Sarge-AI/SAR_aihit.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 2.0+
Modded for Arma 3: Exile Mod
Changes: Dango
http://www.hod-servers.com
*/
private ["_ai","_aikiller","_aikilled_type","_aikilled_side","_aikilled_group_side","_aikiller_group_side","_aikiller_type","_aikiller_name","_aikiller_side","_respect","_message"];
_ai = _this select 0;
_aikiller = _this select 1;
_aikilled_type = typeof _ai;
_aikilled_side = side _ai;
_aikilled_group_side = side (group _ai);
_aikiller_type = typeof _aikiller;
if (!(_aikiller_type in SAR_heli_type) && !("LandVehicle" countType [vehicle _aikiller]>0)) then {
_aikiller_name = name _aikiller;
} else {
_aikiller_name = _aikiller_type;
};
_aikiller_side = side _aikiller;
_aikiller_group_side = side (group _aikiller);
if (SAR_HITKILL_DEBUG && {isServer}) then {
diag_log format["SAR_HITKILL_DEBUG: AI hit - %2 - Type: %1 Side: %3 Group Side: %4",_aikilled_type,_ai,_aikilled_side,_aikilled_group_side];
diag_log format["SAR_HITKILL_DEBUG: AI attacker - Type: %1 Name: %2 Side: %3 Group Side: %4",_aikiller_type,_aikiller_name, _aikiller_side,_aikiller_group_side];
};
if((!isNull _aikiller) && (isPlayer _aikiller) && (_aikiller isKindOf "Exile_Unit_Player")) then {
_playerUID = getPlayerUID _aikiller;
if (_aikilled_group_side isEqualTo SAR_AI_friendly_side) then { // hit a friendly AI
if (SAR_HITKILL_DEBUG && {isServer}) then {
diag_log format["SAR_HITKILL_DEBUG: friendly AI was hit by Player %1",_aikiller];
};
if ((random 100) > 5) then {
_message = format["Sarge AI: Dammit %1! You are firing on a friendly group check your fire!",_aikiller_name];
if (isServer) then {systemchat _message;};
} else {
if ((random 100) < 5) then {
_message = format["Sarge AI: %1, this was the last time you shot one of our team! We are coming for you!",_aikiller_name];
if (isServer) then {systemchat _message;};
};
};
_playerRespect = _aikiller getVariable ["ExileScore", 0];
_playerMoney = _aikiller getVariable ["ExileMoney", 0];
_repChange = SAR_surv_kill_value / 10;
_playerRespect = _playerRespect - _repChange;
_aikiller setVariable ["ExileScore",_playerRespect];
ExileClientPlayerScore = _playerRespect;
(owner _aikiller) publicVariableClient "ExileClientPlayerScore";
format ["setAccountMoneyAndRespect:%1:%2:%3", _playerMoney, _playerRespect, _playerUID] call ExileServer_system_database_query_fireAndForget;
if (SAR_HITKILL_DEBUG && {isServer}) then {
diag_log format["SAR_HITKILL_DEBUG: Adjusting respect for survivor hit by %2 for %1",_aikiller,(SAR_surv_kill_value/10)];
};
if (rating _aikiller > -10000) then { //check if shooter is not already marked as enemy
if (SAR_HITKILL_DEBUG && {isServer}) then {
diag_log format["SAR_HITKILL_DEBUG: Marking Player %1 as an enemy for a friendly AI hit!",_aikiller];
};
_aikiller addRating -10000;
};
group _ai reveal _aikiller;
{
_x doTarget _aikiller;
_x doFire _aikiller;
} foreach units group _ai;
};
if (_aikilled_group_side isEqualTo SAR_AI_unfriendly_side) then { // hit an unfriendly AI
if (SAR_HITKILL_DEBUG && {isServer}) then {
diag_log format["SAR_HITKILL_DEBUG: unfriendly AI was hit by Player %1",_aikiller];
};
_playerRespect = _aikiller getVariable ["ExileScore", 0];
_playerMoney = _aikiller getVariable ["ExileMoney", 0];
_repChange = SAR_surv_kill_value / 10;
_playerRespect = _playerRespect + _repChange;
_aikiller setVariable ["ExileScore",_playerRespect];
ExileClientPlayerScore = _playerRespect;
(owner _aikiller) publicVariableClient "ExileClientPlayerScore";
format ["setAccountMoneyAndRespect:%1:%2:%3", _playerMoney, _playerRespect, _playerUID] call ExileServer_system_database_query_fireAndForget;
if (SAR_HITKILL_DEBUG && {isServer}) then {
diag_log format["SAR_HITKILL_DEBUG: Adjusting respect for bandit hit by %2 for %1",_aikiller,(SAR_band_kill_value/10)];
};
};
};