Sarge-AI/sarge/code/functions/fn_AI_infantry.sqf
Teh Dango 65e4453908 2.4.0
Major Update. Now supporting DesolationRedux, Epoch and Exile.
2017-12-31 03:16:37 -05:00

329 lines
10 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: Epoch Mod
Changes: Dango
https://www.hod-servers.com
*/
private ["_leadername","_type","_patrol_area_name","_grouptype","_snipers","_riflemen","_action","_side","_leaderList","_riflemanGender","_sniperGender","_rndpos","_group","_leader","_cond","_respawn","_leaderPrimary","_leaderItems","_leaderTools","_riflemanPrimary","_riflemanItems","_riflemanTools","_sniperPrimary","_sniperItems","_sniperTools","_leaderskills","_riflemanSkills","_sniperSkills","_ups_para_list","_respawn_time","_argc","_ai_type"];
_patrol_area_name = _this select 0;
_grouptype = _this select 1;
_snipers = _this select 2;
_riflemen = _this select 3;
_action = toUpper (_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";
};
};
// 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;
};
// Create group for AI
_group = createGroup _side;
// Prepare leader AI loadout options
_leaderModel = call compile format ["SAR_%1_leader_model", _type];
_leaderSkills = call compile format ["SAR_%1_leader_skills", _type];
_leaderUniform = call compile format ["SAR_%1_leader_uniform", _type];
_leaderVest = call compile format ["SAR_%1_leader_vest", _type];
_leaderBackpack = call compile format ["SAR_%1_leader_backpack", _type];
_leaderPrimary = ["leader",_type] call SAR_unit_loadout_weapons;
_leaderItems = ["leader",_type] call SAR_unit_loadout_items;
_leaderTools = ["leader",_type] call SAR_unit_loadout_tools;
// create leader of the group
_leader = _group createUnit [_leaderModel call BIS_fnc_selectRandom, [(_rndpos select 0) , _rndpos select 1, 0], [], 0.5, "NONE"];
_leader setVariable ["SAR_protect",true,true];
[_leader] joinSilent _group;
sleep 0.5;
_modelUniform = _leaderUniform select 0;
if (_leader isKindOf "Epoch_Female_F") then {_modelUniform = _leaderUniform select 1;};
[_leader,_modelUniform,_leaderVest,_leaderBackpack,_leaderPrimary,_leaderItems,_leaderTools] call SAR_unit_loadout;
switch (side _leader) do {
case SAR_AI_friendly_side:
{
if ((headGear _leader) isEqualTo "Shemag") then {
removeHeadgear _leader;
};
};
case SAR_AI_unfriendly_side:
{
removeHeadgear _leader;
sleep 0.1;
_leader addHeadGear "H_Shemag_olive";
};
default
{
diag_log "SARGE ERROR: Something went wrong when attempting to determine AI side to change headgear for Leader!";
};
};
[_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]}];
// set skills of the leader
{
_leader setSkill [_x select 0,((_x select 1) * (_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];
// Establish rifleman unit type and skills
_riflemanModel = call compile format ["SAR_%1_rifleman_model", _type];
_riflemanSkills = call compile format ["SAR_%1_rifleman_skills", _type];
_riflemanUniform = call compile format ["SAR_%1_rifleman_uniform", _type];
_riflemanVest = call compile format ["SAR_%1_rifleman_vest", _type];
_riflemanBackpack = call compile format ["SAR_%1_rifleman_backpack", _type];
_riflemanPrimary = ["rifleman",_type] call SAR_unit_loadout_weapons;
_riflemanItems = ["rifleman",_type] call SAR_unit_loadout_items;
_riflemanTools = ["rifleman",_type] call SAR_unit_loadout_tools;
for "_i" from 0 to (_riflemen - 1) do
{
_this = _group createUnit [_riflemanModel call BIS_fnc_selectRandom, [(_rndpos select 0) , _rndpos select 1, 0], [], 0.5, "NONE"];
[_this] joinSilent _group;
sleep 0.5;
_modelUniform = _riflemanUniform select 0;
if (_this isKindOf "Epoch_Female_F") then {_modelUniform = _riflemanUniform select 1;};
[_this,_modelUniform,_riflemanVest,_riflemanBackpack,_riflemanPrimary,_riflemanItems,_riflemanTools] call SAR_unit_loadout;
switch (side _this) do {
case SAR_AI_friendly_side:
{
if ((headGear _this) isEqualTo "Shemag") then {
removeHeadgear _this;
};
};
case SAR_AI_unfriendly_side:
{
removeHeadgear _this;
sleep 0.1;
_this addHeadGear "H_Shemag_olive";
};
default
{
diag_log "SARGE ERROR: Something went wrong when attempting to determine AI side to change headgear for Rifleman!";
};
};
[_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}}];
// set skills
{
_this setSkill [_x select 0,((_x select 1) * (_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];
};
// Prepare sniper AI loadout options
_sniperModel = call compile format ["SAR_%1_sniper_model", _type];
_sniperSkills = call compile format ["SAR_%1_sniper_skills", _type];
_sniperUniform = call compile format ["SAR_%1_sniper_uniform", _type];
_sniperVest = call compile format ["SAR_%1_sniper_vest", _type];
_sniperBackpack = call compile format ["SAR_%1_sniper_backpack", _type];
_sniperPrimary = ["sniper",_type] call SAR_unit_loadout_weapons;
_sniperItems = ["sniper",_type] call SAR_unit_loadout_items;
_sniperTools = ["sniper",_type] call SAR_unit_loadout_tools;
// create crew
for "_i" from 0 to (_snipers - 1) do
{
_this = _group createUnit [_sniperModel call BIS_fnc_selectRandom, [(_rndpos select 0), _rndpos select 1, 0], [], 0.5, "NONE"];
[_this] joinSilent _group;
sleep 0.5;
_modelUniform = _sniperUniform select 0;
if (_this isKindOf "Epoch_Female_F") then {_modelUniform = _sniperUniform select 1;};
[_this,_modelUniform,_sniperVest,_sniperBackpack,_sniperPrimary,_sniperItems,_sniperTools] call SAR_unit_loadout;
switch (side _this) do {
case SAR_AI_friendly_side:
{
if ((headGear _this) isEqualTo "Shemag") then {
removeHeadgear _this;
};
};
case SAR_AI_unfriendly_side:
{
removeHeadgear _this;
sleep 0.1;
_this addHeadGear "H_Shemag_olive";
};
default
{
diag_log "SARGE ERROR: Something went wrong when attempting to determine AI side to change headgear for Sniper!";
};
};
[_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}}];
// set skills
{
_this setSkill [_x select 0,((_x select 1) * (_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];
};
// 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 execVM "\addons\sarge\UPSMON\UPSMON.sqf";
};
case "PATROL":
{
_ups_para_list execVM "\addons\sarge\UPSMON\UPSMON.sqf";
};
case "AMBUSH":
{
_ups_para_list pushBack "AMBUSH";
_ups_para_list execVM "\addons\sarge\UPSMON\UPSMON.sqf";
};
default
{
_ups_para_list execVM "\addons\sarge\UPSMON\UPSMON.sqf";
};
};
if (SAR_DEBUG) then {
diag_log format ["Sarge AI System: Infantry group (%3) spawned in: %1 with action: %2 on side: %4",_patrol_area_name,_action,_group,(side _group)];
};
/* {
_hcID = getPlayerUID _x;
if(_hcID select [0,2] isEqualTo 'HC')then {
_SAIS_HC = _group setGroupOwner (owner _x);
if (_SAIS_HC) then {
if (SAR_DEBUG) then {
diag_log format ["Sarge AI System: Now moving group %1 to Headless Client %2",_group,_hcID];
};
} else {
if (SAR_DEBUG) then {
diag_log format ["Sarge AI System: ERROR! Moving group %1 to Headless Client %2 has failed!",_group,_hcID];
};
};
};
} forEach allPlayers; */
_group;