mirror of
https://github.com/Ignatz-HeMan/SEM
synced 2024-08-30 16:22:10 +00:00
323 lines
8.5 KiB
Plaintext
323 lines
8.5 KiB
Plaintext
/* KiloSwiss */
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private["_group","_endPos","_missionID","_mainVehicle","_convoyVehicles","_enterableVehicles","_convoyGrps","_ranks","_side","_vehiclePos","_vehFrontPos","_veh1","_veh2","_veh3","_start"];
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_group = _this select 0;
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_endPos = _this select 1;
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_missionID = _this select 2;
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_mainVehicle = _this select 3;
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_convoyVehicles = _this select 4;
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_enterableVehicles = _this select 5;
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/* Marker position update */
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_this spawn { private["_endPos","_missionID","_mainVehicle","_oldPos","_newPos"];
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_endPos = _this select 1;
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_missionID = _this select 2;
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_mainVehicle = _this select 3;
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_oldPos = position _mainVehicle;
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while{alive _mainVehicle && _mainVehicle distance _endPos > 50}do{
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UIsleep 10;
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_newPos = position _mainVehicle;
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if(_oldPos distance _newPos > 10)then{
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_oldPos = _newPos;
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SEM_updateMissionMarkerPos = [_missionID, _newPos];
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SEM_updateMissionMarkerPos call SEM_client_updateMissionMarkerPos;
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};
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};
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};
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_units = (units _group);
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_side = side (_units select 0);
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_startPos = getPos _mainVehicle;
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_vehFront = (if(count _convoyVehicles == 1)then[{_mainVehicle},{{if(_x != _mainVehicle)exitWith{_x}; (_convoyVehicles select 0)}count _convoyVehicles}]);
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{
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_x setVariable ["AIskill",(skill _x)]
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} count _units;
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_ranks = ["COLONEL","MAJOR","CAPTAIN","LIEUTENANT","SERGEANT","CORPORAL","PRIVATE"];
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{
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_x setFuel 1;
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_x setDamage 0;
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_group addVehicle _x;
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if (_x in _enterableVehicles) then {
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_x lock 0
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}
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else {
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_x lock 3
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};
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_x setVariable ["AIrank", (_ranks select (_forEachIndex min (count _ranks -1)))];
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_x addEventHandler ["getIn",{
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(_this select 2) setUnitRank ((_this select 0) getVariable ["AIrank","PRIVATE"]);
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if((_this select 1) == "driver")then{
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(_this select 2) setSkill 1;
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};
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}];
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_x addEventHandler ["getOut",{
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(_this select 2) setSkill ((_this select 2) getVariable ["AIskill",0.7]);
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}];
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_x addeventHandler ["handleDamage",{
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if(isNull (_this select 3))then{false};
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}];
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// Fill driver seats first
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(_units select _forEachIndex) assignAsDriver _x;
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if(_x emptyPositions "GUNNER" > 0)then{ // Assign a gunner
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_x allowCrewInImmobile true; //allow gunner to stay in immobilized vehicle
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(_units select (_forEachIndex + (count _convoyVehicles))) assignAsGunner _x;
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};
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}forEach _convoyVehicles;
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//Order all Units to get in
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_units allowGetIn true;
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_units orderGetIn true;
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//Wait until every unit has boarded a vehicle
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_start = time;
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waitUntil {
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uisleep 1;
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{
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(alive _x && vehicle _x == _x)
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} count _units == 0 || time - _start >= 30
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};
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if({alive _x && vehicle _x == _x}count _units > 0)then{
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{ /* Move stuck AI into vehicles */
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if(vehicle _x == _x)then{
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_y = _x;
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{ /* Fill driver/gunner seats first */
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if(_x emptyPositions "DRIVER" > 0)exitWith{_y moveInDriver _x; _y setSkill 1};
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if(_x emptyPositions "GUNNER" > 0)exitWith{_y moveInGunner _x};
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}forEach _convoyVehicles;
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{ /* Fill cargo seats */
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if(_x emptyPositions "CARGO" > 0)exitWith{_y moveInCargo _x};
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}forEach (_convoyVehicles - [_mainVehicle]);
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};
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_x setUnitRank ((vehicle _x) getVariable ["AIrank","PRIVATE"]);
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}forEach _units;
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};
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//-- Get lowest TopSpeed from all vehicles
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_topSpeeds = [];
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{
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_maxSpd = getNumber (configFile >> "cfgVehicles" >> typeOf _x >> "maxSpeed");
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if(!isNil "_maxSpd")then{_topSpeeds pushBack _maxSpd};
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}forEach _convoyVehicles;
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_select = 0;
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_maxSpd = _topSpeeds select _select;
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while{{_maxSpd > _x}count _topSpeeds != 0}do{
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_select = _select + 1;
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_maxSpd = _topSpeeds select _select;
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};
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{_x forceSpeed (_maxSpd*0.8)*0.2777778}forEach _convoyVehicles; // m/s
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//DEBUG
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if(SEM_debug in ["log","full"])then{diag_log format["SEM DEBUG: Convoy Vehicles TopSpeeds: %1 - Selected lowest: %2", _topSpeeds, _maxSpd]};
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//_group move _endPos;
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{driver _x move _endPos}count _convoyVehicles;
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_group setSpeedMode "FULL";//"FULL";
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_group setBehaviour "SAFE"; //"CARELESS";
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_group setCombatMode "GREEN";
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_group setFormation "COLUMN";
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uisleep 30;
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/* temporary definition of 3 vehicles */
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_veh1 = _convoyVehicles select 0;
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_veh2 = _convoyVehicles select 1;
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_veh3 = _convoyVehicles select 2;
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_lastMoveCheck = time;
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_oldPos = getPos _mainVehicle;
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/* Convoy loop */
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_stayToDefend = true;
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while{{_x distance _endPos < 20}count _convoyVehicles < 1}do{ //CONVOY LOOP
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_vehiclePos = getPos _mainVehicle;
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_vehFrontPos = getPos _vehFront;
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if({!canMove _x}count _convoyVehicles > 0 && _stayToDefend)then{
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{if(canMove _x)then{(driver _x) doMove _vehiclePos}}forEach _convoyVehicles;
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sleep 5;
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{
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if(_x distance _vehiclePos < 50)then[{
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if(_x != gunner (vehicle _x))then{
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_x action ["GetOut", (vehicle _x)];
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sleep 0.5;
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[_x] orderGetIn false;
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[_x] allowGetIn false;
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_x doMove _vehiclePos;
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};
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},{
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_x doMove _vehiclePos;
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}];
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}forEach units _group;
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_group move _vehiclePos;
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_group setSpeedMode "FULL";
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if({_x distance _veh2 < 50}count units _group == count units _group)then{
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_endPos = _vehiclePos;
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};
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}
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else{
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//-- Work In Progress!
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if({alive _x && !(vehicle _x in _convoyVehicles)}count units _group > 0)then{ //AI has left the vehicle
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_group setBehaviour "CARELESS";
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_group setCombatMode "GREEN";
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{
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if(!(vehicle _x in _convoyVehicles))then{
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[_x] allowGetIn true;
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[_x] orderGetIn true;
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};
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}forEach units _group;
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uisleep 10; //Brake the loop for 10 seconds
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_group move _endPos;
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}
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else{ //Do vehicle speed management and continue travel to destination
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_group setBehaviour "SAFE";
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_group setCombatMode "GREEN";
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_group setSpeedMode "FULL";
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if(time - _lastMoveCheck > 60)then{
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_group move _endPos;
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_lastMoveCheck = time;
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if(_vehiclePos distance _oldPos < 30)then {
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//FAILSAFE IF CONVOY IS STUCK
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{
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driver _x doMove _endPos
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} count _convoyVehicles;
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sleep 20;
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if(_vehiclePos distance _oldPos < 10)then{
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_endPos = _vehiclePos;
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};
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}
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else {
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_group move _endPos
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};
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_oldPos = getPos _mainVehicle;
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_group move _endPos;
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};
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//Speed Management for Vehicle 1
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if(_veh1 distance _veh2 > 80 || _veh1 distance _veh3 > 120)then{
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if(_veh1 distance _veh2 > 90 || _veh1 distance _veh3 > 130)then{
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_veh1 limitSpeed 0;
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}else{
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if(speed _veh3 < 10)then{
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_veh1 limitSpeed (1 max (speed _veh3));
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}else{
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_veh1 limitSpeed (_maxSpd*0.4);
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};
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};
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}else{
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if(speed _veh3 < 10)then{
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_veh1 limitSpeed (_maxSpd*0.1);
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}else{
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_veh1 limitSpeed (_maxSpd*0.8);
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};
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};
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//Speed Management for Vehicle 2
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if(_veh2 distance _veh1 > 80)then{
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if(_veh2 distance _veh3 < _veh2 distance _veh1)then{
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_veh2 limitSpeed (_maxSpd*0.8);
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}
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else{
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_veh2 limitSpeed _maxSpd;
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};
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}else{
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if(_veh2 distance _veh1 < 50)then{
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_veh2 limitSpeed (1 max (speed _veh1));
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}
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else{
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if(_veh2 distance _veh3 > _veh2 distance _veh1)then{
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_veh2 limitSpeed (_maxSpd*0.5);
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}
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else{
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_veh2 limitSpeed (_maxSpd*0.8);
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};
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};
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};
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//Speed Management for Vehicle 3
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if(_veh3 distance _veh2 > 80 || _veh3 distance _veh1 > 150)then{
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if(_veh3 distance _veh2 < 40)then{
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_veh3 limitSpeed (1 max (speed _veh2));
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}else{
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_veh3 limitSpeed _maxSpd;
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};
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}else{
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if(_veh3 distance _veh2 < 40)then{
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_veh3 limitSpeed (1 max (speed _veh2));
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}
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else{
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_veh3 limitSpeed (_maxSpd*0.8);
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};
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};
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};
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};
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//code to end the while
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_unitsAlive = ({alive _x}count units _group);
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if(_unitsAlive < 1) then {
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_endPos = _vehiclePos;
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};
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if (damage _mainVehicle == 1) then {
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_endPos = _vehiclePos;
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};
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if({isPlayer _x && alive _x}count crew _mainVehicle > 0)then{
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doStop (units _group);
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{
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_x spawn{
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_this action ["engineOff", (vehicle _this)];
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sleep 0.5;
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deleteVehicle _this;
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};
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}foreach units _group;
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_endPos = _vehiclePos;
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};
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uisleep 1;
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};
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//END OF LOOP
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if ({alive _x}count units _group > 0 && damage _mainVehicle < 1) then {
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_group move _vehiclePos;
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uisleep 10;
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{
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if(_x != gunner (vehicle _x))then{
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[_x,_vehiclePos] spawn{
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private "_unit";
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_unit = _this select 0;
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doStop _unit;
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uisleep 1;
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_unit action ["engineOff", (vehicle _unit)];
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_unit action ["GetOut", (vehicle _unit)];
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unassignVehicle _unit;
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sleep 0.1;
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[_unit] orderGetIn false;
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[_unit] allowGetIn false;
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};
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};
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} forEach (units _group);
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_group move _vehiclePos;
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_group setBehaviour "AWARE";
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_group setFormation "FILE";
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_group setCombatMode "YELLOW";
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[_group, _vehiclePos] call SEM_fnc_AImove;
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};
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