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/*!
	Base native class of all vehicles in game.
*/
class Transport extends EntityAI
{
	ref TIntArray m_SingleUseActions;
	ref TIntArray m_ContinuousActions;
	ref TIntArray m_InteractActions;

	void Transport()
	{
	}

	override int GetMeleeTargetType()
	{
		return EMeleeTargetType.NONALIGNABLE;
	}


	//! Synchronizes car's state in case the simulation is not running.
	proto native void Synchronize();


	//! Returns crew capacity of this vehicle.
	proto native int CrewSize();

	//! Returns crew member index based on action component index.
	//! -1 is returned when no crew position corresponds to given component index.
	proto native int CrewPositionIndex( int componentIdx );

	//! Returns crew member index based on player's instance.
	//! -1 is returned when the player is not isnide.
	proto native int CrewMemberIndex( Human player );

	//! Returns crew member based on position index.
	//! Null can be returned if no Human is present on the given position.
	proto native Human CrewMember( int posIdx );

	//! Reads entry point and direction into vehicle on given position in model space.
	proto void CrewEntry( int posIdx, out vector pos, out vector dir );

	//! Reads entry point and direction into vehicle on given position in world space.
	proto void CrewEntryWS( int posIdx, out vector pos, out vector dir );

	//! Returns crew transformation indside vehicle in model space
	proto void CrewTransform( int posIdx, out vector mat[4] );

	//! Returns crew transformation indside vehicle in world space
	proto void CrewTransformWS( int posIdx, out vector mat[4] );

	//! Performs transfer of player from world into vehicle on given position.
	proto native void CrewGetIn( Human player, int posIdx );

	//! Performs transfer of player from vehicle into world from given position.
	proto native Human CrewGetOut( int posIdx );
	
	//! Handles death of player in vehicle and awakes its physics if needed
	proto native void CrewDeath( int posIdx );
	
	override bool IsTransport()
	{
		return true;
	}
	
	override bool IsIgnoredByConstruction()
	{
		return false;
	}
	
	override bool IsHealthVisible()
	{
		return true;
	}

	override bool ShowZonesHealth()
	{
		return true;
	}
	
	bool IsAnyCrewPresent()
	{
		for (int index = 0; index < CrewSize(); ++index)
		{
			if (CrewMember(index) != null)
				return true;
		}
		
		return false;
	}
	
	float GetTransportCameraDistance()
	{
		return 4.0;
	}
	
	void MarkCrewMemberUnconscious(int crewMemberIndex);
	void MarkCrewMemberDead(int crewMemberIndex);
	protected void HandleByCrewMemberState(ECrewMemberState state);

	vector GetTransportCameraOffset()
	{
		return "0 1.3 0";
	}
	
	int GetAnimInstance()
	{
#ifndef CFGMODS_DEFINE_TEST
		Error("GetAnimInstance() not implemented");
		return 0;
#else
		return 2;
#endif
	}

	int GetSeatAnimationType( int posIdx )
	{
#ifndef CFGMODS_DEFINE_TEST
		Error("GetSeatAnimationType() not implemented");
#endif
		return 0;
	}

	int Get3rdPersonCameraType()
	{
#ifndef CFGMODS_DEFINE_TEST
		Error("Get3rdPersonCameraType() not implemented");
		return 0;
#else
		return 31;
#endif
	}
	
	bool CrewCanGetThrough( int posIdx )
	{
#ifndef CFGMODS_DEFINE_TEST
		return false;
#else
		return true;
#endif
	}
	
	bool CanReachSeatFromSeat( int currentSeat, int nextSeat )
	{
#ifndef CFGMODS_DEFINE_TEST
		return false;
#else
		return true;
#endif
	}
	
	bool CanReachSeatFromDoors( string pSeatSelection, vector pFromPos, float pDistance = 1.0 )
	{
#ifndef CFGMODS_DEFINE_TEST
		return false;
#else
		return true;
#endif	
	}

	bool CanReachDoorsFromSeat( string pDoorsSelection, int pCurrentSeat )
	{
#ifndef CFGMODS_DEFINE_TEST
		return false;
#else
		return true;
#endif
	}
	
	int GetSeatIndexFromDoor( string pDoorSelection )
	{
		//Potientially could be fixed some other way, currently follows the unfortunate pattern that CanReachDoorsFromSeat has created
		switch (pDoorSelection)
		{
			case "DoorsDriver":
				return 0;
				break;
			case "DoorsCoDriver":
				return 1;
				break;
			case "DoorsCargo1":
				return 2;
				break;
			case "DoorsCargo2":
				return 3;
				break;
		}
		return -1;
	}
	
	bool IsIgnoredObject( Object o )
	{
		if (!o)
			return false;

		//! If the player can't interact (hint: collide) with the object, then it is ignored
		int layer = dBodyGetInteractionLayer(o);
		bool interacts = dGetInteractionLayer(this, PhxInteractionLayers.CHARACTER, layer);
		if (!interacts)
		{
			return true;
		}

		DayZPlayer player;
		if (Class.CastTo(player, o))
		{
			//! Ignore any player that is currently in this vehicle
			HumanCommandVehicle hcv = player.GetCommand_Vehicle();
			if (hcv && hcv.GetTransport() == this)
			{
				return true;
			}
		}

		EntityAI e = EntityAI.Cast(o);			
		// CanBeSkinned means it is a dead entity which should not block the door
		return ( ( e && (e.IsZombie() || e.IsHologram()) ) || o.CanBeSkinned() || o.IsBush() || o.IsTree() );
	}

	bool IsAreaAtDoorFree( int currentSeat, float maxAllowedObjHeight, inout vector extents, out vector transform[4] )
	{
		GetTransform(transform);
		
		vector crewPos;
		vector crewDir;
		CrewEntry( currentSeat, crewPos, crewDir );
		
		vector entry[4];
		entry[2] = crewDir;
		entry[0] = vector.Up * crewDir;
		entry[1] = entry[2] * entry[0];
		entry[3] = crewPos;
		
		Math3D.MatrixMultiply4( transform, entry, transform );
		
		vector position = transform[3];
		vector orientation = Math3D.MatrixToAngles(transform);
		
		position[1] = position[1] + maxAllowedObjHeight + (extents[1] * 0.5);
		
		array<Object> excluded = new array<Object>;
		array<Object> collided = new array<Object>;
		
		excluded.Insert(this);
		
		GetGame().IsBoxColliding(position, orientation, extents, excluded, collided);
		
		orientation.RotationMatrixFromAngles(transform);
		transform[3] = position;
		
		foreach (Object o : collided)
		{
			EntityAI e = EntityAI.Cast(o);			
			if (IsIgnoredObject(o))
				continue;
			
			vector minmax[2];
			if (o.GetCollisionBox(minmax))
				return false;
		}

		return true;
	}

	bool IsAreaAtDoorFree( int currentSeat, float maxAllowedObjHeight = 0.5, float horizontalExtents = 0.5, float playerHeight = 1.7 )
	{
		vector transform[4];
		vector extents;
		
		extents[0] = horizontalExtents;
		extents[1] = playerHeight;
		extents[2] = horizontalExtents;
		
		return IsAreaAtDoorFree( currentSeat, maxAllowedObjHeight, extents, transform );
	}
	
	Shape DebugFreeAreaAtDoor( int currentSeat, float maxAllowedObjHeight = 0.5, float horizontalExtents = 0.5, float playerHeight = 1.7 )
	{
		int color = ARGB(20, 0, 255, 0);
		
		vector transform[4];
		vector extents;
		
		extents[0] = horizontalExtents;
		extents[1] = playerHeight;
		extents[2] = horizontalExtents;
		
		if (!IsAreaAtDoorFree( currentSeat, maxAllowedObjHeight, extents, transform ))
		{
			color = ARGB(20, 255, 0, 0);
		}
		
		Shape shape = Debug.DrawBox(-extents * 0.5, extents * 0.5, color);
		shape.SetMatrix(transform);
		return shape;
	}
};