TacoServer/Classic/scripts/autoexec/flagTunnelingFix.cs
2024-03-31 19:31:48 -04:00

223 lines
8.3 KiB
C#

//Fixes for collision tunneling among other flag issues, note only works in classic ctf game types
//Script By:DarkTiger
$ftEnable = 1;//disables all
$limitFlagCalls = 1; // prevents frame perfect events witch can cause bad outcomes
$antiCeiling = 1; // keep flags from getting stuck in the ceiling
$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
//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
$flagCheckRadius = 50;
$playerBoxA = "-0.6 -0.6 0";
$playerBoxB = "0.6 0.6 2.3";
$flagStuckTime = 1000;
package flagFix{
function CTFGame::startFlagCollisionSearch(%game, %flag){
parent::startFlagCollisionSearch(%game, %flag);
if((getSimTime() - %game.fcs) >= $flagSimTime && $ftEnable){
%game.flagColTest(%flag);
%game.fcs = getSimTime();
}
}
function SCtFGame::startFlagCollisionSearch(%game, %flag){
parent::startFlagCollisionSearch(%game, %flag);
if((getSimTime() - %game.fcs) >= $flagSimTime && $ftEnable){
%game.flagColTest(%flag);
%game.fcs = getSimTime();
}
}
function PracticeCTFGame::startFlagCollisionSearch(%game, %flag){
parent::startFlagCollisionSearch(%game, %flag);
if((getSimTime() - %game.fcs) >= $flagSimTime && $ftEnable){
%game.flagColTest(%flag);
%game.fcs = getSimTime();
}
}
function CTFGame::startMatch(%game){
parent::startMatch(%game);
if(!isEventPending(Game.flagLoop)){
%game.atHomeFlagLoop();
}
%game.fcs = getSimTime();
}
function SCtFGame::startMatch(%game){
parent::startMatch(%game);
if(!isEventPending(Game.flagLoop)){
%game.atHomeFlagLoop();
}
%game.fcs = getSimTime();
}
function PracticeCTFGame::startMatch(%game){
parent::startMatch(%game);
if(!isEventPending(Game.flagLoop)){
%game.atHomeFlagLoop();
}
%game.fcs = getSimTime();
}
//prevents frame perfect flag touches witch can cause bad stuff to happen in ctf
function CTFGame::playerTouchFlag(%game, %player, %flag){
if(%flag.lastFlagCallms > 0 && $limitFlagCalls){
%timeDif = getSimTime() - %flag.lastFlagCallms;
if(%timeDif < 32){
return;
}
}
%flag.lastFlagCallms = getSimTime();
parent::playerTouchFlag(%game, %player, %flag);
}
function SCtFGame::playerTouchFlag(%game, %player, %flag){
if(%flag.lastFlagCallms > 0 && $limitFlagCalls){
%timeDif = getSimTime() - %flag.lastFlagCallms;
if(%timeDif < 32){
return;
}
}
%flag.lastFlagCallms = getSimTime();
parent::playerTouchFlag(%game, %player, %flag);
}
function PracticeCTFGame::playerTouchFlag(%game, %player, %flag){
if(%flag.lastFlagCallms > 0 && $limitFlagCalls){
%timeDif = getSimTime() - %flag.lastFlagCallms;
if(%timeDif < 32){
return;
}
}
%flag.lastFlagCallms = getSimTime();
parent::playerTouchFlag(%game, %player, %flag);
}
function CTFGame::playerDroppedFlag(%game, %player){
%flag = %player.holdingFlag;
%flag.lastDropTime = getSimTime();
parent::playerDroppedFlag(%game, %player);
}
function SCtFGame::playerDroppedFlag(%game, %player){
%flag = %player.holdingFlag;
%flag.lastDropTime = getSimTime();
parent::playerDroppedFlag(%game, %player);
}
function PracticeCTFGame::playerDroppedFlag(%game, %player){
%flag = %player.holdingFlag;
%flag.lastDropTime = getSimTime();
parent::playerDroppedFlag(%game, %player);
}
function Flag::shouldApplyImpulse(%data, %obj){
%val = parent::shouldApplyImpulse(%data, %obj);
if($antiFlagImpluse > 0 && %val && %obj.lastDropTime > 0){
%time = getSimTime() - %obj.lastDropTime;
if(%time < $antiFlagImpluse){
%val = 0;
}
}
return %val;
}
};
activatePackage(flagFix);
function DefaultGame::flagColTest(%game, %flag){
//flag ceiling check
%curPos = %flag.getWorldBoxCenter();
if( !%flag.isHome ){
if($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){
// anti flag tunneling on terrain
if(%flag.lastUpdate > 0 && (getSimTime() - %flag.lastUpdate) < 128){//make sure are last position is current
%terRay = containerRayCast(%flag.dtLastPos, %curPos, $TypeMasks::TerrainObjectType, %flag);
if(%terRay){
%curPos = vectorAdd(getWords(%terRay,1,3), "0 0 0.5");
%flag.setTransform(%curPos SPC getWords(%flag.getTransform(), 3, 6));
}
}
%flag.lastUpdate = getSimTime();
%flag.dtLastPos = %curPos;
}
}
////////////////////////////////////////////////////////////////////////////////
//flag collision check
%Box2 = %flag.getWorldBox();
InitContainerRadiusSearch( %curPos, $flagCheckRadius, $TypeMasks::PlayerObjectType);
while((%player = containerSearchNext()) != 0){
%playerPos = %player.getPosition();
if(%player.lastSim > 0 && (%player.getState() !$= "Dead")){// only check at speed
if((getSimTime() - %player.lastSim) <= 128){//make sure are last position is valid
%sweepCount = mFloor(vectorDist(%playerPos, %player.oldPos) + 1);
for(%i = 0; %i < %sweepCount; %i++){// sweep behind us to see if we should have hit something
%lerpPos = vectorLerp(%playerPos, %player.oldPos, (%i+1)/%sweepCount);//back sweep
%Box1 = vectorAdd($playerBoxA, %lerpPos) SPC vectorAdd($playerBoxB, %lerpPos);
if(boxIntersect(%Box1, %Box2)){
%flag.getDataBlock().onCollision(%flag, %player);
break;
}
}
}
}
%player.oldPos = %playerPos;
%player.lastSim = getSimTime();
}
}
function vectorLerp(%point1, %point2, %t) {
return vectorAdd(%point1, vectorScale(vectorSub(%point2, %point1), %t));
}
function boxIntersect(%a, %b){
return (getWord(%a, 0) <= getWord(%b, 3) && getWord(%a, 3) >= getWord(%b, 0)) &&
(getWord(%a, 1) <= getWord(%b, 4) && getWord(%a, 4) >= getWord(%b, 1)) &&
(getWord(%a, 2) <= getWord(%b, 5) && getWord(%a, 5) >= getWord(%b, 2));
}
function DefaultGame::atHomeFlagLoop(%game){
if($TeamFlag[1].isHome ){
%game.flagColTest($TeamFlag[1], 0);
}
if($TeamFlag[2].isHome){
%game.flagColTest($TeamFlag[2], 0);
}
%speed = ($HostGamePlayerCount - $HostGameBotCount > 0) ? $flagSimTime : 30000;
if(isObject(Game) && $missionRunning && $ftEnable)
%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));
//}