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Event build out. Added local event return value optional rollup.
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@ -11,8 +11,9 @@
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* Nothing
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*/
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#include "script_component.hpp"
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private["_returnValue", "_singleReturnValue"];
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PARAMS_2(_eventName,_eventArgs);
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_returnValue = false;
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_eventNames = GVAR(events) select 0;
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_eventIndex = _eventNames find _eventName;
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@ -25,10 +26,15 @@ if(_eventIndex != -1) then {
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{
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if(!isNil "_x") then {
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_eventArgs call CALLSTACK_NAMED(_x, format[ARR_3("Local Event %1 ID: %2",_eventName,_forEachIndex)]);
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_singleReturnValue = _eventArgs call CALLSTACK_NAMED(_x, format[ARR_3("Local Event %1 ID: %2",_eventName,_forEachIndex)]);
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if(!isNil "_singleReturnValue" && {typeName _singleReturnValue == "BOOL"}) then {
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_returnValue = _singleReturnValue;
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};
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#ifdef DEBUG_EVENTS_CALLSTACK
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diag_log text format[ARR_2(" ID: %1",_forEachIndex)];
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#endif
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};
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} forEach _events;
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};
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};
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_returnValue
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@ -5,6 +5,7 @@
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// Extension dispatch commands
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[QGVAR(setAnimationNames), FUNC(setAnimationNames)] call EFUNC(common,addEventHandler);
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[QGVAR(doDamageResults), FUNC(doDamageResults)] call EFUNC(common,addEventHandler);
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// Trigger and start fetching results
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[FUNC(monitorResultsPFH), 0, []] call CBA_fnc_addPerFrameHandler;
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@ -14,6 +14,7 @@ GVAR(ready) = false;
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// Extension dispatch events
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PREP(setAnimationNames);
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PREP(doDamageResults);
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// To extension send events
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PREP(getAnimationStates);
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@ -27,6 +28,7 @@ PREP(dispatchHitPart);
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PREP(dispatchDamage);
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PREP(doHit);
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GVAR(vehicle_id) = 0;
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GVAR(vehicles) = HASH_CREATE;
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@ -1,146 +0,0 @@
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#define DEBUG_MODE_FULL
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#include "script_component.hpp"
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#define ACE_BASE_BULLET_LENGTH 32.893
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#define __PROJECTILE_CLASS configFile >> "CfgAmmo" >> (_ammo select 4)
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private["_impactSurfaceType", "_isDirectHit"];
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private["_penetrationOrthogonalDepth", "_penetrationAngleDepth", "_penetrationCosAngle", "_projectileCaliber", "_projectileDensity", "_projectileLength", "_armorDensity"];
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EXPLODE_9_PVT((_this select 0),_unit,_shooter,_projectile,_impactPosition,_projectileVelocity,_selection,_ammo,_surfaceDirection,_radius);
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_impactSurfaceType = (_this select 0) select 9;
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_isDirectHit = (_this select 0) select 10;
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TRACE_2("",_impactSurfaceType,_isDirectHit);
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_penetrationData = [_impactSurfaceType] call FUNC(getPenetrationData);
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TRACE_1("", _penetrationData);
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if(isNil "_penetrationData") exitWith {
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diag_log text format["[ACE] - ERROR - ace_vehicledamage: Invalid penetration surface"];
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false
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};
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// @TODO: Skip surface thickness discovery, use armor thickness for now
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if( (_penetrationData select 0) <= 0) exitWith {
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diag_log text format["[ACE] - @TODO variable thickness surfaces are not yet supported"];
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false
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};
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// Skip it if the surface cant be penetrated
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if( (_penetrationData select 4) <= 0 && {(_penetrationData select 5) <= 0}) exitWith {
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diag_log text format["[ACE] - Superman surface"];
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false
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};
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// Determine the actual penetration through density first,
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// then check thickness to see if we can go far enough
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// 8600 is our base density for steel, 11500 for lead
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_armorDensity = _penetrationData select 1;
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_armorThickness = _penetrationData select 0;
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_projectileDensity = getNumber (__PROJECTILE_CLASS >> "ACE_bulletDensity");
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_projectileLength = (getNumber (__PROJECTILE_CLASS >> "ACE_bulletLength") ) / 0.039370; // fucking inches dafuq!?!?!?
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_projectileDiameter = (getNumber (__PROJECTILE_CLASS >> "ACE_caliber") ) / 0.039370; // fucking inches dafuq!?!?!?
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_projectileCaliber = getNumber (__PROJECTILE_CLASS >> "caliber");
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TRACE_4("Measurements", _projectileDensity,_projectileLength,_projectileDiameter,_projectileCaliber);
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// If there was no ACE length defined, default to caliber
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if(_projectileLength == 0) then {
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_projectileLength = ACE_BASE_BULLET_LENGTH * _projectileCaliber; // Length in mm, 1 caliber = 55.6 = ~13mm length round
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};
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// Small arms bullet penetration
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if((_ammo select 4) isKindOf "BulletBase") then {
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TRACE_3("Beginning bullet penetration", (_ammo select 4), _armorThickness, _armorDensity);
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_penetrationOrthogonalDepth = _projectileLength * (_projectileDensity / _armorDensity);
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_penetrationOrthogonalDepth = _penetrationOrthogonalDepth * ( (vectorMagnitude _projectileVelocity) / 1000);
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TRACE_5("ortho", _penetrationOrthogonalDepth, _projectileLength, _projectileDensity, _armorDensity, (vectorMagnitude _projectileVelocity));
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// Calculate the angle only if our penetration depth is at least half the material thickness
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// Half is a perfect angular shot, any lower wont make it through
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//if( _penetrationOrthogonalDepth < _armorThickness * 0.5) exitWith { false };
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// Now calculate actual penetration depth based on angle
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_penetrationCosAngle = ( (vectorNormalized _surfaceDirection) vectorDotProduct ( vectorNormalized _projectileVelocity ) );
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_penetrationAngleDepth = abs (_penetrationOrthogonalDepth * _penetrationCosAngle);
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TRACE_3("angle", _penetrationAngleDepth, _armorThickness, _penetrationCosAngle);
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};
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#define __tanh(x) ( ((exp x) - (exp -1)) / ((exp x) + (exp -1)) )
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FUNC(tanh) = {
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_var = _this select 0;
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if (_var < -88) exitWith { -1 };
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if (_var > 88) exitWith { +1 };
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__tanh(_var)
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};
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// Calculate shell based penetrator solutions, this assumed a shaped APDFS round
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if((_ammo select 4) isKindOf "ShellBase") then {
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/* http://www.longrods.ch/bilder/perf_eq.jpg
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D = _projectileDiameter
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L = _length, length of penetrator mm
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Lw = _workingLength, working length
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Vt = _impactVelocity, impact velocity km/s
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0/ = _impactAngle, angle of oblquity
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Pp = _projectileDensity, kg/m3
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Pt = _targetDensity, kg/m3
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d = _targetThickness, mm
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BHNP = _projectileHardness, hardness number penetration
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BHNT = _targetHardness, hardness number of targets
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// WOrking lengths:
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// http://www.longrods.ch/wlength.php
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// frustrum
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Lw = L - #L
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#L = Lf * (1-1/3(1+d/D+(d/D)^2))
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// cylindric penetration
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_workingLength = Lw = L
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*/
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_material = "steel";
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// temporary until we do shaped penetrators
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_workingLength = _projectileLength;
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_projectileHardness = 300; // steel
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// _projectileHardness = 3000; //tungsten
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_targetHardness = 300;
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_impactVelocity = (vectorMagnitude _projectileVelocity) / 1000;
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_impactAngle = ( (vectorNormalized _surfaceDirection) vectorDotProduct ( vectorNormalized _projectileVelocity ) );
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_b0 = 0.283;
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_b1 = 0.0656;
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_m = -0.224;
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_materialCoefficients = [];
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switch _material do {
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case 'tu': { _materialCoefficients = [0.994, 134.5, -0.148, 0, 0]; };
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case 'du': { _materialCoefficients = [0.825, 90.0, -0.0849, 0, 0]; };
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case 'steel': { _materialCoefficients = [1.104,9874,0,0.3598,-0.2342]; };
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};
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_a = _materialCoefficients select 0;
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_c0 = _materialCoefficients select 1;
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_c1 = _materialCoefficients select 2;
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_k = _materialCoefficients select 3;
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_n = _materialCoefficients select 4;
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_s2 = 0;
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if(_material == "tu" || { _material == "du" } ) then {
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_s2 = (_c0 + _c1 * _targetHardness) * _targetHardness / _projectileDensity;
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} else {
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_s2 = (_c0 * (_projectileHardness^_k) * (_targetHardness^_n) ) / _projectileDensity;
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};
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_tanX = _b0 + _b1 * ( _workingLength / _projectileDiameter );
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_step_one = (1 / ([_tanX] call FUNC(tanh)) );
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_step_two = ((cos _impactAngle) ^ _m);
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_step_three = sqrt ( _projectileDensity / _armorDensity);
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_step_four = (exp 1) ^ ( -(_s2) / ( _impactVelocity ^ 2) );
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_P = _a * _step_one * _step_two * _step_three * _step_four;
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_solution = _P * _workingLength;
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TRACE_1("Penetration in mm", _solution);
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};
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22
addons/vehicledamage/functions/fnc_doDamageResults.sqf
Normal file
22
addons/vehicledamage/functions/fnc_doDamageResults.sqf
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@ -0,0 +1,22 @@
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#define DEBUG_MODE_FULL
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#include "script_component.hpp"
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private["_id", "_vehicle", "_vehicleData", "_hitData"];
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_id = parseNumber (_this select 0);
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// The rest of the arguments in the array are just a stream of animation names
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// remove the id
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_this deleteAt 0;
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_vehicleData = HASH_GET(GVAR(vehicles),_id);
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TRACE_1("", _vehicleData);
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if(isNil "_vehicleData") exitWith { flase };
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_vehicle = _vehicleData select 0;
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// Build out the hit data
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_hitData = [];
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[QGVAR(hit_kenetic), [_vehicle, _hitData] ] call EFUNC(common,localEvent);
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[QGVAR(hit_thermal), [_vehicle, _hitData] ] call EFUNC(common,localEvent);
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[QGVAR(hit_pressure), [_vehicle, _hitData] ] call EFUNC(common,localEvent);
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[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
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_impactSurfaceMaterialType
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];
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TRACE_1("", _command);
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[_vehicle, true] call FUNC(getAnimationStates);
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_result = _command call FUNC(callExtension);
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TRACE_1("", _result);
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#ifdef DEBUG_MODE_FULL
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