#include "script_component.hpp" /* * Author: PabstMirror * Hellfire attack profile. Handles all 4 modes LOBL, LOAL-DIR, LOAL-HI, LOAL-LO * * Arguments: * 0: Seeker Target PosASL * 1: Guidance Arg Array * 2: Attack Profile State * * Return Value: * Missile Aim PosASL * * Example: * [[1,2,3], [], []] call ace_hellfire_fnc_attackProfile * * Public: No */ params ["_seekerTargetPos", "_args", "_attackProfileStateParams"]; _args params ["_firedEH", "_launchParams", "", "", "_stateParams"]; _stateParams params ["", "_seekerStateParams"]; _launchParams params ["","_targetLaunchParams","_seekerType"]; _targetLaunchParams params ["", "", "_launchPos"]; _firedEH params ["","","","","","","_projectile"]; // Get state params: if (_attackProfileStateParams isEqualTo []) then { _this call FUNC(getAttackProfileSettings); }; _attackProfileStateParams params ["_attackStage", "_configLaunchHeightClear"]; private _projectilePos = getPosASL _projectile; private _distanceFromLaunch2d = _launchPos distance2d _projectilePos; private _heightAboveLaunch = (_projectilePos select 2) - (_launchPos select 2); // Add height depending on distance for compensate private _returnTargetPos = nil; switch (_attackStage) do { case STAGE_LAUNCH: { // Gain height quickly to pass terrain mask _returnTargetPos = _projectilePos getPos [100, getDir _projectile]; _returnTargetPos set [2, (_projectilePos select 2) + 36.4]; // 100 and 36.4 gives a 20 deg angle if (_heightAboveLaunch > _configLaunchHeightClear) then { _attackProfileStateParams set [0, STAGE_SEEK_CRUISE]; TRACE_2("New Stage: STAGE_SEEK_CRUISE",_distanceFromLaunch2d,_heightAboveLaunch); }; }; case STAGE_SEEK_CRUISE: { // Slowly gain altitude while searching for target // Before 4000 cruise at 5.7 degrees up, then level out private _cruiseHeight = linearConversion [3000, 5000, _distanceFromLaunch2d, 10, 0, true]; _returnTargetPos = _projectilePos getPos [100, getDir _projectile]; _returnTargetPos set [2, (_projectilePos select 2) + _cruiseHeight]; if (!(_seekerTargetPos isEqualTo [0,0,0])) then { _attackProfileStateParams set [0, STAGE_ATTACK_CRUISE]; TRACE_1("New Stage: STAGE_ATTACK_CRUISE",_distanceFromLaunch2d); }; }; case STAGE_ATTACK_CRUISE: { private _currentHeightOverTarget = (_projectilePos select 2) - (_seekerTargetPos select 2); private _distanceToTarget2d = _seekerTargetPos distance2d _projectilePos; private _distToGoRatio = _distanceToTarget2d / (_launchPos distance2d _seekerTargetPos); // arcing up at 7 degrees to start until 50% left, then smooth curve to a downward attack private _gainSlope = linearConversion [0.5, 0.1, _distToGoRatio, 7, -7, true]; _returnTargetPos = +_seekerTargetPos; _returnTargetPos set [2, ((_projectilePos select 2) + (_distanceToTarget2d * sin _gainSlope)) max (_seekerTargetPos select 2)]; if ((_distanceToTarget2d < 500) || {(_currentHeightOverTarget atan2 _distanceToTarget2d) > 15}) then { // Wait until we can come down at a sharp angle _attackProfileStateParams set [0, STAGE_ATTACK_TERMINAL]; TRACE_2("New Stage: STAGE_ATTACK_TERMINAL",_distanceToTarget2d,_currentHeightOverTarget); }; }; case STAGE_ATTACK_TERMINAL: { private _distanceToTarget2d = _seekerTargetPos distance2d _projectilePos; _returnTargetPos = _seekerTargetPos vectorAdd [0, 0, _distanceToTarget2d * 0.02]; }; }; // Special radar case. Adjust target position such that we are leading it if (_attackStage >= 3 && { _seekerType isEqualTo "ARH" }) then { _seekerStateParams params ["", "", "", "", "", "", "", "_lastKnownVelocity"]; private _projectileVelocity = velocity _projectile; if (_projectileVelocity#2 < 0) then { private _projectileSpeed = vectorMagnitude _projectileVelocity; // this gives a precise impact time versus using speed _projectile. Dont change private _timeUntilImpact = (_seekerTargetPos distance _projectilePos) / _projectileSpeed; _returnTargetPos = _returnTargetPos vectorAdd (_lastKnownVelocity vectorMultiply _timeUntilImpact); }; }; // TRACE_1("Adjusted target position", _returnTargetPos); _returnTargetPos;