Merge pull request #501 from acemod/network_lasers

Break all the lasers. Continuing expansion work is in #535
This commit is contained in:
jaynus 2015-04-12 16:47:24 -07:00
commit 0c3caffe89
32 changed files with 555 additions and 279 deletions

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@ -2,8 +2,32 @@ class CfgVehicles {
class All;
class LaserTarget: All {
// @TODO: Changing the model and simulation hides it, but THEN IT DOESNT SPAWN WTF!?
model = "\A3\Weapons_F\empty.p3d";
simulation = "nvmarker";
nvTarget = 1;
//simulation = "laserTarget";
//threat[] = {0,0,0};
class EventHandlers {
init = QUOTE(_this call FUNC(laser_init));
};
diffuse[] = {0,0,0};
ambient[] = {0,0,0};
brightness = 0;
name = "pozicni blik";
drawLight = 0;
drawLightSize = 0;
drawLightCenterSize = 0;
activeLight = 0;
blinking = 0;
dayLight = 0;
onlyInNvg = 0;
useFlare = 0;
};
// Visual laserTarget override
class ACE_LaserTarget_Visual : LaserTarget {
//model = "\A3\Weapons_f\laserTgt.p3d";
};
};

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@ -0,0 +1,8 @@
class CfgWeapons {
class Binocular;
class Laserdesignator : Binocular {
visionMode[] = {"Normal","NVG"};
};
};

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@ -0,0 +1 @@
// TODO: RscOptics_LaserDesignator for laser code designation

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@ -1,3 +1,4 @@
#include "script_component.hpp"
NO_DEDICATED;
["laser_laserOn", {_this call DFUNC(handleLaserOn)}] call EFUNC(common,addEventHandler);
["laser_laserOff", {_this call DFUNC(handleLaserOff)}] call EFUNC(common,addEventHandler);

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@ -6,15 +6,28 @@ PREP(shootRay);
PREP(shootCone);
PREP(checkLos);
PREP(findLaserDesignator);
PREP(findStrongestRay);
PREP(translateToModelSpace);
PREP(translateToWeaponSpace);
PREP(laser_init);
PREP(seekerFindLaserSpot);
PREP(laserOn);
PREP(laserOff);
PREP(handleLaserOn);
PREP(handleLaserOff);
PREP(drawVisibleLaserTargets);
PREP(laser_init);
PREP(vanillaLaserSeekerHandler);
PREP(laserTargetPFH);
ACE_LASERS = [];
ACE_DEFAULT_LASER_CODE = 1001;
GVAR(VanillaLasers) = [];
// Laser default variables
ACE_DEFAULT_LASER_CODE = 1001;
ACE_DEFAULT_LASER_WAVELENGTH = 1550;
ACE_DEFAULT_LASER_BEAMSPREAD = 1;
GVAR(laserEmitters) = HASH_CREATE;

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@ -11,4 +11,5 @@ class CfgPatches {
};
#include "CfgEventhandlers.hpp"
#include "CfgVehicles.hpp"
#include "CfgVehicles.hpp"
#include "CfgWeapons.hpp"

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@ -0,0 +1 @@
// @TODO: This is to draw the actual LaserTarget positions to utilize for laser shooting.

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@ -1,74 +0,0 @@
//#define DEBUG_MODE_FULL
#include "script_component.hpp"
private ["_seeker", "_headingPitch", "_found", "_vectorTo", "_polarTo", "_dir", "_vertOk", "_horzOk", "_fov",
"_closestDistance", "_pos1", "_pos2", "_disCheck", "_currentTarget", "_potentialTargets", "_offset", "_vector"];
_seeker = _this select 0;
_laserCode = _this select 1;
_fov = if (count _this > 2) then {_this select 2} else {75};
_vector = if (count _this > 3) then {_this select 3} else {vectorDir _seeker};
_offset = if (count _this > 4) then {_this select 4} else {[0,0,0]};
_headingPitch = _vector call CBA_fnc_vect2polar;
_currentTarget = nil;
_found = false;
_getPosASL = {visiblePositionASL (_this select 0)};
LOG("Searching lasers");
if(!(isNil "ACE_LASERS")) then {
_potentialTargets = [];
TRACE_1("", ACE_LASERS);
{
if(!(isNull _x)) then {
_sensorPos = ATLtoASL(_seeker modelToWorldVisual _offset);
_vectorTo = [_sensorPos, ([_x] call _getPosASL)] call BIS_fnc_vectorFromXToY;
_polarTo = _vectorTo call CBA_fnc_vect2polar;
_dir = _polarTo select 1;
_dir = _dir - (_headingPitch select 1);
TRACE_4("Calc", _sensorPos, _vectorTo, _polarTo, _dir);
if (_dir < 0) then {_dir = _dir + 360};
if (_dir > 360) then {_dir = _dir - 360};
_vertOk = false;
_horzOk = false;
if(_dir < _fov || {_dir > (360-_fov)}) then {
_horzOk = true;
};
if(abs((abs(_polarTo select 2))-(abs(_headingPitch select 2))) < _fov) then {
_vertOk = true;
};
TRACE_2("Results", _vertOk, _horzOk);
if(_vertOk && {_horzOk}) then {
// Does the laser currently have our current code, if we have one?
_targetCode = _x getVariable ["ACE_LASER_CODE", ACE_DEFAULT_LASER_CODE];
TRACE_1("Target in sight, checking code", _targetCode, _laserCode);
if(_targetCode == _laserCode) then {
_potentialTargets set[(count _potentialTargets), _x];
};
};
};
} forEach ACE_LASERS;
TRACE_1("", _potentialTargets);
_closestDistance = 100000;
{
_pos1 = (getPosASL _seeker);
_pos2 = ([_x] call _getPosASL);
_disCheck = _pos1 distance _pos2;
// shouldn't this bail out when a valid target is found instead of iterating over all potential targets ?
if(_disCheck < _closestDistance && {[_pos1, _pos2, _x, _seeker] call FUNC(checkLos)}) then {
_found = true;
_currentTarget = _x;
_closestDistance = _disCheck;
};
} forEach _potentialTargets;
};
[_found, _currentTarget]

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@ -0,0 +1,8 @@
//fnc_handleLaserOff.sqf
#include "script_component.hpp"
private ["_uuid"];
_uuid = _this select 0;
if(HASH_HASKEY(GVAR(laserEmitters), _uuid)) then {
HASH_REM(GVAR(laserEmitters), _uuid);
};

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@ -0,0 +1,7 @@
//fnc_handleLaserOn.sqf
#include "script_component.hpp"
private ["_uuid", "_args"];
_uuid = _this select 0;
_args = _this select 1;
HASH_SET(GVAR(laserEmitters), _uuid, _args);

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@ -0,0 +1,16 @@
/*
* Author: Nou
* Turn a laser designator off.
*
* Arguments:
* 0: UUID (from laserOn) <string>
*
* Return value:
* None
*/
#include "script_component.hpp"
private ["_uuid"];
_uuid = _this select 0;
["laser_laserOff", [_uuid]] call EFUNC(common,globalEvent);

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@ -0,0 +1,23 @@
/*
* Author: Nou
* Turn a laser designator on.
*
* Arguments:
* 0: Emitter <object>
* 1: Owner <object>
* 2: Method, can be code, which emitter and owner are passed to, a string function name, an array with a position memory point and weapon name, or an array with a position memory point, a vector begining memory point, and vector ending memory point.
* 3: Wavelength (1550nm is common eye safe) <number>
* 4: Laser code <number>
* 5: Beam divergence (in mils off beam center).
*
* Return value:
* String, UUID for sending to laserOff function.
*/
#include "script_component.hpp"
private ["_uuid", "_args"];
_uuid = format["%1%2%3", floor diag_tickTime, floor random 1000, floor random 10000];
_args = [_uuid, _this];
["laser_laserOn", _args] call EFUNC(common,globalEvent);
_uuid;

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@ -1,20 +1,25 @@
//#define DEBUG_MODE_FULL
#include "script_component.hpp"
TRACE_1("enter", _this);
private["_args", "_laserTarget"];
//TRACE_1("enter", _this);
_args = _this select 0;
_laserTarget = _args select 0;
_shooter = _args select 1;
_uuid = _args select 2;
if(isNull _laserTarget || !alive player) exitWith {
if(isNull _laserTarget || !alive _shooter) exitWith {
[(_this select 1)] call cba_fnc_removePerFrameHandler;
REM(ACE_LASERS, _laserTarget);
REM(GVAR(VanillaLasers), _laserTarget);
// Remove laseron
[_uuid] call FUNC(laserOff);
};
_end = diag_tickTime;
#ifdef DEBUG_MODE_FULL
// Iconize the location of the actual laserTarget
_pos = [_laserTarget] call FUNC(getPosASL);
_pos = getPosASL _laserTarget;
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\select_target_ca.paa", [1,0,0,1], (ASLtoATL _pos), 0.75, 0.75, 0, "", 0.5, 0.025, "TahomaB"];
{

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@ -1,25 +1,32 @@
//#define DEBUG_MODE_FULL
#include "script_component.hpp"
PARAMS_1(_laserTarget);
TRACE_1("enter", _this);
PARAMS_1(_laserTarget);
// Add the target to the global targets array
// Everyone tracks them
// Add the laser localized to the laser array, and give it the default localized code
PUSH(ACE_LASERS, _laserTarget);
PUSH(GVAR(VanillaLasers), _laserTarget);
// Check the vehicle, otherwise use the default
_laserTarget setVariable ["ACE_LASER_CODE", ACE_DEFAULT_LASER_CODE, false];
_laserTarget setVariable [QGVAR(code), ACE_DEFAULT_LASER_CODE, false];
_laserTarget setVariable [QGVAR(beamSpread), ACE_DEFAULT_LASER_BEAMSPREAD, false];
_laserTarget setVariable [QGVAR(waveLength), ACE_DEFAULT_LASER_WAVELENGTH, false];
// Clean the lasers of any null objects while we are here
REM(ACE_LASERS, objNull);
REM(GVAR(VanillaLasers), objNull);
if(!(local _laserTarget)) exitWith { };
// The target is local, so its on this client
if(!isDedicated) then {
_laserTarget setVariable ["ACE_LASERTARGET_SHOOTER", ACE_player, true];
[FUNC(laserTargetPFH), 0, [_laserTarget, ACE_player]] call cba_fnc_addPerFrameHandler;
// @TODO: Get ownership variables and set them on the vehicle
_uuid = [(vehicle ACE_player), ACE_player, QFUNC(vanillaLaserSeekerHandler), ACE_DEFAULT_LASER_WAVELENGTH, ACE_DEFAULT_LASER_CODE, ACE_DEFAULT_LASER_BEAMSPREAD] call FUNC(laserOn);
_laserTarget setVariable [QGVAR(uuid), _uuid, false];
[FUNC(laserTargetPFH), 0, [_laserTarget, ACE_player, _uuid]] call cba_fnc_addPerFrameHandler;
} else {
// server side ownership of laser
//_laserTarget setVariable ["ACE_LASERTARGET_SHOOTER", nil, false];
_laserTarget setVariable [QGVAR(owner), nil, true];
};

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@ -32,7 +32,5 @@ if (_d != 0) then {
};
/* Inverse of step 1 */
_q1 set[0, (_q2 select 0) + (_p1 select 0)];
_q1 set[1, (_q2 select 1) + (_p1 select 1)];
_q1 set[2, (_q2 select 2) + (_p1 select 2)];
_q1 = _q2 vectorAdd _p1;
_q1;

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@ -5,19 +5,12 @@ _p = _this select 0;
_p1 = _this select 1;
_p2 = _this select 2;
_q1 = [];
_q2 = [];
_u = [];
/* Step 1 */
_q1 set[0, (_p select 0) - (_p1 select 0)];
_q1 set[1, (_p select 1) - (_p1 select 1)];
_q1 set[2, (_p select 2) - (_p1 select 2)];
_u set[0, (_p2 select 0) - (_p1 select 0)];
_u set[1, (_p2 select 1) - (_p1 select 1)];
_u set[2, (_p2 select 2) - (_p1 select 2)];
_u = _u call BIS_fnc_unitVector;
_q1 = _p vectorDiff _p1;
_u = _p2 vectorDiff _p1;
_u = vectorNormalized _u;
_d = sqrt((_u select 1)*(_u select 1) + (_u select 2)*(_u select 2));
/* Step 2 */

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@ -0,0 +1,143 @@
/*
* Author: Nou
* Turn a laser designator on.
*
* Arguments:
* 0: Position of seeker (ASL) <position>
* 1: Seeker wavelength sensitivity range, [1550,1550] is common eye safe. <array>
* 2: Seeker laser code. <number>
*
* Return value:
* Array, [Strongest compatible laser spot ASL pos, owner object] Nil array values if nothing found.
*/
#include "script_component.hpp"
private ["_pos", "_seekerWavelengths", "_seekerCode", "_spots", "_buckets", "_excludes", "_bucketIndex", "_finalPos", "_owner", "_obj", "_x", "_method",
"_emitterWavelength", "_laserCode", "_divergence", "_laser", "_laserPos", "_laserDir", "_res", "_bucketPos", "_bucketList", "_c", "_forEachIndex", "_index",
"_testPos", "_finalBuckets", "_largest", "_largestIndex", "_finalBucket", "_owners", "_avgX", "_avgY", "_avgZ", "_count", "_maxOwner", "_maxOwnerIndex", "_finalOwner"];
_pos = _this select 0;
_seekerWavelengths = _this select 1;
_seekerCode = _this select 2;
_spots = [];
_buckets = [];
_excludes = [];
_bucketIndex = 0;
_finalPos = nil;
_finalOwner = nil;
{
_obj = _x select 0;
_owner = _x select 1;
_method = _x select 2;
_emitterWavelength = _x select 3;
_laserCode = _x select 4;
_divergence = _x select 5;
if(alive _obj && {_emitterWavelength >= (_seekerWavelengths select 0)} && {_emitterWavelength <= (_seekerWavelengths select 1)} && {_laserCode == _seekerCode}) then {
_laser = [];
if(IS_CODE(_method)) then {
_laser = _x call _method;
} else {
if(IS_STRING(_method)) then {
_laser = _x call (missionNamespace getVariable [_method, {}]);
} else {
if(IS_ARRAY(_method)) then {
if(count _method == 2) then {
_laser = [ATLtoASL (_obj modelToWorldVisual (_method select 0)), _obj weaponDirection (_method select 1)];
} else {
if(count _method == 3) then {
_laser = [ATLtoASL (_obj modelToWorldVisual (_method select 0)), (ATLtoASL (_obj modelToWorldVisual (_method select 1))) vectorFromTo (ATLtoASL (_obj modelToWorldVisual (_method select 2)))];
};
};
};
};
};
_laserPos = _laser select 0;
_laserDir = _laser select 1;
_res = [_laserPos, _laserDir, _divergence] call FUNC(shootCone);
{
_spots pushBack [_x select 0, _owner];
} forEach (_res select 2);
};
} forEach (GVAR(laserEmitters) select 1);
if((count _spots) > 0) then {
_bucketPos = nil;
_bucketList = nil;
_c = 0;
while { count(_spots) != count(_excludes) && _c < (count _spots) } do {
scopeName "mainSearch";
{
if(!(_forEachIndex in _excludes)) then {
_index = _buckets pushBack [_x, [_x]];
_excludes pushBack _forEachIndex;
_bucketPos = _x select 0;
_bucketList = (_buckets select _index) select 1;
breakTo "mainSearch";
};
} forEach _spots;
{
if(!(_forEachIndex in _excludes)) then {
_testPos = (_x select 0);
if(_testPos vectorDistanceSqr _bucketPos <= 100) then {
_bucketList pushBack _x;
_excludes pushBack _forEachIndex;
};
};
} forEach _spots;
_c = _c + 1;
};
_finalBuckets = [];
_largest = -1;
_largestIndex = 0;
{
_index = _finalBuckets pushBack [];
_bucketList = _finalBuckets select _index;
{
_testPos = (_x select 0);
if(!terrainIntersectASL [_pos, _testPos] && {!lineIntersects [_pos, _testPos]}) then {
_bucketList pushBack _x;
};
} forEach (_x select 1);
if((count _bucketList) > _largest) then {
_largest = (count _bucketList);
_largestIndex = _index;
};
} forEach _buckets;
_finalBucket = _finalBuckets select _largestIndex;
_owners = HASH_CREATE;
if(count _finalBucket > 0) then {
_avgX = 0;
_avgY = 0;
_avgZ = 0;
{
player sideChat format["x: %1", _x];
_avgX = _avgX + ((_x select 0) select 0);
_avgY = _avgY + ((_x select 0) select 1);
_avgZ = _avgZ + ((_x select 0) select 2);
_owner = _x select 1;
if(HASH_HASKEY(_owners, _owner)) then {
_count = HASH_GET(_owners, _owner);
HASH_SET(_owners, _owner, _count+1);
} else {
HASH_SET(_owners, _owner, 1);
};
} forEach _finalBucket;
_count = count _finalBucket;
_finalPos = [_avgX/_count, _avgY/_count, _avgZ/_count];
_maxOwner = -1;
_maxOwnerIndex = 0;
{
if((_owners select 1) select _forEachIndex > _maxOwner) then {
_maxOwner = (_owners select 1) select _forEachIndex;
_maxOwnerIndex = _forEachIndex;
};
} forEach (_owners select 0);
_finalOwner = (_owners select 0) select _maxOwnerIndex;
};
};
[_finalPos, _owner];

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@ -1,8 +1,17 @@
#include "script_component.hpp"
//#define DEBUG_MODE_FULL
private ["_divergence","_pos","_vec","_longestReturn","_shortestReturn","_resultPositions","_p1","_p2","_p","_v","_cp","_vecRotateMap","_result",
"_resultPos","_distance","_count","_pos2","_radOffset","_offset","_offsetPos","_offsetVector"];
_divergence = 0.3;
_pos = _this select 0;
_vec = _this select 1;
if(count _this > 2) then {
_divergence = _this select 2;
};
_count = 3;
if(count _this > 3) then {
_count = _this select 3;
};
_longestReturn = -1000000000;
_shortestReturn = 1000000000;
_resultPositions = [];
@ -10,7 +19,7 @@ _p1 = [0,0,0];
_p2 = +_vec;
_p = (_vec call CBA_fnc_vect2polar);
_v = [(_p select 0), (_p select 1), (_p select 2)+90] call CBA_fnc_polar2vect;
_cp = [_vec, _v] call BIS_fnc_crossProduct;
_cp = _vec vectorCrossProduct _v;
_vecRotateMap = [_cp, _p1, _p2] call FUNC(rotateVectLineGetMap);
@ -24,28 +33,21 @@ if(!isNil "_resultPos") then {
if(_distance > _longestReturn) then {
_longestReturn = _distance;
};
_resultPositions set[(count _resultPositions), _result];
_resultPositions pushBack _result;
#ifdef DEBUG_MODE_FULL
DRAW_LINES set[(count DRAW_LINES), [_pos, _resultPos, [0, 1, 0, 1]]];
// DRAW_LINES set[(count DRAW_LINES), [_pos, _resultPos, [0, 1, 0, 1]]];
drawLine3D [ASLtoATL _pos, ASLtoATL _resultPos, [1,0,0,1]];
#endif
};
_count = 8;
_pos2 = [
(_pos select 0)+((_vec select 0)*1000),
(_pos select 1)+((_vec select 1)*1000),
(_pos select 2)+((_vec select 2)*1000)
];
_pos2 = _pos vectorAdd (_vec vectorMultiply 1000);
{
for "_i" from 0 to ceil(_count*_x) do {
_radOffset = random 360;
_offset = [_vecRotateMap, (((360/_count)*_i)+_radOffset) mod 360] call FUNC(rotateVectLine);
_offsetPos = [
(_pos2 select 0)+((_offset select 0)*(_divergence*_x)),
(_pos2 select 1)+((_offset select 1)*(_divergence*_x)),
(_pos2 select 2)+((_offset select 2)*(_divergence*_x))
];
_offsetVector = [_pos, _offsetPos] call BIS_fnc_vectorFromXtoY;
_offsetPos = _pos2 vectorAdd (_offset vectorMultiply (_divergence*_x));
_offsetVector = _pos vectorFromTo _offsetPos;
_result = [_pos, _offsetVector] call FUNC(shootRay);
_resultPos = _result select 0;
if(!isNil "_resultPos") then {
@ -56,9 +58,10 @@ _pos2 = [
if(_distance > _longestReturn) then {
_longestReturn = _distance;
};
_resultPositions set[(count _resultPositions), _result];
_resultPositions pushBack _result;
#ifdef DEBUG_MODE_FULL
DRAW_LINES set[(count DRAW_LINES), [_pos, _resultPos, [0, 1, 0, 1]]];
// DRAW_LINES set[(count DRAW_LINES), [_pos, _resultPos, [0, 1, 0, 1]]];
drawLine3D [ASLtoATL _pos, ASLtoATL _resultPos, [1,0,0,1]];
#endif
};
};

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@ -11,13 +11,8 @@ _lastPos = +_pos;
{
scopeName "mainSearch";
for "_i" from 1 to 10 do {
_nextPos = [
(_lastPos select 0)+((_vec select 0)*_x),
(_lastPos select 1)+((_vec select 1)*_x),
(_lastPos select 2)+((_vec select 2)*_x)
];
if(lineIntersects [_lastPos, _nextPos] || terrainIntersectASL [_lastPos, _nextPos]) then {
_nextPos = _lastPos vectorAdd (_vec vectorMultiply _x);
if(terrainIntersectASL [_lastPos, _nextPos] || {lineIntersects [_lastPos, _nextPos]}) then {
_resultPos = _lastPos;
breakTo "mainSearch";
} else {
@ -25,6 +20,5 @@ _lastPos = +_pos;
_lastPos = _nextPos;
};
};
} forEach _fidelity;
[_resultPos, _distance];

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@ -0,0 +1,26 @@
/*
* Author: jaynus
* Handler function for laser network code.
*
* Argument:
* 0: Emitter
* 1: Owner
*
* Return value:
* [position, direction]
*/
//#define DEBUG_MODE_FULL
#include "script_component.hpp"
private["_emitter", "_owner", "_gunnerInfo", "_turretInfo", "_povPos", "_povDir"];
_emmiter = _this select 0;
_owner = _this select 1;
// Not in a vehicle....
// @TODO: handle lasering from turrets
if( (vehicle _emmiter) == _emmiter && alive _emmiter && (currentWeapon _emmiter) == "LaserDesignator") exitWith {
[(eyePos _emmiter), (eyeDirection _emmiter)]
};
[-1,-1]

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@ -1,32 +0,0 @@
class RscPicture;
class RscText;
class RscControlsGroupNoScrollbars;
/* This disables air radar. We need to make this a seperate HUD addon
class RscInGameUI
{
class RscUnitInfo
{
class CA_Radar: RscControlsGroupNoScrollbars
{
class controls
{
class CA_RadarBackground: RscPicture {
colorText[] = {0,0,0,0};
text = "";
};
class CA_RadarIcon: RscPicture {
colorText[] = {0,0,0,0};
};
class CA_Heading: RscText {
colorText[] = {0,0,0,0};
};
};
};
};
};
class CfgInGameUI
{
};
*/

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@ -8,12 +8,6 @@ class CfgVehicles {
class Turrets {
class MainTurret;
};
// TODO: move these to a different HUD addon
// commanderCanSee = 2+32;
// gunnerCanSee = 2+32;
// driverCanSee = 2+32;
};
class Helicopter_Base_F: Helicopter {};

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@ -5,7 +5,8 @@ PREP(laserHudDesignateOn);
PREP(laserHudDesignateOff);
PREP(unitTurretHasDesignator);
GVAR(laser) = nil;
PREP(findLaserSource);
GVAR(active) = false;
FUNC(getPosASL) = {visiblePositionASL (_this select 0)};

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@ -10,8 +10,6 @@ class CfgPatches {
};
};
#include "CfgUI.hpp"
#include "CfgEventhandlers.hpp"
#include "CfgWeapons.hpp"
#include "CfgVehicles.hpp"

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@ -0,0 +1,30 @@
/*
* Author: jaynus
* Handler function for laser network code.
*
* Argument:
* 0: Emitter
* 1: Owner
*
* Return value:
* [position, direction]
*/
//findLaserSource.sqf
//#define DEBUG_MODE_FULL
#include "script_component.hpp"
private["_emitter", "_owner", "_gunnerInfo", "_turretInfo", "_povPos", "_povDir"];
_emmiter = _this select 0;
_owner = _this select 1;
_gunnerInfo = [_emmiter, (currentWeapon _emmiter)] call CBA_fnc_getFirer;
_turretInfo = [_emmiter, _gunnerInfo select 1] call EFUNC(common,getTurretDirection);
_povPos = _turretInfo select 0;
_povDir = _turretInfo select 1;
if(!isNil "_povPos" && !isNil "_povDir") exitWith {
[_povPos, _povDir]
};
[-1,-1]

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@ -1,28 +1,25 @@
/*
* Author: jaynus
* Turns off passed laser self designation.
*
* Argument:
* 0: Shooter, player shooting the laser
* 1: LaserUUID, the UUID of the laser returned by EFUNC(laser,laserOn)
* 2: Local laser target, unused.
*
* Return value:
* true
*/
#include "script_component.hpp"
if( (count _this) > 2) then {
EXPLODE_3_PVT(_this,_vehicle,_shooter,_laserTarget);
// We got the optional vehicle list, clear the parameters
_vehicle setVariable[QGVAR(currentTarget), [], true];
EXPLODE_3_PVT(_this,_shooter,_laserUuid, _localLaserTarget);
[_laserUuid] call EFUNC(laser,laserOff);
// @TODO: Nou gets to field all tickets about missing lasers.
//deleteVehicle _localLaserTarget;
};
if(isNil QGVAR(laser)) exitWith {
false
};
if(!local GVAR(laser)) then {
false
};
_handle = GVAR(laser) getVariable ["ACE_PFH_HANDLE", nil];
if(!isNil "_handle") then {
[_handle] call cba_fnc_removePerFrameHandler;
};
REM(ACE_LASERS, GVAR(laser));
deleteVehicle GVAR(laser);
GVAR(laser) = nil;
GVAR(active) = false;
true

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@ -1,4 +1,14 @@
//#define DEBUG_MODE_FULL
/*
* Author: jaynus
* Turns on laser self designation from this vehicle based on the turret.
* There are no arguments, because it is all strictly based on the users vehicle.
*
* Argument:
*
* Return value:
* N/A
*/
//#define DEBUG_MODE_FULL
#include "script_component.hpp"
TRACE_1("enter", _this);
@ -6,102 +16,74 @@ TRACE_1("enter", _this);
#define FCS_UPDATE_DELAY 1
FUNC(laserHudDesignatePFH) = {
private["_strongestResultPos", "_args", "_laserTarget", "_shooter", "_vehicle", "_weapon", "_gunnerInfo", "_turret", "_pov", "_gunBeg", "_gunEnd", "_povPos", "_povDir", "_result", "_resultPositions", "_firstResult", "_forceUpdateTime"];
private["_strongestResultPos", "_args", "_localLaserTarget", "_laserResultPosition", "_laserResult", "_shooter", "_vehicle", "_weapon", "_gunnerInfo", "_turretInfo", "_pov", "_gunBeg", "_gunEnd", "_povPos", "_povDir", "_result", "_resultPositions", "_firstResult", "_forceUpdateTime"];
_args = _this select 0;
_laserTarget = _args select 0;
_shooter = _args select 1;
TRACE_1("", _args, (_laserTarget getVariable["ACE_LASER_CODE"]));
if((vehicle ACE_player) != _shooter || !alive _shooter || isNull _vehicle || isNull _laserTarget || !GVAR(active) ) exitWith {
[_vehicle, _shooter, _laserTarget] call FUNC(laserHudDesignateOff);
_shooter = _args select 0;
_localLaserTarget = _args select 2;
_vehicle = vehicle _shooter;
TRACE_1("", _args);
if((vehicle _shooter) == _shooter || {!alive _shooter} || {isNull _vehicle} || {!GVAR(active)} ) exitWith {
_args call FUNC(laserHudDesignateOff);
};
if(!([_shooter] call FUNC(unitTurretHasDesignator)) ) exitWith {
[_vehicle, _shooter, _laserTarget] call FUNC(laserHudDesignateOff);
_args call FUNC(laserHudDesignateOff);
};
if( (count _args) < 3) then {
_args set[2, diag_tickTime + FCS_UPDATE_DELAY];
if( (count _args) < 4) then {
_args set[3, diag_tickTime + FCS_UPDATE_DELAY];
};
_forceUpdateTime = _args select 2;
_forceUpdateTime = _args select 3;
// @TODO: We don't have anything here we need to do the calculations for right now
/*
_vehicle = vehicle _shooter;
_weapon = currentWeapon _vehicle;
// Retrieve the gunner and turret memory point information
_gunnerInfo = [_vehicle, _weapon] call CBA_fnc_getFirer;
_gunnerInfo = [_vehicle, (currentWeapon _vehicle)] call CBA_fnc_getFirer;
_turretInfo = [_vehicle, _gunnerInfo select 1] call EFUNC(common,getTurretDirection);
_povPos = _turretInfo select 0;
_povDir = _turretInfo select 1;
_targetInfo = _vehicle getVariable[QGVAR(currentTarget), [] ];
if( (count _targetInfo) > 0) then {
if(_laserTarget != (_targetInfo select 0) ) then {
_targetInfo = []
};
};
if( (count _targetInfo) < 1) then {
_targetInfo = [_laserTarget, 1001]; // TODO: set laser code
_vehicle setVariable[QGVAR(currentTarget), _targetInfo, true];
_laserTarget setVariable[QGVAR(owner), _vehicle, true];
};
_laserCode = (vehicle ACE_player) getVariable[QGVAR(currentCode), ACE_DEFAULT_LASER_CODE];
_waveLength = (vehicle ACE_player) getVariable[QGVAR(currentWaveLength), ACE_DEFAULT_LASER_WAVELENGTH];
_result = [_povPos, _povDir] call EFUNC(laser,shootCone);
if((count _result) > 0) then {
_resultPositions = _result select 2;
_laserResult = [_povPos, [_waveLength,_waveLength], _laserCode] call EFUNC(laser,seekerFindLaserSpot);
_laserResultPosition = _laserResult select 0;
TRACE_1("Search", _laserResult);
if((count _resultPositions) > 0) then {
_strongestResultPos = [_resultPositions, _povPos] call EFUNC(laser,findStrongestRay);
// If the laser has moved less than a half meter, then dont move it.
// Just regular use of lasers will commonly make them move this much,
// but not across multiple close frames.
// This loses accuracy a little, but saves position updates per frame.
TRACE_5("", diag_tickTime, _forceUpdateTime, getPosASL _laserTarget, _strongestResultPos, ((getPosASL _laserTarget) distance _pos));
if((count _laserResult) > 0) then {
// @TODO: Nou gets to field all tickets about missing lasers.
//_localLaserTarget setPosASL _laserResultPosition;
};
*/
if(diag_tickTime > _forceUpdateTime) then {
TRACE_1("FCS Update", "");
["ace_fcs_forceUpdate", []] call ace_common_fnc_localEvent;
};
//if( (_laserTarget distance _strongestResultPos) > 0.1) then {
TRACE_1("LaserPos Update", "");
_laserTarget setPosATL (ASLToATL _strongestResultPos);
//};
if(diag_tickTime > _forceUpdateTime) then {
_args set[2, diag_tickTime + FCS_UPDATE_DELAY];
};
#ifdef DEBUG_MODE_FULL
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,0,0,1], (getPosATL _laserTarget), 0.75, 0.75, 0, "", 0.5, 0.025, "TahomaB"];
{
private["_position"];
_position = _x select 0;
drawLine3d [ASLToATL _povPos, ASLToATL _position, [0,0,1,1] ];
} forEach _resultPositions;
#endif
};
if(diag_tickTime > _forceUpdateTime) then {
["ace_fcs_forceUpdate", []] call ace_common_fnc_localEvent;
_args set[3, diag_tickTime + FCS_UPDATE_DELAY];
};
_this set[0, _args];
};
private ["_laserTarget", "_handle", "_vehicle"];
private ["_laserTarget", "_handle", "_vehicle", "_laserUuid", "_waveLength", "_beamSpread", "_laserCode"];
if(isNil QGVAR(laser)) then {
_laserTarget = "LaserTargetW" createVehicle (getpos ACE_player);
if(!GVAR(active)) then {
GVAR(active) = true;
_handle = [FUNC(laserHudDesignatePFH), 0.1, [_laserTarget, ACE_player]] call cba_fnc_addPerFrameHandler;
_laserTarget setVariable ["ACE_PFH_HANDLE", _handle, false];
TRACE_1("Activating laser", "");
// Clear the vehicle parameters
_vehicle setVariable[QGVAR(currentTarget), [], true];
// Get the self-designation variables, or use defaults
_laserCode = (vehicle ACE_player) getVariable[QGVAR(currentCode), ACE_DEFAULT_LASER_CODE];
_waveLength = (vehicle ACE_player) getVariable[QGVAR(currentWaveLength), ACE_DEFAULT_LASER_WAVELENGTH];
_beamSpread = (vehicle ACE_player) getVariable[QGVAR(currentBeamSpread), ACE_DEFAULT_LASER_BEAMSPREAD];
GVAR(laser) = _laserTarget;
_laserUuid = [(vehicle ACE_player), ACE_player, QFUNC(findLaserSource), _waveLength, _laserCode, _beamSpread] call EFUNC(laser,laserOn);
// @TODO: Create the local target for the players side
// @TODO: Nou gets to field all tickets about missing lasers.
//_localLaserTarget = "LaserTargetW" createVehicleLocal (getpos ACE_player);
_handle = [FUNC(laserHudDesignatePFH), 0.1, [ACE_player, _laserUuid, nil]] call cba_fnc_addPerFrameHandler;
} else {
[] call FUNC(laserHudDesignateOff);
[] call FUNC(laserHudDesignateOn);

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@ -3,6 +3,9 @@
PREP(rotateVectLineGetMap);
PREP(rotateVectLine);
PREP(checkSeekerAngle);
PREP(checkLos);
PREP(fired);
PREP(guidancePFH);

View File

@ -0,0 +1,29 @@
/*
* Author: jaynus
* Returns whether the seeker object can see the target position with lineIntersect
*
* Argument:
* 0: Seeker [Object]
* 1: Target [Object]
*
* Return value:
* Boolean
*/
#include "script_component.hpp"
private["_seeker", "_seekerPos", "_target", "_targetPos", "_return", "_vectorTo", "_searchPos"];
_seeker = _this select 0;
_target = _this select 1;
_targetPos = getPosASL _target;
_seekerPos = getPosASL _seeker;
_return = true;
if(!(terrainIntersectASL [ _seekerPos, _targetPos])) then {
if(lineIntersects [_seekerPos, _targetPos, _seeker, _target]) then {
_return = false;
};
} else {
_return = false;
};
_return;

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@ -0,0 +1,50 @@
/*
* Author: jaynus
* Returns whether the target position is within the maximum angle FOV of the provided seeker
* objects current direction.
*
* Argument:
* 0: Seeker [Object]
* 1: Target [Position]
* 2: Max Angle [Degrees]
*
* Return value:
* Boolean
*/
#define DEBUG_MODE_FULL
#include "script_component.hpp"
private["_seeker", "_targetPos", "_seekerMaxAngle", "_vectorTo", "_sensorPos", "_vertOk", "_horzOk", "_dir", "_headingPitch"];
_seeker = _this select 0;
_targetPos = _this select 1;
_seekerMaxAngle = _this select 2;
_vertOk = false;
_horzOk = false;
_sensorPos = getPosASL _seeker;
_vectorTo = _sensorPos vectorFromTo _targetPos;
_headingPitch = (vectorDir _seeker) call CBA_fnc_vect2polar;
_polarTo = _vectorTo call CBA_fnc_vect2polar;
_dir = _polarTo select 1;
_dir = _dir - (_headingPitch select 1);
if (_dir < 0) then {_dir = _dir + 360};
if (_dir > 360) then {_dir = _dir - 360};
_vertOk = false;
_horzOk = false;
if(_dir < _angleFov || {_dir > (360-_angleFov)}) then {
_horzOk = true;
};
if(abs((abs(_polarTo select 2))-(abs(_headingPitch select 2))) < _angleFov) then {
_vertOk = true;
};
if(!_vertOk || !_horzOk ) exitWith {
false
};
true

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@ -19,14 +19,31 @@ if(!isNil "_target") then {
_foundTargetPos = getPosASL _target;
};
TRACE_2("", _target, _foundTargetPos);
/* @TODO: This is seeker LOS and angle checks for LOAL only; LOBL does not need visual
_angleFov = _seekerParams select 0;
_angleOkay = [_projectile, _foundTargetPos, _angleFov] call FUNC(checkSeekerAngle);
_projectileSpeed = (vectorMagnitude velocity _projectile);
_distanceToTarget = (getPosASL _projectile) vectorDistance _foundTargetPos;
_losOkay = false;
if(_angleOkay) then {
_losOkay = [_projectile, _target] call FUNC(checkSeekerLos);
};
TRACE_2("", _angleOkay, _losOkay);
_eta = _distanceToTarget / _projectileSpeed;
// If we got here, it was an invalid target, just return a spot 5m in front of the missile
if(!_angleOkay || !_losOkay) then {
_foundTargetPos = _sensorPos vectorAdd ((velocity _projectile) vectorMultiply 5);
} else {
TRACE_2("", _target, _foundTargetPos);
_adjustVelocity = (velocity _target) vectorMultiply _eta;
_foundTargetPos = _foundTargetPos vectorAdd _adjustVelocity;
// @TODO: Configurable lead for seekers
_projectileSpeed = (vectorMagnitude velocity _projectile);
_distanceToTarget = (getPosASL _projectile) vectorDistance _foundTargetPos;
_eta = _distanceToTarget / _projectileSpeed;
_adjustVelocity = (velocity _target) vectorMultiply _eta;
_foundTargetPos = _foundTargetPos vectorAdd _adjustVelocity;
};
*/
_foundTargetPos;

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@ -2,16 +2,25 @@
#include "script_component.hpp"
EXPLODE_7_PVT(((_this select 1) select 0),_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
private["_targets", "_foundTargetPos", "_launchParams", "_seekerParams", "_targetLaunchParams"];
_seekerTargetPos = _this select 0;
_launchParams = _this select 1;
_seekerParams = _launchParams select 3;
// TODO: this needs to be shootCone/findStrongestRay after testing
_targets = [_projectile, ACE_DEFAULT_LASER_CODE, (_seekerParams select 0)] call ace_laser_fnc_findLaserDesignator;
_foundTargetPos = getPosASL (_targets select 1);
_laserResult = [(getPosASL _projectile), [ACE_DEFAULT_LASER_WAVELENGTH,ACE_DEFAULT_LASER_WAVELENGTH], ACE_DEFAULT_LASER_CODE] call EFUNC(laser,seekerFindLaserSpot);
_foundTargetPos = _laserResult select 0;
TRACE_1("Search", _laserResult);
if(!isNil "_foundTargetPos") then {
_angleFov = _seekerParams select 0;
_canSeeTarget = [_projectile, _foundTargetPos, _angleFov] call FUNC(checkSeekerAngle);
// If we got here, it was an invalid target, just return a spot 5m in front of the missile
if(!_canSeeTarget) then {
_foundTargetPos = _sensorPos vectorAdd ((velocity _projectile) vectorMultiply 5);
};
};
TRACE_1("Seeker return target pos", _foundTargetPos);
_foundTargetPos;