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75f7ed7532
* Utilize isNotEqualTo * undo changes to some files * redo some changes, fix based on @Vdauphin 's comment * fix validator issues Co-authored-by: PabstMirror <pabstmirror@gmail.com>
111 lines
4.5 KiB
Plaintext
111 lines
4.5 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: mharis001
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* Zeus module function to make unit a suicide bomber.
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*
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* Arguments:
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* 0: Unit that is suicide bomber <OBJECT>
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* 1: Activation side <SIDE> (default: west)
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* 2: Activation radius <NUMBER> (default: 10)
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* 3: Explosion size (0 - Small, 1 - Medium, 2 - Large) <NUMBER> (default: 0)
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* 4: Auto seek <BOOL> (default: false)
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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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* [unit, west, 10, 0, true] call ace_zeus_fnc_moduleSuicideBomber
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*
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* Public: No
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*/
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#define EXPLOSIVES ["R_TBG32V_F", "M_Mo_120mm_AT", "Bo_GBU12_LGB"]
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#define DISTANCE_FAR 15
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#define DISTANCE_CLOSE 2
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#define MOVE_TIME 10
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#define SCANNING_PERIOD 1
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#ifdef DEBUG_MODE_FULL
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#define SCANNING_PERIOD 0
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#endif
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TRACE_1("params",_this);
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if (isNull (_this select 0)) exitWith {};
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// Prevent another suicide bomber module being attached
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_unit setVariable [QGVAR(suicideBomber), true, true];
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// One time behaviour changes
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if (_autoSeek) then {
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[QEGVAR(ai,setUnitPos), [_unit, "UP"], _unit] call CBA_fnc_targetEvent;
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[QEGVAR(ai,setSpeedMode), [_unit, "FULL"], _unit] call CBA_fnc_targetEvent;
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[QEGVAR(ai,setBehaviour), [[_unit], "CARELESS"], _unit] call CBA_fnc_targetEvent;
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[QEGVAR(ai,setCombatMode), [_unit, "BLUE"], _unit] call CBA_fnc_targetEvent;
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[QEGVAR(ai,AISection), [[_unit], ["TARGET", "AUTOTARGET"], false], _unit] call CBA_fnc_targetEvent;
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[QEGVAR(ai,allowFleeing), [_unit, 0], _unit] call CBA_fnc_targetEvent;
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};
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// Run PFH to make unit a suicide bomber
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[{
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params ["_args", "_pfhID"];
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_args params [["_unit", objNull], ["_activationSide", west], ["_activationRadius", 10], ["_explosionSize", 0], ["_autoSeek", false]];
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// Unit deleted or killed
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if (isNull _unit || {!alive _unit}) exitWith {
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[_pfhID] call CBA_fnc_removePerFrameHandler;
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LOG("Unit deleted or killed, PFH removed");
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};
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if (!([_unit] call EFUNC(common,isAwake))) exitWith {};
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// Detonation
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private _nearObjects = (_unit nearObjects _activationRadius) select {side _x == _activationSide && {_x != _unit} && {alive _x}};
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if (_nearObjects isNotEqualTo []) then {
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createVehicle [EXPLOSIVES select _explosionSize, _unit, [], 0, "CAN_COLLIDE"];
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[_pfhID] call CBA_fnc_removePerFrameHandler;
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LOG("Explosion created, PFH removed");
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};
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// Auto Seek
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if (!_autoSeek) exitWith {};
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private _memory = _unit getVariable [QGVAR(suicideBomber_memory), [nil, CBA_missionTime]];
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_memory params ["_lastMove", "_lastTime"];
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private _range = 100 + 100 * (_unit skillFinal "spotDistance"); // 100-200
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private _nearestObjects = nearestObjects [_unit, [], _range] select {side _x == _activationSide && {_x != _unit} && {alive _x}};
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#ifdef DEBUG_MODE_FULL
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if (!isNil "_lastMove") then {
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drawLine3D [_unit modelToWorldVisual [0, 0, 1], _lastMove, [1, 0, 0, 1]];
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};
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for "_i" from 0 to 35 do {
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drawLine3D [(_unit getRelPos [_range, _i * 10]) vectorAdd [0, 0, 1], (_unit getRelPos [_range, (_i + 1) * 10]) vectorAdd [0, 0, 1], [0, 1, 0, 1]];
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};
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for "_i" from 0 to 35 do {
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drawLine3D [(_unit getRelPos [_activationRadius, _i * 10]) vectorAdd [0, 0, 1], (_unit getRelPos [_activationRadius, (_i + 1) * 10]) vectorAdd [0, 0, 1], [0, 0, 1, 1]];
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};
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for "_i" from 0 to 359 do {
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if (_i >= linearConversion [_lastTime - MOVE_TIME, _lastTime, CBA_missionTime, 0, 359, true]) then {
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drawLine3D [(_unit getRelPos [2, _i]) vectorAdd [0, 0, 1], (_unit getRelPos [2, _i + 1]) vectorAdd [0, 0, 1], [1, 1, 0, 1]];
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};
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};
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#endif
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if (_nearestObjects isEqualTo []) exitWith {};
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// Get relative position close to target to avoid bug where AI wont path to a certain position
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private _moveToPos = (_nearestObjects select 0) getPos [1, random 360];
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if (isNil "_lastMove" || // No move given yet
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{_lastMove distance _moveToPos > DISTANCE_FAR} || // New target is too far from last move
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{_lastMove distance _unit < DISTANCE_CLOSE} || // Unit has reached last move
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{CBA_missionTime >= _lastTime} // Too much time passed between last move (also acts as a fail-safe if unit gets stuck)
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) then {
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[QEGVAR(ai,doMove), [[[_unit, _moveToPos]]], _unit] call CBA_fnc_targetEvent;
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_unit setVariable [QGVAR(suicideBomber_memory), [_moveToPos, CBA_missionTime + MOVE_TIME]];
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TRACE_2("Moving unit",_moveToPos,CBA_missionTime);
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};
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}, SCANNING_PERIOD, _this] call CBA_fnc_addPerFrameHandler;
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