meleetargeting.c 8.6 KB

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  1. class MeleeTargetData
  2. {
  3. Object Obj;
  4. vector HitPos;
  5. int HitComponent;
  6. void MeleeTargetData(Object o, vector p, int c)
  7. {
  8. Obj = o;
  9. HitPos = p;
  10. HitComponent = c;
  11. }
  12. }
  13. class MeleeTargetSettings
  14. {
  15. vector ConeOrigin;
  16. float ConeLength;
  17. float ConeHalfAngle;
  18. float ConeHalfAngleRad;
  19. float ConeMinHeight;
  20. float ConeMaxHeight;
  21. vector ConeLeftPoint;
  22. vector ConeRightPoint;
  23. vector RayStart;
  24. vector RayEnd;
  25. vector Dir;
  26. vector XZDir;
  27. float MaxDist;
  28. EntityAI Attacker;
  29. ref array<typename> TargetableObjects
  30. void MeleeTargetSettings(vector coneOrigin, float coneLength, float coneHalfAngle, float coneMinHeight, float coneMaxHeight, vector rayStart, vector dir, float maxDist, EntityAI pToIgnore, array<typename> targetableObjects)
  31. {
  32. ConeOrigin = coneOrigin;
  33. ConeLength = coneLength;
  34. ConeHalfAngle = coneHalfAngle;
  35. ConeHalfAngleRad = Math.DEG2RAD * coneHalfAngle;
  36. ConeMinHeight = coneMinHeight;
  37. ConeMaxHeight = coneMaxHeight;
  38. RayStart = rayStart;
  39. RayEnd = rayStart + Math.SqrFloat(coneLength) * dir;
  40. Dir = dir;
  41. XZDir = dir;
  42. XZDir[1] = 0;
  43. XZDir.Normalize();
  44. MaxDist = maxDist;
  45. Attacker = pToIgnore;
  46. TargetableObjects = targetableObjects;
  47. // Calculate cone points
  48. Math3D.ConePoints(ConeOrigin, ConeLength, ConeHalfAngleRad, -Math.Atan2(XZDir[0], XZDir[2]), ConeLeftPoint, ConeRightPoint);
  49. }
  50. }
  51. class ComponentResult
  52. {
  53. vector ComponentPos;
  54. float ComponentAngle;
  55. float ComponentDistance2;
  56. int ComponentIdx;
  57. }
  58. class MeleeTargeting
  59. {
  60. const static PhxInteractionLayers MELEE_TARGET_OBSTRUCTION_LAYERS = PhxInteractionLayers.BUILDING|PhxInteractionLayers.DOOR|PhxInteractionLayers.VEHICLE|PhxInteractionLayers.ROADWAY|PhxInteractionLayers.TERRAIN|PhxInteractionLayers.ITEM_SMALL|PhxInteractionLayers.ITEM_LARGE|PhxInteractionLayers.FENCE;
  61. MeleeTargetData GetMeleeTargetEx(MeleeTargetSettings settings, out array<Object> allTargets = null, array<string> blacklistedDamageZones = null)
  62. {
  63. MeleeTargetData ret;
  64. // Easier access to MeleeTargetSettings variables
  65. vector coneOrigin = settings.ConeOrigin;
  66. float coneLength = settings.ConeLength;
  67. float coneHalfAngle = settings.ConeHalfAngle;
  68. float radAngle = settings.ConeHalfAngleRad;
  69. float coneMinHeight = settings.ConeMinHeight;
  70. float coneMaxHeight = settings.ConeMaxHeight;
  71. vector coneLeft = settings.ConeLeftPoint;
  72. vector coneRight = settings.ConeRightPoint;
  73. vector rayStart = settings.RayStart;
  74. vector rayEnd = settings.RayEnd;
  75. vector dir = settings.Dir;
  76. vector xzDir = settings.XZDir;
  77. float maxDist = settings.MaxDist;
  78. EntityAI pToIgnore = settings.Attacker;
  79. array<typename> targetableObjects = settings.TargetableObjects;
  80. // Calculate box size
  81. float boxWidth = vector.Distance(coneLeft, coneRight);
  82. float boxHeight = coneMaxHeight - coneMinHeight;
  83. vector boxSize = Vector(boxWidth, boxHeight, coneLength);
  84. // Calculate box center
  85. vector centerHeight = Vector(0, Math.Lerp(coneMinHeight, coneMaxHeight, 0.5), 0);
  86. vector offset = xzDir * coneLength * 0.5;
  87. vector boxCenter = coneOrigin + offset + centerHeight;
  88. // Gather all targets
  89. BoxCollidingParams params = new BoxCollidingParams();
  90. params.SetParams(boxCenter, xzDir.VectorToAngles(), boxSize, ObjIntersect.Fire, ObjIntersect.Fire, true);
  91. array<ref BoxCollidingResult> results = new array<ref BoxCollidingResult>;
  92. array<Object> toIgnore = { pToIgnore };
  93. if (GetGame().IsBoxCollidingGeometryProxy(params, toIgnore, results))
  94. {
  95. //
  96. float retVal = float.MAX;
  97. float tgAngle = Math.Tan(radAngle);
  98. #ifdef DIAG_DEVELOPER
  99. if (DiagMenu.GetBool(DiagMenuIDs.MELEE_DRAW_RANGE) && DiagMenu.GetBool(DiagMenuIDs.MELEE_DEBUG))
  100. Debug.DrawLine(rayStart, rayEnd, COLOR_GREEN, ShapeFlags.ONCE);
  101. #endif
  102. // Find the most suitable target
  103. foreach (BoxCollidingResult bResult : results)
  104. {
  105. Object obj = bResult.obj;
  106. // Check for targetable objects
  107. if (!obj.IsAnyInherited(targetableObjects) || !obj.IsAlive())
  108. {
  109. continue;
  110. }
  111. // Ready the defaults for the object
  112. vector targetPos = obj.GetPosition();
  113. float targetAngle = Math.RAD2DEG * Math.AbsFloat(Math3D.AngleFromPosition(coneOrigin, dir, targetPos));
  114. float targetDistance2 = vector.DistanceSq(targetPos, Math3D.NearestPoint(rayStart, rayEnd, targetPos));
  115. int hitComponent = -1;
  116. float csSum = float.MAX;
  117. // Find the most suitable component
  118. ComponentResult result;
  119. if (FindMostSuitableComponentEx(obj, bResult, settings, csSum, result, blacklistedDamageZones))
  120. {
  121. targetPos = result.ComponentPos;
  122. targetAngle = result.ComponentAngle;
  123. targetDistance2 = result.ComponentDistance2;
  124. hitComponent = result.ComponentIdx;
  125. }
  126. // ProxyInfo
  127. if (bResult.proxyInfo)
  128. {
  129. foreach (BoxCollidingResult pInfo : bResult.proxyInfo)
  130. {
  131. if (FindMostSuitableComponentEx(obj, pInfo, settings, csSum, result, blacklistedDamageZones))
  132. {
  133. targetPos = result.ComponentPos;
  134. targetAngle = result.ComponentAngle;
  135. targetDistance2 = result.ComponentDistance2;
  136. hitComponent = result.ComponentIdx;
  137. }
  138. }
  139. }
  140. // No suitable component found
  141. if (hitComponent == -1 || csSum == float.MAX)
  142. {
  143. continue;
  144. }
  145. // Check if it is a better fit than what has been found previously
  146. float sum = targetDistance2;
  147. if (sum < retVal)
  148. {
  149. ret = new MeleeTargetData(obj, targetPos, hitComponent);
  150. retVal = sum;
  151. }
  152. allTargets.Insert(obj);
  153. }
  154. }
  155. return ret;
  156. }
  157. MeleeTargetData GetMeleeTarget(MeleeTargetSettings settings, out array<Object> allTargets = null)
  158. {
  159. return GetMeleeTargetEx(settings, allTargets);
  160. }
  161. bool FindMostSuitableComponentEx(Object obj, BoxCollidingResult bResult, MeleeTargetSettings settings, out float sum, out ref ComponentResult result, array<string> blacklistedDamageZones)
  162. {
  163. foreach (ComponentInfo cInfo : bResult.componentInfo)
  164. {
  165. ComponentResult cResult = new ComponentResult;
  166. if (!EvaluateComponentEx(obj, cInfo, settings, cResult, blacklistedDamageZones))
  167. {
  168. continue;
  169. }
  170. // Smallest number is a winner
  171. float cSum = cResult.ComponentDistance2;
  172. if (cSum < sum)
  173. {
  174. sum = cSum;
  175. result = cResult;
  176. }
  177. }
  178. return result != null;
  179. }
  180. bool FindMostSuitableComponent(Object obj, BoxCollidingResult bResult, MeleeTargetSettings settings, out float sum, out ref ComponentResult result)
  181. {
  182. return FindMostSuitableComponentEx(obj, bResult, settings, sum, result, null);
  183. }
  184. bool EvaluateComponentEx(Object obj, ComponentInfo cInfo, MeleeTargetSettings settings, out ref ComponentResult result, array<string> blacklistedDamageZones)
  185. {
  186. //! check if the component is on blacklist, if so, continue in lookup
  187. foreach (string zoneName: blacklistedDamageZones)
  188. {
  189. if (obj.GetDamageZoneNameByComponentIndex(cInfo.component) == zoneName)
  190. {
  191. return false;
  192. }
  193. }
  194. vector componentPos = cInfo.componentCenter;
  195. // Too far away! (fast reject)
  196. float componentMaxDist2 = Math.SqrFloat(settings.MaxDist + cInfo.componentRadius * obj.GetScale());
  197. vector nearestPoint = Math3D.NearestPoint(settings.RayStart, settings.RayEnd, componentPos);
  198. float componentDistance2 = vector.DistanceSq(componentPos, nearestPoint);
  199. if (componentDistance2 > componentMaxDist2)
  200. {
  201. return false;
  202. }
  203. // Here some more accurate check could be placed that would adjust the componentPos
  204. // Outside of the cone angle!
  205. float componentAngle = Math.RAD2DEG * Math.AbsFloat(Math3D.AngleFromPosition(settings.ConeOrigin, settings.XZDir, componentPos));
  206. if (componentAngle > settings.ConeHalfAngle)
  207. {
  208. return false;
  209. }
  210. // Obstructed!
  211. if (IsMeleeTargetObstructed(settings.RayStart, componentPos))
  212. {
  213. return false;
  214. }
  215. // We found something, fill it in!
  216. result.ComponentPos = componentPos;
  217. result.ComponentAngle = componentAngle;
  218. result.ComponentDistance2 = componentDistance2;
  219. result.ComponentIdx = cInfo.component;
  220. return true;
  221. }
  222. bool EvaluateComponent(Object obj, ComponentInfo cInfo, MeleeTargetSettings settings, out ref ComponentResult result)
  223. {
  224. return EvaluateComponentEx(obj, cInfo, settings, result, {});
  225. }
  226. bool IsMeleeTargetObstructed(vector rayStart, vector rayEnd)
  227. {
  228. if (rayStart == rayEnd)
  229. {
  230. return true; // Not possible to trace when this happens (zero length raycast)
  231. }
  232. Object hitObject;
  233. vector hitPos, hitNormal;
  234. float hitFraction;
  235. return DayZPhysics.RayCastBullet( rayStart, rayEnd, MELEE_TARGET_OBSTRUCTION_LAYERS, null, hitObject, hitPos, hitNormal, hitFraction);
  236. }
  237. }