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148 lines
5.1 KiB
Plaintext
148 lines
5.1 KiB
Plaintext
/*
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Author/s:
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Aaron Clark - EpochMod.com
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Description:
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Spawns Bunker Dynamically.
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Improvements and or bugfixes and other contributions are welcome via the github:
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https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_server_bunker_event/EpochEvents/BunkerSpawner.sqf
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*/
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//[[[cog import generate_private_arrays ]]]
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private ["_allBunkers","_animationStates","_bunkerCounter","_bunkerLocations","_bunkerLocationsKey","_colCount","_debug","_debugLocation","_expiresBunker","_firstBunker","_instanceID","_list","_loc1","_location","_maxRows","_maxBunkerLimitSlots","_maxColumns","_memoryPoints","_modelInfo","_newBunkerCounter","_object","_originalLocation","_pOffset","_response","_rng","_rngChance","_rowCount","_score","_scriptHiveKey","_seed","_selectedBunker","_size","_valuesAndWeights","_veh"];
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//[[[end]]]
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if (worldName == "VR") then {
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_debug = false;
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_expiresBunker = 14400; // four hours
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_debugLocation = getMarkerPos "respawn_west";
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_memoryPoints = ["one","two","three","four"];
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_bunkerCounter = 0;
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_newBunkerCounter = 0;
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_instanceID = call EPOCH_fn_InstanceID;
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// size
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_maxRows = 20;
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_maxColumns = 20;
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_rngChance = 0; // Lower this to spawn more positions
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_scriptHiveKey = "EPOCH:DynamicBunker003"; // change this to force a new seed to be generated.
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_bunkerLocationsKey = format ["%1:%2", _instanceID, worldname];
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_response = [_scriptHiveKey, _bunkerLocationsKey] call EPOCH_fnc_server_hiveGETRANGE;
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_response params [["_status",0],["_data",[]] ];
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_firstBunker = objNull;
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_bunkerLocations = [];
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// check for proper return and data type
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if (_status == 1 && _data isEqualType [] && !(_data isEqualTo [])) then {
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_bunkerLocations = _data;
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// spawn cached bunkers
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{
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if (_x isEqualType [] && !(_x isEqualTo [])) then {
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_x params ["_selectedBunker", "_posWorld", ["_memoryPointsStatus",[]] ];
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_object = createSimpleObject [_selectedBunker, _posWorld];
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if (isNull _firstBunker) then {_firstBunker = _object;};
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{
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_object animate [_x,(_memoryPointsStatus param [_forEachIndex,1]),true];
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} forEach _memoryPoints;
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_bunkerCounter = _bunkerCounter + 1;
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};
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} forEach _bunkerLocations;
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} else {
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// generate new bunker
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_size = 13.081;
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_allBunkers = [];
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_newBunkerCounter = 0;
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// Generate Seed
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_seed = random 999999;
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diag_log format["Generating bunker with seed: %1",_seed];
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_location = ATLToASL _debugLocation;
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_originalLocation = +_location;
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_valuesAndWeights = [
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"bunker_epoch", 0.2, // empty bunker
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"bunker_epoch_01", 0.1, // tall concrete maze 1
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"bunker_epoch_02", 0.05, // Epoch Corp storage
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// "bunker_epoch_03", 0.01, // save for xmas
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"bunker_epoch_04", 0.05, // generator room
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// "bunker_epoch_05", 0.01, // invisible walls
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"bunker_epoch_06", 0.05, // jail
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"bunker_epoch_07", 0.05, // clone chamber
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"bunker_epoch_08", 0.01, // epoch celebration room
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"bunker_epoch_09", 0.05, // tallest concrete walls
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"bunker_epoch_10", 0.05, // knee high concrete walls
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"bunker_epoch_11", 0.1, // sewer
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"bunker_epoch_12", 0.05, // concrete mid wall
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"bunker_epoch_13", 0.05, // tall concrete maze 2
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"bunker_epoch_14", 0.08, // odd concrete walls
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"bunker_epoch_15", 0.05 // concrete mid wall maze
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];
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_rowCount = 0;
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_colCount = 0;
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//spawn x number of connected bunkers.
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while {true} do {
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if (_colCount > _maxColumns) exitWith {};
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_rng = _seed random [_location select 0,_location select 1];
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if (_rng > _rngChance) then {
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_selectedBunker = selectRandomWeighted _valuesAndWeights;
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_object = createSimpleObject [_selectedBunker, _location];
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if (isNull _firstBunker) then {_firstBunker = _object;};
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_allBunkers pushBack _object;
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_newBunkerCounter = _newBunkerCounter + 1;
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};
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_location set [0,(_location select 0) + _size];
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_rowCount = _rowCount + 1;
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if (_rowCount >= _maxRows) then {
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_rngChance = 0.3;
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_colCount = _colCount + 1;
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_rowCount = 0;
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_location set [0,_originalLocation select 0];
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_location set [1,(_location select 1) + _size];
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};
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};
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_score = 0;
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{
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_veh = _x;
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_animationStates = [];
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{
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_pOffset = _veh selectionPosition _x;
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if !(_pOffset isEqualTo [0,0,0]) then {
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_loc1 = _veh modelToWorldVisual _pOffset;
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_list = nearestObjects[_loc1, [], 1];
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if !(_list isEqualTo []) then {
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_score = _score + 1;
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_animationStates pushBack 0;
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_veh animate [_x,0];
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} else {
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_animationStates pushBack 1;
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_veh animate [_x,1];
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};
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};
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} forEach _memoryPoints;
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_modelInfo = getModelInfo _veh;
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_bunkerLocations pushBack [_modelInfo select 1, getPosWorld _veh, _animationStates, _score];
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} forEach _allBunkers;
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// save to DB
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[_scriptHiveKey, _bunkerLocationsKey, _expiresBunker, _bunkerLocations] call EPOCH_fnc_server_hiveSETEX;
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};
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// move respawn point into first bunker.
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if (!(isNull _firstBunker) && {_firstBunker distance _debugLocation > 1}) then {
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deleteMarker "respawn_west";
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createMarker ["respawn_west", getposATL _firstBunker];
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};
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if (_debug) then {
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diag_log format["DEBUG: Spawned %1 Existing Bunker",_bunkerCounter];
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if (_newBunkerCounter > 0) then {
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diag_log format["DEBUG: Spawned %1 New Bunker.",_newBunkerCounter];
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};
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};
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};
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