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Frag - Rewrite (event handlers and dev functions) #10157

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merged 380 commits into from
Sep 17, 2024

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@lambdatiger lambdatiger commented Jul 30, 2024

This is a fork and revert of some of the features added in #9728. Specifically, the spalling and fragmentation simulation are the same as the original with minor bug fixes, but the event handlers, dev functions, and some other parts of the framework are newer.

When merged, this pull request will:

  • Removes old system of tracking rounds by using a per frame event handler and implements BI projectile event handlers.
    • Removed spalling requiring multiple object "hitPart" event handlers to be added and removed.
  • Separates spall and frag config parameters into separate files.
  • More completely defines vanilla ammunition frag parameters.
  • Replaces debug functions that used per frame event handlers with those found in Frag - Rewrite #9728
    • Small changes to these from the other PR include the removal of reference to fragCount config variable.
  • Moves repeated config checks and common parameters to separate functions leveraging hashmaps.
  • Since blacklisting is local, we can remove the event handlers to avoid having to check projectile variables multiple times.
  • Cleaned some magic numbers out of both doSpall and frago functions.
  • Removed unused variables and lines of code with no effects in frago.
  • Minor changes from Frag - Rewrite #9728.
    • Implemented better method for getting list of targets in frago.
    • Checking to make sure fragments aren't targeted at playable logic in frago.
    • Minor calculation optimizations in frago and doSpall.
  • Fragments and spall now inherit shotParents parameters.
    • If someone would like the first parameter (vehicle) of setShotParents/getShotParents to be preserved, let me know. Dedmen does a good job describing the uses for the first parameter (owner, not vehicle) on the ACE discord here.
  • Updated documentation to properly note that config value ace_frag_enabled doesn't do anything.

As always, I appreciate feedback and criticism!

Todo

  • MP testing - small scale (2x player + dedicated)
  • Re-review when more awake

IMPORTANT

  • If the contribution affects the documentation, please include your changes in this pull request so the documentation will appear on the website.
  • Development Guidelines are read, understood and applied.
  • Title of this PR uses our standard template Component - Add|Fix|Improve|Change|Make|Remove {changes}.

lambdatiger and others added 30 commits January 15, 2024 17:55
quick testing shows a whole 600ns increase in

Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
…shooters

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lambdatiger commented Sep 4, 2024

Will switch to the common explode event handler when it hits the main branch:
https://github.com/lambdatiger/ace_frag-overhaul/tree/ace-explode-event-handler

…en it was an init function based on ammunition extended eventhandlers, missed the revert.
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#10243 was merged, would it be preferred to create a separate PR or just commit to this PR when migrating to the common explode event?

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Just commit on this branch.

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LGTM

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lambdatiger commented Sep 12, 2024

Alright, one comment here. There is a setShotParents on in the doSpall function that is run locally. The current master version works the same way and creates spall locally, and I didn't change that, but I had added the setShotParents. So setting shotParents won't work off server in MP, and may just create config spam (not 100% certain if a message gets spit out).

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I think we have a wrapper for setShotParents in common (either event or function), so that should be used instead

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lambdatiger commented Sep 14, 2024

I think we have a wrapper for setShotParents in common (either event or function), so that should be used instead

The issue isn't that, but that the projectiles are createVehicleLocal so while the simulated damage and effects propagate, the projectiles don't and aren't something you have access to on the server as far as I have tried (the same way as the master version doSpall and frago).

@LinkIsGrim LinkIsGrim merged commit 49a8326 into acemod:master Sep 17, 2024
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johnb432 added a commit that referenced this pull request Oct 25, 2024
* removed old parameter changed in f28d5d2

* compacted text a bit

* formatting whitespace

* Grammatical erros

* Changes as discussed here #9728 (comment)

* Few quick optimizations of == to isEqualTo

* Debug updated to be easier to control

* Changed how spall hold off is calculated to avoid repeated unneeded computations

* clarified a hold off variable

* Better approach to ACE_FRAG_RM_EH macro

* Git rid of superfulous stringtable entries

Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>

* unneeded parens

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* Clarified arguments

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* getposATL to getPosATL

Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>

* Update addons/frag/functions/fnc_dev_addRound.sqf

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* Function header changes

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* another great isNotEqualTo opportunity

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* formatting changes

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* unneeded parens

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* Declared _ammoInfo twice

* optimized around checking if systems are active and moved debug arguments to an ifdef

* Removed white space from removing an if statement in a previous commit

* Removed superfulous parenthese

Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>

* clarified function description and removed unneeded comments

* Moved "isServer" check to initRound function

* #9728 (comment)

* changed params statement, function header, and propigated doFrag argument changes

* capitization from cfg to Cfg in config lookups

* changed default arguments, check isKindOf to "CAManBase"

* Updated function headers

* white space and define placement changes

* removed 2 argument option and removed some defaults

* removed spurious commas

* removed unused debug GVAR

* Switched debug clear traces from addAction to ACE self interact

* variable names weren't verbose enough

* Mactched format #9728 (comment)

* Updated debug settings

* Shot parent possible fix #1

* Removed extra text from CfgAmmoFragParameters

* Makes sure spall power square root is positive and also we don't produce fragments when for some reason the round accelerates.

* white space for clarity

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* Optimize dev_hitbox deleting

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* saving people from their own bad testing setup

* Since the functions always exist, I guess these variables should too

* Fixe bad search function

* optimization, see #9728 (comment)

* changed SPG-9 Fragments

* removed unneeded toLower

* Changed case output to match config

* Increased relative chance to hit torso/pelvis when fragemnt should hit.

* Removed double space

* updated some round types

* Added commented 2.18 commands and updated script component

* added print incomplete only option to fnc_debugAmmo

* removed all spaces from macros

* removd unneeded define

* a Brett (HEMTT) suggested change I miss

* Apply suggestions from code review

Small formatting changes and small errors

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* Removed doublespace

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* Update addons/frag/functions/fnc_dev_addRound.sqf

If the round isn't in the hashmap anymore, we have to stop the PFH.
Brought code up to same standard as used in FUNC(dev_trackObj). - johnb432

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* Update addons/frag/functions/fnc_dev_drawTrace.sqf

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* variable name changes

* magic number clean up and white space

* white space, function headers and variable names

* small Should spall optimization

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* Removed blacklist functions and settings

* reformatted function headers, removed value type checking, and changed lazy eval.

* fixed missing underscore in change from review

* function header, lazy eval,  and params list simplifications

* function header and variable name readability

* changed defaults to make them more clear they're just a default value

* Updated wiki to be clearer in a few areas, and add some other information I've found working on this

* added MP debug compatability

* Possible shouldFrag legibility improvement

* added changes to stringtable

* Grammar sweep on the wiki, and added some clarifications to config values

* optimized dev_trackHitbox and made variables more explicit

* Cleaned up documentation and documentation

* reorganized postInit CBA_settingInitialized EH

* missing underscore in fnc_dev_trackObj

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* stopped adding unneeded extra points

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* cleaned un-updated stringtable entries

* reworked some function headers and deleted whitespace in doFragTargeted

* Removed outdated code

* Formatting and header fixes

* Ignore curators and spectators

* Made clear traces global again, added interaction condition

* Change stringtable entries

* Removed unused stringtable entries & fixed hitbox description

* Small coding standard changes (missing semicolons on  non-return values, extra parenthesis)

* Changed sphere size and added return based on usage in dev_trackHitBox

* removed "_lo" random fragment entries as they are unused

* doFragRandom was always being called and spawning at least 5 fragments even when the fragment budget of 50 was reached. Fixed variable name (AGL instead of ATL).

* removed unnceassary "disableCollisionWith"

* Clarified trace statements and corrected format and spelling

* Do spall exits for time 90% of the time (round hits multiple walls) and should exit on "hitting ground since no spalling is generated

* Fixed ordering in which frag hold off variables are set to not skip when unneeded

* initRound ordering and fixed define names

* Fixed function header

* reformatted comments and some v2.18 remakrs comments

* Removed unneeded ground offset

* Expanded TRACE

* Fix typo

* Moved event to preInit

* Updated default fallback frag distance to be less extreme and changed fixed a magic number

* Randomized random frag directions

* removed some magic numbers, and cached numbers from shouldSpall

* removed magic numbers and cached values preemptively (normally spallInfoCache is called later, but we pull the right config parameters so we might as well store them)

* Unify example formatting

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* cleaned up function examples

* removed excess square brackets

* Final function example reformat

* Update addons/frag/script_component.hpp

* Corrected docs

* Use `getOrDefaultCall`

* Removed unused classes, redefined using macros to minimize error and make review easier

* updated debugging output and fixed velocity error

* Reformatted for legibility and debug output

* caught calc error while answer johnb's question

* Almost finished with compats and I had some changes to align vanilla as well

* Missed variable when updating

* Added unneeded class details to make PBOproject happy

* Forgot to update doFragRandom docs with previous changes

* and the debug context

* Readd blacklist

* Fixed an issue with fragments being created above water for explosions below the surface

* Exposed projectile event handlers for both blacklist use and other shenanigans.

* Revert "Exposed projectile event handlers for both blacklist use and other shenanigans."

This reverts commit eaff498.

* added debug information and folded if statements

* fixed error (if statement with no argument)

* Only send blacklist updates to the server

* Added default fragCount fallback value based on current ACE frag range calculation

* Converted all positions for doFrag to AGL since we're converting to that now

* removed feet hitpoints & tightened multishot submunitions.
Feet hitpoitns aren't used since calculation for trajectory doesn't account for drag, fragments aimed at feet won't hit

* Merge branch 'acemod:master' into master

* Revert to 60a0dae, merge conflict wasn't resolved properly

* Removed event handlers

* Changed blacklist to acting on local projectiles to match initial performance

* added fired EH and moved projectile tracking to be local to projectile

* updated initialization and should frag to check for submunitions since we no longer rely on init EH

* Fixed calls for shouldFrag and got rid of old initRound.sfq (maybe back after 2.18)

* fixed small mistakes in names and function calls

* fixed frame offset to avoid hitting dead targets

* Fixed config path in shouldFrag

* Didn't know that PBO project needed trailing {} on class inheritance structures

* fixed more useless trailing {}

* Initial rollback to old frag simulation and spalling simulation. Updated spall to function and helpter functions as well

* missed comma

* remove fragCount from config

* made addBlackList remove projectile EHs

* updated config path to be relevant to post-EH version

* All spalling in current version is local

* updated search pattern to one discussed in PR #9728

* updated defines to match implementation

* removed commented out debug information from nouber

* removed magic numbers and code with no effect

* removed more magic numbers

* unfucked a comma

* fixed debug def names

* updated documentation

* changed debug colors

* mass must be in grams in this version I guess

* fixed errors in frag with downgrade

* fixed timing and other spall issues

* updated some defne names and usages

* increased code legiblity and optimized some randomizations

* clarified parts of the spall event chain

* Optimized loop to find spall position using larger steps and fewer operations per loop

* fixed small errors

* removed unused variables & EHs and set defaults in the case debug mode draw isn't used

* removed "class eventhandler" references

* removed _fragCount reference in newly backported debug functions

* fragmenting projectile velocity isn't used anywhere

* removed unused variables, implemented fixes from full rewrite PR, and fixed math errors

* added debug draw mode to DEBUG_ENABLED_FRAG define check

* fix documentation to make units clear on metal and filler quanities

* command capitalization

* added target point debug spheres

* fixed target sphere visability

* Jank fix so that the unit firing can get hit with it's own fragments

* accidentally committed script_component.hpp w/ debug enabled

* Alternative way to address shot parent self-harm issue

* missed comma, going to bed, sorry

* add newline and fix blacklist

* legability formatting

* removed extra newlines and double spaces

* Updated function documentation

* Removed unused stringtable items

* Debug sphere conditional was missing in frago

* Completed suggested changed by johnb432

* restored 40mm grenade fragmentation

* Apply suggestions from code review

Fixed a number of config errors

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* Fixed firefist inheritance and order of 125mm shell

* Wrong order on reflections variables, but it's not like anyone uses that

* Added projectile locality

* Added proper projectile locality checks

* left some locality debug text

* This isn't worthy of a warning as most of the time _objectHit is null is due to the projectile hitting the ground

* Removed a newlines for code brackets in arrays

* updated debug functions with some minor optimizations

* Apply suggestions from code review

Grammar and spelling corrections

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* didn't consider someone might use explosion reflections but not frag

* addressed future arma v2.18 changes more aptly

* Fixed authors line on fired function. Used to make sense different when it was an init function based on ammunition extended eventhandlers, missed the revert.

* switch all hash fallbacks to getOrDefaultCall and turned default fragments array into a define

* Transitioned frag system from fired to ace explode event system

* decreased chance to hit / fragment inaccuracy.

* fixing setShotParents only sometimes setting first argument, not instigator

* cleanup

* Slight optimization of "_vecVar" calculation

* removed dev_addRound function

* Command changes for Arma 2.18

* Fixed debug setting changes

* missed exit condition

* removed shot parents due to local creation of spall

* simplified comment

* Adjusted whitespace for readability

* Reformatted comments per Johnb432's suggestions

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* one more indent fix

---------

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