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#include "script_component.hpp"
/*
* Author: Brandon (TCVM)
* Process hit by projectile against vehicle and apply appropiate damage to part.
*
* Arguments:
* 0: The vehicle <OBJECT>
* 1: Projectile that hit <OBJECT>
* 2: Hit index of potentially damaged part <NUMBER>
* 3: New damage done to part <NUMBER>
* 4: Information about hitpoint <ARRAY>
* 5: Person who caused damage <OBJECT>
*
* Return Value:
* None
*
* Example:
* [myVehicle, projectile, 5, 0.663] call ace_vehicle_damage_fnc_processHit;
*
* Public: No
*/
params ["_vehicle", "_projectile", "_hitIndex", "_newDamage", "_hitpointData", "_injurer"];
_hitpointData params ["_hitArea", "_hitpointConfig", "_hitpointName"];
private _return = true;
if (_newDamage < 0) then {
_newDamage = -_newDamage;
};
private _currentPartDamage = _vehicle getHitIndex _hitIndex;
private _nextPartDamage = _currentPartDamage + _newDamage;
// damage is high enough for immediate destruction
if (_newDamage >= 15) exitWith {
TRACE_2("immediate destruction - high damage",_newDamage,_currentPartDamage);
[_vehicle] call FUNC(knockOut);
[_vehicle, 1] call FUNC(handleDetonation);
// kill everyone inside for very insane damage
{
_x setDamage 1;
_x setVariable [QEGVAR(medical,lastDamageSource), _injurer];
_x setVariable [QEGVAR(medical,lastInstigator), _injurer];
} forEach crew _vehicle;
_vehicle setDamage 1;
_return = false;
_return
};
private _projectileConfig = _projectile call CBA_fnc_getObjectConfig;
private _warheadTypeStr = getText (_projectileConfig >> "warheadName");
private _incendiary = [_projectileConfig >> QGVAR(incendiary), "NUMBER", -1] call CBA_fnc_getConfigEntry;
private _warheadType = ["HE", "AP", "HEAT", "TandemHEAT"] find _warheadTypeStr; // numerical index for warhead type for quicker checks. Numbers defined in script_macros.hpp
if (_warheadType < 0) then {
_warheadType = WARHEAD_TYPE_NONE;
};
if (_incendiary < 0) then {
_incendiary = [0.3, 0.1, 1, 1, 0] select _warheadType;
};
private _minDamage = [_hitpointConfig >> "minimalHit", "NUMBER", 0] call CBA_fnc_getConfigEntry;
if (_minDamage < 0) then {
_minDamage = -_minDamage;
};
private _ammoEffectiveness = 0;
private _projectileExplosive = [_projectileConfig >> "explosive", "NUMBER", 0] call CBA_fnc_getConfigEntry;
private _indirectHit = [_projectileConfig >> "indirectHit", "NUMBER", 0] call CBA_fnc_getConfigEntry;
if (_warheadType isEqualTo WARHEAD_TYPE_AP) then {
// change damage based on projectile speed (doesn't do this in vanilla ARMA believe it or not)
if !(isNull _injurer) then {
private _airFriction = [_projectileConfig >> "airFriction", "NUMBER", 0] call CBA_fnc_getConfigEntry;
private _distance = _injurer distance _vehicle;
_newDamage = (1 - _projectileExplosive) * _newDamage * exp(_airFriction * _distance);
};
};
private _penChance = 1;
if (_newDamage < _minDamage) then {
_penChance = _newDamage / _minDamage;
TRACE_5("minimum damage modifying hit",_newDamage,_penChance,abs _minDamage,_warheadTypeStr,_hitArea);
};
if (_penChance < random 1) exitWith {
TRACE_1("didn't penetrate",_penChance);
_return
};
if (_minDamage == 0) then {
_minDamage = 1;
};
if (_warheadType isEqualTo WARHEAD_TYPE_HE) then {
private _modifiedIndirectHit = _indirectHit / 100;
if (_newDamage > _modifiedIndirectHit) then {
_newDamage = _newDamage / 2;
};
_newDamage = (_newDamage * (_newDamage / _modifiedIndirectHit)) min _newDamage;
};
_ammoEffectiveness = if (_warheadType isEqualTo WARHEAD_TYPE_AP) then {
0.15 max _newDamage
} else {
if (_warheadType isEqualTo WARHEAD_TYPE_HE) then {
(_newDamage / (_minDamage + (_indirectHit / 100)) * 0.2)
} else {
((_newDamage / _minDamage) * 0.4) min 1
};
};
TRACE_4("ammo effectiveness",_ammoEffectiveness,_newDamage,_minDamage,_warheadTypeStr);
_incendiary = _incendiary * _ammoEffectiveness;
private _isCar = (_vehicle isKindOf "Car" && { !(_vehicle isKindOf "Wheeled_APC_F") });
if (_isCar) then {
_ammoEffectiveness = (_ammoEffectiveness + (_ammoEffectiveness * 0.5)) min 1;
};
private _injuryChance = 0;
private _injuryCount = 0;
switch (_warheadType) do {
case WARHEAD_TYPE_AP: {
_injuryChance = (_ammoEffectiveness * 2) min 1;
_injuryCount = 1 + (_ammoEffectiveness * round random 9);
};
case WARHEAD_TYPE_HE: {
_injuryChance = 0.03 * (1 + _ammoEffectiveness); // spalling injury chance alongside direct hit potential
_injuryCount = 2 + (ceil random 3);
if (_isCar) then {
_injuryChance = 0.8;
_injuryCount = 3 max random count crew _vehicle;
};
};
default {
_injuryChance = (4 * _ammoEffectiveness) min 1;
_injuryCount = 2 + round random 3;
};
};
_injuryChance = _injuryChance * _penChance;
private _currentVehicleAmmo = [_vehicle] call EFUNC(cookoff,getVehicleAmmo);
private _chanceOfDetonation = 0;
private _explosiveAmmoCount = 0;
private _nonExplosiveAmmoCount = 0;
if !(count (_currentVehicleAmmo select 0) isEqualTo 0) then {
private _magConfig = configFile >> "CfgMagazines";
private _ammoConfig = configFile >> "CfgAmmo";
private _countOfExplodableAmmo = 0;
{
_x params ["_magazineClassname", "_currentAmmoCount"];
private _initialAmmoCount = getNumber (_magConfig >> _magazineClassname >> "count");
_chanceOfDetonation = _chanceOfDetonation + (_currentAmmoCount / _initialAmmoCount);
_countOfExplodableAmmo = _countOfExplodableAmmo + 1;
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private _ammoClassname = getText (_magConfig >> _magazineClassname >> "ammo");
private _explosive = getNumber (_ammoConfig >> _ammoClassname >> "explosive");
private _hit = getNumber (_ammoConfig >> _ammoClassname >> "hit");
if (_explosive > 0.5 || _hit > 50) then {
_explosiveAmmoCount = _explosiveAmmoCount + 1;
} else {
_nonExplosiveAmmoCount = _nonExplosiveAmmoCount + 1;
};
} forEach (_currentVehicleAmmo select 0);
if (_countOfExplodableAmmo != 0) then {
_chanceOfDetonation = _chanceOfDetonation / _countOfExplodableAmmo;
};
};
private _chanceToDetonate = 0;
private _chanceOfFire = 0;
private _currentFuel = fuel _vehicle;
private _vehicleConfig = _vehicle call CBA_fnc_getObjectConfig;
switch (_hitArea) do {
case "engine": {
_chanceToDetonate = ([_vehicleConfig >> QGVAR(engineDetonationProb), "NUMBER", 0] call CBA_fnc_getConfigEntry) * _incendiary * _currentFuel * _penChance;
_chanceOfFire = ([_vehicleConfig >> QGVAR(engineFireProb), "NUMBER", 0] call CBA_fnc_getConfigEntry) * _incendiary * _currentFuel * _penChance;
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private _cookoffIntensity = 4 * _currentFuel;
TRACE_6("hit engine",_chanceToDetonate,_chanceOfFire,_incendiary,_chanceOfDetonation,_currentFuel,_cookoffIntensity);
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if (_isCar) then {
_chanceOfFire = 0; // no cookoff for cars
};
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if ([_vehicle, _chanceToDetonate, _currentVehicleAmmo, _explosiveAmmoCount, _nonExplosiveAmmoCount, _injurer] call FUNC(handleDetonation)) exitWith {
[_vehicle] call FUNC(knockOut);
};
// cap damage at 0.9 to avoid hard coded blow up
_nextPartDamage = (0.9 min _nextPartDamage);
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// fatal engine/drive system damage
if (_nextPartDamage == 0.9 || { 0.8 * _ammoEffectiveness > random 1 }) then {
[_vehicle, _hitIndex, _hitpointName, 0.9 * _penChance] call FUNC(addDamage);
_vehicle setVariable [QGVAR(canMove), false];
} else {
[_vehicle, _hitIndex, _hitpointName, _nextPartDamage * _penChance] call FUNC(addDamage);
};
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// slightly lower injury chance since this hit the engine block
[_vehicle, _injuryChance, _injuryCount, _injurer, [0.2, 0.2, 0.2, 0.4]] call FUNC(injureOccupants);
[_vehicle, _chanceOfFire, _cookoffIntensity, _injurer, _hitArea, false] call FUNC(handleCookoff);
};
case "hull": {
_chanceToDetonate = ([_vehicleConfig >> QGVAR(hullDetonationProb), "NUMBER", 0] call CBA_fnc_getConfigEntry) * _incendiary * ((_chanceOfDetonation + _currentFuel) / 2) * _penChance;
_chanceOfFire = ([_vehicleConfig >> QGVAR(hullFireProb), "NUMBER", 0] call CBA_fnc_getConfigEntry) * _incendiary * ((_chanceOfDetonation + _currentFuel) / 2) * _penChance;
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private _cookoffIntensity = 1.5 + (_explosiveAmmoCount * _chanceOfFire);
TRACE_6("hit hull",_chanceToDetonate,_chanceOfFire,_incendiary,_chanceOfDetonation,_currentFuel,_cookoffIntensity);
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if (_isCar) then {
_chanceOfFire = 0; // no cookoff for cars
};
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if ([_vehicle, _chanceToDetonate, _currentVehicleAmmo, _explosiveAmmoCount, _nonExplosiveAmmoCount, _injurer] call FUNC(handleDetonation)) exitWith {
[_vehicle, _hitIndex, _hitpointName, 0.89 * _penChance] call FUNC(addDamage);
[_vehicle] call FUNC(knockOut);
};
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[_vehicle, _injuryChance, _injuryCount, _injurer, [1, 0.4, 0.4, 1]] call FUNC(injureOccupants);
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private _hash = _vehicle getVariable [QGVAR(hitpointHash), []];
private _hashKeys = [_hash] call CBA_fnc_hashKeys;
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// 25% chance of jamming turret - 25% of mobility kill - 25% of both - 75% chance of critical hull damage
private _rand = random 1;
TRACE_2("rolling hull damage",_ammoEffectiveness,_rand);
private _partKill = [];
if (_ammoEffectiveness > _rand) then {
_rand = random 1;
TRACE_2("damaged hull part",_ammoEffectiveness,_rand);
switch (true) do {
case (_rand < 0.25): {
[_vehicle, _hitIndex, _hitpointName, 0.89 * _penChance] call FUNC(addDamage);
// iterate through all keys and find appropriate turret
[_hash, {
if (_value#0 isEqualTo "turret") then {
_partKill pushBack _key;
};
}] call CBA_fnc_hashEachPair;
_vehicle setVariable [QGVAR(canShoot), false];
};
case (_rand < 0.5): {
[_vehicle, _hitIndex, _hitpointName, 0.89 * _penChance] call FUNC(addDamage);
_partKill = _partKill + ENGINE_HITPOINTS#0;
if !(_vehicle isKindOf "Wheeled_APC_F") then {
_partKill = _partKill + TRACK_HITPOINTS#0;
};
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_vehicle setVariable [QGVAR(canMove), false];
};
case (_rand < 0.75): {
[_vehicle, _hitIndex, _hitpointName, 0.89 * _penChance] call FUNC(addDamage);
_partKill = _partKill + ENGINE_HITPOINTS#0;
if !(_vehicle isKindOf "Wheeled_APC_F") then {
_partKill = _partKill + TRACK_HITPOINTS#0;
};
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// iterate through all keys and find appropriate turret
[_hash, {
if (_value#0 isEqualTo "turret") then {
_partKill pushBack _key;
};
}] call CBA_fnc_hashEachPair;
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_vehicle setVariable [QGVAR(canMove), false];
_vehicle setVariable [QGVAR(canShoot), false];
};
default{};
};
};
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{
TRACE_1("doing damage to hitpoint", _x);
[_vehicle, -1, _x, 1 * _penChance] call FUNC(addDamage);
} forEach _partKill;
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[_vehicle, _chanceOfFire, _cookoffIntensity, _injurer, "", true] call FUNC(handleCookoff);
};
case "turret": {
_chanceToDetonate = ([_vehicleConfig >> QGVAR(turretDetonationProb), "NUMBER", 0] call CBA_fnc_getConfigEntry) * _incendiary * _chanceOfDetonation * _penChance;
_chanceOfFire = ([_vehicleConfig >> QGVAR(turretFireProb), "NUMBER", 0] call CBA_fnc_getConfigEntry) * _incendiary * _chanceOfDetonation * _penChance;
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private _cookoffIntensity = _explosiveAmmoCount * _chanceOfFire;
TRACE_6("hit turret",_chanceToDetonate,_chanceOfFire,_incendiary,_chanceOfDetonation,_currentFuel,_cookoffIntensity);
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if (_isCar) then {
_chanceOfFire = 0; // no cookoff for cars
};
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if ([_vehicle, _chanceToDetonate, _currentVehicleAmmo, _explosiveAmmoCount, _nonExplosiveAmmoCount, _injurer] call FUNC(handleDetonation)) exitWith {
[_vehicle] call FUNC(knockOut);
};
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if (0.8 * _ammoEffectiveness > random 1) then {
TRACE_1("damaged turret", _ammoEffectiveness * 0.8);
[_vehicle, _hitIndex, _hitpointName, 1 * _penChance] call FUNC(addDamage);
_vehicle setVariable [QGVAR(canShoot), false];
};
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[_vehicle, _injuryChance, _injuryCount, _injurer, [0.5, 1.5, 1.5, 0.8]] call FUNC(injureOccupants);
[_vehicle, _chanceOfFire, _cookoffIntensity, _injurer, "", true] call FUNC(handleCookoff);
};
case "gun": {
TRACE_5("hit gun",_chanceToDetonate,_chanceOfFire,_incendiary,_chanceOfDetonation,_currentFuel);
if (0.8 * _ammoEffectiveness > random 1) then {
TRACE_1("damaged gun",_ammoEffectiveness * 0.8);
[_vehicle, _hitIndex, _hitpointName, 1 * _penChance] call FUNC(addDamage);
_vehicle setVariable [QGVAR(canShoot), false];
};
};
case "track": {
private _damage = (0.1 max (0.1 * _newDamage / _minDamage)) min 1;
[_vehicle, _hitIndex, _hitpointName, (_currentPartDamage + _damage) * _penChance] call FUNC(addDamage);
TRACE_3("damaged track",_damage,_newDamage,_minDamage);
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if ((_vehicle getHitIndex _hitIndex) >= 1) then {
_vehicle setVariable [QGVAR(canMove), false];
};
};
case "wheel": {
[_vehicle, _hitIndex, _hitpointName, (_currentPartDamage + _newDamage) * _penChance] call FUNC(addDamage);
TRACE_1("damaged wheel",_newDamage);
};
case "fuel": {
_chanceOfFire = (_incendiary * _currentFuel * _penChance) / 2;
private _cookoffIntensity = _currentFuel * 5;
TRACE_2("damaged fuel",_chanceOfFire,_cookoffIntensity);
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if (_isCar) then {
_chanceOfFire = 0; // no cookoff for cars
};
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[_vehicle, _chanceOfFire, _cookoffIntensity, _injurer, "", false] call FUNC(handleCookoff);
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private _damage = (0.1 max (0.1 * _newDamage / _minDamage)) min 1;
[_vehicle, _hitIndex, _hitpointName, (_currentPartDamage + _damage) * _penChance] call FUNC(addDamage);
};
case "slat": {
TRACE_2("hit slat",_warheadType,_warheadTypeStr);
// incredibly small chance of AP destroying SLAT
if (_warheadType isEqualTo WARHEAD_TYPE_HEAT || { _warheadType isEqualTo WARHEAD_TYPE_TANDEM } || { _warheadType isEqualTo WARHEAD_TYPE_HE } || { 0.01 > random 1 }) then {
private _currentDamage = _vehicle getHitIndex _hitIndex;
TRACE_3("damaged slat",_warheadType,_warheadTypeStr,_currentDamage);
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if (_warheadType isEqualTo WARHEAD_TYPE_HEAT || { _warheadType isEqualTo WARHEAD_TYPE_TANDEM }) then {
[_vehicle, _hitIndex, _hitpointName, 1] call FUNC(addDamage);
} else {
[_vehicle, _hitIndex, _hitpointName, _currentDamage + (0.5 max random 1)] call FUNC(addDamage);
};
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if (_currentDamage < 1 && _warheadType isEqualTo WARHEAD_TYPE_HEAT) then {
_return = false;
};
};
};
case "era": {
TRACE_2("hit era",_warheadType,_warheadTypeStr);
if (_warheadType isEqualTo WARHEAD_TYPE_HEAT || { _warheadType isEqualTo WARHEAD_TYPE_TANDEM } || { 0.05 > random 1 }) then {
private _currentDamage = _vehicle getHitIndex _hitIndex;
TRACE_3("damaged era",_warheadType,_warheadTypeStr,_currentDamage);
[_vehicle, _hitIndex, _hitpointName, 1] call FUNC(addDamage);
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// dont process anymore damage if this is HEAT - shouldnt happen anyway but ARMA says it does so you know
if (_currentDamage < 1 && _warheadType isEqualTo WARHEAD_TYPE_HEAT) then {
_return = false;
};
};
};
default {
TRACE_1("hit unknown hitpoint??",_hitArea);
}
};
_return