ACE3/addons/frag/functions/fnc_doSpall.sqf
2024-01-15 01:18:47 -06:00

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#include "..\script_component.hpp"
/*
* Author: Jaynus, NouberNou, Lambda.Tiger,
* This function creates spalling if the hit slowed the speed down enough.
*
* Arguments:
* Arguments are the same as BI's "HitPart" EH:
* https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HitPart
*
* Return Value:
* None
*
* Example:
* [BIS_HITPART_EH_ARGS] call ace_frag_fnc_doSpall;
*
* Public: No
*/
TRACE_1("doSpall",_this);
params [
"_projectile",
["_hitObj", objNull],
["_lPosASL", [0, 0, 0]],
["_lVel", [0, 0, 0]],
["_sNorm", [0, 0, 0]],
["_surfaceType", ""],
["_ammo", "", [""]],
["_shotParents", [objNull, objNull], [[]]],
["_vUp", [0,0,1]]
];
if (CBA_missionTime - GVAR(lastSpallTime) < ACE_FRAG_SPALL_HOLDOFF ||
_lPosASL isEqualTo [0,0,0] ||
{isNull _hitObj || {_hitObj isKindOf "man" ||
{_ammo isEqualTo ""}}}) exitWith {
TRACE_4("time/invldHit",CBA_missionTime,GVAR(lastSpallTime),_hitObj,_lPosASL);
};
private _material = [_surfaceType] call FUNC(getMaterialInfo);
if (_material isEqualTo "ground") then {
#ifdef DEBUG_MODE_FULL
systemChat "ground spall";
#endif
};
// Find spall speed / fragment info
[_ammo] call FUNC(getSpallInfo) params ["_caliber", "_explosive", "_indirectHit"];
private _vel = if (alive _projectile) then {
_explosive = 0; // didn't explode
velocity _projectile
} else {
[0, 0, 0];
};
private _dV = vectorMagnitude _lVel - vectorMagnitude _vel;
/*
* This is all fudge factor since real spalling is too complex for calculation.
* There are two terms. The first is from round impact, taking a quasi scale
* of sqrt(2)/50 * round caliber * srqt(change in speed). The second term is
* explosive * indirect hit, for any explosive contribution
*/
private _spallPower = (ACE_FRAG_ROUND_COEF * _caliber * sqrt _dV + _explosive * _indirectHit) * GVAR(spallIntensity);
TRACE_3("found speed",_dV,_caliber,_spallPower);
if (_spallPower < 2) exitWith {
TRACE_1("lowImpulse",_ammo);
};
private _lVelUnit = vectorNormalized _lVel;
private _unitStep = _lVelUnit vectorMultiply 0.05;
if (terrainIntersectASL [_lPosASL vectorAdd _unitStep, _lPosASL]) exitWith {
TRACE_3("terrainIntersect",_lPosASL,_unitStep,_lPosASL);
};
#ifdef DEBUG_MODE_DRAW
if GVAR(dbgSphere) then {
[_lPosASL vectorAdd _lVelUnit, "orange"] call FUNC(dev_sphereDraw);
[_lPosASL, "yellow"] call FUNC(dev_sphereDraw);
};
#endif
/*
* Improve performance of finding otherside of object on shallow angle
* impacts. 120 degrees due to 90 degree offset with _lVelUnit into object.
*/
private _spallPos = _lPosASL vectorAdd _unitStep;
if (120 > acos ( _lVelUnit vectorDotProduct _sNorm)) then {
_spallPos = _spallPos vectorAdd (_unitStep vectorMultiply 5);
};
private _insideObject = true;
for "_i" from 2 to 21 do
{
private _nPos = _spallPos vectorAdd _unitStep;
if (!lineIntersects [_spallPos, _nPos]) then {
_spallPos = _nPos vectorAdd (_unitStep vectorMultiply 2);
_insideObject = false;
break
};
_spallPos = _nPos;
};
if (_insideObject) exitWith {
TRACE_3("insideObj",_lPosASL,_spallPos,alive _projectile);
};
// Passed all exitWiths
GVAR(lastSpallTime) = CBA_missionTime;
#ifdef DEBUG_MODE_DRAW
if GVAR(dbgSphere) then {
[_spallPos, "green"] call FUNC(dev_sphereDraw);
};
#endif
private _spawnSize = switch (true) do
{
case (_spallPower < 3): { "_spall_tiny" };
case (_spallPower < 5): { "_spall_small" };
case (_spallPower < 8): { "_spall_medium" };
case (_spallPower < 12): { "_spall_large" };
default { "_spall_huge" };
};
private _spallSpawner = createVehicle [
"ace_frag_" + _material + _spawnSize,
ASLToATL _spallPos,
[],
0,
"CAN_COLLIDE"
];
_spallSpawner setVectorDirandUp [_lVelUnit, _vUp];
_spallSpawner setVelocity (_lVelUnit vectorMultiply (_dV/2));
_spallSpawner setShotParents _shotParents;
#ifdef DEBUG_MODE_FULL
systemChat ("bSpd: " + str speed _spallSpawner + ", frag: " + _fragSpawnType + ", dm: " + str _spallPower);
#endif
#ifdef DEBUG_MODE_DRAW
_spallSpawner addEventHandler [
"SubmunitionCreated",
{
params ["", "_subProj"];
[_subProj] call FUNC(dev_addRound);
}
];
#endif