ACE3/addons/medical_engine/functions/fnc_getItemArmor.sqf

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#include "..\script_component.hpp"
/*
* Author: Pterolatypus, LinkIsGrim
* Returns the regular and scaled armor values the given item provides to a particular hitpoint, either from a cache or by reading the item config.
*
* Arguments:
* 0: Item Class <STRING>
* 1: Hitpoint <STRING>
*
* Return Value:
* Regular and scaled item armor for the given hitpoint <ARRAY of NUMBER>
*
* Example:
* ["V_PlateCarrier_rgr", "HitChest"] call ace_medical_engine_fnc_getItemArmor
*
* Public: No
*/
params ["_item", "_hitpoint"];
private _key = format ["%1$%2", _item, _hitpoint];
private _return = GVAR(armorCache) get _key;
if (isNil "_return") then {
private _armor = 0;
private _armorScaled = 0;
private _passThrough = 1;
TRACE_2("Cache miss",_item,_hitpoint);
if ("" in [_item, _hitpoint]) exitWith {
_return = [_armor, _armorScaled];
GVAR(armorCache) set [_key, _return];
};
private _itemInfo = configFile >> "CfgWeapons" >> _item >> "ItemInfo";
private _itemType = getNumber (_itemInfo >> "type");
private _passThroughEffect = [1, 0.6] select (_itemType == TYPE_VEST);
if (_itemType == TYPE_UNIFORM) then {
private _unitCfg = configFile >> "CfgVehicles" >> getText (_itemInfo >> "uniformClass");
if (_hitpoint == "#structural") then {
// TODO: I'm not sure if this should be multiplied by the base armor value or not
_armor = getNumber (_unitCfg >> "armorStructural");
} else {
private _entry = _unitCfg >> "HitPoints" >> _hitpoint;
_armor = getNumber (_unitCfg >> "armor") * (1 max getNumber (_entry >> "armor"));
_passThrough = 0.1 max getNumber (_entry >> "passThrough") min 1; // prevent dividing by 0
};
} else {
private _condition = format ["getText (_x >> 'hitpointName') == '%1'", _hitpoint];
private _entry = configProperties [_itemInfo >> "HitpointsProtectionInfo", _condition] param [0, configNull];
if (!isNull _entry) then {
_armor = getNumber (_entry >> "armor");
_passThrough = 0.1 max getNumber (_entry >> "passThrough") min 1;
};
};
// Scale armor using passthrough to fix explosive-resistant armor (#9063)
// Skip scaling for uniforms and items that don't cover the hitpoint to prevent infinite armor
if (_armor > 0) then {
if (_itemType == TYPE_UNIFORM) then {
_armorScaled = _armor;
} else {
_armorScaled = (log (_armor / (_passThrough ^ _passThroughEffect))) * 10;
};
};
_return = [_armor, _armorScaled];
GVAR(armorCache) set [_key, _return];
};
_return // return