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https://github.com/acemod/ACE3.git
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ffaa195fe5
* Fixed headers to work with silentspike python script * Fixed rest of the files * Fixed ace-team
196 lines
7.1 KiB
Plaintext
196 lines
7.1 KiB
Plaintext
/*
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* Author: Jaynus, NouberNou
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* Server func to create the fragmentation for a round.
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*
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* Arguments:
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* 0: Last Position (ASL) <ARRAY>
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* 1: Velocity <ARRAY>
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* 2: Ammo Classname <STRING>
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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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* [[], [], "handGrenade"] call ace_frag_fnc_frago
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*
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* Public: No
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*/
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//#define DEBUG_MODE_FULL
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#include "script_component.hpp"
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#define FRAG_VEC_VAR 0.004
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#define MAX_FRAG_COUNT 50
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BEGIN_COUNTER(frago);
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params ["_lastPos", "_lastVel", "_shellType"];
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TRACE_3("frago",_lastPos,_lastVel,_shellType);
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// Limit max frag count if there was a recent frag
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private _maxFrags = round (MAX_FRAG_COUNT * linearConversion [0.1, 1.5, (CBA_missionTime - GVAR(lastFragTime)), 0.1, 1, true]);
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TRACE_2("",_maxFrags,CBA_missionTime - GVAR(lastFragTime));
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GVAR(lastFragTime) = CBA_missionTime;
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private _fragTypes = [
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QGVAR(tiny), QGVAR(tiny), QGVAR(tiny),
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QGVAR(tiny_HD), QGVAR(tiny_HD), QGVAR(tiny_HD),
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QGVAR(small), QGVAR(small), QGVAR(small), QGVAR(small),
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QGVAR(small_HD), QGVAR(small_HD), QGVAR(small_HD), QGVAR(small_HD),
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QGVAR(medium_HD), QGVAR(medium_HD), QGVAR(medium_HD), QGVAR(medium_HD), QGVAR(medium_HD)
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];
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private _warn = false;
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if (isArray (configFile >> "CfgAmmo" >> _shellType >> QGVAR(CLASSES))) then {
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_fragTypes = getArray (configFile >> "CfgAmmo" >> _shellType >> QGVAR(CLASSES));
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} else {
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_warn = true;
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};
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private _indirectHitRange = getNumber(configFile >> "CfgAmmo" >> _shellType >> "indirecthitrange");
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private _fragRange = 20 * _indirectHitRange * 4;
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// _c = 185; // grams of comp-b
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// _m = 210; // grams of fragmentating metal
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// _k = 3/5; // spherical K factor
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// _gC = 2843; // Gurney constant of comp-b in /ms
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// _c = 429; // grams of tritonal
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// _m = 496; // grams of fragmentating metal
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// _k = 1/2; // spherical K factor
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// _gC = 2320; // Gurney constant of tritonal in /ms
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private _c = getNumber (configFile >> "CfgAmmo" >> _shellType >> QGVAR(CHARGE));
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if (_c == 0) then {_c = 1; _warn = true;};
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private _m = getNumber (configFile >> "CfgAmmo" >> _shellType >> QGVAR(METAL));
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if (_m == 0) then {_m = 2; _warn = true;};
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private _k = getNumber (configFile >> "CfgAmmo" >> _shellType >> QGVAR(GURNEY_K));
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if (_k == 0) then {_k = 0.5; _warn = true;};
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private _gC = getNumber (configFile >> "CfgAmmo" >> _shellType >> QGVAR(GURNEY_C));
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if (_gC == 0) then {_gC = 2440; _warn = true;};
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if (_warn) then {
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INFO_1("Ammo class %1 lacks proper explosive properties definitions for frag!",_shellType);
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};
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// Gunery equation is for a non-fragmenting metal, imperical value of 80% represents fragmentation
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private _fragPower = 0.8 * (((_m / _c) + _k) ^ - (1 / 2)) * _gC;
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private _atlPos = ASLtoATL _lastPos;
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private _fragPowerRandom = _fragPower * 0.5;
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if ((_atlPos select 2) < 0.5) then {
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_lastPos vectorAdd [0, 0, 0.5];
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};
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private _objects = _atlPos nearEntities [["Car", "Motorcycle", "Tank", "StaticWeapon", "CAManBase", "Air", "Ship"], _fragRange];
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// Add unique crews in faster way
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{
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{
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_objects pushBackUnique _x;
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} forEach (crew _x);
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} forEach _objects;
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TRACE_2("",_fragRange,count _objects);
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private _fragCount = 0;
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private _fragArcs = [];
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_fragArcs set [360, 0];
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private _doRandom = true;
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if (!(_objects isEqualTo [])) then {
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if (GVAR(reflectionsEnabled)) then {
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[_lastPos, _shellType] call FUNC(doReflections);
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};
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{
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private _target = _x;
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if (alive _target) then {
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(boundingBox _target) params ["_boundingBoxA", "_boundingBoxB"];
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private _cubic = ((abs (_boundingBoxA select 0)) + (_boundingBoxB select 0)) * ((abs (_boundingBoxA select 1)) + (_boundingBoxB select 1)) * ((abs (_boundingBoxA select 2)) + (_boundingBoxB select 2));
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if (_cubic <= 1) exitWith {};
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// _doRandom = true;
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private _targetVel = velocity _target;
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private _targetPos = getPosASL _target;
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private _distance = _targetPos vectorDistance _lastPos;
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private _add = ((_boundingBoxB select 2) / 2) + ((((_distance - (_fragpower / 8)) max 0) / _fragPower) * 10);
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_targetPos = _targetPos vectorAdd [
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(_targetVel select 0) * (_distance / _fragPower),
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(_targetVel select 1) * (_distance / _fragPower),
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_add
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];
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private _baseVec = _lastPos vectorFromTo _targetPos;
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private _dir = floor (_baseVec call CBA_fnc_vectDir);
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private _currentCount = RETDEF(_fragArcs select _dir,0);
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if (_currentCount < 10) then {
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private _count = ceil (random (sqrt (_m / 1000)));
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private _vecVar = FRAG_VEC_VAR;
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if (!(_target isKindOf "Man")) then {
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ADD(_vecVar,(sqrt _cubic) / 2000);
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if ((crew _target) isEqualTo [] && {_count > 0}) then {
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_count = 0 max (_count / 2);
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};
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};
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for "_i" from 1 to _count do {
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private _vec = _baseVec vectorDiff [
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(_vecVar / 2) + (random _vecVar),
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(_vecVar / 2) + (random _vecVar),
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(_vecVar / 2) + (random _vecVar)
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];
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private _fp = _fragPower - (random (_fragPowerRandom));
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private _vel = _vec vectorMultiply _fp;
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private _fragObj = (selectRandom _fragTypes) createVehicleLocal [0,0,10000];
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// TRACE_4("targeted",_fp, typeOf _fragObj,_lastPos vectorDistance _targetPos,typeOf _x);
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_fragObj setPosASL _lastPos;
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_fragObj setVectorDir _vec;
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_fragObj setVelocity _vel;
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#ifdef DRAW_FRAG_INFO
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[ACE_player, _fragObj, [1,0,0,1]] call FUNC(dev_addTrack);
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#endif
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INC(_fragCount);
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INC(_currentCount);
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};
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_fragArcs set [_dir, _currentCount];
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};
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};
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if (_fragCount > _maxFrags) exitWith {};
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} forEach _objects;
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TRACE_1("targeted",_fragCount);
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if (_fragCount > _maxFrags) exitWith {};
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private _randomCount = ceil ((_maxFrags - _fragCount) * 0.35);
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TRACE_1("",_randomCount);
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private _sectorSize = 360 / (_randomCount max 1);
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if (_doRandom) then {
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for "_i" from 1 to _randomCount do {
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// Distribute evenly
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private _sectorOffset = 360 * (_i - 1) / (_randomCount max 1);
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private _randomDir = random (_sectorSize);
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_vec = [cos (_sectorOffset + _randomDir), sin (_sectorOffset + _randomDir), sin (30 - (random 45))];
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_fp = (_fragPower - (random (_fragPowerRandom)));
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_vel = _vec vectorMultiply _fp;
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_fragObj = (selectRandom _fragTypes) createVehicleLocal [0, 0, 10000];
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_fragObj setPosASL _lastPos;
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_fragObj setVectorDir _vec;
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_fragObj setVelocity _vel;
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#ifdef DRAW_FRAG_INFO
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[ACE_player, _fragObj, [1,0.5,0,1]] call FUNC(dev_addTrack);
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#endif
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INC(_fragCount);
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};
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};
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};
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TRACE_1("total created",_fragCount);
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END_COUNTER(frago);
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