target player - i.e. restrained one
void DestroyItemInCorpsesHandsAndCreateNewOnGndLambda(EntityAI old_item, string new_item_type, PlayerBase player, bool destroy = false)
{
InventoryLocation gnd = new InventoryLocation;
vector mtx[4];
if (old_item)
old_item.GetTransform(mtx);
else
player.GetTransform(mtx);
gnd.SetGround(NULL, mtx);
OverrideNewLocation(gnd);
}
protected override void RemoveOldItemFromLocation()
{
super.RemoveOldItemFromLocation();
m_Player.GetHumanInventory().OnEntityInHandsDestroyed(m_OldLocation);
}
}
// This was created since IsObjectObstructed is often called multiple times in one frame
// And apparently it seems that keeping this data in one struct seems to be more efficient than creating the variables dozens of times per frame
class IsObjectObstructedCache // Pretending this is a struct
{
// Outside data
vector RaycastStart = "0 0 0";
int TotalObjects = 0;
// Inside data
vector ObjectCenterPos = "0 0 0";
vector ObjectContactPos = "0 0 0";
vector ObjectContactDir = "0 0 0";
int ContactComponent = -1;
ref array<ref RaycastRVResult> HitProxyObjects = new array<ref RaycastRVResult>;
ref set<Object> HitObjects = new set<Object>;
void IsObjectObstructedCache(vector rayCastStart, int totalObjects)
{
RaycastStart = rayCastStart;
TotalObjects = totalObjects;
}
// Only inside data
void ClearCache()
{
ObjectCenterPos = "0 0 0";
ObjectContactPos = "0 0 0";
ObjectContactDir = "0 0 0";
ContactComponent = -1;
HitProxyObjects.Clear();
HitObjects.Clear();
}
} |