clean up backblast

This commit is contained in:
commy2 2015-02-15 17:14:09 +01:00
parent 241bcc1e4a
commit f3a94f03ed
5 changed files with 74 additions and 55 deletions

View File

@ -1,5 +1,5 @@
/*
* Author: Commy2 and CAA-Picard
* Author: commy2 and CAA-Picard
*
* Calculate and apply backblast damage to potentially affected local units
*
@ -16,52 +16,55 @@
EXPLODE_4_PVT(_this,_firer,_posASL,_direction,_weapon);
private ["_backblastAngle","_backblastRange","_backblastDamage"];
_backblastAngle = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_Backblast_Angle") / 2;
_backblastRange = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_Backblast_Range");
_backblastDamage = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_Backblast_Damage");
private ["_backblastAngle", "_backblastRange", "_backblastDamage"];
_backblastAngle = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(angle)) / 2;
_backblastRange = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(range));
_backblastDamage = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(damage));
TRACE_4("Parameters:",_backblastAngle,_backblastRange,_backblastDamage,_weapon);
private "_pos";
_pos = _posASL;
if (!surfaceIsWater _pos) then {
_pos = ASLtoATL _pos;
};
_affected = _pos nearEntities ["CAManBase", _backblastRange];
{
_unit = _x;
if (local _unit && _unit != _firer && vehicle _unit == _unit) then {
if (local _x && {_x != _firer} && {vehicle _x == _x}) then {
private ["_targetPositionASL", "_relativePosition", "_axisDistance", "_distance", "_angle", "_line", "_line2"];
_targetPositionASL = eyePos _unit;
_targetPositionASL = eyePos _x;
_relativePosition = _targetPositionASL vectorDiff _posASL;
_axisDistance = _relativePosition vectorDotProduct _direction;
_distance = vectorMagnitude _relativePosition;
_angle = acos (_axisDistance / _distance);
_line = [_posASL, _targetPositionASL, _firer, _unit];
_line = [_posASL, _targetPositionASL, _firer, _x];
_line2 = [_posASL, _targetPositionASL];
TRACE_4("Affected:",_unit,_axisDistance,_distance,_angle);
TRACE_4("Affected:",_x,_axisDistance,_distance,_angle);
if (_angle < _backblastAngle && {_distance < _backblastRange} && {!lineIntersects _line} && {!terrainIntersectASL _line2}) then {
private ["_alpha", "_beta", "_damage"];
_alpha = sqrt (1 - _distance / _backblastRange);
_beta = sqrt (1 - _angle / _backblastAngle);
_damage = 2 * _alpha * _beta * _backblastDamage;
// If the target is the ACE_player
if (_unit == ACE_player) then {[_damage * 100] call BIS_fnc_bloodEffect};
if (_x == ACE_player) then {[_damage * 100] call BIS_fnc_bloodEffect};
// TODO: Sort this interaction with medical
if (isClass (configFile >> "CfgPatches" >> "ACE_Medical")) then {
[_unit, "HitBody", ([_unit, "", ((_unit getHitPointDamage "HitBody") + _damage), objNull, objNull] call EFUNC(medical,handleDamage))] call EFUNC(medical,setHitPointDamage);
_unit spawn {
[_x, "HitBody", ([_x, "", (_x getHitPointDamage "HitBody") + _damage, objNull, objNull] call EFUNC(medical,handleDamage))] call EFUNC(medical,setHitPointDamage);
_x spawn {
sleep 0.5;
[_this, "", 0, objNull, objNull] call EFUNC(medical,handleDamage);
};
} else {
_unit setDamage (damage _unit + _damage);
_x setDamage (damage _x + _damage);
};
};
};
} forEach _affected;
} forEach (_pos nearEntities ["CAManBase", _backblastRange]);

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@ -23,27 +23,32 @@ EXPLODE_7_PVT(_this,_firer,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
// Prevent AI from causing backblast damage
if !([_firer] call EFUNC(common,isPlayer)) exitWith {};
private ["_position","_direction","_distance","_alpha","_beta","_damage","_affected"];
private ["_position", "_direction"];
_position = getPosASL _projectile;
_direction = [0, 0, 0] vectorDiff (vectorDir _projectile);
private ["_backblastAngle","_backblastRange","_backblastDamage"];
_backblastAngle = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_Backblast_Angle") / 2;
_backblastRange = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_Backblast_Range");
_backblastDamage = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_Backblast_Damage");
private ["_backblastAngle", "_backblastRange", "_backblastDamage"];
_backblastAngle = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(angle)) / 2;
_backblastRange = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(range));
_backblastDamage = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(damage));
// Damage to others
private "_affected";
_affected = getPos _projectile nearEntities ["CAManBase", _backblastRange];
// Let each client handle their own affected units
["backblast", _affected, [_firer,_position,_direction,_weapon]] call EFUNC(common,targetEvent);
// Let each client handle their own affected units
["backblast", _affected, [_firer, _position, _direction, _weapon]] call EFUNC(common,targetEvent);
// Damage to the firer
private "_distance";
_distance = [_position, _direction, _backblastRange] call FUNC(getDistance);
TRACE_1("Distance", _distance);
TRACE_1("Distance",_distance);
if (_distance < _backblastRange) then {
private ["_alpha", "_beta", "_damage"];
_alpha = sqrt (1 - _distance / _backblastRange);
_beta = sqrt 0.5;
@ -66,6 +71,7 @@ if (_distance < _backblastRange) then {
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
private "_ref";
_ref = _direction call EFUNC(common,createOrthonormalReference);
[ _position,
_position vectorAdd (_direction vectorMultiply _backblastRange) vectorAdd ((_ref select 1) vectorMultiply _backblastRange * tan _backblastAngle),
@ -88,4 +94,4 @@ if (_distance < _backblastRange) then {
_position vectorAdd (_direction vectorMultiply (_distance min _backblastRange)),
[1,0,0,1]
] call EFUNC(common,addLineToDebugDraw);
#endif
#endif

View File

@ -14,28 +14,32 @@
*
* Return value:
* None
*///#define DEBUG_MODE_FULL
*/
//#define DEBUG_MODE_FULL
#include "script_component.hpp"
EXPLODE_7_PVT(_this,_firer,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
// Prevent AI from causing backblast damage
if !([gunner _firer] call EFUNC(common,isPlayer)) exitWith {};
if !([gunner _firer] call EFUNC(common,isPlayer)) exitWith {}; //@todo non-maingun turrets?
private ["_position", "_direction"];
private ["_position","_direction","_distance","_alpha","_beta","_damage","_affected"];
_position = getPosASL _projectile;
_direction = vectorDir _projectile;
private ["_dangerZoneAngle","_dangerZoneRange","_dangerZoneDamage"];
_dangerZoneAngle = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_DangerZone_Angle") / 2;
_dangerZoneRange = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_DangerZone_Range");
_dangerZoneDamage = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_DangerZone_Damage");
private ["_dangerZoneAngle", "_dangerZoneRange", "_dangerZoneDamage"];
_dangerZoneAngle = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(angle)) / 2;
_dangerZoneRange = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(range));
_dangerZoneDamage = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(damage));
// Damage to others
private "_affected";
_affected = getPos _projectile nearEntities ["CAManBase", _dangerZoneRange];
// Let each client handle their own affected units
["overpressure", _affected, [_firer,_position,_direction,_weapon]] call EFUNC(common,targetEvent);
["overpressure", _affected, [_firer, _position, _direction, _weapon]] call EFUNC(common,targetEvent);
// Draw debug lines
#ifdef DEBUG_MODE_FULL
@ -44,6 +48,7 @@ _affected = getPos _projectile nearEntities ["CAManBase", _dangerZoneRange];
[1,0,0,1]
] call EFUNC(common,addLineToDebugDraw);
private "_ref";
_ref = _direction call EFUNC(common,createOrthonormalReference);
[ _position,
_position vectorAdd (_direction vectorMultiply _dangerZoneRange) vectorAdd ((_ref select 1) vectorMultiply _dangerZoneRange * tan _dangerZoneAngle),
@ -62,4 +67,4 @@ _affected = getPos _projectile nearEntities ["CAManBase", _dangerZoneRange];
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
#endif
#endif

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@ -1,5 +1,5 @@
/*
* Author: Commy2 and CAA-Picard
* Author: commy2 and CAA-Picard
*
* Calculate the distance to the first intersection of a line
*
@ -13,10 +13,10 @@
*/
#include "script_component.hpp"
private ["_distance", "_interval", "_line", "_line"];
EXPLODE_3_PVT(_this,_posASL,_direction,_maxDistance);
private ["_distance", "_interval", "_line", "_intersections"];
_distance = _maxDistance;
_interval = _distance;
_line = [_posASL, []];

View File

@ -1,5 +1,5 @@
/*
* Author: Commy2 and CAA-Picard
* Author: commy2 and CAA-Picard
*
* Calculate and apply overpressure damage to potentially affected local units
*
@ -16,50 +16,55 @@
EXPLODE_4_PVT(_this,_firer,_posASL,_direction,_weapon);
private ["_dangerZoneAngle","_dangerZoneRange","_dangerZoneDamage"];
_dangerZoneAngle = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_DangerZone_Angle") / 2;
_dangerZoneRange = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_DangerZone_Range");
_dangerZoneDamage = getNumber (configFile >> "CfgWeapons" >> _weapon >> "ACE_DangerZone_Damage");
private ["_dangerZoneAngle", "_dangerZoneRange", "_dangerZoneDamage"];
_dangerZoneAngle = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(angle)) / 2;
_dangerZoneRange = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(range));
_dangerZoneDamage = getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(damage));
TRACE_4("Parameters:",_dangerZoneAngle,_dangerZoneRange,_dangerZoneDamage,_weapon);
private "_pos";
_pos = _posASL;
if (!surfaceIsWater _pos) then {
_pos = ASLtoATL _pos;
};
_affected = _pos nearEntities ["CAManBase", _dangerZoneRange];
{
_unit = _x;
if (local _unit && _unit != _firer && vehicle _unit == _unit) then {
if (local _x && {_x != _firer} && {vehicle _x == _x}) then {
private ["_targetPositionASL", "_relativePosition", "_axisDistance", "_distance", "_angle", "_line", "_line2"];
_targetPositionASL = eyePos _unit;
_targetPositionASL = eyePos _x;
_relativePosition = _targetPositionASL vectorDiff _posASL;
_axisDistance = _relativePosition vectorDotProduct _direction;
_distance = vectorMagnitude _relativePosition;
_angle = acos (_axisDistance / _distance);
_line = [_posASL, _targetPositionASL, _firer, _unit];
_line = [_posASL, _targetPositionASL, _firer, _x];
_line2 = [_posASL, _targetPositionASL];
TRACE_4("Affected:",_unit,_axisDistance,_distance,_angle);
TRACE_4("Affected:",_x,_axisDistance,_distance,_angle);
if (_angle < _dangerZoneAngle && {_distance < _dangerZoneRange} && {!lineIntersects _line} && {!terrainIntersectASL _line2}) then {
private ["_alpha", "_beta", "_damage"];
_alpha = sqrt (1 - _distance / _dangerZoneRange);
_beta = sqrt (1 - _angle / _dangerZoneAngle);
_damage = 2 * _alpha * _beta * _dangerZoneDamage;
// If the target is the ACE_player
if (_unit == ACE_player) then {[_damage * 100] call BIS_fnc_bloodEffect};
if (_x == ACE_player) then {[_damage * 100] call BIS_fnc_bloodEffect};
// @todo: Sort this interaction with medical
if (isClass (configFile >> "CfgPatches" >> "ACE_Medical")) then {
[_unit, "HitBody", ([_unit, "", ((_unit getHitPointDamage "HitBody") + _damage), objNull, objNull] call EFUNC(medical,handleDamage))] call EFUNC(medical,setHitPointDamage);
_unit spawn {
[_x, "HitBody", ([_x, "", ((_x getHitPointDamage "HitBody") + _damage), objNull, objNull] call EFUNC(medical,handleDamage))] call EFUNC(medical,setHitPointDamage);
_x spawn {
sleep 0.5;
[_this, "", 0, objNull, objNull] call EFUNC(medical,handleDamage);
};
} else {
_unit setDamage (damage _unit + _damage);
_x setDamage (damage _x + _damage);
};
};
};
} forEach _affected;
} forEach (_pos nearEntities ["CAManBase", _dangerZoneRange]);