GMS_RC/@GMS/addons/GMS/Compiles/Missions/fn_spawnMissionAI.sqf

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/*
GMS_fnc_spawnMissionAI
by Ghostrider [GRG]
returns an array of the units spawned
--------------------------
License
--------------------------
All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
http://creativecommons.org/licenses/by-nc-sa/4.0/
*/
#include "\x\addons\GMS\Compiles\Init\GMS_defines.hpp"
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#define configureWaypoints true
params["_coords",["_minNoAI",3],["_maxNoAI",6],["_noAIGroups",0],["_missionGroups",[]],["_aiDifficultyLevel","red"],["_uniforms",[]],["_headGear",GMS_BanditHeadgear],["_vests",[]],["_backpacks",[]],["_weapons",[]],["_sideArms",[]],["_isScubaGroup",false]];
//[format["GMS_fnc_spawnMissionAI: _this = %1",_this]] call GMS_fnc_log;
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private _unitsToSpawn = 0;
private _unitsPerGroup = 0;
private _ResidualUnits = 0;
private _adjusttedGroupSize = 0;
private ["_min","_max","_unitsToSpawn","_unitsPerGroup"];
private _allAI = [];
private _abort = false;
private _groups = [];
#define patrolAreadDimensions [60,60]
if !(_missionGroups isEqualTo []) then
{
{
//[format["GMS_fnc_spawnMissionAI: evaluating _missionGroups element %1",_x]] call GMS_fnc_log;
_x params["_position","_minAI","_maxAI","_skillLevel"];
private _min = [_minAI] call GMSCore_fnc_getIntegerFromRange;
private _max = [_maxAI] call GMSCore_fnc_getIntegerFromRange;
//[format["GMS_fnc_spawnMissionAI: params returned _minAI %1 | _maxAI %2 _position %3 | _skillLevel %4",_minAI,_maxAI,_position,_skillLevel]] call GMS_fnc_log;
_unitsToSpawn = round(_min + round(random(_max - _min)));
private _groupPos = _coords vectorAdd _position;
private _newGroup = [_groupPos,_unitsToSpawn,_aiDifficultyLevel,patrolAreadDimensions,_uniforms,_headGear,_vests,_backpacks,_weapons,_sideArms,_isScubaGroup,GMS_waypointTimeoutInfantry,"Soldier"] call GMS_fnc_spawnGroup;
/*
[
_group,
GMSAI_BlacklistedLocations,
_patrolMarker,
waypointTimeoutInfantryPatrols,
GMSAI_chanceToGarisonBuilding,
"infantry",
_deletemarker
] call GMSCore_fnc_initializeWaypointsAreaPatrol;
*/
private _movetoPos = [[[_groupPos, patrolAreadDimensions]],[]/* add condition that the spawn is not near a trader*/] call BIS_fnc_randomPos;
(leader _newGroup) moveTo _movetoPos;
(leader _newGroup) call GMSCore_fnc_nextWaypointAreaPatrol;
/*
[
_newGroup,
[_groupPos, [50,50]],
300,
0.33,
"infantry",
true
] call GMSCore_fnc_initializeWaypointsAreaPatrol;
*/
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_groups pushBack _newGroup;
GMS_monitoredMissionAIGroups pushback _newGroup;
_allAI append (units _newGroup);
//[format["GMS_fnc_spawnMissionAI: _group %1 with %2 units added | _min %3 | _max %4 | _unitsToSpawn %5",_newGroup, count (units _newGroup),_min,_max,_unitsToSpawn]]call GMS_fnc_log;
}forEach _missionGroups;
} else {
if (_noAIGroups > 0) then
{
private _min = [_minNoAI] call GMSCore_fnc_getIntegerFromRange;
private _max = [_maxNoAI] call GMSCore_fnc_getIntegerFromRange;
_unitsToSpawn = round(_min + round(random(_max - _min)));
_unitsPerGroup = floor(_unitsToSpawn/_noAIGroups);
private _area = [_coords,[200,200]];
private _groupPosns = [_coords,_noAIGroups,30,50] call GMS_fnc_findPositionsAlongARadius;
{
_newGroup = [_x,_unitsPerGroup,_aiDifficultyLevel,patrolAreadDimensions,_uniforms,_headGear,_vests,_backpacks,_weapons,_sideArms,_isScubaGroup,GMS_waypointTimeoutInfantry] call GMS_fnc_spawnGroup;
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_groups pushBack _newGroup;
GMS_monitoredMissionAIGroups pushback _newGroup;
_allAI append (units _newGroup);
//[format["GMS_fnc_spawnMissionAI: _group %1 with %2 units added",_newGroup, count (units _newGroup)]] call GMS_fnc_log;
} forEach _groupPosns;
};
};
//[format["GMS_fnc_spawnMissionAI: _groups = %1 | _allAI = %2",_groups,_allAI]] call GMS_fnc_log;
_allAI