ACE3/addons/frag/functions/fnc_frago.sqf

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#include "script_component.hpp"
/*
* Author: Jaynus, NouberNou
* Server func to create the fragmentation for a round.
*
* Arguments:
* 0: Last Position (ASL) <ARRAY>
* 1: Velocity <ARRAY>
* 2: Ammo Classname <STRING>
*
* Return Value:
* None
*
* Example:
* [[], [], "handGrenade"] call ace_frag_fnc_frago
*
* Public: No
*/
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#define FRAG_VEC_VAR 0.004
#define MAX_FRAG_COUNT 50
BEGIN_COUNTER(frago);
params ["_lastPos", "_lastVel", "_shellType"];
TRACE_3("frago",_lastPos,_lastVel,_shellType);
// Limit max frag count if there was a recent frag
private _maxFrags = round (MAX_FRAG_COUNT * linearConversion [0.1, 1.5, (CBA_missionTime - GVAR(lastFragTime)), 0.1, 1, true]);
TRACE_2("",_maxFrags,CBA_missionTime - GVAR(lastFragTime));
GVAR(lastFragTime) = CBA_missionTime;
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private _fragTypes = [
QGVAR(tiny), QGVAR(tiny), QGVAR(tiny),
QGVAR(tiny_HD), QGVAR(tiny_HD), QGVAR(tiny_HD),
QGVAR(small), QGVAR(small), QGVAR(small), QGVAR(small),
QGVAR(small_HD), QGVAR(small_HD), QGVAR(small_HD), QGVAR(small_HD),
QGVAR(medium_HD), QGVAR(medium_HD), QGVAR(medium_HD), QGVAR(medium_HD), QGVAR(medium_HD)
];
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private _warn = false;
if (isArray (configFile >> "CfgAmmo" >> _shellType >> QGVAR(CLASSES))) then {
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_fragTypes = getArray (configFile >> "CfgAmmo" >> _shellType >> QGVAR(CLASSES));
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} else {
_warn = true;
};
private _indirectHitRange = getNumber(configFile >> "CfgAmmo" >> _shellType >> "indirecthitrange");
private _fragRange = 20 * _indirectHitRange * 4;
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// _c = 185; // grams of comp-b
// _m = 210; // grams of fragmentating metal
// _k = 3/5; // spherical K factor
// _gC = 2843; // Gurney constant of comp-b in /ms
// _c = 429; // grams of tritonal
// _m = 496; // grams of fragmentating metal
// _k = 1/2; // spherical K factor
// _gC = 2320; // Gurney constant of tritonal in /ms
private _c = getNumber (configFile >> "CfgAmmo" >> _shellType >> QGVAR(CHARGE));
if (_c == 0) then {_c = 1; _warn = true;};
private _m = getNumber (configFile >> "CfgAmmo" >> _shellType >> QGVAR(METAL));
if (_m == 0) then {_m = 2; _warn = true;};
private _k = getNumber (configFile >> "CfgAmmo" >> _shellType >> QGVAR(GURNEY_K));
if (_k == 0) then {_k = 0.5; _warn = true;};
private _gC = getNumber (configFile >> "CfgAmmo" >> _shellType >> QGVAR(GURNEY_C));
if (_gC == 0) then {_gC = 2440; _warn = true;};
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if (_warn) then {
INFO_1("Ammo class %1 lacks proper explosive properties definitions for frag!",_shellType);
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};
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// Gunery equation is for a non-fragmenting metal, imperical value of 80% represents fragmentation
private _fragPower = 0.8 * (((_m / _c) + _k) ^ - (1 / 2)) * _gC;
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private _atlPos = ASLtoATL _lastPos;
private _fragPowerRandom = _fragPower * 0.5;
if ((_atlPos select 2) < 0.5) then {
_lastPos vectorAdd [0, 0, 0.5];
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};
private _objects = _atlPos nearEntities [["Car", "Motorcycle", "Tank", "StaticWeapon", "CAManBase", "Air", "Ship"], _fragRange];
// Add unique crews in faster way
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{
{
_objects pushBackUnique _x;
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} forEach (crew _x);
} forEach _objects;
TRACE_2("",_fragRange,count _objects);
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private _fragCount = 0;
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private _fragArcs = [];
_fragArcs set [360, 0];
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private _doRandom = true;
if (!(_objects isEqualTo [])) then {
if (GVAR(reflectionsEnabled)) then {
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[_lastPos, _shellType] call FUNC(doReflections);
};
{
private _target = _x;
if (alive _target) then {
(boundingBox _target) params ["_boundingBoxA", "_boundingBoxB"];
private _cubic = ((abs (_boundingBoxA select 0)) + (_boundingBoxB select 0)) * ((abs (_boundingBoxA select 1)) + (_boundingBoxB select 1)) * ((abs (_boundingBoxA select 2)) + (_boundingBoxB select 2));
if (_cubic <= 1) exitWith {};
// _doRandom = true;
private _targetVel = velocity _target;
private _targetPos = getPosASL _target;
private _distance = _targetPos vectorDistance _lastPos;
private _add = ((_boundingBoxB select 2) / 2) + ((((_distance - (_fragpower / 8)) max 0) / _fragPower) * 10);
_targetPos = _targetPos vectorAdd [
(_targetVel select 0) * (_distance / _fragPower),
(_targetVel select 1) * (_distance / _fragPower),
_add
];
private _baseVec = _lastPos vectorFromTo _targetPos;
private _dir = floor (_baseVec call CBA_fnc_vectDir);
private _currentCount = RETDEF(_fragArcs select _dir,0);
if (_currentCount < 10) then {
private _count = ceil (random (sqrt (_m / 1000)));
private _vecVar = FRAG_VEC_VAR;
if (!(_target isKindOf "Man")) then {
ADD(_vecVar,(sqrt _cubic) / 2000);
if ((crew _target) isEqualTo [] && {_count > 0}) then {
_count = 0 max (_count / 2);
};
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};
for "_i" from 1 to _count do {
private _vec = _baseVec vectorDiff [
(_vecVar / 2) + (random _vecVar),
(_vecVar / 2) + (random _vecVar),
(_vecVar / 2) + (random _vecVar)
];
private _fp = _fragPower - (random (_fragPowerRandom));
private _vel = _vec vectorMultiply _fp;
private _fragObj = (selectRandom _fragTypes) createVehicleLocal [0,0,10000];
// TRACE_4("targeted",_fp, typeOf _fragObj,_lastPos vectorDistance _targetPos,typeOf _x);
_fragObj setPosASL _lastPos;
_fragObj setVectorDir _vec;
_fragObj setVelocity _vel;
#ifdef DRAW_FRAG_INFO
[ACE_player, _fragObj, [1,0,0,1]] call FUNC(dev_addTrack);
#endif
INC(_fragCount);
INC(_currentCount);
};
_fragArcs set [_dir, _currentCount];
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};
};
if (_fragCount > _maxFrags) exitWith {};
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} forEach _objects;
TRACE_1("targeted",_fragCount);
if (_fragCount > _maxFrags) exitWith {};
private _randomCount = ceil ((_maxFrags - _fragCount) * 0.35);
TRACE_1("",_randomCount);
private _sectorSize = 360 / (_randomCount max 1);
if (_doRandom) then {
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for "_i" from 1 to _randomCount do {
// Distribute evenly
private _sectorOffset = 360 * (_i - 1) / (_randomCount max 1);
private _randomDir = random (_sectorSize);
_vec = [cos (_sectorOffset + _randomDir), sin (_sectorOffset + _randomDir), sin (30 - (random 45))];
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_fp = (_fragPower - (random (_fragPowerRandom)));
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_vel = _vec vectorMultiply _fp;
_fragObj = (selectRandom _fragTypes) createVehicleLocal [0, 0, 10000];
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_fragObj setPosASL _lastPos;
_fragObj setVectorDir _vec;
_fragObj setVelocity _vel;
#ifdef DRAW_FRAG_INFO
[ACE_player, _fragObj, [1,0.5,0,1]] call FUNC(dev_addTrack);
#endif
INC(_fragCount);
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};
};
};
TRACE_1("total created",_fragCount);
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END_COUNTER(frago);