#include "..\script_component.hpp" /* * Author: KoffeinFlummi * Calculates the offsets for all weapons needed to hit the current target. * * Arguments: * 0: Vehicle * 1: Turret * * Return Value: * None * * Example: * [car, [turret]] call ace_fcs_fnc_keyUp * * Public: No */ params ["_vehicle", "_turret", "_distance", ["_showHint", false], ["_playSound", true]]; TRACE_5("params",_vehicle,_turret,_distance,_showHint,_playSound); private _turretConfig = [configOf _vehicle, _turret] call EFUNC(common,getTurretConfigPath); if (isNil "_distance") then { _distance = [ getNumber (_turretConfig >> QGVAR(DistanceInterval)), getNumber (_turretConfig >> QGVAR(MaxDistance)), getNumber (_turretConfig >> QGVAR(MinDistance)) ] call FUNC(getRange); } else { ((uiNamespace getVariable ["ACE_dlgRangefinder", displayNull]) displayCtrl 1713151) ctrlSetText ([_distance, 4, 0] call CBA_fnc_formatNumber); }; // MOVING TARGETS private _weapon = _vehicle currentWeaponTurret _turret; private _weaponDirection = _vehicle weaponDirection _weapon; // @todo doesn't work for sub turrets if (_turret isEqualTo ([_vehicle] call EFUNC(common,getTurretCommander))) then { _weaponDirection = eyeDirection _vehicle; }; if (_weaponDirection isEqualTo [0,0,0]) then { // dummy value for non main turrets _weaponDirection = [1,0,0]; }; private _angleTarget = asin (_weaponDirection select 2); private _movingAzimuth = 0; if (CBA_missionTime - GVAR(time) > 1 && GVAR(time) != -1 && isNil {_this select 2}) then { // calculate speed of target private _posTarget = (getPosASL _vehicle) vectorAdd (_weaponDirection vectorMultiply _distance); private _velocityTarget = (_posTarget vectorDiff GVAR(position)) vectorMultiply (1 / (CBA_missionTime - GVAR(time))); // estimate time to target private _magazine = _vehicle currentMagazineTurret _turret; private _ammo = getText (configFile >> "CfgMagazines" >> _magazine >> "ammo"); private _initSpeed = getNumber (configFile >> "CfgMagazines" >> _magazine >> "initSpeed"); private _airFriction = getNumber (configFile >> "CfgAmmo" >> _ammo >> "airFriction"); private _timeToLive = getNumber (configFile >> "CfgAmmo" >> _ammo >> "timeToLive"); private _simulationStep = getNumber (configFile >> "CfgAmmo" >> _ammo >> "simulationStep"); private _initSpeedCoef = getNumber (configFile >> "CfgWeapons" >> _weapon >> "initSpeed"); private _simulationType = getText (configFile >> "CfgAmmo" >> _ammo >> "simulation"); // More BIS fix if (_simulationType == "shotBullet") then { if (_initSpeedCoef < 0) then { _initSpeed = _initSpeed * - _initSpeedCoef; }; if (_initSpeedCoef > 0) then { _initSpeed = _initSpeedCoef; }; }; if (_simulationStep != 0) then { private _posX = 0; private _velocityX = _initSpeed; private _velocityY = 0; private _timeToTarget = 0; for "_i" from 1 to (floor (_timeToLive / _simulationStep) + 1) do { _posX = _posX + _velocityX * _simulationStep; if (_posX >= _distance) exitWith { // bullet passed the target _timeToTarget = _i * _simulationStep; }; private _velocityMagnitude = sqrt (_velocityX ^ 2 + _velocityY ^ 2); _velocityX = _velocityX + _velocityX * _velocityMagnitude * _airFriction * _simulationStep; _velocityY = _velocityY + _velocityY * _velocityMagnitude * _airFriction * _simulationStep - 9.81 * _simulationStep; }; // calculate offsets private _posArrival = _posTarget vectorAdd (_velocityTarget vectorMultiply _timeToTarget); private _dirArrival = (_posArrival vectorDiff getPosASL _vehicle) vectorMultiply (1 / (_posArrival vectorDistance getPosASL _vehicle)); _movingAzimuth = ((_dirArrival select 0) atan2 (_dirArrival select 1)) - ((_weaponDirection select 0) atan2 (_weaponDirection select 1)); _angleTarget = asin (_dirArrival select 2); _distance = floor (_posArrival distance (getPosASL _vehicle)); }; }; GVAR(enabled) = false; GVAR(time) = -1; // CALCULATE AZIMUTH CORRECTION private _viewDiff = _vehicle getVariable format ["%1_%2", QGVAR(ViewDiff), _turret]; private _FCSAzimuth = _movingAzimuth; if (_viewDiff != 0) then { _FCSAzimuth = (atan (_distance / _viewDiff) - (abs _viewDiff / _viewDiff) * 90) + _movingAzimuth; }; [_vehicle, format ["%1_%2", QGVAR(Azimuth), _turret], _FCSAzimuth] call EFUNC(common,setVariablePublic); // CALCULATE SOLUTION [_vehicle,_turret,_distance,_angleTarget] call FUNC(calculateSolution); if (_playSound) then { playSound "ACE_Sound_Click"; }; if (_showHint) then { [format ["%1: %2", localize LSTRING(ZeroedTo), _distance]] call EFUNC(common,displayTextStructured); };