if (!isServer) exitWith {}; private["_wp","_wp2","_wp3"]; _logDetail = format ["[OCCUPATION:Places]:: Starting Occupation Monitor @ %1",time]; [_logDetail] call SC_fnc_log; _middle = worldSize/2; _spawnCenter = [_middle,_middle,0]; // Centre point for the map _maxDistance = _middle; // Max radius for the map _maxAIcount = SC_maxAIcount; _minFPS = SC_minFPS; _useLaunchers = DMS_ai_use_launchers; _scaleAI = SC_scaleAI; _side = "bandit"; _okToSpawn = true; if(SC_occupyPlacesSurvivors) then { if(!isNil "DMS_Enable_RankChange") then { DMS_Enable_RankChange = true; }; }; // more than _scaleAI players on the server and the max AI count drops per additional player _currentPlayerCount = count playableUnits; if(_currentPlayerCount > _scaleAI) then { _maxAIcount = _maxAIcount - (_currentPlayerCount - _scaleAI) ; }; // Don't spawn additional AI if the server fps is below _minFPS if(diag_fps < _minFPS) exitWith { if(SC_extendedLogging) then { _logDetail = format ["[OCCUPATION:Places]:: Held off spawning more AI as the server FPS is only %1",diag_fps]; [_logDetail] call SC_fnc_log; }; }; _aiActive = { !isPlayer _x } count allunits; if(_aiActive > _maxAIcount) exitWith { if(SC_extendedLogging) then { _logDetail = format ["[OCCUPATION:Places]:: %1 active AI, so not spawning AI this time",_aiActive]; [_logDetail] call SC_fnc_log; }; }; _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCityCapital"], _maxDistance]); { _okToSpawn = true; _temppos = position _x; _locationName = text _x; _locationType = type _x; _pos = [_temppos select 0, _temppos select 1, 0]; if(SC_extendedLogging) then { _logDetail = format ["[OCCUPATION:Places]:: Testing location name: %1 position: %2",_locationName,_pos]; [_logDetail] call SC_fnc_log; }; while{_okToSpawn} do { // Percentage chance to spawn (roll 80 or more to spawn AI) _spawnChance = round (random 100); if(_spawnChance < 80) exitWith { _okToSpawn = false; if(SC_extendedLogging) then { _logDetail = format ["[OCCUPATION:Places]:: Rolled %1 so not spawning AI this time",_spawnChance,_locationName]; [_logDetail] call SC_fnc_log; }; }; _okToSpawn = [ _pos ] call SC_fnc_isSafePos; if(isNil "_okToSpawn") then { _okToSpawn = false; }; // Don't spawn additional AI if there are already AI in range _nearBanditAI = { side _x == SC_BanditSide AND _x distance _pos < 500 } count allUnits; _nearSurvivorAI = { side _x == SC_SurvivorSide AND _x distance _pos < 500 } count allUnits; if(_nearBanditAI > 0 AND _nearSurvivorAI > 0) then { _okToSpawn = false; if(SC_extendedLogging) then { _logDetail = format ["[OCCUPATION:Places]:: %1 already has active AI patrolling",_locationName]; [_logDetail] call SC_fnc_log; }; } else { if(_nearSurvivorAI == 0) then { _sideToSpawn = random 100; if(_sideToSpawn <= SC_SurvivorsChance) then { _side = "survivor"; } else { _side = "bandit"; }; } else { _side = "bandit"; }; }; if(_okToSpawn) then { if(!SC_occupyPlacesSurvivors) then { _side = "bandit"; }; ////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Get AI to patrol the town ////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _aiCount = 1; _groupRadius = 100; if(_locationType isEqualTo "NameCityCapital") then { _aiCount = 5; _groupRadius = 300; }; if(_locationType isEqualTo "NameCity") then { _aiCount = 2 + (round (random 3)); _groupRadius = 200; }; if(_locationType isEqualTo "NameVillage") then { _aiCount = 1 + (round (random 2)); _groupRadius = 100; }; if(_aiCount < 1) then { _aiCount = 1; }; _difficulty = "random"; _spawnPos = [_pos,10,100,5,0,20,0] call BIS_fnc_findSafePos; _spawnPosition = [_spawnPos select 0, _spawnPos select 1,0]; _group = createGroup SC_BanditSide; if(_side == "survivor") then { deleteGroup _group; _group = createGroup SC_SurvivorSide; }; _group setVariable ["DMS_AllowFreezing",false]; DMS_ai_use_launchers = false; for "_i" from 1 to _aiCount do { _loadOut = [_side] call SC_fnc_selectGear; _unit = [_group,_spawnPosition,"custom","random",_side,"soldier",_loadOut] call DMS_fnc_SpawnAISoldier; _unit setVariable ["SC_unitLocationName", _locationName,true]; _unit setVariable ["SC_unitLocationPosition", _pos,true]; _unit setVariable ["SC_unitSide", _side,true]; _unit addMPEventHandler ["mpkilled", "_this call SC_fnc_locationUnitMPKilled;"]; }; DMS_ai_use_launchers = _useLaunchers; _group setVariable ["DMS_LockLocality",nil]; _group setVariable ["DMS_SpawnedGroup",true]; _group setVariable ["DMS_Group_Side", _side]; { _unit = _x; [_unit] joinSilent grpNull; [_unit] joinSilent _group; _unitName = [_side] call SC_fnc_selectName; if(!isNil "_unitName") then { _unit setName _unitName; }; [_side,_unit] call SC_fnc_addMarker; reload _unit; }foreach units _group; _group setVariable ["DMS_AllowFreezing",true]; // Get the AI to shut the fuck up :) enableSentences false; enableRadio false; if(!SC_useWaypoints) then { [_group, _pos, _groupRadius] call bis_fnc_taskPatrol; _group setBehaviour "COMBAT"; _group setCombatMode "RED"; } else { [ _group,_pos,_difficulty,"COMBAT" ] call DMS_fnc_SetGroupBehavior; _buildings = _pos nearObjects ["building", _groupRadius]; { _isEnterable = [_x] call BIS_fnc_isBuildingEnterable; if(_isEnterable) then { _buildingPositions = [_x, 10] call BIS_fnc_buildingPositions; _y = _x; // Find Highest Point _highest = [0,0,0]; { if(_x select 2 > _highest select 2) then { _highest = _x; }; } foreach _buildingPositions; _wpPosition = _highest; _i = _buildingPositions find _wpPosition; _wp = _group addWaypoint [_wpPosition, 0] ; _wp setWaypointBehaviour "AWARE"; _wp setWaypointCombatMode "RED"; _wp setWaypointCompletionRadius 1; _wp waypointAttachObject _y; _wp setwaypointHousePosition _i; _wp setWaypointType "SAD"; }; } foreach _buildings; if(count _buildings > 0 && !isNil "_wp") then { _wp setWaypointType "CYCLE"; }; }; if(_locationType isEqualTo "NameCityCapital") then { _group2 = createGroup SC_BanditSide; if(_side == "survivor") then { deleteGroup _group2; _group2 = createGroup SC_SurvivorSide; }; _group2 setVariable ["DMS_AllowFreezing",false]; DMS_ai_use_launchers = false; for "_i" from 1 to 5 do { _loadOut = ["bandit"] call SC_fnc_selectGear; _unit = [_group2,_spawnPosition,"custom","random",_side,"soldier",_loadOut] call DMS_fnc_SpawnAISoldier; _unit setVariable ["SC_unitLocationName", _locationName,true]; _unit setVariable ["SC_unitLocationPosition", _pos,true]; _unit setVariable ["SC_unitSide", _side,true]; _unit addMPEventHandler ["mpkilled", "_this call SC_fnc_locationUnitMPKilled;"]; }; DMS_ai_use_launchers = _useLaunchers; _group2 setVariable ["DMS_LockLocality",nil]; _group2 setVariable ["DMS_SpawnedGroup",true]; _group2 setVariable ["DMS_Group_Side", _side]; // Get the AI to shut the fuck up :) enableSentences false; enableRadio false; { _unit = _x; [_unit] joinSilent grpNull; [_unit] joinSilent _group2; [_side,_unit] call SC_fnc_addMarker; _unitName = [_side] call SC_fnc_selectName; if(!isNil "_unitName") then { _unit setName _unitName; }; reload _unit; }foreach units _group2; _group2 setVariable ["DMS_AllowFreezing",true]; [_group2, _pos, _groupRadius] call bis_fnc_taskPatrol; _group2 setBehaviour "AWARE"; _group2 setCombatMode "RED"; }; ////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _markerName = "Occupation Area"; _markerColour = "ColorOrange"; if(SC_mapMarkers) then { deleteMarker format ["%1", _locationName]; _nearBanditAI = { side _x == SC_BanditSide AND _x distance _pos < 500 } count allUnits; _nearSurvivorAI = { side _x == SC_SurvivorSide AND _x distance _pos < 500 } count allUnits; if(_nearBanditAI > 0 && _nearSurvivorAI > 0) then { _markerName = "Survivors and Bandits"; _markerColour = "ColorOrange"; }; if(_nearBanditAI == 0 && _nearSurvivorAI > 0) then { _markerName = "Survivors"; _markerColour = "ColorGreen"; }; if(_nearBanditAI > 0 && _nearSurvivorAI == 0) then { _markerName = "Bandits"; _markerColour = "ColorRed"; }; _marker = createMarker [format ["%1", _locationName],_pos]; _marker setMarkerShape "Icon"; _marker setMarkerSize [3,3]; _marker setMarkerType "mil_dot"; _marker setMarkerBrush "Solid"; _marker setMarkerText _markerName; _marker setMarkerColor _markerColour; _marker setMarkerAlpha 0.5; if(_side == "survivor") then { _logDetail = format ["[OCCUPATION:Places]:: Spawning %2 survivor AI in at %3 to patrol %1",_locationName,_aiCount,_spawnPosition]; } else { _logDetail = format ["[OCCUPATION:Places]:: Spawning %2 bandit AI in at %3 to patrol %1",_locationName,_aiCount,_spawnPosition]; }; [_logDetail] call SC_fnc_log; _logDetail = format ["[OCCUPATION:Places]:: %1 Bandits:%2 Survivors:%3 Marker Colour:%4 Marker Name:%5",_locationName,_nearBanditAI,_nearSurvivorAI,_markerColour,_markerName]; [_logDetail] call SC_fnc_log; }; _okToSpawn = false; }; }; sleep 0.2; } forEach _locations;