ACE3/addons/missileguidance/functions/fnc_guidance_HellfireII.sqf

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#define DEBUG_MODE_FULL
#include "script_component.hpp"
FUNC(guidance_Hellfire_LOAL_HI_PFH) = {
//TRACE_1("enter", _this);
_args = _this select 0;
//PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
_shooter = _args select 0;
_missile = _args select 6;
_curVelocity = velocity _missile;
if(!alive _missile || isNull _missile || isNull _shooter) exitWith {
[(_this select 1)] call cba_fnc_removePerFrameHandler;
};
_launchPos = _shooter getVariable [QGVAR(launchPos), nil];
if(isNil "_launchPos") then {
TRACE_1("Setting launch parameters", "");
_launchPos = getPosASL _shooter;
_shooter setVariable [QGVAR(launchPos), _launchPos, false];
_shooter setVariable [QGVAR(launchTime), diag_tickTime, false];
};
_targets = [_missile, ACE_DEFAULT_LASER_CODE, 70, _curVelocity] call ace__laser_fnc_findLaserDesignator;
_addHeight = [0,0,0];
if((_targets select 0)) then {
_target = _targets select 1;
TRACE_2("Targets", _target, _targets);
_yVec = vectorDir _missile;
_zVec = vectorUp _missile;
_xVec = vectorNormalized (_yVec vectorCrossProduct _zVec);
_missilePos = getPosASL _missile;
// player sideChat "G!";
_targetPos = getPosASL _target;
TRACE_4("Phase Check", _launchPos, _missilePos, _targetPos, (_missilePos distance _targetPos));
if((count _targetPos) > 0) then {
_distanceToTarget = _missilePos vectorDistance _targetPos;
_defPitch = 0.05;
if((_launchPos distance _missilePos) < 400 && (_targetPos distance _missilePos) > 400) then {
_addHeight = [0,0,(_targetPos select 2) + ((_launchPos distance _targetPos)*2)];
TRACE_1("Climb phase", _addHeight);
//_defPitch = 0.1;
} else {
// Covered half the distance, go terminal
if((_missilePos distance _targetPos) < (_launchPos distance _targetPos) / 2) then {
TRACE_1("TERMINAL", "");
} else {
if((_missilePos select 2) > (_targetPos select 2)) then {
_heightDiff = (_missilePos select 2) - (_targetPos select 2);
TRACE_1("Coasting", _heightDiff);
_addHeight = [0,0, _heightDiff];
};
};
};
_targetPos = _targetPos vectorAdd _addHeight;
_defYaw = 0.0035;
_targetVectorSeeker = [_missile, [_xVec, _yVec, _zVec], _targetPos] call FUNC(translateToWeaponSpace);
_yaw = 0.0;
if((_targetVectorSeeker select 0) < 0) then {
_yaw = -_defYaw;
} else {
if((_targetVectorSeeker select 0) > 0) then {
_yaw = _defYaw;
};
};
_pitch = 0.0;
if((_targetVectorSeeker select 2) < 0) then {
_pitch = -_defPitch;
} else {
if((_targetVectorSeeker select 2) > 0) then {
_pitch = _defPitch;
};
};
#ifdef DEBUG_MODE_FULL
drawLine3D [(ASLtoATL _targetPos) vectorAdd _addHeight, ASLtoATL _targetPos, [0,1,0,1]];
_light = "#lightpoint" createVehicleLocal (getPos _missile);
_light setLightBrightness 1.0;
_light setLightAmbient [1.0, 0.0, 0.0];
_light setLightColor [1.0, 0.0, 0.0];
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,1,1,1], ASLtoATL _missilePos, 0.75, 0.75, 0, str _vectorTo, 1, 0.025, "TahomaB"];
drawLine3D [ASLtoATL _missilePos, ASLtoATL _targetPos, [1,0,0,1]];
_distance = ([getPos startPos, _missilePos] call BIS_fnc_distance2D);
_marker = createMarkerLocal [format["m%1", MARKERCOUNT], [_distance, _missilePos select 2]];
_marker setMarkerTypeLocal "mil_dot";
_marker setMarkerColorLocal "ColorRed";
MARKERCOUNT = MARKERCOUNT + 1;
#endif
if(accTime > 0) then {
_outVector = [_missile, [_xVec, _yVec, _zVec], [_yaw, 1/accTime, _pitch]] call FUNC(translateToModelSpace);
_vectorTo = _missilePos vectorFromTo _outVector;
_missile setVectorDirAndUp [_vectorTo, vectorUp _missile];
};
#ifdef DEBUG_MODE_FULL
hintSilent format["d: %1", _distanceToTarget];
#endif
};
};
};
FUNC(guidance_Hellfire_LOAL_DIR_PFH) = {
//TRACE_1("enter", _this);
_args = _this select 0;
//PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
_shooter = _args select 0;
_missile = _args select 6;
_curVelocity = velocity _missile;
if(!alive _missile || isNull _missile || isNull _shooter) exitWith {
[(_this select 1)] call cba_fnc_removePerFrameHandler;
};
_launchPos = _shooter getVariable [QGVAR(launchPos), nil];
if(isNil "_launchPos") then {
TRACE_1("Setting launch parameters", "");
_launchPos = getPosASL _shooter;
_shooter setVariable [QGVAR(launchPos), _launchPos, false];
_shooter setVariable [QGVAR(launchTime), diag_tickTime, false];
};
_targets = [_missile, ACE_DEFAULT_LASER_CODE, 70, _curVelocity] call ace__laser_fnc_findLaserDesignator;
_addHeight = [0,0,0];
if((_targets select 0)) then {
_target = _targets select 1;
TRACE_2("Targets", _target, _targets);
_yVec = vectorDir _missile;
_zVec = vectorUp _missile;
_xVec = vectorNormalized (_yVec vectorCrossProduct _zVec);
_missilePos = getPosASL _missile;
// player sideChat "G!";
_targetPos = getPosASL _target;
TRACE_4("Phase Check", _launchPos, _missilePos, _targetPos, (_missilePos distance _targetPos));
if((count _targetPos) > 0) then {
_distanceToTarget = _missilePos vectorDistance _targetPos;
if((_launchPos distance _missilePos) < 400 && (_targetPos distance _missilePos) > 400) then {
_addHeight = [0,0,(_targetPos select 2) + (_missilePos distance _targetPos)*0.5];
TRACE_1("Climb phase", _addHeight);
} else {
// Covered half the distance, go terminal
if((_missilePos distance _targetPos) < (_launchPos distance _targetPos) / 2) then {
TRACE_1("TERMINAL", "");
} else {
if((_missilePos select 2) > (_targetPos select 2)) then {
_heightDiff = (_missilePos select 2) - (_targetPos select 2);
TRACE_1("Coasting", _heightDiff);
_addHeight = [0,0, _heightDiff];
};
};
};
_targetPos = _targetPos vectorAdd _addHeight;
_defYaw = 0.0035;
_defPitch = 0.0075;
_targetVectorSeeker = [_missile, [_xVec, _yVec, _zVec], _targetPos] call FUNC(translateToWeaponSpace);
_yaw = 0.0;
if((_targetVectorSeeker select 0) < 0) then {
_yaw = -_defYaw;
} else {
if((_targetVectorSeeker select 0) > 0) then {
_yaw = _defYaw;
};
};
_pitch = 0.0;
if((_targetVectorSeeker select 2) < 0) then {
_pitch = -_defPitch;
} else {
if((_targetVectorSeeker select 2) > 0) then {
_pitch = _defPitch;
};
};
#ifdef DEBUG_MODE_FULL
drawLine3D [(ASLtoATL _targetPos) vectorAdd _addHeight, ASLtoATL _targetPos, [0,1,0,1]];
_light = "#lightpoint" createVehicleLocal (getPos _missile);
_light setLightBrightness 1.0;
_light setLightAmbient [1.0, 0.0, 0.0];
_light setLightColor [1.0, 0.0, 0.0];
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,1,1,1], ASLtoATL _missilePos, 0.75, 0.75, 0, str _vectorTo, 1, 0.025, "TahomaB"];
drawLine3D [ASLtoATL _missilePos, ASLtoATL _targetPos, [1,0,0,1]];
_distance = ([getPos startPos, _missilePos] call BIS_fnc_distance2D);
_marker = createMarkerLocal [format["m%1", MARKERCOUNT], [_distance, _missilePos select 2]];
_marker setMarkerTypeLocal "mil_dot";
_marker setMarkerColorLocal "ColorRed";
MARKERCOUNT = MARKERCOUNT + 1;
#endif
if(accTime > 0) then {
_outVector = [_missile, [_xVec, _yVec, _zVec], [_yaw, 1/accTime, _pitch]] call FUNC(translateToModelSpace);
_vectorTo = _missilePos vectorFromTo _outVector;
_missile setVectorDirAndUp [_vectorTo, vectorUp _missile];
};
#ifdef DEBUG_MODE_FULL
hintSilent format["d: %1", _distanceToTarget];
#endif
};
};
};
FUNC(guidance_Hellfire_LOAL_HI) = {
PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
GVAR(lastTime) = time;
[FUNC(guidance_Hellfire_LOAL_HI_PFH), 0, _this] call cba_fnc_addPerFrameHandler;
};
FUNC(guidance_Hellfire_LOAL_DIR) = {
PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
GVAR(lastTime) = time;
[FUNC(guidance_Hellfire_LOAL_DIR_PFH), 0, _this] call cba_fnc_addPerFrameHandler;
};
PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
_fireMode = _shooter getVariable ["ACE_FIRE_SELECTION", ACE_DEFAULT_FIRE_SELECTION];
switch (_fireMode select 0) do {
// Default to FIREMODE_DIRECT_LOAL
// FIREMODE_DIRECT_LOAL
default {
LOG("Initiating Hellfire II FIREMODE_LOAL_DIR");
_this call FUNC(guidance_Hellfire_LOAL_HI);
};
};