ACE3/addons/fcs/functions/fnc_keyUp.sqf
VKing b83be88571 Enhance ranging.
KeyDown will now apply a static range calculation. KeyUp calculates the target movement and reapplies the calculation as normal.
Sorry in advance for the merge conflicts
2016-01-21 02:02:50 +01:00

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/*
* Author: KoffeinFlummi
* Calculates the offsets for all weapons needed to hit the current target.
*
* Arguments:
* 0: Vehicle <OBJECT>
* 1: Turret <ARRAY>
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
params ["_vehicle", "_turret", "_distance", ["_showHint", false], ["_playSound", true]];
private _turretConfig = [configFile >> "CfgVehicles" >> typeOf _vehicle, _turret] call EFUNC(common,getTurretConfigPath);
// call FUNC(updateRangeHUD);
if (isNil "_distance") then {
_distance = [
getNumber (_turretConfig >> QGVAR(DistanceInterval)),
getNumber (_turretConfig >> QGVAR(MaxDistance)),
getNumber (_turretConfig >> QGVAR(MinDistance))
] call FUNC(getRange);
};
// 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 (ACE_time - 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 / (ACE_time - 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 = getNumber (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);
};