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dcf4f3b53e
addons/missileguidance/functions/fnc_onFired.sqf
114 lines
4.5 KiB
Plaintext
114 lines
4.5 KiB
Plaintext
//#define DEBUG_MODE_FULL
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#include "script_component.hpp"
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// Bail if guidance is disabled
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// Bail on locality of the projectile, it should be local to us
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if(GVAR(enabled) < 1 || {!local _projectile} ) exitWith { false };
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if( !isPlayer _shooter && { GVAR(enabled) < 2 } ) exitWith { false };
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private["_config", "_configs", "_enabled", "_target", "_seekerType", "_attackProfile"];
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private["_args", "_canUseLock", "_guidingUnit", "_launchPos", "_lockMode", "_targetPos", "_vanillaTarget"];
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PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
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// Bail on not missile
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if(! (_ammo isKindOf "MissileBase") ) exitWith { false };
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_configs = configProperties [configFile >> "CfgAmmo" >> _ammo >> QUOTE(ADDON), "true", false];
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if( (count _configs) < 1) exitWith {};
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_config = (configFile >> "CfgAmmo" >> _ammo >> QUOTE(ADDON));
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_enabled = getNumber ( _config >> "enabled");
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// Bail if guidance is not enabled
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if(isNil "_enabled" || {_enabled != 1}) exitWith { false };
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_target = (vehicle _shooter) getVariable [QGVAR(target), nil];
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_targetPos = (vehicle _shooter) getVariable [QGVAR(targetPosition), nil];
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_seekerType = (vehicle _shooter) getVariable [QGVAR(seekerType), nil];
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_attackProfile = (vehicle _shooter) getVariable [QGVAR(attackProfile), nil];
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_lockMode = (vehicle _shooter) getVariable [QGVAR(lockMode), nil];
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_laserCode = (vehicle _shooter) getVariable [EGVAR(laser,code), ACE_DEFAULT_LASER_CODE];
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_laserInfo = [_laserCode, ACE_DEFAULT_LASER_WAVELENGTH, ACE_DEFAULT_LASER_WAVELENGTH];
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_launchPos = getPosASL (vehicle _shooter);
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TRACE_3("Begin guidance", _target, _seekerType, _attackProfile);
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if ( isNil "_seekerType" || { ! ( _seekerType in (getArray (_config >> "seekerTypes" ) ) ) } ) then {
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_seekerType = getText (_config >> "defaultSeekerType");
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};
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if ( isNil "_attackProfile" || { ! ( _attackProfile in (getArray (_config >> "attackProfiles" ) ) ) } ) then {
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_attackProfile = getText (_config >> "defaultAttackProfile");
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};
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if ( isNil "_lockMode" || { ! ( _lockMode in (getArray (_config >> "seekerLockModes" ) ) ) } ) then {
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_lockMode = getText (_config >> "defaultSeekerLockMode");
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};
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// If we didn't get a target, try to fall back on tab locking
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if(isNil "_target") then {
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if(!isPlayer _shooter) then {
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// This was an AI shot, lets still guide it on the AI target
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_target = _shooter getVariable[QGVAR(vanilla_target), nil];
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TRACE_1("Detected AI Shooter!", _target);
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} else {
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_canUseLock = getNumber (_config >> "canVanillaLock");
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// @TODO: Get vanilla target
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if(_canUseLock > 0 || difficulty < 1) then {
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_vanillaTarget = cursorTarget;
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TRACE_1("Using Vanilla Locking", _vanillaTarget);
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if(!isNil "_vanillaTarget") then {
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_target = _vanillaTarget;
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};
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};
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};
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};
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TRACE_4("Beginning ACE guidance system",_target,_ammo,_seekerType,_attackProfile);
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_args = [_this,
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[_shooter,
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[_target, _targetPos, _launchPos],
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_seekerType,
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_attackProfile,
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_lockMode,
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_laserInfo
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],
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[
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getNumber ( _config >> "minDeflection" ),
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getNumber ( _config >> "maxDeflection" ),
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getNumber ( _config >> "incDeflection" )
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],
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[
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getNumber ( _config >> "seekerAngle" ),
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getNumber ( _config >> "seekerAccuracy" ),
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getNumber ( _config >> "seekerMaxRange" )
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],
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[ diag_tickTime, [], [] ]
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];
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// Hand off to the guiding unit. We just use local player so local PFH fires for now
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// Laser code needs to give us a shooter for LOBL, or the seeker unit needs to be able to shift locality
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// Based on its homing laser
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// Lasers need to be handled in a special LOAL/LOBL case
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//if(isPlayer _shooter) then {
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// _guidingUnit = ACE_player;
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//
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// if(local _guidingUnit) then {
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// [FUNC(guidancePFH), 0, _args ] call cba_fnc_addPerFrameHandler;
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// } else {
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// [QGVAR(handoff), [_guidingUnit, _args] ] call FUNC(doHandoff);
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// };
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//} else {
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[FUNC(guidancePFH), 0, _args ] call cba_fnc_addPerFrameHandler;
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//};
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/* Clears locking settings
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(vehicle _shooter) setVariable [QGVAR(target), nil];
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(vehicle _shooter) setVariable [QGVAR(seekerType), nil];
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(vehicle _shooter) setVariable [QGVAR(attackProfile), nil];
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(vehicle _shooter) setVariable [QGVAR(lockMode), nil];
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*/ |