This commit is contained in:
ChocoTaco 2025-05-17 13:41:52 -04:00
parent 9ba847500e
commit a8af516f52

View file

@ -1,5 +1,6 @@
//Fixes for collision tunneling and other issues, note only tested in classic
//Script By:DarkTiger
//v4.3 - logic rework remove any skips in the checks
//v3.8 - removed sweep optimization/ bug fix in old method
//v3.7 - removed bypass code
//v3.6 - lctf and SCtFGame
@ -31,6 +32,7 @@ $flagCheckRadius = 50;
$playerSizeBox = "1.2 1.2 2.3";
$flagBoxSize = "0.796666 0.139717 2.46029";
$boxCollision = 0;
//0 = old AABB method uses fixed box size makes the player bit narrow
//1 = new OBB method uses perfect box intersection
@ -189,43 +191,16 @@ package flagFix{
};
activatePackage(flagFix);
function vectorMul(%a,%b){
%x = getWords(%a,0) * getWords(%b,0);
%y = getWords(%a,1) * getWords(%b,1);
%z = getWords(%a,2) * getWords(%b,2);
return %x SPC %y SPC %z;
}
function generateBoxData(){
%halfSize = vectorScale($playerSizeBox, 0.5);
$plrBoxMin = getWords(VectorSub("0 0 0", %halfSize),0,1) SPC 0;
$plrBoxMax = getWords(%halfSize,0,1) SPC getWord($playerSizeBox,2);
$plrBox = $plrBoxMin SPC $plrBoxMax;
%playerSize = $playerSizeBox; //"1.2 1.2 2.3";
%halfSize = vectorMul(%playerSize, "0.5 0.5 0");
$plrBoxMin = %minA = VectorSub("0 0 0", %halfSize);
$plrBoxMax = %maxA = getWords(%halfSize,0,1) SPC getWord(%playerSize,2);
$plrBox = %minA SPC %maxA;
%vSubA = vectorSub(%maxA, %minA);
%flagSize = $flagBoxSize;
%halfSize = vectorMul(%flagSize, "0.5 0.5 0");
$flagBoxMin = %minB = VectorSub("0 0 -0.1", %halfSize);
$flagBoxMax = %maxB = getWords(%halfSize,0,1) SPC getWord(%flagSize,2);
$flagBox = %minB SPC %maxB;
%vSubB = vectorSub(%maxB, %minB);
%box[0] = "0 0 0";
%box[1] = "1 0 0";
%box[2] = "0 1 0";
%box[3] = "1 1 0";
%box[4] = "0 0 1";
%box[5] = "1 0 1";
%box[6] = "0 1 1";
%box[7] = "1 1 1";
for(%i = 0; %i < 8; %i++){
$playerBoxData[%i] = vectorAdd(%minA, vectorMul(%vSubA, %box[%i]));
$flagBoxData[%i] = vectorAdd(%minB, vectorMul(%vSubB, %box[%i]));
}
%halfSize = vectorScale($flagBoxSize, 0.5);
$flagBoxMin = getWords(VectorSub("0 0 0", %halfSize),0,1) SPC 0;
$flagBoxMax = getWords(%halfSize,0,1) SPC getWord($flagBoxSize,2);
$flagBox = $flagBoxMin SPC $flagBoxMax;
}generateBoxData();
function vectorLerp(%point1, %point2, %t) {
@ -233,7 +208,8 @@ function vectorLerp(%point1, %point2, %t) {
}
function boxIntersectAABB(%plr, %flg, %lerpPos){
if($boxCollision == 2){
%testMode = 0;
if(%testMode == 1){
%fpos = %flg.getPosition();
%a = vectorAdd($plrBoxMin, %lerpPos) SPC vectorAdd($plrBoxMax, %lerpPos);
@ -250,7 +226,7 @@ function boxIntersectAABB(%plr, %flg, %lerpPos){
(getWord(%a, 2)<= getWord(%b, 5) && getWord(%a, 5) >= getWord(%b, 2));
}
function DefaultGame::flagColTest(%game, %flag, %rsTeam, %ext){
function DefaultGame::flagColTest(%game, %flag, %rsTeam,%fc){
////////////////////////////////////////////////////////////////////////////////
//obj tunneling check
%flagPos = %flag.getPosition();
@ -273,37 +249,32 @@ function DefaultGame::flagColTest(%game, %flag, %rsTeam, %ext){
InitContainerRadiusSearch( %flagPos, $flagCheckRadius, $TypeMasks::PlayerObjectType);
while((%player = containerSearchNext()) != 0){
%playerPos = %player.getPosition();
//%rot = getWords(%player.getTransform(),3,6);
if((%rsTeam && %flag.team != %player.team) || !%rsTeam || %player == %ext){
%flagDist = vectorDist(%flagPos, %playerPos);
if(%player.lastSim > 0 && (%player.getState() !$= "Dead")){// only check at speed
//%fdot = vectorDot(vectorNormalize(%player.getVelocity()),vectorNormalize(VectorSub(%flagPos, %playerPos)));
// %tickDist = vectorLen(%player.getVelocity()) * ($flagSimTime/1000);
%sweepCount = mFloor(vectorDist(%playerPos, %player.oldPos) + 2);
if((getSimTime() - %player.lastSim) <= 128){//make sure are last position is valid
//schedule(1000,0,"drawBeamItem", %player.oldPos,%playerPos,15000);
for(%i = 0; %i < %sweepCount; %i++){// sweep behind us to see if we should have hit something
%lerpPos = vectorLerp(%playerPos, %player.oldPos, %i/(%sweepCount-1));//back sweep
//%point = MatrixMulPoint(%lerpPos SPC %rot, "-0.6 -0.6 0");
//schedule(1000+(%i*128), 0, "drawBoxItemC", %point, %rot, "1.2 1.2 2.3", 15000);
if($boxCollision == 1 && boxIntersect(%player, %flag, %lerpPos)){
// %point = MatrixMulPoint(%flagPos SPC %rot,"-0.398 -0.069 0");
// schedule(1000+(%i*128), 0, "drawBoxItemC", %point, %rot, "0.796666 0.139717 4", 15000);
%flag.getDataBlock().onCollision(%flag, %player);
break;
}
else if(!$boxCollision && boxIntersectAABB(%player, %flag, %lerpPos)){
%flag.getDataBlock().onCollision(%flag, %player);
break;
}
}
//%toPlayer = vectorNormalize(vectorSub(%flagPos,%playerPos));
//%moveDir = vectorNormalize(%player.getVelocity());
//%d = vectorDot( %toPlayer, %moveDir );
if(((%flag.team != %player.team) || !%rsTeam || %fc == %player) && %player.getState() !$= "Dead"){
//%futurePos = vectorAdd(%playerPos, vectorScale(%player.getVelocity(), $flagSimTime / 1000));
if(%player.lastSim[%flag] $= "" || (getSimTime() - %player.lastSim[%flag]) >= 128){
%lastPos = vectorSub(%playerPos, vectorScale(%player.getVelocity(), $flagSimTime / 1000));
%player.oldPos[%flag] = %lastPos;// old data so lets do it velocity based
}
%sweepCount = mFloor(vectorDist(%playerPos, %player.oldPos[%flag]) + 1);// min of 2
for(%i = 0; %i < %sweepCount; %i++){// sweep behind us to see if we should have hit something
%lerpPos = vectorLerp(%playerPos, %player.oldPos[%flag], %i/(%sweepCount-1));//back sweep
if($boxCollision == 1 && boxIntersect(%player, %flag, %lerpPos)){
%flag.getDataBlock().onCollision(%flag, %player);
break;
}
else if(!$boxCollision && boxIntersectAABB(%player, %flag, %lerpPos)){
%flag.getDataBlock().onCollision(%flag, %player);
//error("hit" SPC %player.count++);
break;
}
}
}
%player.oldPos = %playerPos;
%player.lastSim = getSimTime();
%player.oldPos[%flag] = %playerPos;
%player.lastSim[%flag] = getSimTime();
}
//error("scan count" SPC %scanCount SPC %scanPlrCount);
}
function DefaultGame::atHomeFlagLoop(%game){
@ -321,13 +292,16 @@ function DefaultGame::atHomeFlagLoop(%game){
%game.flagResetTime += $flagSimTime;
}
//%game.flagColTest($TeamFlag[1]);
//%game.flagColTest($TeamFlag[2]);
if($TeamFlag[1].isHome && $TeamFlag[2].isHome){//11
%game.flagColTest($TeamFlag[1],1,0);// only look at the other team
%game.flagColTest($TeamFlag[2],1,0);// only look at the other team
}
else if(!$TeamFlag[1].isHome && $TeamFlag[2].isHome){//01
if(isObject($TeamFlag[1].carrier)){// flag has been dropped
%game.flagColTest($TeamFlag[2],1, $TeamFlag[1].carrier); //scan for other team expect for are carrier
%game.flagColTest($TeamFlag[2],1,$TeamFlag[1].carrier); //scan for other team expect for are carrier
}
else{
%game.flagColTest($TeamFlag[1],0,0);// scan for everyone can touch it
@ -336,7 +310,7 @@ function DefaultGame::atHomeFlagLoop(%game){
}
else if($TeamFlag[1].isHome && !$TeamFlag[2].isHome){//10
if(isObject($TeamFlag[2].carrier)){// flag has been dropped
%game.flagColTest($TeamFlag[1],1, $TeamFlag[2].carrier); //scan for other team expect for are carrier
%game.flagColTest($TeamFlag[1],1,$TeamFlag[2].carrier); //scan for other team expect for are carrier
}
else{
%game.flagColTest($TeamFlag[1],1,0);// team 1 flag is still at home so only scan for the other team
@ -345,10 +319,10 @@ function DefaultGame::atHomeFlagLoop(%game){
}
else if(!$TeamFlag[1].isHome && !$TeamFlag[2].isHome){//00
if(!isObject($TeamFlag[1].carrier)){// flag has been dropped
%game.flagColTest($TeamFlag[1],0,0);// scan for everyone can touch it
%game.flagColTest($TeamFlag[1],0);// scan for everyone can touch it
}
if(!isObject($TeamFlag[2].carrier)){// flag has been dropped
%game.flagColTest($TeamFlag[2],0,0);// scan for everyone can touch it
%game.flagColTest($TeamFlag[2],0);// scan for everyone can touch it
}
}
}
@ -437,4 +411,4 @@ function testFlagSpeed(%speed){
%fvec = %player.getForwardVector();
%vel = vectorScale(%fvec,%speed);
%player.setVelocity(%vel);
}
}