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120 lines
4.4 KiB
Plaintext
120 lines
4.4 KiB
Plaintext
/*
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Author: Aaron Clark - EpochMod.com
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Contributors:
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Description:
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Runs chances to spawn loot objects on building
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Licence:
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Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike
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Github:
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https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_code/compile/looting/EPOCH_spawnLoot.sqf
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Example:
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[_building] call EPOCH_spawnLoot;
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Parameter(s):
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_this select 0: OBJECT - building
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_this select 1: NUMBER - Number of buildings checked before a building in the array can reattempt looting. Default: 333
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_this select 2: NUMBER - Limit of loot objects, as new are created old ones will be removed. Default: 33
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Returns:
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BOOL
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*/
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//[[[cog import generate_private_arrays ]]]
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private ["_cfgBaseBuilding","_class","_color","_colors","_config","_delete","_dir","_item","_lootBias","_lootLimit","_lootType","_loots","_masterConfig","_pos","_posName","_positions","_possibleCount","_possibleLoots","_randomIndex","_return","_selectedConfig","_selectedLoot","_lootObjectLimit"];
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//[[[end]]]
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params [["_building",objNull,[objNull]], ["_LootBiasAdd",0]];
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_lootObjectLimit = 33;
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_selectedConfig = typeOf _building;
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if (_selectedConfig isEqualTo "") then {
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(getModelInfo _building) params [["_modelName",""]];
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if (!isnil "_modelName") then {
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// replace spaces and periods with underscores
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_selectedConfig = (_modelName splitString " .") joinString "_";
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};
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};
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//diag_log format["DEBUG: _selectedConfig %1",_selectedConfig];
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_masterConfig = 'CfgBuildingLootPos' call EPOCH_returnConfig;
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_config = _masterConfig >> _selectedConfig;
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_cfgBaseBuilding = 'CfgBaseBuilding' call EPOCH_returnConfig;
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// exit with false if building is not lootable
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_return = false;
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if !(isClass(_config)) exitWith {_return};
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_lootBias = getNumber(_config >> "lootBias") + _LootBiasAdd;
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_lootBias = _lootBias / ((count (((position player) nearEntities 75) select {isplayer _x && alive _x})) max 1);
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_lootType = getText(_config >> "lootType");
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_loots = getArray(_config >> _lootType);
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_lootLimit = (round random(getNumber(_config >> "limit"))) max 1;
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_posName = "";
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if ((random 100) < _lootBias) then {
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_possibleLoots = [];
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{
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_x params ["_posNameTMP","_class","_randomColor"];
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_posName = _posNameTMP;
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_positions = getArray(_config >> _posName);
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{
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_possibleLoots pushBack [_class,_randomColor,_x];
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} forEach _positions;
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} forEach _loots;
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if !(_possibleLoots isEqualTo []) then {
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for "_i" from 1 to _lootLimit do
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{
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_return = true;
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_possibleCount = count _possibleLoots;
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if (_possibleCount > 0) then {
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_randomIndex = (floor random(_possibleCount));
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_selectedLoot = _possibleLoots deleteAt _randomIndex;
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//
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_selectedLoot params ["_class","_randomColor","_position"];
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_position params ["_m2WPos","_relDir"];
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_pos = _building modelToWorld _m2WPos;
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// force item to ground level if resulting z pos is below ground.
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if (_pos select 2 < 0) then {
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_pos set[2, 0];
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};
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if (_class isEqualType []) then {
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_class = selectRandom _class;
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};
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_dir = _relDir + (getDir _building);
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_item = createVehicle[_class, _pos, [], 0.0, "CAN_COLLIDE"];
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_item setDir _dir;
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EPOCH_lootObjects pushBack _item;
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if (count EPOCH_lootObjects > _lootObjectLimit) then {
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_delete = EPOCH_lootObjects deleteAt 0;
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if (!isnull _delete) then {
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deleteVehicle _delete;
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};
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};
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if (surfaceIsWater _pos) then {
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_item setPosASL _pos;
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} else {
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_item setPosATL _pos;
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};
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if (_randomColor isEqualTo "true") then {
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_colors = getArray(_cfgBaseBuilding >> _class >> "availableTextures");
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if !(_colors isEqualTo[]) then {
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_color = selectRandom _colors;
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_item setObjectTextureGlobal[0, _color];
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};
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};
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};
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};
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} else {
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diag_log format["DEBUG: no positions for: %1",_posName];
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};
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};
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_return
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