//fnc_frago.sqf // #define DEBUG_MODE_FULL #include "script_component.hpp" #define FRAG_VEC_VAR 0.004 #define MAX_FRAG_COUNT 50 if(!isServer) exitWith { }; // _startTime = diag_tickTime; private ["_round", "_lastPos", "_lastVel", "_shellType", "_gun", "_fragTypes", "_warn", "_atlPos", "_isArmed", "_fuseDist", "_indirectHitRange", "_fragRange", "_c", "_m", "_k", "_gC", "_fragPower", "_fragPowerRandom", "_manObjects", "_objects", "_crew", "_fragCount", "_fragArcs", "_doRandom", "_target", "_boundingBox", "_targetPos", "_distance", "_add", "_bbX", "_bbY", "_bbZ", "_cubic", "_targetVel", "_baseVec", "_dir", "_currentCount", "_count", "_vecVar", "_i", "_vec", "_fp", "_vel", "_fragType", "_fragObj", "_randomCount", "_sectorSize", "_sectorOffset", "_randomDir"]; _round = _this select 0; _lastPos = _this select 1; _lastVel = _this select 2; _shellType = _this select 3; _gun = nil; if((count _this) > 5) then { _gun = _this select 5; }; _fragTypes = [ "ACE_frag_tiny", "ACE_frag_tiny", "ACE_frag_tiny", "ACE_frag_tiny_HD", "ACE_frag_tiny_HD", "ACE_frag_tiny_HD", "ACE_frag_small","ACE_frag_small","ACE_frag_small","ACE_frag_small", "ACE_frag_small_HD","ACE_frag_small_HD","ACE_frag_small_HD","ACE_frag_small_HD", "ACE_frag_medium_HD", "ACE_frag_medium_HD", "ACE_frag_medium_HD", "ACE_frag_medium_HD", "ACE_frag_medium_HD" ]; _warn = false; if(isArray (configFile >> "CfgAmmo" >> _shellType >> "ACE_frag_CLASSES")) then { _fragTypes = getArray (configFile >> "CfgAmmo" >> _shellType >> "ACE_frag_CLASSES"); } else { _warn = true; }; _atlPos = ASLtoATL _lastPos; _isArmed = true; if(!isNil "_gun") then { _fuseDist = getNumber(configFile >> "CfgAmmo" >> _shellType >> "fuseDistance"); _isArmed = ((getPosASL _gun) distance _lastPos > _fuseDist); }; _indirectHitRange = getNumber(configFile >> "CfgAmmo" >> _shellType >> "indirecthitrange"); _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 _c = getNumber(configFile >> "CfgAmmo" >> _shellType >> "ACE_frag_CHARGE"); if(_c == 0) then { _c = 1; _warn = true;}; _m = getNumber(configFile >> "CfgAmmo" >> _shellType >> "ACE_frag_METAL"); if(_m == 0) then { _m = 2; _warn = true;}; _k = getNumber(configFile >> "CfgAmmo" >> _shellType >> "ACE_frag_GURNEY_K"); if(_k == 0) then { _k = 1/2; _warn = true;}; _gC = getNumber(configFile >> "CfgAmmo" >> _shellType >> "ACE_frag_GURNEY_C"); if(_gC == 0) then { _gC = 2440; _warn = true;}; if(_warn) then { diag_log text format["Ammo class %1 lacks proper explosive properties definitions for frag!", _shellType]; //TODO: turn this off when we get closer to release }; _fragPower = (((_m/_c)+_k)^-(1/2))*_gC; _fragPower = _fragPower*0.8; // Gunery equation is for a non-fragmenting metal, imperical value of 80% represents fragmentation _fragPowerRandom = _fragPower*0.5; if((_atlPos select 2) < 0.5) then { _lastPos set[2, (_lastPos select 2)+0.5]; }; // _manObjects = _atlPos nearEntities ["CaManBase", _fragRange]; // setAccTime 0.01; //_objects = nearestObjects [_atlPos, ["AllVehicles"], _fragRange]; // Not sure if tracking "ReammoBox" is required, if so revert this change for _objects _objects = _atlPos nearEntities [["Car", "Motorcycle", "Tank", "StaticWeapon", "CAManBase", "Air", "Ship"], _fragRange]; // _objects = _manObjects; // Target also people inside vehicles or manning weapons _crew = []; { { _crew set [count _crew,_x] } forEach (crew _x); } forEach _objects; _objects = _objects - _crew; _objects = _objects + _crew; _fragCount = 0; _fragArcs = []; _fragArcs set[360, 0]; #ifdef DEBUG_MODE_FULL player sideChat format["_fragRange: %1", _fragRange]; player sideChat format["_objects: %1", _objects]; #endif _doRandom = false; if(_isArmed && (count _objects) > 0) then { { //if(random(1) > 0.5) then { _target = _x; if(alive _target) then { _boundingBox = boundingBox _target; _targetPos = (getPosASL _target); _distance = _targetPos distance _lastPos; _add = (((_boundingBox select 1) select 2)/2)+((((_distance-(_fragpower/8)) max 0)/_fragPower)*10); _bbX = (abs((_boundingBox select 0) select 0))+((_boundingBox select 1) select 0); _bbY = (abs((_boundingBox select 0) select 1))+((_boundingBox select 1) select 1); _bbZ = (abs((_boundingBox select 0) select 2))+((_boundingBox select 1) select 2); _cubic = _bbX*_bbY*_bbZ; if(_cubic > 1) then { _doRandom = true; _targetVel = (velocity _target); _targetPos set[0, (_targetPos select 0)+((_targetVel select 0)*(_distance/_fragPower))]; _targetPos set[1, (_targetPos select 1)+((_targetVel select 1)*(_distance/_fragPower))]; _targetPos set[2, (_targetPos select 2)+_add]; _baseVec = _lastPos vectorFromTo _targetPos; _dir = floor(_baseVec call CBA_fnc_vectDir); _currentCount = _fragArcs select _dir; if(isNil "_currentCount") then { _currentCount = 0; }; if(_currentCount < 20) then { _count = ceil(random(sqrt(_m/1000))); _vecVar = FRAG_VEC_VAR; if(!(_target isKindOf "Man")) then { _vecVar = ((sqrt _cubic)/2000)+FRAG_VEC_VAR; if((count (crew _target)) == 0 && _count > 0) then { _count = 0 max (_count/2); }; }; for "_i" from 1 to _count do { _vec = +_baseVec; _vec set[0, (_vec select 0)-(_vecVar/2)+(random _vecVar)]; _vec set[1, (_vec select 1)-(_vecVar/2)+(random _vecVar)]; _vec set[2, (_vec select 2)-(_vecVar/2)+(random _vecVar)]; _fp = (_fragPower-(random (_fragPowerRandom))); _vel = [ (_vec select 0)*_fp, (_vec select 1)*_fp, (_vec select 2)*_fp ]; _fragType = round (random ((count _fragTypes)-1)); _fragObj = (_fragTypes select _fragType) createVehicleLocal [0,0,10000]; // diag_log text format["fp: %1 %2", _fp, typeOf _fragObj]; _fragObj setPosASL _lastPos; _fragObj setVectorDir _vec; _fragObj setVelocity _vel; #ifdef DEBUG_MODE_FULL GVAR(TOTALFRAGS) = GVAR(TOTALFRAGS) + 1; GVAR(traceFrags) = true; #endif if(GVAR(traceFrags)) then { [player, _fragObj, [1,0,0,1]] call FUNC(addTrack); }; _fragCount = _fragCount + 1; _currentCount = _currentCount + 1; }; _fragArcs set[_dir, _currentCount]; }; }; }; //}; if(_fragCount > MAX_FRAG_COUNT) exitWith {}; } forEach _objects; if(_fragCount > MAX_FRAG_COUNT) exitWith {}; _randomCount = (ceil((MAX_FRAG_COUNT-_fragCount)*0.1)) max 0; _sectorSize = 360 / (_randomCount max 1); // _doRandom = false; if(_doRandom) then { for "_i" from 1 to _randomCount do { // Distribute evenly _sectorOffset = 360 * (_i - 1) / (_randomCount max 1); _randomDir = random(_sectorSize); _vec = [cos(_sectorOffset + _randomDir), sin(_sectorOffset + _randomDir), sin(30 - (random 45))]; _fp = (_fragPower-(random (_fragPowerRandom))); _vel = [ (_vec select 0)*_fp, (_vec select 1)*_fp, (_vec select 2)*_fp ]; _fragType = round (random ((count _fragTypes)-1)); _fragObj = (_fragTypes select _fragType) createVehicleLocal [0,0,10000]; _fragObj setPosASL _lastPos; _fragObj setVectorDir _vec; _fragObj setVelocity _vel; #ifdef DEBUG_MODE_FULL GVAR(TOTALFRAGS) = GVAR(TOTALFRAGS) + 1; GVAR(traceFrags) = true; #endif if(GVAR(traceFrags)) then { [player, _fragObj, [1,0.5,0,1]] call FUNC(addTrack); }; _fragCount = _fragCount + 1; }; }; }; // #ifdef DEBUG_MODE_FULL // player sideChat format["total frags: %1", GVAR(TOTALFRAGS)]; // player sideChat format["tracks: %1", (count GVAR(trackedObjects))]; // #endif // _endTime = diag_tickTime;