ACE3/addons/dragon/functions/fnc_attackProfile_DRAGON.sqf
2023-08-16 19:18:01 -04:00

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#include "script_component.hpp"
/*
* Author: tcvm (Code inspired by NouberNou's Dragon Guidance)
* Attack profile: Dragon Guidance
*
* Arguments:
* 0: Seeker Target PosASL <ARRAY>
* 1: Guidance Arg Array <ARRAY>
* 2: Attack Profile State <ARRAY>
*
* Return Value:
* Missile Aim PosASL <ARRAY> - Unused
*
* Example:
* [[1,2,3], [], []] call ace_dragon_fnc_attackProfile_DRAGON;
*
* Public: No
*/
params ["_seekerTargetPos", "_args", "_attackProfileStateParams"];
_args params ["_firedEH", "", "", "", "_stateParams"];
_firedEH params ["_shooter","_weapon","","","","","_projectile"];
_attackProfileStateParams params ["_maxCorrectableDistance", "_wireCut", "_seekerMaxRangeSqr", "_seekerMinRangeSqr", "_wireCutSource", "_lastTime", "_serviceInterval", "_serviceChargeCount", "_serviceChargeAcceleration", "_dragonSpeed"];
private _projectilePos = getPosASL _projectile;
private _distanceToProjectile = (getPosASL _shooter) vectorDistanceSqr _projectilePos;
private _retPos = _projectilePos vectorAdd (AGLtoASL (_projectile vectorModelToWorld [0, 50, 0]));
// _shooter returns the vehicle that shot it. If the launcher dies, the wire would probably be cut so assume it
if ((_distanceToProjectile > _seekerMaxRangeSqr) || _wireCut || { !alive _shooter }) exitWith {
// wire snap, random direction
if (!_wireCut) then {
_attackProfileStateParams set [1, true];
playSound3D ["a3\sounds_f\air\sfx\SL_rope_break.wss", objNull, false, _shooter modelToWorldWorld _wireCutSource, 5, 1, 25];
};
if (_serviceChargeCount > 0 && {(_lastTime - CBA_missionTime) <= 0}) then {
_attackProfileStateParams set [5, CBA_missionTime + 0.05 + random 0.1];
private _randomVector = [(random 2) - 1, random 1, (random 2) - 1];
_projectile setVelocityModelSpace ((velocityModelSpace _projectile) vectorAdd (_randomVector vectorMultiply _serviceChargeAcceleration));
private _charge = createVehicle [QGVAR(serviceCharge), [0, 0, 0], [], 0, "NONE"];
_charge setPosASL (_projectilePos vectorAdd ((_randomVector vectorMultiply -1) vectorMultiply 0.025));
_attackProfileStateParams set [7, _serviceChargeCount - 1];
};
_retPos
};
if (_distanceToProjectile <= _seekerMinRangeSqr || { _serviceChargeCount <= 0 } || { !(_shooter getVariable [QGVAR(sightAttached), true]) }) exitWith { _retPos };
// if the time between updates is less than the pop time we want to fire the rockets OR if the missile wants to make a major correction pop it rapidly
if (((_lastTime - CBA_missionTime) <= 0) || {(_lastTime - CBA_missionTime) < (_serviceInterval / 2) && (_projectilePos vectorDistance _seekerTargetPos > 1)}) then {
_attackProfileStateParams set [5, CBA_missionTime + _serviceInterval];
private _vectorToCrosshair = vectorNormalized (_projectile worldToModel (ASLToAGL _seekerTargetPos));
private _vectorToPos = vectorNormalized (((_projectile vectorWorldToModelVisual (_shooter weaponDirection _weapon)) vectorMultiply (_dragonSpeed * _serviceInterval)) vectorAdd (_vectorToCrosshair vectorMultiply _maxCorrectableDistance));
if ((_vectorToPos select 2) < 0) then {
_vectorToPos set [2, 0];
} else {
private _a = _vectorToPos select 1;
private _b = _vectorToPos select 2;
// The booster has some angle to it, so we introduce that axis if the angle is too low
if (abs(_a) > 0 && { abs(atan (_b / _a)) < DRAGON_BOOSTER_ANGLE }) then {
_vectorToPos set [2, abs(_a)];
};
};
_projectile setVelocityModelSpace ((velocityModelSpace _projectile) vectorAdd (_vectorToPos vectorMultiply _serviceChargeAcceleration));
private _charge = createVehicle [QGVAR(serviceCharge), [0, 0, 0], [], 0, "NONE"];
_charge setPosASL (_projectilePos vectorAdd ((_vectorToCrosshair vectorMultiply -1) vectorMultiply 0.025));
_attackProfileStateParams set [7, _serviceChargeCount - 1];
};
_retPos