mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
dce7da60c9
count -> isEqualTo
120 lines
5.1 KiB
Plaintext
120 lines
5.1 KiB
Plaintext
#include "..\script_component.hpp"
|
|
/*
|
|
* Author: bux, PabstMirror
|
|
* Commands the selected unit or group to start suppressive fire on the unit, group or location the module is placed on
|
|
*
|
|
* Arguments:
|
|
* 0: Module logic <OBJECT>
|
|
* 1: Synchronized units <ARRAY>
|
|
* 2: Activated <BOOL>
|
|
*
|
|
* Return Value:
|
|
* None
|
|
*
|
|
* Example:
|
|
* [LOGIC, [bob, kevin], true] call ace_zeus_fnc_moduleSuppressiveFire
|
|
*
|
|
* Public: No
|
|
*/
|
|
// #define DRAW_ZEUS_INFO
|
|
|
|
if (canSuspend) exitWith {[FUNC(moduleSuppressiveFire), _this] call CBA_fnc_directCall;};
|
|
|
|
params ["_logic", "_units", "_activated"];
|
|
|
|
if !(_activated && {local _logic}) exitWith {};
|
|
|
|
// Validate the module target
|
|
private _unit = effectiveCommander (attachedTo _logic);
|
|
TRACE_3("moduleSuppressiveFire placed",_unit,typeOf _unit,typeOf _logic);
|
|
|
|
deleteVehicle _logic; // cleanup logic now, we just needed it to get the attached unit
|
|
|
|
if (isNull _unit) exitWith {
|
|
[LSTRING(NothingSelected)] call FUNC(showMessage);
|
|
};
|
|
if (!alive _unit) exitWith {
|
|
[LSTRING(OnlyAlive)] call FUNC(showMessage);
|
|
};
|
|
if ([_unit] call EFUNC(common,isPlayer)) exitWith {
|
|
["str_a3_cfgvehicles_moduleremotecontrol_f_errorPlayer"] call FUNC(showMessage);
|
|
};
|
|
|
|
[_unit, {
|
|
params ["_successful", "_unit", "_mousePosASL"];
|
|
TRACE_3("getModuleDestination return",_successful,_unit,_mousePosASL);
|
|
if !(_successful && {alive _unit}) exitWith {};
|
|
private _vehicle = vehicle _unit;
|
|
|
|
private _targetASL = _mousePosASL vectorAdd [0,0,0.6]; // mouse pos is at ground level zero, raise up a bit;
|
|
private _artilleryMag = "";
|
|
|
|
if ((getNumber (configOf _vehicle >> "artilleryScanner")) == 1) then {
|
|
// Artillery - Get mortar ammo type and verify in range
|
|
if (isNull gunner _vehicle) exitWith {_targetASL = [];};
|
|
{
|
|
private _ammo = getText (configFile >> "CfgMagazines" >> _x >> "ammo");
|
|
private _hit = getNumber (configFile >> "CfgAmmo" >> _ammo >> "hit");
|
|
if (_hit > 20) exitWith {_artilleryMag = _x;};
|
|
} forEach getArtilleryAmmo [_vehicle];
|
|
TRACE_1("getArtilleryAmmo",_artilleryMag);
|
|
if (_artilleryMag == "") exitWith {_targetASL = [];};
|
|
private _eta = _vehicle getArtilleryETA [ASLtoAGL _targetASL, _artilleryMag];
|
|
TRACE_1("getArtilleryETA",_eta);
|
|
if (_eta < 0) exitWith {
|
|
[ELSTRING(Interaction,NotInRange)] call FUNC(showMessage);
|
|
_targetASL = [];
|
|
};
|
|
["TOF: %1 sec", _eta toFixed 1] call FUNC(showMessage);
|
|
} else {
|
|
// Direct fire - Get a target position that will work
|
|
private _lis = lineIntersectsSurfaces [eyePos _unit, _targetASL, _unit, _vehicle];
|
|
if (_lis isNotEqualTo []) then { // If point is hidden, unit won't fire, do a ray cast to find where they should shoot at
|
|
_targetASL = ((_lis select 0) select 0);
|
|
TRACE_1("using ray cast pos",_mousePosASL distance _targetASL);
|
|
};
|
|
if (_unit isEqualTo _vehicle) then { // Max range a unit can fire seems to be based on the weapon's config
|
|
private _distance = _targetASL vectorDistance eyePos _unit;
|
|
private _maxWeaponRange = getNumber (configFile >> "CfgWeapons" >> (currentWeapon _unit) >> "maxRange");
|
|
TRACE_3("",_distance,_maxWeaponRange,currentWeapon _unit);
|
|
if (_distance > (_maxWeaponRange - 50)) then {
|
|
if (_distance > (2.5 * _maxWeaponRange)) then {
|
|
_targetASL = [];
|
|
[ELSTRING(Interaction,NotInRange)] call FUNC(showMessage);
|
|
} else {
|
|
// 1-2.5x the weapon max range, find a virtual point the AI can shoot at (won't have accurate elevation, but it will put rounds downrange)
|
|
private _fakeElevation = (_distance / 100000) * (_distance - _maxWeaponRange);
|
|
_targetASL = (eyePos _unit) vectorAdd (((eyePos _unit) vectorFromTo _targetASL) vectorMultiply (_maxWeaponRange - 50)) vectorAdd [0,0,_fakeElevation];
|
|
TRACE_2("using virtual halfway point",_mousePosASL distance _targetASL,_fakeElevation);
|
|
};
|
|
};
|
|
};
|
|
};
|
|
|
|
if (_targetASL isEqualTo []) exitWith {};
|
|
|
|
private _units = [_unit];
|
|
if (_unit == (leader _unit)) then {_units = units _unit;};
|
|
if (_artilleryMag != "") then {_units = [gunner _vehicle];};
|
|
|
|
{
|
|
if (((_unit distance _x) < 30) && {!([_x] call EFUNC(common,isPlayer))} && {[_x] call EFUNC(common,isAwake)}) then {
|
|
TRACE_2("sending event",_x,_targetASL);
|
|
[QGVAR(suppressiveFire), [_x, _targetASL, _artilleryMag], _x] call CBA_fnc_targetEvent;
|
|
};
|
|
} forEach _units;
|
|
|
|
#ifdef DRAW_ZEUS_INFO
|
|
[eyePos _unit, _mousePosASL, [0,0,1,1]] call EFUNC(common,addLineToDebugDraw);
|
|
[eyePos _unit, _targetASL, [1,0,0,1]] call EFUNC(common,addLineToDebugDraw);
|
|
if (_unit != _vehicle) then {
|
|
[_vehicle] call CBA_fnc_addUnitTrackProjectiles;
|
|
} else {
|
|
{
|
|
[_x] call CBA_fnc_addUnitTrackProjectiles;
|
|
} forEach _units;
|
|
};
|
|
#endif
|
|
|
|
}, localize LSTRING(ModuleSuppressiveFire_DisplayName), "\a3\ui_f\data\IGUI\Cfg\Cursors\select_target_ca.paa", [1, 0, 0, 1], 45] call FUNC(getModuleDestination);
|