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* advanced_ballistics * advanced_fatigue * advanced_throwing * ai * aircraft * arsenal * atragmx * attach * backpacks * ballistics * captives * cargo * chemlights * common * concertina_wire * cookoff * dagr * disarming * disposable * dogtags * dragging * explosives * fastroping * fcs * finger * frag * gestures * gforces * goggles * grenades * gunbag * hearing * hitreactions * huntir * interact_menu * interaction * inventory * kestrel4500 * laser * laserpointer * logistics_uavbattery * logistics_wirecutter * magazinerepack * map * map_gestures * maptools * markers * medical * medical_ai * medical_blood * medical_menu * microdagr * minedetector * missileguidance * missionmodules * mk6mortar * modules * movement * nametags * nightvision * nlaw * optics * optionsmenu * overheating * overpressure * parachute * pylons * quickmount * rangecard * rearm * recoil * refuel * reload * reloadlaunchers * repair * respawn * safemode * sandbag * scopes * slideshow * spectator * spottingscope * switchunits * tacticalladder * tagging * trenches * tripod * ui * vector * vehiclelock * vehicles * viewdistance * weaponselect * weather * winddeflection * yardage450 * zeus * arsenal defines.hpp * optionals * DEBUG_MODE_FULL 1 * DEBUG_MODE_FULL 2 * Manual fixes * Add SQF Validator check for #include after block comment * explosives fnc_openTimerUI * fix uniqueItems
202 lines
8.0 KiB
Plaintext
202 lines
8.0 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Nou
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* Searches for a laser spot given a seekers params.
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* Provides the interface for Missile Guidance
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*
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* Arguments:
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* 0: Position of seeker (ASL) <ARRAY>
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* 1: Direction vector (will be normalized) <ARRAY>
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* 2: Seeker FOV in degrees <NUMBER>
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* 3: Seeker max distance in meters <NUMBER>
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* 4: Seeker wavelength sensitivity range, [1550,1550] is common eye safe <ARRAY>
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* 5: Seeker laser code. <NUMBER>
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* 6: Ignore 1 (e.g. Player's vehicle) <OBJECT> (default: objNull)
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*
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* Return Value:
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* [Strongest compatible laser spot ASL pos, owner object] Nil array values if nothing found <ARRAY>
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*
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* Example:
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* [getPosASL player, [0,1,0], 90, [1500, 1500], 1111, player] call ace_laser_fnc_seekerFindLaserSpot
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*
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* Public: No
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*/
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BEGIN_COUNTER(seekerFindLaserSpot);
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params ["_posASL", "_dir", "_seekerFov", "_seekerMaxDistance", "_seekerWavelengths", "_seekerCode", ["_ignoreObj1", objNull]];
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_dir = vectorNormalized _dir;
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_seekerWavelengths params ["_seekerWavelengthMin", "_seekerWavelengthMax"];
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private _seekerCos = cos _seekerFov;
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private _seekerMaxDistSq = _seekerMaxDistance ^ 2;
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TRACE_6("",_posASL,_dir,_seekerFov,_seekerMaxDistance,_seekerWavelengths,_seekerCode);
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private _spots = [];
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private _finalPos = nil;
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private _finalOwner = objNull;
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// Go through all lasers in GVAR(laserEmitters)
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{
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_x params ["_obj", "_owner", "_laserMethod", "_emitterWavelength", "_laserCode", "_divergence"];
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TRACE_6("laser",_obj,_owner,_laserMethod,_emitterWavelength,_laserCode,_divergence);
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if (alive _obj && {_emitterWavelength >= _seekerWavelengthMin} && {_emitterWavelength <= _seekerWavelengthMax} && {_laserCode == _seekerCode}) then {
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private _laser = [];
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// Find laser pos and dir of the laser depending on type
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if (IS_STRING(_laserMethod)) then {
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_laser = _x call (missionNamespace getVariable [_laserMethod, []]);
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} else {
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if (IS_CODE(_laserMethod)) then {
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_laser = _x call _laserMethod;
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} else {
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if (IS_ARRAY(_laserMethod)) then {
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if (count _laserMethod == 2) then { // [modelPosition, weaponName] for _obj
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_laser = [AGLtoASL (_obj modelToWorldVisual (_laserMethod select 0)), _obj weaponDirection (_laserMethod select 1)];
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} else {
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if (count _laserMethod == 3) then {
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_laser = [AGLtoASL (_obj modelToWorldVisual (_laserMethod select 0)), (AGLtoASL (_obj modelToWorldVisual (_laserMethod select 1))) vectorFromTo (AGLtoASL (_obj modelToWorldVisual (_laserMethod select 2)))];
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};
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};
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};
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};
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};
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TRACE_1("",_laser);
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//Handle Weird Data Return - skips over this laser in the for loop
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if ((_laser isEqualTo []) || {_laser isEqualTo [-1, -1]}) exitWith {WARNING_1("Bad Laser Return",_laser);};
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_laser params [["_laserPos", [], [[]], 3], ["_laserDir", [], [[]], 3]];
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if (GVAR(dispersionCount) > 0) then {
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// Shoot a cone with dispersion
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([_laserPos, _laserDir, _divergence, GVAR(dispersionCount), _obj] call FUNC(shootCone)) params ["", "", "_resultPositions"];
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{
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private _testPoint = _x select 0;
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private _testPointVector = _posASL vectorFromTo _testPoint;
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private _testDotProduct = _dir vectorDotProduct _testPointVector;
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if ((_testDotProduct > _seekerCos) && {(_testPoint vectorDistanceSqr _posASL) < _seekerMaxDistSq}) then {
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_spots pushBack [_testPoint, _owner];
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};
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} forEach _resultPositions;
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} else {
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// Shoot a single perfect ray from source to target (note, increased chance to "miss" on weird objects like bushes / rocks)
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([_laserPos, _laserDir, _obj] call FUNC(shootRay)) params ["_resultPos", "_distance"];
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TRACE_2("spot",_resultPos,_distance);
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if (_distance > 0) then {
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private _testPointVector = _posASL vectorFromTo _resultPos;
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private _testDotProduct = _dir vectorDotProduct _testPointVector;
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if ((_testDotProduct > _seekerCos) && {(_resultPos vectorDistanceSqr _posASL) < _seekerMaxDistSq}) then {
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_spots pushBack [_resultPos, _owner];
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};
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};
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};
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};
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} forEach (GVAR(laserEmitters) select 2); // Go through all values in hash
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TRACE_2("",count _spots, _spots);
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if ((count _spots) > 0) then {
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private _bucketList = nil;
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private _bucketPos = nil;
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private _c = 0;
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private _buckets = [];
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private _excludes = [];
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private _bucketIndex = 0;
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// Put close points together into buckets
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while { count(_spots) != count(_excludes) && _c < (count _spots) } do {
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scopeName "mainSearch";
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{
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if (!(_forEachIndex in _excludes)) then {
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private _index = _buckets pushBack [_x, [_x]];
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_excludes pushBack _forEachIndex;
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_bucketPos = _x select 0;
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_bucketList = (_buckets select _index) select 1;
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breakTo "mainSearch";
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};
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} forEach _spots;
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{
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if (!(_forEachIndex in _excludes)) then {
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private _testPos = (_x select 0);
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if ((_testPos vectorDistanceSqr _bucketPos) <= 100) then {
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_bucketList pushBack _x;
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_excludes pushBack _forEachIndex;
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};
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};
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} forEach _spots;
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_c = _c + 1;
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};
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TRACE_1("",_buckets);
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private _finalBuckets = [];
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private _largest = -1;
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private _largestIndex = 0;
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{
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// find bucket with largest number of points we can see
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private _index = _finalBuckets pushBack [];
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_bucketList = _finalBuckets select _index;
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{
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private _testPos = (_x select 0) vectorAdd [0,0,0.05];
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private _testIntersections = lineIntersectsSurfaces [_posASL, _testPos, _ignoreObj1];
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if ([] isEqualTo _testIntersections) then {
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_bucketList pushBack _x;
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};
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} forEach (_x select 1);
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if ((count _bucketList) > _largest) then {
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_largest = (count _bucketList);
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_largestIndex = _index;
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};
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} forEach _buckets;
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private _finalBucket = _finalBuckets select _largestIndex;
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private _ownersHash = [] call CBA_fnc_hashCreate;
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TRACE_2("",_finalBucket,_finalBuckets);
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if (count _finalBucket > 0) then {
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// merge all points in the best bucket into an average point and find effective owner
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_finalPos = [0,0,0];
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{
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_x params ["_xPos", "_owner"];
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_finalPos = _finalPos vectorAdd _xPos;
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if ([_ownersHash, _owner] call CBA_fnc_hashHasKey) then {
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private _count = [_ownersHash, _owner] call CBA_fnc_hashGet;
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[_ownersHash, _owner, _count + 1] call CBA_fnc_hashSet;
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} else {
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[_ownersHash, _owner, 1] call CBA_fnc_hashSet;
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};
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} forEach _finalBucket;
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_finalPos = _finalPos vectorMultiply (1 / (count _finalBucket));
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private _maxOwnerCount = -1;
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[_ownersHash, {
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//IGNORE_PRIVATE_WARNING ["_key", "_value"];
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if (_value > _maxOwnerCount) then {
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_finalOwner = _key;
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};
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}] call CBA_fnc_hashEachPair;
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};
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};
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END_COUNTER(seekerFindLaserSpot);
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#ifdef DRAW_LASER_INFO
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if (isNil "_finalPos") then {
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drawIcon3D ["\A3\ui_f\data\map\vehicleicons\iconMan_ca.paa", [0.9,1,0,1], (ASLtoAGL _posASL), 1, 1, 0, format ["Seeker: %1", _seekerCode], 0.5, 0.025, "TahomaB"];
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} else {
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drawIcon3D ["\A3\ui_f\data\map\vehicleicons\iconManAT_ca.paa", [0.5,1,0,1], (ASLtoAGL _posASL), 1, 1, 0, format ["Seeker: %1", _seekerCode], 0.5, 0.025, "TahomaB"];
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drawLine3D [ASLtoAGL _posASL, ASLtoAGL _finalPos, [0.5,1,0,1]];
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};
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#endif
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TRACE_2("return",_finalPos,_finalOwner);
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if (isNil "_finalPos") exitWith {[nil, _finalOwner]};
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[_finalPos, _finalOwner];
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