ACE3/addons/ai/functions/fnc_garrisonMove.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

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* huntir

* interact_menu

* interaction

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* kestrel4500

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* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

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* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

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* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

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* repair

* respawn

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* slideshow

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* ui

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* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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