ACE3/addons/fcs/functions/fnc_keyUp.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

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#include "script_component.hpp"
/*
* Author: KoffeinFlummi
* Calculates the offsets for all weapons needed to hit the current target.
*
* Arguments:
* 0: Vehicle <OBJECT>
* 1: Turret <ARRAY>
*
* Return Value:
* None
*
* Example:
* [car, [turret]] call ace_fcs_fnc_keyUp
*
* Public: No
*/
params ["_vehicle", "_turret", "_distance", ["_showHint", false], ["_playSound", true]];
TRACE_5("params",_vehicle,_turret,_distance,_showHint,_playSound);
private _turretConfig = [configFile >> "CfgVehicles" >> typeOf _vehicle, _turret] call EFUNC(common,getTurretConfigPath);
if (isNil "_distance") then {
_distance = [
getNumber (_turretConfig >> QGVAR(DistanceInterval)),
getNumber (_turretConfig >> QGVAR(MaxDistance)),
getNumber (_turretConfig >> QGVAR(MinDistance))
] call FUNC(getRange);
} else {
((uiNamespace getVariable ["ACE_dlgRangefinder", displayNull]) displayCtrl 1713151) ctrlSetText ([_distance, 4, 0] call CBA_fnc_formatNumber);
};
// MOVING TARGETS
private _weapon = _vehicle currentWeaponTurret _turret;
private _weaponDirection = _vehicle weaponDirection _weapon; // @todo doesn't work for sub turrets
if (_turret isEqualTo ([_vehicle] call EFUNC(common,getTurretCommander))) then {
_weaponDirection = eyeDirection _vehicle;
};
if (_weaponDirection isEqualTo [0,0,0]) then { // dummy value for non main turrets
_weaponDirection = [1,0,0];
};
private _angleTarget = asin (_weaponDirection select 2);
private _movingAzimuth = 0;
if (CBA_missionTime - GVAR(time) > 1 && GVAR(time) != -1 && isNil {_this select 2}) then {
// calculate speed of target
private _posTarget = (getPosASL _vehicle) vectorAdd (_weaponDirection vectorMultiply _distance);
private _velocityTarget = (_posTarget vectorDiff GVAR(position)) vectorMultiply (1 / (CBA_missionTime - GVAR(time)));
// estimate time to target
private _magazine = _vehicle currentMagazineTurret _turret;
private _ammo = getText (configFile >> "CfgMagazines" >> _magazine >> "ammo");
private _initSpeed = getNumber (configFile >> "CfgMagazines" >> _magazine >> "initSpeed");
private _airFriction = getNumber (configFile >> "CfgAmmo" >> _ammo >> "airFriction");
private _timeToLive = getNumber (configFile >> "CfgAmmo" >> _ammo >> "timeToLive");
private _simulationStep = getNumber (configFile >> "CfgAmmo" >> _ammo >> "simulationStep");
private _initSpeedCoef = getNumber (configFile >> "CfgWeapons" >> _weapon >> "initSpeed");
private _simulationType = getText (configFile >> "CfgAmmo" >> _ammo >> "simulation");
// More BIS fix
if (_simulationType == "shotBullet") then {
if (_initSpeedCoef < 0) then {
_initSpeed = _initSpeed * - _initSpeedCoef;
};
if (_initSpeedCoef > 0) then {
_initSpeed = _initSpeedCoef;
};
};
if (_simulationStep != 0) then {
private _posX = 0;
private _velocityX = _initSpeed;
private _velocityY = 0;
private _timeToTarget = 0;
for "_i" from 1 to (floor (_timeToLive / _simulationStep) + 1) do {
_posX = _posX + _velocityX * _simulationStep;
if (_posX >= _distance) exitWith { // bullet passed the target
_timeToTarget = _i * _simulationStep;
};
private _velocityMagnitude = sqrt (_velocityX ^ 2 + _velocityY ^ 2);
_velocityX = _velocityX + _velocityX * _velocityMagnitude * _airFriction * _simulationStep;
_velocityY = _velocityY + _velocityY * _velocityMagnitude * _airFriction * _simulationStep - 9.81 * _simulationStep;
};
// calculate offsets
private _posArrival = _posTarget vectorAdd (_velocityTarget vectorMultiply _timeToTarget);
private _dirArrival = (_posArrival vectorDiff getPosASL _vehicle) vectorMultiply (1 / (_posArrival vectorDistance getPosASL _vehicle));
_movingAzimuth = ((_dirArrival select 0) atan2 (_dirArrival select 1)) - ((_weaponDirection select 0) atan2 (_weaponDirection select 1));
_angleTarget = asin (_dirArrival select 2);
_distance = floor (_posArrival distance (getPosASL _vehicle));
};
};
GVAR(enabled) = false;
GVAR(time) = -1;
// CALCULATE AZIMUTH CORRECTION
private _viewDiff = _vehicle getVariable format ["%1_%2", QGVAR(ViewDiff), _turret];
private _FCSAzimuth = _movingAzimuth;
if (_viewDiff != 0) then {
_FCSAzimuth = (atan (_distance / _viewDiff) - (abs _viewDiff / _viewDiff) * 90) + _movingAzimuth;
};
[_vehicle, format ["%1_%2", QGVAR(Azimuth), _turret], _FCSAzimuth] call EFUNC(common,setVariablePublic);
// CALCULATE SOLUTION
[_vehicle,_turret,_distance,_angleTarget] call FUNC(calculateSolution);
if (_playSound) then {
playSound "ACE_Sound_Click";
};
if (_showHint) then {
[format ["%1: %2", localize LSTRING(ZeroedTo), _distance]] call EFUNC(common,displayTextStructured);
};