/* Author: Aaron Clark - EpochMod.com Contributors: Andrew Gregory Description: Antagonist spawn function Licence: Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike Github: https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_code/compile/EPOCH_unitSpawn.sqf */ //[[[cog import generate_private_arrays ]]] private ["_aiskill","_arrSkills","_arrUnits","_arrVals","_bomb","_config","_currentLimit","_disableAI","_driver","_grp","_index","_jammers","_loop","_minAISkill","_missionConfig","_nonJammer","_nonTrader","_nonTraderAIRange","_playerSpawnArray","_playerSpawnArrayKeyFinal","_pos","_restricted","_sapperHndl","_sapperNum","_spawnLimit","_targetPos","_unit","_units"]; //[[[end]]] params ["_unitClass",["_trgt",player],["_doVariable",false],["_unitCount",1],["_extraData",[]] ]; _bomb = objNull; _index = EPOCH_spawnIndex find _unitClass; _spawnLimit = 0; if (_index != -1) then { _playerSpawnArrayKeyFinal = "EPOCH_playerSpawnArray"; if !(isNil "_playerSpawnArrayKey") then {_playerSpawnArrayKeyFinal = _playerSpawnArrayKey}; _playerSpawnArray = missionNamespace getVariable [_playerSpawnArrayKeyFinal,[]]; _spawnLimit = _playerSpawnArray select _index; }; _currentLimit = count(_trgt nearEntities[_unitClass, 800]); if (!_doVariable && (_currentLimit >= _spawnLimit)) exitWith { diag_log format["DEBUG: too many %1 exiting unitspawn",_unitClass]; }; _nonJammer = ["CfgEpochClient", "nonJammerAI", ["B_Heli_Transport_01_F","PHANTOM","EPOCH_Sapper_F","Epoch_SapperG_F","Epoch_SapperB_F","I_UAV_01_F","EPOCH_RyanZombie_1"]] call EPOCH_fnc_returnConfigEntryV2; _nonTrader = ["CfgEpochClient", "nonTraderAI", ["B_Heli_Transport_01_F","PHANTOM","EPOCH_Sapper_F","Epoch_SapperG_F","Epoch_SapperB_F","I_UAV_01_F","Epoch_Cloak_F","GreatWhite_F","EPOCH_RyanZombie_1"]] call EPOCH_fnc_returnConfigEntryV2; _nonTraderAIRange = ["CfgEpochClient", "nonTraderAIRange", 150] call EPOCH_fnc_returnConfigEntryV2; _loop = false; _unit = objNull; _targetPos = getPosATL _trgt; _targetPos set [2,0]; _jammers = (nearestObjects[_targetPos, call EPOCH_JammerClasses, call EPOCH_MaxJammerRange]) select {_targetPos distance _x < (getnumber (getmissionconfig "CfgEpochClient" >> "CfgJammers" >> (typeof _x) >> "buildingJammerRange"))}; if(!(_jammers isEqualTo []) && (_unitClass in _nonJammer))exitWith{}; _restricted = nearestObjects [_targetPos, ["ProtectionZone_Invisible_F"], _nonTraderAIRange]; if(!(_restricted isEqualTo []) && (_unitClass in _nonTrader))exitWith{}; _disableAI = { {_this disableAI _x}forEach["TARGET","AUTOTARGET","FSM"]; }; _units = []; switch _unitClass do { case "Epoch_Cloak_F": { for "_i" from 0 to (_unitCount-1) do { _unit = createAgent[_unitClass, _targetPos, [], 256, "FORM"]; _units pushBack _unit; _unit call _disableAI; [_unit,_trgt] execFSM "\x\addons\a3_epoch_code\System\cloak.fsm"; _unit addEventHandler ["Killed", {[_this, "AntagonistKills", 1, true] call Epoch_unit_onKilledEH;}]; }; }; case "GreatWhite_F": { if (surfaceIsWater _targetPos) then{ if (((_targetPos vectorDiff getPosASL _trgt) select 2) > 25) then{ for "_i" from 0 to (_unitCount-1) do { _unit = createAgent[_unitClass, _targetPos, [], 120, "FORM"]; _units pushBack _unit; _unit call _disableAI; [_unit] execFSM "\x\addons\a3_epoch_code\System\Shark_Brain.fsm"; _unit addEventHandler ["Killed", {[_this, "AntagonistKills", 1, true] call Epoch_unit_onKilledEH;}]; }; }; }; }; case "Epoch_Sapper_F": { if(random 100 < 6 && isNull _trgt)then{ _config = 'CfgEpochSapper' call EPOCH_returnConfig; _sapperNum = 8; if(getNumber(_config >> "sapperMigrationCount") > 0)then{ _sapperNum = getNumber(_config >> "sapperMigrationCount"); }; [_trgt,_sapperNum] execVM "epoch_code\compile\EPOCH_callSapperMigration.sqf"; }else{ for "_i" from 0 to (_unitCount-1) do { _unit = createAgent[_unitClass, _targetPos, [], 256, "FORM"]; _units pushBack _unit; _bomb = createVehicle ["Sapper_Charge_Ammo", _targetPos, [], 0, "CAN_COLLIDE"]; _bomb attachTo [_unit, [0,0,0],"Pelvis"]; _unit call _disableAI; _sapperHndl = [_unit, _bomb, _trgt] execFSM "\x\addons\a3_epoch_code\System\Sapper_Brain.fsm"; _unit setVariable ["sapperHndl",_sapperHndl]; _unit addEventHandler ["FiredNear", format ["%1 setFSMVariable [""_sFiredNear"",[_this select 1, _this select 2]];",_sapperHndl]]; _unit addEventHandler ["Hit", format ["%1 setFSMVariable [""_sHit"",[_this select 1, _this select 2]];",_sapperHndl]]; _unit addEventHandler ["Killed", {[_this, "AntagonistKills", 1, true] call Epoch_unit_onKilledEH;}]; }; }; }; case "Epoch_SapperG_F": { for "_i" from 0 to (_unitCount-1) do { _unit = createAgent[_unitClass, _targetPos, [], 256, "FORM"]; _units pushBack _unit; _bomb = createVehicle ["SmokeShellToxicSapper", _targetPos, [], 0, "CAN_COLLIDE"]; _bomb attachTo [_unit, [0,0,0],"Pelvis"]; [_bomb, player, Epoch_personalToken,_unit,false] remoteExec ["EPOCH_server_handle_sapperObjs",2]; _bomb = createVehicle ["Sapper_Charge_Ammo", _targetPos, [], 0, "CAN_COLLIDE"]; _bomb attachTo [_unit, [0,0,0],"Pelvis"]; _unit call _disableAI; _sapperHndl = [_unit, _bomb, _trgt] execFSM "\x\addons\a3_epoch_code\System\Sapper_Brain2.fsm"; _unit setVariable ["sapperHndl",_sapperHndl]; _unit addEventHandler ["FiredNear", format ["%1 setFSMVariable [""_sFiredNear"",[_this select 1, _this select 2]];",_sapperHndl]]; _unit addEventHandler ["Hit", format ["%1 setFSMVariable [""_sHit"",[_this select 1, _this select 2]];",_sapperHndl]]; _unit addEventHandler ["Killed", {[_this, "AntagonistKills", 1, true] call Epoch_unit_onKilledEH;}]; }; }; case "Epoch_SapperB_F": { for "_i" from 0 to (_unitCount-1) do { _unit = createAgent[_unitClass, _targetPos, [], 256, "FORM"]; _units pushBack _unit; _bomb = createVehicle["SapperB_Charge_Ammo", _targetPos, [], 0, "CAN_COLLIDE"]; _bomb attachTo[_unit, [0, 0, 0], "Pelvis"]; _unit call _disableAI; _sapperHndl = [_unit, _bomb, _trgt] execFSM "\x\addons\a3_epoch_code\System\Sapper_Brain2.fsm"; _unit setVariable ["sapperHndl",_sapperHndl]; _unit addEventHandler ["FiredNear", format ["%1 setFSMVariable [""_sFiredNear"",[_this select 1, _this select 2]];",_sapperHndl]]; _unit addEventHandler ["Hit", format ["%1 setFSMVariable [""_sHit"",[_this select 1, _this select 2]];",_sapperHndl]]; _unit addEventHandler ["Killed", {[_this, "AntagonistKills", 1, true] call Epoch_unit_onKilledEH;}]; }; }; case "I_UAV_01_F": { for "_i" from 0 to (_unitCount-1) do { _targetPos = [_targetPos, 600, 1200, 5, 0, 400, 0] call BIS_fnc_findSafePos; _targetPos set[2, 600]; _unit = createVehicle["I_UAV_01_F", _targetPos, [], 0, "FLY"]; _unit disableTIEquipment true; _units pushBack _unit; addToRemainsCollector[_unit]; _unit flyInHeight 600; _grp = createGroup [RESISTANCE, true]; _driver = _grp createUnit["I_UAV_AI", position _unit, [], 0, "CAN_COLLIDE"]; _driver moveInAny _unit; [_unit, _trgt] execFSM "\x\addons\a3_epoch_code\System\Copter_brain.fsm"; _unit addEventHandler ["Killed", {[_this, "AIKills", 1, true] call Epoch_unit_onKilledEH;}]; }; }; case "PHANTOM": { [] execFSM "\x\addons\a3_epoch_code\System\Phantom_Brain.fsm"; }; case "B_Heli_Transport_01_F": { [] execFSM "\x\addons\a3_epoch_code\System\Event_Air_Drop.fsm"; }; case "EPOCH_RyanZombie_1": { for "_i" from 1 to (_spawnLimit - _currentLimit) do { _unit = [] call EPOCH_zombieSpawn; _units pushBack _unit; }; }; case "I_Soldier_EPOCH": { _extraData params [["_pos",[]],["_copter",objnull]]; if (_pos isEqualTo []) then { _pos = [_targetPos,80,150,1,true] call EPOCH_fnc_findSafePos; }; _pos set [2,0]; _grp = createGroup [RESISTANCE, true]; _grp setBehaviour "COMBAT"; _grp setCombatMode "RED"; _missionConfig = getMissionConfig "CfgEpochSoldier"; _minAISkill = getNumber (_missionConfig >> "minAISkill"); _arrUnits = getArray (_missionConfig >> "unitTypes"); _arrSkills = ["aimingAccuracy","aimingShake","aimingSpeed","endurance","spotDistance","spotTime","courage","reloadSpeed","commanding","general"]; _arrVals = [ getNumber (_missionConfig >> "maxAimingAccuracy"), getNumber (_missionConfig >> "maxAimingShake"), getNumber (_missionConfig >> "maxAimingSpeed"), getNumber (_missionConfig >> "maxEndurance"), getNumber (_missionConfig >> "maxSpotDistance"), getNumber (_missionConfig >> "maxSpotTime"), getNumber (_missionConfig >> "maxCourage"), getNumber (_missionConfig >> "maxReloadSpeed"), getNumber (_missionConfig >> "maxCommanding"), getNumber (_missionConfig >> "maxGeneral") ]; for "_i" from 0 to (_unitCount - 1) do { _unit = _grp createUnit[selectRandom _arrUnits, _pos, [], 0, "FORM"]; _units pushBack _unit; _unit setRank "Private"; _unit enableAI "TARGET"; _unit enableAI "AUTOTARGET"; _unit enableAI "MOVE"; _unit enableAI "ANIM"; _unit disableAI "FSM"; _unit addEventHandler ["Killed", {[_this, "AIKills", 1, true] call Epoch_unit_onKilledEH;}]; // randomize skill for "_i" from 0 to ((count _arrSkills)-1) do { _aiskill = floor random (_arrVals select _i); if (_aiskill < _minAISkill) then {_aiskill = _minAISkill}; _unit setSkill [_arrSkills select _i,_arrVals select _i]; }; // spawn brains only on leader if (_i == 0) then { _grp selectLeader _unit; [_pos,_copter,_trgt,_unit] execFSM "\x\addons\a3_epoch_code\System\Group_Leader_Brain.fsm"; }; }; }; }; if(_doVariable && (!isNull _unit) && (!isNull _trgt))then{ _trgt setVariable ["EPOCH_antagObj", _unit, true]; if!(isNull _bomb)then{ _trgt setVariable ["EPOCH_antagBomb", _bomb, true]; }; }; if !(_units isEqualTo []) then { _units remoteExec ["EPOCH_localCleanup",2]; };