mirror of
https://github.com/acemod/ACE3.git
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291 lines
12 KiB
Plaintext
291 lines
12 KiB
Plaintext
//#define DEBUG_MODE_FULL
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#include "script_component.hpp"
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TRACE_1("enter", _this);
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#define __TRACKINTERVAL 0 // how frequent the check should be.
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#define __LOCKONTIME 3 // Lock on won't occur sooner
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private["_apos", "_aposX", "_aposY", "_args", "_boundsInput", "_bpos", "_canFire", "_constraintBottom"];
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private["_constraintLeft", "_constraintRight", "_constraintTop", "_currentTarget", "_fireDisabledEH"];
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private["_firedEH", "_fov", "_lastTick", "_lockTime", "_maxX", "_maxY", "_minX", "_minY", "_newTarget"];
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private["_offsetX", "_offsetY", "_pos", "_randomLockInterval", "_randomPosWithinBounds", "_range"];
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private["_runTime", "_soundTime", "_targetArray", "_zamerny", "_currentShooter"];
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_currentShooter = (vehicle ACE_player);
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#define __OffsetX ((ctrlPosition __JavelinIGUITargetingLineV) select 0) - 0.5
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#define __OffsetY ((ctrlPosition __JavelinIGUITargetingLineH) select 1) - 0.5
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// Reset arguments if we havnt rendered in over a second
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_args = uiNamespace getVariable[QGVAR(arguments), [] ];
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if( (count _args) > 0) then {
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_lastTick = _args select 0;
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if(diag_tickTime - _lastTick > 1) then {
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[] call FUNC(onOpticLoad);
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};
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};
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TRACE_1("Running", "Running");
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// Pull the arguments
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_currentTarget = _args select 1;
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_runTime = _args select 2;
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_lockTime = _args select 3;
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_soundTime = _args select 4;
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_randomLockInterval = _args select 5;
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_fireDisabledEH = _args select 6;
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_configs = configProperties [configFile >> "CfgWeapons" >> (currentWeapon (vehicle ACE_player)), QUOTE(configName _x == QUOTE(QGVAR(enabled))), false];
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if (((count _configs) < 1) || {(getNumber (_configs select 0)) != 1}) exitWith {
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__JavelinIGUITargeting ctrlShow false;
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__JavelinIGUITargetingGate ctrlShow false;
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__JavelinIGUITargetingLines ctrlShow false;
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__JavelinIGUITargetingConstraints ctrlShow false;
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if(!isNil "_fireDisabledEH") then {
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_fireDisabledEH = [_fireDisabledEH] call FUNC(enableFire);
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};
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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uiNamespace setVariable["ACE_RscOptics_javelin_PFH", nil];
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};
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// Find a target within the optic range
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_newTarget = objNull;
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// Bail on fast movement
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if ((velocity ACE_player) distance [0,0,0] > 0.5 && {cameraView == "GUNNER"} && {cameraOn == ACE_player}) exitWith { // keep it steady.
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ACE_player switchCamera "INTERNAL";
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};
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// Refresh the firemode
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[] call FUNC(showFireMode);
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// bail on not loaded
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if( (vehicle ACE_player) != ACE_player) then {
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if( (vehicle player) magazineTurretAmmo ["1Rnd_GAT_missiles", [0]] < 1) exitWith {
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TRACE_1("No turret ammo, exit", "");
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};
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} else {
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if (ACE_player ammo (currentWeapon ACE_player) < 1 ) exitWith {
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TRACE_1("No ammo, exit", "");
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};
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};
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_range = parseNumber (ctrlText __JavelinIGUIRangefinder);
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TRACE_1("Viewing range", _range);
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if (_range > 50 && {_range < 2500}) then {
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_pos = positionCameraToWorld [0,0,_range];
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_targetArray = _pos nearEntities ["AllVehicles", _range/100];
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TRACE_1("Searching at range", _targetArray);
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if (count (_targetArray) > 0) then {
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_newTarget = _targetArray select 0;
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};
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};
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if (isNull _newTarget) then {
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_newTarget = cursorTarget;
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};
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// Create constants
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_constraintTop = __ConstraintTop;
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_constraintLeft = __ConstraintLeft;
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_constraintBottom = __ConstraintBottom;
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_constraintRight = __ConstraintRight;
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_offsetX = __OffsetX;
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_offsetY = __OffsetY;
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__JavelinIGUITargeting ctrlShow true;
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__JavelinIGUITargetingConstrains ctrlShow true;
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_zamerny = if (_currentTarget isKindOf "CAManBase") then {_currentTarget selectionPosition "body"} else {_currentTarget selectionPosition "zamerny"};
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_randomPosWithinBounds = [(_zamerny select 0) + 1 - (random 2.0),(_zamerny select 1) + 1 - (random 2.0),(_zamerny select 2) + 0.5 - (random 1.0)];
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_apos = worldToScreen (_currentTarget modelToWorld _randomPosWithinBounds);
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_aposX = 0;
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_aposY = 0;
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if (count _apos < 2) then {
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_aposX = 1;
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_aposY = 0;
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} else {
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_aposX = (_apos select 0) + _offsetX;
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_aposY = (_apos select 1) + _offsetY;
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};
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if((call CBA_fnc_getFoV) select 1 > 9) then {
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__JavelinIGUINFOV ctrlSetTextColor __ColorGreen;
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__JavelinIGUIWFOV ctrlSetTextColor __ColorGray;
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} else {
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__JavelinIGUINFOV ctrlSetTextColor __ColorGray;
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__JavelinIGUIWFOV ctrlSetTextColor __ColorGreen;
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};
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FUNC(disableFire) = {
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_firedEH = _this select 0;
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if(_firedEH < 0 && difficulty > 0) then {
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_firedEH = [ACE_player, "DefaultAction", {true}, {
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_canFire = (_this select 1) getVariable["ace_missileguidance_target", nil];
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if(!isNil "_canFire") exitWith { false };
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true
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}] call EFUNC(common,addActionEventHandler);
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};
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_firedEH
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};
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FUNC(enableFire) = {
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_firedEH = _this select 0;
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if(_firedEH > 0 && difficulty > 0) then {
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[ACE_player, "DefaultAction", _firedEH] call EFUNC(common,removeActionEventHandler);
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};
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-1
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};
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if (isNull _newTarget) then {
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// No targets found
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_currentTarget = objNull;
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_lockTime = 0;
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__JavelinIGUISeek ctrlSetTextColor __ColorGray;
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__JavelinIGUITargeting ctrlShow false;
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__JavelinIGUITargetingGate ctrlShow false;
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__JavelinIGUITargetingLines ctrlShow false;
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__JavelinIGUITargetingConstraints ctrlShow false;
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_currentShooter setVariable ["ace_missileguidance_target",nil, false];
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// Disallow fire
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_fireDisabledEH = [_fireDisabledEH] call FUNC(disableFire);
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} else {
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_fov = [] call CBA_fnc_getFoV;
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TRACE_1("FOV", _fov);
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if (_newTarget distance ACE_player < 2500
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&& {(call CBA_fnc_getFoV) select 1 > 9}
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&& { (currentVisionMode ACE_player == 2)}
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&& GVAR(isLockKeyDown)
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) then {
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// Lock on after 3 seconds
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if(_currentTarget != _newTarget) then {
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TRACE_1("New Target, reseting locking", _newTarget);
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_lockTime = diag_tickTime;
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_currentTarget = _newTarget;
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playSound "ACE_Javelin_Locking";
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} else {
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if(diag_tickTime - _lockTime > __LOCKONTIME + _randomLockInterval) then {
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TRACE_2("LOCKED!", _currentTarget, _lockTime);
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__JavelinIGUISeek ctrlSetTextColor __ColorGreen;
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__JavelinIGUITargeting ctrlShow true;
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__JavelinIGUITargetingConstrains ctrlShow false;
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__JavelinIGUITargetingGate ctrlShow true;
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__JavelinIGUITargetingLines ctrlShow true;
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// Move target marker to coords.
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//__JavelinIGUITargetingLineV ctrlSetPosition [_aposX,ctrlPosition __JavelinIGUITargetingLineV select 1];
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//__JavelinIGUITargetingLineH ctrlSetPosition [ctrlPosition __JavelinIGUITargetingLineH select 0,_aposY];
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//{_x ctrlCommit __TRACKINTERVAL} forEach [__JavelinIGUITargetingLineH,__JavelinIGUITargetingLineV];
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_boundsInput = if (_currentTarget isKindOf "CAManBase") then {
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[_currentTarget,[-1,-1,-2],_currentTarget selectionPosition "body"];
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} else {
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[_currentTarget,[-1,-1,-2],_currentTarget selectionPosition "zamerny"];
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};
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_bpos = _boundsInput call EFUNC(common,worldToScreenBounds);
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_minX = ((_bpos select 0) + _offsetX) max _constraintLeft;
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_minY = ((_bpos select 1) + _offsetY) max _constraintTop;
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_maxX = ((_bpos select 2) + _offsetX) min (_constraintRight - 0.025*(3/4)*SafezoneH);
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_maxY = ((_bpos select 3) + _offsetY) min (_constraintBottom - 0.025*SafezoneH);
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TRACE_4("", _boundsInput, _bpos, _minX, _minY);
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__JavelinIGUITargetingGateTL ctrlSetPosition [_minX,_minY];
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__JavelinIGUITargetingGateTR ctrlSetPosition [_maxX,_minY];
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__JavelinIGUITargetingGateBL ctrlSetPosition [_minX,_maxY];
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__JavelinIGUITargetingGateBR ctrlSetPosition [_maxX,_maxY];
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{_x ctrlCommit __TRACKINTERVAL} forEach [__JavelinIGUITargetingGateTL,__JavelinIGUITargetingGateTR,__JavelinIGUITargetingGateBL,__JavelinIGUITargetingGateBR];
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_currentShooter setVariable["ace_missileguidance_target", _currentTarget, false];
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// Allow fire
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_fireDisabledEH = [_fireDisabledEH] call FUNC(enableFire);
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if(diag_tickTime > _soundTime) then {
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playSound "ACE_Javelin_Locked";
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_soundTime = diag_tickTime + 0.25;
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};
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} else {
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__JavelinIGUITargeting ctrlShow true;
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__JavelinIGUITargetingGate ctrlShow true;
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__JavelinIGUITargetingConstrains ctrlShow true;
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__JavelinIGUITargetingLines ctrlShow false;
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_currentShooter setVariable["ace_missileguidance_target", nil, false];
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_boundsInput = if (_currentTarget isKindOf "CAManBase") then {
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[_newTarget,[-1,-1,-2],_currentTarget selectionPosition "body"];
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} else {
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[_newTarget,[-1,-1,-1],_currentTarget selectionPosition "zamerny"];
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};
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_bpos = _boundsInput call EFUNC(common,worldToScreenBounds);
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_minX = ((_bpos select 0) + _offsetX) max _constraintLeft;
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_minY = ((_bpos select 1) + _offsetY) max _constraintTop;
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_maxX = ((_bpos select 2) + _offsetX) min (_constraintRight - 0.025*(3/4)*SafezoneH);
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_maxY = ((_bpos select 3) + _offsetY) min (_constraintBottom - 0.025*SafezoneH);
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TRACE_4("", _boundsInput, _bpos, _minX, _minY);
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__JavelinIGUITargetingGateTL ctrlSetPosition [_minX,_minY];
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__JavelinIGUITargetingGateTR ctrlSetPosition [_maxX,_minY];
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__JavelinIGUITargetingGateBL ctrlSetPosition [_minX,_maxY];
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__JavelinIGUITargetingGateBR ctrlSetPosition [_maxX,_maxY];
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{_x ctrlCommit __TRACKINTERVAL} forEach [__JavelinIGUITargetingGateTL,__JavelinIGUITargetingGateTR,__JavelinIGUITargetingGateBL,__JavelinIGUITargetingGateBR];
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if(diag_tickTime > _soundTime) then {
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playSound "ACE_Javelin_Locking";
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_soundTime = diag_tickTime + 0.25;
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};
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// Disallow fire
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_fireDisabledEH = [_fireDisabledEH] call FUNC(disableFire);
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};
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};
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} else {
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// No targets found
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_currentTarget = objNull;
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_lockTime = 0;
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__JavelinIGUISeek ctrlSetTextColor __ColorGray;
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__JavelinIGUITargeting ctrlShow false;
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__JavelinIGUITargetingGate ctrlShow false;
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__JavelinIGUITargetingLines ctrlShow false;
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__JavelinIGUITargetingConstraints ctrlShow false;
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_currentShooter setVariable ["ace_missileguidance_target",nil, false];
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// Disallow fire
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_fireDisabledEH = [_fireDisabledEH] call FUNC(disableFire);
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};
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};
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//TRACE_2("", _newTarget, _currentTarget);
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// Save arguments for next run
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_args set[0, diag_tickTime];
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_args set[1, _currentTarget];
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_args set[2, _runTime];
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_args set[3, _lockTime];
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_args set[4, _soundTime];
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_args set[6, _fireDisabledEH];
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uiNamespace setVariable[QGVAR(arguments), _args ];
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