mirror of
https://github.com/Teh-Dango/Sarge-AI.git
synced 2024-08-30 16:32:11 +00:00
407 lines
11 KiB
Plaintext
407 lines
11 KiB
Plaintext
/*
|
|
# Original #
|
|
Sarge AI System 1.5
|
|
Created for Arma 2: DayZ Mod
|
|
Author: Sarge
|
|
https://github.com/Swiss-Sarge
|
|
|
|
# Fork #
|
|
Sarge AI System 2.0pushBack
|
|
Modded for Arma 3: Exile Mod
|
|
Changes: Dango
|
|
https://www.hod-servers.com
|
|
|
|
*/
|
|
|
|
SAR_circle_static = {
|
|
//Parameters:
|
|
//_leader = the leader of the group
|
|
//_action = the action to execute while forming a circle
|
|
//_radius = the radius of the circle
|
|
private ["_center","_defend","_veh","_angle","_dir","_newpos","_forEachIndex","_leader","_action","_grp","_pos","_units","_count","_viewangle","_radius"];
|
|
|
|
_count = 0;
|
|
|
|
diag_log "SAR_fnc_AI_infantry: Group should form a circle";
|
|
|
|
_leader = _this select 0;
|
|
_action = _this select 1;
|
|
_radius = _this select 2;
|
|
|
|
_grp = group _leader;
|
|
_defend = false;
|
|
_units = units _grp;
|
|
_count = count _units;
|
|
|
|
if (_count > 1) then { // only do this for groups > 1 unit
|
|
|
|
_pos = getposASL _leader;
|
|
_pos = (_leader) modelToWorld [0,0,0];
|
|
|
|
doStop _leader;
|
|
sleep .5;
|
|
|
|
//play leader stop animation
|
|
/* _leader playAction "gestureFreeze";
|
|
sleep 2; */
|
|
|
|
if (_action == "defend") then {
|
|
_center = _leader;
|
|
_leader forceSpeed 0;
|
|
_defend = true;
|
|
|
|
_leader disableAI "move";
|
|
_leader setunitpos "up";
|
|
_leader disableAI "target";
|
|
|
|
_grp enableAttack false;
|
|
["NOAI","NOWP2"] spawn UPSMON;
|
|
};
|
|
|
|
if (_action == "campfire") then {
|
|
_veh = createvehicle["Land_Campfire_burning",_pos,[],0,"NONE"];
|
|
_center = _veh;
|
|
};
|
|
|
|
if (_defend) then {
|
|
_angle = 360/(_count-1);
|
|
} else {
|
|
_angle = 360/(_count);
|
|
};
|
|
|
|
_grp enableGunLights "AUTO";
|
|
_grp setBehaviour "CARELESS";
|
|
|
|
{
|
|
if (_x != _leader || {_x == _leader && !_defend}) then {
|
|
|
|
_newpos = (_center modelToWorld [(sin (_forEachIndex * _angle))*_radius, (cos (_forEachIndex *_angle))*_radius, 0]);
|
|
|
|
//diag_log format["Newpos %1: %2",_foreachindex,_newpos];
|
|
|
|
if (_defend) then {
|
|
_dir = 0;
|
|
} else {
|
|
_dir = 180;
|
|
};
|
|
|
|
_viewangle = (_foreachIndex * _angle) + _dir;
|
|
|
|
[_x,_pos,_newpos,_viewangle,_defend] spawn SAR_move_to_circle_pos;
|
|
};
|
|
} foreach _units;
|
|
//_leader disableAI "MOVE";
|
|
};
|
|
};
|
|
|
|
SAR_isKindOf_weapon = {
|
|
// own function because the BiS one does only search vehicle config
|
|
// parameters:
|
|
//_weapon = the weapon for which we search the parent class
|
|
//_class = class to search for
|
|
//return value: true if found, otherwise false
|
|
|
|
private ["_class","_weapon","_cfg_entry","_found","_search_class"];
|
|
|
|
_weapon = _this select 0;
|
|
_class = _this select 1;
|
|
|
|
_cfg_entry = configFile >> "CfgWeapons" >> _weapon;
|
|
_search_class = configFile >> "CfgWeapons" >> _class;
|
|
|
|
_found = false;
|
|
while {isClass _cfg_entry} do
|
|
{
|
|
if (_cfg_entry == _search_class) exitWith { _found = true; };
|
|
|
|
_cfg_entry = inheritsFrom _cfg_entry;
|
|
};
|
|
|
|
_found;
|
|
};
|
|
|
|
SAR_unit_loadout_tools = {
|
|
// Parameters:
|
|
// _unittype (leader, soldier, sniper)
|
|
// _side (mili, surv, band
|
|
// return value: tools array
|
|
|
|
private ["_unittype","_side","_unit_tools_list","_unit_tools","_tool","_probability","_chance"];
|
|
|
|
_unittype = _this select 0;
|
|
_side = _this select 1;
|
|
|
|
_unit_tools_list = call compile format["SAR_%2_%1_tools",_unittype,_side];
|
|
|
|
_unit_tools = [];
|
|
{
|
|
_tool = _x select 0;
|
|
_probability = _x select 1;
|
|
_chance = (random 100);
|
|
if(_chance < _probability) then {
|
|
_unit_tools set [count _unit_tools, _tool];
|
|
};
|
|
} foreach _unit_tools_list;
|
|
|
|
_unit_tools;
|
|
};
|
|
|
|
SAR_unit_loadout_items = {
|
|
// Parameters:
|
|
// _unittype (leader, soldier, sniper)
|
|
// _side (mili, surv, band)
|
|
// return value: items array
|
|
|
|
private ["_unittype","_unit_items_list","_unit_items","_item","_probability","_chance","_side"];
|
|
|
|
_unittype = _this select 0;
|
|
_side = _this select 1;
|
|
|
|
_unit_items_list = call compile format["SAR_%2_%1_items",_unittype,_side];
|
|
|
|
if ((count _unit_items_list) > 0) then {
|
|
_unit_items = [];
|
|
{
|
|
_item = _x select 0;
|
|
_probability = _x select 1;
|
|
_chance = (random 100);
|
|
if(_chance < _probability) then {
|
|
_unit_items set [count _unit_items, _item];
|
|
};
|
|
} foreach _unit_items_list;
|
|
|
|
} else {
|
|
_unit_items = [];
|
|
};
|
|
_unit_items;
|
|
};
|
|
|
|
SAR_unit_loadout_weapons = {
|
|
// Parameters:
|
|
// _unittype (leader, rifleman, sniper)
|
|
// _side (sold,surv,band)
|
|
// return value: weapons array
|
|
|
|
private ["_unittype","_side","_unit_weapon_list","_unit_pistol_list","_unit_pistol_name","_unit_weapon_name","_unit_weapon_names"];
|
|
|
|
_unittype = _this select 0;
|
|
_side = _this select 1;
|
|
|
|
_unit_weapon_list = call compile format["SAR_%2_%1_weapon_list",_unittype,_side];
|
|
_unit_pistol_list = call compile format["SAR_%2_%1_pistol_list",_unittype,_side];
|
|
|
|
_unit_weapon_names = [];
|
|
_unit_weapon_name = "";
|
|
_unit_pistol_name = "";
|
|
|
|
if(count _unit_weapon_list > 0) then {
|
|
_unit_weapon_name = _unit_weapon_list select (floor(random (count _unit_weapon_list)));
|
|
};
|
|
if(count _unit_pistol_list > 0) then {
|
|
_unit_pistol_name = _unit_pistol_list select (floor(random (count _unit_pistol_list)));
|
|
};
|
|
_unit_weapon_names set [0, _unit_weapon_name];
|
|
_unit_weapon_names set [1, _unit_pistol_name];
|
|
|
|
_unit_weapon_names;
|
|
};
|
|
|
|
SAR_unit_loadout = {
|
|
// Parameters:
|
|
// _unit (Unit to apply the loadout to)
|
|
// _weapons (array with weapons for the loadout)
|
|
// _items (array with items for the loadout)
|
|
// _tools (array with tools for the loadout)
|
|
|
|
private ["_unit","_weapons","_weapon","_items","_unit_magazine_name","_item","_tool","_tools","_forEachIndex"];
|
|
|
|
_unit = _this select 0;
|
|
_weapons = _this select 1;
|
|
_items = _this select 2;
|
|
_tools = _this select 3;
|
|
|
|
removeAllWeapons _unit;
|
|
removeAllItems _unit;
|
|
removeAllAssignedItems _unit;
|
|
removeGoggles _unit;
|
|
|
|
_unit enableFatigue false;
|
|
|
|
{
|
|
_weapon = _weapons select _forEachIndex;
|
|
|
|
if (_weapon !="") then
|
|
{
|
|
_unit_magazine_name = getArray (configFile >> "CfgWeapons" >> _weapon >> "magazines") select 0;
|
|
_unit addMagazine _unit_magazine_name;
|
|
_unit addWeapon _weapon;
|
|
};
|
|
} foreach _weapons;
|
|
|
|
{
|
|
_item = _items select _forEachIndex;
|
|
_unit addMagazine _item;
|
|
} foreach _items;
|
|
|
|
{
|
|
_tool = _tools select _forEachIndex;
|
|
_unit addWeapon _tool;
|
|
} foreach _tools;
|
|
};
|
|
|
|
SAR_AI_mon_upd = {
|
|
// Parameters:
|
|
// _typearray (possible values = "max_grps", "rnd_grps", "max_p_grp", "grps_band","grps_sold","grps_surv")
|
|
// _valuearray (must be an array)
|
|
// _gridname (is the areaname of the grid for this change)
|
|
|
|
private ["_typearray","_valuearray","_gridname","_path","_success","_forEachIndex"];
|
|
|
|
_typearray = _this select 0;
|
|
_valuearray =_this select 1;
|
|
_gridname = _this select 2;
|
|
|
|
_path = [SAR_AI_monitor, _gridname] call BIS_fnc_findNestedElement;
|
|
|
|
{
|
|
switch (_x) do
|
|
{
|
|
case "max_grps":
|
|
{
|
|
_path set [1,1];
|
|
};
|
|
case "rnd_grps":
|
|
{
|
|
_path set [1,2];
|
|
};
|
|
case "max_p_grp":
|
|
{
|
|
_path set [1,3];
|
|
};
|
|
case "grps_band":
|
|
{
|
|
_path set [1,4];
|
|
};
|
|
case "grps_sold":
|
|
{
|
|
_path set [1,5];
|
|
};
|
|
case "grps_surv":
|
|
{
|
|
_path set [1,6];
|
|
};
|
|
};
|
|
|
|
_success = [SAR_AI_monitor, _path, _valuearray select _forEachIndex] call BIS_fnc_setNestedElement;
|
|
|
|
} foreach _typearray;
|
|
|
|
_success;
|
|
};
|
|
|
|
SAR_AI_mon_read = {
|
|
// Parameters:
|
|
// _typearray (possible values = "max_grps", "rnd_grps", "max_p_grp", "grps_band","grps_sold","grps_surv")
|
|
// _gridname (is the areaname of the grid for this change)
|
|
|
|
private ["_typearray","_gridname","_path","_resultarray"];
|
|
|
|
_typearray = _this select 0;
|
|
_gridname = _this select 1;
|
|
_resultarray = [];
|
|
|
|
_path = [SAR_AI_monitor, _gridname] call BIS_fnc_findNestedElement;
|
|
|
|
{
|
|
switch (_x) do
|
|
{
|
|
case "max_grps":
|
|
{
|
|
_path set [1,1];
|
|
};
|
|
case "rnd_grps":
|
|
{
|
|
_path set [1,2];
|
|
};
|
|
case "max_p_grp":
|
|
{
|
|
_path set [1,3];
|
|
};
|
|
case "grps_band":
|
|
{
|
|
_path set [1,4];
|
|
};
|
|
case "grps_sold":
|
|
{
|
|
_path set [1,5];
|
|
};
|
|
case "grps_surv":
|
|
{
|
|
_path set [1,6];
|
|
};
|
|
};
|
|
_resultarray set [count _resultarray,[SAR_AI_monitor, _path] call BIS_fnc_returnNestedElement];
|
|
} foreach _typearray;
|
|
|
|
_resultarray;
|
|
};
|
|
|
|
SAR_DEBUG_mon = {
|
|
diag_log "--------------------Start of AI monitor values -------------------------";
|
|
{
|
|
diag_log format["SAR EXTREME DEBUG: %1",_x];
|
|
}foreach SAR_AI_monitor;
|
|
|
|
diag_log "--------------------End of AI monitor values -------------------------";
|
|
};
|
|
|
|
|
|
SAR_fnc_returnConfigEntry = {
|
|
private ["_config", "_entryName","_entry", "_value"];
|
|
|
|
_config = _this select 0;
|
|
_entryName = _this select 1;
|
|
_entry = _config >> _entryName;
|
|
|
|
//If the entry is not found and we are not yet at the config root, explore the class' parent.
|
|
if (((configName (_config >> _entryName)) == "") && {!((configName _config) in ["CfgVehicles", "CfgWeapons", ""])}) then {
|
|
[inheritsFrom _config, _entryName] call SAR_fnc_returnConfigEntry;
|
|
}
|
|
else { if (isNumber _entry) then { _value = getNumber _entry; } else { if (isText _entry) then { _value = getText _entry; }; }; };
|
|
//Make sure returning 'nil' works.
|
|
if (isNil "_value") exitWith {nil};
|
|
|
|
_value;
|
|
};
|
|
|
|
// *WARNING* BIS FUNCTION RIPOFF - Taken from fn_fnc_returnVehicleTurrets and shortened a bit
|
|
SAR_fnc_returnVehicleTurrets = {
|
|
private ["_entry","_turrets","_turretIndex"];
|
|
|
|
_entry = _this select 0;
|
|
_turrets = [];
|
|
_turretIndex = 0;
|
|
|
|
//Explore all turrets and sub-turrets recursively.
|
|
for "_i" from 0 to ((count _entry) - 1) do {
|
|
private ["_subEntry"];
|
|
_subEntry = _entry select _i;
|
|
if (isClass _subEntry) then {
|
|
private ["_hasGunner"];
|
|
_hasGunner = [_subEntry, "hasGunner"] call SAR_fnc_returnConfigEntry;
|
|
//Make sure the entry was found.
|
|
if (!(isNil "_hasGunner")) then {
|
|
if (_hasGunner == 1) then {
|
|
_turrets = _turrets pushBack [_turretIndex];
|
|
//Include sub-turrets, if present.
|
|
if (isClass (_subEntry >> "Turrets")) then { _turrets = _turrets pushBack [[_subEntry >> "Turrets"] call SAR_fnc_returnVehicleTurrets]; }
|
|
else { _turrets = _turrets pushBack [[]]; };
|
|
};
|
|
};
|
|
_turretIndex = _turretIndex + 1;
|
|
};
|
|
sleep 0.01;
|
|
};
|
|
_turrets;
|
|
};
|