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75f7ed7532
* Utilize isNotEqualTo * undo changes to some files * redo some changes, fix based on @Vdauphin 's comment * fix validator issues Co-authored-by: PabstMirror <pabstmirror@gmail.com>
98 lines
4.3 KiB
Plaintext
98 lines
4.3 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: PabstMirror
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* Hellfire attack profile. Handles all 4 modes LOBL, LOAL-DIR, LOAL-HI, LOAL-LO
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*
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* Arguments:
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* 0: Seeker Target PosASL <ARRAY>
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* 1: Guidance Arg Array <ARRAY>
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* 2: Attack Profile State <ARRAY>
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*
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* Return Value:
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* Missile Aim PosASL <ARRAY>
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*
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* Example:
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* [[1,2,3], [], []] call ace_hellfire_fnc_attackProfile
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*
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* Public: No
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*/
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params ["_seekerTargetPos", "_args", "_attackProfileStateParams"];
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_args params ["_firedEH", "_launchParams", "", "", "_stateParams"];
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_stateParams params ["", "_seekerStateParams"];
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_launchParams params ["","_targetLaunchParams","_seekerType"];
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_targetLaunchParams params ["", "", "_launchPos"];
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_firedEH params ["","","","","","","_projectile"];
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// Get state params:
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if (_attackProfileStateParams isEqualTo []) then {
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_this call FUNC(getAttackProfileSettings);
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};
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_attackProfileStateParams params ["_attackStage", "_configLaunchHeightClear"];
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private _projectilePos = getPosASL _projectile;
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private _distanceFromLaunch2d = _launchPos distance2d _projectilePos;
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private _heightAboveLaunch = (_projectilePos select 2) - (_launchPos select 2);
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// Add height depending on distance for compensate
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private _returnTargetPos = nil;
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switch (_attackStage) do {
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case STAGE_LAUNCH: { // Gain height quickly to pass terrain mask
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_returnTargetPos = _projectilePos getPos [100, getDir _projectile];
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_returnTargetPos set [2, (_projectilePos select 2) + 36.4]; // 100 and 36.4 gives a 20 deg angle
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if (_heightAboveLaunch > _configLaunchHeightClear) then {
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_attackProfileStateParams set [0, STAGE_SEEK_CRUISE];
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TRACE_2("New Stage: STAGE_SEEK_CRUISE",_distanceFromLaunch2d,_heightAboveLaunch);
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};
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};
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case STAGE_SEEK_CRUISE: { // Slowly gain altitude while searching for target
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// Before 4000 cruise at 5.7 degrees up, then level out
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private _cruiseHeight = linearConversion [3000, 5000, _distanceFromLaunch2d, 10, 0, true];
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_returnTargetPos = _projectilePos getPos [100, getDir _projectile];
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_returnTargetPos set [2, (_projectilePos select 2) + _cruiseHeight];
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if (_seekerTargetPos isNotEqualTo [0,0,0]) then {
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_attackProfileStateParams set [0, STAGE_ATTACK_CRUISE];
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TRACE_1("New Stage: STAGE_ATTACK_CRUISE",_distanceFromLaunch2d);
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};
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};
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case STAGE_ATTACK_CRUISE: {
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private _currentHeightOverTarget = (_projectilePos select 2) - (_seekerTargetPos select 2);
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private _distanceToTarget2d = _seekerTargetPos distance2d _projectilePos;
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private _distToGoRatio = _distanceToTarget2d / (_launchPos distance2d _seekerTargetPos);
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// arcing up at 7 degrees to start until 50% left, then smooth curve to a downward attack
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private _gainSlope = linearConversion [0.5, 0.1, _distToGoRatio, 7, -7, true];
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_returnTargetPos = +_seekerTargetPos;
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_returnTargetPos set [2, ((_projectilePos select 2) + (_distanceToTarget2d * sin _gainSlope)) max (_seekerTargetPos select 2)];
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if ((_distanceToTarget2d < 500) || {(_currentHeightOverTarget atan2 _distanceToTarget2d) > 15}) then { // Wait until we can come down at a sharp angle
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_attackProfileStateParams set [0, STAGE_ATTACK_TERMINAL];
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TRACE_2("New Stage: STAGE_ATTACK_TERMINAL",_distanceToTarget2d,_currentHeightOverTarget);
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};
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};
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case STAGE_ATTACK_TERMINAL: {
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private _distanceToTarget2d = _seekerTargetPos distance2d _projectilePos;
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_returnTargetPos = _seekerTargetPos vectorAdd [0, 0, _distanceToTarget2d * 0.02];
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};
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};
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// Special radar case. Adjust target position such that we are leading it
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if (_attackStage >= 3 && { _seekerType isEqualTo "ARH" }) then {
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_seekerStateParams params ["", "", "", "", "", "", "", "_lastKnownVelocity"];
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private _projectileVelocity = velocity _projectile;
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if (_projectileVelocity#2 < 0) then {
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private _projectileSpeed = vectorMagnitude _projectileVelocity; // this gives a precise impact time versus using speed _projectile. Dont change
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private _timeUntilImpact = (_seekerTargetPos distance _projectilePos) / _projectileSpeed;
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_returnTargetPos = _returnTargetPos vectorAdd (_lastKnownVelocity vectorMultiply _timeUntilImpact);
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};
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};
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// TRACE_1("Adjusted target position", _returnTargetPos);
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_returnTargetPos;
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