DMS_Exile/@ExileServer/addons/a3_dms/scripts/fn_FindSafePos.sqf
eraser1 9b8e4e1573 Static Missions! And MORE!
* ** NEW CONFIG VALUES:

|DMS_MaxStaticMissions|
|DMS_TimeToFirstStaticMission|
|DMS_TimeBetweenStaticMissions|
|DMS_StaticMissionTimeOut|
|DMS_StaticMissionTimeoutResetRange|
|DMS_StaticMinPlayerDistance|
|DMS_UsePredefinedMissionLocations|
|DMS_PredefinedMissionLocations|
|DMS_MinDistFromWestBorder|
|DMS_MinDistFromEastBorder|
|DMS_MinDistFromSouthBorder|
|DMS_MinDistFromNorthBorder|
|DMS_StaticMissionTypes|
**
* Added new value "DMS_Version".
* ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG";
donthasslethehoff, mercbase, and testmission have been updated with the
new names**
* DMS will now check to make sure that marker colors passed to
fn_CreateMarker are valid marker colors.
* You can now control how far away from each border a mission will spawn
(each border is separate: west, east, south, north). All "supported"
maps have config values adjusted in "map_configs".
* New salt flats base by [Darth Rogue from
SOA](http://soldiersofanarchy.net/).
* **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is
currently the only static mission for Altis ONLY. However, it shouldn't
be too difficult to export it to other maps (once positions have been
adjusted). **
* Fixed a couple of outdated/inaccurate function documentation comments.
* **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT.
YESSSSS**
* Fixed fn_CleanUp producing debug logs even with debug disabled.
* Fixed the CleanUp list not Cleaning Up after itself (hah!).
* Added diag_tickTime and DMS_Version to debug logs.
* You can now define a custom function for DMS_FillCrate. It will be
passed params from _lootValues select 0. ** I haven't tested this at
all. Just keep that in mind ;) **
* You can now manually define mission spawning locations into an array,
and that array will be used to find a location. Each location will still
be checked for validity, and if no valid positions are found from the
list, a random one is then generated using the normal method. ** I
didn't test this part at all either :P **
* fn_FindSafePos should be even more efficient now, and even more
controllable.
* Quite a few new functions; most notably: fn_GroupReinforcementsManager
* fn_GroupReinforcementsManager is used by static missions to provide
reinforcements for AI once they fall below a certain threshold (and/or
any other parameters you provide). Make sure to check out the function
documentation and give any suggestions for new reinforcement types!
* New function "DMS_fnc_ImportFromM3E_Static" will simply import a base
from the provided file (under static). No conversion to relative
position or anything. Simply spawning, positioning, and disabling
simulation.
* Removed the check for being outside map edges from fn_isValidPosition.
* "hardcore" AI will now be even more difficult ;)
2015-10-30 21:18:58 -05:00

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/*
DMS_fnc_FindSafePos
Created by eraser1
ALL PARAMETERS ARE OPTIONAL (as long as configs are properly defined).
Excluding parameters will create some RPT spam, but it's not too much of an issue.
Usage:
[
_nearestObjectMinDistance, // NUMBER (distance): Minimum distance from the nearest object.
_waterNearLimit, // NUMBER (distance): Minimum distance from water.
_minSurfaceNormal, // NUMBER (between 0-1): Maximum "surfaceNormal"; Basically determines how steep a position is. Check the comment for config value "DMS_MinSurfaceNormal" in config.sqf for more info
_spawnZoneNearLimit, // NUMBER (distance): Minimum distance from a spawn point.
_traderZoneNearLimit, // NUMBER (distance): Minimum distance from a trader zone.
_missionNearLimit, // NUMBER (distance): Minimum distance from another mission.
_playerNearLimit, // NUMBER (distance): Minimum distance from a player.
_throttleParams // BOOLEAN: Whether or not some of the distance values should be throttled on repeated attempts.
_waterSpawn // (OPTIONAL) BOOLEAN: Whether or not the mission is supposed to spawn on water. Default: false
] call DMS_fnc_findSafePos;
*/
private ["_nearestObjectMinDistance", "_waterNearLimit", "_minSurfaceNormal", "_spawnZoneNearLimit", "_traderZoneNearLimit", "_missionNearLimit", "_playerNearLimit", "_territoryNearLimit", "_throttleParams", "_waterSpawn", "_isValidSpot", "_attempts", "_pos", "_restriction", "_generatePos", "_presetLocs", "_presetLocsLength"];
params
[
["_nearestObjectMinDistance", 25, [0] ],
["_waterNearLimit", DMS_WaterNearBlacklist, [0] ],
["_minSurfaceNormal", DMS_MinSurfaceNormal, [0] ],
["_spawnZoneNearLimit", DMS_SpawnZoneNearBlacklist, [0] ],
["_traderZoneNearLimit", DMS_TraderZoneNearBlacklist,[0] ],
["_missionNearLimit", DMS_MissionNearBlacklist, [0] ],
["_playerNearLimit", DMS_PlayerNearBlacklist, [0] ],
["_territoryNearLimit", DMS_TerritoryNearBlacklist, [0] ],
["_throttleParams", DMS_ThrottleBlacklists, [true]]
];
_waterSpawn = if ((count _this)>9) then {_this select 9} else {false};
_isValidSpot = false;
_attempts = 0;
_restriction = if (_waterSpawn) then {2} else {0};
_presetLocsLength = 0;
if (DMS_UsePredefinedMissionLocations) then
{
// Shuffle the array so that the positions are selected in random order
_presetLocs = ([] + DMS_PredefinedMissionLocations) call ExileClient_util_array_shuffle;
_presetLocsLength = count _presetLocs;
};
_generatePos =
{
if (DMS_UsePredefinedMissionLocations && {_attempts<=_presetLocsLength}) then
{
_presetLocs select (_attempts - 1)
}
else
{
[DMS_MinMax_X_Coords call DMS_fnc_SelectRandomVal,DMS_MinMax_Y_Coords call DMS_fnc_SelectRandomVal] isFlatEmpty [_nearestObjectMinDistance, 0, 9999, 1, _restriction, _waterSpawn, objNull]
};
};
while{!_isValidSpot} do
{
_attempts = _attempts+1;
_pos = [];
while {_pos isEqualTo []} do
{
_pos = call _generatePos;
};
// It will only throttle the missionNear blacklist and playerNear limits because those are the most likely to throw an exception.
// The throttling works by decreasing the parameters by 10% every 15 attempts, until it reaches 100 meters (by default).
if (_throttleParams && {(_attempts>=DMS_AttemptsUntilThrottle) && {(_attempts%DMS_AttemptsUntilThrottle)==0}}) then
{
_missionNearLimit = (DMS_ThrottleCoefficient * _missionNearLimit) max DMS_MinThrottledDistance;
_playerNearLimit = (DMS_ThrottleCoefficient * _playerNearLimit) max DMS_MinThrottledDistance;
// SurfaceNormal is a bit more tricky than distances, so it's throttled differently. To convert from degrees to surfaceNormal, you take the cosine of the degrees from horizontal. Take the arc-cosine to convert surfaceNormal to degrees: arccos(0.8) in degrees ~= 37
_minSurfaceNormal = (_minSurfaceNormal - 0.005) max 0.8;
if (DMS_DEBUG) then
{
(format ["FindSafePos :: Throttling _missionNearLimit to %1 and _playerNearLimit to %2 and _minSurfaceNormal to %4 after %3 failed attempts to find a safe position!",_missionNearLimit,_playerNearLimit,_attempts,_minSurfaceNormal]) call DMS_fnc_DebugLog;
};
};
_isValidSpot = [_pos, _waterNearLimit, _minSurfaceNormal, _spawnZoneNearLimit, _traderZoneNearLimit, _missionNearLimit, _playerNearLimit, _territoryNearLimit, _waterSpawn] call DMS_fnc_IsValidPosition;
};
_pos set [2,0];
if (DMS_DEBUG) then
{
(format["FindSafePos :: Found mission position %1 in %2 attempts. _this: %3",_pos,_attempts,_this]) call DMS_fnc_DebugLog;
};
_pos;