diff --git a/addons/hitreactions/ACE_Settings.hpp b/addons/hitreactions/ACE_Settings.hpp index 90c1445eba..78a510a141 100644 --- a/addons/hitreactions/ACE_Settings.hpp +++ b/addons/hitreactions/ACE_Settings.hpp @@ -1,4 +1,3 @@ - class ACE_Settings { class GVAR(minDamageToTrigger) { movedToSQF = 1; diff --git a/addons/hitreactions/CfgEventHandlers.hpp b/addons/hitreactions/CfgEventHandlers.hpp index eecf08c69d..b737b7bcbf 100644 --- a/addons/hitreactions/CfgEventHandlers.hpp +++ b/addons/hitreactions/CfgEventHandlers.hpp @@ -1,4 +1,3 @@ - class Extended_PreStart_EventHandlers { class ADDON { init = QUOTE(call COMPILE_SCRIPT(XEH_preStart)); @@ -11,6 +10,12 @@ class Extended_PreInit_EventHandlers { }; }; +class Extended_PostInit_EventHandlers { + class ADDON { + init = QUOTE(call COMPILE_SCRIPT(XEH_postInit)); + }; +}; + class Extended_Hit_EventHandlers { class CAManBase { class ADDON { diff --git a/addons/hitreactions/XEH_PREP.hpp b/addons/hitreactions/XEH_PREP.hpp index 7701b8ef19..eea48dcaa8 100644 --- a/addons/hitreactions/XEH_PREP.hpp +++ b/addons/hitreactions/XEH_PREP.hpp @@ -1,3 +1,3 @@ - +PREP(checkWeaponDrop); PREP(fallDown); PREP(getRandomAnimation); diff --git a/addons/hitreactions/XEH_postInit.sqf b/addons/hitreactions/XEH_postInit.sqf new file mode 100644 index 0000000000..d45d4f3df2 --- /dev/null +++ b/addons/hitreactions/XEH_postInit.sqf @@ -0,0 +1,86 @@ +#include "script_component.hpp" + +["ace_firedNonPlayer", { + if (GVAR(weaponDropChanceArmHitPlayer) + GVAR(weaponDropChanceArmHitAI) == 0) exitWith {}; + + (_this select 6) addEventHandler ["HitPart", { + params ["", "_entity", "", "", "", "", "_selections"]; + + [_entity, _selections] call FUNC(checkWeaponDrop); + }]; +}] call CBA_fnc_addEventHandler; + +["ace_firedPlayer", { + if (GVAR(weaponDropChanceArmHitPlayer) + GVAR(weaponDropChanceArmHitAI) == 0) exitWith {}; + + (_this select 6) addEventHandler ["HitPart", { + params ["", "_entity", "", "", "", "", "_selections"]; + + [_entity, _selections] call FUNC(checkWeaponDrop); + }]; +}] call CBA_fnc_addEventHandler; + +[QGVAR(dropWeapon), { + params ["_unit"]; + + if !(_unit getVariable [QGVAR(canDropWeapon), true]) exitWith {}; + + // Prevents AI from losing both primary and pistol when being shot with their pistol out + _unit setVariable [QGVAR(canDropWeapon), false]; + + private _weapon = currentWeapon _unit; + private _thrownWeapon = _unit call EFUNC(common,throwWeapon); + + [{ + params ["_unit"]; + + _unit setVariable [QGVAR(canDropWeapon), nil]; + }, _unit, 0.5] call CBA_fnc_waitAndExecute; + + if (_unit call EFUNC(common,isPlayer)) exitWith {}; // Don't make players pick their own weapons up + + // Wait before executing, as otherwise the unit would pick up the weapon immediately + [{ + [{ + (_this select 0) params ["_unit", "_weapon", "_thrownWeapon", "_timeout"]; + + // If the unit has been deleted or dead, if the weapon doesn't exist anymore or if it's been too long, stop + if (!alive _unit || {!local _unit} || {isNull _thrownWeapon} || {CBA_missionTime >= _timeout}) exitWith { + (_this select 1) call CBA_fnc_removePerFrameHandler; + }; + + // Don't pick up weapon when unit is unconscious + if (lifeState _unit == "INCAPACITATED") exitWith {}; + + // If the unit has no essential weapons, force them to get their weapon, otherwise wait until no enemies are present + if !( + (primaryWeapon _unit == "" && {handgunWeapon _unit == ""}) || + {(_unit distance (_unit findNearestEnemy _unit)) > missionNamespace getVariable [QGVAR(safePickupDistance), DEFAULT_PICKUP_DISTANCE]} + ) exitWith {}; + + // If the unit is too far away, make them move closer + if (_unit distance _thrownWeapon >= 4) exitWith { + private _pos = getPosATL _thrownWeapon; + + _unit setDestination [_pos, "LEADER PLANNED", true]; + _unit doMove _pos; + }; + + (_this select 1) call CBA_fnc_removePerFrameHandler; + + _unit action ["TakeWeapon", _thrownWeapon, _weapon]; + + // Make the unit switch weapons + [{ + (_this select 0) hasWeapon (_this select 1) + }, { + params ["_unit", "_weapon"]; + + if (!alive _unit || {!local _unit} || {primaryWeapon _unit != _weapon}) exitWith {}; + + // Switch to the primary weapon, if it was picked up + _unit selectWeapon _weapon; + }, [_unit, _weapon], 5] call CBA_fnc_waitUntilAndExecute; + }, 5, _this] call CBA_fnc_addPerFrameHandler; + }, [_unit, _weapon, _thrownWeapon, CBA_missionTime + 300], random [2, 3, 4]] call CBA_fnc_waitAndExecute; +}] call CBA_fnc_addEventHandler; diff --git a/addons/hitreactions/XEH_preInit.sqf b/addons/hitreactions/XEH_preInit.sqf index 894773534a..9aa0acea0e 100644 --- a/addons/hitreactions/XEH_preInit.sqf +++ b/addons/hitreactions/XEH_preInit.sqf @@ -9,3 +9,15 @@ PREP_RECOMPILE_END; #include "initSettings.inc.sqf" ADDON = true; + +GVAR(armSelections) = [ + "leftshoulder", + "rightshoulder", + "lefthand", + "leftforearm", + "leftarmroll", + "rightforearm", + "rightarmroll", + "righthand", + "rightarm" +]; diff --git a/addons/hitreactions/functions/fnc_checkWeaponDrop.sqf b/addons/hitreactions/functions/fnc_checkWeaponDrop.sqf new file mode 100644 index 0000000000..ad4e7c4a41 --- /dev/null +++ b/addons/hitreactions/functions/fnc_checkWeaponDrop.sqf @@ -0,0 +1,33 @@ +#include "..\script_component.hpp" +/* + * Author: KJW + * Checks if an entity should drop their weapon based on projectile hit info. + * + * Arguments: + * 0: Entity that was hit + * 1: Selection names that were hit + * + * Return Value: + * None + * + * Example: + * [player, []] call ace_hitreactions_fnc_checkWeaponDrop + * + * Public: No + */ + +params ["_entity", "_selections"]; + +// Make sure entity is a unit +if !(_entity isKindOf "CAManBase") exitWith {}; + +// Don't throw weapon if unit is unconscious or dead +if !(lifeState _entity in ["HEALTHY", "INJURED"]) exitWith {}; + +if (random 1 >= ([GVAR(weaponDropChanceArmHitAI), GVAR(weaponDropChanceArmHitPlayer)] select (_entity call EFUNC(common,isPlayer)))) exitWith {}; + +if (_selections findAny GVAR(armSelections) == -1) exitWith {}; + +if (getNumber ((currentWeapon _entity) call CBA_fnc_getItemConfig >> QGVAR(undroppable)) == 1) exitWith {}; + +[QGVAR(dropWeapon), _entity, _entity] call CBA_fnc_targetEvent; diff --git a/addons/hitreactions/initSettings.inc.sqf b/addons/hitreactions/initSettings.inc.sqf index 2ca4ceaeac..2f51a25647 100644 --- a/addons/hitreactions/initSettings.inc.sqf +++ b/addons/hitreactions/initSettings.inc.sqf @@ -1,9 +1,28 @@ private _category = [LELSTRING(common,categoryUncategorized), QUOTE(COMPONENT_BEAUTIFIED)]; [ - QGVAR(minDamageToTrigger), "SLIDER", + QGVAR(minDamageToTrigger), + "SLIDER", LSTRING(minDamageToTrigger_displayName), _category, [-1, 1, 0.1, 1], 1 ] call CBA_fnc_addSetting; + +[ + QGVAR(weaponDropChanceArmHitPlayer), + "SLIDER", + LSTRING(weaponDropChanceArmHitPlayer_displayName), + _category, + [0, 1, 0, 2, true], + 1 +] call CBA_fnc_addSetting; + +[ + QGVAR(weaponDropChanceArmHitAI), + "SLIDER", + LSTRING(weaponDropChanceArmHitAI_displayName), + _category, + [0, 1, 0, 2, true], + 1 +] call CBA_fnc_addSetting; diff --git a/addons/hitreactions/script_component.hpp b/addons/hitreactions/script_component.hpp index dccbef24f7..dd407a914b 100644 --- a/addons/hitreactions/script_component.hpp +++ b/addons/hitreactions/script_component.hpp @@ -15,3 +15,5 @@ #endif #include "\z\ace\addons\main\script_macros.hpp" + +#define DEFAULT_PICKUP_DISTANCE 8 diff --git a/addons/hitreactions/stringtable.xml b/addons/hitreactions/stringtable.xml index b07e9be9a0..8ff2316dec 100644 --- a/addons/hitreactions/stringtable.xml +++ b/addons/hitreactions/stringtable.xml @@ -17,5 +17,11 @@ Düşmeyi tetikleyen min hasar Daño mínimo para provocar la caída + + Player Weapon Drop Chance (Arm Hit) + + + AI Weapon Drop Chance (Arm Hit) + diff --git a/docs/wiki/feature/hitreactions.md b/docs/wiki/feature/hitreactions.md index 7d12c1cb12..a84d1c0b78 100644 --- a/docs/wiki/feature/hitreactions.md +++ b/docs/wiki/feature/hitreactions.md @@ -18,3 +18,6 @@ version: ### 1.1 Falling under fire If a unit is shot while running it falls to the ground in a prone position, the area where the shot lands does not matters. Note that the shot needs to inflict a certain amount of damage to make the unit fall, a small cut won't make the unit stumble. + +### 1.2 Weapon dropping +If a unit's arm is shot it will cause the gun to be dropped based on the chance set. The default is 0. diff --git a/docs/wiki/framework/hitreactions-framework.md b/docs/wiki/framework/hitreactions-framework.md new file mode 100644 index 0000000000..ca3ff93f5b --- /dev/null +++ b/docs/wiki/framework/hitreactions-framework.md @@ -0,0 +1,32 @@ +--- +layout: wiki +title: Hit Reactions Framework +description: Explains how to set-up weapons with ACE3 hit reactions system. +group: framework +order: 5 +parent: wiki +mod: ace +version: + major: 3 + minor: 18 + patch: 0 +--- + +## 1. Config Values + +```cpp +class CfgWeapons { + class MyWeapon { + ace_hitreactions_undroppable = 1; // Prevents weapon from being dropped + }; +}; +``` + +## 2. Mission Variables + +### 2.1 Safe pickup distance for AI + +Allows 3rd party mods to set the distance between AI and the nearest hostile that is considered safe to go pickup a dropped weapon. +```sqf +ace_hitreactions_safePickupDistance = 10; // default is 8 +```