#include "script_component.hpp" /* * Author: Jaynus, NouberNou * Server func to create the fragmentation for a round. * * Arguments: * 0: Last Position (ASL) * 1: Velocity * 2: Ammo Classname * * Return Value: * None * * Example: * [[], [], "handGrenade"] call ace_frag_fnc_frago * * Public: No */ #define FRAG_VEC_VAR 0.004 #define MAX_FRAG_COUNT 50 BEGIN_COUNTER(frago); params ["_lastPos", "_lastVel", "_shellType"]; TRACE_3("frago",_lastPos,_lastVel,_shellType); // Limit max frag count if there was a recent frag private _maxFrags = round (MAX_FRAG_COUNT * linearConversion [0.1, 1.5, (CBA_missionTime - GVAR(lastFragTime)), 0.1, 1, true]); TRACE_2("",_maxFrags,CBA_missionTime - GVAR(lastFragTime)); GVAR(lastFragTime) = CBA_missionTime; private _fragTypes = [ QGVAR(tiny), QGVAR(tiny), QGVAR(tiny), QGVAR(tiny_HD), QGVAR(tiny_HD), QGVAR(tiny_HD), QGVAR(small), QGVAR(small), QGVAR(small), QGVAR(small), QGVAR(small_HD), QGVAR(small_HD), QGVAR(small_HD), QGVAR(small_HD), QGVAR(medium_HD), QGVAR(medium_HD), QGVAR(medium_HD), QGVAR(medium_HD), QGVAR(medium_HD) ]; private _warn = false; if (isArray (configFile >> "CfgAmmo" >> _shellType >> QGVAR(CLASSES))) then { _fragTypes = getArray (configFile >> "CfgAmmo" >> _shellType >> QGVAR(CLASSES)); } else { _warn = true; }; private _indirectHitRange = getNumber(configFile >> "CfgAmmo" >> _shellType >> "indirecthitrange"); private _fragRange = 20 * _indirectHitRange * 4; // _c = 185; // grams of comp-b // _m = 210; // grams of fragmentating metal // _k = 3/5; // spherical K factor // _gC = 2843; // Gurney constant of comp-b in /ms // _c = 429; // grams of tritonal // _m = 496; // grams of fragmentating metal // _k = 1/2; // spherical K factor // _gC = 2320; // Gurney constant of tritonal in /ms private _c = getNumber (configFile >> "CfgAmmo" >> _shellType >> QGVAR(CHARGE)); if (_c == 0) then {_c = 1; _warn = true;}; private _m = getNumber (configFile >> "CfgAmmo" >> _shellType >> QGVAR(METAL)); if (_m == 0) then {_m = 2; _warn = true;}; private _k = getNumber (configFile >> "CfgAmmo" >> _shellType >> QGVAR(GURNEY_K)); if (_k == 0) then {_k = 0.5; _warn = true;}; private _gC = getNumber (configFile >> "CfgAmmo" >> _shellType >> QGVAR(GURNEY_C)); if (_gC == 0) then {_gC = 2440; _warn = true;}; if (_warn) then { INFO_1("Ammo class %1 lacks proper explosive properties definitions for frag!",_shellType); }; // Gunery equation is for a non-fragmenting metal, imperical value of 80% represents fragmentation private _fragPower = 0.8 * (((_m / _c) + _k) ^ - (1 / 2)) * _gC; private _atlPos = ASLtoATL _lastPos; private _fragPowerRandom = _fragPower * 0.5; if ((_atlPos select 2) < 0.5) then { _lastPos vectorAdd [0, 0, 0.5]; }; private _objects = _atlPos nearEntities [["Car", "Motorcycle", "Tank", "StaticWeapon", "CAManBase", "Air", "Ship"], _fragRange]; // Add unique crews in faster way { { _objects pushBackUnique _x; } forEach (crew _x); } forEach _objects; TRACE_2("",_fragRange,count _objects); private _fragCount = 0; private _fragArcs = []; _fragArcs set [360, 0]; private _doRandom = true; if (_objects isNotEqualTo []) then { if (GVAR(reflectionsEnabled)) then { [_lastPos, _shellType] call FUNC(doReflections); }; { private _target = _x; if (alive _target) then { (boundingBox _target) params ["_boundingBoxA", "_boundingBoxB"]; private _cubic = ((abs (_boundingBoxA select 0)) + (_boundingBoxB select 0)) * ((abs (_boundingBoxA select 1)) + (_boundingBoxB select 1)) * ((abs (_boundingBoxA select 2)) + (_boundingBoxB select 2)); if (_cubic <= 1) exitWith {}; // _doRandom = true; private _targetVel = velocity _target; private _targetPos = getPosASL _target; private _distance = _targetPos vectorDistance _lastPos; private _add = ((_boundingBoxB select 2) / 2) + ((((_distance - (_fragpower / 8)) max 0) / _fragPower) * 10); _targetPos = _targetPos vectorAdd [ (_targetVel select 0) * (_distance / _fragPower), (_targetVel select 1) * (_distance / _fragPower), _add ]; private _baseVec = _lastPos vectorFromTo _targetPos; private _dir = floor (_baseVec call CBA_fnc_vectDir); private _currentCount = RETDEF(_fragArcs select _dir,0); if (_currentCount < 10) then { private _count = ceil (random (sqrt (_m / 1000))); private _vecVar = FRAG_VEC_VAR; if (!(_target isKindOf "Man")) then { ADD(_vecVar,(sqrt _cubic) / 2000); if ((crew _target) isEqualTo [] && {_count > 0}) then { _count = 0 max (_count / 2); }; }; for "_i" from 1 to _count do { private _vec = _baseVec vectorDiff [ (_vecVar / 2) + (random _vecVar), (_vecVar / 2) + (random _vecVar), (_vecVar / 2) + (random _vecVar) ]; private _fp = _fragPower - (random (_fragPowerRandom)); private _vel = _vec vectorMultiply _fp; private _fragObj = (selectRandom _fragTypes) createVehicleLocal [0,0,10000]; // TRACE_4("targeted",_fp, typeOf _fragObj,_lastPos vectorDistance _targetPos,typeOf _x); _fragObj setPosASL _lastPos; _fragObj setVectorDir _vec; _fragObj setVelocity _vel; #ifdef DRAW_FRAG_INFO [ACE_player, _fragObj, [1,0,0,1]] call FUNC(dev_addTrack); #endif INC(_fragCount); INC(_currentCount); }; _fragArcs set [_dir, _currentCount]; }; }; if (_fragCount > _maxFrags) exitWith {}; } forEach _objects; TRACE_1("targeted",_fragCount); if (_fragCount > _maxFrags) exitWith {}; private _randomCount = ceil ((_maxFrags - _fragCount) * 0.35); TRACE_1("",_randomCount); private _sectorSize = 360 / (_randomCount max 1); if (_doRandom) then { for "_i" from 1 to _randomCount do { // Distribute evenly private _sectorOffset = 360 * (_i - 1) / (_randomCount max 1); private _randomDir = random (_sectorSize); _vec = [cos (_sectorOffset + _randomDir), sin (_sectorOffset + _randomDir), sin (30 - (random 45))]; _fp = (_fragPower - (random (_fragPowerRandom))); _vel = _vec vectorMultiply _fp; _fragObj = (selectRandom _fragTypes) createVehicleLocal [0, 0, 10000]; _fragObj setPosASL _lastPos; _fragObj setVectorDir _vec; _fragObj setVelocity _vel; #ifdef DRAW_FRAG_INFO [ACE_player, _fragObj, [1,0.5,0,1]] call FUNC(dev_addTrack); #endif INC(_fragCount); }; }; }; TRACE_1("total created",_fragCount); END_COUNTER(frago);