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116 lines
5.0 KiB
Plaintext
116 lines
5.0 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: PabstMirror
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* Hellfire attack profile. Handles all 4 modes LOBL, LOAL-DIR, LOAL-HI, LOAL-LO
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*
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* Arguments:
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* 0: Seeker Target PosASL <ARRAY>
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* 1: Guidance Arg Array <ARRAY>
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* 2: Attack Profile State <ARRAY>
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*
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* Return Value:
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* Missile Aim PosASL <ARRAY>
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*
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* Example:
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* [[1,2,3], [], []] call ace_hellfire_fnc_attackProfile
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*
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* Public: No
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*/
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params ["_seekerTargetPos", "_args", "_attackProfileStateParams"];
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_args params ["_firedEH", "_launchParams", "_flightParams", "", "_stateParams"];
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_stateParams params ["", "_seekerStateParams"];
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_launchParams params ["","_targetLaunchParams","_seekerType"];
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_targetLaunchParams params ["", "", "_launchPos", "_launchDir"];
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_firedEH params ["","","","","","","_projectile"];
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// Get state params:
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if (_attackProfileStateParams isEqualTo []) then {
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_this call FUNC(getAttackProfileSettings);
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};
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_attackProfileStateParams params ["_attackStage", "_configLaunchHeightClear", "_missileStateData"];
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private _projectilePos = getPosASL _projectile;
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private _distanceFromLaunch2d = _launchPos distance2d _projectilePos;
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private _heightAboveLaunch = (_projectilePos select 2) - (_launchPos select 2);
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// Add height depending on distance for compensate
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private _returnTargetPos = _seekerTargetPos;
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if (_returnTargetPos isEqualTo [0, 0, 0]) then {
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_initialDistanceToTarget = 8000;
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_returnTargetPos = _launchPos vectorAdd (_launchDir vectorMultiply _initialDistanceToTarget);
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};
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private _closingRate = vectorMagnitude velocity _projectile;
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// subtract 500 meters to account for the fact that we don't want to be at the perfect pitch exactly when we cross the target
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// 500 seemed good in testing
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private _timeToGo = ((_projectilePos distance2d _seekerTargetPos) - 500) / _closingRate;
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// we could do stuff like desired attack angle, but I'm not going that far today
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private _los = _projectilePos vectorFromTo _seekerTargetPos;
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_flightParams params ["_pitchRate", "_yawRate"];
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private _angleToTarget = acos ((vectorDir _projectile) vectorCos _los);
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private _atMinRotationAngle = _angleToTarget >= (_pitchRate * _timeToGo);
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switch (_attackStage) do {
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case STAGE_LAUNCH: { // Gain height quickly to pass terrain mask
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_missileStateData params ["_heightBeforeStateSwitch", "_initialDistanceToTarget"];
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_returnTargetPos set [2, _heightBeforeStateSwitch + (_initialDistanceToTarget * sin 20)]; // 100 and 36.4 gives a 20 deg angle
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if (_heightAboveLaunch > _configLaunchHeightClear) then {
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_attackProfileStateParams set [0, STAGE_SEEK_CRUISE];
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_attackProfileStateParams set [2, [_projectilePos select 2, _seekerTargetPos distance2d _projectilePos]];
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TRACE_2("New Stage: STAGE_SEEK_CRUISE",_distanceFromLaunch2d,_heightAboveLaunch);
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};
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if (_atMinRotationAngle) then {
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_attackProfileStateParams set [0, STAGE_ATTACK_TERMINAL];
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_attackProfileStateParams set [2, [_projectilePos select 2, _seekerTargetPos distance2d _projectilePos]];
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TRACE_2("New Stage: STAGE_ATTACK_TERMINAL",_distanceToTarget2d,_currentHeightOverTarget);
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};
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};
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case STAGE_SEEK_CRUISE: { // Slowly gain altitude while searching for target
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_missileStateData params ["_heightBeforeStateSwitch", "_initialDistanceToTarget"];
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// Before 4000 cruise at 5.7 degrees up, then level out
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_returnTargetPos set [2, _heightBeforeStateSwitch + (_initialDistanceToTarget * sin 5.7)];
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if (_seekerTargetPos isNotEqualTo [0,0,0]) then {
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_attackProfileStateParams set [0, STAGE_ATTACK_CRUISE];
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_attackProfileStateParams set [2, [_projectilePos select 2, _seekerTargetPos distance2d _projectilePos]];
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TRACE_1("New Stage: STAGE_ATTACK_CRUISE",_distanceFromLaunch2d);
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};
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};
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case STAGE_ATTACK_CRUISE: {
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_missileStateData params ["_heightBeforeStateSwitch", "_initialDistanceToTarget"];
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private _currentHeightOverTarget = (_projectilePos select 2) - (_seekerTargetPos select 2);
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private _distanceToTarget2d = _seekerTargetPos distance2d _projectilePos;
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_returnTargetPos set [2, _heightBeforeStateSwitch + (_initialDistanceToTarget * sin 7)];
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// if we are at the rotation limit, rotate to target
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if (_atMinRotationAngle || {(_currentHeightOverTarget atan2 _distanceToTarget2d) > 15}) then { // Wait until we can come down at a sharp angle
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_attackProfileStateParams set [0, STAGE_ATTACK_TERMINAL];
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_attackProfileStateParams set [2, [_projectilePos select 2, _seekerTargetPos distance2d _projectilePos]];
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TRACE_2("New Stage: STAGE_ATTACK_TERMINAL",_distanceToTarget2d,_currentHeightOverTarget);
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};
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};
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case STAGE_ATTACK_TERMINAL: {
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};
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};
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// missile guidance defines this variable in doAttackProfile
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_attackProfileName = ["na", "hellfire - LAUNCH", "hellfire - SEEK CRUISE", "hellfire - ATTACK CRUISE", "hellfire - TERMINAL"] select _attackStage;
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TRACE_1("Adjusted target position", _returnTargetPos);
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_returnTargetPos;
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