ACE3/addons/zeus/functions/fnc_moduleSuppressiveFire.sqf
jonpas 742626ff1a
General - Relative script_component.hpp includes (#9378)
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-09-12 20:58:10 +02:00

120 lines
5.1 KiB
Plaintext

#include "..\script_component.hpp"
/*
* Author: bux, PabstMirror
* Commands the selected unit or group to start suppressive fire on the unit, group or location the module is placed on
*
* Arguments:
* 0: Module logic <OBJECT>
* 1: Synchronized units <ARRAY>
* 2: Activated <BOOL>
*
* Return Value:
* None
*
* Example:
* [LOGIC, [bob, kevin], true] call ace_zeus_fnc_moduleSuppressiveFire
*
* Public: No
*/
// #define DRAW_ZEUS_INFO
if (canSuspend) exitWith {[FUNC(moduleSuppressiveFire), _this] call CBA_fnc_directCall;};
params ["_logic", "_units", "_activated"];
if !(_activated && {local _logic}) exitWith {};
// Validate the module target
private _unit = effectiveCommander (attachedTo _logic);
TRACE_3("moduleSuppressiveFire placed",_unit,typeOf _unit,typeOf _logic);
deleteVehicle _logic; // cleanup logic now, we just needed it to get the attached unit
if (isNull _unit) exitWith {
[LSTRING(NothingSelected)] call FUNC(showMessage);
};
if (!alive _unit) exitWith {
[LSTRING(OnlyAlive)] call FUNC(showMessage);
};
if ([_unit] call EFUNC(common,isPlayer)) exitWith {
["str_a3_cfgvehicles_moduleremotecontrol_f_errorPlayer"] call FUNC(showMessage);
};
[_unit, {
params ["_successful", "_unit", "_mousePosASL"];
TRACE_3("getModuleDestination return",_successful,_unit,_mousePosASL);
if !(_successful && {alive _unit}) exitWith {};
private _vehicle = vehicle _unit;
private _targetASL = _mousePosASL vectorAdd [0,0,0.6]; // mouse pos is at ground level zero, raise up a bit;
private _artilleryMag = "";
if ((getNumber (configOf _vehicle >> "artilleryScanner")) == 1) then {
// Artillery - Get mortar ammo type and verify in range
if (isNull gunner _vehicle) exitWith {_targetASL = [];};
{
private _ammo = getText (configFile >> "CfgMagazines" >> _x >> "ammo");
private _hit = getNumber (configFile >> "CfgAmmo" >> _ammo >> "hit");
if (_hit > 20) exitWith {_artilleryMag = _x;};
} forEach getArtilleryAmmo [_vehicle];
TRACE_1("getArtilleryAmmo",_artilleryMag);
if (_artilleryMag == "") exitWith {_targetASL = [];};
private _eta = _vehicle getArtilleryETA [ASLtoAGL _targetASL, _artilleryMag];
TRACE_1("getArtilleryETA",_eta);
if (_eta < 0) exitWith {
[ELSTRING(Interaction,NotInRange)] call FUNC(showMessage);
_targetASL = [];
};
["TOF: %1 sec", _eta toFixed 1] call FUNC(showMessage);
} else {
// Direct fire - Get a target position that will work
private _lis = lineIntersectsSurfaces [eyePos _unit, _targetASL, _unit, _vehicle];
if ((count _lis) > 0) then { // If point is hidden, unit won't fire, do a ray cast to find where they should shoot at
_targetASL = ((_lis select 0) select 0);
TRACE_1("using ray cast pos",_mousePosASL distance _targetASL);
};
if (_unit isEqualTo _vehicle) then { // Max range a unit can fire seems to be based on the weapon's config
private _distance = _targetASL vectorDistance eyePos _unit;
private _maxWeaponRange = getNumber (configFile >> "CfgWeapons" >> (currentWeapon _unit) >> "maxRange");
TRACE_3("",_distance,_maxWeaponRange,currentWeapon _unit);
if (_distance > (_maxWeaponRange - 50)) then {
if (_distance > (2.5 * _maxWeaponRange)) then {
_targetASL = [];
[ELSTRING(Interaction,NotInRange)] call FUNC(showMessage);
} else {
// 1-2.5x the weapon max range, find a virtual point the AI can shoot at (won't have accurate elevation, but it will put rounds downrange)
private _fakeElevation = (_distance / 100000) * (_distance - _maxWeaponRange);
_targetASL = (eyePos _unit) vectorAdd (((eyePos _unit) vectorFromTo _targetASL) vectorMultiply (_maxWeaponRange - 50)) vectorAdd [0,0,_fakeElevation];
TRACE_2("using virtual halfway point",_mousePosASL distance _targetASL,_fakeElevation);
};
};
};
};
if (_targetASL isEqualTo []) exitWith {};
private _units = [_unit];
if (_unit == (leader _unit)) then {_units = units _unit;};
if (_artilleryMag != "") then {_units = [gunner _vehicle];};
{
if (((_unit distance _x) < 30) && {!([_x] call EFUNC(common,isPlayer))} && {[_x] call EFUNC(common,isAwake)}) then {
TRACE_2("sending event",_x,_targetASL);
[QGVAR(suppressiveFire), [_x, _targetASL, _artilleryMag], _x] call CBA_fnc_targetEvent;
};
} forEach _units;
#ifdef DRAW_ZEUS_INFO
[eyePos _unit, _mousePosASL, [0,0,1,1]] call EFUNC(common,addLineToDebugDraw);
[eyePos _unit, _targetASL, [1,0,0,1]] call EFUNC(common,addLineToDebugDraw);
if (_unit != _vehicle) then {
[_vehicle] call CBA_fnc_addUnitTrackProjectiles;
} else {
{
[_x] call CBA_fnc_addUnitTrackProjectiles;
} forEach _units;
};
#endif
}, localize LSTRING(ModuleSuppressiveFire_DisplayName), "\a3\ui_f\data\IGUI\Cfg\Cursors\select_target_ca.paa", [1, 0, 0, 1], 45] call FUNC(getModuleDestination);