ACE3/addons/missileguidance/functions/fnc_onFired.sqf
Brandon Danyluk abe2ce2f6f Implement M47 Dragon (#6773)
* abc

* Revert "abc"

This reverts commit bcb4214bd9.

* Update to current commit

* Ports over NouberNou's dragon guidance

* Add Dragon model

* Make the Dragon CSW capable

* Fix bugs regarding argument order

* Add Dragon Attack Profile. Change how missileGuidance guidance_pfh works in order to allow for different types of missiles besides continious thrust

* Fix bug regarding missile direction. Add official US Army training manual for the dragon for reference purposes

* Adjust model to reflect real-life one

* Add attackProfile and guidanceProfile onFired functions

* Change Dragon "onFired" to reflect missileGuidance changes

* Only implementing the Super-Dragon. Remove Tabs. Add new lines to all files. Add string-table. Tweak missile flight dynamics

* Add sight description

* Fix inheritance issues. Missile damage values tweaked. Fix String Table. Add backblast area.

* Add feature wiki page.

* Fix picture issues

* Remove Dragon manual

* add missing semi-colon

* Tweak damage values. Fix formatting. Add lazy evaluation where applicable

* Disable the ability to switch to the unusable launcher. Convert rvmat numbers to equivalent but more readable numbers. Multiple code fixes. ace_csw required. Formatting fixes. TGA -> PAA. Remove unused comments in missile guidance code

* Dragon flight dynamics tweaked. Now assuming there is a booster angle creating wobble. Add a slight delay when the wire breaks to fire all of the service charges

* hpp newline fixes. Case sensitivity for model and rvmat references

* Update Wiki dependencies

* Revert "Update Wiki dependencies"

This reverts commit efc298c481.

* fix dependency component

* Changed inheritance structure to be more rigid. Remove un-needed config values. Fix script issues regarding positioning and the launchers aliveness

* get rid of the optic for the base dragon. fucking bi configs not making sense

* Lock non-useable dragon on initialization

* Add model.cfg for animations

* Fix formatting. Fix M47 Dragon Optic zoom

* Change LOD selection names

* Revert indentation, keep parenthesis. "Start, stop, start stop! Jesus! I'm starting to think Mattis is just a big cock tease"

* Re-update indentation of model.cfg

* Path fix. Whitespace fix

* Sight attach/detach on same vehicle

* If the sight gets detached, make sure the dragon goes dumb. Remove resetting of resting position when gunner gets out - looks stupid, but when the dragon is fired weird stuff happens

* disable debug

* Add EOF

* Maybe finally fix EOF problem
2019-06-07 23:48:37 -05:00

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#include "script_component.hpp"
/*
* Author: jaynus / nou
* Fired event handler, starts guidance if enabled for ammo
*
* Arguments:
* 0: Shooter (Man/Vehicle) <OBJECT>
* 4: Ammo <STRING>
* 6: Projectile <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player, "", "", "", "ACE_Javelin_FGM148", "", theMissile] call ace_missileguidance_fnc_onFired;
*
* Public: No
*/
params ["_shooter","_weapon","","_mode","_ammo","","_projectile"];
// Bail on not missile
if (!(_ammo isKindOf "MissileBase")) exitWith {};
// Bail if guidance is disabled for this ammo
if ((getNumber (configFile >> "CfgAmmo" >> _ammo >> QUOTE(ADDON) >> "enabled")) != 1) exitWith {};
// Bail on locality of the projectile, it should be local to us
if (GVAR(enabled) < 1 || {!local _projectile} ) exitWith {};
// Bail if shooter isn't player AND system not enabled for AI:
if ( !isPlayer _shooter && { GVAR(enabled) < 2 } ) exitWith {};
// Verify ammo has explicity added guidance config (ignore inheritances)
private _configs = configProperties [(configFile >> "CfgAmmo" >> _ammo), QUOTE(configName _x == QUOTE(QUOTE(ADDON))), false];
if ((count _configs) < 1) exitWith {};
// MissileGuidance is enabled for this shot
TRACE_4("enabled",_shooter,_ammo,_projectile,typeOf _shooter);
private _config = configFile >> "CfgAmmo" >> _ammo >> QUOTE(ADDON);
private _target = _shooter getVariable [QGVAR(target), nil];
private _targetPos = _shooter getVariable [QGVAR(targetPosition), nil];
private _seekerType = _shooter getVariable [QGVAR(seekerType), nil];
private _attackProfile = _shooter getVariable [QGVAR(attackProfile), nil];
if ((getNumber (configFile >> "CfgAmmo" >> _ammo >> QUOTE(ADDON) >> "useModeForAttackProfile")) == 1) then {
_attackProfile = getText (configFile >> "CfgWeapons" >> _weapon >> _mode >> QGVAR(attackProfile))
};
private _lockMode = _shooter getVariable [QGVAR(lockMode), nil];
private _laserCode = _shooter getVariable [QEGVAR(laser,code), ACE_DEFAULT_LASER_CODE];
private _laserInfo = [_laserCode, ACE_DEFAULT_LASER_WAVELENGTH, ACE_DEFAULT_LASER_WAVELENGTH];
TRACE_6("getVars",_target,_targetPos,_seekerType,_attackProfile,_lockMode,_laserCode);
private _launchPos = getPosASL (vehicle _shooter);
if (isNil "_seekerType" || {!(_seekerType in (getArray (_config >> "seekerTypes")))}) then {
_seekerType = getText (_config >> "defaultSeekerType");
};
if (isNil "_attackProfile" || {!(_attackProfile in (getArray (_config >> "attackProfiles")))}) then {
_attackProfile = getText (_config >> "defaultAttackProfile");
};
if (isNil "_lockMode" || {!(_lockMode in (getArray (_config >> "seekerLockModes")))}) then {
_lockMode = getText (_config >> "defaultSeekerLockMode");
};
// If we didn't get a target, try to fall back on tab locking
if (isNil "_target") then {
if (!isPlayer _shooter) then {
// This was an AI shot, lets still guide it on the AI target
_target = _shooter getVariable [QGVAR(vanilla_target), nil];
TRACE_1("Detected AI Shooter!", _target);
} else {
private _canUseLock = getNumber (_config >> "canVanillaLock");
// @TODO: Get vanilla target
if (_canUseLock > 0 || difficulty < 1) then {
private _vanillaTarget = cursorTarget;
TRACE_1("Using Vanilla Locking", _vanillaTarget);
if (!isNil "_vanillaTarget") then {
_target = _vanillaTarget;
};
};
};
};
// Array for seek last target position
private _seekLastTargetPos = (getNumber ( _config >> "seekLastTargetPos")) == 1;
private _lastKnownPosState = [_seekLastTargetPos];
if (_seekLastTargetPos && {!isNil "_target"}) then {
_lastKnownPosState set [1, (getPosASL _target)];
} else {
_lastKnownPosState set [1, [0,0,0]];
};
TRACE_4("Beginning ACE guidance system",_target,_ammo,_seekerType,_attackProfile);
private _args = [_this,
[ _shooter,
[_target, _targetPos, _launchPos],
_seekerType,
_attackProfile,
_lockMode,
_laserInfo
],
[
getNumber ( _config >> "minDeflection" ),
getNumber ( _config >> "maxDeflection" ),
getNumber ( _config >> "incDeflection" )
],
[
getNumber ( _config >> "seekerAngle" ),
getNumber ( _config >> "seekerAccuracy" ),
getNumber ( _config >> "seekerMaxRange" ),
getNumber ( _config >> "seekerMinRange" )
],
[ diag_tickTime, [], [], _lastKnownPosState]
];
private _onFiredFunc = getText (configFile >> QGVAR(SeekerTypes) >> _seekerType >> "onFired");
TRACE_1("",_onFiredFunc);
if (_onFiredFunc != "") then {
_args call (missionNamespace getVariable _onFiredFunc);
};
_onFiredFunc = getText (configFile >> QGVAR(AttackProfiles) >> _attackProfile >> "onFired");
TRACE_1("",_onFiredFunc);
if (_onFiredFunc != "") then {
_args call (missionNamespace getVariable _onFiredFunc);
};
// Run the "onFired" function passing the full guidance args array
_onFiredFunc = getText (_config >> "onFired");
TRACE_1("",_onFiredFunc);
if (_onFiredFunc != "") then {
_args call (missionNamespace getVariable _onFiredFunc);
};
// Reverse:
// _args params ["_firedEH", "_launchParams", "_flightParams", "_seekerParams", "_stateParams"];
// _firedEH params ["_shooter","","","","_ammo","","_projectile"];
// _launchParams params ["_shooter","_targetLaunchParams","_seekerType","_attackProfile","_lockMode","_laserInfo"];
// _targetLaunchParams params ["_target", "_targetPos", "_launchPos"];
// _stateParams params ["_lastRunTime", "_seekerStateParams", "_attackProfileStateParams", "_lastKnownPosState"];
// _seekerParams params ["_seekerAngle", "_seekerAccuracy", "_seekerMaxRange"];
[FUNC(guidancePFH), 0, _args ] call CBA_fnc_addPerFrameHandler;
/* Clears locking settings
(vehicle _shooter) setVariable [QGVAR(target), nil];
(vehicle _shooter) setVariable [QGVAR(seekerType), nil];
(vehicle _shooter) setVariable [QGVAR(attackProfile), nil];
(vehicle _shooter) setVariable [QGVAR(lockMode), nil];
*/