Event build out. Added local event return value optional rollup.

This commit is contained in:
jaynus 2015-05-20 09:46:23 -07:00
parent f6fc266755
commit 38f7b06fc2
6 changed files with 36 additions and 150 deletions

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@ -11,8 +11,9 @@
* Nothing
*/
#include "script_component.hpp"
private["_returnValue", "_singleReturnValue"];
PARAMS_2(_eventName,_eventArgs);
_returnValue = false;
_eventNames = GVAR(events) select 0;
_eventIndex = _eventNames find _eventName;
@ -25,10 +26,15 @@ if(_eventIndex != -1) then {
{
if(!isNil "_x") then {
_eventArgs call CALLSTACK_NAMED(_x, format[ARR_3("Local Event %1 ID: %2",_eventName,_forEachIndex)]);
_singleReturnValue = _eventArgs call CALLSTACK_NAMED(_x, format[ARR_3("Local Event %1 ID: %2",_eventName,_forEachIndex)]);
if(!isNil "_singleReturnValue" && {typeName _singleReturnValue == "BOOL"}) then {
_returnValue = _singleReturnValue;
};
#ifdef DEBUG_EVENTS_CALLSTACK
diag_log text format[ARR_2(" ID: %1",_forEachIndex)];
#endif
};
} forEach _events;
};
};
_returnValue

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@ -5,6 +5,7 @@
// Extension dispatch commands
[QGVAR(setAnimationNames), FUNC(setAnimationNames)] call EFUNC(common,addEventHandler);
[QGVAR(doDamageResults), FUNC(doDamageResults)] call EFUNC(common,addEventHandler);
// Trigger and start fetching results
[FUNC(monitorResultsPFH), 0, []] call CBA_fnc_addPerFrameHandler;

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@ -14,6 +14,7 @@ GVAR(ready) = false;
// Extension dispatch events
PREP(setAnimationNames);
PREP(doDamageResults);
// To extension send events
PREP(getAnimationStates);
@ -27,6 +28,7 @@ PREP(dispatchHitPart);
PREP(dispatchDamage);
PREP(doHit);
GVAR(vehicle_id) = 0;
GVAR(vehicles) = HASH_CREATE;

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@ -1,146 +0,0 @@
#define DEBUG_MODE_FULL
#include "script_component.hpp"
#define ACE_BASE_BULLET_LENGTH 32.893
#define __PROJECTILE_CLASS configFile >> "CfgAmmo" >> (_ammo select 4)
private["_impactSurfaceType", "_isDirectHit"];
private["_penetrationOrthogonalDepth", "_penetrationAngleDepth", "_penetrationCosAngle", "_projectileCaliber", "_projectileDensity", "_projectileLength", "_armorDensity"];
EXPLODE_9_PVT((_this select 0),_unit,_shooter,_projectile,_impactPosition,_projectileVelocity,_selection,_ammo,_surfaceDirection,_radius);
_impactSurfaceType = (_this select 0) select 9;
_isDirectHit = (_this select 0) select 10;
TRACE_2("",_impactSurfaceType,_isDirectHit);
_penetrationData = [_impactSurfaceType] call FUNC(getPenetrationData);
TRACE_1("", _penetrationData);
if(isNil "_penetrationData") exitWith {
diag_log text format["[ACE] - ERROR - ace_vehicledamage: Invalid penetration surface"];
false
};
// @TODO: Skip surface thickness discovery, use armor thickness for now
if( (_penetrationData select 0) <= 0) exitWith {
diag_log text format["[ACE] - @TODO variable thickness surfaces are not yet supported"];
false
};
// Skip it if the surface cant be penetrated
if( (_penetrationData select 4) <= 0 && {(_penetrationData select 5) <= 0}) exitWith {
diag_log text format["[ACE] - Superman surface"];
false
};
// Determine the actual penetration through density first,
// then check thickness to see if we can go far enough
// 8600 is our base density for steel, 11500 for lead
_armorDensity = _penetrationData select 1;
_armorThickness = _penetrationData select 0;
_projectileDensity = getNumber (__PROJECTILE_CLASS >> "ACE_bulletDensity");
_projectileLength = (getNumber (__PROJECTILE_CLASS >> "ACE_bulletLength") ) / 0.039370; // fucking inches dafuq!?!?!?
_projectileDiameter = (getNumber (__PROJECTILE_CLASS >> "ACE_caliber") ) / 0.039370; // fucking inches dafuq!?!?!?
_projectileCaliber = getNumber (__PROJECTILE_CLASS >> "caliber");
TRACE_4("Measurements", _projectileDensity,_projectileLength,_projectileDiameter,_projectileCaliber);
// If there was no ACE length defined, default to caliber
if(_projectileLength == 0) then {
_projectileLength = ACE_BASE_BULLET_LENGTH * _projectileCaliber; // Length in mm, 1 caliber = 55.6 = ~13mm length round
};
// Small arms bullet penetration
if((_ammo select 4) isKindOf "BulletBase") then {
TRACE_3("Beginning bullet penetration", (_ammo select 4), _armorThickness, _armorDensity);
_penetrationOrthogonalDepth = _projectileLength * (_projectileDensity / _armorDensity);
_penetrationOrthogonalDepth = _penetrationOrthogonalDepth * ( (vectorMagnitude _projectileVelocity) / 1000);
TRACE_5("ortho", _penetrationOrthogonalDepth, _projectileLength, _projectileDensity, _armorDensity, (vectorMagnitude _projectileVelocity));
// Calculate the angle only if our penetration depth is at least half the material thickness
// Half is a perfect angular shot, any lower wont make it through
//if( _penetrationOrthogonalDepth < _armorThickness * 0.5) exitWith { false };
// Now calculate actual penetration depth based on angle
_penetrationCosAngle = ( (vectorNormalized _surfaceDirection) vectorDotProduct ( vectorNormalized _projectileVelocity ) );
_penetrationAngleDepth = abs (_penetrationOrthogonalDepth * _penetrationCosAngle);
TRACE_3("angle", _penetrationAngleDepth, _armorThickness, _penetrationCosAngle);
};
#define __tanh(x) ( ((exp x) - (exp -1)) / ((exp x) + (exp -1)) )
FUNC(tanh) = {
_var = _this select 0;
if (_var < -88) exitWith { -1 };
if (_var > 88) exitWith { +1 };
__tanh(_var)
};
// Calculate shell based penetrator solutions, this assumed a shaped APDFS round
if((_ammo select 4) isKindOf "ShellBase") then {
/* http://www.longrods.ch/bilder/perf_eq.jpg
D = _projectileDiameter
L = _length, length of penetrator mm
Lw = _workingLength, working length
Vt = _impactVelocity, impact velocity km/s
0/ = _impactAngle, angle of oblquity
Pp = _projectileDensity, kg/m3
Pt = _targetDensity, kg/m3
d = _targetThickness, mm
BHNP = _projectileHardness, hardness number penetration
BHNT = _targetHardness, hardness number of targets
// WOrking lengths:
// http://www.longrods.ch/wlength.php
// frustrum
Lw = L - #L
#L = Lf * (1-1/3(1+d/D+(d/D)^2))
// cylindric penetration
_workingLength = Lw = L
*/
_material = "steel";
// temporary until we do shaped penetrators
_workingLength = _projectileLength;
_projectileHardness = 300; // steel
// _projectileHardness = 3000; //tungsten
_targetHardness = 300;
_impactVelocity = (vectorMagnitude _projectileVelocity) / 1000;
_impactAngle = ( (vectorNormalized _surfaceDirection) vectorDotProduct ( vectorNormalized _projectileVelocity ) );
_b0 = 0.283;
_b1 = 0.0656;
_m = -0.224;
_materialCoefficients = [];
switch _material do {
case 'tu': { _materialCoefficients = [0.994, 134.5, -0.148, 0, 0]; };
case 'du': { _materialCoefficients = [0.825, 90.0, -0.0849, 0, 0]; };
case 'steel': { _materialCoefficients = [1.104,9874,0,0.3598,-0.2342]; };
};
_a = _materialCoefficients select 0;
_c0 = _materialCoefficients select 1;
_c1 = _materialCoefficients select 2;
_k = _materialCoefficients select 3;
_n = _materialCoefficients select 4;
_s2 = 0;
if(_material == "tu" || { _material == "du" } ) then {
_s2 = (_c0 + _c1 * _targetHardness) * _targetHardness / _projectileDensity;
} else {
_s2 = (_c0 * (_projectileHardness^_k) * (_targetHardness^_n) ) / _projectileDensity;
};
_tanX = _b0 + _b1 * ( _workingLength / _projectileDiameter );
_step_one = (1 / ([_tanX] call FUNC(tanh)) );
_step_two = ((cos _impactAngle) ^ _m);
_step_three = sqrt ( _projectileDensity / _armorDensity);
_step_four = (exp 1) ^ ( -(_s2) / ( _impactVelocity ^ 2) );
_P = _a * _step_one * _step_two * _step_three * _step_four;
_solution = _P * _workingLength;
TRACE_1("Penetration in mm", _solution);
};

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@ -0,0 +1,22 @@
#define DEBUG_MODE_FULL
#include "script_component.hpp"
private["_id", "_vehicle", "_vehicleData", "_hitData"];
_id = parseNumber (_this select 0);
// The rest of the arguments in the array are just a stream of animation names
// remove the id
_this deleteAt 0;
_vehicleData = HASH_GET(GVAR(vehicles),_id);
TRACE_1("", _vehicleData);
if(isNil "_vehicleData") exitWith { flase };
_vehicle = _vehicleData select 0;
// Build out the hit data
_hitData = [];
[QGVAR(hit_kenetic), [_vehicle, _hitData] ] call EFUNC(common,localEvent);
[QGVAR(hit_thermal), [_vehicle, _hitData] ] call EFUNC(common,localEvent);
[QGVAR(hit_pressure), [_vehicle, _hitData] ] call EFUNC(common,localEvent);
[QGVAR(hit_material), [_vehicle, _hitData] ] call EFUNC(common,localEvent);

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@ -84,8 +84,9 @@ _command = format["hit:%1,%2,%3,%4,%5,%6,%7,%8,%9,%10,%11,%12,%13,%14,%15,%16,%1
_impactSurfaceMaterialType
];
TRACE_1("", _command);
[_vehicle, true] call FUNC(getAnimationStates);
_result = _command call FUNC(callExtension);
TRACE_1("", _result);
#ifdef DEBUG_MODE_FULL