DMS_Exile/@ExileServer/addons/a3_dms/scripts/fn_FreezeManager.sqf
2016-05-22 00:05:16 -05:00

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/*
DMS_fnc_FreezeManager
Created by eraser1
Determines which AI groups (if any) to "freeze" in order to improve server performance, and will "un-freeze" frozen AI when a player is nearby.
This function will also offload AI after "un-freezing" if configured to do so.
NOTE: If you want this function to ignore a specific group, then you can set the variable "DMS_AllowFreezing" on the group to false.
eg: _group setVariable ["DMS_AllowFreezing",false]
*/
if !(DMS_ai_allowFreezing) exitWith {};
private _recentlyUnfrozen = [];
{
if (isNull _x) then
{
diag_log format["DMS ERROR :: Null Group found in DMS_FrozenAIGroups! Index: %1",_forEachIndex];
DMS_FrozenAIGroups deleteAt _forEachIndex;
}
else
{
private _leader = leader _x;
if ([_leader,DMS_ai_unfreezingDistance] call DMS_fnc_IsPlayerNearby) then
{
{_x enableSimulationGlobal true} forEach (units _x);
_recentlyUnfrozen pushBack _x;
if (DMS_ai_offloadOnUnfreeze) then
{
[_group, _leader] call DMS_fnc_SetAILocality;
};
if (DMS_DEBUG) then
{
format["FreezeManager :: Un-froze AI Group: %1",_x] call DMS_fnc_DebugLog;
};
DMS_FrozenAIGroups deleteAt _forEachIndex;
};
};
} forEach DMS_FrozenAIGroups;
{
if (((count (units _x))>1) && {_x getVariable ["DMS_AllowFreezing",true]} && {!(DMS_ai_freeze_Only_DMS_AI && {!(_x getVariable ["DMS_SpawnedGroup",false])})}) then
{
private _leader = leader _x;
private _group = _x;
if ((!isNull _leader) && {alive _leader} && {!(isPlayer _leader)} && {!([_leader,DMS_ai_freezingDistance] call DMS_fnc_IsPlayerNearby)}) then
{
{_x enableSimulationGlobal false} forEach (units _group);
DMS_FrozenAIGroups pushBack _group;
// So that we don't check this group for freezing later on.
_group setVariable ["DMS_AllowFreezing",false];
};
};
} forEach allGroups;
// NOW we allow them to be frozen again, so we avoid checking for nearby players TWICE on a group(s) that has just been un-frozen.
{
_x setVariable ["DMS_AllowFreezing", true];
} forEach _recentlyUnfrozen;