Update flagTunnelingFix.cs

This commit is contained in:
ChocoTaco 2024-10-19 15:10:31 -04:00
parent 5dc7c0c8c7
commit 7ee1d7eedb

View file

@ -1,11 +1,12 @@
//Fixes for collision tunneling among other flag issues, note only works in classic ctf game types //Fixes for collision tunneling among other flag issues, note only works in classic ctf game types
//Script By:DarkTiger //Script By:DarkTiger
//V2.1
$ftEnable = 1;//disables all $ftEnable = 1;//disables all
$limitFlagCalls = 1; // prevents frame perfect events witch can cause bad outcomes $limitFlagCalls = 1; // prevents frame perfect events witch can cause bad outcomes
$antiCeiling = 1; // keep flags from getting stuck in the ceiling $antiCeiling = 1; // note this is auto enabled with $boxStuckFix as it needs to check for this
$antiTerTunnel = 0;//prevents terrain tunneling keeps the flag above the terrain leave this off unless you think its a problem $antiTerTunnel = 0;//prevents terrain tunneling keeps the flag above the terrain leave this off unless you think its a problem
$antiFlagImpluse = 1000;//time out period to prevent explosions from effecting flags on drop/toss $antiFlagImpluse = 1000;//time out period to prevent explosions from effecting flags on drop/toss
$boxStuckFix = 1;
//best to leave these values alone unless you understand what the code is doing //best to leave these values alone unless you understand what the code is doing
$flagSimTime = 60;//note a higher the time, the larger the sweep scans will be $flagSimTime = 60;//note a higher the time, the larger the sweep scans will be
@ -13,7 +14,113 @@ $flagCheckRadius = 50;
$playerBoxA = "-0.6 -0.6 0"; $playerBoxA = "-0.6 -0.6 0";
$playerBoxB = "0.6 0.6 2.3"; $playerBoxB = "0.6 0.6 2.3";
$flagStuckTime = 1000; $flagStuckTime = 1000;
$flagSimRate = 30;
$tickDelay = 1; //delay the sim by 1 ticks in case its not needed
function flagSim(%flag,%player){
%bypassBoxCheck = 0;// debug sim
//%mass = 80;// not needed
%bounceFriction = 0.6;
%bounceElasticity = 0.2;
%drag = 0.5;
%simRate = $flagSimRate;
%timeFrame = mFloor(1000 / %simRate);
%dt = %timeFrame / 1000;
%Box2 = %flag.getWorldBox();
%Box1 = %player.getWorldBox();
if(!%flag.isHome && !isObject(%flag.carrier)){
if((boxIntersect(%Box1, %Box2) || %bypassBoxCheck) && vectorLen(%flag.finalVel) > 1 && %flag.countsim < 32){
%flag.setVelocity("0 0 0");// keep it zeroed out
%xform = %flag.getTransform();
%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
%flag.finalVel = vectorAdd(%flag.finalVel, "0 0" SPC (getGravity() * 1) * %dt);// engine adds its gravity so... prob not needed
%flag.finalVel = vectorSub(%flag.finalVel, vectorScale(%flag.finalVel, %drag * %dt));
%newPos = vectorAdd(%oldPos, vectorScale(%flag.finalVel,%dt));
%mask = $TypeMasks::InteriorObjectType | $TypeMasks::StaticTSObjectType | $TypeMasks::TerrainObjectType;//$TypeMasks::ForceFieldObjectType
%movRayB = containerRayCast(%flag.lastSimPos, %newPos, %mask, %flag);
%movRayT = containerRayCast(vectorAdd(%flag.lastSimPos,"0 0 2.4"), vectorAdd(%newPos,"0 0 2.4"), %mask, %flag);
if(%movRayB){
%hitRay = %movRayB;
}
if(%movRayT){
%hitRay = getWord(%movRayT,0) SPC %oldPos SPC getWords(%movRayT,4,6);
}
if(%hitRay){
%normal = getWords(%hitRay, 4, 6);
// Reflect the velocity around the surface normal
%reflectedVel = vectorSub(%flag.finalVel, vectorScale(%normal, vectorDot(%flag.finalVel, %normal) * 2.0));
// Calculate the tangent component for surface friction
%tangent = vectorSub(%reflectedVel, vectorScale(%normal, vectorDot(%reflectedVel, %normal)));
// Apply surface friction
%bounceVel = vectorSub(%reflectedVel, vectorScale(%tangent, %bounceFriction));
// Apply elasticity to modulate the speed of the bounce
%flag.finalVel = vectorScale(%bounceVel, %bounceElasticity);
// Adjust the new position to the point of impact plus a small offset along the normal
%newPos = vectorAdd(getWords(%hitRay, 1, 3), vectorScale(%normal, 0.05));
}
%flag.lastSimPos = %newPos;// we do this so theres no gaps in are sim other wise it could end up underground
%flag.setTransform(%newPos SPC getWords(%xform,3,6));
//%flag.setVelocity(%flag.finalVel);
%flag.countsim++;
schedule(%timeFrame,0,"flagSim",%flag,%player);
}
else{
//error("simCount" SPC %flag.countsim SPC vectorLen(%flag.finalVel));
if(vectorLen(%flag.finalVel) && %flag.countsim > 0){
%flag.setVelocity(%flag.finalVel);
}
}
}
}
function delayStartFlag(%obj,%this){
%obj.countsim = 0;
%obj.lastSimPos = %obj.getPosition();
%drag = 0.5;
%dt = mFloor(1000 / $flagSimRate) / 1000;
for(%i = 0; %i < $tickDelay; %i++){
%obj.finalVel = vectorSub(%obj.finalVel, vectorScale(%obj.finalVel, %drag * %dt));
}
flagSim(%obj,%this);
}
package flagFix{ package flagFix{
function ShapeBase::throwObject(%this,%obj){
parent::throwObject(%this,%obj);
%data = %obj.getDatablock();
if(%data.getName() $= "Flag"){
%fpos = %obj.getPosition();
if($boxStuckFix){
%obj.finalVel = %obj.getVelocity();
%upRay = containerRayCast(vectorAdd(%fpos,"0 0 0.1"), vectorAdd(%fpos,"0 0 2.5"), $TypeMasks::InteriorObjectType | $TypeMasks::StaticTSObjectType | $TypeMasks::ForceFieldObjectType, %obj);
if(%upRay){
%dist = vectorDist(%fpos,getWords(%upRay,1,3));
%obj.setTransform(vectorSub(%fpos,"0 0" SPC (2.6 - %dist)) SPC getWords(%obj.getTransform(), 3, 6));
error("Ceiling" SPC %dist);
}
%wallRay = containerRayCast(%fpos, VectorAdd(%fpos, VectorScale(%this.getForwardVector(), 2)), $TypeMasks::InteriorObjectType | $TypeMasks::StaticTSObjectType | $TypeMasks::ForceFieldObjectType, %obj);
if(!%wallRay){
schedule($tickDelay * mFloor(1000 / $flagSimRate),0,"delayStartFlag",%obj,%this);
}
}
else if($antiCeiling){
//0.1 offset any fp errors with the flag position being at ground level, 2.4 offset flag height offset + some extra
%upRay = containerRayCast(vectorAdd(%fpos,"0 0 0.1"), vectorAdd(%fpos,"0 0 2.5"), $TypeMasks::InteriorObjectType | $TypeMasks::StaticTSObjectType | $TypeMasks::ForceFieldObjectType, %obj);
if(%upRay){
%dist = vectorDist(%fpos,getWords(%upRay,1,3));
%obj.setTransform(vectorSub(%fpos,"0 0" SPC (2.6 - %dist)) SPC getWords(%obj.getTransform(), 3, 6));
//error("bump2");
}
}
}
}
function CTFGame::startFlagCollisionSearch(%game, %flag){ function CTFGame::startFlagCollisionSearch(%game, %flag){
parent::startFlagCollisionSearch(%game, %flag); parent::startFlagCollisionSearch(%game, %flag);
if((getSimTime() - %game.fcs) >= $flagSimTime && $ftEnable){ if((getSimTime() - %game.fcs) >= $flagSimTime && $ftEnable){
@ -115,6 +222,7 @@ package flagFix{
function Flag::shouldApplyImpulse(%data, %obj){ function Flag::shouldApplyImpulse(%data, %obj){
%val = parent::shouldApplyImpulse(%data, %obj); %val = parent::shouldApplyImpulse(%data, %obj);
//error("meow");
if($antiFlagImpluse > 0 && %val && %obj.lastDropTime > 0){ if($antiFlagImpluse > 0 && %val && %obj.lastDropTime > 0){
%time = getSimTime() - %obj.lastDropTime; %time = getSimTime() - %obj.lastDropTime;
if(%time < $antiFlagImpluse){ if(%time < $antiFlagImpluse){
@ -125,27 +233,10 @@ package flagFix{
} }
}; };
activatePackage(flagFix); activatePackage(flagFix);
function DefaultGame::flagColTest(%game, %flag){ function DefaultGame::flagColTest(%game, %flag){
//flag ceiling check //flag ceiling check
%curPos = %flag.getWorldBoxCenter(); %curPos = %flag.getWorldBoxCenter();
if( !%flag.isHome ){ if( !%flag.isHome ){
if($antiCeiling){
%flag.stuckChkTimer += $flagSimTime;
if(%flag.stuckChkTimer > $flagStuckTime){ // rate limit are checks
if(vectorLen(%flag.getVelocity()) < 2){ // only check if we are not at speed
%fpos = %flag.getPosition();
//0.1 offset any fp errors with the flag position being at ground level, 2.4 offset flag height offset + some extra
%upRay = containerRayCast(vectorAdd(%fpos,"0 0 0.1"), vectorAdd(%fpos,"0 0 2.4"), $TypeMasks::InteriorObjectType | $TypeMasks::StaticTSObjectType | $TypeMasks::ForceFieldObjectType, %flag);
if(%upRay){
%dist = vectorDist(%fpos,getWords(%upRay,1,3));
%flag.setTransform(vectorSub(%fpos,"0 0" SPC (2.5 - %dist)) SPC getWords(%flag.getTransform(), 3, 6));
}
}
%flag.stuckChkTimer = 0;
}
}
if($antiTerTunnel){ if($antiTerTunnel){
// anti flag tunneling on terrain // anti flag tunneling on terrain
if(%flag.lastUpdate > 0 && (getSimTime() - %flag.lastUpdate) < 128){//make sure are last position is current if(%flag.lastUpdate > 0 && (getSimTime() - %flag.lastUpdate) < 128){//make sure are last position is current
@ -204,19 +295,3 @@ function DefaultGame::atHomeFlagLoop(%game){
if(isObject(Game) && $missionRunning && $ftEnable) if(isObject(Game) && $missionRunning && $ftEnable)
%game.flagLoop = %game.schedule(%speed, "atHomeFlagLoop"); %game.flagLoop = %game.schedule(%speed, "atHomeFlagLoop");
} }
//original flag impluse fix
//dont use this function, it likes to ue im leaving this here just as a reminder
//also note flag gains velocity from things when not in play aka at stand or on a player backs
//if this is ever used that built up velocity needs to be zeroed out when it not in play
//function Item::applyImpulse(%this, %position, %impulseVec){
//%data = %this.getDatablock();
//%x = getWord(%impulseVec, 0) / %data.mass;
//%y = getWord(%impulseVec, 1) / %data.mass;
//%z = getWord(%impulseVec, 2) / %data.mass;
//%vel = %x SPC %y SPC %z;
//%this.setVelocity(vectorAdd(%this.getVelocity(), %vel));
//}