remove IR

This commit is contained in:
Bailey Danyluk 2024-05-27 18:03:00 -06:00
parent 744cd45ee5
commit 972ad68cc3
4 changed files with 0 additions and 193 deletions

View File

@ -104,14 +104,6 @@ class GVAR(SeekerTypes) {
functionName = QFUNC(seekerType_Doppler);
onFired = QFUNC(doppler_onFired);
};
class IR {
name = "";
visualName = "";
description = "";
functionName = QFUNC(seekerType_IR);
onFired = QFUNC(IR_onFired);
};
};
class GVAR(NavigationTypes) {

View File

@ -48,7 +48,6 @@ PREP(seekerType_SACLOS);
PREP(seekerType_MCLOS);
PREP(seekerType_Doppler);
PREP(seekerType_MWR);
PREP(seekerType_IR);
// Attack Profiles OnFired
PREP(wire_onFired);
@ -58,7 +57,6 @@ PREP(SACLOS_onFired);
PREP(MCLOS_onFired);
PREP(doppler_onFired);
PREP(mwr_onFired);
PREP(IR_onFired);
// Navigation OnFired
PREP(proNav_onFired);

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@ -1,29 +0,0 @@
#include "..\script_component.hpp"
/*
* Author: tcvm
* Sets up IR state arrays (called from missileGuidance's onFired).
*
* Arguments:
* Guidance Arg Array <ARRAY>
*
* Return Value:
* None
*
* Example:
* [] call ace_missileguidance_fnc_IR_onFired
*
* Public: No
*/
params ["_firedEH", "_launchParams", "", "", "_stateParams"];
_firedEH params ["_shooter","_weapon","","","","","_projectile"];
_stateParams params ["", "_seekerStateParams"];
_launchParams params ["", "_targetLaunchParams"];
_targetLaunchParams params ["_target"];
private _flareDistanceFilter = getNumber (configOf _projectile >> QUOTE(ADDON) >> "flareDistanceFilter");
private _flareAngleFilter = getNumber (configOf _projectile >> QUOTE(ADDON) >> "flareAngleFilter");
_seekerStateParams set [0, _flareDistanceFilter];
_seekerStateParams set [1, _flareAngleFilter];
_seekerStateParams set [2, _target];

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@ -1,154 +0,0 @@
#include "..\script_component.hpp"
/*
* Author: tcvm
* Infrared seeker. Checks if flares are popped
*
* Arguments:
* 1: Guidance Arg Array <ARRAY>
* 2: Seeker State <ARRAY>
*
* Return Value:
* Position of wanted missile pos relative to the camera direction <ARRAY>
*
* Example:
* [] call ace_missileguidance_fnc_seekerType_IR
*
* Public: No
*/
#ifdef DEBUG_MODE_FULL
#define TRACK_ON_PAUSE true
#else
#define TRACK_ON_PAUSE false
#endif
_args params ["_firedEH", "_launchParams", "_flightParams", "_seekerParams", "_stateParams", "_targetData"];
_firedEH params ["_shooter","","","","_ammo","","_projectile"];
_launchParams params ["_shooter","_targetLaunchParams","_seekerType","_attackProfile","_lockMode","_laserInfo","_navigationType"];
_targetLaunchParams params ["_target", "", "_launchPos", "_launchDir", "_launchTime"];
_flightParams params ["_pitchRate", "_yawRate", "_isBangBangGuidance"];
_stateParams params ["_lastRunTime", "_seekerStateParams", "_attackProfileStateParams", "_lastKnownPosState","_navigationParams", "_guidanceParameters"];
_seekerParams params ["_seekerAngle", "_seekerAccuracy", "_seekerMaxRange", "_seekerMinRange"];
_targetData params ["_targetDirection", "_attackProfileDirection", "_targetRange", "_targetVelocity", "_targetAcceleration"];
_seekerStateParams params ["_flareDistanceFilter", "_flareAngleFilter", "_trackingTarget"];
private _distanceFromLaunch = _launchPos distanceSqr getPosASLVisual _projectile;
if (_distanceFromLaunch <= _seekerMinRange * _seekerMinRange) exitWith {
private _dir = _launchPos vectorFromTo getPosASLVisual _projectile;
_dir vectorAdd getPosASLVisual _projectile
};
private _withinView = [_projectile, getPosASLVisual _trackingTarget, _seekerAngle] call FUNC(checkSeekerAngle);
private _canSee = [_projectile, _trackingTarget, false] call FUNC(checkLos);
if (_trackingTarget isNotEqualTo objNull && ({ !_withinView || !_canSee })) then {
_trackingTarget = objNull;
};
if (isNull _trackingTarget) then {
// find any target within seeker range
private _potentialTargets = _projectile nearEntities ["Air", _seekerMaxRange];
private _bestAngle = 90;
{
private _withinView = [_projectile, getPosASLVisual _x, _seekerAngle] call FUNC(checkSeekerAngle);
private _canSee = [_projectile, _x, false] call FUNC(checkLos);
if (_withinView && _canSee) then {
private _los = (getPosASLVisual _projectile) vectorFromTo (getPosASLVisual _x);
private _losAngle = (_los#2 atan2 _los#0);
if (_losAngle < _bestAngle) then {
_trackingTarget = _x;
_bestAngle = _losAngle;
};
};
} forEach _potentialTargets;
};
if (true || {accTime > 0 && !isGamePaused}) then {
// If there are flares nearby, check if they will confuse missile
private _nearby = _trackingTarget nearObjects _flareDistanceFilter;
_nearby = _nearby select {
// 2 = IR blocking
private _blocking = configOf _x >> "weaponLockSystem";
private _isFlare = false;
if (isNumber _blocking) then {
_isFlare = (2 == getNumber _blocking);
};
if (isText _blocking) then {
_isFlare = ("2" in getText _blocking);
};
private _withinView = [_projectile, getPosASLVisual _x, _seekerAngle] call FUNC(checkSeekerAngle);
private _canSee = [_projectile, _x, false] call FUNC(checkLos);
(_x isEqualTo _target && _trackingTarget isNotEqualTo _target) || { (_withinView && _canSee && _isFlare) }
};
private _frontAspectMultiplier = 1;
if (_trackingTarget isKindOf "Air") then {
private _targetVelocity = velocity _trackingTarget;
private _directionToTarget = (getPosASLVisual _projectile) vectorFromTo getPosASLVisual _trackingTarget;
private _angle = acos (_directionToTarget vectorCos _targetVelocity);
_frontAspectMultiplier = (((_angle / 60) min 1) max 0.3);
};
private _relativeTargetVelocity = _projectile vectorWorldToModelVisual velocity _trackingTarget;
_relativeTargetVelocity set [1, 0];
private _foundDecoy = false;
{
if (_trackingTarget isNotEqualTo _x) then {
private _considering = false;
private _flareRelativeVelocity = _projectile vectorWorldToModelVisual velocity _x;
_flareRelativeVelocity set [1, 0];
private _angleBetweenVelocities = acos (_relativeTargetVelocity vectorCos _flareRelativeVelocity);
// further away targets are filtered out by assumption that target cant move instantenously
private _chanceToDecoy = 1 - (_trackingTarget distance _x) / (_flareDistanceFilter * _frontAspectMultiplier);
if !(_foundDecoy) then {
if (_angleBetweenVelocities <= _flareAngleFilter) then {
_considering = true;
if (_seekerAccuracy <= random _chanceToDecoy) then {
_trackingTarget = _x;
_foundDecoy = true;
};
};
};
if (GVAR(debug_drawGuidanceInfo)) then {
private _flarePos = ASLToAGL getPosASLVisual _x;
private _colour = [1, 0, 0, 1];
if (_considering) then {
_colour = [0, 1, 0, 1];
};
if (_trackingTarget isEqualTo _x) then {
_colour = [0, 0, 1, 1];
};
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", _colour, _flarePos, 0.75, 0.75, 0, format ["F %1 C %2", _angleBetweenVelocities, _chanceToDecoy], 1, 0.025, "TahomaB"];
};
};
} forEach _nearby;
_seekerStateParams set [2, _trackingTarget];
};
private _targetPosition = _trackingTarget modelToWorldVisualWorld getCenterOfMass _trackingTarget;
if (GVAR(debug_drawGuidanceInfo) && { _targetPosition isNotEqualTo [0, 0, 0] }) then {
if (!isGamePaused && accTime > 0) then {
private _ps = "#particlesource" createVehicleLocal (ASLtoAGL _targetPosition);
_PS setParticleParams [["\A3\Data_f\cl_basic", 8, 3, 1], "", "Billboard", 1, 3.0141, [0, 0, 0], [0, 0, 0], 1, 1.275, 1, 0, [1, 1], [[0, 0, 1, 1], [0, 0, 1, 1], [0, 0, 1, 1]], [1], 1, 0, "", "", nil];
_PS setDropInterval 1.0;
};
};
_targetData set [0, (getPosASL _projectile) vectorFromTo _targetPosition];
_targetData set [2, 0];
_targetData set [3, velocity _trackingTarget];
if (_targetPosition isEqualTo [0, 0, 0]) then {
_targetPosition = (velocity _projectile) vectorAdd getPosASLVisual _projectile
};
_targetPosition