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enum QueryFlags
{
NONE,
//! Static objects are included in the query
STATIC,
//! Dynamic objects are included in the query
DYNAMIC,
//! Check only distance to object origins, not BB
ORIGIN_DISTANCE,
//! Only roadways are included in the query
ONLY_ROADWAYS,
}
// *************************************************************************************
// ! DayZPlayerUtils - some utils used for dayz player - static functions
// *************************************************************************************
class DayZPlayerUtils
{
//--------------------------------------------------
// Debug Draw
//! enables debug draw in functions
static proto native void EnableDebugDraw(bool pEnable);
static proto native void DrawDebugText(string text, vector pos, float size);
//! clear info - new draw starts
static proto native void DrawStartFrame();
//! draws debug box (color=red)
static proto native void DrawDebugBox(vector pos, float size, int color);
//--------------------------------------------------
// animation override
//! overrides total animation translation
static proto native bool DebugOverrideAnimationTranslation(string pAnimName, vector pTranslation);
//! overrides total animation rotation
static proto native bool DebugOverrideAnimationRotation(string pAnimName, vector pRotation);
//! overrides total animation speed
static proto native bool DebugOverrideAnimationSpeed(string pAnimName, float pSpeed);
//--------------------------------------------------
//
//! pLimits in form Xvalue, Ymin, Ymax, Xvalue1, Ymin1, Ymax1, ....
//! sample 0, 0, 5, 1, 2, 3, 2, 0, 1
//! for X <= 0 it clamps Y to Rangle (0,5)
//! for X == 0.5 it clamps Y to Rangle (1,4)
//! for X == 1 it clamps Y to Rangle (2,3)
//! for X == 1.5 it clamps Y to Rangle (1,2)
//! for X >= 2 it clamps Y to Rangle (0,1)
static proto float LinearRangeClamp(float pValueX, float pValueY, float pLimits[]);
//--------------------------------------------------
// From Physics World
//! returns entities overlapping/touching in AABB box -
static proto native void PhysicsGetEntitiesInBox(vector min, vector max, notnull out array<EntityAI> entList);
//--------------------------------------------------
// From Scene
//! returns entities overlapping/touching in AABB box -
static proto native void SceneGetEntitiesInBox(vector min, vector max, notnull out array<EntityAI> entList, int flags = QueryFlags.DYNAMIC);
//--------------------------------------------------
// Custom player functions
/**@fn GetEntitiesInCone
* @brief returns entities in height-extended 2D cone
* @param[in] angle \p angle in degrees
* @param[in] minHeigh \p cone 3D-extension Y min
* @param[in] maxHeight \p cone 3D-extension Y max
* @note the detection hits points/faces from ANY non-edit model geometry, including resolution LODs, regardless of animation hiding (scaling). That is why certain animated objects, like flags in folded state, get detected from significant distance away!
**/
static proto native void GetEntitiesInCone(vector pos, vector dir, float angle, float dist, float minHeigh, float maxHeight, out array<Object> entList);
//! returns fight target
static Object GetMeleeTarget(vector pos, vector dir, float angle, float dist, float minHeight, float maxHeight, EntityAI pToIgnore, array<typename> targetableObjects, out array<Object> allTargets = NULL)
{
// Print("In: GetFightTarget");
InitCachedEntList();
GetEntitiesInCone(pos, dir, angle, dist, minHeight, maxHeight, m_CachedEntList);
Object ret = NULL;
Object obj = NULL;
float retVal = dist * 2; // max value
float tgAngle = Math.Tan(Math.DEG2RAD * angle);
// DrawStartFrame();
foreach(auto ent: m_CachedEntList)
{
if (ent == pToIgnore)
{
continue;
}
Class.CastTo(obj, ent);
if(obj)
{
// check for targetable objects
if( !obj.IsAnyInherited(targetableObjects) )
{ continue; }
if( !obj.IsAlive() )
{ continue; }
}
vector entpos = ent.GetPosition();
vector diff = entpos - pos;
float cDistSq = diff.LengthSq();
if (cDistSq > dist*dist) // out of distance
{
//Print("out of distance");
continue;
}
float frontDist = diff[0]*dir[0] + diff[2]*dir[2];
if (frontDist < 0.1) // behind the pos/dist half plane or further than dist
{
//Print("behind the pos/dist half plane or further than dist");
continue;
}
vector project = pos + dir * frontDist;
vector posdiff = Vector(project[0] - entpos[0], 0, project[2] - entpos[2]);
float sideDist = posdiff.LengthSq();
if (sideDist > tgAngle) // out of cone
{
//Print("out of cone");
continue;
}
float sum = frontDist + sideDist;
if (sum < retVal)
{
ret = ent;
retVal = sum;
}
else
{
//Print("sum !< retVal");
}
// string txt = project.ToString() + ": " + sum.ToString();
// DrawDebugBox(project,0.01,0xffff0000);
// DrawDebugBox(entpos,0.01,0xffff0000);
// DrawDebugText(txt, project, 1.0);
allTargets.Insert(ent);
}
return ret;
}
static proto native bool PlayerCanChangeStance(DayZPlayer pPlayer, int pTargetStance, bool forceCheck = false);
//! inventory DayZPlayer utils
/**@fn FindMagazinesForAmmo
* @brief searches inventory for all magazines that can hold specified ammo type
* @param[in] player \p DayZPlayer
* @param[in] ammoTypeName \p type name of the cartridge
* @param[out] mags \p array filled with suitable magazines
* @returns true if found at least one
**/
static proto native bool FindMagazinesForAmmo(DayZPlayer player, string ammoTypeName, out array<Magazine> mags);
/*static bool HandleEjectMagazine (DayZPlayer player, Weapon weapon, int muzzleIndex)
{
int slotId = weapon.GetSlotFromMuzzleIndex(muzzleIndex);
EntityAI att = weapon.FindAttachment(slotId);
if (att)
{
InventoryLocation loc = new InventoryLocation;
if (player.FindFreeLocationFor(att, loc))
{
return weapon.EjectMagazine(muzzleIndex, loc);
}
}
return false;
}*/
static Magazine SelectStoreCartridge(DayZPlayer player, Weapon_Base weapon, int muzzleIndex, Magazine exclude_mag, float damage, string magTypeName)
{
if (damage < 1.0)
{
// find suitable heap / mag (but not the excluded one)
ref array<Magazine> mags = new array<Magazine>;
if (DayZPlayerUtils.FindMagazinesForAmmo(player, magTypeName, mags))
{
int sz = mags.Count();
for (int i = 0; i < sz; ++i)
{
Magazine mag_i = mags.Get(i);
if (mag_i != exclude_mag && mag_i.CanAddCartridges(1))
{
return mag_i;
}
}
}
// create a new one in inventory
InventoryLocation inv_loc = new InventoryLocation;
if (player.GetInventory().FindFirstFreeLocationForNewEntity(magTypeName, FindInventoryLocationType.ANY, inv_loc))
{
EntityAI eai_inv = SpawnEntity(magTypeName, inv_loc, ECE_IN_INVENTORY, RF_DEFAULT);
if (eai_inv && eai_inv.IsInherited(Magazine))
{
Magazine mag_inv;
if (Class.CastTo(mag_inv, eai_inv))
{
mag_inv.ServerSetAmmoCount(0);
return mag_inv;
}
}
}
}
vector pos = player.GetPosition();
EntityAI eai_gnd = player.SpawnEntityOnGroundPos(magTypeName, pos);
if (eai_gnd && eai_gnd.IsInherited(Magazine))
{
Magazine mag_gnd;
if (Class.CastTo(mag_gnd, eai_gnd))
{
mag_gnd.ServerSetAmmoCount(0);
return mag_gnd;
}
}
return NULL;
}
static bool HandleDropMagazine(DayZPlayer player, Magazine mag)
{
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 player
GameInventory.PrepareDropEntityPos(player, mag, m4, false, -1);
InventoryLocation il_mag_next = new InventoryLocation;
il_mag_next.SetGround(mag, m4);
InventoryLocation il_mag_curr = new InventoryLocation;
if (mag.GetInventory().GetCurrentInventoryLocation(il_mag_curr))
{
return GameInventory.LocationSyncMoveEntity(il_mag_curr, il_mag_next);
}
else
{
Error("DayZPlayerUtils::HandleDropMagazine - cannot get current inv location of mag=" + mag);
return false;
}
}
static bool HandleDropCartridge(DayZPlayer player, float damage, string cartTypeName, string magTypeName)
{
vector pos = player.GetPosition();
EntityAI entityGround = player.SpawnEntityOnGroundPos(magTypeName, pos);
if (entityGround && entityGround.IsInherited(Magazine))
{
Magazine magazineGround;
if (Class.CastTo(magazineGround, entityGround))
{
magazineGround.ServerSetAmmoCount(0);
magazineGround.SetHealth("", "", (1 - damage) * magazineGround.GetMaxHealth());
if (magazineGround.ServerStoreCartridge(damage, cartTypeName))
return true;
}
}
return false;
}
static bool HandleStoreCartridge(DayZPlayer player, Weapon_Base weapon, int muzzleIndex, float damage, string cartTypeName, string magTypeName, bool CanDrop = true)
{
if (damage < 1.0)
{
//! find suitable heap / mag
array<Magazine> magazines = new array<Magazine>();
if (DayZPlayerUtils.FindMagazinesForAmmo(player, magTypeName, magazines))
{
int healthLevel = -1;
float testHeatlh = 1 - damage;
foreach (Magazine magazine : magazines)
{
if (healthLevel == -1)
{
if (magazine.CanAddCartridges(1))
{
int numberOfHealthLevels = magazine.GetNumberOfHealthLevels();
for (int i = 1; i < numberOfHealthLevels; i++)
{
if (magazine.GetHealthLevelValue(i) < testHeatlh)
{
healthLevel = i - 1;
break;
}
}
}
}
if (magazine.GetHealthLevel() == healthLevel)
{
if (magazine.ServerStoreCartridge(damage, cartTypeName))
return true;
}
}
}
//! create a new one in inventory
InventoryLocation inventoryLocation = new InventoryLocation();
if (player.GetInventory().FindFirstFreeLocationForNewEntity(magTypeName, FindInventoryLocationType.ANY, inventoryLocation))
{
EntityAI entityInventory = SpawnEntity(magTypeName, inventoryLocation, ECE_IN_INVENTORY, RF_DEFAULT);
if (entityInventory && entityInventory.IsInherited(Magazine))
{
Magazine magazineInventory;
if (Class.CastTo(magazineInventory, entityInventory))
{
magazineInventory.ServerSetAmmoCount(0);
magazineInventory.SetHealth("", "", (1 - damage) * magazineInventory.GetMaxHealth());
if (magazineInventory.ServerStoreCartridge(damage, cartTypeName))
return true;
}
}
}
//! drop on ground
if (CanDrop)
return HandleDropCartridge(player, damage, cartTypeName, magTypeName);
}
return false;
}
/**@fn InitComponentCollisions
* @brief initializes table of component collisions
* @param[in] player \p DayZPlayer
* @param[in] boxes \p array filled with box @see ComponentCollisionBox
* @param[in] capsules \p array filled with capsules @see ComponentCollisionCapsule
* @returns true if success
**/
static proto native bool InitComponentCollisions(Human player, array<ref ComponentCollisionBox> boxes, array<ref ComponentCollisionCapsule> capsules);
/**@fn IsComponentCollisionInitialized
* @returns true if already initialized
**/
static proto native bool IsComponentCollisionInitialized();
/**@fn ClearComponentCollisions
**/
static proto native void ClearComponentCollisions();
static proto native vector GetMemoryPointPositionBoneRelative(DayZPlayer pPlayer, int pBoneIndex, int pPointIndex);
static void InitPlayerComponentCollisions(Human player)
{
if (IsComponentCollisionInitialized())
Error("DayZPlayerUtils.InitComponentCollisions: already initialized!");
array<ref ComponentCollisionBox> b = new array<ref ComponentCollisionBox>;
b.Insert(new ComponentCollisionBox(0.40, 0.31, 0.31, "Pelvis", "Spine2"));
b.Insert(new ComponentCollisionBox(0.40, 0.31, 0.31, "Spine3", "Neck"));
array<ref ComponentCollisionCapsule> c = new array<ref ComponentCollisionCapsule>;
c.Insert(new ComponentCollisionCapsule(0.11, "Neck1", "Head"));
c.Insert(new ComponentCollisionCapsule(0.09, "LeftArm", "LeftArmRoll"));
c.Insert(new ComponentCollisionCapsule(0.08, "LeftForeArm", "LeftHand"));
c.Insert(new ComponentCollisionCapsule(0.09, "RightArm", "RightArmRoll"));
c.Insert(new ComponentCollisionCapsule(0.08, "RightForeArm", "RightHand"));
c.Insert(new ComponentCollisionCapsule(0.11, "LeftUpLeg", "LeftUpLegRoll"));
c.Insert(new ComponentCollisionCapsule(0.10, "LeftLeg", "LeftFoot"));
c.Insert(new ComponentCollisionCapsule(0.11, "RightUpLeg", "RightUpLegRoll"));
c.Insert(new ComponentCollisionCapsule(0.10, "RightLeg", "RightFoot"));
DayZPlayerUtils.InitComponentCollisions(player, b, c);
}
static int ConvertStanceMaskToStanceIdx(int stanceMask)
{
switch (stanceMask)
{
case stanceMask & DayZPlayerConstants.STANCEMASK_PRONE:
return DayZPlayerConstants.STANCEIDX_PRONE;
case stanceMask & DayZPlayerConstants.STANCEMASK_CROUCH:
return DayZPlayerConstants.STANCEIDX_CROUCH;
case stanceMask & DayZPlayerConstants.STANCEMASK_ERECT:
return DayZPlayerConstants.STANCEIDX_ERECT;
case stanceMask & DayZPlayerConstants.STANCEMASK_RAISEDPRONE:
return DayZPlayerConstants.STANCEIDX_RAISEDPRONE;
case stanceMask & DayZPlayerConstants.STANCEMASK_RAISEDCROUCH:
return DayZPlayerConstants.STANCEIDX_RAISEDCROUCH;
case stanceMask & DayZPlayerConstants.STANCEMASK_RAISEDERECT:
return DayZPlayerConstants.STANCEIDX_RAISEDERECT;
}
return -1;
}
static EWaterLevels CheckWaterLevel(DayZPlayer pPlayer, out vector waterLevel)
{
SHumanCommandSwimSettings swimData = pPlayer.GetDayZPlayerType().CommandSwimSettingsW();
vector pp = pPlayer.GetPosition();
waterLevel = HumanCommandSwim.WaterLevelCheck(pPlayer, pp);
if (waterLevel[1] < swimData.m_fToCrouchLevel)
{
return EWaterLevels.LEVEL_LOW;
}
else if (waterLevel[1] >= swimData.m_fToCrouchLevel && waterLevel[1] < swimData.m_fToErectLevel)
{
return EWaterLevels.LEVEL_CROUCH;
}
else// if (waterLevel[1] >= swimData.m_fToErectLevel)
{
//! if total water depth >= 1.5m && character is 1.5m in water
if (waterLevel[0] >= swimData.m_fWaterLevelIn && waterLevel[1] >= swimData.m_fWaterLevelIn)
{
return EWaterLevels.LEVEL_SWIM_START;
}
else
{
return EWaterLevels.LEVEL_ERECT;
}
}
}
//------------------------------------------------
// private data
private static ref array<Object> m_CachedEntList;
//! cannot be instantiated
private void DayZPlayerUtils() {};
//!
private static void InitCachedEntList()
{
if (m_CachedEntList == NULL)
{
m_CachedEntList = new array<Object>;
}
m_CachedEntList.Clear();
}
}
class ComponentCollisionBox
{
vector m_Offset;
string m_BoneName0;
string m_BoneName1;
void ComponentCollisionBox(float x, float y, float z, string b0, string b1)
{
m_Offset[0] = x;
m_Offset[1] = y;
m_Offset[2] = z;
m_BoneName0 = b0;
m_BoneName1 = b1;
}
};
class ComponentCollisionCapsule
{
float m_Radius;
string m_BoneName0;
string m_BoneName1;
void ComponentCollisionCapsule(float r, string b0, string b1)
{
m_Radius = r;
m_BoneName0 = b0;
m_BoneName1 = b1;
}
}; |