ACE3/addons/fcs/functions/fnc_calculateSolution.sqf
BrettMayson 043b3907fe
Extensions - Rust (#9015)
Co-authored-by: Pepijn Holster <pgaholster@gmail.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
Co-authored-by: LorenLuke <LukeLLL@aol.com>
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
2024-08-17 12:50:38 -03:00

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#include "..\script_component.hpp"
/*
* Author: VKing
* Calculate FCS solution
*
* Arguments:
* 0: Vehicle <OBJECT>
* 1: Turret <ARRAY>
* 2: Target distance <NUMBER>
* 3: Azimuth offset <UNKNOWN>
*
* Return Value:
* None
*
* Example:
* [car, [turret], 5, ?] call ace_fcs_fnc_calculateSolution
*
* Public: No
*/
params ["_vehicle","_turret","_distance","_angleTarget"];
TRACE_4("params",_vehicle,_turret,_distance,_angleTarget);
private _FCSInitSpeed = [];
private _FCSMagazines = [];
private _FCSElevation = [];
private _turretConfig = [configOf _vehicle, _turret] call EFUNC(common,getTurretConfigPath);
{
private _magazine = _x;
private _ammo = getText (configFile >> "CfgMagazines" >> _magazine >> "ammo");
private _bulletSimulation = getText (configFile >> "CfgAmmo" >> _ammo >> "simulation");
if !(_bulletSimulation == "shotMissile") then {
private _maxElev = getNumber (_turretConfig >> "maxElev");
private _initSpeed = getNumber (configFile >> "CfgMagazines" >> _magazine >> "initSpeed");
private _airFriction = getNumber (configFile >> "CfgAmmo" >> _ammo >> "airFriction");
{
private _weapon = _x;
private _muzzles = getArray (configFile >> "CfgWeapons" >> _weapon >> "muzzles");
private _weaponMagazines = getArray (configFile >> "CfgWeapons" >> _weapon >> "magazines");
{
if (_x != "this") then {
_weaponMagazines append getArray (configFile >> "CfgWeapons" >> _weapon >> _x >> "magazines");
};
} forEach _muzzles;
// Fix the `in` operator being case sensitive and BI fucking up the spelling of their own classnames
private _weaponMagazinesCheck = _weaponMagazines apply {toLowerANSI _x};
// Another BIS fix: ShotBullet simulation uses weapon initSpeed, others ignore it
if (toLowerANSI _magazine in _weaponMagazinesCheck && {_bulletSimulation == "shotBullet"}) exitWith {
private _initSpeedCoef = getNumber(configFile >> "CfgWeapons" >> _weapon >> "initSpeed");
if (_initSpeedCoef < 0) then {
_initSpeed = _initSpeed * -_initSpeedCoef;
};
if (_initSpeedCoef > 0) then {
_initSpeed = _initSpeedCoef;
};
};
} forEach (_vehicle weaponsTurret _turret);
private _offset = ("ace" callExtension ["fcs", [_initSpeed, _airFriction, _angleTarget, _distance]]) # 0;
_offset = parseNumber _offset;
_FCSInitSpeed pushBack _initSpeed;
_FCSMagazines pushBack _magazine;
_FCSElevation pushBack _offset;
};
} forEach (_vehicle magazinesTurret _turret);
[_vehicle, format ["%1_%2", QGVAR(Distance), _turret], _distance] call EFUNC(common,setVariablePublic);
[_vehicle, format ["%1_%2", QGVAR(InitSpeed), _turret], _FCSInitSpeed] call EFUNC(common,setVariablePublic);
[_vehicle, format ["%1_%2", QGVAR(Magazines), _turret], _FCSMagazines] call EFUNC(common,setVariablePublic);
[_vehicle, format ["%1_%2", QGVAR(Elevation), _turret], _FCSElevation] call EFUNC(common,setVariablePublic);