a3_exile_occupation/occupation.sqf
2016-03-19 19:01:48 +00:00

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////////////////////////////////////////////////////////////////////////
//
// Server Occupation script by second_coming
//
// Version 2.0
//
// http://www.exilemod.com/profile/60-second_coming/
//
// This script uses the fantastic DMS by Defent and eraser1
//
// http://www.exilemod.com/topic/61-dms-defents-mission-system/
//
////////////////////////////////////////////////////////////////////////
private["_wp","_wp2","_wp3"];
if (!isServer) exitWith {};
diag_log format ["[OCCUPATION]:: Starting Occupation Monitor"];
_middle = worldSize/2;
_spawnCenter = [_middle,_middle,0]; // Centre point for the map
_maxDistance = _middle; // Max radius for the map
_maxAIcount = maxAIcount;
_minFPS = minFPS;
_debug = debug;
_useLaunchers = DMS_ai_use_launchers;
_scaleAI = scaleAI;
// 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 { diag_log format ["[OCCUPATION]:: Held off spawning more AI as the server FPS is only %1",diag_fps]; };
_aiActive = count(_spawnCenter nearEntities ["O_recon_F", 20000]);
if(_aiActive > _maxAIcount) exitWith { diag_log format ["[OCCUPATION]:: %1 active AI, so not spawning AI this time",_aiActive]; };
_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(_debug) then { diag_log format ["[OCCUPATION]:: Testing location name: %1 position: %2",_locationName,_pos];};
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(_debug) then { diag_log format ["[OCCUPATION]:: Rolled %1 so not spawning AI this time",_spawnChance,_locationName];};};
// Don't spawn if too near a player base
_nearBase = (nearestObjects [_pos,["Exile_Construction_Flag_Static"],500]) select 0;
if (!isNil "_nearBase") exitwith { _okToSpawn = false; if(_debug) then { diag_log format ["[OCCUPATION]:: %1 is too close to player base",_locationName];};};
// Don't spawn AI near traders and spawn zones
_nearestMarker = [allMapMarkers, _pos] call BIS_fnc_nearestPosition; // Nearest Marker to the Location
_posNearestMarker = getMarkerPos _nearestMarker;
if(_pos distance _posNearestMarker < 500) exitwith { _okToSpawn = false; if(_debug) then { diag_log format ["[OCCUPATION]:: %1 is too close to a %2",_locationName,_nearestMarker];}; };
// Don't spawn additional AI if there are players in range
if([_pos, 200] call ExileClient_util_world_isAlivePlayerInRange) exitwith { _okToSpawn = false; if(_debug) then { diag_log format ["[OCCUPATION]:: %1 has players too close",_locationName];}; };
// Don't spawn additional AI if there are already AI in range
_aiNear = count(_pos nearEntities ["O_recon_F", 500]);
if(_aiNear > 0) exitwith { _okToSpawn = false; if(_debug) then { diag_log format ["[OCCUPATION]:: %1 already has %2 active AI patrolling",_locationName,_aiNear];}; };
if(_okToSpawn) then
{
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// 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";
_side = "bandit";
_spawnPos = [_pos,10,100,5,0,20,0] call BIS_fnc_findSafePos;
_spawnPosition = [_spawnPos select 0, _spawnPos select 1,0];
DMS_ai_use_launchers = false;
_group = [_spawnPosition, _aiCount, _difficulty, "random", _side, customGearSet1] call DMS_fnc_SpawnAIGroup;
DMS_ai_use_launchers = _useLaunchers;
// Get the AI to shut the fuck up :)
enableSentences false;
enableRadio false;
if(!useWaypoints) then
{
[_group, _pos, _groupRadius] call bis_fnc_taskPatrol;
_group setBehaviour "DESTROY";
_group setCombatMode "RED";
}
else
{
[ _group,_pos,_difficulty,"DESTROY" ] call DMS_fnc_SetGroupBehavior;
_buildings = _pos nearObjects ["house", _groupRadius];
{
_buildingPositions = [_x, 10] call BIS_fnc_buildingPositions;
if(count _buildingPositions > 0) then
{
// Find Highest Point
_highest = [0,0,0];
{
if(_x select 2 > _highest select 2) then
{
_highest = _x;
};
} foreach _buildingPositions;
_spawnPosition = _highest;
_i = _buildingPositions find _spawnPosition;
_wp = _group addWaypoint [_spawnPosition, 0] ;
_wp setWaypointFormation "Column";
_wp setWaypointBehaviour "DESTROY";
_wp setWaypointCombatMode "RED";
_wp setWaypointCompletionRadius 1;
_wp waypointAttachObject _x;
_wp setwaypointHousePosition _i;
_wp setWaypointType "MOVE";
};
} foreach _buildings;
if(count _buildings > 0 ) then
{
_wp setWaypointType "CYCLE";
};
};
if(_locationType isEqualTo "NameCityCapital") then
{
DMS_ai_use_launchers = false;
_group2 = [_spawnPosition, 5, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup;
DMS_ai_use_launchers = _useLaunchers;
// Get the AI to shut the fuck up :)
enableSentences false;
enableRadio false;
[_group2, _pos, _groupRadius] call bis_fnc_taskPatrol;
_group2 setBehaviour "DESTROY";
_group2 setCombatMode "RED";
};
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
if(_debug) then
{
_marker = createMarker [format ["%1", _spawnPosition],_pos];
_marker setMarkerShape "Icon";
_marker setMarkerSize [3,3];
_marker setMarkerType "mil_dot";
_marker setMarkerBrush "Solid";
_marker setMarkerAlpha 0.5;
_marker setMarkerColor "ColorOrange";
_marker setMarkerText "Occupied Area";
};
diag_log format ["[OCCUPATION]:: Spawning %2 AI in at %3 to patrol %1",_locationName,_aiCount,_spawnPosition];
_okToSpawn = false;
};
};
} forEach _locations;