ACE3/addons/ai/functions/fnc_garrison.sqf

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#include "script_component.hpp"
/*
* Author: alganthe
* Garrison function used to garrison AI inside buildings.
*
* Arguments:
* 0: The building(s) nearest this position are used <POSITION>
* 1: Limit the building search to those type of building <ARRAY>
* 2: Units that will be garrisoned <ARRAY>
* 3: Radius to fill building(s) <SCALAR> (default: 50)
* 4: 0: even filling, 1: building by building, 2: random filling <SCALAR> (default: 0)
* 5: True to fill building(s) from top to bottom <BOOL> (default: false) (note: only works with filling mode 0 and 1)
* 6: Teleport units <BOOL> (default: false)
* Return Value:
* Units not garrisoned <ARRAY>
*
* Example:
* [position, nil, [unit1, unit2, unit3, unitN], 200, 1, false, false] call ace_ai_fnc_garrison
*
* Public: Yes
*/
params [["_startingPos",[0,0,0], [[]], 3], ["_buildingTypes", ["Building"], [[]]], ["_unitsArray", [], [[]]], ["_fillingRadius", 50, [0]], ["_fillingType", 0, [0]], ["_topDownFilling", false, [true]], ["_teleport", false, [true]]];
TRACE_6("fnc_garrison: Start",_startingPos,_buldingTypes,count _unitsArray,_fillingRadius,_fillingTYpe,_topDownFilling);
_unitsArray = _unitsArray select {alive _x && {!isPlayer _x}};
if (_startingPos isEqualTo [0,0,0]) exitWith {
TRACE_1("fnc_garrison: StartingPos error",_startingPos);
[LSTRING(GarrisonInvalidPosition)] call EFUNC(common,displayTextStructured);
};
if (count _unitsArray == 0 || {isNull (_unitsArray select 0)}) exitWith {
TRACE_1("fnc_garrison: Units error",_unitsArray);
[LSTRING(GarrisonNoUnits)] call EFUNC(common,displayTextStructured);
};
private _buildings = nearestObjects [_startingPos, _buildingTypes, ([_fillingRadius, 50] select (_fillingRadius < 50))];
if (_fillingRadius >= 50) then {
_buildings = [_buildings] call CBA_fnc_shuffle;
};
if (count _buildings == 0) exitWith {
TRACE_1("fnc_garrison: Building error",_buildings);
[LSTRING(GarrisonNoBuilding)] call EFUNC(common,displayTextStructured);
};
private _buildingsIndex = [];
if (_topDownFilling) then {
{
private _buildingPos = _x buildingPos -1;
// Those reverse are necessary, as dumb as it is there's no better way to sort those subarrays in sqf
{
reverse _x;
} foreach _buildingPos;
_buildingPos sort false;
{
reverse _x;
} foreach _buildingPos;
_buildingsIndex pushBack _buildingPos;
} foreach _buildings;
} else {
{
_buildingsIndex pushBack (_x buildingPos -1);
} foreach _buildings;
};
// Remove buildings without positions
{
_buildingsIndex deleteAt (_buildingsIndex find _x);
} foreach (_buildingsIndex select {count _x == 0});
//Remove positions units are already pathing to
_buildingsIndex = _buildingsIndex apply {
private _testedBuilding = _x;
_testedBuilding select {
private _testedPos = _x;
(({(_x select 1) isEqualTo _testedPos} count (missionNameSpace getVariable [QGVAR(garrison_unitMoveList), []])) == 0)
}
};
// Warn the user that there's not enough positions to place all units
private _count = 0;
{_count = _count + count _x} foreach _buildingsIndex;
if ( (count _unitsArray) - _count > 0) then {
TRACE_4("fnc_garrison: Not enough spots to place all units",_unitsArray,count _unitsArray,_count,((count _unitsArray) - _count > 0));
[LSTRING(GarrisonNotEnoughPos)] call EFUNC(common,displayTextStructured);
};
private _placedUnits = [];
private _unitMoveList = [];
// Force all units to un-garrison
[QGVAR(unGarrison), [_unitsArray], _unitsArray] call CBA_fnc_targetEvent;
private _fnc_comparePos = {
params ["_nearestUnits", "_pos"];
({
if (surfaceIsWater getPos _x) then {
floor ((getPosASL _x) select 2) == floor ((AGLtoASL _pos) select 2)
} else {
floor ((getPosATL _x) select 2) == floor (_pos select 2)
};
} count _nearestUnits) > 0
};
// Do the placement
switch (_fillingType) do {
// Even filling
case 0: {
while {count _unitsArray > 0} do {
if (count _buildingsIndex == 0) exitWith {};
private _building = _buildingsIndex select 0;
if (_building isEqualTo []) then {
LOG(format [ARR_2("fnc_garrison: Empty building array | removing building from buildingsIndex | %1 buildings remaining",count _buildingsIndex)]);
_buildingsIndex deleteAt 0;
} else {
private _pos = _building select 0;
private _nearestUnits = (_pos nearEntities ["CAManBase", 2]);
LOG(format [ARR_3("fnc_garrison: Unit detection | %1 units nearby | %2 units within height",count _nearestUnits, {floor ((getPos _x) select 2) == floor (_pos select 2)} count _nearestUnits)]);
if (count _nearestUnits > 0 && {[_nearestUnits, _pos] call _fnc_comparePos}) then {
LOG(format [ARR_2("fnc_garrison: Unit present | removing position | %1 positions remaining for this building",count (_buildingsIndex select (_buildingsIndex find _building)) - 1)]);
_buildingsIndex set [0, _building - [_pos]];
} else {
private _unit = _unitsArray select 0;
private _posSurface = surfaceIsWater _pos;
if (_teleport) then {
doStop _unit;
if (_posSurface) then {
_unit setPosASL (AGLtoASL _pos);
} else {
_unit setPosATL _pos;
};
} else {
_unitMoveList pushBack [_unit,[_pos, AGLToASL _pos] select (_posSurface)];
};
_placedUnits pushBack _unit;
_unitsArray deleteAt (_unitsArray find _unit);
_building deleteAt 0;
_buildingsIndex deleteAt 0;
_buildingsIndex pushBackUnique _building;
_unit setVariable [QGVAR(garrisonned), true, true];
};
};
};
};
// Building by building
case 1: {
while {count _unitsArray > 0} do {
if (count _buildingsIndex == 0) exitWith {};
private _building = _buildingsIndex select 0;
if (_building isEqualTo []) then {
LOG(format [ARR_2("fnc_garrison: empty building array | removing building from buildingsIndex | %1 buildings remaining",count _buildingsIndex)]);
_buildingsIndex deleteAt 0;
} else {
private _pos = _building select 0;
private _nearestUnits = (_pos nearEntities ["CAManBase", 2]);
LOG(format [ARR_3("fnc_garrison: Unit detection | %1 units nearby | %2 units within height",count _nearestUnits, {floor ((getPos _x) select 2) == floor (_pos select 2)} count _nearestUnits)]);
if (count _nearestUnits > 0 && {[_nearestUnits, _pos] call _fnc_comparePos}) then {
LOG(format [ARR_2("fnc_garrison: Unit present | removing position | %1 positions remaining for this building",count (_buildingsIndex select (_buildingsIndex find _building)) - 1)]);
_buildingsIndex set [0, _building - [_pos]];
} else {
private _unit = _unitsArray select 0;
private _posSurface = surfaceIsWater _pos;
if (_teleport) then {
doStop _unit;
if (_posSurface) then {
_unit setPosASL (AGLtoASL _pos);
} else {
_unit setPosATL _pos;
};
} else {
_unitMoveList pushBack [_unit,[_pos, AGLToASL _pos] select (_posSurface)];
};
_placedUnits pushBack _unit;
_unitsArray deleteAt (_unitsArray find _unit);
_buildingsIndex set [0, _building - [_pos]];
_unit setVariable [QGVAR(garrisonned), true, true];
};
};
};
};
// Random
case 2: {
while {count _unitsArray > 0} do {
if (count _buildingsIndex == 0) exitWith {};
private _building = selectRandom _buildingsIndex;
if (_building isEqualTo []) then {
LOG(format [ARR_2("fnc_garrison: empty building array | removing building from buildingsIndex | %1 buildings remaining",count _buildingsIndex)]);
_buildingsIndex deleteAt (_buildingsIndex find _building);
} else {
private _pos = selectRandom _building;
private _nearestUnits = (_pos nearEntities ["CAManBase", 2]);
LOG(format [ARR_3("fnc_garrison: Unit detection | %1 units nearby | %2 units within height",count _nearestUnits, {floor ((getPos _x) select 2) == floor (_pos select 2)} count _nearestUnits)]);
if (count _nearestUnits > 0 && {[_nearestUnits, _pos] call _fnc_comparePos}) then {
LOG(format [ARR_2("fnc_garrison: Unit present | removing position | %1 positions remaining for this building",count (_buildingsIndex select (_buildingsIndex find _building)) - 1)]);
_buildingsIndex set [(_buildingsIndex find _building), _building - [_pos]];
} else {
private _unit = _unitsArray select 0;
private _posSurface = surfaceIsWater _pos;
if (_teleport) then {
doStop _unit;
if (_posSurface) then {
_unit setPosASL (AGLtoASL _pos);
} else {
_unit setPosATL _pos;
};
} else {
_unitMoveList pushBack [_unit,[_pos, AGLToASL _pos] select (_posSurface)];
};
_placedUnits pushBack _unit;
_unitsArray deleteAt (_unitsArray find _unit);
_buildingsIndex set [(_buildingsIndex find _building), _building - [_pos]];
_unit setVariable [QGVAR(garrisonned), true, true];
};
};
};
};
};
TRACE_1(format [ARR_2("fnc_garrison: while loop ended | %1 units ready to be treated by PFH",count _unitMoveList)], _teleport);
// Update the unit list and remove duplicate positions and units
private _garrison_unitMoveList = missionNameSpace getVariable [QGVAR(garrison_unitMoveList), []];
_garrison_unitMoveList = _garrison_unitMoveList select {
_x params ["_testedUnit", "_testedPos"];
({(_x select 0) isEqualTo _testedUnit} count _unitMoveList == 0)
};
_garrison_unitMoveList append _unitMoveList;
missionNameSpace setVariable [QGVAR(garrison_unitMoveList), _garrison_unitMoveList, true];
if (_teleport) then {
[QGVAR(AISection), [_placedUnits, ["PATH"], false], _placedUnits] call CBA_fnc_targetEvent;
} else {
[_unitMoveList] call FUNC(garrisonMove);
};
TRACE_1(format [ARR_3("fnc_garrison: End | %1 units left | %2 buildings left", count _unitsArray, count _buildingsIndex)], _unitsArray);
_unitsArray