//fnc_findReflections.sqf #include "script_component.hpp" private ["_split", "_radi", "_params", "_pos", "_explosiveInfo", "_los", "_nlos", "_zIndex", "_depth", "_indirectHitRange", "_indirectHit", "_distanceCount", "_lastPos", "_test", "_vec", "_testPos", "_buckets", "_excludes", "_bucketIndex", "_bucketPos", "_bucketList", "_c", "_index", "_blist", "_avgX", "_avgY", "_avgZ", "_bpos", "_distance", "_hitFactor", "_hit", "_range", "_refExp", "_rand", "_i", "_x", "_res", "_forEachIndex", "_explosions", "_can", "_dirvec", "_zAng"]; _params = _this select 0; _pos = _params select 0; _explosiveInfo = _params select 1; _los = _params select 2; _nlos = _params select 3; _zIndex = _params select 4; _depth = _params select 5; _rand = _params select 6; _split = 15; _radi = (360/_split*_depth); // player sideChat format["p: %1", _explosiveInfo]; _indirectHitRange = _explosiveInfo select 0; _indirectHit = _explosiveInfo select 1; _distanceCount = (floor _indirectHitRange*4) min 100; if(_zIndex < 5) then { _lastPos = _pos; _zAng = _zIndex*20+2; if(_zAng > 80) then { _radi = 1; _zAng = 90; }; for "_i" from 0 to _radi do { _test = true; _vec = [1, ((_i*_split)+_rand) mod 360, _zAng] call cba_fnc_polar2vect; for "_x" from 1 to _distanceCount do { _testPos = _pos vectorAdd (_vec vectorMultiply _x); // drop ["\a3\data_f\Cl_basic","","Billboard",1,15,ASLtoATL _testPos,[0,0,0],1,1.275,1.0,0.0,[1],[[1,0,0,1]],[0],0.0,2.0,"","",""]; _res = lineIntersectsWith [_pos, _testPos]; if(count _res > 0) exitWith { _test = false; _nlos pushBack _lastPos; // { // _x addEventHandler ["HandleDamage", { diag_log text format["this: %1", _this]; }]; // } forEach _res; // drop ["\a3\data_f\Cl_basic","","Billboard",1,15,ASLtoATL _testPos,[0,0,0],1,1.275,1.0,0.0,[1],[[1,0,0,1]],[0],0.0,2.0,"","",""]; // TEST_PAIRS pushBack [_pos, _lastPos, [1,0,0,1]]; }; // if(terrainIntersectASL [_pos, _testPos]) exitWith {}; _lastPos = _testPos; }; }; _params set[4, _zIndex+1]; } else { _depth = _depth + 1; _buckets = []; _excludes = []; _bucketIndex = 0; _bucketPos = nil; _bucketList = nil; _c = 0; while { count(_nlos) != count(_excludes) && _c < (count _nlos) } do { scopeName "mainSearch"; { if(!(_forEachIndex in _excludes)) then { _index = _buckets pushBack [_x, [_x]]; _excludes pushBack _forEachIndex; _bucketPos = _x; _bucketList = (_buckets select _index) select 1; breakTo "mainSearch"; }; } forEach _nlos; { if(!(_forEachIndex in _excludes)) then { _testPos = _x; if(_testPos vectorDistanceSqr _bucketPos <= 30) then { _bucketList pushBack _x; _excludes pushBack _forEachIndex; }; }; } forEach _nlos; _c = _c + 1; }; // player sideChat format["c: %1", count _buckets]; _explosions = []; { _blist = _x select 1; _avgX = 0; _avgY = 0; _avgZ = 0; { _avgX = _avgX + (_x select 0); _avgY = _avgY + (_x select 1); _avgZ = _avgZ + (_x select 2); } forEach _blist; _c = count _blist; _bpos = [_avgX/_c, _avgY/_c, _avgZ/_c]; _distance = _pos vectorDistance _bpos; _hitFactor = 1-(((_distance/(_indirectHitRange*4)) min 1) max 0); // _hitFactor = 1/(_distance^2); _hit = _indirectHit*_hitFactor; _hit = (floor (_hit/4)) min 500; _hit = _hit - (_hit%10); _range = (floor (_indirectHitRange-(_distance/4))) min 100; _range = _range - (_range%2); if(_hit >= 10 && _range > 0) then { // TEST_ICONS pushBack [_bpos, format["h: %1, r: %2, hf: %3 d: %4 ihr: %5", _hit, _range, _hitFactor, _distance, _indirectHitRange*4]]; // TEST_PAIRS pushBack [_pos, _bpos, [1,0,0,1]]; _refExp = format["ace_explosion_reflection_%1_%2", _range, _hit]; // _refExp createVehicle (ASLtoATL _bpos); // drop ["\a3\data_f\Cl_basic","","Billboard",1,15,ASLtoATL _bpos,[0,0,0],1,1.275,1.0,0.0,[1],[[1,0,0,1]],[0],0.0,2.0,"","",""]; _explosions pushBack [_refExp, _bpos, _hit, _distance, _indirectHitRange/4, _depth]; }; if(count _explosions > (_radi*2)/_depth) exitWith {}; } forEach _buckets; // _can = "Land_Bricks_V4_F" createVehicle (ASLtoATL _pos); // _dirvec = _pos vectorFromTo ((ATLtoASL (player modelToWorldVisual (player selectionPosition "Spine3")))); // _dirvec = _dirvec vectorMultiply 100; // _can setVelocity _dirvec; [DFUNC(doExplosions), 0, [_explosions, 0]] call CBA_fnc_addPerFrameHandler; [(_this select 1)] call cba_fnc_removePerFrameHandler; };