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https://github.com/ChocoTaco1/TacoServer.git
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Update flagTunnelingFix.cs
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@ -1,19 +1,126 @@
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//Fixes for collision tunneling among other flag issues, note only works in classic ctf game types
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//Script By:DarkTiger
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$ftEnable = 1;//disables all
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//V2.1
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$ftEnable = 1;//disables all
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$limitFlagCalls = 1; // prevents frame perfect events witch can cause bad outcomes
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$antiCeiling = 1; // keep flags from getting stuck in the ceiling
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$antiTerTunnel = 0;//prevents terrain tunneling keeps the flag above the terrain leave this off unless you think its a problem
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$antiCeiling = 1; // note this is auto enabled with $boxStuckFix as it needs to check for this
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$antiTerTunnel = 0;//prevents terrain tunneling keeps the flag above the terrain leave this off unless you think its a problem
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$antiFlagImpluse = 1000;//time out period to prevent explosions from effecting flags on drop/toss
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$boxStuckFix = 1;
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//best to leave these values alone unless you understand what the code is doing
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//best to leave these values alone unless you understand what the code is doing
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$flagSimTime = 60;//note a higher the time, the larger the sweep scans will be
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$flagCheckRadius = 50;
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$playerBoxA = "-0.6 -0.6 0";
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$playerBoxB = "0.6 0.6 2.3";
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$flagStuckTime = 1000;
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$flagStuckTime = 1000;
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$flagSimRate = 30;
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$tickDelay = 1; //delay the sim by 1 ticks in case its not needed
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function flagSim(%flag,%player){
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%bypassBoxCheck = 0;// debug sim
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//%mass = 80;// not needed
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%bounceFriction = 0.6;
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%bounceElasticity = 0.2;
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%drag = 0.5;
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%simRate = $flagSimRate;
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%timeFrame = mFloor(1000 / %simRate);
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%dt = %timeFrame / 1000;
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%Box2 = %flag.getWorldBox();
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%Box1 = %player.getWorldBox();
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if(!%flag.isHome && !isObject(%flag.carrier)){
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if((boxIntersect(%Box1, %Box2) || %bypassBoxCheck) && vectorLen(%flag.finalVel) > 1 && %flag.countsim < 32){
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%flag.setVelocity("0 0 0");// keep it zeroed out
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%xform = %flag.getTransform();
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%oldPos = getWords(%xform,0,2);// we dont use lastSimPos here as it will be fighting the engine too much instead we use it in the raycast
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%flag.finalVel = vectorAdd(%flag.finalVel, "0 0" SPC (getGravity() * 1) * %dt);// engine adds its gravity so... prob not needed
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%flag.finalVel = vectorSub(%flag.finalVel, vectorScale(%flag.finalVel, %drag * %dt));
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%newPos = vectorAdd(%oldPos, vectorScale(%flag.finalVel,%dt));
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%mask = $TypeMasks::InteriorObjectType | $TypeMasks::StaticTSObjectType | $TypeMasks::TerrainObjectType;//$TypeMasks::ForceFieldObjectType
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%movRayB = containerRayCast(%flag.lastSimPos, %newPos, %mask, %flag);
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%movRayT = containerRayCast(vectorAdd(%flag.lastSimPos,"0 0 2.4"), vectorAdd(%newPos,"0 0 2.4"), %mask, %flag);
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if(%movRayB){
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%hitRay = %movRayB;
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}
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if(%movRayT){
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%hitRay = getWord(%movRayT,0) SPC %oldPos SPC getWords(%movRayT,4,6);
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}
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if(%hitRay){
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%normal = getWords(%hitRay, 4, 6);
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// Reflect the velocity around the surface normal
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%reflectedVel = vectorSub(%flag.finalVel, vectorScale(%normal, vectorDot(%flag.finalVel, %normal) * 2.0));
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// Calculate the tangent component for surface friction
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%tangent = vectorSub(%reflectedVel, vectorScale(%normal, vectorDot(%reflectedVel, %normal)));
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// Apply surface friction
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%bounceVel = vectorSub(%reflectedVel, vectorScale(%tangent, %bounceFriction));
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// Apply elasticity to modulate the speed of the bounce
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%flag.finalVel = vectorScale(%bounceVel, %bounceElasticity);
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// Adjust the new position to the point of impact plus a small offset along the normal
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%newPos = vectorAdd(getWords(%hitRay, 1, 3), vectorScale(%normal, 0.05));
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}
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%flag.lastSimPos = %newPos;// we do this so theres no gaps in are sim other wise it could end up underground
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%flag.setTransform(%newPos SPC getWords(%xform,3,6));
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//%flag.setVelocity(%flag.finalVel);
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%flag.countsim++;
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schedule(%timeFrame,0,"flagSim",%flag,%player);
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}
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else{
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//error("simCount" SPC %flag.countsim SPC vectorLen(%flag.finalVel));
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if(vectorLen(%flag.finalVel) && %flag.countsim > 0){
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%flag.setVelocity(%flag.finalVel);
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}
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}
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}
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}
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function delayStartFlag(%obj,%this){
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%obj.countsim = 0;
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%obj.lastSimPos = %obj.getPosition();
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%drag = 0.5;
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%dt = mFloor(1000 / $flagSimRate) / 1000;
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for(%i = 0; %i < $tickDelay; %i++){
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%obj.finalVel = vectorSub(%obj.finalVel, vectorScale(%obj.finalVel, %drag * %dt));
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}
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flagSim(%obj,%this);
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}
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package flagFix{
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function ShapeBase::throwObject(%this,%obj){
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parent::throwObject(%this,%obj);
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%data = %obj.getDatablock();
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if(%data.getName() $= "Flag"){
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%fpos = %obj.getPosition();
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if($boxStuckFix){
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%obj.finalVel = %obj.getVelocity();
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%upRay = containerRayCast(vectorAdd(%fpos,"0 0 0.1"), vectorAdd(%fpos,"0 0 2.5"), $TypeMasks::InteriorObjectType | $TypeMasks::StaticTSObjectType | $TypeMasks::ForceFieldObjectType, %obj);
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if(%upRay){
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%dist = vectorDist(%fpos,getWords(%upRay,1,3));
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%obj.setTransform(vectorSub(%fpos,"0 0" SPC (2.6 - %dist)) SPC getWords(%obj.getTransform(), 3, 6));
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error("Ceiling" SPC %dist);
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}
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%wallRay = containerRayCast(%fpos, VectorAdd(%fpos, VectorScale(%this.getForwardVector(), 2)), $TypeMasks::InteriorObjectType | $TypeMasks::StaticTSObjectType | $TypeMasks::ForceFieldObjectType, %obj);
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if(!%wallRay){
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schedule($tickDelay * mFloor(1000 / $flagSimRate),0,"delayStartFlag",%obj,%this);
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}
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}
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else if($antiCeiling){
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//0.1 offset any fp errors with the flag position being at ground level, 2.4 offset flag height offset + some extra
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%upRay = containerRayCast(vectorAdd(%fpos,"0 0 0.1"), vectorAdd(%fpos,"0 0 2.5"), $TypeMasks::InteriorObjectType | $TypeMasks::StaticTSObjectType | $TypeMasks::ForceFieldObjectType, %obj);
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if(%upRay){
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%dist = vectorDist(%fpos,getWords(%upRay,1,3));
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%obj.setTransform(vectorSub(%fpos,"0 0" SPC (2.6 - %dist)) SPC getWords(%obj.getTransform(), 3, 6));
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//error("bump2");
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}
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}
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}
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}
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function CTFGame::startFlagCollisionSearch(%game, %flag){
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parent::startFlagCollisionSearch(%game, %flag);
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if((getSimTime() - %game.fcs) >= $flagSimTime && $ftEnable){
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@ -65,89 +172,73 @@ package flagFix{
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function CTFGame::playerTouchFlag(%game, %player, %flag){
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if(%flag.lastFlagCallms > 0 && $limitFlagCalls){
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%timeDif = getSimTime() - %flag.lastFlagCallms;
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if(%timeDif < 32){
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return;
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if(%timeDif < 32){
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return;
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}
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}
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%flag.lastFlagCallms = getSimTime();
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parent::playerTouchFlag(%game, %player, %flag);
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}
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function SCtFGame::playerTouchFlag(%game, %player, %flag){
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if(%flag.lastFlagCallms > 0 && $limitFlagCalls){
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%timeDif = getSimTime() - %flag.lastFlagCallms;
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if(%timeDif < 32){
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return;
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return;
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}
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}
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%flag.lastFlagCallms = getSimTime();
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parent::playerTouchFlag(%game, %player, %flag);
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}
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function PracticeCTFGame::playerTouchFlag(%game, %player, %flag){
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if(%flag.lastFlagCallms > 0 && $limitFlagCalls){
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%timeDif = getSimTime() - %flag.lastFlagCallms;
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if(%timeDif < 32){
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return;
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return;
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}
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}
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%flag.lastFlagCallms = getSimTime();
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parent::playerTouchFlag(%game, %player, %flag);
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}
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function CTFGame::playerDroppedFlag(%game, %player){
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%flag = %player.holdingFlag;
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%flag.lastDropTime = getSimTime();
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parent::playerDroppedFlag(%game, %player);
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}
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function SCtFGame::playerDroppedFlag(%game, %player){
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%flag = %player.holdingFlag;
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%flag.lastDropTime = getSimTime();
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parent::playerDroppedFlag(%game, %player);
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}
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function PracticeCTFGame::playerDroppedFlag(%game, %player){
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%flag = %player.holdingFlag;
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%flag.lastDropTime = getSimTime();
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parent::playerDroppedFlag(%game, %player);
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}
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function Flag::shouldApplyImpulse(%data, %obj){
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%val = parent::shouldApplyImpulse(%data, %obj);
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%val = parent::shouldApplyImpulse(%data, %obj);
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//error("meow");
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if($antiFlagImpluse > 0 && %val && %obj.lastDropTime > 0){
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%time = getSimTime() - %obj.lastDropTime;
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if(%time < $antiFlagImpluse){
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%val = 0;
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%val = 0;
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}
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}
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return %val;
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}
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};
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activatePackage(flagFix);
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function DefaultGame::flagColTest(%game, %flag){
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//flag ceiling check
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%curPos = %flag.getWorldBoxCenter();
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if( !%flag.isHome ){
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if($antiCeiling){
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%flag.stuckChkTimer += $flagSimTime;
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if(%flag.stuckChkTimer > $flagStuckTime){ // rate limit are checks
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if(vectorLen(%flag.getVelocity()) < 2){ // only check if we are not at speed
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%fpos = %flag.getPosition();
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//0.1 offset any fp errors with the flag position being at ground level, 2.4 offset flag height offset + some extra
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%upRay = containerRayCast(vectorAdd(%fpos,"0 0 0.1"), vectorAdd(%fpos,"0 0 2.4"), $TypeMasks::InteriorObjectType | $TypeMasks::StaticTSObjectType | $TypeMasks::ForceFieldObjectType, %flag);
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if(%upRay){
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%dist = vectorDist(%fpos,getWords(%upRay,1,3));
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%flag.setTransform(vectorSub(%fpos,"0 0" SPC (2.5 - %dist)) SPC getWords(%flag.getTransform(), 3, 6));
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}
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}
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%flag.stuckChkTimer = 0;
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}
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}
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if($antiTerTunnel){
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// anti flag tunneling on terrain
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// anti flag tunneling on terrain
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if(%flag.lastUpdate > 0 && (getSimTime() - %flag.lastUpdate) < 128){//make sure are last position is current
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%terRay = containerRayCast(%flag.dtLastPos, %curPos, $TypeMasks::TerrainObjectType, %flag);
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if(%terRay){
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@ -181,7 +272,7 @@ function DefaultGame::flagColTest(%game, %flag){
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%player.oldPos = %playerPos;
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%player.lastSim = getSimTime();
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}
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}
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}
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function vectorLerp(%point1, %point2, %t) {
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return vectorAdd(%point1, vectorScale(vectorSub(%point2, %point1), %t));
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@ -203,20 +294,4 @@ function DefaultGame::atHomeFlagLoop(%game){
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%speed = ($HostGamePlayerCount - $HostGameBotCount > 0) ? $flagSimTime : 30000;
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if(isObject(Game) && $missionRunning && $ftEnable)
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%game.flagLoop = %game.schedule(%speed, "atHomeFlagLoop");
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}
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//original flag impluse fix
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//dont use this function, it likes to ue im leaving this here just as a reminder
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//also note flag gains velocity from things when not in play aka at stand or on a player backs
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//if this is ever used that built up velocity needs to be zeroed out when it not in play
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//function Item::applyImpulse(%this, %position, %impulseVec){
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//%data = %this.getDatablock();
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//%x = getWord(%impulseVec, 0) / %data.mass;
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//%y = getWord(%impulseVec, 1) / %data.mass;
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//%z = getWord(%impulseVec, 2) / %data.mass;
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//%vel = %x SPC %y SPC %z;
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//%this.setVelocity(vectorAdd(%this.getVelocity(), %vel));
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//}
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}
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