ACE3/addons/hellfire/functions/fnc_attackProfile.sqf

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#include "script_component.hpp"
/*
* Author: PabstMirror
* Hellfire attack profile. Handles all 4 modes LOBL, LOAL-DIR, LOAL-HI, LOAL-LO
*
* Arguments:
* 0: Seeker Target PosASL <ARRAY>
* 1: Guidance Arg Array <ARRAY>
* 2: Attack Profile State <ARRAY>
*
* Return Value:
* Missile Aim PosASL <ARRAY>
*
* Example:
* [[1,2,3], [], []] call ace_hellfire_fnc_attackProfile
*
* Public: No
*/
params ["_seekerTargetPos", "_args", "_attackProfileStateParams"];
_args params ["_firedEH", "_launchParams", "_flightParams", "", "_stateParams"];
_stateParams params ["", "_seekerStateParams"];
_launchParams params ["","_targetLaunchParams","_seekerType"];
_targetLaunchParams params ["", "", "_launchPos", "_launchDir"];
_firedEH params ["","","","","","","_projectile"];
// Get state params:
if (_attackProfileStateParams isEqualTo []) then {
_this call FUNC(getAttackProfileSettings);
};
_attackProfileStateParams params ["_attackStage", "_configLaunchHeightClear", "_missileStateData"];
private _projectilePos = getPosASL _projectile;
private _distanceFromLaunch2d = _launchPos distance2d _projectilePos;
private _heightAboveLaunch = (_projectilePos select 2) - (_launchPos select 2);
// Add height depending on distance for compensate
private _returnTargetPos = _seekerTargetPos;
if (_returnTargetPos isEqualTo [0, 0, 0]) then {
_initialDistanceToTarget = 8000;
_returnTargetPos = _launchPos vectorAdd (_launchDir vectorMultiply _initialDistanceToTarget);
};
private _closingRate = vectorMagnitude velocity _projectile;
private _timeToGo = (_projectilePos distance _seekerTargetPos) / _closingRate;
// we could do stuff like desired attack angle, but I'm not going that far today
private _los = vectorNormalized (_seekerTargetPos vectorDiff _projectilePos);
_flightParams params ["_pitchRate", "_yawRate"];
private _angleToTarget = acos ((vectorDir _projectile) vectorCos _los);
private _atMinRotationAngle = _angleToTarget >= (0.5 * _pitchRate * _timeToGo);
switch (_attackStage) do {
case STAGE_LAUNCH: { // Gain height quickly to pass terrain mask
_missileStateData params ["_heightBeforeStateSwitch", "_initialDistanceToTarget"];
_returnTargetPos set [2, _heightBeforeStateSwitch + (_initialDistanceToTarget * sin 20)]; // 100 and 36.4 gives a 20 deg angle
if (_heightAboveLaunch > _configLaunchHeightClear) then {
_attackProfileStateParams set [0, STAGE_SEEK_CRUISE];
_attackProfileStateParams set [2, [_projectilePos select 2, _seekerTargetPos distance2d _projectilePos]];
TRACE_2("New Stage: STAGE_SEEK_CRUISE",_distanceFromLaunch2d,_heightAboveLaunch);
};
if (_atMinRotationAngle) then {
_attackProfileStateParams set [0, STAGE_ATTACK_TERMINAL];
_attackProfileStateParams set [2, [_projectilePos select 2, _seekerTargetPos distance2d _projectilePos]];
TRACE_2("New Stage: STAGE_ATTACK_TERMINAL",_distanceToTarget2d,_currentHeightOverTarget);
};
};
case STAGE_SEEK_CRUISE: { // Slowly gain altitude while searching for target
_missileStateData params ["_heightBeforeStateSwitch", "_initialDistanceToTarget"];
// Before 4000 cruise at 5.7 degrees up, then level out
_returnTargetPos set [2, _heightBeforeStateSwitch + (_initialDistanceToTarget * sin 5.7)];
if (_seekerTargetPos isNotEqualTo [0,0,0]) then {
_attackProfileStateParams set [0, STAGE_ATTACK_CRUISE];
_attackProfileStateParams set [2, [_projectilePos select 2, _seekerTargetPos distance2d _projectilePos]];
TRACE_1("New Stage: STAGE_ATTACK_CRUISE",_distanceFromLaunch2d);
};
};
case STAGE_ATTACK_CRUISE: {
_missileStateData params ["_heightBeforeStateSwitch", "_initialDistanceToTarget"];
private _currentHeightOverTarget = (_projectilePos select 2) - (_seekerTargetPos select 2);
private _distanceToTarget2d = _seekerTargetPos distance2d _projectilePos;
_returnTargetPos set [2, _heightBeforeStateSwitch + (_initialDistanceToTarget * sin 7)];
// if we are at the rotation limit, rotate to target
if (_atMinRotationAngle || {(_currentHeightOverTarget atan2 _distanceToTarget2d) > 15}) then { // Wait until we can come down at a sharp angle
_attackProfileStateParams set [0, STAGE_ATTACK_TERMINAL];
_attackProfileStateParams set [2, [_projectilePos select 2, _seekerTargetPos distance2d _projectilePos]];
TRACE_2("New Stage: STAGE_ATTACK_TERMINAL",_distanceToTarget2d,_currentHeightOverTarget);
};
};
case STAGE_ATTACK_TERMINAL: {
};
};
// missile guidance defines this variable in doAttackProfile
_attackProfileName = ["na", "hellfire - LAUNCH", "hellfire - SEEK CRUISE", "hellfire - ATTACK CRUISE", "hellfire - TERMINAL"] select _attackStage;
TRACE_1("Adjusted target position", _returnTargetPos);
_returnTargetPos;