SEM/sem/scripts/ai/_____fn_AIconvoy.sqf

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2017-03-27 13:32:07 +00:00
/* KiloSwiss */
private["_group","_endPos","_missionID","_mainVehicle","_convoyVehicles","","","","",""];
_group = _this select 0;
_endPos = _this select 1;
_missionID = _this select 2;
_mainVehicle = _this select 3;
_convoyVehicles = _this select 4;
/* Marker position update */
_this spawn { private["_endPos","_missionID","_mainVehicle","_oldPos","_newPos"];
_endPos = _this select 1;
_missionID = _this select 2;
_mainVehicle = _this select 3;
_oldPos = position _mainVehicle;
while{alive _mainVehicle && _mainVehicle distance _endPos > 20}do{
UIsleep 10;
_newPos = position _mainVehicle;
if(_oldPos distance _newPos > 10)then{
_oldPos = _newPos;
SEM_updateMissionMarkerPos = [_missionID, _newPos];
SEM_updateMissionMarkerPos call SEM_client_updateMissionMarkerPos;
};
};
};
_units = (units _group);
_startPos = getPos _mainVehicle;
{_group addVehicle _x; _x lock 3}forEach _convoyVehicles;
_vehFront = (if(count _convoyVehicles == 1)then[{_mainVehicle},{{if(_x != _mainVehicle)exitWith{_x}; (_convoyVehicles select 0)}count _convoyVehicles}];
_ranks = ["COLONEL","MAJOR","CAPTAIN","LIEUTENANT","SERGEANT","CORPORAL","PRIVATE"];
_convoyGrps = [];
{
_x setVariable ["AIrank", (_ranks select (_forEachIndex min (count _ranks -1)))];
_x addEventHandler ["getIn",{ private "_unit";
_unit = _this select 2;
_unit setUnitRank (_this select 0 getVariable ["AIrank","PRIVATE"]);
_unit joinSilent (format ["_convoy%1Grp%2", _missionID, _forEachIndex]);
}];
call compile format["
_convoy%1Grp%2 = createGroup (side %3);
_convoyGrps pushBack _convoy%1Grp%2;
", _missionID, _forEachIndex, _group];
//assign at least one driver per vehicle
(_units select _forEachIndex) assignAsDriver _x;
(_units select _forEachIndex) moveInDriver _x;
}forEach [_vehFront, _mainVehicle] + [(_convoyVehicles - [_vehFront,_mainVehicle])];
//Order all Units to get in
_units allowGetIn true;
_units orderGetIn true;
//-- Get lowest TopSpeed from all vehicles
_topSpeeds = [];
{
_maxSpd = getNumber (configFile >> "cfgVehicles" >> typeOf _x >> "maxSpeed");
if(!isNil "_maxSpd")then{_topSpeeds pushBack _maxSpd};
}forEach _convoyVehicles;
_select = 0;
_maxSpd = _topSpeeds select _select;
while{{_maxSpd > _x}count _topSpeeds != 0}do{
_select = _select + 1;
_maxSpd = _topSpeeds select _select;
};
{_x forceSpeed (_maxSpd*0.7)*0.2777778}forEach _convoyVehicles; // m/s
//DEBUG
if(SEM_debug in ["log","full"])then{diag_log format["SEM DEBUG: Convoy Vehicles TopSpeeds: %1 - Selected lowest: %2", _topSpeeds, _maxSpd]};
//Wait until every unit has boarded a vehicle
waitUntil{sleep 1; {vehicle _x in _convoyVehicles}count (units _group) == 0};
/*
_unit1 = units _group select (count units _group -1);
_unit1 assignAsDriver _veh;
[_unit1] orderGetIn true;
*/
_group move _endPos;
_group setSpeedMode "NORMAL";//"FULL";
_group setBehaviour "SAFE"; //"CARELESS";
_group setCombatMode "GREEN";
_group setFormation "FILE";
_lastMoveCheck = time;
_oldPos = getPos _vehFront;
/* Convoy loop */
_stayToDefend = true;
while {_mainVehicle distance _endPos >= _distance} do { //CONVOY LOOP
_vehiclePos = getPos _mainVehicle;
_vehFrontPos = getPos _vehFront;
if({!canMove _x}count _convoyVehicles > 0 && _stayToDefend)then{
{if(canMove _x)then{(driver _x) doMove _vehiclePos;};}forEach _convoyVehicles;
sleep 5;
{
if(_x distance _vehiclePos < 50)then{
if(_x != gunner (vehicle _x))then{
_x action ["GetOut", (vehicle _x)];
sleep 0.5;
[_x] orderGetIn false;
[_x] allowGetIn false;
_x doMove _vehiclePos;
};
}else{
_x doMove _vehiclePos;
};
}forEach units _group;
_group move _vehiclePos;
_group setSpeedMode "FULL";
if({_x distance _veh2 < 50}count units _group == count units _group)then{
_endPos = _vehiclePos;
};
}else{
//-- Work In Progress!
if({alive _x && !(vehicle _x in _convoyVehicles)}count units _group > 0)then{ //AI has left the vehicle
_group setBehaviour "CARELESS";
_group setCombatMode "GREEN";
{
if(!(vehicle _x in _convoyVehicles))then{
[_x] allowGetIn true;
[_x] orderGetIn true;
};
}forEach units _group;
sleep 10; //Brake the loop for 10 seconds
_group move _endPos;
_group setSpeedMode "NORMAL";
}else{ //Do vehicle speed management and continue travel to destination
_group setBehaviour "SAFE";
_group setCombatMode "GREEN";
_group setFormation "COLUMN";
if(time - _lastMoveCheck > 30)then{
_lastMoveCheck = time;
if(_vehFrontPos distance _oldPos < 10)then{
//FAILSAFE IF CONVOY IS STUCK
_group move _endPos;
_group setSpeedMode "FULL";
sleep 10; //Brake the loop for 10 seconds
_group setSpeedMode "NORMAL";
};
_oldPos = getPos _vehFront;
};
//-- Distance Checks
// forceSpeed = m/s
// limitSpeed = km/h
// 1 km/h == ~0.2777778 m/s
//Check Formation
_distanceA = _veh1 distance _veh2;
_distanceB = _veh1 distance _veh3;
if(_distanceA > _distanceB)then{
_3inFrontOf2 = [_veh2, _veh3, 0] call BIS_fnc_isInFrontOf;
if(_3inFrontOf2 || abs(_distanceA - _distanceB) > 10)then{//Swap Vehicles position in convoy (2 <-> 3)
//diag_log format["A: Distance 1-2: %1 - Distance 1-3: %2", round (_veh1 distance _veh2), round (_veh1 distance _veh3)];
_vehinMiddle = _veh3;
_veh3 = _veh2;
_veh2 = _vehinMiddle;
//diag_log format["B: Distance 1-2: %1 - Distance 1-3: %2", round (_veh1 distance _veh2), round (_veh1 distance _veh3)];
};
};
//Speed Management for Vehicle 1
if(_veh1 distance _veh2 > 50 || _veh1 distance _veh3 > 80)then{
if(_veh1 distance _veh2 > 80 || _veh1 distance _veh3 > 120)then{
_veh1 forceSpeed (_maxSpd*0.1)*0.2777778;
_veh1 limitSpeed (_maxSpd*0.1);
}else{
if(speed _veh3 < 10)then{
_veh1 forceSpeed (speed _veh3)*0.2777778;
_veh1 limitSpeed (speed _veh3);
}else{
_veh1 forceSpeed (_maxSpd*0.4)*0.2777778;
_veh1 limitSpeed (_maxSpd*0.4);
};
};
}else{
if(speed _veh3 < 10 && _veh1 distance _veh3 > 30)then{
_veh1 forceSpeed (_maxSpd*0.1)*0.2777778;
_veh1 limitSpeed (_maxSpd*0.1);
}else{
_veh1 forceSpeed (_maxSpd*0.7)*0.2777778; //-- m/s
_veh1 limitSpeed (_maxSpd*0.7);
};
};
//Speed Management for Vehicle 2
if(_veh2 distance _veh1 > 40)then{
if(_veh2 distance _veh3 > _veh2 distance _veh1)then{ //let Vehicle3 catch up
_veh2 forceSpeed (_maxSpd*0.4)*0.2777778;
_veh2 limitSpeed (_maxSpd*0.4);
}else{
if(speed _veh1 < 10)then{ //FAILSAFE IF CONVOY IS STUCK
(driver _veh2) doMove (getPos _veh1);
_veh2 forceSpeed (_maxSpd*0.7)*0.2777778;
_veh2 limitSpeed (_maxSpd*0.7);
}else{
//Move faster to catch up with Vehicle1
_veh2 forceSpeed _maxSpd*0.2777778;
_veh2 limitSpeed _maxSpd;
};
};
}else{
if(_veh2 distance _veh1 < 20)then{
_veh2 forceSpeed (speed _veh1)*0.2777778;
_veh2 limitSpeed (speed _veh1);
}else{
_veh2 forceSpeed (_maxSpd*0.7)*0.2777778;
_veh2 limitSpeed (_maxSpd*0.7);
};
};
//Speed Management for Vehicle 3
if(_veh3 distance _veh2 > 30 || _veh3 distance _veh1 > 60)then{ //catch up
_veh3 forceSpeed _maxSpd*0.2777778;
_veh3 limitSpeed _maxSpd;
}else{
if(_veh3 distance _veh2 < 15 && speed _veh2 > 5)then{
_veh3 forceSpeed (speed _veh2)*0.2777778;
_veh3 limitSpeed (speed _veh2);
}else{
if(speed _veh1 < 10)then{ //FAILSAFE IF CONVOY IS STUCK
(driver _veh3) doMove (getPos _veh1);
_veh3 forceSpeed (_maxSpd*0.7)*0.2777778;
_veh3 limitSpeed (_maxSpd*0.7);
}else{
_veh3 forceSpeed (_maxSpd*0.7)*0.2777778;
_veh3 limitSpeed (_maxSpd*0.7);
};
};
};
};
};
//code to end the while
_unitsAlive = ({alive _x}count units _group);
if(_unitsAlive < 1) then {
_endPos = _vehiclePos;
};
if (damage _mainVehicle == 1) then {
_endPos = _vehiclePos;
};
if({isPlayer _x && alive _x}count crew _mainVehicle > 0)then{
doStop (units _group);
{
_x spawn{
_this action ["engineOff", (vehicle _this)];
sleep 0.5;
deleteVehicle _this;
};
}foreach units _group;
_endPos = _vehiclePos;
};
sleep 1;
}; //END OF LOOP
diag_log "Dynamic Mission Status: Convoy Ended";
if({alive _x}count units _group > 0 && damage _mainVehicle < 1)then{
{if(canMove _x)then{(driver _x) doMove _vehiclePos;};}forEach _convoyVehicles;
sleep 10;
{
if(_x != gunner (vehicle _x))then{
_x spawn{
doStop _this;
sleep 1;
_this action ["engineOff", (vehicle _this)];
_this action ["GetOut", (vehicle _this)];
sleep 0.1;
[_this] orderGetIn false;
[_this] allowGetIn false;
_this doMove _vehiclePos;
};
};
}forEach units _group;
_group move _vehiclePos;
_group setBehaviour "AWARE";
_group setFormation "FILE";
_group setCombatMode "YELLOW";
};