Sarge-AI/sarge/code/functions/fn_AI_infantry.sqf
2016-08-21 12:48:06 -04:00

246 lines
8.1 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 2.0+
Modded for Arma 3: Exile Mod
Changes: Dango
https://www.hod-servers.com
*/
private ["_leadername","_type","_patrol_area_name","_grouptype","_snipers","_riflemen","_action","_side","_leaderList","_riflemenlist","_sniperlist","_rndpos","_group","_leader","_cond","_respawn","_leader_weapon_names","_leader_items","_leader_tools","_soldier_weapon_names","_soldier_items","_soldier_tools","_sniper_weapon_names","_sniper_items","_sniper_tools","_leaderskills","_riflemanskills","_sniperskills","_ups_para_list","_respawn_time","_argc","_ai_type"];
//if (!isServer) exitWith {};
_patrol_area_name = _this select 0;
_grouptype = _this select 1;
_snipers = _this select 2;
_riflemen = _this select 3;
_action = toLower (_this select 4);
_respawn = _this select 5;
_argc = count _this;
if (_argc > 6) then {
_respawn_time = _this select 6;
} else {
_respawn_time = SAR_respawn_waittime;
};
switch (_grouptype) do
{
case 1: // military
{
_side = SAR_AI_friendly_side;
_type = "sold";
_ai_type = "AI Military";
};
case 2: // survivors
{
_side = SAR_AI_friendly_side;
_type = "surv";
_ai_type = "AI Survivor";
};
case 3: // bandits
{
_side = SAR_AI_unfriendly_side;
_type = "band";
_ai_type = "AI Bandit";
};
};
_leaderList = call compile format ["SAR_leader_%1_list", _type];
_leaderskills = call compile format ["SAR_leader_%1_skills", _type];
// get a random starting position that is on land
if (SAR_useBlacklist) then {
_rndpos = [_patrol_area_name,0,SAR_Blacklist] call UPSMON_pos;
} else {
_rndpos = [_patrol_area_name] call UPSMON_pos;
};
_group = createGroup _side;
// create leader of the group
_leader = _group createunit [_leaderList call BIS_fnc_selectRandom, [(_rndpos select 0) , _rndpos select 1, 0], [], 0.5, "CAN_COLLIDE"];
_leader_weapon_names = ["leader",_type] call SAR_unit_loadout_weapons;
_leader_items = ["leader",_type] call SAR_unit_loadout_items;
_leader_tools = ["leader",_type] call SAR_unit_loadout_tools;
[_leader,_leader_weapon_names,_leader_items,_leader_tools] call SAR_unit_loadout;
if (_side == SAR_AI_unfriendly_side) then {removeHeadgear _leader; _leader addHeadGear (["H_Shemag_olive","H_Shemag_olive_hs","H_ShemagOpen_khk","H_ShemagOpen_tan"] call BIS_fnc_selectRandom);};
[_leader] spawn SAR_fnc_AI_trace;
_leader setIdentity "id_SAR_sold_lead";
[_leader] spawn SAR_fnc_AI_refresh;
_leader addMPEventHandler ["MPkilled", {Null = _this spawn SAR_fnc_AI_killed;}];
_leader addMPEventHandler ["MPHit", {Null = _this spawn SAR_fnc_AI_hit;}];
_leader addEventHandler ["HandleDamage",{if (_this select 1!="") then {_unit=_this select 0;damage _unit+((_this select 2)-damage _unit)*SAR_leader_health_factor}}];
[_leader, ["Wait Here!", {"\addons\sarge\SAR_interact.sqf","",1,true,true,"","((side _leader != east) && (alive _leader))"}]] remoteExec ["addAction", 0, true];
//["I need assistance!",{"sarge\SAR_interact.sqf","",1,true,true,"","(side _target != EAST)"}]
//_leader addaction ["Help Me!", {"sarge\SAR_interact.sqf" remoteExec [ "BIS_fnc_execVM",0]}];
[_leader] join _group;
// set skills of the leader
{
_leader setskill [_x select 0,(_x select 1 +(floor(random 2) * (_x select 2)))];
} foreach _leaderskills;
SAR_leader_number = SAR_leader_number + 1;
_leadername = format["SAR_leader_%1",SAR_leader_number];
_leader setVehicleVarname _leadername;
_leader setVariable ["SAR_leader_name",_leadername,false];
// store AI type on the AI
_leader setVariable ["SAR_AI_type",_ai_type + " Leader",false];
// store experience value on AI
_leader setVariable ["SAR_AI_experience",0,false];
// set behaviour & speedmode
_leader setspeedmode "FULL";
_leader setBehaviour "AWARE";
// Establish siper unit type and skills
_sniperlist = call compile format ["SAR_sniper_%1_list", _type];
_sniperskills = call compile format ["SAR_sniper_%1_skills", _type];
// create crew
for "_i" from 0 to (_snipers - 1) do
{
_this = _group createunit [_sniperlist call BIS_fnc_selectRandom, [(_rndpos select 0), _rndpos select 1, 0], [], 0.5, "CAN_COLLIDE"];
_sniper_weapon_names = ["sniper",_type] call SAR_unit_loadout_weapons;
_sniper_items = ["sniper",_type] call SAR_unit_loadout_items;
_sniper_tools = ["sniper",_type] call SAR_unit_loadout_tools;
[_this,_sniper_weapon_names,_sniper_items,_sniper_tools] call SAR_unit_loadout;
if (_side == SAR_AI_unfriendly_side) then {removeHeadgear _this; _this addHeadGear (["H_Shemag_olive","H_Shemag_olive_hs","H_ShemagOpen_khk","H_ShemagOpen_tan"] call BIS_fnc_selectRandom);};
[_this] spawn SAR_fnc_AI_trace;
_this setIdentity "id_SAR";
[_this] spawn SAR_fnc_AI_refresh;
_this addMPEventHandler ["MPkilled", {Null = _this spawn SAR_fnc_AI_killed;}];
_this addMPEventHandler ["MPHit", {Null = _this spawn SAR_fnc_AI_hit;}];
_this addEventHandler ["HandleDamage",{if (_this select 1!="") then {_unit=_this select 0;damage _unit+((_this select 2)-damage _unit)*1}}];
[_this] join _group;
// set skills
{
_this setskill [_x select 0,(_x select 1 +(floor(random 2) * (_x select 2)))];
} foreach _sniperskills;
// store AI type on the AI
_this setVariable ["SAR_AI_type",_ai_type,false];
// store experience value on AI
_this setVariable ["SAR_AI_experience",0,false];
};
// Establish rifleman unit type and skills
_riflemenlist = call compile format ["SAR_soldier_%1_list", _type];
_riflemanskills = call compile format ["SAR_soldier_%1_skills", _type];
for "_i" from 0 to (_riflemen - 1) do
{
_this = _group createunit [_riflemenlist call BIS_fnc_selectRandom, [(_rndpos select 0) , _rndpos select 1, 0], [], 0.5, "CAN_COLLIDE"];
_soldier_items = ["rifleman",_type] call SAR_unit_loadout_items;
_soldier_tools = ["rifleman",_type] call SAR_unit_loadout_tools;
_soldier_weapon_names = ["rifleman",_type] call SAR_unit_loadout_weapons;
[_this,_soldier_weapon_names,_soldier_items,_soldier_tools] call SAR_unit_loadout;
if (_side == SAR_AI_unfriendly_side) then {removeHeadgear _this; _this addHeadGear (["H_Shemag_olive","H_Shemag_olive_hs","H_ShemagOpen_khk","H_ShemagOpen_tan"] call BIS_fnc_selectRandom);};
[_this] spawn SAR_fnc_AI_trace;
_this setIdentity "id_SAR_sold_man";
[_this] spawn SAR_fnc_AI_refresh;
_this addMPEventHandler ["MPkilled", {Null = _this spawn SAR_fnc_AI_killed;}];
_this addMPEventHandler ["MPHit", {Null = _this spawn SAR_fnc_AI_hit;}];
_this addEventHandler ["HandleDamage",{if (_this select 1!="") then {_unit=_this select 0;damage _unit+((_this select 2)-damage _unit)*1}}];
[_this] join _group;
// set skills
{
_this setskill [_x select 0,(_x select 1 +(floor(random 2) * (_x select 2)))];
} foreach _riflemanskills;
// store AI type on the AI
_this setVariable ["SAR_AI_type",_ai_type,false];
// store experience value on AI
_this setVariable ["SAR_AI_experience",0,false];
};
// initialize upsmon for the group
_ups_para_list = [_leader,_patrol_area_name,"NOSHARE","NOFOLLOW","SPAWNED","DELETE:",SAR_DELETE_TIMEOUT];
if (_respawn) then {
_ups_para_list pushBack ["RESPAWN"];
_ups_para_list pushBack ["RESPAWNTIME:"];
_ups_para_list pushBack [_respawn_time];
};
if (!SAR_AI_STEAL_VEHICLE) then {
_ups_para_list pushBack ["NOVEH2"];
};
if (!SAR_AI_COMBAT_VEHICLE) then {
_ups_para_list pushBack ["NOVEH"];
};
if (SAR_AI_disable_UPSMON_AI) then {
_ups_para_list pushBack ["NOAI"];
};
if(_action == "") then {_action = "PATROL";};
switch (_action) do {
case "NOUPSMON":
{
};
case "FORTIFY":
{
_ups_para_list pushBack ["FORTIFY"];
_ups_para_list spawn UPSMON;
};
case "PATROL":
{
_ups_para_list spawn UPSMON;
};
case "AMBUSH2":
{
_ups_para_list pushBack ["AMBUSH"];
_ups_para_list spawn UPSMON;
};
default
{
_ups_para_list spawn UPSMON;
};
};
if (SAR_DEBUG) then {
diag_log format ["Sarge's AI System: Infantry group (%3) spawned in: %1 with action: %2 on side: %4",_patrol_area_name,_action,_group,(side _group)];
};
_group;