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742626ff1a
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
114 lines
4.0 KiB
Plaintext
114 lines
4.0 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: tcvm
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* Toggle speed limiter for Driver in Plane. Uses a simple PID controller to manage thrust
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*
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* Arguments:
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* 0: Driver <OBJECT>
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* 1: Vehicle <OBJECT>
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* 2: Preserve Speed Limit <BOOL>
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*
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* Return Value:
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* None
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*
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* Example:
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* [player, car] call ace_vehicles_fnc_autoThrottle
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*
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* Public: No
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*/
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#define PID_P 1
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#define PID_I 0.3
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#define PID_D 0
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#define EPSILON 0.001
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params ["_driver", "_vehicle", ["_preserveSpeedLimit", false]];
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if (GVAR(isSpeedLimiter)) exitWith {
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[localize LSTRING(Off)] call EFUNC(common,displayTextStructured);
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playSound "ACE_Sound_Click";
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GVAR(isSpeedLimiter) = false;
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};
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[localize LSTRING(On)] call EFUNC(common,displayTextStructured);
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playSound "ACE_Sound_Click";
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GVAR(isSpeedLimiter) = true;
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GVAR(isCruiseControl) = true; // enables SET/RESUME
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if (!_preserveSpeedLimit) then {
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// Convert forward speed to KM/H. `speed _vehicle` isnt accurate enough for this controller to work well, so its easier to use M/S. The system assumes it is KM/H so we need the conversion
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GVAR(speedLimit) = (((velocityModelSpace _vehicle) select 1) * 3.6) max 5;
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};
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[{
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params ["_args", "_idPFH"];
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_args params ["_driver", "_vehicle", "_autothrottleParameters"];
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_autothrottleParameters params ["_lastVelocity", "_integralValue", "_lastTime", "_lastThrottleValue", "_throttleLogValue"];
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// this will take into account game being pausesd
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private _deltaTime = CBA_missionTime - _lastTime;
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private _role = _driver call EFUNC(common,getUavControlPosition);
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if (GVAR(isUAV)) then {
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if (_role != "DRIVER") then {
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GVAR(isSpeedLimiter) = false;
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};
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} else {
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if (_driver != currentPilot _vehicle || {_role != ""}) then {
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GVAR(isSpeedLimiter) = false;
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};
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};
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if (_throttleLogValue == 0) then {
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_throttleLogValue = 1;
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};
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private _currentThrottle = (airplaneThrottle _vehicle) ^ _throttleLogValue;
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if (_lastThrottleValue != -1 && { EPSILON < abs (_currentThrottle - _lastThrottleValue) }) then {
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// player/script has moved throttle, stop limiting speed
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// ARMA will allow an increment of one throttle unit per frame, so if there is a difference between our known throttle value and actual throttle value, the player must of changed it
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[localize LSTRING(Off)] call EFUNC(common,displayTextStructured);
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playSound "ACE_Sound_Click";
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GVAR(isSpeedLimiter) = false;
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};
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if (call CBA_fnc_getActiveFeatureCamera != "") then {
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GVAR(isSpeedLimiter) = false;
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};
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if (!GVAR(isSpeedLimiter)) exitWith {
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[_idPFH] call CBA_fnc_removePerFrameHandler;
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};
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if (_deltaTime == 0) exitWith {};
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private _forwardVelocity = (velocityModelSpace _vehicle) select 1;
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// convert from KM/H to M/S
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private _velocityError = (GVAR(speedLimit) / 3.6) - _forwardVelocity;
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// strictly speaking this would work better if this error was time to zero acceleration. I can't find the acceleration values in config, however, so this works instead
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private _errorDiff = _velocityError - _lastVelocity;
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private _p = PID_P * _velocityError;
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private _i = _integralValue + (PID_I * _errorDiff * _deltaTime);
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private _d = PID_D * _errorDiff / _deltaTime;
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private _outputBeforeSaturation = _p + _i + _d;
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private _throttle = 0 max (_outputBeforeSaturation min 1);
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// if we are saturated, we clamp the integral value to avoid integral windup
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if (_outputBeforeSaturation != _throttle) then {
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// saturated
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_i = _integralValue;
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_throttle = 0 max ((_p + _d) min 1);
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};
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_vehicle setAirplaneThrottle _throttle;
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_autothrottleParameters set [0, _d];
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_autothrottleParameters set [1, _i];
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_autothrottleParameters set [2, CBA_missionTime];
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_autothrottleParameters set [3, _throttle];
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}, 0, [_driver, _vehicle, [0, 0, CBA_missionTime, -1, getNumber (configOf _vehicle >> "throttleToThrustLogFactor")]]] call CBA_fnc_addPerFrameHandler;
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