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//! objects in vicinity - extended with secondary object which is parent of that Object
class VicinityObjects
{
private ref map<Object, Object> m_VicinityObjects;
void VicinityObjects()
{
m_VicinityObjects = new map<Object, Object>;
}
//! stores VicinityObject to Hashmap - for storing of parent/child relationship
void StoreVicinityObject(Object object, Object parent = null)
{
//! completely remove items that are being placed or are holograms
ItemBase ib = ItemBase.Cast(object);
if (ib && (ib.IsBeingPlaced() || ib.IsHologram()))
return;
//! ignores plain objects
/*if(object && object.IsPlainObject())
{
Print("ERROR: VicinityObjects | StoreVicinityObject | IsPlainObject check fail");
return;
}*/
if ( !m_VicinityObjects.Contains(object) )
{
//! init of VicinityObjects - object, parent(if exists)
m_VicinityObjects.Set(object, parent);
}
}
//! transform simple array of Objects to VicinityObjects hashmap
void TransformToVicinityObjects(array<Object> objects)
{
for (int i = 0; i < objects.Count(); i++)
{
if (objects[i].GetType() != "" && objects[i].CanBeActionTarget())
{
StoreVicinityObject(objects[i]);
//Print("storing, 2nd pass: " + objects[i]);
}
}
}
void ClearVicinityObjects()
{
m_VicinityObjects.Clear();
}
//! return simple array of Objects in Vicinity
array< Object > GetVicinityObjects()
{
ref array<Object> vicinityObjects = new array<Object>;
for (int i = 0; i < m_VicinityObjects.Count(); i++)
{
//! filters out non-takeable items (won't be shown in vicinity)
ItemBase ib = ItemBase.Cast(GetObject(i));
if (ib && !ib.IsTakeable())
continue;
vicinityObjects.Insert(GetObject(i));
}
return vicinityObjects;
}
//! return simple array of Objects in Vicinity
array< Object > GetRawVicinityObjects()
{
ref array<Object> vicinityObjects = new array<Object>;
for (int i = 0; i < m_VicinityObjects.Count(); i++)
{
vicinityObjects.Insert(GetObject(i));
}
return vicinityObjects;
}
//! returns VicinityObjects Key
Object GetObject(int i)
{
return m_VicinityObjects.GetKey(i);
}
//! returns VicinityObjects Element
Object GetParent(int i)
{
return m_VicinityObjects.GetElement(i);
}
int Count()
{
return m_VicinityObjects.Count();
}
void Remove(Object object)
{
m_VicinityObjects.Remove(object);
}
void Remove(array<Object> objects)
{
for (int i = 0; i < objects.Count(); i++)
{
m_VicinityObjects.Remove(objects[i]);
}
}
}
class ActionTarget
{
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility)
{
m_Object = object;
m_Parent = parent;
m_ComponentIndex = componentIndex;
m_CursorHitPos = cursorHitPos;
m_Utility = utility;
}
Object GetObject()
{ return m_Object; }
Object GetParent()
{ return m_Parent; }
bool IsProxy()
{
if (m_Parent)
return true;
return false;
}
int GetComponentIndex()
{ return m_ComponentIndex; }
float GetUtility()
{ return m_Utility; }
vector GetCursorHitPos()
{ return m_CursorHitPos; }
void SetCursorHitPos(vector cursor_position)
{
m_CursorHitPos = cursor_position;
}
void DbgPrintTargetDump()
{
Print(DumpToString());
}
string DumpToString()
{
string res = "ActionTarget dump = {";
res = res + "m_Object: " + Object.GetDebugName(m_Object);
res = res + "; m_Parent: " + Object.GetDebugName(m_Parent);
res = res + "; m_ComponentIndex: " + m_ComponentIndex.ToString();
res = res + "; m_CursorHitPos: " + m_CursorHitPos.ToString();
res = res + "; m_Utility: " + m_Utility.ToString();
res = res + "}";
return res;
}
private Object m_Object; // object itself
private Object m_Parent; // null or parent of m_Object
private int m_ComponentIndex; // p3d Component ID or -1
private vector m_CursorHitPos;
private float m_Utility;
};
class ActionTargets
{
void ActionTargets(PlayerBase player)
{
m_Player = player;
m_VicinityObjects = new VicinityObjects;
m_Targets = new array<ref ActionTarget>;
m_Debug = false;
}
static array<Object> GetVicinityObjects()
{
return m_VicinityObjects.GetVicinityObjects();
}
void Clear()
{
m_Targets.Clear();
}
void Update()
{
int i;
//! clear state
m_VicinityObjects.ClearVicinityObjects();
Clear();
Object cursorTarget = null;
EntityAI cursorTargetEntity = null;
array<Object> vicinityObjects = new array<Object>;
//! camera & ray properties
int hitComponentIndex;
vector playerPos = m_Player.GetPosition();
vector headingDirection = MiscGameplayFunctions.GetHeadingVector(m_Player);
m_RayStart = GetGame().GetCurrentCameraPosition();
m_RayEnd = m_RayStart + GetGame().GetCurrentCameraDirection() * c_RayDistance;
RaycastRVParams rayInput = new RaycastRVParams(m_RayStart, m_RayEnd, m_Player);
rayInput.flags = CollisionFlags.ALLOBJECTS;
//rayInput.sorted = true;
array<ref RaycastRVResult> results = new array<ref RaycastRVResult>;
if ( DayZPhysics.RaycastRVProxy(rayInput, results) )
{
if ( results.Count() > 0 )
{
array<float> distance_helper = new array<float>;
array<float> distance_helper_unsorted = new array<float>;
float distance;
for (i = 0; i < results.Count(); i++)
{
distance = vector.DistanceSq(results[i].pos, m_RayStart);
distance_helper.Insert(distance);
//Print("#" + i + " " + results.Get(i).obj);
}
//Print("--------------");
distance_helper_unsorted.Copy(distance_helper);
distance_helper.Sort();
RaycastRVResult res;
for ( i = 0; i < results.Count(); i++)
{
res = results.Get(distance_helper_unsorted.Find(distance_helper[i])); //closest object
cursorTarget = res.obj;
Class.CastTo(cursorTargetEntity,cursorTarget);
if (cursorTarget && !cursorTarget.CanBeActionTarget())
continue;
//! if the cursor target is a proxy
if ( res.hierLevel > 0 )
{
//! ignores attachments on player
if ( !res.parent.IsMan() )
{
m_VicinityObjects.StoreVicinityObject(res.obj, res.parent);
//Print("storing, 1st pass (hier > 0): " + res.obj);
}
else
continue;
}
else
{
m_VicinityObjects.StoreVicinityObject(res.obj, null);
//Print("storing, 1st pass: " + res.obj);
}
m_HitPos = res.pos;
hitComponentIndex = res.component;
break;
}
}
//else
//Print("NO RESULTS FOUND!");
}
else
{
//Print("CAST UNSUCCESFUL");
cursorTarget = null;
m_HitPos = vector.Zero;
hitComponentIndex = -1;
}
//Print(cursorTarget);
//! spacial search
DayZPlayerCamera camera = m_Player.GetCurrentCamera();
if (camera && camera.GetCurrentPitch() <= -45) // Spatial search is a contributor to very heavy searching, limit it to when we are at least looking down
DayZPlayerUtils.GetEntitiesInCone(playerPos, headingDirection, c_ConeAngle, c_MaxTargetDistance, c_ConeHeightMin, c_ConeHeightMax, vicinityObjects);
//! removes player from the vicinity
vicinityObjects.RemoveItem(m_Player);
//! transformation of array of Objects to hashmap (VicinityObjects)
//Print("m_VicinityObjects before" + m_VicinityObjects.Count());
m_VicinityObjects.TransformToVicinityObjects(vicinityObjects);
//Print("m_VicinityObjects after" + m_VicinityObjects.Count());
//! removes Vicinity objects that are not directly visible from player position
FilterObstructedObjectsEx(cursorTarget, vicinityObjects);
//! select & sort targets based on utility function
for ( i = 0; i < m_VicinityObjects.Count(); i++ )
{
Object object = m_VicinityObjects.GetObject(i);
Object parent = m_VicinityObjects.GetParent(i);
float utility = ComputeUtility(object, m_RayStart, m_RayEnd, cursorTarget, m_HitPos);
if ( utility > 0 )
{
int targetComponent = -1;
targetComponent = hitComponentIndex;
ActionTarget at = new ActionTarget(object, parent, targetComponent, m_HitPos, utility);
StoreTarget(at);
}
/*else
Print("utility < 0; object: " + object + " | parent: " + parent);*/
}
//! action target for surface actions (lowest utility)
if (m_HitPos == vector.Zero)
{
vector contact_pos, contact_dir, hitNormal;
int contactComponent;
float hitFraction;
Object hitObject;
m_RayEnd = m_RayStart + GetGame().GetCurrentCameraDirection() * c_RayDistance * 3;
PhxInteractionLayers collisionLayerMask = PhxInteractionLayers.ROADWAY|PhxInteractionLayers.TERRAIN|PhxInteractionLayers.WATERLAYER;
DayZPhysics.RayCastBullet(m_RayStart,m_RayEnd,collisionLayerMask,null,hitObject,contact_pos,hitNormal,hitFraction);
m_HitPos = contact_pos;
}
m_Targets.Insert(new ActionTarget(null, null, -1, m_HitPos, 0));
#ifdef DIAG_DEVELOPER
if (DiagMenu.GetBool(DiagMenuIDs.MISC_ACTION_TARGETS_DEBUG))
{
ShowDebugActionTargets(true);
DrawDebugActionTargets(true);
DrawDebugCone(true);
DrawDebugRay(true);
DrawSelectionPos(DiagMenu.GetBool(DiagMenuIDs.MISC_ACTION_TARGETS_SELPOS_DEBUG));
}
else
{
ShowDebugActionTargets(false);
DrawDebugActionTargets(false);
DrawDebugCone(false);
DrawDebugRay(false);
DrawSelectionPos(false);
}
#endif
//Print("--------------");
}
private bool IsObstructed(Object object)
{
IsObjectObstructedCache cache = new IsObjectObstructedCache(m_RayStart, 1);
return IsObstructedEx(object, cache);
}
private bool IsObstructedEx(Object object, IsObjectObstructedCache cache)
{
return MiscGameplayFunctions.IsObjectObstructedEx(object, cache);
}
//! returns count of founded targets
int GetTargetsCount()
{ return m_Targets.Count(); }
//! returns action target at index
ActionTarget GetTarget(int index)
{ return m_Targets.Get(index); }
//! inserts action into sorted array based on utility
private void StoreTarget(ActionTarget pActionTarget)
{
int index = FindIndexForStoring(pActionTarget.GetUtility());
m_Targets.InsertAt(pActionTarget, index);
//Print("StoreTarget; object: " + pActionTarget.GetObject() + " | parent: " + pActionTarget.GetParent() + " | idx: " + index);
}
//! binary search algorithm
private int FindIndexForStoring(float value)
{
int left = 0;
int right = m_Targets.Count() - 1;
while ( left <= right )
{
int middle = (left + right) / 2;
float middleValue = m_Targets.Get(middle).GetUtility();
if ( middleValue == value )
return middle;
else if ( middleValue < value )
right = middle - 1;
else
left = middle + 1;
}
return left;
}
//! computes utility of target
private float ComputeUtility(Object pTarget, vector pRayStart, vector pRayEnd, Object cursorTarget, vector hitPos)
{
//! out of reach
if (vector.DistanceSq(hitPos, m_Player.GetPosition()) > c_MaxTargetDistance * c_MaxTargetDistance)
return -1;
if (pTarget)
{
if ( pTarget == cursorTarget )
{
//! ground and static objects
if ( pTarget.GetType() == string.Empty )
return 0.01;
if ( pTarget.IsBuilding() )
return 0.25;
if ( pTarget.IsTransport() )
return 0.25;
//!basebuilding objects
if (pTarget.CanUseConstruction())
return 0.85;
if ( pTarget.IsWell() )
return 0.9;
vector playerPosXZ = m_Player.GetPosition();
vector hitPosXZ = hitPos;
playerPosXZ[1] = 0;
hitPosXZ[1] = 0;
if ( vector.DistanceSq(playerPosXZ, hitPosXZ) <= c_MaxTargetDistance * c_MaxTargetDistance )
return c_UtilityMaxValue;
}
float distSqr = DistSqrPoint2Line(pTarget.GetPosition(), pRayStart, pRayEnd);
return (c_UtilityMaxDistFromRaySqr - distSqr) / c_UtilityMaxDistFromRaySqr;
}
return -1;
}
//! distance between point and line
private float DistSqrPoint2Line(vector pPoint, vector pL1, vector pL2)
{
vector v = pL2 - pL1;
vector w = pPoint - pL1;
float c1 = vector.Dot(w,v);
float c2 = vector.Dot(v,v);
if ( c1 <= 0 || c2 == 0 )
return vector.DistanceSq(pPoint, pL1);
float b = c1 / c2;
vector nearestPoint = pL1 + (v * b);
return vector.DistanceSq(pPoint, nearestPoint);
}
private void FilterObstructedObjectsEx(Object cursor_target, array<Object> vicinityObjects)
{
#ifdef DIAG_DEVELOPER
if (DiagMenu.GetBool(DiagMenuIDs.MISC_ACTION_TARGETS_DEBUG))
CleanupDebugShapes(obstruction);
#endif
array<Object> obstructingObjects = new array<Object>;
MiscGameplayFunctions.FilterObstructingObjects(vicinityObjects, obstructingObjects);
if ( obstructingObjects.Count() > 0 )
{
PlayerBase player = PlayerBase.Cast(g_Game.GetPlayer());
int numObstructed = 0;
int mCount = m_VicinityObjects.Count();
if (mCount > GROUPING_COUNT_THRESHOLD)
{
array<Object> filteredObjects = new array<Object>;
MiscGameplayFunctions.FilterObstructedObjectsByGrouping(m_RayStart, c_MaxTargetDistance, c_DistanceDelta, m_VicinityObjects.GetRawVicinityObjects(), vicinityObjects, filteredObjects);
m_VicinityObjects.ClearVicinityObjects();
m_VicinityObjects.TransformToVicinityObjects(filteredObjects);
}
else
{
FilterObstructedObjects(cursor_target);
}
}
}
private void FilterObstructedObjects(Object cursor_target)
{
int numObstructed = 0;
int mCount = m_VicinityObjects.Count();
IsObjectObstructedCache cache = new IsObjectObstructedCache(m_RayStart, mCount);
mCount--;
//! check if targets are not obstructed (eg.: wall)
for ( int i = mCount; i >= 0; --i )
{
Object object = m_VicinityObjects.GetObject(i);
Object parent = m_VicinityObjects.GetParent(i);
//! check for object obstruction(if the object is not a proxy - has no parent)
if (object && !parent)
{
//! when the number of obstructed items is higher than OBSTRUCTED_COUNT_THRESHOLD
//! remove do no run obstruction check and skip these items
if (numObstructed > OBSTRUCTED_COUNT_THRESHOLD && object != cursor_target)
{
m_VicinityObjects.Remove(object);
continue;
}
//! obstruction check
if (object != cursor_target && IsObstructedEx(object, cache))
{
m_VicinityObjects.Remove(object);
numObstructed++;
}
cache.ClearCache();
}
}
}
#ifdef DIAG_DEVELOPER
ref array<Shape> shapes = new array<Shape>();
ref array<Shape> dbgConeShapes = new array<Shape>();
ref array<Shape> rayShapes = new array<Shape>();
ref array<Shape> obstruction = new array<Shape>();
ref array<Shape> dbgPosShapes = new array<Shape>();
void ShowDebugActionTargets(bool enabled)
{
int windowPosX = 0;
int windowPosY = 50;
Object obj;
DbgUI.BeginCleanupScope();
DbgUI.Begin("Action Targets", windowPosX, windowPosY);
if ( enabled )
{
for ( int i = 0; i < GetTargetsCount(); i++ )
{
obj = m_Targets.Get(i).GetObject();
if ( obj )
{
float util = m_Targets.Get(i).GetUtility();
int compIdx = m_Targets.Get(i).GetComponentIndex();
string compName;
array<string> compNames = new array<string>;
compName = obj.GetActionComponentName(compIdx);
obj.GetActionComponentNameList(compIdx, compNames);
if ( compNames.Count() > 0 )
{
for ( int c = 0; c < compNames.Count(); c++ )
{
DbgUI.Text(obj.GetDisplayName() + " :: " + obj + " | util: " + util + " | compIdx: " + compIdx + " | compName: " + compNames[c] + "| wPos: " + obj.GetWorldPosition() );
}
}
else
{
DbgUI.Text(obj.GetDisplayName() + " :: " + obj + " | util: " + util + " | compIdx: " + compIdx + " | compName: " + compName + "| wPos: " + obj.GetWorldPosition() );
}
}
else
continue;
}
}
DbgUI.End();
DbgUI.EndCleanupScope();
}
void DrawDebugActionTargets(bool enabled)
{
int s_id;
vector w_pos;
vector w_pos_sphr;
vector w_pos_lend;
Object obj;
if ( enabled )
{
CleanupDebugShapes(shapes);
for ( int i = 0; i < GetTargetsCount(); i++ )
{
obj = m_Targets.Get(i).GetObject();
if ( obj )
{
w_pos = obj.GetPosition();
// sphere pos tweaks
w_pos_sphr = w_pos;
w_pos_sphr[1] = w_pos_sphr[1] + 0.5;
// line pos tweaks
w_pos_lend = w_pos;
w_pos_lend[1] = w_pos_lend[1] + 0.5;
if ( i == 0 )
{
shapes.Insert( Debug.DrawSphere(w_pos_sphr, 0.03, COLOR_RED) );
shapes.Insert( Debug.DrawLine(w_pos, w_pos_lend, COLOR_RED) );
}
else
{
shapes.Insert( Debug.DrawSphere(w_pos_sphr, 0.03, COLOR_YELLOW) );
shapes.Insert( Debug.DrawLine(w_pos, w_pos_lend, COLOR_YELLOW) );
}
}
}
}
else
CleanupDebugShapes(shapes);
}
private void DrawDebugCone(bool enabled)
{
// "cone" settings
vector start, end, endL, endR;
float playerAngle;
float xL,xR,zL,zR;
if (enabled)
{
CleanupDebugShapes(dbgConeShapes);
start = m_Player.GetPosition();
playerAngle = MiscGameplayFunctions.GetHeadingAngle(m_Player);
// offset position of the shape in height
start[1] = start[1] + 0.2;
endL = start;
endR = start;
xL = c_MaxTargetDistance * Math.Cos(playerAngle + Math.PI_HALF + c_ConeAngle * Math.DEG2RAD); // x
zL = c_MaxTargetDistance * Math.Sin(playerAngle + Math.PI_HALF + c_ConeAngle * Math.DEG2RAD); // z
xR = c_MaxTargetDistance * Math.Cos(playerAngle + Math.PI_HALF - c_ConeAngle * Math.DEG2RAD); // x
zR = c_MaxTargetDistance * Math.Sin(playerAngle + Math.PI_HALF - c_ConeAngle * Math.DEG2RAD); // z
endL[0] = endL[0] + xL;
endL[2] = endL[2] + zL;
endR[0] = endR[0] + xR;
endR[2] = endR[2] + zR;
dbgConeShapes.Insert( Debug.DrawLine(start, endL, COLOR_BLUE) );
dbgConeShapes.Insert( Debug.DrawLine(start, endR, COLOR_BLUE) ) ;
dbgConeShapes.Insert( Debug.DrawLine(endL, endR, COLOR_BLUE) );
}
else
CleanupDebugShapes(dbgConeShapes);
}
private void DrawSelectionPos(bool enabled)
{
if (enabled)
{
CleanupDebugShapes(dbgPosShapes);
if (GetTargetsCount() > 0 && GetTarget(0).GetUtility() > -1 )
{
ActionTarget at = GetTarget(0);
if (at.GetObject())
{
string compName = at.GetObject().GetActionComponentName(at.GetComponentIndex());
vector modelPos = at.GetObject().GetSelectionPositionMS(compName);
vector worldPos = at.GetObject().ModelToWorld(modelPos);
dbgPosShapes.Insert( Debug.DrawSphere(worldPos, 0.25, Colors.PURPLE, ShapeFlags.NOZBUFFER) );
}
}
}
else
CleanupDebugShapes(dbgPosShapes);
}
private void DrawDebugRay(bool enabled)
{
if (enabled)
{
CleanupDebugShapes(rayShapes);
rayShapes.Insert( Debug.DrawSphere(m_HitPos, Math.Sqrt(c_UtilityMaxDistFromRaySqr), COLOR_BLUE_A, ShapeFlags.TRANSP) );
rayShapes.Insert( Debug.DrawLine(m_RayStart, m_RayEnd, COLOR_BLUE) );
}
else
CleanupDebugShapes(rayShapes);
}
private void CleanupDebugShapes(array<Shape> shapesArr)
{
for ( int it = 0; it < shapesArr.Count(); ++it )
{
Debug.RemoveShape( shapesArr[it] );
}
shapesArr.Clear();
}
#endif
//--------------------------------------------------------
// Members
//--------------------------------------------------------
//! player owner
private PlayerBase m_Player;
//! selected & sorted targets by utility function
private ref array<ref ActionTarget> m_Targets;
//! objects in vicinity
static private ref VicinityObjects m_VicinityObjects
private bool m_Debug
private vector m_RayStart;
private vector m_RayEnd;
private vector m_HitPos;
//--------------------------------------------------------
// Constants
//--------------------------------------------------------
//! searching properties
private const float c_RayDistance = 5.0;
private const float c_MaxTargetDistance = 3.0;
private const float c_MaxActionDistance = UAMaxDistances.DEFAULT;
private const float c_ConeAngle = 30.0;
private const float c_ConeHeightMin = -0.5;
private const float c_ConeHeightMax = 2.0;
private const float c_DistanceDelta = 0.3;
//! utility constants
private const float c_UtilityMaxValue = 10000;
private const float c_UtilityMaxDistFromRaySqr = 0.8 * 0.8;
//! p3d
private const string CE_CENTER = "ce_center";
private const float HEIGHT_OFFSET = 0.2;
//! misc
private const int OBSTRUCTED_COUNT_THRESHOLD = 3;
private const int GROUPING_COUNT_THRESHOLD = 10;
//! DEPRECATED
vector CalculateRayStart();
};
class ObjectGroup
{
ref array<Object> Objects = new array<Object>;
}