ACE3/addons/cookoff/functions/fnc_handleDamage.sqf

136 lines
4.9 KiB
Plaintext
Raw Normal View History

#include "script_component.hpp"
2016-07-14 14:16:53 +00:00
/*
* Author: KoffeinFlummi, commy2
* Handles all incoming damage for tanks (including wheeled APCs).
*
* Arguments:
* HandleDamage EH <ARRAY>
2016-07-14 14:16:53 +00:00
*
* Return Value:
* Damage to be inflicted. <NUMBER>
2016-07-14 14:16:53 +00:00
*
* Example:
* _this call ace_cookoff_fnc_handleDamage
*
* Public: No
*/
params ["_simulationType", "_thisHandleDamage"];
Add ammo cookoff (#4376) * Add Ammo cookoff * Remove tabs * Add initial ammo box cook-off Does not include a fire effect, mostly just a proof of concept. Should probably also add further potential cook-off conditons (if hit by tracer for example). * Add burning effects to ammo box cook off - Add burning effect while ammo box is cooking off - Add setting to enable/disable ammo boxes cooking off - Clear magazine cargo while box is burning Currently the box will burn for 60 seconds hardcoded, this is to allow time for the ammunition to cook off (since boxes sink into the ground and dissapear when destroyed). Perhaps we can implement a way to burn until all ammo is expended. * Improve ammo cookoff * Integrate ammo cookoff with the incendiary grenade * Disable ammo cook off underwater * Optimize fnc_detonateAmmunition I say optimize, the only real performance optimization is using `vectorMultiply`. The rest is readability optimization though! * Improve ammo box cook off - Remove unnecessary light source (fire particles provide lighting) - Add randomness to cook off time - Cook off begins with fire effect rather than smoke * Add tracer induced ammo box cook off Due to limitations in the way arma handles tracer rounds (there's no way to check if an individual projectile is a tracer), only magazines with a high enough tracer density (at least 1 in 4) can cause cook off this way. However this is deemed an acceptable approximation since the chance of this happening should be quite low anyway. * Decrease amount of explosions from ammo cookoff * Add is local check for remote event
2016-10-06 20:37:38 +00:00
_thisHandleDamage params ["_vehicle", "", "_damage", "_source", "_ammo", "_hitIndex", "_shooter"];
2016-07-14 14:16:53 +00:00
// it's already dead, who cares?
if (damage _vehicle >= 1) exitWith {};
// If cookoff is disabled exit
if (_vehicle getVariable [QGVAR(enable), GVAR(enable)] in [0, false]) exitWith {};
// Check for players and exit if none found and the enable for players only setting is true
if (_vehicle getVariable [QGVAR(enable), GVAR(enable)] isEqualTo 2 && {fullCrew [_vehicle, "", false] findIf {isPlayer (_x select 0)} == -1}) exitWith {};
2016-07-14 14:16:53 +00:00
// get hitpoint name
private _hitpoint = "#structural";
if (_hitIndex != -1) then {
_hitpoint = toLower ((getAllHitPointsDamage _vehicle param [0, []]) select _hitIndex);
};
// get change in damage
private _oldDamage = 0;
2016-07-14 14:16:53 +00:00
if (_hitpoint isEqualTo "#structural") then {
_oldDamage = damage _vehicle;
} else {
_oldDamage = _vehicle getHitIndex _hitIndex;
};
private _newDamage = _damage - _oldDamage;
// handle different types of vehicles
// note: exitWith only works here, because this is not the main scope of handleDamage
// you cannot use the return value together with exitWith in the main scope, it's a bug
// also, we add this event handler with the addEventHandler SQF command,
// because the config version ignores the return value completely
if (_simulationType == "car") exitWith {
// prevent destruction, let cook-off handle it if necessary
if (_hitpoint in ["hithull", "hitfuel", "#structural"] && {!IS_EXPLOSIVE_AMMO(_ammo)}) then {
_damage min 0.89
} else {
if (_hitpoint isEqualTo "hitengine" && {_damage > 0.9}) then {
_vehicle call FUNC(engineFire);
};
_damage
};
};
if (_simulationType == "tank") exitWith {
// determine ammo storage location
Add ammo cookoff (#4376) * Add Ammo cookoff * Remove tabs * Add initial ammo box cook-off Does not include a fire effect, mostly just a proof of concept. Should probably also add further potential cook-off conditons (if hit by tracer for example). * Add burning effects to ammo box cook off - Add burning effect while ammo box is cooking off - Add setting to enable/disable ammo boxes cooking off - Clear magazine cargo while box is burning Currently the box will burn for 60 seconds hardcoded, this is to allow time for the ammunition to cook off (since boxes sink into the ground and dissapear when destroyed). Perhaps we can implement a way to burn until all ammo is expended. * Improve ammo cookoff * Integrate ammo cookoff with the incendiary grenade * Disable ammo cook off underwater * Optimize fnc_detonateAmmunition I say optimize, the only real performance optimization is using `vectorMultiply`. The rest is readability optimization though! * Improve ammo box cook off - Remove unnecessary light source (fire particles provide lighting) - Add randomness to cook off time - Cook off begins with fire effect rather than smoke * Add tracer induced ammo box cook off Due to limitations in the way arma handles tracer rounds (there's no way to check if an individual projectile is a tracer), only magazines with a high enough tracer density (at least 1 in 4) can cause cook off this way. However this is deemed an acceptable approximation since the chance of this happening should be quite low anyway. * Decrease amount of explosions from ammo cookoff * Add is local check for remote event
2016-10-06 20:37:38 +00:00
private _ammoLocationHitpoint = getText (_vehicle call CBA_fnc_getObjectConfig >> QGVAR(ammoLocation));
2016-07-14 14:16:53 +00:00
if (_hitIndex in (GVAR(cacheTankDuplicates) getVariable (typeOf _vehicle))) then {
_hitpoint = "#subturret";
};
Add ammo cookoff (#4376) * Add Ammo cookoff * Remove tabs * Add initial ammo box cook-off Does not include a fire effect, mostly just a proof of concept. Should probably also add further potential cook-off conditons (if hit by tracer for example). * Add burning effects to ammo box cook off - Add burning effect while ammo box is cooking off - Add setting to enable/disable ammo boxes cooking off - Clear magazine cargo while box is burning Currently the box will burn for 60 seconds hardcoded, this is to allow time for the ammunition to cook off (since boxes sink into the ground and dissapear when destroyed). Perhaps we can implement a way to burn until all ammo is expended. * Improve ammo cookoff * Integrate ammo cookoff with the incendiary grenade * Disable ammo cook off underwater * Optimize fnc_detonateAmmunition I say optimize, the only real performance optimization is using `vectorMultiply`. The rest is readability optimization though! * Improve ammo box cook off - Remove unnecessary light source (fire particles provide lighting) - Add randomness to cook off time - Cook off begins with fire effect rather than smoke * Add tracer induced ammo box cook off Due to limitations in the way arma handles tracer rounds (there's no way to check if an individual projectile is a tracer), only magazines with a high enough tracer density (at least 1 in 4) can cause cook off this way. However this is deemed an acceptable approximation since the chance of this happening should be quite low anyway. * Decrease amount of explosions from ammo cookoff * Add is local check for remote event
2016-10-06 20:37:38 +00:00
2016-07-14 14:16:53 +00:00
// ammo was hit, high chance for cook-off
if (_hitpoint == _ammoLocationHitpoint) then {
if (_damage > 0.5) then {
// get cookoff probability for vehicle
private _probability = [_vehicle call CBA_fnc_getObjectConfig >> QGVAR(probability), "number", 0.7] call CBA_fnc_getConfigEntry;
// probability multiplied by coef for global probability control (higher coef = more probable cookoff)
if (GVAR(probabilityCoef) > 1) then {
_probability = 1 - (1 - _probability) / GVAR(probabilityCoef);
} else {
_probability = _probability * GVAR(probabilityCoef);
};
if (random 1 < _probability) then {
_vehicle call FUNC(cookOff);
};
2016-07-14 14:16:53 +00:00
};
} else {
if (_hitpoint in ["hithull", "hitturret", "#structural"] && {_newDamage > 0.8 + random 0.2}) then {
if ((_hitpoint == "hitturret") && {(getNumber (_vehicle call CBA_fnc_getObjectConfig >> QGVAR(ignoreTurret))) == 1}) exitWith {}; // ignore turrets like RCWS
_vehicle setDamage 1;
2016-07-14 14:16:53 +00:00
};
};
// prevent destruction, let cook-off handle it if necessary
if (_hitpoint in ["hithull", "hitfuel", "#structural"]) then {
_damage min 0.89
} else {
_damage
};
};
Add ammo cookoff (#4376) * Add Ammo cookoff * Remove tabs * Add initial ammo box cook-off Does not include a fire effect, mostly just a proof of concept. Should probably also add further potential cook-off conditons (if hit by tracer for example). * Add burning effects to ammo box cook off - Add burning effect while ammo box is cooking off - Add setting to enable/disable ammo boxes cooking off - Clear magazine cargo while box is burning Currently the box will burn for 60 seconds hardcoded, this is to allow time for the ammunition to cook off (since boxes sink into the ground and dissapear when destroyed). Perhaps we can implement a way to burn until all ammo is expended. * Improve ammo cookoff * Integrate ammo cookoff with the incendiary grenade * Disable ammo cook off underwater * Optimize fnc_detonateAmmunition I say optimize, the only real performance optimization is using `vectorMultiply`. The rest is readability optimization though! * Improve ammo box cook off - Remove unnecessary light source (fire particles provide lighting) - Add randomness to cook off time - Cook off begins with fire effect rather than smoke * Add tracer induced ammo box cook off Due to limitations in the way arma handles tracer rounds (there's no way to check if an individual projectile is a tracer), only magazines with a high enough tracer density (at least 1 in 4) can cause cook off this way. However this is deemed an acceptable approximation since the chance of this happening should be quite low anyway. * Decrease amount of explosions from ammo cookoff * Add is local check for remote event
2016-10-06 20:37:38 +00:00
if (_simulationType == "box") exitWith {
if (_hitpoint == "#structural" && _damage > 0.5) then {
// Almost always catch fire when hit by an explosive
if (IS_EXPLOSIVE_AMMO(_ammo)) then {
_vehicle call FUNC(cookOffBox);
} else {
// Need magazine to check for tracers
private _mag = "";
if (_source == _shooter) then {
_mag = currentMagazine _source;
} else {
_mag = _source currentMagazineTurret ([_shooter] call CBA_fnc_turretPath);
};
private _magCfg = configFile >> "CfgMagazines" >> _mag;
// Magazine could have changed during flight time (just ignore if so)
if (getText (_magCfg >> "ammo") == _ammo) then {
// If magazine's tracer density is high enough then low chance for cook off
private _tracers = getNumber (_magCfg >> "tracersEvery");
if (_tracers >= 1 && {_tracers <= 4}) then {
if (random 1 < _oldDamage*0.05) then {
_vehicle call FUNC(cookOffBox);
};
};
};
};
// prevent destruction, let cook-off handle it if necessary
_damage min 0.89
} else {
_damage
};
};