mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
Optimise iron dome
This commit is contained in:
parent
980c3d0546
commit
a25cf7031b
@ -16,7 +16,8 @@ if (isServer) then {
|
||||
GVAR(trackingProjectiles) = [];
|
||||
|
||||
GVAR(interceptors) = [];
|
||||
GVAR(toBeShot) = [];
|
||||
// Put these into hash table to avoid massive amounts of loops
|
||||
GVAR(toBeShot) = call CBA_fnc_hashCreate;
|
||||
|
||||
[QGVAR(track), {
|
||||
params ["_projectile"];
|
||||
@ -41,8 +42,7 @@ if (isServer) then {
|
||||
[QGVAR(registerInterceptor), {
|
||||
params ["_interceptor", "_target"];
|
||||
GVAR(interceptors) pushBack [_interceptor, _target, getPosASLVisual _interceptor];
|
||||
|
||||
GVAR(toBeShot) deleteAt (GVAR(toBeShot) find _target);
|
||||
[GVAR(toBeShot), _target] call CBA_fnc_hashRem;
|
||||
}] call CBA_fnc_addEventHandler;
|
||||
|
||||
[LINKFUNC(projectileTrackerPFH)] call CBA_fnc_addPerFrameHandler;
|
||||
|
@ -25,90 +25,90 @@ GVAR(launchers) = GVAR(launchers) select {
|
||||
alive _x
|
||||
};
|
||||
|
||||
GVAR(toBeShot) = GVAR(toBeShot) select {
|
||||
_x params ["", "_shotTime"];
|
||||
(CBA_missionTime - _shotTime) < RECYCLE_TIME
|
||||
[GVAR(toBeShot), {
|
||||
(CBA_missionTime - _value) < RECYCLE_TIME
|
||||
}] call CBA_fnc_hashFilter;
|
||||
|
||||
private _idleLaunchers = GVAR(launchers) select {
|
||||
(_x getVariable QGVAR(launchState)) isEqualTo LAUNCH_STATE_IDLE && { someAmmo _x }
|
||||
};
|
||||
|
||||
GVAR(nonTrackingProjectiles) = GVAR(nonTrackingProjectiles) select {
|
||||
private _projectile = _x;
|
||||
private _keep = true;
|
||||
private _bestRange = 1e10;
|
||||
|
||||
{
|
||||
_x params ["_tracker", "_range"];
|
||||
_bestRange = _bestRange min (_projectile distanceSqr _tracker);
|
||||
if (_projectile distanceSqr _tracker <= _range * _range) exitWith {
|
||||
GVAR(trackingProjectiles) pushBack [_projectile, 0];
|
||||
_keep = false;
|
||||
};
|
||||
} forEach GVAR(trackers);
|
||||
// no point filtering if we don't have a launcher. Don't waste cycles
|
||||
if (_idleLaunchers isNotEqualTo []) then {
|
||||
|
||||
#ifdef DRAW_TRACKING_INFO
|
||||
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,0,0,1], getPos _projectile, 0.75, 0.75, 0, format ["%1 %2m", typeOf _projectile, sqrt _bestRange], 1, 0.025, "TahomaB"];
|
||||
#endif
|
||||
|
||||
_keep
|
||||
};
|
||||
|
||||
GVAR(trackingProjectiles) = GVAR(trackingProjectiles) select {
|
||||
_x params ["_projectile", "_lastFired"];
|
||||
|
||||
private _keep = false;
|
||||
if (alive _projectile) then {
|
||||
GVAR(nonTrackingProjectiles) = GVAR(nonTrackingProjectiles) select {
|
||||
private _projectile = _x;
|
||||
private _keep = true;
|
||||
private _bestRange = 1e10;
|
||||
|
||||
{
|
||||
_x params ["_tracker", "_range"];
|
||||
private _withinRange = _projectile distanceSqr _tracker <= _range * _range;
|
||||
|
||||
if (_withinRange) exitWith {
|
||||
_keep = true;
|
||||
_bestRange = _bestRange min (_projectile distanceSqr _tracker);
|
||||
if (_projectile distanceSqr _tracker <= _range * _range) exitWith {
|
||||
GVAR(trackingProjectiles) pushBack [_projectile, 0];
|
||||
_keep = false;
|
||||
};
|
||||
|
||||
} forEach GVAR(trackers);
|
||||
|
||||
if !(_keep) then {
|
||||
GVAR(nonTrackingProjectiles) pushBack _projectile;
|
||||
} else {
|
||||
private _bestLauncher = objNull;
|
||||
private _bestAmmo = 0;
|
||||
#ifdef DRAW_TRACKING_INFO
|
||||
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,0,0,1], getPos _projectile, 0.75, 0.75, 0, format ["%1 %2m", typeOf _projectile, sqrt _bestRange], 1, 0.025, "TahomaB"];
|
||||
#endif
|
||||
|
||||
private _engagedFuture = GVAR(toBeShot) findIf {
|
||||
_x params ["_target", "_timeShot"];
|
||||
_projectile isEqualTo _target
|
||||
};
|
||||
|
||||
private _engagedPast = GVAR(interceptors) findIf {
|
||||
_x params ["", "_target"];
|
||||
_projectile isEqualTo _target;
|
||||
};
|
||||
|
||||
private _engaged = (_engagedFuture != -1) || (_engagedPast != -1);
|
||||
if !(_engaged) then {
|
||||
// launch a missile
|
||||
{
|
||||
// try to get a launcher with the most ammo that is the closest to the incoming projectile
|
||||
private _state = _x getVariable QGVAR(launchState);
|
||||
private _ammo = parseNumber (((currentMagazineDetail _x) splitString "([ ]/:)") select 3);
|
||||
if (_state == LAUNCH_STATE_IDLE && { _ammo >= _bestAmmo }) then {
|
||||
_bestAmmo = _ammo;
|
||||
_bestLauncher = _x;
|
||||
};
|
||||
} forEach GVAR(launchers);
|
||||
|
||||
private _targetList = _bestLauncher getVariable QGVAR(targetList);
|
||||
_targetList pushBackUnique _projectile;
|
||||
_bestLauncher setVariable [QGVAR(targetList), _targetList];
|
||||
|
||||
GVAR(toBeShot) pushBackUnique [_projectile, CBA_missionTime];
|
||||
};
|
||||
|
||||
#ifdef DRAW_TRACKING_INFO
|
||||
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [0,1,0,1], getPos _projectile, 0.75, 0.75, 0, format ["%1 %2m %3s", typeOf _projectile, _bestLauncher distance _projectile], 1, 0.025, "TahomaB"];
|
||||
#endif
|
||||
};
|
||||
_keep
|
||||
};
|
||||
|
||||
_keep
|
||||
GVAR(trackingProjectiles) = GVAR(trackingProjectiles) select {
|
||||
_x params ["_projectile", "_lastFired"];
|
||||
|
||||
private _keep = false;
|
||||
if (alive _projectile) then {
|
||||
{
|
||||
_x params ["_tracker", "_range"];
|
||||
private _withinRange = _projectile distanceSqr _tracker <= _range * _range;
|
||||
|
||||
if (_withinRange) exitWith {
|
||||
_keep = true;
|
||||
};
|
||||
|
||||
} forEach GVAR(trackers);
|
||||
|
||||
if !(_keep) then {
|
||||
GVAR(nonTrackingProjectiles) pushBack _projectile;
|
||||
} else {
|
||||
private _bestLauncher = objNull;
|
||||
private _bestAmmo = 0;
|
||||
|
||||
private _engagedFuture = [GVAR(toBeShot), _projectile] call CBA_fnc_hashHasKey;
|
||||
|
||||
private _engagedPast = GVAR(interceptors) findIf {
|
||||
_x params ["", "_target"];
|
||||
_projectile isEqualTo _target;
|
||||
};
|
||||
|
||||
private _engaged = _engagedFuture || (_engagedPast != -1);
|
||||
if !(_engaged) then {
|
||||
// launch a missile
|
||||
// pick first idle launcher. Could use a heuristic, but that would require O(k*l) operations, and that could be a lot
|
||||
// 20 launchers * 100 projectiles = 2000 loops. Way too slow
|
||||
private _bestLauncher = _idleLaunchers select 0;
|
||||
_idleLaunchers deleteAt 0;
|
||||
|
||||
private _targetList = _bestLauncher getVariable QGVAR(targetList);
|
||||
_targetList pushBackUnique _projectile;
|
||||
_bestLauncher setVariable [QGVAR(targetList), _targetList];
|
||||
|
||||
// avoid re-engaging same target
|
||||
[GVAR(toBeShot), _projectile, CBA_missionTime] call CBA_fnc_hashSet;
|
||||
};
|
||||
|
||||
#ifdef DRAW_TRACKING_INFO
|
||||
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [0,1,0,1], getPos _projectile, 0.75, 0.75, 0, format ["%1 %2m %3s", typeOf _projectile, _bestLauncher distance _projectile], 1, 0.025, "TahomaB"];
|
||||
#endif
|
||||
};
|
||||
};
|
||||
|
||||
_keep
|
||||
};
|
||||
};
|
||||
|
||||
{
|
||||
@ -140,7 +140,7 @@ GVAR(trackingProjectiles) = GVAR(trackingProjectiles) select {
|
||||
};
|
||||
|
||||
#ifdef DRAW_TRACKING_INFO
|
||||
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1, 1, 1, 1], getPos _launcher, 0.75, 0.75, 0, format ["IDLE"], 1, 0.025, "TahomaB"];
|
||||
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1, 1, 1, 1], getPos _launcher, 0.75, 0.75, 0, format ["IDLE [AMMO: %1]", someAmmo _launcher], 1, 0.025, "TahomaB"];
|
||||
#endif
|
||||
};
|
||||
case LAUNCH_STATE_TRACKING: {
|
||||
|
@ -4,7 +4,7 @@
|
||||
|
||||
// #define DRAW_TRACKING_INFO
|
||||
// #define DEBUG_MODE_FULL
|
||||
// #define DISABLE_COMPILE_CACHE
|
||||
#define DISABLE_COMPILE_CACHE
|
||||
// #define ENABLE_PERFORMANCE_COUNTERS
|
||||
|
||||
#ifdef DEBUG_ENABLED_IRON_DOME
|
||||
@ -23,7 +23,7 @@
|
||||
// How long it takes to recycle a target
|
||||
#define RECYCLE_TIME 5
|
||||
// how many error degrees the launcher has to be pointing toward the target
|
||||
#define LAUNCH_ACCEPTABLE_ANGLE 30
|
||||
#define LAUNCH_ACCEPTABLE_ANGLE 10
|
||||
// How fast the launcher launches
|
||||
#define TIME_BETWEEN_LAUNCHES 1
|
||||
// how many seconds does a launcher have to wait before re-engaging the same target
|
||||
|
@ -25,7 +25,7 @@ if (isNull _target && isVehicleRadarOn vehicle _shooter) then {
|
||||
_target = cursorTarget;
|
||||
};
|
||||
// always allow tracking of projectiles
|
||||
if !(_target isKindOf "AllVehicles" || { _target isKindOf ["Default", configFile >> "CfgAmmo"] }) then {
|
||||
if !(_target isKindOf "AllVehicles" || { (typeOf _target) isKindOf ["Default", configFile >> "CfgAmmo"] }) then {
|
||||
_target = nil;
|
||||
};
|
||||
_launchParams set [0, _target];
|
||||
|
Loading…
Reference in New Issue
Block a user