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* Add vehicle explosion handling * Missing semicolon * scale armor damage using passthrough * add - to comment Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com> * improve condition Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com> * remove extra brackets Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com> * remove extra brackets * fix damage sorting * whitespace * comment * fix function header * fix infinite armor when no item equipped * modify condition & handling for vehicle explosion * add vehiclehit woundHandler * finalize * add vehiclehit woundHandler * finalize * cleanup * more cleanup * name * randomize hitpoints * finalize * don't scale structural damage * fix undefined var * remove _i * fix script error, tone down scaling * add AVD checks * Update addons/medical_damage/functions/fnc_woundsHandlerVehiclehit.sqf Co-authored-by: PabstMirror <pabstmirror@gmail.com> * nuke AVD crew damage handling * get rid of aircraft crash lethality compensation --------- Co-authored-by: James Woods <pterolatypus@gmail.com> Co-authored-by: GhostIsSpooky <69561145+Salluci@users.noreply.github.com> Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
352 lines
15 KiB
Plaintext
352 lines
15 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: tcvm
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* Process hit by projectile against vehicle and apply appropiate damage to part.
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*
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* Arguments:
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* 0: The vehicle <OBJECT>
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* 1: Projectile that hit <OBJECT>
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* 2: Hit index of potentially damaged part <NUMBER>
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* 3: New damage done to part <NUMBER>
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* 4: Information about hitpoint <ARRAY>
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* 5: Person who caused damage <OBJECT>
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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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* [myVehicle, projectile, 5, 0.663] call ace_vehicle_damage_fnc_processHit;
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*
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* Public: No
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*/
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params ["_vehicle", "_projectile", "_hitIndex", "_newDamage", "_hitpointData", "_injurer"];
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_hitpointData params ["_hitArea", "_hitpointConfig", "_hitpointName"];
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private _return = true;
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if (_newDamage < 0) then {
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_newDamage = -_newDamage;
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};
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private _currentPartDamage = _vehicle getHitIndex _hitIndex;
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private _nextPartDamage = _currentPartDamage + _newDamage;
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// damage is high enough for immediate destruction
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if (_newDamage >= 15) exitWith {
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TRACE_2("immediate destruction - high damage",_newDamage,_currentPartDamage);
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[_vehicle] call FUNC(knockOut);
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[_vehicle, 1] call FUNC(handleDetonation);
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// kill everyone inside for very insane damage
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{
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_x setDamage 1;
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_x setVariable [QEGVAR(medical,lastDamageSource), _injurer];
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_x setVariable [QEGVAR(medical,lastInstigator), _injurer];
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} forEach crew _vehicle;
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_vehicle setDamage 1;
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_return = false;
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_return
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};
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private _projectileConfig = _projectile call CBA_fnc_getObjectConfig;
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private _warheadTypeStr = getText (_projectileConfig >> "warheadName");
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private _incendiary = [_projectileConfig >> QGVAR(incendiary), "NUMBER", -1] call CBA_fnc_getConfigEntry;
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private _warheadType = ["HE", "AP", "HEAT", "TandemHEAT"] find _warheadTypeStr; // numerical index for warhead type for quicker checks. Numbers defined in script_macros.hpp
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if (_warheadType < 0) then {
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_warheadType = WARHEAD_TYPE_NONE;
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};
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if (_incendiary < 0) then {
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_incendiary = [0.3, 0.1, 1, 1, 0] select _warheadType;
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};
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private _minDamage = [_hitpointConfig >> "minimalHit", "NUMBER", 0] call CBA_fnc_getConfigEntry;
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if (_minDamage < 0) then {
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_minDamage = -_minDamage;
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};
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private _ammoEffectiveness = 0;
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private _projectileExplosive = [_projectileConfig >> "explosive", "NUMBER", 0] call CBA_fnc_getConfigEntry;
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private _indirectHit = [_projectileConfig >> "indirectHit", "NUMBER", 0] call CBA_fnc_getConfigEntry;
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if (_warheadType isEqualTo WARHEAD_TYPE_AP) then {
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// change damage based on projectile speed (doesn't do this in vanilla ARMA believe it or not)
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if !(isNull _injurer) then {
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private _airFriction = [_projectileConfig >> "airFriction", "NUMBER", 0] call CBA_fnc_getConfigEntry;
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private _distance = _injurer distance _vehicle;
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_newDamage = (1 - _projectileExplosive) * _newDamage * exp(_airFriction * _distance);
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};
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};
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private _penChance = 1;
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if (_newDamage < _minDamage) then {
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_penChance = _newDamage / _minDamage;
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TRACE_5("minimum damage modifying hit",_newDamage,_penChance,abs _minDamage,_warheadTypeStr,_hitArea);
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};
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if (_penChance < random 1) exitWith {
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TRACE_1("didn't penetrate",_penChance);
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_return
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};
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if (_minDamage == 0) then {
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_minDamage = 1;
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};
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if (_warheadType isEqualTo WARHEAD_TYPE_HE) then {
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private _modifiedIndirectHit = _indirectHit / 100;
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if (_newDamage > _modifiedIndirectHit) then {
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_newDamage = _newDamage / 2;
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};
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_newDamage = (_newDamage * (_newDamage / _modifiedIndirectHit)) min _newDamage;
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};
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_ammoEffectiveness = if (_warheadType isEqualTo WARHEAD_TYPE_AP) then {
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0.15 max _newDamage
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} else {
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if (_warheadType isEqualTo WARHEAD_TYPE_HE) then {
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(_newDamage / (_minDamage + (_indirectHit / 100)) * 0.2)
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} else {
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((_newDamage / _minDamage) * 0.4) min 1
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};
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};
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TRACE_4("ammo effectiveness",_ammoEffectiveness,_newDamage,_minDamage,_warheadTypeStr);
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_incendiary = _incendiary * _ammoEffectiveness;
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private _isCar = (_vehicle isKindOf "Car" && { !(_vehicle isKindOf "Wheeled_APC_F") });
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if (_isCar) then {
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_ammoEffectiveness = (_ammoEffectiveness + (_ammoEffectiveness * 0.5)) min 1;
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};
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private _currentVehicleAmmo = [_vehicle] call EFUNC(cookoff,getVehicleAmmo);
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private _chanceOfDetonation = 0;
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private _explosiveAmmoCount = 0;
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private _nonExplosiveAmmoCount = 0;
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if (count (_currentVehicleAmmo select 0) isNotEqualTo 0) then {
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private _magConfig = configFile >> "CfgMagazines";
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private _ammoConfig = configFile >> "CfgAmmo";
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private _countOfExplodableAmmo = 0;
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{
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_x params ["_magazineClassname", "_currentAmmoCount"];
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private _initialAmmoCount = getNumber (_magConfig >> _magazineClassname >> "count");
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_chanceOfDetonation = _chanceOfDetonation + (_currentAmmoCount / _initialAmmoCount);
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_countOfExplodableAmmo = _countOfExplodableAmmo + 1;
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private _ammoClassname = getText (_magConfig >> _magazineClassname >> "ammo");
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private _explosive = getNumber (_ammoConfig >> _ammoClassname >> "explosive");
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private _hit = getNumber (_ammoConfig >> _ammoClassname >> "hit");
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if (_explosive > 0.5 || _hit > 50) then {
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_explosiveAmmoCount = _explosiveAmmoCount + 1;
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} else {
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_nonExplosiveAmmoCount = _nonExplosiveAmmoCount + 1;
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};
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} forEach (_currentVehicleAmmo select 0);
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if (_countOfExplodableAmmo != 0) then {
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_chanceOfDetonation = _chanceOfDetonation / _countOfExplodableAmmo;
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};
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};
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private _chanceToDetonate = 0;
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private _chanceOfFire = 0;
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private _currentFuel = fuel _vehicle;
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private _vehicleConfig = _vehicle call CBA_fnc_getObjectConfig;
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switch (_hitArea) do {
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case "engine": {
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_chanceToDetonate = ([_vehicleConfig >> QGVAR(engineDetonationProb), "NUMBER", 0] call CBA_fnc_getConfigEntry) * _incendiary * _currentFuel * _penChance;
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_chanceOfFire = ([_vehicleConfig >> QGVAR(engineFireProb), "NUMBER", 0] call CBA_fnc_getConfigEntry) * _incendiary * _currentFuel * _penChance;
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private _cookoffIntensity = 4 * _currentFuel;
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TRACE_6("hit engine",_chanceToDetonate,_chanceOfFire,_incendiary,_chanceOfDetonation,_currentFuel,_cookoffIntensity);
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if (_isCar) then {
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_chanceOfFire = 0; // no cookoff for cars
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};
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if ([_vehicle, _chanceToDetonate, _currentVehicleAmmo, _explosiveAmmoCount, _nonExplosiveAmmoCount, _injurer] call FUNC(handleDetonation)) exitWith {
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[_vehicle] call FUNC(knockOut);
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};
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// cap damage at 0.9 to avoid hard coded blow up
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_nextPartDamage = (0.9 min _nextPartDamage);
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// fatal engine/drive system damage
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if (_nextPartDamage == 0.9 || { 0.8 * _ammoEffectiveness > random 1 }) then {
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[_vehicle, _hitIndex, _hitpointName, 0.9 * _penChance] call FUNC(addDamage);
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_vehicle setVariable [QGVAR(canMove), false];
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} else {
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[_vehicle, _hitIndex, _hitpointName, _nextPartDamage * _penChance] call FUNC(addDamage);
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};
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[_vehicle, _chanceOfFire, _cookoffIntensity, _injurer, _hitArea, false] call FUNC(handleCookoff);
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};
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case "hull": {
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_chanceToDetonate = ([_vehicleConfig >> QGVAR(hullDetonationProb), "NUMBER", 0] call CBA_fnc_getConfigEntry) * _incendiary * ((_chanceOfDetonation + _currentFuel) / 2) * _penChance;
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_chanceOfFire = ([_vehicleConfig >> QGVAR(hullFireProb), "NUMBER", 0] call CBA_fnc_getConfigEntry) * _incendiary * ((_chanceOfDetonation + _currentFuel) / 2) * _penChance;
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private _cookoffIntensity = 1.5 + (_explosiveAmmoCount * _chanceOfFire);
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TRACE_6("hit hull",_chanceToDetonate,_chanceOfFire,_incendiary,_chanceOfDetonation,_currentFuel,_cookoffIntensity);
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if (_isCar) then {
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_chanceOfFire = 0; // no cookoff for cars
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};
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if ([_vehicle, _chanceToDetonate, _currentVehicleAmmo, _explosiveAmmoCount, _nonExplosiveAmmoCount, _injurer] call FUNC(handleDetonation)) exitWith {
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[_vehicle, _hitIndex, _hitpointName, 0.89 * _penChance] call FUNC(addDamage);
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[_vehicle] call FUNC(knockOut);
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};
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private _hash = _vehicle getVariable [QGVAR(hitpointHash), []];
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private _hashKeys = [_hash] call CBA_fnc_hashKeys;
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// 25% chance of jamming turret - 25% of mobility kill - 25% of both - 75% chance of critical hull damage
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private _rand = random 1;
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TRACE_2("rolling hull damage",_ammoEffectiveness,_rand);
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private _partKill = [];
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if (_ammoEffectiveness > _rand) then {
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_rand = random 1;
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TRACE_2("damaged hull part",_ammoEffectiveness,_rand);
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switch (true) do {
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case (_rand < 0.25): {
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[_vehicle, _hitIndex, _hitpointName, 0.89 * _penChance] call FUNC(addDamage);
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// iterate through all keys and find appropriate turret
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[_hash, {
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if (_value#0 isEqualTo "turret") then {
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_partKill pushBack _key;
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};
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}] call CBA_fnc_hashEachPair;
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_vehicle setVariable [QGVAR(canShoot), false];
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};
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case (_rand < 0.5): {
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[_vehicle, _hitIndex, _hitpointName, 0.89 * _penChance] call FUNC(addDamage);
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_partKill = _partKill + ENGINE_HITPOINTS#0;
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if !(_vehicle isKindOf "Wheeled_APC_F") then {
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_partKill = _partKill + TRACK_HITPOINTS#0;
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};
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_vehicle setVariable [QGVAR(canMove), false];
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};
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case (_rand < 0.75): {
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[_vehicle, _hitIndex, _hitpointName, 0.89 * _penChance] call FUNC(addDamage);
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_partKill = _partKill + ENGINE_HITPOINTS#0;
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if !(_vehicle isKindOf "Wheeled_APC_F") then {
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_partKill = _partKill + TRACK_HITPOINTS#0;
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};
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// iterate through all keys and find appropriate turret
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[_hash, {
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if (_value#0 isEqualTo "turret") then {
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_partKill pushBack _key;
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};
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}] call CBA_fnc_hashEachPair;
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_vehicle setVariable [QGVAR(canMove), false];
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_vehicle setVariable [QGVAR(canShoot), false];
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};
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default{};
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};
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};
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{
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TRACE_1("doing damage to hitpoint", _x);
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[_vehicle, -1, _x, 1 * _penChance] call FUNC(addDamage);
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} forEach _partKill;
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[_vehicle, _chanceOfFire, _cookoffIntensity, _injurer, "", true] call FUNC(handleCookoff);
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};
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case "turret": {
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_chanceToDetonate = ([_vehicleConfig >> QGVAR(turretDetonationProb), "NUMBER", 0] call CBA_fnc_getConfigEntry) * _incendiary * _chanceOfDetonation * _penChance;
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_chanceOfFire = ([_vehicleConfig >> QGVAR(turretFireProb), "NUMBER", 0] call CBA_fnc_getConfigEntry) * _incendiary * _chanceOfDetonation * _penChance;
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private _cookoffIntensity = _explosiveAmmoCount * _chanceOfFire;
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TRACE_6("hit turret",_chanceToDetonate,_chanceOfFire,_incendiary,_chanceOfDetonation,_currentFuel,_cookoffIntensity);
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if (_isCar) then {
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_chanceOfFire = 0; // no cookoff for cars
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};
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if ([_vehicle, _chanceToDetonate, _currentVehicleAmmo, _explosiveAmmoCount, _nonExplosiveAmmoCount, _injurer] call FUNC(handleDetonation)) exitWith {
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[_vehicle] call FUNC(knockOut);
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};
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if (0.8 * _ammoEffectiveness > random 1) then {
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TRACE_1("damaged turret", _ammoEffectiveness * 0.8);
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[_vehicle, _hitIndex, _hitpointName, 1 * _penChance] call FUNC(addDamage);
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_vehicle setVariable [QGVAR(canShoot), false];
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};
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[_vehicle, _chanceOfFire, _cookoffIntensity, _injurer, "", true] call FUNC(handleCookoff);
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};
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case "gun": {
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TRACE_5("hit gun",_chanceToDetonate,_chanceOfFire,_incendiary,_chanceOfDetonation,_currentFuel);
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if (0.8 * _ammoEffectiveness > random 1) then {
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TRACE_1("damaged gun",_ammoEffectiveness * 0.8);
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[_vehicle, _hitIndex, _hitpointName, 1 * _penChance] call FUNC(addDamage);
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_vehicle setVariable [QGVAR(canShoot), false];
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};
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};
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case "track": {
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private _damage = (0.1 max (0.1 * _newDamage / _minDamage)) min 1;
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[_vehicle, _hitIndex, _hitpointName, (_currentPartDamage + _damage) * _penChance] call FUNC(addDamage);
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TRACE_3("damaged track",_damage,_newDamage,_minDamage);
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if ((_vehicle getHitIndex _hitIndex) >= 1) then {
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_vehicle setVariable [QGVAR(canMove), false];
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};
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};
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case "wheel": {
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[_vehicle, _hitIndex, _hitpointName, (_currentPartDamage + _newDamage) * _penChance] call FUNC(addDamage);
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TRACE_1("damaged wheel",_newDamage);
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};
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case "fuel": {
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_chanceOfFire = (_incendiary * _currentFuel * _penChance) / 2;
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private _cookoffIntensity = _currentFuel * 5;
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TRACE_2("damaged fuel",_chanceOfFire,_cookoffIntensity);
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if (_isCar) then {
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_chanceOfFire = 0; // no cookoff for cars
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};
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[_vehicle, _chanceOfFire, _cookoffIntensity, _injurer, "", false] call FUNC(handleCookoff);
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private _damage = (0.1 max (0.1 * _newDamage / _minDamage)) min 1;
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[_vehicle, _hitIndex, _hitpointName, (_currentPartDamage + _damage) * _penChance] call FUNC(addDamage);
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};
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case "slat": {
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TRACE_2("hit slat",_warheadType,_warheadTypeStr);
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// incredibly small chance of AP destroying SLAT
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if (_warheadType isEqualTo WARHEAD_TYPE_HEAT || { _warheadType isEqualTo WARHEAD_TYPE_TANDEM } || { _warheadType isEqualTo WARHEAD_TYPE_HE } || { 0.01 > random 1 }) then {
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private _currentDamage = _vehicle getHitIndex _hitIndex;
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TRACE_3("damaged slat",_warheadType,_warheadTypeStr,_currentDamage);
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if (_warheadType isEqualTo WARHEAD_TYPE_HEAT || { _warheadType isEqualTo WARHEAD_TYPE_TANDEM }) then {
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[_vehicle, _hitIndex, _hitpointName, 1] call FUNC(addDamage);
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} else {
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[_vehicle, _hitIndex, _hitpointName, _currentDamage + (0.5 max random 1)] call FUNC(addDamage);
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};
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if (_currentDamage < 1 && _warheadType isEqualTo WARHEAD_TYPE_HEAT) then {
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_return = false;
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};
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};
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};
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case "era": {
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TRACE_2("hit era",_warheadType,_warheadTypeStr);
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if (_warheadType isEqualTo WARHEAD_TYPE_HEAT || { _warheadType isEqualTo WARHEAD_TYPE_TANDEM } || { 0.05 > random 1 }) then {
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private _currentDamage = _vehicle getHitIndex _hitIndex;
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TRACE_3("damaged era",_warheadType,_warheadTypeStr,_currentDamage);
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[_vehicle, _hitIndex, _hitpointName, 1] call FUNC(addDamage);
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// dont process anymore damage if this is HEAT - shouldnt happen anyway but ARMA says it does so you know
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if (_currentDamage < 1 && _warheadType isEqualTo WARHEAD_TYPE_HEAT) then {
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_return = false;
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};
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};
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};
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default {
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TRACE_1("hit unknown hitpoint??",_hitArea);
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}
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};
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_return
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