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Add curator garrison path drawing, clean up garrison code (#6643)
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@ -16,3 +16,9 @@ class Extended_PostInit_EventHandlers {
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init = QUOTE(call COMPILE_FILE(XEH_postInit));
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};
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};
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class Extended_DisplayLoad_EventHandlers {
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class RscDisplayCurator {
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ADDON = QUOTE(call FUNC(drawCuratorGarrisonPathing));
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};
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};
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@ -1,3 +1,4 @@
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PREP(drawCuratorGarrisonPathing);
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PREP(garrison);
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PREP(unGarrison);
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PREP(garrisonMove);
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@ -22,8 +22,8 @@
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params ["_unitsArray"];
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{
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_x params ["_unit", "_pos"];
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_unit setDestination [_pos, "LEADER PLANNED", true];
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_unit doMove _pos;
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_unit setDestination [_pos, "LEADER PLANNED", true];
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LOG_3("%1 doMove %2 | ID: %3",_unit,_pos,clientOwner);
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} forEach _unitsArray;
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}] call CBA_fnc_addEventHandler;
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@ -68,42 +68,3 @@
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params ["_unit", "_mode"];
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_unit enableGunLights _mode;
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}] call CBA_fnc_addEventHandler;
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#ifdef DEBUG_MODE_FULL
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addMissionEventHandler ["Draw3D", {
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private _unitMoveList = missionNameSpace getVariable [QGVAR(garrison_unitMoveList), []];
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{
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_x params ["_unit", "_pos"];
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switch (true) do {
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case (surfaceIsWater (getPos _unit) && {surfaceIsWater _pos}) : {
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for "_i" from 0 to 3 do {
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drawLine3D [_unit modelToWorldVisualWorld [0,0,1], (AGLtoASL _pos), [1,0,0,1]];
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};
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drawIcon3D ["\a3\ui_f\data\map\groupicons\waypoint.paa", [1,0,0,1], (AGLtoASL _pos), 0.75, 0.75, 0.75];
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};
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case (!surfaceIsWater (getPos _unit) && {!surfaceIsWater _pos}) : {
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for "_i" from 0 to 3 do {
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drawLine3D [_unit modelToWorldVisual [0,0,1], _pos, [1,0,0,1]];
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};
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drawIcon3D ["\a3\ui_f\data\map\groupicons\waypoint.paa", [1,0,0,1], _pos, 0.75, 0.75, 0.75];
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};
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case (!surfaceIsWater (getPos _unit) && {surfaceIsWater _pos}) : {
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for "_i" from 0 to 3 do {
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drawLine3D [_unit modelToWorldVisual [0,0,1], (AGLToASL _pos), [1,0,0,1]];
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};
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drawIcon3D ["\a3\ui_f\data\map\groupicons\waypoint.paa", [1,0,0,1], (AGLtoASL _pos), 0.75, 0.75, 0.75];
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};
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case (surfaceIsWater (getPos _unit) && {!surfaceIsWater _pos}) : {
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for "_i" from 0 to 3 do {
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drawLine3D [_unit modelToWorldVisualWorld [0,0,1], _pos, [1,0,0,1]];
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};
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drawIcon3D ["\a3\ui_f\data\map\groupicons\waypoint.paa", [1,0,0,1], _pos, 0.75, 0.75, 0.75];
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};
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};
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} forEach _unitMoveList;
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}];
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#endif
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54
addons/ai/functions/fnc_drawCuratorGarrisonPathing.sqf
Normal file
54
addons/ai/functions/fnc_drawCuratorGarrisonPathing.sqf
Normal file
@ -0,0 +1,54 @@
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#include "script_component.hpp"
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/*
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* Author: alganthe
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* Add draw3D eh to the curator interface.
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*
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* Arguments:
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* None
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*
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* Return value:
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* None
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*
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* Public: No
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*/
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addMissionEventHandler ["Draw3D", {
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if (findDisplay 312 isEqualTo displayNull) exitWith {
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removeMissionEventHandler ["Draw3D", _thisEventHandler];
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};
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private _unitMoveList = missionNameSpace getVariable [QGVAR(garrison_unitMoveList), []];
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{
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_x params ["_unit", "_pos"];
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switch (true) do {
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case (surfaceIsWater (getPos _unit) && {surfaceIsWater _pos}) : {
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for "_i" from 0 to 3 do {
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drawLine3D [_unit modelToWorldVisualWorld [0,0,1], (AGLtoASL _pos), [1,0,0,1]];
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};
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drawIcon3D ["\a3\ui_f\data\map\groupicons\waypoint.paa", [1,0,0,1], (AGLtoASL _pos), 0.75, 0.75, 0.75];
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};
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case (!surfaceIsWater (getPos _unit) && {!surfaceIsWater _pos}) : {
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for "_i" from 0 to 3 do {
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drawLine3D [_unit modelToWorldVisual [0,0,1], _pos, [1,0,0,1]];
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};
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drawIcon3D ["\a3\ui_f\data\map\groupicons\waypoint.paa", [1,0,0,1], _pos, 0.75, 0.75, 0.75];
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};
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case (!surfaceIsWater (getPos _unit) && {surfaceIsWater _pos}) : {
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for "_i" from 0 to 3 do {
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drawLine3D [_unit modelToWorldVisual [0,0,1], (AGLToASL _pos), [1,0,0,1]];
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};
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drawIcon3D ["\a3\ui_f\data\map\groupicons\waypoint.paa", [1,0,0,1], (AGLtoASL _pos), 0.75, 0.75, 0.75];
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};
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case (surfaceIsWater (getPos _unit) && {!surfaceIsWater _pos}) : {
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for "_i" from 0 to 3 do {
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drawLine3D [_unit modelToWorldVisualWorld [0,0,1], _pos, [1,0,0,1]];
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};
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drawIcon3D ["\a3\ui_f\data\map\groupicons\waypoint.paa", [1,0,0,1], _pos, 0.75, 0.75, 0.75];
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};
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};
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} forEach _unitMoveList;
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}];
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@ -79,11 +79,9 @@ if (_topDownFilling) then {
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//Remove positions units are already pathing to
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_buildingsIndex = _buildingsIndex apply {
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private _testedBuilding = _x;
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_testedBuilding select {
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_x select {
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private _testedPos = _x;
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(({(_x select 1) isEqualTo _testedPos} count (missionNameSpace getVariable [QGVAR(garrison_unitMoveList), []])) == 0)
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({(_x select 1) isEqualTo _testedPos} count (missionNameSpace getVariable [QGVAR(garrison_unitMoveList), []])) == 0
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}
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};
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@ -53,6 +53,37 @@ if (isNil QGVAR(garrison_moveUnitPFH)) then {
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{
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_x params ["_unit", "_pos"];
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private _fnc_attemptFailed = {
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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: 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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private _fnc_attemptSuccessful = {
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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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};
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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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@ -69,37 +100,14 @@ if (isNil QGVAR(garrison_moveUnitPFH)) then {
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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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call _fnc_attemptSuccessful;
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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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call _fnc_attemptFailed;
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};
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};
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} else {
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@ -107,30 +115,12 @@ if (isNil QGVAR(garrison_moveUnitPFH)) then {
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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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case ((_unitPos distance _pos) < 3) : {
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call _fnc_attemptSuccessful;
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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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case ((_unitPosTimer + 5) < CBA_missionTime && {_unitOldPos distance _unitPos < 0.5}) : {
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call _fnc_attemptFailed;
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};
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case (_unitOldPos distance _unitPos < 0.5) : {};
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@ -39,17 +39,7 @@ _units = _units select {local _x};
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_x doMove ((nearestBuilding (getPos _x)) buildingExit 0);
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};
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private _fnc_countGarrisonnedUnits = {
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params ["_unit", "_bool"];
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if (_bool) then {
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({(_x getVariable [QGVAR(garrisonned), false]) && {!isPlayer _x}} count units _unit)
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} else {
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({!(_x getVariable [QGVAR(garrisonned), false]) && {!isPlayer _x}} count units _unit)
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};
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};
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if ([_x, true] call _fnc_countGarrisonnedUnits == ({!isPlayer _x} count (units _x)) - 1 || {[_x, false] call _fnc_countGarrisonnedUnits == {!isPlayer _x} count (units _x)}) then {
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if ({(_x getVariable [QGVAR(garrisonned), false]) && !isPlayer _x} count (units _x) == 0) then {
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LOG("fnc_ungarrison: enableAttack true");
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(group _x) enableAttack true;
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};
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