//#define DEBUG_MODE_FULL #include "script_component.hpp" PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile); // Bail if guidance is disabled // Bail on locality of the projectile, it should be local to us if(GVAR(enabled) < 1 || {!local _projectile} ) exitWith { false }; //Bail if shooter isn't player AND system not enabled for AI: if( !isPlayer _shooter && { GVAR(enabled) < 2 } ) exitWith { false }; // Bail on not missile if(! (_ammo isKindOf "MissileBase") ) exitWith { false }; private["_config", "_configs", "_enabled", "_target", "_seekerType", "_attackProfile"]; private["_args", "_canUseLock", "_guidingUnit", "_launchPos", "_lockMode", "_targetPos", "_vanillaTarget"]; //Verify ammo has explicity added guidance config (ignore inheritances) _configs = configProperties [(configFile >> "CfgAmmo" >> _ammo), QUOTE(configName _x == QUOTE(QUOTE(ADDON))), false]; if( (count _configs) < 1) exitWith {}; _config = (configFile >> "CfgAmmo" >> _ammo >> QUOTE(ADDON)); _enabled = getNumber ( _config >> "enabled"); // Bail if guidance is not enabled if(isNil "_enabled" || {_enabled != 1}) exitWith { false }; _target = (vehicle _shooter) getVariable [QGVAR(target), nil]; _targetPos = (vehicle _shooter) getVariable [QGVAR(targetPosition), nil]; _seekerType = (vehicle _shooter) getVariable [QGVAR(seekerType), nil]; _attackProfile = (vehicle _shooter) getVariable [QGVAR(attackProfile), nil]; _lockMode = (vehicle _shooter) getVariable [QGVAR(lockMode), nil]; // @TODO: make this vehicle shooter, but we need to differentiate where its set in ace_laser _laserCode = _shooter getVariable [QEGVAR(laser,code), ACE_DEFAULT_LASER_CODE]; _laserInfo = [_laserCode, ACE_DEFAULT_LASER_WAVELENGTH, ACE_DEFAULT_LASER_WAVELENGTH]; _launchPos = getPosASL (vehicle _shooter); TRACE_3("Begin guidance", _target, _seekerType, _attackProfile); if (isNil "_seekerType" || {!(_seekerType in (getArray (_config >> "seekerTypes")))}) then { _seekerType = getText (_config >> "defaultSeekerType"); }; if (isNil "_attackProfile" || {!(_attackProfile in (getArray (_config >> "attackProfiles")))}) then { _attackProfile = getText (_config >> "defaultAttackProfile"); }; if (isNil "_lockMode" || {!(_lockMode in (getArray (_config >> "seekerLockModes")))}) then { _lockMode = getText (_config >> "defaultSeekerLockMode"); }; // If we didn't get a target, try to fall back on tab locking if(isNil "_target") then { if(!isPlayer _shooter) then { // This was an AI shot, lets still guide it on the AI target _target = _shooter getVariable[QGVAR(vanilla_target), nil]; TRACE_1("Detected AI Shooter!", _target); } else { _canUseLock = getNumber (_config >> "canVanillaLock"); // @TODO: Get vanilla target if(_canUseLock > 0 || difficulty < 1) then { _vanillaTarget = cursorTarget; TRACE_1("Using Vanilla Locking", _vanillaTarget); if(!isNil "_vanillaTarget") then { _target = _vanillaTarget; }; }; }; }; TRACE_4("Beginning ACE guidance system",_target,_ammo,_seekerType,_attackProfile); _args = [_this, [_shooter, [_target, _targetPos, _launchPos], _seekerType, _attackProfile, _lockMode, _laserInfo ], [ getNumber ( _config >> "minDeflection" ), getNumber ( _config >> "maxDeflection" ), getNumber ( _config >> "incDeflection" ) ], [ getNumber ( _config >> "seekerAngle" ), getNumber ( _config >> "seekerAccuracy" ), getNumber ( _config >> "seekerMaxRange" ) ], [ ACE_diagTime, [], [] ] ]; // Hand off to the guiding unit. We just use local player so local PFH fires for now // Laser code needs to give us a shooter for LOBL, or the seeker unit needs to be able to shift locality // Based on its homing laser // Lasers need to be handled in a special LOAL/LOBL case //if(isPlayer _shooter) then { // _guidingUnit = ACE_player; // // if(local _guidingUnit) then { // [FUNC(guidancePFH), 0, _args ] call CBA_fnc_addPerFrameHandler; // } else { // [QGVAR(handoff), [_guidingUnit, _args] ] call FUNC(doHandoff); // }; //} else { [FUNC(guidancePFH), 0, _args ] call CBA_fnc_addPerFrameHandler; //}; /* Clears locking settings (vehicle _shooter) setVariable [QGVAR(target), nil]; (vehicle _shooter) setVariable [QGVAR(seekerType), nil]; (vehicle _shooter) setVariable [QGVAR(attackProfile), nil]; (vehicle _shooter) setVariable [QGVAR(lockMode), nil]; */