ACE3/addons/missileguidance/functions/fnc_guidancePFH.sqf

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#include "script_component.hpp"
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/*
* Author: jaynus / nou
* Guidance Per Frame Handler
*
* Arguments:
* 0: Guidance Arg Array <ARRAY>
* 1: PFID <NUMBER>
*
* Return Value:
* None
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*
* Example:
* [[], 0] call ace_missileguidance_fnc_guidancePFH;
*
* Public: No
*/
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BEGIN_COUNTER(guidancePFH);
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#define TIMESTEP_FACTOR diag_deltaTime
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params ["_args", "_pfID"];
_args params ["_firedEH", "_launchParams", "_flightParams", "_seekerParams", "_stateParams"];
_firedEH params ["_shooter","","","","_ammo","","_projectile"];
_launchParams params ["","_targetLaunchParams","","","","","_navigationType"];
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_stateParams params ["_lastRunTime", "_seekerStateParams", "_attackProfileStateParams", "_lastKnownPosState", "_navigationParameters"];
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if (!alive _projectile || isNull _projectile || isNull _shooter) exitWith {
[_pfID] call CBA_fnc_removePerFrameHandler;
END_COUNTER(guidancePFH);
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};
_flightParams params ["_pitchRate", "_yawRate"];
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// Run seeker function:
private _seekerTargetPos = [[0,0,0], _args, _seekerStateParams, _lastKnownPosState] call FUNC(doSeekerSearch);
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// Run attack profile function:
_seekerTargetPos = AGLtoASL ASLToAGL _seekerTargetPos;
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private _profileAdjustedTargetPos = [_seekerTargetPos, _args, _attackProfileStateParams] call FUNC(doAttackProfile);
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private _projectilePos = getPosASLVisual _projectile;
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// If we have no seeker target, then do not change anything
Implement M47 Dragon (#6773) * abc * Revert "abc" This reverts commit bcb4214bd99bba3fec692efa4dca950323da582d. * Update to current commit * Ports over NouberNou's dragon guidance * Add Dragon model * Make the Dragon CSW capable * Fix bugs regarding argument order * Add Dragon Attack Profile. Change how missileGuidance guidance_pfh works in order to allow for different types of missiles besides continious thrust * Fix bug regarding missile direction. Add official US Army training manual for the dragon for reference purposes * Adjust model to reflect real-life one * Add attackProfile and guidanceProfile onFired functions * Change Dragon "onFired" to reflect missileGuidance changes * Only implementing the Super-Dragon. Remove Tabs. Add new lines to all files. Add string-table. Tweak missile flight dynamics * Add sight description * Fix inheritance issues. Missile damage values tweaked. Fix String Table. Add backblast area. * Add feature wiki page. * Fix picture issues * Remove Dragon manual * add missing semi-colon * Tweak damage values. Fix formatting. Add lazy evaluation where applicable * Disable the ability to switch to the unusable launcher. Convert rvmat numbers to equivalent but more readable numbers. Multiple code fixes. ace_csw required. Formatting fixes. TGA -> PAA. Remove unused comments in missile guidance code * Dragon flight dynamics tweaked. Now assuming there is a booster angle creating wobble. Add a slight delay when the wire breaks to fire all of the service charges * hpp newline fixes. Case sensitivity for model and rvmat references * Update Wiki dependencies * Revert "Update Wiki dependencies" This reverts commit efc298c481d10fc0db32e08ada376f04ac9b3fd5. * fix dependency component * Changed inheritance structure to be more rigid. Remove un-needed config values. Fix script issues regarding positioning and the launchers aliveness * get rid of the optic for the base dragon. fucking bi configs not making sense * Lock non-useable dragon on initialization * Add model.cfg for animations * Fix formatting. Fix M47 Dragon Optic zoom * Change LOD selection names * Revert indentation, keep parenthesis. "Start, stop, start stop! Jesus! I'm starting to think Mattis is just a big cock tease" * Re-update indentation of model.cfg * Path fix. Whitespace fix * Sight attach/detach on same vehicle * If the sight gets detached, make sure the dragon goes dumb. Remove resetting of resting position when gunner gets out - looks stupid, but when the dragon is fired weird stuff happens * disable debug * Add EOF * Maybe finally fix EOF problem
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// If there is no deflection on the missile, this cannot change and therefore is redundant. Avoid calculations for missiles without any deflection
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if ((_pitchRate != 0 || {_yawRate != 0}) && {_profileAdjustedTargetPos isNotEqualTo [0,0,0]}) then {
private _navigationFunction = getText (configFile >> QGVAR(NavigationTypes) >> _navigationType >> "functionName");
private _commandedAcceleration = [_args, TIMESTEP_FACTOR, _seekerTargetPos, _profileAdjustedTargetPos] call (missionNamespace getVariable _navigationFunction);
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#ifdef DRAW_GUIDANCE_INFO
private _projectilePosAGL = ASLToAGL _projectilePos;
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drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,0,0,1], _projectilePosAGL vectorAdd [0, 0, 1], 0.75, 0.75, 0, str _commandedAcceleration, 1, 0.025, "TahomaB"];
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drawLine3D [_projectilePosAGL, _projectilePosAGL vectorAdd _commandedAcceleration, [1, 0, 1, 1]];
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#endif
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// activate missile servos and change direction
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if (!isGamePaused && accTime > 0) then {
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_navigationParameters params ["", "_currentPitchYawRoll"];
_currentPitchYawRoll params ["_yaw", "_roll", "_pitch"];
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_commandedAcceleration = _projectile vectorWorldToModelVisual _commandedAcceleration;
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_commandedAcceleration params ["_yawChange", "", "_pitchChange"];
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private _clampedPitch = (_pitchChange min _pitchRate) max -_pitchRate;
private _clampedYaw = (_yawChange min _yawRate) max -_yawRate;
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TRACE_9("pitch/yaw/roll",_pitch,_yaw,_roll,_yawChange,_pitchChange,_pitchRate,_yawRate,_clampedPitch,_clampedYaw);
_pitch = _pitch + _clampedPitch * TIMESTEP_FACTOR;
_yaw = _yaw + _clampedYaw * TIMESTEP_FACTOR;
TRACE_3("new pitch/yaw/roll",_pitch,_yaw,_roll);
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[_projectile, _pitch, _yaw, 0] call FUNC(changeMissileDirection);
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_projectile setVelocityModelSpace [0, vectorMagnitude velocity _projectile, 0];
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_currentPitchYawRoll set [0, _yaw];
_currentPitchYawRoll set [2, _pitch];
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_navigationParameters set [1, _currentPitchYawRoll];
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};
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_stateParams set [4, _navigationParameters];
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_args set [4, _stateParams];
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};
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#ifdef DRAW_GUIDANCE_INFO
TRACE_3("",_projectilePos,_seekerTargetPos,_profileAdjustedTargetPos);
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,0,0,1], ASLtoAGL _projectilePos, 0.75, 0.75, 0, _ammo, 1, 0.025, "TahomaB"];
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if (!isGamePaused && accTime > 0) then {
private _ps = "#particlesource" createVehicleLocal (ASLtoAGL _projectilePos);
_PS setParticleParams [["\A3\Data_f\cl_basic", 8, 3, 1], "", "Billboard", 1, 3.0141, [0, 0, 2], [0, 0, 0], 1, 1.275, 1, 0, [1, 1], [[1, 0, 0, 1], [1, 0, 0, 1], [1, 0, 0, 1]], [1], 1, 0, "", "", nil];
_PS setDropInterval 1.0;
};
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#endif
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_stateParams set [0, diag_tickTime];
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END_COUNTER(guidancePFH);