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Mine Distance (#1276)
* changing to square distance during mine checks; repeating entity geometric distance check function * added separate trigger radius rules for players and vehicles
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parent
5e0584b83b
commit
f74da61fa5
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@ -1,7 +1,7 @@
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// Copyright (c) 2017 PSForever
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package net.psforever.objects
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import net.psforever.objects.avatar.interaction.{WithEntrance, WithGantry, WithLava, WithWater}
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import net.psforever.objects.avatar.interaction.{TriggerOnPlayerRule, WithEntrance, WithGantry, WithLava, WithWater}
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import net.psforever.objects.avatar.{Avatar, LoadoutManager, SpecialCarry}
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import net.psforever.objects.ballistics.InteractWithRadiationClouds
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import net.psforever.objects.ce.{Deployable, InteractWithMines, InteractWithTurrets}
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@ -47,7 +47,7 @@ class Player(var avatar: Avatar)
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new WithGantry(avatar.name),
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new WithMovementTrigger()
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)))
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interaction(new InteractWithMines(range = 10))
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interaction(new InteractWithMines(range = 10, TriggerOnPlayerRule))
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interaction(new InteractWithTurrets())
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interaction(new InteractWithRadiationClouds(range = 10f, Some(this)))
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@ -16,7 +16,7 @@ import net.psforever.objects.serverobject.hackable.Hackable
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import net.psforever.objects.serverobject.interior.{InteriorAwareFromInteraction, Sidedness}
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import net.psforever.objects.serverobject.structures.AmenityOwner
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import net.psforever.objects.vehicles._
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import net.psforever.objects.vehicles.interaction.{WithLava, WithWater}
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import net.psforever.objects.vehicles.interaction.{TriggerOnVehicleRule, WithLava, WithWater}
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import net.psforever.objects.vital.resistance.StandardResistanceProfile
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import net.psforever.objects.vital.Vitality
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import net.psforever.objects.vital.resolution.DamageResistanceModel
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@ -101,7 +101,7 @@ class Vehicle(private val vehicleDef: VehicleDefinition)
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new WithDeath(),
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new WithMovementTrigger()
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)))
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interaction(new InteractWithMines(range = 20))
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interaction(new InteractWithMines(range = 20, TriggerOnVehicleRule))
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interaction(new InteractWithTurrets())
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interaction(new InteractWithRadiationCloudsSeatedInVehicle(obj = this, range = 20))
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@ -0,0 +1,14 @@
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// Copyright (c) 2025 PSForever
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package net.psforever.objects.avatar.interaction
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import net.psforever.objects.ce.TriggerTest
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import net.psforever.objects.ExplosiveDeployable
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import net.psforever.objects.geometry.d3.VolumetricGeometry
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import net.psforever.objects.zones.Zone
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case object TriggerOnPlayerRule
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extends TriggerTest {
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def test(g: VolumetricGeometry, obj: ExplosiveDeployable, radius: Float): Boolean = {
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Zone.distanceCheck(g, obj, radius)
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}
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}
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@ -1,8 +1,9 @@
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// Copyright (c) 2021 PSForever
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package net.psforever.objects.ce
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import net.psforever.objects.geometry.d3.VolumetricGeometry
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import net.psforever.objects.zones.blockmap.SectorPopulation
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import net.psforever.objects.zones.{InteractsWithZone, Zone, ZoneInteraction, ZoneInteractionType}
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import net.psforever.objects.zones.{InteractsWithZone, ZoneInteraction, ZoneInteractionType}
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import net.psforever.objects.{BoomerDeployable, ExplosiveDeployable}
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import net.psforever.types.PlanetSideGUID
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@ -13,7 +14,7 @@ case object MineInteraction extends ZoneInteractionType
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* "Interact", here, is a graceful word for "trample upon" and the consequence should be an explosion
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* and maybe death.
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*/
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class InteractWithMines(val range: Float)
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class InteractWithMines(val range: Float, rule: TriggerTest)
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extends ZoneInteraction {
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/**
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* mines that, though detected, are skipped from being alerted;
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@ -23,7 +24,7 @@ class InteractWithMines(val range: Float)
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*/
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private var skipTargets: List[PlanetSideGUID] = List()
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def Type = MineInteraction
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def Type: MineInteraction.type = MineInteraction
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/**
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* Trample upon active mines in our current detection sector and alert those mines.
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@ -32,12 +33,12 @@ class InteractWithMines(val range: Float)
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*/
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def interaction(sector: SectorPopulation, target: InteractsWithZone): Unit = {
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val faction = target.Faction
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lazy val targetGeometry = target.Definition.Geometry(target)
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val targets = sector
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.deployableList
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.filter {
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case _: BoomerDeployable => false //boomers are specific types of ExplosiveDeployable but do not count here
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case ex: ExplosiveDeployable => ex.Faction != faction &&
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Zone.distanceCheck(target, ex, ex.Definition.triggerRadius)
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case _: BoomerDeployable => false //boomers are a specific type of ExplosiveDeployable that do not count here
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case ex: ExplosiveDeployable => ex.Faction != faction && rule.test(targetGeometry, ex, ex.Definition.triggerRadius)
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case _ => false
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}
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val notSkipped = targets.filterNot { t => skipTargets.contains(t.GUID) }
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@ -56,3 +57,19 @@ class InteractWithMines(val range: Float)
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skipTargets = List()
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}
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}
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/**
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* The testing rule used to determine if a target is within range
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* to agitate the game world deployable extra-territorial munitions.
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*/
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trait TriggerTest {
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/**
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* Perform the test
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* @param g the geometric representation of a game entity
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* @param obj a game entity
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* @param distance the maximum distance permissible between game entities
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* @return `true`, if the two entities are near enough to each other;
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* `false`, otherwise
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*/
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def test(g: VolumetricGeometry, obj: ExplosiveDeployable, distance: Float): Boolean
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}
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@ -0,0 +1,14 @@
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// Copyright (c) 2025 PSForever
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package net.psforever.objects.vehicles.interaction
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import net.psforever.objects.ce.TriggerTest
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import net.psforever.objects.ExplosiveDeployable
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import net.psforever.objects.geometry.d3.VolumetricGeometry
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import net.psforever.objects.zones.Zone
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case object TriggerOnVehicleRule
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extends TriggerTest {
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def test(g: VolumetricGeometry, obj: ExplosiveDeployable, radius: Float): Boolean = {
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Zone.distanceCheck(g, obj, radius * radius)
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}
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}
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@ -1901,6 +1901,24 @@ object Zone {
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distanceCheck(obj1.Definition.Geometry(obj1), obj2.Definition.Geometry(obj2), maxDistance)
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}
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/**
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* Two game entities are considered "near" each other if they are within a certain distance of one another.
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* A default function literal mainly used for `serverSideDamage`.
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* Best used when one entity - `obj1` - is to be reused in tests against multiple other entities
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* as it skips repeatedly calculating the volumetric geometry of the repeating entity.
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* @see `ObjectDefinition.Geometry`
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* @see `serverSideDamage`
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* @param obj1 the geometric representation of a game entity
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* @param obj2 a game entity
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* @param maxDistance the square of the maximum distance permissible between game entities
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* before they are no longer considered "near"
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* @return `true`, if the two entities are near enough to each other;
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* `false`, otherwise
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*/
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def distanceCheck(obj1: VolumetricGeometry, obj2: PlanetSideGameObject, maxDistance: Float): Boolean = {
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distanceCheck(obj1, obj2.Definition.Geometry(obj2), maxDistance)
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}
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/**
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* Two game entities are considered "near" each other if they are within a certain distance of one another.
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* @param g1 the geometric representation of a game entity
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