changing to square distance during mine checks; repeating entity geometric distance check function

This commit is contained in:
Fate-JH 2025-06-17 13:38:19 -04:00
parent b00f4283ab
commit 3956c1edad
2 changed files with 22 additions and 3 deletions

View file

@ -23,7 +23,7 @@ class InteractWithMines(val range: Float)
*/
private var skipTargets: List[PlanetSideGUID] = List()
def Type = MineInteraction
def Type: MineInteraction.type = MineInteraction
/**
* Trample upon active mines in our current detection sector and alert those mines.
@ -32,12 +32,13 @@ class InteractWithMines(val range: Float)
*/
def interaction(sector: SectorPopulation, target: InteractsWithZone): Unit = {
val faction = target.Faction
lazy val targetGeometry = target.Definition.Geometry(target)
val targets = sector
.deployableList
.filter {
case _: BoomerDeployable => false //boomers are specific types of ExplosiveDeployable but do not count here
case _: BoomerDeployable => false //boomers are a specific type of ExplosiveDeployable that do not count here
case ex: ExplosiveDeployable => ex.Faction != faction &&
Zone.distanceCheck(target, ex, ex.Definition.triggerRadius)
Zone.distanceCheck(targetGeometry, ex, ex.Definition.triggerRadius * ex.Definition.triggerRadius)
case _ => false
}
val notSkipped = targets.filterNot { t => skipTargets.contains(t.GUID) }

View file

@ -1901,6 +1901,24 @@ object Zone {
distanceCheck(obj1.Definition.Geometry(obj1), obj2.Definition.Geometry(obj2), maxDistance)
}
/**
* Two game entities are considered "near" each other if they are within a certain distance of one another.
* A default function literal mainly used for `serverSideDamage`.
* Best used when one entity - `obj1` - is to be reused in tests against multiple other entities
* as it skips repeatedly calculating the volumetric geometry of the repeating entity.
* @see `ObjectDefinition.Geometry`
* @see `serverSideDamage`
* @param obj1 the geometric representation of a game entity
* @param obj2 a game entity
* @param maxDistance the square of the maximum distance permissible between game entities
* before they are no longer considered "near"
* @return `true`, if the two entities are near enough to each other;
* `false`, otherwise
*/
def distanceCheck(obj1: VolumetricGeometry, obj2: PlanetSideGameObject, maxDistance: Float): Boolean = {
distanceCheck(obj1, obj2.Definition.Geometry(obj2), maxDistance)
}
/**
* Two game entities are considered "near" each other if they are within a certain distance of one another.
* @param g1 the geometric representation of a game entity