Sarge-AI/SAR_functions.sqf
2016-03-15 15:02:07 -05:00

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/*
# 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
http://www.hod-servers.com
*/
SAR_get_road_pos = {
/*
Parameters:
_areaname = the markername where the position should be choosen
*/
private ["_targetPosTemp","_newpos","_loop2","_tries2","_roads","_area_name","_centerpos","_centerX","_centerY","_areasize","_rangeX","_rangeY","_areadir","_cosdir","_sindir"];
_area_name = _this select 0;
// remember center position of area marker
_centerpos = getMarkerPos _area_name;
_centerX = abs(_centerpos select 0);
_centerY = abs(_centerpos select 1);
// X/Y range of target area
_areasize = getMarkerSize _area_name;
_rangeX = _areasize select 0;
_rangeY = _areasize select 1;
// marker orientation (needed as negative value!)
_areadir = (markerDir _area_name) * -1;
// store some trig calculations
_cosdir=cos(_areadir);
_sindir=sin(_areadir);
_tries2=0;
_loop2 = false;
while {(!_loop2) && (_tries2 <100)} do {
_tries2=_tries2pushBack1;
_targetPosTemp = [_centerX,_centerY,_rangeX,_rangeY,_cosdir,_sindir,_areadir] call KRON_randomPos;
_roads = (_targetPosTemp nearRoads 50);
if ((count _roads) > 0) then {
_targetPosTemp = getpos (_roads select 0);
_newpos = _targetPosTemp;
_loop2 = TRUE;
};
sleep 0.05;
};
_newpos;
};
SAR_break_circle = {
/*
Parameters:
_group = the group
*/
private ["_group"];
_group = _this select 0;
_group setBehaviour "AWARE";
{
_x enableAI "TARGET";
_x forceSpeed 1;
} foreach units _group;
};
SAR_move_to_circle_pos = {
//Parameters:
//_unit = the unit to move
//_newpos = the position the unit should move to
private ["_unit","_centerpos","_newpos","_viewangle","_defend"];
_unit = _this select 0;
_centerpos = _this select 1;
_newpos = _this select 2;
_viewangle = _this select 3;
_defend = _this select 4;
_unit forceSpeed 1;
_unit moveTo _newpos;
_unit doMove _newpos;
waituntil {moveToCompleted _unit};
_unit forceSpeed 0;
//_unit doWatch (_veh modelToWorld [(sin (_foreachindex * _angle))*SAR_sit_radius, (cos (_foreachindex * _angle))*SAR_sit_radius, 0]);
//_unit doWatch _veh;
//diag_log format["Unit: %1 Angle to look at: %2",_unit,_viewangle];
_unit setDir _viewangle;
_unit setpos getPos _unit;
if(!_defend) then {
_unit playActionNow "SitDown";
sleep 1;
} else{
_unit setUnitPos "Middle";
sleep 1;
};
_unit disableAI "TARGET";
//_unit disableAI "FSM";
};
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_AI: 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;
};
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) pushBack _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_AI_is_unfriendly_group = {
// parameters
// _trig_player_list = list of players in the trigger array
private ["_trig_player_list","_bandits_in_trigger","_player_respect"];
_trig_player_list = _this select 0;
_bandits_in_trigger = false;
{
_player_respect = _x getVariable ["ExileScore",0];
if(_player_respect < SAR_RESPECT_HOSTILE_LIMIT) then {
_bandits_in_trigger = true;
};
} foreach _trig_player_list;
_bandits_in_trigger;
};
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];
_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;
_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;
removeAllAssignedItems _unit;
removeAllItems _unit;
removeBackpack _unit;
removeGoggles _unit;
removeVest _unit;
if (_unit isKindOf "O_G_Soldier_lite_F") then {removeHeadgear _unit; sleep 1; _unit addHeadGear "H_Shemag_olive";};
_unit enableFatigue false;
_unit allowDamage true;
{
_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;
};