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changing to square distance during mine checks; repeating entity geometric distance check function
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2 changed files with 22 additions and 3 deletions
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@ -23,7 +23,7 @@ class InteractWithMines(val range: Float)
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*/
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*/
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private var skipTargets: List[PlanetSideGUID] = List()
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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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/**
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* Trample upon active mines in our current detection sector and alert those mines.
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* Trample upon active mines in our current detection sector and alert those mines.
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@ -32,12 +32,13 @@ class InteractWithMines(val range: Float)
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*/
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*/
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def interaction(sector: SectorPopulation, target: InteractsWithZone): Unit = {
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def interaction(sector: SectorPopulation, target: InteractsWithZone): Unit = {
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val faction = target.Faction
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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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val targets = sector
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.deployableList
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.deployableList
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.filter {
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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 _: BoomerDeployable => false //boomers are a specific type of ExplosiveDeployable that do not count here
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case ex: ExplosiveDeployable => ex.Faction != faction &&
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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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Zone.distanceCheck(targetGeometry, ex, ex.Definition.triggerRadius * ex.Definition.triggerRadius)
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case _ => false
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case _ => false
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}
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}
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val notSkipped = targets.filterNot { t => skipTargets.contains(t.GUID) }
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val notSkipped = targets.filterNot { t => skipTargets.contains(t.GUID) }
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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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distanceCheck(obj1.Definition.Geometry(obj1), obj2.Definition.Geometry(obj2), maxDistance)
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}
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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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/**
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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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* 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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* @param g1 the geometric representation of a game entity
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