Epoch/Sources/epoch_code/compile/looting/EPOCH_spawnLoot.sqf
vbawol 87c23b106f Release 0.3.8 (#502)
* first build for 0.3.8

* 0.3.8.0190

* 0.3.8.0202

* 0.3.8.0213

* 0.3.7.0214

* 0.3.8.0222

* 0.3.8.0246

* 0.3.8.0247

fixed typo

* 0.3.8.0249

more fixes for server compiler

* 0.3.8.0256

* add build number and simple batch file for packing

* match build number with internal

* add build numbers to server pbo's and mission files

also reworked build script for more options

* 0.3.8.0261

* 0.3.8.0261

* 0.3.8.0283

* 0.3.8.0284

* changelog

* 0.3.8.0307

* 0.3.8.0311

* remove old BEC plugin

* update redis-server.exe to latest build and full config

* 0.3.8.0314

* 0.3.8.0315

* inverse logic

This should correctly prevent spawning these units nearby jammer or
protection zones

* use pushbackUnique here

* optimized loot function

by using selectRandom instead of slower sqf logic

* 0.3.8.0316

* make use of new getDir functionality instead of BIS fnc

* add lower disconnect value to server.cfg

* use new getpos functionality

* 0.3.8.0317

* 0.3.8.0319

* 0.3.8.0327

* 0.3.8.0338

changelog update tba

* changelog

* 0.3.8.0341

* BE update

* 0.3.8.0353

* changelog

* removed duplicates

* 0.3.8.0355

fixed error in getIDC

* 0.3.8.0356

revert to BIS_fnc_param as params threw errors

* 0.3.8.0357

fixes for #496 #497

* 0.3.8.0359

fixed #497
fixed #496

* 0.3.8.0365

* 0.3.8.0371

* 0.3.8.0373

* 0.3.8.0379

* 0.3.8.0381

* 0.3.8.0386

* 0.3.8.0393

* 0.3.8.0395

* 0.3.8.0396

* 0.3.8.0397

* 0.3.8.0406

* 0.3.8.0409

* 0.3.8.0410

loot balance
suppress error in spawnloot
make near object check based on building size

* 0.3.8.0412

* 0.3.8.0414

removed classes with scope 0
test remove loot trash on gear for #498
fixed #501

* 0.3.8.0415

* same
2016-04-08 15:21:46 -05:00

104 lines
3.5 KiB
Plaintext

/*
Author: Aaron Clark - EpochMod.com
Contributors:
Description:
Runs chances to spawn loot objects on building
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/master/Sources/epoch_code/compile/looting/EPOCH_spawnLoot.sqf
Example:
[_building] call EPOCH_spawnLoot;
Parameter(s):
_this select 0: OBJECT - building
_this select 1: NUMBER - Number of buildings checked before a building in the array can reattempt looting. Default: 333
_this select 2: NUMBER - Limit of loot objects, as new are created old ones will be removed. Default: 33
Returns:
BOOL
*/
params [["_building",objNull,[objNull]], ["_lootCheckBufferLimit",333], ["_lootObjectLimit",33]];
_masterConfig = 'CfgBuildingLootPos' call EPOCH_returnConfig;
_config = _masterConfig >> (typeOf _building);
// exit with false if building is not lootable
_return = false;
if !(isClass(_config)) exitWith {_return};
_lootBias = getNumber(_config >> "lootBias");
_lootType = getText(_config >> "lootType");
_loots = getArray(_config >> _lootType);
_lootLimit = ceil random(getNumber(_config >> "limit"));
EPOCH_LootedBlds pushBackUnique _building;
if (count EPOCH_LootedBlds >= _lootCheckBufferLimit) then {
EPOCH_LootedBlds deleteAt 0;
};
if ((random 100) < _lootBias) then {
_possibleLoots = [];
{
_x params ["_posName","_class","_randomColor"];
_positions = getArray(_config >> _posName);
{
_possibleLoots pushBack [_class,_randomColor,_x];
} forEach _positions;
} forEach _loots;
if !(_possibleLoots isEqualTo []) then {
for "_i" from 1 to _lootLimit do
{
_return = true;
_possibleCount = count _possibleLoots;
if (_possibleCount > 0) then {
_randomIndex = (floor random(_possibleCount));
_selectedLoot = _possibleLoots deleteAt _randomIndex;
//
_selectedLoot params ["_class","_randomColor","_position"];
_position params ["_m2WPos","_relDir"];
_pos = _building modelToWorld _m2WPos;
// force item to ground level if resulting z pos is below ground.
if (_pos select 2 < 0) then {
_pos set[2, 0];
};
if (_class isEqualType []) then {
_class = selectRandom _class;
};
_dir = _relDir + (getDir _building);
_item = createVehicle[_class, _pos, [], 0.0, "CAN_COLLIDE"];
_item setDir _dir;
EPOCH_lootObjects pushBack _item;
if (count EPOCH_lootObjects > _lootObjectLimit) then {
deleteVehicle (EPOCH_lootObjects deleteAt 0);
};
if (surfaceIsWater _pos) then {
_item setPosASL _pos;
} else {
_item setPosATL _pos;
};
if (_randomColor isEqualTo "true") then {
_colors = getArray(configFile >> "CfgVehicles" >> _class >> "availableTextures");
if !(_colors isEqualTo[]) then {
_color = selectRandom _colors;
_item setObjectTextureGlobal[0, _color];
};
};
};
};
} else {
diag_log format["DEBUG: no positions for: %1",_posName];
};
};
_return