ACE3/addons/zeus/functions/fnc_moduleSuicideBomber.sqf
Mike-MF 1c6c4d6bff
All - Fix parentheses around code (#10073)
* Fix Brackets around code

* Update fnc_handleFired.sqf

* Shouldn't have changed this one

---------

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
2024-06-18 14:08:03 +00:00

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#include "..\script_component.hpp"
/*
* Author: mharis001
* Zeus module function to make unit a suicide bomber.
*
* Arguments:
* 0: Unit that is suicide bomber <OBJECT>
* 1: Activation side <SIDE> (default: west)
* 2: Activation radius <NUMBER> (default: 10)
* 3: Explosion size (0 - Small, 1 - Medium, 2 - Large) <NUMBER> (default: 0)
* 4: Auto seek <BOOL> (default: false)
*
* Return Value:
* None
*
* Example:
* [unit, west, 10, 0, true] call ace_zeus_fnc_moduleSuicideBomber
*
* Public: No
*/
#define EXPLOSIVES ["R_TBG32V_F", "M_Mo_120mm_AT", "Bo_GBU12_LGB"]
#define DISTANCE_FAR 15
#define DISTANCE_CLOSE 2
#define MOVE_TIME 10
#define SCANNING_PERIOD 1
#ifdef DEBUG_MODE_FULL
#define SCANNING_PERIOD 0
#endif
TRACE_1("params",_this);
if (isNull (_this select 0)) exitWith {};
// Prevent another suicide bomber module being attached
_unit setVariable [QGVAR(suicideBomber), true, true];
// One time behaviour changes
if (_autoSeek) then {
[QEGVAR(ai,setUnitPos), [_unit, "UP"], _unit] call CBA_fnc_targetEvent;
[QEGVAR(ai,setSpeedMode), [_unit, "FULL"], _unit] call CBA_fnc_targetEvent;
[QEGVAR(ai,setBehaviour), [[_unit], "CARELESS"], _unit] call CBA_fnc_targetEvent;
[QEGVAR(ai,setCombatMode), [_unit, "BLUE"], _unit] call CBA_fnc_targetEvent;
[QEGVAR(ai,AISection), [[_unit], ["TARGET", "AUTOTARGET"], false], _unit] call CBA_fnc_targetEvent;
[QEGVAR(ai,allowFleeing), [_unit, 0], _unit] call CBA_fnc_targetEvent;
};
// Run PFH to make unit a suicide bomber
[{
params ["_args", "_pfhID"];
_args params [["_unit", objNull], ["_activationSide", west], ["_activationRadius", 10], ["_explosionSize", 0], ["_autoSeek", false]];
// Unit deleted or killed
if (isNull _unit || {!alive _unit}) exitWith {
[_pfhID] call CBA_fnc_removePerFrameHandler;
LOG("Unit deleted or killed, PFH removed");
};
if !([_unit] call EFUNC(common,isAwake)) exitWith {};
// Detonation
private _nearObjects = (_unit nearObjects _activationRadius) select {side _x == _activationSide && {_x != _unit} && {alive _x}};
if (_nearObjects isNotEqualTo []) then {
createVehicle [EXPLOSIVES select _explosionSize, _unit, [], 0, "CAN_COLLIDE"];
[_pfhID] call CBA_fnc_removePerFrameHandler;
LOG("Explosion created, PFH removed");
};
// Auto Seek
if (!_autoSeek) exitWith {};
private _memory = _unit getVariable [QGVAR(suicideBomber_memory), [nil, CBA_missionTime]];
_memory params ["_lastMove", "_lastTime"];
private _range = 100 + 100 * (_unit skillFinal "spotDistance"); // 100-200
private _nearestObjects = nearestObjects [_unit, [], _range] select {side _x == _activationSide && {_x != _unit} && {alive _x}};
#ifdef DEBUG_MODE_FULL
if (!isNil "_lastMove") then {
drawLine3D [_unit modelToWorldVisual [0, 0, 1], _lastMove, [1, 0, 0, 1]];
};
for "_i" from 0 to 35 do {
drawLine3D [(_unit getRelPos [_range, _i * 10]) vectorAdd [0, 0, 1], (_unit getRelPos [_range, (_i + 1) * 10]) vectorAdd [0, 0, 1], [0, 1, 0, 1]];
};
for "_i" from 0 to 35 do {
drawLine3D [(_unit getRelPos [_activationRadius, _i * 10]) vectorAdd [0, 0, 1], (_unit getRelPos [_activationRadius, (_i + 1) * 10]) vectorAdd [0, 0, 1], [0, 0, 1, 1]];
};
for "_i" from 0 to 359 do {
if (_i >= linearConversion [_lastTime - MOVE_TIME, _lastTime, CBA_missionTime, 0, 359, true]) then {
drawLine3D [(_unit getRelPos [2, _i]) vectorAdd [0, 0, 1], (_unit getRelPos [2, _i + 1]) vectorAdd [0, 0, 1], [1, 1, 0, 1]];
};
};
#endif
if (_nearestObjects isEqualTo []) exitWith {};
// Get relative position close to target to avoid bug where AI wont path to a certain position
private _moveToPos = (_nearestObjects select 0) getPos [1, random 360];
if (isNil "_lastMove" || // No move given yet
{_lastMove distance _moveToPos > DISTANCE_FAR} || // New target is too far from last move
{_lastMove distance _unit < DISTANCE_CLOSE} || // Unit has reached last move
{CBA_missionTime >= _lastTime} // Too much time passed between last move (also acts as a fail-safe if unit gets stuck)
) then {
[QEGVAR(ai,doMove), [[[_unit, _moveToPos]]], _unit] call CBA_fnc_targetEvent;
_unit setVariable [QGVAR(suicideBomber_memory), [_moveToPos, CBA_missionTime + MOVE_TIME]];
TRACE_2("Moving unit",_moveToPos,CBA_missionTime);
};
}, SCANNING_PERIOD, _this] call CBA_fnc_addPerFrameHandler;