2018-09-17 19:19:29 +00:00
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#include "script_component.hpp"
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2017-10-10 16:06:37 +00:00
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/*
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* Author: alganthe
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* Internal function used by ace_ai_fnc_garrison to make the units move to the positions it picked.
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*
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* Arguments:
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* 0: Array of arrays <ARRAY>
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* 0: Unit needing to be placed <UNIT>
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* 1: Position the unit need to be placed at <POSITION>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* [ [unit1, [10, 10, 10]], [unit2, [30, 30, 30]], [unitN, getPos player] ] call ace_ai_fnc_garrisonMove
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*
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* Public: No
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*/
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params [ ["_unitMoveList", nil, [[]]] ];
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if (isNil "_unitMoveList") exitWith {};
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// Start initial movement
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private _unitMoveListUnits = (_unitMoveList apply {_x select 0});
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[QGVAR(setBehaviour), [(_unitMoveListUnits select {leader _x == _x}), "AWARE"], _unitMoveListUnits] call CBA_fnc_targetEvent;
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[QGVAR(AISection), [_unitMoveListUnits, ["FSM"], false], _unitMoveListUnits] call CBA_fnc_targetEvent;
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[QGVAR(doMove), [_unitMoveList], _unitMoveListUnits] call CBA_fnc_targetEvent;
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[QGVAR(enableAttack), [_unitMoveListUnits select {leader _x == _x}, false], _unitMoveListUnits] call CBA_fnc_targetEvent;
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{
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_x setVariable [QGVAR(garrisonMove_failSafe), nil, true];
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_x setVariable [QGVAR(garrisonMove_unitPosMemory), nil, true];
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} foreach _unitMoveListUnits;
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// Avoid duplicate PFHs
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if (isNil QGVAR(garrison_moveUnitPFH)) then {
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missionNameSpace setVariable [QGVAR(garrison_moveUnitPFH), true, true];
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// PFH checking if the units have reached their destination
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[{
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params ["_args", "_pfhID"];
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private _unitMoveList = missionNameSpace getVariable [QGVAR(garrison_unitMoveList), []];
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// End PFH if all units are placed / unable to reach position
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if (_unitMoveList isEqualTo []) then {
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missionNameSpace setVariable [QGVAR(garrison_moveUnitPFH), nil, true];
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LOG("garrisonMove PFH: PFH finished it's job | deleting PFH");
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_pfhID call CBA_fnc_removePerFrameHandler;
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} else {
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{
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_x params ["_unit", "_pos"];
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// Check if unit is alive or even existing
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if (!alive _unit) then {
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_unitMoveList deleteAt (_unitMoveList find _x);
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LOG(format [ARR_2("garrisonMove PFH: unit dead or deleted | %1 units left", count _unitMoveList)]);
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} else {
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private _unitPos = getPos _unit;
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if (surfaceisWater _unitPos) then {
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_unitPos = getPosASL _unit;
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} else {
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_unitPos = getPosATL _unit;
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};
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if (unitReady _unit) then {
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// Check for distance, doMove and AI are moody and may stop for no reason, within 6 meters and ready should be fine
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if (_unitPos distance _pos < 3) then {
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_unit setVariable [QGVAR(garrisonMove_failSafe), nil, true];
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_unit setVariable [QGVAR(garrisonMove_unitPosMemory), nil, true];
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_unit setVariable [QGVAR(garrisonned), true, true];
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_unitMoveList deleteAt (_unitMoveList find _x);
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[QGVAR(AISection), [[_unit], ["PATH"], false], _unit] call CBA_fnc_targetEvent;
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[QGVAR(AISection), [[_unit], ["FSM"], true], _unit] call CBA_fnc_targetEvent;
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if ({(_x select 0) in units _unit && {!isPlayer (_x select 0)}} count _unitMoveList == 0) then {
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[QGVAR(enableAttack), [[_unit], true], _unit] call CBA_fnc_targetEvent;
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};
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LOG(format [ARR_2("garrisonMove PFH: unit in position | %1 units left", count _unitMoveList)]);
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} else {
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// Tell the unit to move if an order wasn't given within 30s, avoid doMove spam
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(_unit getVariable [QGVAR(garrisonMove_failSafe), [CBA_missionTime, 5]]) params ["_failSafeTimer", "_failSafeRemainingAttemps"];
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if (_failSafeTimer <= CBA_missionTime) then {
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if (_failSafeRemainingAttemps == 0 ) then {
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_unit setVariable [QGVAR(garrisonMove_failSafe), nil, true];
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_unit setVariable [QGVAR(garrisonMove_unitPosMemory), nil, true];
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[QGVAR(unGarrison), [[_unit]], _unit] call CBA_fnc_targetEvent;
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_unitMoveList deleteAt (_unitMoveList find _x);
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LOG("garrisonMove PFH unitReady: all moving commands failed | restoring AI capabilities");
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} else {
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_unit setVariable [QGVAR(garrisonMove_failSafe), [_failSafeTimer + 15, _failSafeRemainingAttemps - 1]];
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[QGVAR(doMove), [[[_unit, _pos]]], _unit] call CBA_fnc_targetEvent;
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LOG("garrisonMove PFH unitReady: unit not close enough | Sending another doMove command");
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};
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};
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};
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} else {
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(_unit getVariable [QGVAR(garrisonMove_unitPosMemory), [CBA_missionTime, [0,0,0]]]) params ["_unitPosTimer", "_unitOldPos"];
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// AI may sometimes not be able to report unitReady, this is to avoid the PFH running forever
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switch true do {
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case ((_unitPosTimer + 15) < CBA_missionTime && {(_unitPos distance _pos) < 3}) : {
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TRACE_1("case 1",_unit);
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_unit setVariable [QGVAR(garrisonMove_failSafe), nil, true];
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_unit setVariable [QGVAR(garrisonMove_unitPosMemory), nil, true];
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_unit setVariable [QGVAR(garrisonned), true, true];
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_unitMoveList deleteAt (_unitMoveList find _x);
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[QGVAR(AISection), [[_unit], ["PATH"], false], _unit] call CBA_fnc_targetEvent;
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[QGVAR(AISection), [[_unit], ["FSM"], true], _unit] call CBA_fnc_targetEvent;
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if ({(_x select 0) in units _unit && {!isPlayer (_x select 0)}} count _unitMoveList == 0) then {
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[QGVAR(enableAttack), [[_unit], true], _unit] call CBA_fnc_targetEvent;
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};
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LOG(format [ARR_2("garrisonMove PFH unitNotReady: unit in position | %1 units left", count _unitMoveList)]);
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};
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case ((_unitPosTimer + 15) < CBA_missionTime && {_unitOldPos distance _unitPos < 0.5}) : {
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TRACE_3("case 2",_unit, ((_unitPosTimer + 15) < CBA_missionTime), (_unitOldPos distance _unitPos < 0.5));
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_unit setVariable [QGVAR(garrisonMove_failSafe), nil, true];
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_unit setVariable [QGVAR(garrisonMove_unitPosMemory), nil, true];
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[QGVAR(unGarrison), [[_unit]], _unit] call CBA_fnc_targetEvent;
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_unitMoveList deleteAt (_unitMoveList find _x);
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LOG("garrisonMove PFH unitNotReady: all moving commands failed | restoring AI capabilities");
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};
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case (_unitOldPos distance _unitPos < 0.5) : {};
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default {
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_unit setVariable [QGVAR(garrisonMove_unitPosMemory), [CBA_missionTime, _unitPos]];
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};
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};
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};
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};
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} foreach _unitMoveList;
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missionNameSpace setVariable [QGVAR(garrison_unitMoveList), _unitMoveList, true];
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};
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}, 0.5, []] call CBA_fnc_addPerFrameHandler;
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};
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