#include "..\script_component.hpp"
/*
 * Author: tcvm
 * Attack profile: Beam guided. Exact same as wire-guided, except no wire cutting
 *
 * Arguments:
 * 0: Seeker Target PosASL <ARRAY>
 * 1: Guidance Arg Array <ARRAY>
 * 2: Attack Profile State <ARRAY>
 *
 * Return Value:
 * Missile Aim PosASL <ARRAY>
 *
 * Example:
 * [[1,2,3], [], []] call ace_missileguidance_fnc_attackProfile_BEAM;
 *
 * Public: No
 */
params ["_seekerTargetPos", "_args", "_attackProfileStateParams"];
_args params ["_firedEH"];
_firedEH params ["_shooter","","","","","","_projectile"];
_attackProfileStateParams params["_maxCorrectableDistance", "_wireCut", "_randomVector", "_crosshairOffset", "_seekerMaxRangeSqr", "_seekerMinRangeSqr", "_wireCutSource", "_distanceAheadOfMissile"];

private _projectilePos = getPosASL _projectile;
private _shooterPos = getPosASL _shooter;

private _shooterDir = vectorNormalized(_seekerTargetPos vectorDiff _shooterPos);
private _distanceToProjectile = _shooterPos vectorDistanceSqr _projectilePos;

if (_distanceToProjectile > _seekerMaxRangeSqr || { _seekerTargetPos isEqualTo [0, 0, 0] } || { _distanceToProjectile < _seekerMinRangeSqr }) exitWith {
    // return position 50m infront of projectile
    _projectilePos vectorAdd (_projectile vectorModelToWorld [0, 50, 0])
};

private _relativeCorrection = _projectile vectorWorldToModel (_projectilePos vectorDiff _seekerTargetPos);
_relativeCorrection = _relativeCorrection vectorDiff _crosshairOffset;

private _magnitude = vectorMagnitude [_relativeCorrection select 0, 0, _relativeCorrection select 2];
private _fovImpulse = 1 min (_magnitude / _maxCorrectableDistance); // the simulated impulse for the missile being close to the center of the crosshair

// Adjust the impulse due to near-zero values creating wobbly missiles?
private _correction = _fovImpulse;


_relativeCorrection = (vectorNormalized _relativeCorrection) vectorMultiply _correction;
private _returnPos = _projectilePos vectorDiff (_projectile vectorModelToWorld _relativeCorrection);
_returnPos vectorAdd (_shooterDir vectorMultiply _distanceAheadOfMissile)