ACE3/addons/vehicle_damage/functions/fnc_processHit.sqf
johnb432 80b2fa9a05
Vehicle damage - Code cleanup (#9831)
* 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

* Vehicle damage fixes

* Made hitpoint hash common

* Update fnc_addEventHandler.sqf

* Update fnc_medicalDamage.sqf

* Update fnc_handleBail.sqf

* Changed API

* Remove `CBA_fnc_getConfigEntry` as much as possible, as it's 2x slower

* More cleanup

* More cleanup

* Fix merging issues, remove turret tossing

* Update translations

* More cleanup

* Reverted some logic back to original, minor tweaks & fixes

* Fix undefined variable

* Cleanup

* Fixed bad logic

* Update addons/vehicle_damage/script_macros.hpp

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>

* Update addons/vehicle_damage/functions/fnc_handleDamage.sqf

* Update addons/vehicle_damage/stringtable.xml

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>

* Update addons/vehicle_damage/stringtable.xml

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>

* Update addons/vehicle_damage/XEH_postInit.sqf

Co-authored-by: PabstMirror <pabstmirror@gmail.com>

---------

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2024-08-20 16:23:21 -03:00

375 lines
14 KiB
Plaintext

#include "..\script_component.hpp"
/*
* Author: tcvm, johnb43
* Process hit by projectile against vehicle and apply appropiate damage to part.
*
* Arguments:
* 0: Vehicle <OBJECT>
* 1: Hit point <STRING>
* 2: Hit index <NUMBER>
* 3: Added damage to part <NUMBER>
* 4: Projectile <OBJECT>
* 5: Source of damage <OBJECT>
* 6: Person who caused damage <OBJECT>
*
* Return Value:
* Whether or not to continue handling last frame's damage <BOOL>
*
* Example:
* [cursorObject, "HitEngine", 1, 0.25, projectile, player, player] call ace_vehicle_damage_fnc_processHit
*
* Public: No
*/
params ["_vehicle", "_hitPoint", "_hitIndex", "_addedDamage", "_projectile", "_source", "_instigator"];
TRACE_7("processHit",_vehicle,_hitPoint,_hitIndex,_addedDamage,_projectile,_source,_instigator);
_addedDamage = abs _addedDamage;
private _currentPartDamage = _vehicle getHitIndex _hitIndex;
private _newPartDamage = _currentPartDamage + _addedDamage;
// Damage is high enough for immediate destruction
if (_addedDamage >= 15) exitWith {
TRACE_2("immediate destruction - high damage",_addedDamage,_currentPartDamage);
// Kill everyone inside for very insane damage
{
[QGVAR(medicalDamage), [_x, _source, _instigator, true], _x] call CBA_fnc_targetEvent;
} forEach (crew _vehicle);
// setDamage triggers "Killed" EH in cookoff, which starts ammo cook-off
[QGVAR(setDamage), [_vehicle, [1, true, _source, _instigator]]] call CBA_fnc_serverEvent;
false
};
private _projectileConfig = _projectile call CBA_fnc_getObjectConfig;
private _warheadTypeStr = toLowerANSI getText (_projectileConfig >> "warheadName");
private _warheadType = ["he", "ap", "heat", "tandemheat"] find _warheadTypeStr; // numerical index for warhead type for quicker checks. Numbers defined in script_macros.hpp
private _incendiary = [_projectileConfig >> QGVAR(incendiary), "NUMBER", [0.3, 0.1, 1, 1, 0] select _warheadType] call CBA_fnc_getConfigEntry;
private _hitPointHash = GVAR(vehicleClassesHitPointHash) getOrDefault [typeOf _vehicle, createHashMap];
(_hitPointHash getOrDefault [_hitPoint, []]) params ["_hitArea", "_minDamage"];
private _projectileExplosive = getNumber (_projectileConfig >> "explosive");
private _indirectHit = getNumber (_projectileConfig >> "indirectHit");
if (_warheadType == WARHEAD_TYPE_AP) then {
// Change damage based on projectile speed (doesn't do this in vanilla Arma believe it or not)
if (!isNull _source) then {
private _airFriction = getNumber (_projectileConfig >> "airFriction");
private _distance = _source distance _vehicle;
_addedDamage = (1 - _projectileExplosive) * _addedDamage * exp (_airFriction * _distance);
};
};
private _penChance = 1;
// Added damage can't be 0, so don't need to worry about 0 division here
if (_addedDamage < _minDamage) then {
_penChance = _addedDamage / _minDamage;
TRACE_5("minimum damage modifying hit",_addedDamage,_penChance,_minDamage,_warheadTypeStr,_hitArea);
};
if (_penChance < random 1) exitWith {
TRACE_1("didn't penetrate",_penChance);
true
};
if (_minDamage == 0) then {
_minDamage = 1;
};
if (_warheadType == WARHEAD_TYPE_HE) then {
private _modifiedIndirectHit = _indirectHit / 100;
if (_addedDamage > _modifiedIndirectHit) then {
_addedDamage = _addedDamage / 2;
};
_addedDamage = (_addedDamage * (_addedDamage / _modifiedIndirectHit)) min _addedDamage;
};
private _ammoEffectiveness = if (_warheadType == WARHEAD_TYPE_AP) then {
0.15 max _addedDamage
} else {
if (_warheadType == WARHEAD_TYPE_HE) then {
(_addedDamage / (_minDamage + (_indirectHit / 100)) * 0.2)
} else {
((_addedDamage / _minDamage) * 0.4) min 1
};
};
TRACE_4("ammo effectiveness",_ammoEffectiveness,_addedDamage,_minDamage,_warheadTypeStr);
_incendiary = _incendiary * _ammoEffectiveness;
private _isCar = _vehicle isKindOf "Car" && {!(_vehicle isKindOf "Wheeled_APC_F")};
if (_isCar) then {
_ammoEffectiveness = (_ammoEffectiveness * 1.5) min 1;
};
(_vehicle call EFUNC(cookoff,getVehicleAmmo)) params ["_magazines", "_totalAmmo"];
private _chanceOfDetonation = 0;
private _explosiveAmmoCount = 0;
if (_magazines isNotEqualTo []) then {
private _magConfig = configFile >> "CfgMagazines";
private _ammoConfig = configFile >> "CfgAmmo";
private _countOfExplodableAmmo = 0;
{
_x params ["_magazineClassname", "_currentAmmoCount"];
private _initialAmmoCount = getNumber (_magConfig >> _magazineClassname >> "count");
_chanceOfDetonation = _chanceOfDetonation + (_currentAmmoCount / _initialAmmoCount);
_countOfExplodableAmmo = _countOfExplodableAmmo + 1;
private _ammoClassname = getText (_magConfig >> _magazineClassname >> "ammo");
private _explosive = getNumber (_ammoConfig >> _ammoClassname >> "explosive");
private _hit = getNumber (_ammoConfig >> _ammoClassname >> "hit");
if (_explosive > 0.5 || {_hit > 50}) then {
_explosiveAmmoCount = _explosiveAmmoCount + 1;
};
} forEach _magazines;
if (_countOfExplodableAmmo != 0) then {
_chanceOfDetonation = _chanceOfDetonation / _countOfExplodableAmmo;
};
};
private _return = true;
switch (_hitArea) do {
case "engine": {
private _vehicleConfig = configOf _vehicle;
private _currentFuel = fuel _vehicle;
private _chanceToDetonate = getNumber (_vehicleConfig >> QGVAR(engineDetonationProb)) * _incendiary * _currentFuel * _penChance;
TRACE_4("hit engine",_chanceToDetonate,_incendiary,_chanceOfDetonation,_currentFuel);
// Knock out and detonate vehicle if necessary
if ([_vehicle, _chanceToDetonate, _explosiveAmmoCount > 0, _totalAmmo > 0, _source, _instigator] call FUNC(handleDetonation)) exitWith {};
// Cap damage at 0.9 to avoid hard coded blow up
_newPartDamage = 0.9 min _newPartDamage;
// Fatal engine/drive system damage (engine and tracks stop working at 0.9)
if (0.8 * _ammoEffectiveness > random 1) then {
_newPartDamage = 0.9;
};
if (_newPartDamage == 0.9) then {
_vehicle setVariable [QGVAR(canMove), false];
};
[_vehicle, _hitPoint, _hitIndex, _newPartDamage * _penChance, _source, _instigator] call FUNC(setDamage);
// No cookoff for cars
if (_isCar) exitWith {};
private _chanceOfFire = getNumber (_vehicleConfig >> QGVAR(engineFireProb)) * _incendiary * _currentFuel * _penChance;
private _cookoffIntensity = 4 * _currentFuel;
[_vehicle, _chanceOfFire, _cookoffIntensity, _source, _instigator, "engine", false, false] call FUNC(handleCookoff);
};
case "hull": {
private _vehicleConfig = configOf _vehicle;
private _currentFuel = fuel _vehicle;
private _chanceToDetonate = getNumber (_vehicleConfig >> QGVAR(hullDetonationProb)) * _incendiary * ((_chanceOfDetonation + _currentFuel) / 2) * _penChance;
TRACE_4("hit hull",_chanceToDetonate,_incendiary,_chanceOfDetonation,_currentFuel);
// Knock out and detonate vehicle if necessary
if ([_vehicle, _chanceToDetonate, _explosiveAmmoCount > 0, _totalAmmo > 0, _source, _instigator] call FUNC(handleDetonation)) exitWith {
[_vehicle, _hitPoint, _hitIndex, 0.89 * _penChance, _source, _instigator] call FUNC(setDamage);
};
// 25% chance of jamming turret - 25% of mobility kill - 25% of both - 75% chance of critical hull damage
private _rand = random 1;
TRACE_2("rolling hull damage",_ammoEffectiveness,_rand);
private _partKill = [];
if (_ammoEffectiveness > _rand) then {
_rand = random 1;
TRACE_2("damaged hull part",_ammoEffectiveness,_rand);
switch (true) do {
case (_rand < 0.25): {
[_vehicle, _hitPoint, _hitIndex, 0.89 * _penChance, _source, _instigator] call FUNC(setDamage);
// Iterate through all keys and find appropriate turret
{
if ((_y select 0) == "turret") then {
_partKill pushBack _x;
};
} forEach _hitPointHash;
_vehicle setVariable [QGVAR(canShoot), false];
};
case (_rand < 0.5): {
[_vehicle, _hitPoint, _hitIndex, 0.89 * _penChance, _source, _instigator] call FUNC(setDamage);
_partKill append (ENGINE_HITPOINTS select 0);
if !(_vehicle isKindOf "Wheeled_APC_F") then {
_partKill append (TRACK_HITPOINTS select 0);
};
_vehicle setVariable [QGVAR(canMove), false];
};
case (_rand < 0.75): {
[_vehicle, _hitPoint, _hitIndex, 0.89 * _penChance, _source, _instigator] call FUNC(setDamage);
_partKill append (ENGINE_HITPOINTS select 0);
if !(_vehicle isKindOf "Wheeled_APC_F") then {
_partKill append (TRACK_HITPOINTS select 0);
};
// Iterate through all keys and find appropriate turret
{
if ((_y select 0) == "turret") then {
_partKill pushBack _x;
};
} forEach _hitPointHash;
_vehicle setVariable [QGVAR(canMove), false];
_vehicle setVariable [QGVAR(canShoot), false];
};
};
};
{
[_vehicle, _x, -1, _penChance, _source, _instigator] call FUNC(setDamage);
TRACE_1("doing damage to hitpoint",_x);
} forEach _partKill;
// No cookoff for cars
if (_isCar) exitWith {};
private _chanceOfFire = getNumber (_vehicleConfig >> QGVAR(hullFireProb)) * _incendiary * ((_chanceOfDetonation + _currentFuel) / 2) * _penChance;
private _cookoffIntensity = 1.5 + (_explosiveAmmoCount * _chanceOfFire);
[_vehicle, _chanceOfFire, _cookoffIntensity, _source, _instigator] call FUNC(handleCookoff);
};
case "turret": {
private _vehicleConfig = configOf _vehicle;
private _chanceToDetonate = getNumber (_vehicleConfig >> QGVAR(turretDetonationProb)) * _incendiary * _chanceOfDetonation * _penChance;
TRACE_3("hit turret",_chanceToDetonate,_incendiary,_chanceOfDetonation);
if ([_vehicle, _chanceToDetonate, _explosiveAmmoCount > 0, _totalAmmo > 0, _source, _instigator] call FUNC(handleDetonation)) exitWith {};
if (0.8 * _ammoEffectiveness > random 1) then {
TRACE_1("damaged turret",_ammoEffectiveness * 0.8);
[_vehicle, _hitPoint, _hitIndex, _penChance, _source, _instigator] call FUNC(setDamage);
_vehicle setVariable [QGVAR(canShoot), false];
};
// No cookoff for cars
if (_isCar) exitWith {};
private _chanceOfFire = getNumber (_vehicleConfig >> QGVAR(turretFireProb)) * _incendiary * _chanceOfDetonation * _penChance;
private _cookoffIntensity = _explosiveAmmoCount * _chanceOfFire;
[_vehicle, _chanceOfFire, _cookoffIntensity, _source, _instigator] call FUNC(handleCookoff);
};
case "gun": {
TRACE_2("hit gun",_addedDamage,_minDamage);
if (0.8 * _ammoEffectiveness > random 1) then {
TRACE_1("damaged gun",_ammoEffectiveness * 0.8);
[_vehicle, _hitPoint, _hitIndex, _penChance, _source, _instigator] call FUNC(setDamage);
_vehicle setVariable [QGVAR(canShoot), false];
};
};
case "track": {
private _damage = (0.1 max (0.1 * _addedDamage / _minDamage)) min 1;
[_vehicle, _hitPoint, _hitIndex, (_currentPartDamage + _damage) * _penChance] call FUNC(setDamage);
TRACE_3("damaged track",_damage,_addedDamage,_minDamage);
if ((_vehicle getHitIndex _hitIndex) >= 1) then {
_vehicle setVariable [QGVAR(canMove), false];
};
};
case "wheel": {
[_vehicle, _hitPoint, _hitIndex, (_currentPartDamage + _addedDamage) * _penChance, _source, _instigator] call FUNC(setDamage);
TRACE_1("damaged wheel",_addedDamage);
};
case "fuel": {
private _damage = (0.1 max (0.1 * _addedDamage / _minDamage)) min 1;
[_vehicle, _hitPoint, _hitIndex, (_currentPartDamage + _damage) * _penChance, _source, _instigator] call FUNC(setDamage);
// No cookoff for cars
if (_isCar) exitWith {};
private _currentFuel = fuel _vehicle;
private _chanceOfFire = (_incendiary * _currentFuel * _penChance) / 2;
private _cookoffIntensity = _currentFuel * 5;
TRACE_4("damaged fuel",_chanceOfFire,_incendiary,_cookoffIntensity,_currentFuel);
[_vehicle, _chanceOfFire, _cookoffIntensity, _source, _instigator, "", false, false] call FUNC(handleCookoff);
};
case "slat": {
TRACE_2("hit slat",_warheadType,_warheadTypeStr);
// Incredibly small chance of AP destroying SLAT
if (_warheadType in [WARHEAD_TYPE_HE, WARHEAD_TYPE_AP, WARHEAD_TYPE_HEAT, WARHEAD_TYPE_TANDEM] || {0.01 > random 1}) then {
private _currentDamage = _vehicle getHitIndex _hitIndex;
TRACE_3("damaged slat",_warheadType,_warheadTypeStr,_currentDamage);
if (_warheadType in [WARHEAD_TYPE_HEAT, WARHEAD_TYPE_TANDEM, WARHEAD_TYPE_AP]) then {
[_vehicle, _hitPoint, _hitIndex, 1, _source, _instigator] call FUNC(setDamage);
} else {
[_vehicle, _hitPoint, _hitIndex, _currentDamage + (0.5 max random 1), _source, _instigator] call FUNC(setDamage);
};
if (_currentDamage < 1 && {_warheadType == WARHEAD_TYPE_HEAT}) then {
_return = false;
};
};
};
case "era": {
TRACE_2("hit era",_warheadType,_warheadTypeStr);
if (_warheadType in [WARHEAD_TYPE_AP, WARHEAD_TYPE_HEAT, WARHEAD_TYPE_TANDEM] || {0.05 > random 1}) then {
private _currentDamage = _vehicle getHitIndex _hitIndex;
TRACE_3("damaged era",_warheadType,_warheadTypeStr,_currentDamage);
[_vehicle, _hitPoint, _hitIndex, 1, _source, _instigator] call FUNC(setDamage);
// Don't process anymore damage if this is HEAT - shouldn't happen anyway but Arma says it does so you know
if (_currentDamage < 1 && {_warheadType == WARHEAD_TYPE_HEAT}) then {
_return = false;
};
};
};
default {
TRACE_1("hit unknown hitpoint??",_hitArea);
};
};
_return