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d379c3f1b7
* MissileGuidance - Allow using vanilla fire mode key Fix #6595 * Javelin - Backwards compatiblity with CUP * Add support to RHS compat * comment
164 lines
6.2 KiB
Plaintext
164 lines
6.2 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: jaynus / nou
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* Fired event handler, starts guidance if enabled for ammo
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*
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* Arguments:
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* 0: Shooter (Man/Vehicle) <OBJECT>
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* 4: Ammo <STRING>
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* 6: Projectile <OBJECT>
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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, "", "", "", "ACE_Javelin_FGM148", "", theMissile] call ace_missileguidance_fnc_onFired;
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*
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* Public: No
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*/
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params ["_shooter","_weapon","","_mode","_ammo","","_projectile"];
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// Bail on not missile
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if (!(_ammo isKindOf "MissileBase")) exitWith {};
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// Bail if guidance is disabled for this ammo
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if ((getNumber (configFile >> "CfgAmmo" >> _ammo >> QUOTE(ADDON) >> "enabled")) != 1) exitWith {};
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// Bail on locality of the projectile, it should be local to us
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if (GVAR(enabled) < 1 || {!local _projectile} ) exitWith {};
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// Bail if shooter isn't player AND system not enabled for AI:
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if ( !isPlayer _shooter && { GVAR(enabled) < 2 } ) exitWith {};
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// Verify ammo has explicity added guidance config (ignore inheritances)
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private _configs = configProperties [(configFile >> "CfgAmmo" >> _ammo), QUOTE(configName _x == QUOTE(QUOTE(ADDON))), false];
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if ((count _configs) < 1) exitWith {};
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// MissileGuidance is enabled for this shot
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TRACE_4("enabled",_shooter,_ammo,_projectile,typeOf _shooter);
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private _config = configFile >> "CfgAmmo" >> _ammo >> QUOTE(ADDON);
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private _target = _shooter getVariable [QGVAR(target), nil];
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private _targetPos = _shooter getVariable [QGVAR(targetPosition), nil];
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private _seekerType = _shooter getVariable [QGVAR(seekerType), nil];
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private _attackProfile = _shooter getVariable [QGVAR(attackProfile), nil];
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if ((getNumber (configFile >> "CfgAmmo" >> _ammo >> QUOTE(ADDON) >> "useModeForAttackProfile")) == 1) then {
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_attackProfile = getText (configFile >> "CfgWeapons" >> _weapon >> _mode >> QGVAR(attackProfile))
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};
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private _lockMode = _shooter getVariable [QGVAR(lockMode), nil];
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private _laserCode = _shooter getVariable [QEGVAR(laser,code), ACE_DEFAULT_LASER_CODE];
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private _laserInfo = [_laserCode, ACE_DEFAULT_LASER_WAVELENGTH, ACE_DEFAULT_LASER_WAVELENGTH];
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TRACE_6("getVars",_target,_targetPos,_seekerType,_attackProfile,_lockMode,_laserCode);
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private _launchPos = getPosASL (vehicle _shooter);
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if (isNil "_seekerType" || {!(_seekerType in (getArray (_config >> "seekerTypes")))}) then {
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_seekerType = getText (_config >> "defaultSeekerType");
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};
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if (isNil "_attackProfile" || {!(_attackProfile in (getArray (_config >> "attackProfiles")))}) then {
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_attackProfile = getText (_config >> "defaultAttackProfile");
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};
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if (isNil "_lockMode" || {!(_lockMode in (getArray (_config >> "seekerLockModes")))}) then {
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_lockMode = getText (_config >> "defaultSeekerLockMode");
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};
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// If we didn't get a target, try to fall back on tab locking
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if (isNil "_target") then {
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if (!isPlayer _shooter) then {
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// This was an AI shot, lets still guide it on the AI target
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_target = _shooter getVariable [QGVAR(vanilla_target), nil];
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TRACE_1("Detected AI Shooter!", _target);
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} else {
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private _canUseLock = getNumber (_config >> "canVanillaLock");
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// @TODO: Get vanilla target
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if (_canUseLock > 0 || difficulty < 1) then {
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private _vanillaTarget = cursorTarget;
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TRACE_1("Using Vanilla Locking", _vanillaTarget);
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if (!isNil "_vanillaTarget") then {
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_target = _vanillaTarget;
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};
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};
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};
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};
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// Array for seek last target position
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private _seekLastTargetPos = (getNumber ( _config >> "seekLastTargetPos")) == 1;
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private _lastKnownPosState = [_seekLastTargetPos];
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if (_seekLastTargetPos && {!isNil "_target"}) then {
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_lastKnownPosState set [1, (getPosASL _target)];
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} else {
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_lastKnownPosState set [1, [0,0,0]];
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};
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TRACE_4("Beginning ACE guidance system",_target,_ammo,_seekerType,_attackProfile);
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private _args = [_this,
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[ _shooter,
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[_target, _targetPos, _launchPos],
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_seekerType,
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_attackProfile,
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_lockMode,
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_laserInfo
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],
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[
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getNumber ( _config >> "minDeflection" ),
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getNumber ( _config >> "maxDeflection" ),
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getNumber ( _config >> "incDeflection" )
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],
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[
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getNumber ( _config >> "seekerAngle" ),
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getNumber ( _config >> "seekerAccuracy" ),
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getNumber ( _config >> "seekerMaxRange" )
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],
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[ diag_tickTime, [], [], _lastKnownPosState]
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];
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// Run the "onFired" function passing the full guidance args array
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private _onFiredFunc = getText (_config >> "onFired");
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TRACE_1("",_onFiredFunc);
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if (_onFiredFunc != "") then {
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_args call (missionNamespace getVariable _onFiredFunc);
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};
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// Reverse:
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// _args params ["_firedEH", "_launchParams", "_flightParams", "_seekerParams", "_stateParams"];
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// _firedEH params ["_shooter","","","","_ammo","","_projectile"];
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// _launchParams params ["_shooter","_targetLaunchParams","_seekerType","_attackProfile","_lockMode","_laserInfo"];
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// _targetLaunchParams params ["_target", "_targetPos", "_launchPos"];
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// _stateParams params ["_lastRunTime", "_seekerStateParams", "_attackProfileStateParams", "_lastKnownPosState"];
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// _seekerParams params ["_seekerAngle", "_seekerAccuracy", "_seekerMaxRange"];
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// Hand off to the guiding unit. We just use local player so local PFH fires for now
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// Laser code needs to give us a shooter for LOBL, or the seeker unit needs to be able to shift locality
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// Based on its homing laser
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// Lasers need to be handled in a special LOAL/LOBL case
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//if (isPlayer _shooter) then {
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// private _guidingUnit = ACE_player;
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//
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// if (local _guidingUnit) then {
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// [FUNC(guidancePFH), 0, _args ] call CBA_fnc_addPerFrameHandler;
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// } else {
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// [QGVAR(handoff), [_guidingUnit, _args] ] call FUNC(doHandoff);
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// };
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//} else {
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// [FUNC(guidancePFH), 0, _args ] call CBA_fnc_addPerFrameHandler;
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//};
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[FUNC(guidancePFH), 0, _args ] call CBA_fnc_addPerFrameHandler;
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/* Clears locking settings
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(vehicle _shooter) setVariable [QGVAR(target), nil];
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(vehicle _shooter) setVariable [QGVAR(seekerType), nil];
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(vehicle _shooter) setVariable [QGVAR(attackProfile), nil];
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(vehicle _shooter) setVariable [QGVAR(lockMode), nil];
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*/
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