DMS_Exile/@ExileServer/addons/a3_dms/scripts/fn_OnKilled.sqf
2016-04-14 21:20:26 -05:00

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/*
DMS_fnc_OnKilled
Created by eraser1 and Defent
Influenced by WAI
Usage:
[
[
_killedUnit,
_killer
],
_side, // "bandit" only for now
_type // Type of AI: "soldier","static","vehicle","heli", etc.
] call DMS_fnc_OnKilled;
*/
private ["_unit", "_killer", "_side", "_type", "_launcher", "_launcherVar", "_playerObj", "_removeAll", "_rockets", "_grp", "_grpUnits", "_av", "_memCount", "_gunner", "_driver", "_gunnerIsAlive", "_driverIsAlive", "_grp", "_owner", "_start", "_roadKilled", "_veh", "_boom", "_revealAmount", "_muzzle", "_silencer"];
if (DMS_DEBUG) then
{
(format ["OnKilled :: Logging AI death with parameters: %1",_this]) call DMS_fnc_DebugLog;
};
_unit = _this select 0;
_killer = _this select 1;
_side = _unit getVariable ["DMS_AI_Side", "bandit"];
_type = _unit getVariable ["DMS_AI_Type", "soldier"];
_launcher = secondaryWeapon _unit;
_launcherVar = _unit getVariable ["DMS_AI_Launcher",""];
_playerObj = objNull;
_unit call ([missionNamespace getVariable [_unit getVariable ["DMS_AI_CustomOnKilledFnc",""],{}]] param [0,{},[{}]]);
// Some of the previously used functions work with non-local argument. Some don't. BIS is annoying
_removeAll =
{
{_this removeWeaponGlobal _x;} forEach (weapons _this);
{_this unlinkItem _x;} forEach (assignedItems _this);
{_this removeItem _x;} forEach (items _this);
removeAllItemsWithMagazines _this;
removeHeadgear _this;
removeUniform _this;
removeVest _this;
removeBackpackGlobal _this;
};
moveOut _unit;
_unit removeAllEventHandlers "HandleDamage";
// Remove gear according to configs
if (DMS_clear_AI_body && {(random 100) <= DMS_clear_AI_body_chance}) then
{
_unit call _removeAll;
};
if (DMS_ai_remove_launchers && {(_launcherVar != "") || {_launcher != ""}}) then
{
// Because arma is stupid sometimes
if (_launcher isEqualTo "") then
{
_launcher = _launcherVar;
diag_log "sneaky launchers...";
_unit spawn
{
sleep 0.5;
{
_holder = _x;
{
if (_x isKindOf ["LauncherCore", configFile >> "CfgWeapons"]) exitWith
{
deleteVehicle _holder;
diag_log "gotcha";
};
} forEach (weaponCargo _holder);
} forEach (nearestObjects [_this, ["GroundWeaponHolder","WeaponHolderSimulated"], 5]);
};
};
_unit removeWeaponGlobal _launcher;
{
if (_x isKindOf ["CA_LauncherMagazine", configFile >> "CfgMagazines"]) then
{
_unit removeMagazineGlobal _x;
};
} forEach (magazines _unit);
};
if(DMS_RemoveNVG) then
{
_unit unlinkItem "NVGoggles";
};
_grp = group _unit;
_grpUnits = (units _grp) - [_unit];
// Give the AI a new leader if the killed unit was the leader
if (!(_grpUnits isEqualTo []) && {(leader _grp) isEqualTo _unit}) then
{
_grp selectLeader (selectRandom _grpUnits);
};
_av = _unit getVariable ["DMS_AssignedVeh",objNull];
if (!isNull _av) then
{
// Determine whether or not the vehicle has any active crew remaining.
_memCount = {[(alive _x),false] select (_unit isEqualTo _x);} count (crew _av);
// Destroy the vehicle and add it to cleanup if there are no active crew members of the vehicle.
if (_memCount isEqualTo 0) then
{
/*
This is some pretty funky code because this is about the fastest way to do the task.
An "if-statement" inside another "if-statement" is almost as fast, but it isn't as slick ;)
*/
if
(
call
[
{ (random 100)<(_av getVariable ["DMS_DestructionChance",DMS_AI_destroyVehicleChance]) },
{ DMS_AI_destroyStaticWeapon && {(random 100)<(_av getVariable ["DMS_DestructionChance",DMS_AI_destroyStaticWeapon_chance])} }
] select (_av isKindOf "StaticWeapon")
) then
{
_av setDamage 1;
_av setVariable ["ExileDiedAt",time];
_av spawn {sleep 1;_this enableSimulationGlobal false;};
if (DMS_DEBUG) then
{
(format["OnKilled :: Destroying used AI vehicle %1, and disabling simulation.",typeOf _av]) call DMS_fnc_DebugLog;
};
}
else
{
_av lock 1;
if (DMS_DEBUG) then
{
(format["OnKilled :: Unlocking used AI vehicle (%1).",typeOf _av]) call DMS_fnc_DebugLog;
};
};
}
else
{
// Only check for this stuff for ground vehicles that have guns...
if ((_av isKindOf "LandVehicle") && {(count (weapons _av))>0}) then
{
_gunner = gunner _av;
_driver = driver _av;
// The fact that I have to do this in the FUCKING ONKILLED EVENTHANDLER is a testament to why ArmA will make me die prematurely
_gunnerIsAlive = alive _gunner;
_driverIsAlive = alive _driver;
if (_unit isEqualTo _gunner) then
{
_gunnerIsAlive = false;
};
if (_unit isEqualTo _driver) then
{
_driverIsAlive = false;
};
// If the gunner is dead but the driver is alive, then the driver becomes the gunner.
// Helps with troll AI vehicles driving around aimlessly after the gunner is shot off. More realistic imo
if (!_gunnerIsAlive && {_driverIsAlive}) then
{
[_driver,_av,_killer] spawn
{
_driver = _this select 0;
_av = _this select 1;
_killer = _this select 2;
_grp = group _driver;
_owner = groupOwner _grp;
_grp setVariable ["DMS_LockLocality",true];
// The AI has to be local in order for these commands to work, so I reset locality, just because it's really difficult to deal with otherwise
if (_owner!=2) then
{
diag_log format ["Temporarily setting owner of %1 to server from %2. Success: %3",_grp,_owner,_grp setGroupOwner 2];
};
sleep 5+(random 3); // 5 to 8 seconds delay after gunner death
if !(alive _driver) exitWith {};
unassignVehicle _driver;
moveOut _driver;
_driver disableCollisionWith _av;
_av setVehicleAmmoDef 1;
waitUntil
{
unassignVehicle _driver;
doGetOut _driver;
moveOut _driver;
(vehicle _driver)==_driver
};
_driver assignAsGunner _av;
[_driver] orderGetIn true;
sleep 1.5;
if !(alive _driver) exitWith {};
_driver moveInGunner _av;
_driver enableCollisionWith _av;
if (DMS_DEBUG) then
{
(format["OnKilled :: Switched driver of AI Vehicle (%1) to gunner.",typeOf _av]) call DMS_fnc_DebugLog;
};
if (_owner!=2) then
{
_start = time;
// Controlling AI... yes. I have to do this
waitUntil
{
_driver assignAsGunner _av;
[_driver] orderGetIn true;
_driver moveInGunner _av;
(((gunner _av) isEqualTo _driver) || {(time-_start)>30})
};
sleep 3;
_start = time;
waitUntil
{
_driver assignAsGunner _av;
[_driver] orderGetIn true;
_driver moveInGunner _av;
(((gunner _av) isEqualTo _driver) || {(time-_start)>30})
};
_driver doTarget _killer;
_driver doFire _killer;
sleep 15;
diag_log format ["Resetting ownership of %1 to %2. Success: %3",_grp,_owner,_grp setGroupOwner _owner];
};
_grp setVariable ["DMS_LockLocality",false];
};
};
};
};
};
_roadKilled = false;
if (isPlayer _killer) then
{
_veh = vehicle _killer;
_playerObj = _killer;
// Fix for players killing AI from mounted vehicle guns
if (!(_killer isKindOf "Exile_Unit_Player") && {!isNull (gunner _killer)}) then
{
_playerObj = gunner _killer;
};
if (!(_veh isEqualTo _killer) && {(driver _veh) isEqualTo _killer}) then
{
_playerObj = driver _veh;
_roadKilled = true;
if (DMS_explode_onRoadkill) then
{
_boom = createVehicle ["SLAMDirectionalMine_Wire_Ammo", [0,0,100], [], 0, "CAN_COLLIDE"];
_boom setPosATL (getPosATL _playerObj);
_boom setDamage 1;
if (DMS_DEBUG) then
{
(format ["OnKilled :: %1 roadkilled an AI! Creating mine at the roadkilled AI's position!",name _killer]) call DMS_fnc_DebugLog;
};
};
// Remove gear from roadkills if configured to do so
if (DMS_remove_roadkill && {(random 100) <= DMS_remove_roadkill_chance}) then
{
_unit call _removeAll;
};
};
_unit setVariable ["DMS_KillerID",owner _playerObj];
// Reveal the killer to the AI units
if (DMS_ai_share_info) then
{
_revealAmount = 4.0;
_muzzle = currentMuzzle _playerObj;
if (_muzzle isEqualType "") then
{
_silencer = _playerObj weaponAccessories _muzzle select 0;
if (!isNil "_silencer" && {_silencer != ""}) then
{
_revealAmount = 2.0;
};
};
{
if ((alive _x) && {!(isPlayer _x) && {(_x distance2D _unit) <= DMS_ai_share_info_distance}}) then
{
_x reveal [_killer, _revealAmount max (_x knowsAbout _playerObj)];
};
} forEach _grpUnits;
};
};
[_playerObj, _unit, _side, _type, _roadKilled] call DMS_fnc_PlayerAwardOnAIKill;
// Let Exile handle the AI Body cleanup.
_unit setVariable ["ExileDiedAt",time];
_unit setVariable ["DMS_KillerObj",[_playerObj,_killer] select (isNull _playerObj)];