ACE3/addons/repair/functions/fnc_setHitPointDamage.sqf

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#include "..\script_component.hpp"
/*
* Author: commy2
* Set the hitpoint damage and change the structural damage acordingly, requires local vehicle.
* Handles the ace_repair_setVehicleHitPointDamage event.
*
* Arguments:
* 0: Local Vehicle to Damage <OBJECT>
* 1: Selected hitpoint INDEX <NUMBER>
* 2: Total Damage <NUMBER>
* 3: Use destruction effects <BOOL>
*
* Return Value:
* None
*
* Example:
* [vehicle, 1, 0.5] call ace_repair_fnc_setHitPointDamage
*
* Public: No
*/
params ["_vehicle", "_hitPointIndex", "_hitPointDamage", ["_useEffects", false]];
TRACE_4("params",_vehicle,typeOf _vehicle,_hitPointIndex,_hitPointDamage);
// can't execute all commands if the vehicle isn't local. exit here.
if !(local _vehicle) exitWith {ERROR_1("Vehicle Not Local %1",_vehicle);};
// get all hitpoints and selections and damages
(getAllHitPointsDamage _vehicle) params [["_allHitPoints", []], ["_allHitPointsSelections", []], ["_allHitPointDamages", []]];
// exit if the hitpoint is not valid
if ((_hitPointIndex < 0) || {_hitPointIndex >= (count _allHitPoints)}) exitWith {ERROR_2("NOT A VALID HITPOINT: %1-%2",_hitPointIndex,_vehicle);};
// save structural damage and sum of hitpoint damages
private _damageOld = damage _vehicle;
private _realHitpointCount = 0;
private _hitPointDamageSumOld = 0;
private _hitPointDamageRepaired = 0; //positive for repairs : newSum = (oldSum - repaired)
{
private _selectionName = _allHitPointsSelections select _forEachIndex;
//Filter out all the bad hitpoints (HitPoint="" or no selection)
if ((!isNil {_vehicle getHit _selectionName}) && {_x != ""}) then {
_realHitpointCount = _realHitpointCount + 1;
if (!("glass" in (toLowerANSI _x)) && {(getText (configOf _vehicle >> "HitPoints" >> _x >> "depends")) in ["", "0"]}) then {
_hitPointDamageSumOld = _hitPointDamageSumOld + (_allHitPointDamages select _forEachIndex);
if (_forEachIndex == _hitPointIndex) then {
_hitPointDamageRepaired = (_allHitPointDamages select _forEachIndex) - _hitPointDamage;
};
};
};
} forEach _allHitPoints;
// calculate new structural damage
private _damageNew = (_hitPointDamageSumOld - _hitPointDamageRepaired) / _realHitpointCount;
if (_hitPointDamageSumOld > 0) then {
_damageNew = _damageOld * ((_hitPointDamageSumOld - _hitPointDamageRepaired) / _hitPointDamageSumOld);
};
TRACE_5("structuralDamage",_damageOld,_damageNew,_hitPointDamageRepaired,_hitPointDamageSumOld,_realHitpointCount);
// set new structural damage value
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private _damageDisabled = !isDamageAllowed _vehicle;
if (_damageDisabled) then {
_vehicle allowDamage true;
};
_vehicle setDamage [_damageNew, _useEffects];
//Repair the hitpoint in the damages array:
_allHitPointDamages set [_hitPointIndex, _hitPointDamage];
//Set the new damage for all hitpoints
{
_vehicle setHitIndex [_forEachIndex, _x, _useEffects];
} forEach _allHitPointDamages;
// normalize hitpoints
[_vehicle] call FUNC(normalizeHitPoints);
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if (_damageDisabled) then {
_vehicle allowDamage false;
};