ACE3/addons/nlaw/functions/fnc_seeker.sqf

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/*
* Author: PabstMirror
* Handles the top down attack seeker for missile guidance.
* Has a very short range (IR/Magnetic?) seeker that will trigger the shaped charge midair above the target.
*
* Arguments:
* 1: Guidance Arg Array <ARRAY>
* 2: Seeker State <ARRAY>
*
* Return Value:
* Seeker Pos <ARRAY>
*
* Example:
* [] call ace_nlaw_fnc_seeker
*
* Public: No
*/
// #define DEBUG_MODE_FULL
#include "script_component.hpp"
params ["", "_args", "_seekerStateParams"];
_args params ["_firedEH", "_launchParams", "", "_seekerParams", "_stateParams"];
_firedEH params ["","","","","","","_projectile"];
_launchParams params ["", "_targetLaunchParams", "", "_attackProfile"];
_targetLaunchParams params ["", "", "_launchPos"];
if (_attackProfile == QGVAR(directAttack)) exitWith {[0,0,0]};
private _projPos = getPosASL _projectile;
// Arm seeker after 20 meters
if ((_projPos distance _launchPos) >= 20) then {
scopeName "targetScan";
BEGIN_COUNTER(targetScan);
if (_seekerStateParams isEqualTo []) then {
TRACE_2("Seeker Armed",_projPos distance _launchPos,diag_fps);
_seekerStateParams set [0, _projPos]; // Set _lastPos to current position
};
_seekerStateParams params ["_lastPos", "_terminal"];
if (_terminal) exitWith {};
private _vectorDir = _lastPos vectorFromTo _projPos;
private _frameDistance = _lastPos vectorDistance _projPos;
// Distance traveled depends on velocity and FPS - at 60fps it will be ~4m
// Step size will effect accuracy and performance costs
for "_stepSize" from 0 to _frameDistance step 0.5 do {
// This represents a position that the missile was at between the last frame and now
private _virtualPos = _lastPos vectorAdd (_vectorDir vectorMultiply _stepSize);
#ifdef DRAW_NLAW_INFO
drawLine3D [ASLtoAGL _virtualPos, ASLtoAGL (_virtualPos vectorAdd [0,0,-5]), [1,0,_stepSize/(_frameDistance max 0.1),1]];
#endif
// Limit scan to 5 meters directly down (shaped charge jet has a very limited range)
private _res = lineIntersectsSurfaces [_virtualPos, (_virtualPos vectorAdd [0,0,-5]), _projectile];
if (!(_res isEqualTo [])) then {
(_res select 0) params ["_targetPos", "", "_target"];
if ((_target isKindOf "Tank") || {_target isKindOf "Car"} || {_target isKindOf "Air"}) exitWith {
TRACE_3("Firing shaped charge down",_target,_targetPos distance _virtualPos,_frameDistance);
TRACE_2("",_target worldToModel (ASLtoAGL _virtualPos),boundingBoxReal _target);
_virtualPos = _virtualPos vectorAdd (_vectorDir vectorMultiply 1.25);
deleteVehicle _projectile;
// Damage and effects of missile exploding (timeToLive is 0 so should happen next frame)
private _explosion = "ACE_NLAW_Explosion" createVehicle _virtualPos;
_explosion setPosASL _virtualPos;
// Just damage from shaped charge
private _shapedCharage = "ACE_NLAW_ShapedCharge" createVehicle _virtualPos;
_shapedCharage setPosASL _virtualPos;
_shapedCharage setVectorDirAndUp [[0,0,-1], [1,0,0]];
_shapedCharage setVelocity [0,0,-300];
_seekerStateParams set [1, true];
END_COUNTER(targetScan);
breakOut "targetScan";
};
};
};
_seekerStateParams set [0, _projPos];
END_COUNTER(targetScan);
};
// Exploded, return dummy value
if (_seekerStateParams param [1, false]) exitWith {
[0,0,1]
};
// return:
[0,0,0]