mirror of
https://github.com/acemod/ACE3.git
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bb03f55c5c
* Add garrison and un-garrison modules * Remove unnecessary text from garrison header * Add french translations to new strings * Add changes requested by review * Change pushback to pushBack * Move garrison funcs to ai, finish headers * Remove diag log debug * Fix typos and header issues * Add missing newlines * Fix strings, Fix typos and headers * Enable debug and disable compile cache, Add trace and comments * Rebase before review * Fix default case running instead of case 3 * Fix edge case related to players being in garrison group The player would make the enableAttack checks in ungarrison and garrisonMove fail, this is now fixed. * Fix some arrays in garrsionMove and garrison * Relax distance checks in garrisonMove, change AI behaviour while pathing to aware * Add debug view * Remove unused var, fix unit pos using the wrong format * Make debug more visually pleasing * Change garrison debug target to a waypoint icon * Change disableAI event to AISection, comment out doFollow in doMove EH * Fix locality issue
279 lines
11 KiB
Plaintext
279 lines
11 KiB
Plaintext
/*
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* Author: alganthe
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* Garrison function used to garrison AI inside buildings.
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*
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* Arguments:
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* 0: The building(s) nearest this position are used <POSITION>
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* 1: Limit the building search to those type of building <ARRAY>
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* 2: Units that will be garrisoned <ARRAY>
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* 3: Radius to fill building(s) <SCALAR> (default: 50)
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* 4: 0: even filling, 1: building by building, 2: random filling <SCALAR> (default: 0)
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* 5: True to fill building(s) from top to bottom <BOOL> (default: false) (note: only works with filling mode 0 and 1)
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* 6: Teleport units <BOOL> (default: false)
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* Return Value:
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* Units not garrisoned <ARRAY>
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*
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* Example:
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* [position, nil, [unit1, unit2, unit3, unitN], 200, 1, false, false] call ace_ai_fnc_garrison
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*
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* Public: Yes
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*/
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#include "script_component.hpp"
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params [["_startingPos",[0,0,0], [[]], 3], ["_buildingTypes", ["Building"], [[]]], ["_unitsArray", [], [[]]], ["_fillingRadius", 50, [0]], ["_fillingType", 0, [0]], ["_topDownFilling", false, [true]], ["_teleport", false, [true]]];
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TRACE_6("fnc_garrison: Start",_startingPos,_buldingTypes,count _unitsArray,_fillingRadius,_fillingTYpe,_topDownFilling);
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_unitsArray = _unitsArray select {alive _x && {!isPlayer _x}};
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if (_startingPos isEqualTo [0,0,0]) exitWith {
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TRACE_1("fnc_garrison: StartingPos error",_startingPos);
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[LSTRING(GarrisonInvalidPosition)] call EFUNC(common,displayTextStructured);
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};
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if (count _unitsArray == 0 || {isNull (_unitsArray select 0)}) exitWith {
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TRACE_1("fnc_garrison: Units error",_unitsArray);
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[LSTRING(GarrisonNoUnits)] call EFUNC(common,displayTextStructured);
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};
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private _buildings = nearestObjects [_startingPos, _buildingTypes, ([_fillingRadius, 50] select (_fillingRadius < 50))];
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if (_fillingRadius >= 50) then {
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_buildings = [_buildings] call CBA_fnc_shuffle;
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};
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if (count _buildings == 0) exitWith {
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TRACE_1("fnc_garrison: Building error",_buildings);
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[LSTRING(GarrisonNoBuilding)] call EFUNC(common,displayTextStructured);
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};
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private _buildingsIndex = [];
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if (_topDownFilling) then {
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{
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private _buildingPos = _x buildingPos -1;
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// Those reverse are necessary, as dumb as it is there's no better way to sort those subarrays in sqf
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{
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reverse _x;
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} foreach _buildingPos;
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_buildingPos sort false;
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{
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reverse _x;
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} foreach _buildingPos;
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_buildingsIndex pushBack _buildingPos;
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} foreach _buildings;
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} else {
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{
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_buildingsIndex pushBack (_x buildingPos -1);
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} foreach _buildings;
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};
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// Remove buildings without positions
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{
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_buildingsIndex deleteAt (_buildingsIndex find _x);
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} foreach (_buildingsIndex select {count _x == 0});
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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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private _testedPos = _x;
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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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// Warn the user that there's not enough positions to place all units
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private _count = 0;
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{_count = _count + count _x} foreach _buildingsIndex;
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if ( (count _unitsArray) - _count > 0) then {
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TRACE_4("fnc_garrison: Not enough spots to place all units",_unitsArray,count _unitsArray,_count,((count _unitsArray) - _count > 0));
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[LSTRING(GarrisonNotEnoughPos)] call EFUNC(common,displayTextStructured);
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};
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private _placedUnits = [];
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private _unitMoveList = [];
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// Force all units to un-garrison
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[QGVAR(unGarrison), [_unitsArray], _unitsArray] call CBA_fnc_targetEvent;
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private _fnc_comparePos = {
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params ["_nearestUnits", "_pos"];
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({
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if (surfaceIsWater getPos _x) then {
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floor ((getPosASL _x) select 2) == floor ((AGLtoASL _pos) select 2)
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} else {
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floor ((getPosATL _x) select 2) == floor (_pos select 2)
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};
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} count _nearestUnits) > 0
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};
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// Do the placement
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switch (_fillingType) do {
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// Even filling
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case 0: {
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while {count _unitsArray > 0} do {
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if (count _buildingsIndex == 0) exitWith {};
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private _building = _buildingsIndex select 0;
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if (_building isEqualTo []) then {
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LOG(format [ARR_2("fnc_garrison: Empty building array | removing building from buildingsIndex | %1 buildings remaining",count _buildingsIndex)]);
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_buildingsIndex deleteAt 0;
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} else {
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private _pos = _building select 0;
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private _nearestUnits = (_pos nearEntities ["CAManBase", 2]);
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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)]);
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if (count _nearestUnits > 0 && {[_nearestUnits, _pos] call _fnc_comparePos}) then {
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LOG(format [ARR_2("fnc_garrison: Unit present | removing position | %1 positions remaining for this building",count (_buildingsIndex select (_buildingsIndex find _building)) - 1)]);
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_buildingsIndex set [0, _building - [_pos]];
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} else {
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private _unit = _unitsArray select 0;
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private _posSurface = surfaceIsWater _pos;
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if (_teleport) then {
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doStop _unit;
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if (_posSurface) then {
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_unit setPosASL (AGLtoASL _pos);
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} else {
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_unit setPosATL _pos;
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};
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} else {
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_unitMoveList pushBack [_unit,[_pos, AGLToASL _pos] select (_posSurface)];
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};
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_placedUnits pushBack _unit;
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_unitsArray deleteAt (_unitsArray find _unit);
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_building deleteAt 0;
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_buildingsIndex deleteAt 0;
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_buildingsIndex pushBackUnique _building;
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_unit setVariable [QGVAR(garrisonned), true, true];
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};
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};
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};
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};
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// Building by building
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case 1: {
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while {count _unitsArray > 0} do {
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if (count _buildingsIndex == 0) exitWith {};
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private _building = _buildingsIndex select 0;
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if (_building isEqualTo []) then {
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LOG(format [ARR_2("fnc_garrison: empty building array | removing building from buildingsIndex | %1 buildings remaining",count _buildingsIndex)]);
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_buildingsIndex deleteAt 0;
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} else {
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private _pos = _building select 0;
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private _nearestUnits = (_pos nearEntities ["CAManBase", 2]);
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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)]);
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if (count _nearestUnits > 0 && {[_nearestUnits, _pos] call _fnc_comparePos}) then {
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LOG(format [ARR_2("fnc_garrison: Unit present | removing position | %1 positions remaining for this building",count (_buildingsIndex select (_buildingsIndex find _building)) - 1)]);
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_buildingsIndex set [0, _building - [_pos]];
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} else {
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private _unit = _unitsArray select 0;
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private _posSurface = surfaceIsWater _pos;
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if (_teleport) then {
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doStop _unit;
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if (_posSurface) then {
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_unit setPosASL (AGLtoASL _pos);
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} else {
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_unit setPosATL _pos;
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};
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} else {
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_unitMoveList pushBack [_unit,[_pos, AGLToASL _pos] select (_posSurface)];
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};
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_placedUnits pushBack _unit;
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_unitsArray deleteAt (_unitsArray find _unit);
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_buildingsIndex set [0, _building - [_pos]];
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_unit setVariable [QGVAR(garrisonned), true, true];
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};
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};
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};
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};
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// Random
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case 2: {
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while {count _unitsArray > 0} do {
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if (count _buildingsIndex == 0) exitWith {};
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private _building = selectRandom _buildingsIndex;
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if (_building isEqualTo []) then {
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LOG(format [ARR_2("fnc_garrison: empty building array | removing building from buildingsIndex | %1 buildings remaining",count _buildingsIndex)]);
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_buildingsIndex deleteAt (_buildingsIndex find _building);
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} else {
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private _pos = selectRandom _building;
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private _nearestUnits = (_pos nearEntities ["CAManBase", 2]);
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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)]);
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if (count _nearestUnits > 0 && {[_nearestUnits, _pos] call _fnc_comparePos}) then {
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LOG(format [ARR_2("fnc_garrison: Unit present | removing position | %1 positions remaining for this building",count (_buildingsIndex select (_buildingsIndex find _building)) - 1)]);
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_buildingsIndex set [(_buildingsIndex find _building), _building - [_pos]];
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} else {
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private _unit = _unitsArray select 0;
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private _posSurface = surfaceIsWater _pos;
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if (_teleport) then {
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doStop _unit;
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if (_posSurface) then {
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_unit setPosASL (AGLtoASL _pos);
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} else {
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_unit setPosATL _pos;
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};
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} else {
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_unitMoveList pushBack [_unit,[_pos, AGLToASL _pos] select (_posSurface)];
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};
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_placedUnits pushBack _unit;
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_unitsArray deleteAt (_unitsArray find _unit);
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_buildingsIndex set [(_buildingsIndex find _building), _building - [_pos]];
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_unit setVariable [QGVAR(garrisonned), true, true];
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};
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};
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};
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};
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};
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TRACE_1(format [ARR_2("fnc_garrison: while loop ended | %1 units ready to be treated by PFH",count _unitMoveList)], _teleport);
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// Update the unit list and remove duplicate positions and units
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private _garrison_unitMoveList = missionNameSpace getVariable [QGVAR(garrison_unitMoveList), []];
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_garrison_unitMoveList = _garrison_unitMoveList select {
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_x params ["_testedUnit", "_testedPos"];
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({(_x select 0) isEqualTo _testedUnit} count _unitMoveList == 0)
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};
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_garrison_unitMoveList append _unitMoveList;
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missionNameSpace setVariable [QGVAR(garrison_unitMoveList), _garrison_unitMoveList, true];
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if (_teleport) then {
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[QGVAR(AISection), [_placedUnits, ["PATH"], false], _placedUnits] call CBA_fnc_targetEvent;
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} else {
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[_unitMoveList] call FUNC(garrisonMove);
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};
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TRACE_1(format [ARR_3("fnc_garrison: End | %1 units left | %2 buildings left", count _unitsArray, count _buildingsIndex)], _unitsArray);
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_unitsArray
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