/// <summary>
        ///
        /// </summary>
        /// <param name="_testo"></param>
        /// <returns></returns>
        public override bool Equals(object _testo)
        {
            TransformF _test = (TransformF)_testo;

            return((mPositionX == _test.mPositionX) && (mPositionY == _test.mPositionY) &&
                   (mPositionZ == _test.mPositionZ));
        }
        /// <summary>
        ///
        /// </summary>
        /// <returns></returns>
        public TransformF copy()
        {
            TransformF t = new TransformF(mPositionX, mPositionY, mPositionZ, mOrientationX, mOrientationY,
                                          mOrientationZ, MAngle);

            return(t);
        }
Beispiel #3
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        public virtual SceneObject respawnTurret(SimDataBlock datablock, string classname, TransformF transform, string isstatic, string respawn)
        {
            ObjectCreator tch = new ObjectCreator(classname);
            tch["datablock"] = datablock;
            tch["static"] = isstatic;
            tch["respawn"] = respawn;

            SceneObject turret = tch.Create();

            turret.setTransform(transform);
            ((SimGroup) "MissionGroup").add(turret);
            return turret;
        }
        public override int onThrow(ShapeBase player, int amount)
        {
            if (amount == 0)
                amount = 1;

            if (this["maxInventory"] != string.Empty)
                {
                if (amount > this["maxInventory"].AsInt())
                    amount = this["maxInventory"].AsInt();
                }

            if (amount == 0)
                return 0;

            player.decInventory(this, amount);
            TransformF rot = new TransformF(player.getEulerRotation());

            ObjectCreator tc_obj = new ObjectCreator("AITurretShape", string.Empty);
            tc_obj["datablock"] = this.getName();
            tc_obj["rotation"] = "0 0 1 " + rot.mPositionZ;
            tc_obj["count"] = "1";
            tc_obj["sourceObject"] = player;
            tc_obj["client"] = player["client"];
            tc_obj["isAiControlled"] = true;

            AITurretShape obj = tc_obj.Create();
            ((SimSet) "MissionGroup").pushToBack(obj);

            //todo change to csharp
            obj.addToIgnoreList(player);

            GameConnection client = player["client"];
            if (client.isObject())
                {
                if (client["ownedTurrets"] == string.Empty)
                    client["ownedTurrets"] = new ObjectCreator("SimSet", string.Empty).Create().AsString();

                SimSet SimSet_id = client["ownedTurrets"];
                int countofitems = SimSet_id.getCount();
                for (uint i = 0; i < countofitems; i++)
                    {
                    AITurretShape turret = SimSet_id.getObject(i);
                    turret.addToIgnoreList(obj);
                    obj.addToIgnoreList(turret);
                    }
                SimSet_id.pushToBack(obj);
                }

            return obj;
        }
Beispiel #5
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        public static UInt32 Spawn(string name, TransformF spawnpoint)
            {
            ObjectCreator npcScriptObject = new ObjectCreator("AIPlayer", "", typeof(CustomDemoPlayer));
            npcScriptObject["dataBlock"] = "DemoPlayer";
            npcScriptObject["path"] = "";
            AIPlayer npc = npcScriptObject.Create();
            if (npc != 0)
                {
                ((SimSet)"MissionCleanup").pushToBack(npc);
                npc.setShapeName(name);
                npc.setTransform(spawnpoint);
                }

            return npc;
            }
        public static void RadiusDamage(GameBase sourceobject, Point3F position, float radius, float damage, string damageType, float impulse)
        {
            // Use the container system to iterate through all the objects
            // within our explosion radius.  We'll apply damage to all ShapeBase
            // objects.
            Dictionary<uint, float> r = tst.console.initContainerRadiusSearch(position, radius, (uint) SceneObjectTypesAsUint.ShapeBaseObjectType);
            float halfRadius = radius/(float) 2.0;
            foreach (ShapeBase targetObject in r.Keys)
                {
                // Calculate how much exposure the current object has to
                // the explosive force.  The object types listed are objects
                // that will block an explosion.  If the object is totally blocked,
                // then no damage is applied.

                UInt32 mask = (uint) SceneObjectTypesAsUint.TerrainObjectType | (uint) SceneObjectTypesAsUint.StaticShapeObjectType | (uint) SceneObjectTypesAsUint.VehicleObjectType;

                float coverage = tst.Util.calcExplosionCoverage(new Point3F(position), targetObject, mask);
                if (!coverage.AsBool())
                    continue;
                float dist = r[targetObject];
                // Calculate a distance scale for the damage and the impulse.
                // Full damage is applied to anything less than half the radius away,
                // linear scale from there.
                float distScale = (float) ((dist < halfRadius) ? 1.0 : 1 - ((dist - halfRadius)/halfRadius));
                // Apply the damage

                targetObject.damage(sourceobject, position, (((damage)*coverage*distScale)), damageType);

                // Apply the impulse
                if (!impulse.AsBool())
                    continue;
                TransformF impulseVec = new TransformF(targetObject.getWorldBoxCenter()) - new TransformF(position);
                impulseVec = impulseVec.normalizeSafe();
                impulseVec = impulseVec.vectorScale(impulse*distScale);
                targetObject.applyImpulse(new Point3F(position), impulseVec.GetPosition());
                }
        }
        public override void onWetFire(ShapeBase obj, int slot)
        {
            if (!this["projectile"].isObject())
                {
                console.error("WeaponImage::onFire() - Invalid projectile datablock");
                return;
                }
            // Decrement inventory ammo. The image's ammo state is updated
            // automatically by the ammo inventory hooks.
            if (!this["infiniteAmmo"].AsBool())
                obj.decInventory(this["ammo"], 1);

            // Get the player's velocity, we'll then add it to that of the projectile
            int numProjectiles = this["projectileNum"].AsInt();
            if (numProjectiles == 0)
                numProjectiles = 1;
            TransformF muzzleVector = new TransformF();

            for (int i = 0; i < numProjectiles; i++)
                {
                if (this["wetProjectileSpread"].AsBool())
                    {
                    // We'll need to "skew" this projectile a little bit.  We start by
                    // getting the straight ahead aiming point of the gun
                    Point3F vec = obj.getMuzzleVector(slot);
                    // Then we'll create a spread matrix by randomly generating x, y, and z
                    // points in a circle
                    Random r = new Random();
                    TransformF matrix = new TransformF();
                    matrix.mPositionX = (float) ((r.NextDouble() - .5)*2*Math.PI*this["wetProjectileSpread"].AsFloat());
                    matrix.mPositionY = (float) ((r.NextDouble() - .5)*2*Math.PI*this["wetProjectileSpread"].AsFloat());
                    matrix.mPositionZ = (float) ((r.NextDouble() - .5)*2*Math.PI*this["wetProjectileSpread"].AsFloat());
                    TransformF mat = math.MatrixCreateFromEuler(matrix);

                    muzzleVector = math.MatrixMulVector(mat, vec);
                    }
                else
                    muzzleVector = new TransformF(obj.getMuzzleVector(slot));
                Point3F objectVelocity = obj.getVelocity();

                muzzleVector = muzzleVector.vectorScale(this["wetProjectile.muzzleVelocity"].AsFloat());

                objectVelocity = objectVelocity.vectorScale(this["wetProjectile.velInheritFactor"].AsFloat());
                Point3F muzzleVelocity = muzzleVector.GetPosition() + objectVelocity;

                ObjectCreator tch = new ObjectCreator(this["projectileType"]);

                tch["dataBlock"] = this["wetProjectile"];
                tch["initialVelocity"] = muzzleVelocity;
                tch["initialPosition"] = obj.getMuzzlePoint(slot);
                tch["sourceObject"] = obj;
                tch["sourceSlot"] = slot;
                tch["client"] = obj["client"];
                tch["sourceClass"] = obj.getClassName();

                Item projectile = tch.Create();
                ((SimSet) "MissionCleanup").pushToBack(projectile);
                }
        }
 /// <summary>
 ///
 /// </summary>
 /// <param name="point"></param>
 /// <param name="scalar"></param>
 /// <returns></returns>
 public static TransformF vectorScale(TransformF point, float scalar)
 {
     return(point * scalar);
 }
 /// <summary>
 ///
 /// </summary>
 /// <param name="p1"></param>
 /// <param name="p2"></param>
 /// <returns></returns>
 public static float vectorDot(TransformF p1, Point3F p2)
 {
     return(p1.mPositionX * p2.x + p1.mPositionY * p2.y + p1.mPositionZ * p2.z);
 }
Beispiel #10
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/// <summary>
/// Return the integer character code value corresponding to the first character in the given string.
/// )
/// 
/// </summary>
public  TransformF dnt_testcase_15(TransformF chr){


return new TransformF ( m_ts.fn_dnt_testcase_15(chr.AsString()));
}
Beispiel #11
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        public void setDamageDirection(GameBase sourceObject, TransformF damagePos)
        {
            if (sourceObject.isObject())
                damagePos = console.isField(sourceObject, "initialPosition") ? new TransformF(sourceObject["initialPosition"]) : sourceObject.getTransform();

            TransformF dp = damagePos;
            Point3F wbc = getWorldBoxCenter();

            TransformF damagevec = dp - new TransformF(wbc);
            damagevec = damagevec.normalizeSafe();

            GameConnection client = this["client"];
            if (!client.isObject())
                return;

            ShapeBase cameraobject = client.getCameraObject();

            TransformF inverseTransform = cameraobject.getInverseTransform();
            damagevec = math.MatrixMulVector(inverseTransform, damagevec.GetPosition());

            float[] components = new float[6];
            string[] directions = new string[6];
            directions[0] = "Left";
            directions[1] = "Right";
            directions[2] = "Bottom";
            directions[3] = "Front";
            directions[4] = "Bottom";
            directions[5] = "Top";

            components[0] = -damagevec.mPositionX;
            components[1] = damagevec.mPositionX;
            components[2] = -damagevec.mPositionY;
            components[3] = damagevec.mPositionY;
            components[4] = -damagevec.mPositionZ;
            components[5] = damagevec.mPositionZ;
            string damagedirection = string.Empty;
            float max = 0;
            for (int i = 0; i < 6; i++)
                {
                if (components[i] <= max)
                    continue;
                damagedirection = directions[i];
                max = components[i];
                }

            if (console.isObject(client))
                // Util._commandToClient(client, console.addTaggedString("setDamageDirection"), damagedirection);
                console.commandToClient(client, console.addTaggedString("setDamageDirection"), new[] {damagedirection});
        }
public  bool play3D(string profile, TransformF location){

return pInvokes.m_ts.fnGameConnection_play3D(_ID, profile, location.AsString());
}
Beispiel #13
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/// <summary>
/// @brief Multiply the vector by the transform assuming that w=0.   This function will multiply the given vector by the given transform such that translation will    not affect the vector.   @param transform A transform.   @param vector A vector.   @return The transformed vector.   @ingroup Matrices)
/// </summary>
public  Point3F MatrixMulVector(TransformF transform, Point3F vector){


return new Point3F ( m_ts.fn_MatrixMulVector(transform.AsString(), vector.AsString()));
}
        public static void serverCmdflipCar(GameConnection client)
        {
            Player player = client["player"];

            Vehicle car = player.getControlObject();
            if (car.getClassName() != "WheeledVehicle")
                return;
            TransformF carpos = car.getTransform();
            carpos += new TransformF(0, 0, 3);
            car.setTransform(carpos);
        }
public  bool setNodeTransform(string name, TransformF txfm, bool isWorld = false){

return pInvokes.m_ts.fnTSShapeConstructor_setNodeTransform(_ID, name, txfm.AsString(), isWorld);
}
public  void pushFront(TransformF transform, float speed = 1.0f, string type = "Normal", string path = "Linear"){

pInvokes.m_ts.fnPathCamera_pushFront(_ID, transform.AsString(), speed, type, path);
}
Beispiel #17
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 public static void AudioServerPlay3D(string profile, TransformF transform)
 {
     foreach (GameConnection clientid in tst.ClientGroup)
         clientid.play3D(profile, transform);
 }
Beispiel #18
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/// <summary>
/// @brief Used on the server to play a 3D sound that is not attached to any object.      @param profile The SFXProfile that defines the sound to play.   @param location The position and orientation of the 3D sound given in the form of \"x y z ax ay az aa\".   @tsexample   function ServerPlay3D(%profile,%transform)   {      // Play the given sound profile at the given position on every client      // The sound will be transmitted as an event, not attached to any object.      for(%idx = 0; %idx  ClientGroup.getCount(); %idx++)         ClientGroup.getObject(%idx).play3D(%profile,%transform);   }   @endtsexample)
/// </summary>
public  bool play3D(string gameconnection, string profile, TransformF location){


return m_ts.fnGameConnection_play3D(gameconnection, profile, location.AsString());
}
Beispiel #19
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/// <summary>
/// .)
/// </summary>
public  void addItemWithTransform(string forest, string data, TransformF trans, float scale){


m_ts.fnForest_addItemWithTransform(forest, data, trans.AsString(), scale);
}
Beispiel #20
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/// <summary>
/// Set the camera to orbit around the given object, or if none is given, around the given point.                    @param orbitObject The object to orbit around.  If no object is given (0 or blank string is passed in) use the orbitPoint instead                    @param orbitPoint The point to orbit around when no object is given.  In the form of \"x y z ax ay az aa\" such as returned by SceneObject::getTransform().                    @param minDistance The minimum distance allowed to the orbit object or point.                    @param maxDistance The maximum distance allowed from the orbit object or point.                    @param initDistance The initial distance from the orbit object or point.                    @param ownClientObj [optional] Are we orbiting an object that is owned by us?  Default is false.                    @param offset [optional] An offset added to the camera's position.  Default is no offset.                    @param locked [optional] Indicates the camera does not receive input from the player.  Default is false.                    @see Camera::setOrbitObject()                    @see Camera::setOrbitPoint())
/// </summary>
public  bool setOrbitMode(string camera, string orbitObject, TransformF orbitPoint, float minDistance, float maxDistance, float initDistance, bool ownClientObj = false, Point3F offset = null , bool lockedx = false){
if (offset== null) {offset = new Point3F(0.0f, 0.0f, 0.0f);}


return m_ts.fnCamera_setOrbitMode(camera, orbitObject, orbitPoint.AsString(), minDistance, maxDistance, initDistance, ownClientObj, offset.AsString(), lockedx);
}
public  bool mountObject(string objB, int slot, TransformF txfm = null ){
if (txfm== null) {txfm = new TransformF("0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000");}

return pInvokes.m_ts.fnSceneObject_mountObject(_ID, objB, slot, txfm.AsString());
}
public  bool addPrimitive(string meshName, string type, string paramsx, TransformF txfm, string nodeName){

return pInvokes.m_ts.fnTSShapeConstructor_addPrimitive(_ID, meshName, type, paramsx, txfm.AsString(), nodeName);
}
public  void setTransform(TransformF txfm){

pInvokes.m_ts.fnSceneObject_setTransform(_ID, txfm.AsString());
}
Beispiel #24
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/// <summary>
/// @brief Multiply the given point by the given transform assuming that w=1.   This function will multiply the given vector such that translation with take effect.   @param transform A transform.   @param point A vector.   @return The transformed vector.   @ingroup Matrices)
/// </summary>
public  Point3F MatrixMulPoint(TransformF transform, Point3F point){


return new Point3F ( m_ts.fn_MatrixMulPoint(transform.AsString(), point.AsString()));
}
        public virtual bool verifyObject(GameBase gobj, SceneObject entrance, SceneObject exit)
        {
            ShapeBase obj = gobj._ID;

            // Bail out early if we couldn't find an exit for this teleporter.
            if (!exit.isObject())
                {
                console.error(string.Format("Cound not find an exit for {0}", console.GetVarString(entrance + ".name")));
                return false;
                }

            if (!obj.isMemberOfClass("Player"))
                return false;

            // If the entrance is once sided, make sure the object
            // approached it from it's front.
            if (entrance["oneSided"].AsBool())
                {
                TransformF forwardvector = new TransformF(entrance.getForwardVector());

                Point3F velocity = obj.getVelocity();
                float dotProduct = TransformF.vectorDot(forwardvector, velocity);
                if (dotProduct > 0)
                    return false;
                // If we are coming directly from another teleporter and it happens
                // to be bidirectional, We need to avoid ending sending objects through
                // an infinite loop.

                if (obj["isTeleporting"].AsBool())
                    return false;
                // We only want to teleport players
                // So bail out early if we have found any 
                // other object.

                if (entrance["timeOfLastTeleport"].AsInt() > 0 && entrance["teleporterCooldown"].AsInt() > 0)
                    {
                    int currentTime = console.getSimTime();
                    int timedifference = currentTime - entrance["timeOfLastTeleport"].AsInt();
                    SimDataBlock db = console.getDatablock(entrance);
                    if (timedifference <= db["teleporterCooldown"].AsInt())
                        return false;
                    }
                }
            return true;
        }
Beispiel #26
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/// <summary>
/// @brief Multiply the two matrices.   @param left First transform.   @param right Right transform.   @return Concatenation of the two transforms.   @ingroup Matrices )
/// </summary>
public  TransformF MatrixMultiply(TransformF left, TransformF right){


return new TransformF ( m_ts.fn_MatrixMultiply(left.AsString(), right.AsString()));
}
        public static void serverCmdcarUnmountObj(GameConnection client, Player obj)
        {
            obj.unmount();
            obj.setControlObject(obj);

            TransformF ejectpos = obj.getTransform();
            ejectpos += new TransformF(0, 0, 5);
            obj.setTransform(ejectpos);

            Vehicle mvehicle = obj["mVehicle"];

            Point3F ejectvel = mvehicle.getVelocity();
            ejectvel += new Point3F(0, 0, 10);

            ejectvel = ejectvel.vectorScale(((SimDataBlock) (obj.getDataBlock()))["mass"].AsFloat());

            obj.applyImpulse(ejectpos.GetPosition(), ejectvel);
        }
Beispiel #28
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        /// <summary>
        /// 
        /// </summary>
        /// <returns></returns>
        public TransformF copy()
        {
            TransformF t = new TransformF(mPositionX, mPositionY, mPositionZ, mOrientationX, mOrientationY, mOrientationZ, MAngle);

            return t;
        }
public  bool addNode(string name, string parentName, TransformF txfm = null , bool isWorld = false){
if (txfm== null) {txfm = new TransformF(0,0,0,0,0,1,0);}

return pInvokes.m_ts.fnTSShapeConstructor_addNode(_ID, name, parentName, txfm.AsString(), isWorld);
}
Beispiel #30
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 /// <summary>
 /// 
 /// </summary>
 /// <param name="point"></param>
 /// <param name="scalar"></param>
 /// <returns></returns>
 public static TransformF vectorScale(TransformF point, float scalar)
 {
     return point*scalar;
 }
public  bool checkDeployPos(TransformF txfm){

return pInvokes.m_ts.fnShapeBaseData_checkDeployPos(_ID, txfm.AsString());
}
Beispiel #32
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 /// <summary>
 /// 
 /// </summary>
 /// <param name="p1"></param>
 /// <param name="p2"></param>
 /// <returns></returns>
 public static float vectorDot(TransformF p1, Point3F p2)
 {
     return (p1.mPositionX*p2.x + p1.mPositionY*p2.y + p1.mPositionZ*p2.z);
 }
        public virtual TransformF PointInSpawnSphere(Player objectToSpawn, SpawnSphere spawnSphere)
        {
            bool spawnLocationFound = false;
            int attemptsToSpawn = 0;

            TransformF spherLocationP3F = new TransformF();

            while (!spawnLocationFound && attemptsToSpawn < 5)
                {
                spherLocationP3F = spawnSphere.getTransform();

                Random r = new Random();

                float angleY = (float) tMath.mDegToRad((r.NextDouble()*100)*tMath.M_2PI_F);
                float angleXZ = (float) tMath.mDegToRad((r.NextDouble()*100)*tMath.M_2PI_F);

                int radius = spawnSphere["radius"].AsInt();
                spherLocationP3F.mPositionX += (float) (Math.Cos(angleY)*Math.Sin(angleXZ)*(r.Next(radius*-1, radius)));
                spherLocationP3F.mPositionY += (float) (Math.Cos(angleXZ)*(r.Next(radius*-1, radius)));
                spawnLocationFound = true;

                // Now have to check that another object doesn't already exist at this spot.
                // Use the bounding box of the object to check if where we are about to spawn in is
                // clear.

                TransformF boundingboxsize = new TransformF(((SimDataBlock) objectToSpawn.getDataBlock())["boundingBox"]);
                float searchRadius = boundingboxsize.mPositionX;
                float boxSizeY = boundingboxsize.mPositionY;
                if (boxSizeY > searchRadius)
                    searchRadius = boxSizeY;
                List<UInt32> objectsfound = console.ContainerRadiusSearch(spherLocationP3F.GetPosition(), searchRadius, (UInt32) SceneObjectTypesAsUint.PlayerObjectType, false);
                if (objectsfound.Count > 0)
                    spawnLocationFound = false;

                attemptsToSpawn++;
                }
            if (!spawnLocationFound)
                {
                spherLocationP3F = spawnSphere.getTransform();
                console.warn("WARNING: Could not spawn player after 5 times");
                }
            return spherLocationP3F;
        }
public  void setOrbitPoint(TransformF orbitPoint, float minDistance, float maxDistance, float initDistance, Point3F offset = null , bool lockedx = false){
if (offset== null) {offset = new Point3F(0.0f, 0.0f, 0.0f);}

pInvokes.m_ts.fnCamera_setOrbitPoint(_ID, orbitPoint.AsString(), minDistance, maxDistance, initDistance, offset.AsString(), lockedx);
}