ACE3/addons/cookoff/functions/fnc_detonateAmmunitionServerLoop.sqf
johnb432 c44a1e7ea7
Cookoff - Mini-Rewrite (#9758)
* Cook-off improvements

* More changes

* Update fnc_getVehicleAmmo.sqf

* Better engine fire placement

* Update fnc_detonateAmmunition.sqf

* Update XEH_postInit.sqf

* Update fnc_getVehicleAmmo.sqf

* Update events-framework.md

* Various improvements

* Separate effect handling

* Tweaks

* Update XEH_postInit.sqf

* Prevent double ammo detonation

* Fixed objects not being able to cook-off again

* Added incendiary rounds as source of box cookoff

* Converted enable setting to bool

* Fixed brackets

* Update fnc_cookOff.sqf

* Update CfgEden.hpp

* Removed GVAR(enable), added GVAR(enableFire) back

* Update initSettings.inc.sqf

* Update events-framework.md

* Update addons/cookoff/functions/fnc_cookOffEffect.sqf

* Restructured, redid API events

* Fix effect for JIP, minor optimisations

* Removed `cbaSettings_settingChanged`

* Renamed variables, tweaked string table entries

* Update fire damage #9991

* Capitalize comments again

* Fix cookoff for very short durations and fix effect removal being too quick
2024-06-05 12:36:39 -07:00

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#include "..\script_component.hpp"
/*
* Author: Glowbal, johnb43
* Detonates ammunition from an object (e.g. vehicle or crate) until no ammo is left.
*
* Arguments:
* 0: Object <OBJECT>
* 1: Destroy when finished <BOOL>
* 2: Source <OBJECT>
* 3: Instigator <OBJECT>
*
* Return Value:
* None
*
* Example:
* [cursorObject, true, player, player] call ace_cookoff_fnc_detonateAmmunitionServerLoop
*
* Public: No
*/
params ["_object", "_destroyWhenFinished", "_source", "_instigator"];
if (isNull _object) exitWith {};
(_object getVariable QGVAR(cookoffMagazines)) params ["_magazines", "_totalAmmo"];
private _hasFinished = _totalAmmo <= 0 || {_magazines isEqualTo []};
// If the cook-off has finished or been interrupted, clean up the effects for boxes (no vehicle effects)
if (
_hasFinished ||
{underwater _object} ||
{private _posASL = getPosWorld _object; surfaceIsWater _posASL && {(_posASL select 2) < 0}} || // Underwater is not very reliable, so use model center instead
{GVAR(ammoCookoffDuration) == 0} ||
{!([GVAR(enableAmmoCookoff), GVAR(enableAmmobox)] select (_object isKindOf "ReammoBox_F"))} ||
{!(_object getVariable [QGVAR(enableAmmoCookoff), true])}
) exitWith {
// Box cook-off fire ends after the ammo has detonated (vehicle cook-off fire does not depend on the ammo detonation)
if (_object isKindOf "ReammoBox_F") then {
[QGVAR(cleanupEffects), _object] call CBA_fnc_globalEvent;
// Reset variable, so the box can cook-off again
_object setVariable [QGVAR(isCookingOff), nil, true];
// Remove cook-off effects from box
private _jipID = _object getVariable QGVAR(cookoffBoxJipID);
if (isNil "_jipID") exitWith {};
_jipID call CBA_fnc_removeGlobalEventJIP;
_object setVariable [QGVAR(cookoffBoxJipID), nil];
};
// Reset variables, so the object can detonate its ammo again
_object setVariable [QGVAR(cookoffMagazines), nil];
_object setVariable [QGVAR(isAmmoDetonating), nil, true];
// If done, destroy the object if necessary
if (_hasFinished && _destroyWhenFinished) then {
_object setDamage [1, true, _source, _instigator];
};
};
private _magazineIndex = floor random (count _magazines);
private _magazine = _magazines select _magazineIndex;
_magazine params ["_magazineClassname", "_ammoCount", "_spawnProjectile"];
// Make sure ammo is at least 0
_ammoCount = _ammoCount max 0;
// Remove some ammo, which will be detonated
private _removed = _ammoCount min floor (1 + random (6 / GVAR(ammoCookoffDuration)));
_ammoCount = _ammoCount - _removed;
if (_ammoCount <= 0) then {
_magazines deleteAt _magazineIndex;
} else {
_magazine set [1, _ammoCount]; // remove ammo that was detonated
};
private _timeBetweenAmmoDetonation = ((random 10 / sqrt _totalAmmo) min MAX_TIME_BETWEEN_AMMO_DET) max 0.1;
TRACE_2("",_totalAmmo,_timeBetweenAmmoDetonation);
_totalAmmo = _totalAmmo - _removed;
_object setVariable [QGVAR(cookoffMagazines), [_magazines, _totalAmmo]];
// Get magazine info, which is used to spawn projectiles
private _configMagazine = configFile >> "CfgMagazines" >> _magazineClassname;
private _ammo = getText (_configMagazine >> "ammo");
private _configAmmo = configFile >> "CfgAmmo" >> _ammo;
private _simType = toLower getText (_configAmmo >> "simulation");
private _speed = linearConversion [0, 1, random 1, 1, 20, true];
private _effect2pos = _object selectionPosition "destructionEffect2";
// Spawns the projectiles, making them either fly in random directions or explode
private _fnc_spawnProjectile = {
// If the magazines are inside of the cargo (inventory), don't let their projectiles escape the interior of the vehicle
if (!_spawnProjectile) exitWith {};
params ["_object", "_ammo", "_speed", "_flyAway"];
private _spawnPos = _object modelToWorld [-0.2 + random 0.4, -0.2 + random 0.4, random 3];
if (_spawnPos select 2 < 0) then {
_spawnPos set [2, 0];
};
private _projectile = createVehicle [_ammo, _spawnPos, [], 0, "CAN_COLLIDE"];
if (_flyAway) then {
private _vectorAmmo = [-1 + random 2, -1 + random 2, -0.2 + random 1];
private _vectorVelocity = _vectorAmmo vectorMultiply _speed;
_projectile setVectorDir _vectorVelocity;
_projectile setVelocity _vectorVelocity;
} else {
_projectile setDamage 1;
};
};
switch (_simType) do {
case "shotbullet": {
[QGVAR(playCookoffSound), [_object, _simType]] call CBA_fnc_globalEvent;
if (random 1 < 0.6) then {
[_object, _ammo, _speed, true] call _fnc_spawnProjectile;
};
};
case "shotshell": {
[QGVAR(playCookoffSound), [_object, _simType]] call CBA_fnc_globalEvent;
if (random 1 < 0.15) then {
[_object, _ammo, _speed, true] call _fnc_spawnProjectile;
};
};
case "shotgrenade": {
if (random 1 < 0.9) then {
_speed = 0;
};
[_object, _ammo, _speed, random 1 < 0.5] call _fnc_spawnProjectile;
};
case "shotrocket";
case "shotmissile";
case "shotsubmunitions": {
if (random 1 < 0.1) then {
[QGVAR(playCookoffSound), [_object, _simType]] call CBA_fnc_globalEvent;
[_object, _ammo, _speed, random 1 < 0.3] call _fnc_spawnProjectile;
} else {
createVehicle ["ACE_ammoExplosionLarge", _object modelToWorld _effect2pos, [], 0 , "CAN_COLLIDE"];
};
};
case "shotdirectionalbomb";
case "shotmine": {
if (random 1 < 0.5) then {
// Not all explosives detonate on destruction, some have scripted alternatives
if (getNumber (_configAmmo >> "triggerWhenDestroyed") != 1) then {
_ammo = getText (_configAmmo >> QEGVAR(explosives,explosive));
};
// If a scripted alternative doesn't exist use generic explosion
if (_ammo != "") then {
[_object, _ammo, 0, false] call _fnc_spawnProjectile;
} else {
createVehicle ["SmallSecondary", _object modelToWorld _effect2pos, [], 0 , "CAN_COLLIDE"];
};
};
};
case "shotilluminating": {
if (random 1 < 0.15) then {
[_object, _ammo, _speed, random 1 < 0.3] call _fnc_spawnProjectile;
};
};
};
// Detonate the remaining ammo after a delay
[LINKFUNC(detonateAmmunitionServerLoop), [_object, _destroyWhenFinished, _source, _instigator], _timeBetweenAmmoDetonation] call CBA_fnc_waitAndExecute;