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ab6fc8efca
* Fix laser and missileguidance over water * Return a normalized vector in EFUNC(common,getTurretDirection) * Make laser dispersion simulation optional, default off * Prototype for ace_laser_designate * Remove vanilla laser handling from ace_laser in favor of the new code on ace_laser_designate * Simplify laser into one module Rewrite large parts of laser Merge laser_designate Delete lase_selfDesignate * Cleanup missile guidance * Headers, fix laser over water * Cleanup * Test * Change setting to scalar, more cleanup * Add seeker debug drawing
72 lines
2.5 KiB
Plaintext
72 lines
2.5 KiB
Plaintext
/*
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* Author: Nou
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* Shoots multiple rays in a dispersion pattern
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*
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* Arguments:
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* 0: Origin position ASL <ARRAY>
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* 1: Direction (normalized) <ARRAY>
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* 2: Divergence (mils) <OPTIONAL><NUMBER>
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* 3: Count at each divergence level <OPTIONAL><NUMBER>
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* 4: Ignore vehicle 1 (e.g. Player's vehicle) <OPTIONAL><OBJECT>
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*
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* Return value:
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* <ARRAY> [_longestReturn, _shortestReturn, _resultPositions]
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*
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* Example:
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* [getPosASL player, [0,1,0]] call ace_laser_fnc_shootCone;
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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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BEGIN_COUNTER(shootCone);
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params ["_pos", "_vec", ["_divergence", 0.3], ["_count", 3], ["_ignoreObj1", objNull]];
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private _longestReturn = -1000000000;
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private _shortestReturn = 1000000000;
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private _resultPositions = [];
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private _p1 = [0,0,0];
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private _p2 = +_vec;
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private _p = (_vec call CBA_fnc_vect2polar);
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private _v = [(_p select 0), (_p select 1), (_p select 2)+90] call CBA_fnc_polar2vect;
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private _cp = _vec vectorCrossProduct _v;
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private _vecRotateMap = [_cp, _p1, _p2] call FUNC(rotateVectLineGetMap);
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// Check first with a perfect ray to the center
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private _result = [_pos, _vec, _ignoreObj1] call FUNC(shootRay);
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private _resultPos = _result select 0;
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if (!isNil "_resultPos") then {
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private _distance = _result select 1;
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if (_distance < _shortestReturn) then { _shortestReturn = _distance; };
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if (_distance > _longestReturn) then { _longestReturn = _distance; };
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_resultPositions pushBack _result;
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};
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private _pos2 = _pos vectorAdd (_vec vectorMultiply 1000);
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// Try at 3 radius (full, half, quarter of specified divergence)
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{
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private _radOffset = random 360;
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for "_i" from 1 to ceil(_count*_x) do { // Will always do at least 1
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private _offset = [_vecRotateMap, (((360/_count)*_i)+_radOffset) mod 360] call FUNC(rotateVectLine);
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private _offsetPos = _pos2 vectorAdd (_offset vectorMultiply (_divergence*_x));
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private _offsetVector = _pos vectorFromTo _offsetPos;
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_result = [_pos, _offsetVector, _ignoreObj1] call FUNC(shootRay);
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_resultPos = _result select 0;
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if (!isNil "_resultPos") then {
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private _distance = _result select 1;
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if (_distance < _shortestReturn) then { _shortestReturn = _distance; };
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if (_distance > _longestReturn) then { _longestReturn = _distance; };
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_resultPositions pushBack _result;
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};
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};
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} forEach [1,0.5,0.25];
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END_COUNTER(shootCone);
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[_longestReturn, _shortestReturn, _resultPositions];
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