ACE3/addons/laser/functions/fnc_seekerFindLaserSpot.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* 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
2018-09-17 14:19:29 -05:00

202 lines
8.0 KiB
Plaintext

#include "script_component.hpp"
/*
* Author: Nou
* Searches for a laser spot given a seekers params.
* Provides the interface for Missile Guidance
*
* Arguments:
* 0: Position of seeker (ASL) <ARRAY>
* 1: Direction vector (will be normalized) <ARRAY>
* 2: Seeker FOV in degrees <NUMBER>
* 3: Seeker max distance in meters <NUMBER>
* 4: Seeker wavelength sensitivity range, [1550,1550] is common eye safe <ARRAY>
* 5: Seeker laser code. <NUMBER>
* 6: Ignore 1 (e.g. Player's vehicle) <OBJECT> (default: objNull)
*
* Return Value:
* [Strongest compatible laser spot ASL pos, owner object] Nil array values if nothing found <ARRAY>
*
* Example:
* [getPosASL player, [0,1,0], 90, [1500, 1500], 1111, player] call ace_laser_fnc_seekerFindLaserSpot
*
* Public: No
*/
BEGIN_COUNTER(seekerFindLaserSpot);
params ["_posASL", "_dir", "_seekerFov", "_seekerMaxDistance", "_seekerWavelengths", "_seekerCode", ["_ignoreObj1", objNull]];
_dir = vectorNormalized _dir;
_seekerWavelengths params ["_seekerWavelengthMin", "_seekerWavelengthMax"];
private _seekerCos = cos _seekerFov;
private _seekerMaxDistSq = _seekerMaxDistance ^ 2;
TRACE_6("",_posASL,_dir,_seekerFov,_seekerMaxDistance,_seekerWavelengths,_seekerCode);
private _spots = [];
private _finalPos = nil;
private _finalOwner = objNull;
// Go through all lasers in GVAR(laserEmitters)
{
_x params ["_obj", "_owner", "_laserMethod", "_emitterWavelength", "_laserCode", "_divergence"];
TRACE_6("laser",_obj,_owner,_laserMethod,_emitterWavelength,_laserCode,_divergence);
if (alive _obj && {_emitterWavelength >= _seekerWavelengthMin} && {_emitterWavelength <= _seekerWavelengthMax} && {_laserCode == _seekerCode}) then {
private _laser = [];
// Find laser pos and dir of the laser depending on type
if (IS_STRING(_laserMethod)) then {
_laser = _x call (missionNamespace getVariable [_laserMethod, []]);
} else {
if (IS_CODE(_laserMethod)) then {
_laser = _x call _laserMethod;
} else {
if (IS_ARRAY(_laserMethod)) then {
if (count _laserMethod == 2) then { // [modelPosition, weaponName] for _obj
_laser = [AGLtoASL (_obj modelToWorldVisual (_laserMethod select 0)), _obj weaponDirection (_laserMethod select 1)];
} else {
if (count _laserMethod == 3) then {
_laser = [AGLtoASL (_obj modelToWorldVisual (_laserMethod select 0)), (AGLtoASL (_obj modelToWorldVisual (_laserMethod select 1))) vectorFromTo (AGLtoASL (_obj modelToWorldVisual (_laserMethod select 2)))];
};
};
};
};
};
TRACE_1("",_laser);
//Handle Weird Data Return - skips over this laser in the for loop
if ((_laser isEqualTo []) || {_laser isEqualTo [-1, -1]}) exitWith {WARNING_1("Bad Laser Return",_laser);};
_laser params [["_laserPos", [], [[]], 3], ["_laserDir", [], [[]], 3]];
if (GVAR(dispersionCount) > 0) then {
// Shoot a cone with dispersion
([_laserPos, _laserDir, _divergence, GVAR(dispersionCount), _obj] call FUNC(shootCone)) params ["", "", "_resultPositions"];
{
private _testPoint = _x select 0;
private _testPointVector = _posASL vectorFromTo _testPoint;
private _testDotProduct = _dir vectorDotProduct _testPointVector;
if ((_testDotProduct > _seekerCos) && {(_testPoint vectorDistanceSqr _posASL) < _seekerMaxDistSq}) then {
_spots pushBack [_testPoint, _owner];
};
} forEach _resultPositions;
} else {
// Shoot a single perfect ray from source to target (note, increased chance to "miss" on weird objects like bushes / rocks)
([_laserPos, _laserDir, _obj] call FUNC(shootRay)) params ["_resultPos", "_distance"];
TRACE_2("spot",_resultPos,_distance);
if (_distance > 0) then {
private _testPointVector = _posASL vectorFromTo _resultPos;
private _testDotProduct = _dir vectorDotProduct _testPointVector;
if ((_testDotProduct > _seekerCos) && {(_resultPos vectorDistanceSqr _posASL) < _seekerMaxDistSq}) then {
_spots pushBack [_resultPos, _owner];
};
};
};
};
} forEach (GVAR(laserEmitters) select 2); // Go through all values in hash
TRACE_2("",count _spots, _spots);
if ((count _spots) > 0) then {
private _bucketList = nil;
private _bucketPos = nil;
private _c = 0;
private _buckets = [];
private _excludes = [];
private _bucketIndex = 0;
// Put close points together into buckets
while { count(_spots) != count(_excludes) && _c < (count _spots) } do {
scopeName "mainSearch";
{
if (!(_forEachIndex in _excludes)) then {
private _index = _buckets pushBack [_x, [_x]];
_excludes pushBack _forEachIndex;
_bucketPos = _x select 0;
_bucketList = (_buckets select _index) select 1;
breakTo "mainSearch";
};
} forEach _spots;
{
if (!(_forEachIndex in _excludes)) then {
private _testPos = (_x select 0);
if ((_testPos vectorDistanceSqr _bucketPos) <= 100) then {
_bucketList pushBack _x;
_excludes pushBack _forEachIndex;
};
};
} forEach _spots;
_c = _c + 1;
};
TRACE_1("",_buckets);
private _finalBuckets = [];
private _largest = -1;
private _largestIndex = 0;
{
// find bucket with largest number of points we can see
private _index = _finalBuckets pushBack [];
_bucketList = _finalBuckets select _index;
{
private _testPos = (_x select 0) vectorAdd [0,0,0.05];
private _testIntersections = lineIntersectsSurfaces [_posASL, _testPos, _ignoreObj1];
if ([] isEqualTo _testIntersections) then {
_bucketList pushBack _x;
};
} forEach (_x select 1);
if ((count _bucketList) > _largest) then {
_largest = (count _bucketList);
_largestIndex = _index;
};
} forEach _buckets;
private _finalBucket = _finalBuckets select _largestIndex;
private _ownersHash = [] call CBA_fnc_hashCreate;
TRACE_2("",_finalBucket,_finalBuckets);
if (count _finalBucket > 0) then {
// merge all points in the best bucket into an average point and find effective owner
_finalPos = [0,0,0];
{
_x params ["_xPos", "_owner"];
_finalPos = _finalPos vectorAdd _xPos;
if ([_ownersHash, _owner] call CBA_fnc_hashHasKey) then {
private _count = [_ownersHash, _owner] call CBA_fnc_hashGet;
[_ownersHash, _owner, _count + 1] call CBA_fnc_hashSet;
} else {
[_ownersHash, _owner, 1] call CBA_fnc_hashSet;
};
} forEach _finalBucket;
_finalPos = _finalPos vectorMultiply (1 / (count _finalBucket));
private _maxOwnerCount = -1;
[_ownersHash, {
//IGNORE_PRIVATE_WARNING ["_key", "_value"];
if (_value > _maxOwnerCount) then {
_finalOwner = _key;
};
}] call CBA_fnc_hashEachPair;
};
};
END_COUNTER(seekerFindLaserSpot);
#ifdef DRAW_LASER_INFO
if (isNil "_finalPos") then {
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"];
} else {
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"];
drawLine3D [ASLtoAGL _posASL, ASLtoAGL _finalPos, [0.5,1,0,1]];
};
#endif
TRACE_2("return",_finalPos,_finalOwner);
if (isNil "_finalPos") exitWith {[nil, _finalOwner]};
[_finalPos, _finalOwner];