abd4462132
added fastNights, configurable gear for both bandits and survivors, static spawning for both bandit and survivors
344 lines
12 KiB
Plaintext
344 lines
12 KiB
Plaintext
if (!isServer) exitWith {};
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private["_wp","_wp2","_wp3"];
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_logDetail = format ["[OCCUPATION]:: Starting Occupation Monitor @ %1",time];
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[_logDetail] call SC_fnc_log;
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_middle = worldSize/2;
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_spawnCenter = [_middle,_middle,0]; // Centre point for the map
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_maxDistance = _middle; // Max radius for the map
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_maxAIcount = SC_maxAIcount;
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_minFPS = SC_minFPS;
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_useLaunchers = DMS_ai_use_launchers;
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_scaleAI = SC_scaleAI;
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_side = "bandit";
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if(SC_occupyPlacesSurvivors) then
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{
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if(!isNil "DMS_Enable_RankChange") then { DMS_Enable_RankChange = true; };
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};
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// more than _scaleAI players on the server and the max AI count drops per additional player
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_currentPlayerCount = count playableUnits;
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if(_currentPlayerCount > _scaleAI) then
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{
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_maxAIcount = _maxAIcount - (_currentPlayerCount - _scaleAI) ;
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};
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// Don't spawn additional AI if the server fps is below _minFPS
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if(diag_fps < _minFPS) exitWith
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{
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if(SC_extendedLogging) then
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{
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_logDetail = format ["[OCCUPATION:Places]:: Held off spawning more AI as the server FPS is only %1",diag_fps];
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[_logDetail] call SC_fnc_log;
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};
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};
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_aiActive = {alive _x && (side _x == SC_BanditSide OR side _x == SC_SurvivorSide)} count allUnits;
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if(_aiActive > _maxAIcount) exitWith
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{
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if(SC_extendedLogging) then
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{
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_logDetail = format ["[OCCUPATION:Places]:: %1 active AI, so not spawning AI this time",_aiActive];
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[_logDetail] call SC_fnc_log;
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};
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};
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_locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCityCapital"], _maxDistance]);
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{
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_okToSpawn = true;
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_temppos = position _x;
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_locationName = text _x;
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_locationType = type _x;
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_pos = [_temppos select 0, _temppos select 1, 0];
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if(SC_extendedLogging) then
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{
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_logDetail = format ["[OCCUPATION:Places]:: Testing location name: %1 position: %2",_locationName,_pos];
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[_logDetail] call SC_fnc_log;
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};
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while{_okToSpawn} do
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{
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// Percentage chance to spawn (roll 80 or more to spawn AI)
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_spawnChance = round (random 100);
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if(_spawnChance < 80) exitWith
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{
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_okToSpawn = false;
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if(SC_extendedLogging) then
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{
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_logDetail = format ["[OCCUPATION:Places]:: Rolled %1 so not spawning AI this time",_spawnChance,_locationName];
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[_logDetail] call SC_fnc_log;
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};
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};
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// Don't spawn if too near a player base
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_nearBase = (nearestObjects [_pos,["Exile_Construction_Flag_Static"],500]) select 0;
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if (!isNil "_nearBase") exitwith
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{
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_okToSpawn = false;
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if(SC_extendedLogging) then
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{
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_logDetail = format ["[OCCUPATION:Places]:: %1 is too close to player base",_locationName];
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[_logDetail] call SC_fnc_log;
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};
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};
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// Don't spawn AI near traders and spawn zones
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{
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switch (getMarkerType _x) do
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{
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case "ExileSpawnZone":
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{
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if(_pos distance (getMarkerPos _x) < SC_minDistanceToSpawnZones) exitWith
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{
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_okToSpawn = false;
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if(SC_extendedLogging) then
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{
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_logDetail = format ["[OCCUPATION:Places]:: %1 is too close to a Spawn Zone",_locationName];
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[_logDetail] call SC_fnc_log;
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};
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};
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};
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case "ExileTraderZone":
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{
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if(_pos distance (getMarkerPos _x) < SC_minDistanceToTraders) exitWith
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{
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_okToSpawn = false;
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if(SC_extendedLogging) then
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{
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_logDetail = format ["[OCCUPATION:Places]:: %1 is too close to a Trader Zone",_locationName];
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[_logDetail] call SC_fnc_log;
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};
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};
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};
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};
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}
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forEach allMapMarkers;
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// Don't spawn additional AI if there are players in range
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if([_pos, 250] call ExileClient_util_world_isAlivePlayerInRange) exitwith
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{
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_okToSpawn = false;
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if(SC_extendedLogging) then
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{
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_logDetail = format ["[OCCUPATION:Places]:: %1 has players too close",_locationName];
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[_logDetail] call SC_fnc_log;
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};
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};
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// Don't spawn additional AI if there are already AI in range
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_nearBanditAI = { side _x == SC_BanditSide AND _x distance _pos < 500 } count allUnits;
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_nearSurvivorAI = { side _x == SC_SurvivorSide AND _x distance _pos < 500 } count allUnits;
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if(_nearBanditAI > 0 AND _nearSurvivorAI > 0) then
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{
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_okToSpawn = false;
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if(SC_extendedLogging) then
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{
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_logDetail = format ["[OCCUPATION:Places]:: %1 already has active AI patrolling",_locationName];
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[_logDetail] call SC_fnc_log;
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};
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}
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else
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{
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if(_nearSurvivorAI == 0) then
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{
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_sideToSpawn = random 100;
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if(_sideToSpawn <= SC_SurvivorsChance) then
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{
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_side = "survivor";
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}
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else
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{
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_side = "bandit";
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};
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}
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else
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{
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_side = "bandit";
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};
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};
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if(_okToSpawn) then
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{
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if(!SC_occupyPlacesSurvivors) then { _side = "bandit"; };
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Get AI to patrol the town
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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_aiCount = 1;
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_groupRadius = 100;
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if(_locationType isEqualTo "NameCityCapital") then { _aiCount = 5; _groupRadius = 300; };
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if(_locationType isEqualTo "NameCity") then { _aiCount = 2 + (round (random 3)); _groupRadius = 200; };
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if(_locationType isEqualTo "NameVillage") then { _aiCount = 1 + (round (random 2)); _groupRadius = 100; };
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if(_aiCount < 1) then { _aiCount = 1; };
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_difficulty = "random";
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_spawnPos = [_pos,10,100,5,0,20,0] call BIS_fnc_findSafePos;
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_spawnPosition = [_spawnPos select 0, _spawnPos select 1,0];
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DMS_ai_use_launchers = false;
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_initialGroup = [_spawnPosition, _aiCount, "randomEasy", "assault", _side] call DMS_fnc_SpawnAIGroup;
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DMS_ai_use_launchers = _useLaunchers;
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_group = createGroup SC_BanditSide;
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if(_side == "survivor") then
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{
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deleteGroup _group;
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_group = createGroup SC_SurvivorSide;
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};
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_group setVariable ["DMS_LockLocality",nil];
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_group setVariable ["DMS_SpawnedGroup",true];
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_group setVariable ["DMS_Group_Side", _side];
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{
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_unit = _x;
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[_unit] joinSilent grpNull;
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[_unit] joinSilent _group;
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[_side,_unit] call SC_fnc_changeGear;
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}foreach units _initialGroup;
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// Get the AI to shut the fuck up :)
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enableSentences false;
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enableRadio false;
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if(!SC_useWaypoints) then
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{
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[_group, _pos, _groupRadius] call bis_fnc_taskPatrol;
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_group setBehaviour "COMBAT";
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_group setCombatMode "RED";
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}
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else
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{
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[ _group,_pos,_difficulty,"COMBAT" ] call DMS_fnc_SetGroupBehavior;
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_buildings = _pos nearObjects ["building", _groupRadius];
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{
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_isEnterable = [_x] call BIS_fnc_isBuildingEnterable;
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if(_isEnterable) then
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{
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_buildingPositions = [_x, 10] call BIS_fnc_buildingPositions;
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_y = _x;
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// Find Highest Point
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_highest = [0,0,0];
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{
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if(_x select 2 > _highest select 2) then
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{
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_highest = _x;
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};
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} foreach _buildingPositions;
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_wpPosition = _highest;
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_i = _buildingPositions find _wpPosition;
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_wp = _group addWaypoint [_wpPosition, 0] ;
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_wp setWaypointBehaviour "COMBAT";
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_wp setWaypointCombatMode "RED";
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_wp setWaypointCompletionRadius 1;
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_wp waypointAttachObject _y;
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_wp setwaypointHousePosition _i;
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_wp setWaypointType "SAD";
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};
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} foreach _buildings;
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if(count _buildings > 0 && !isNil "_wp") then
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{
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_wp setWaypointType "CYCLE";
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};
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};
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if(_locationType isEqualTo "NameCityCapital") then
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{
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DMS_ai_use_launchers = false;
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_initialGroup2 = [_spawnPosition, 5, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup;
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DMS_ai_use_launchers = _useLaunchers;
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_group2 = createGroup SC_BanditSide;
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if(_side == "survivor") then
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{
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deleteGroup _group2;
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_group2 = createGroup SC_SurvivorSide;
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};
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_group2 setVariable ["DMS_LockLocality",nil];
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_group2 setVariable ["DMS_SpawnedGroup",true];
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_group2 setVariable ["DMS_Group_Side", _side];
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// Get the AI to shut the fuck up :)
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enableSentences false;
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enableRadio false;
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{
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_unit = _x;
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[_unit] joinSilent grpNull;
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[_unit] joinSilent _group2;
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[_side,_unit] call SC_fnc_changeGear;
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}foreach units _initialGroup2;
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[_group2, _pos, _groupRadius] call bis_fnc_taskPatrol;
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_group2 setBehaviour "AWARE";
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_group2 setCombatMode "RED";
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};
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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_markerName = "Occupation Area";
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_markerColour = "ColorOrange";
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if(SC_mapMarkers) then
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{
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deleteMarker format ["%1", _spawnPosition];
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_nearBanditAI = { side _x == SC_BanditSide AND _x distance _pos < 500 } count allUnits;
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_nearSurvivorAI = { side _x == SC_SurvivorSide AND _x distance _pos < 500 } count allUnits;
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if(_nearBanditAI > 0 && _nearSurvivorAI > 0) then
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{
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_markerName = "Survivors and Bandits";
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_markerColour = "ColorOrange";
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};
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if(_nearBanditAI == 0 && _nearSurvivorAI > 0) then
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{
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_markerName = "Survivors";
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_markerColour = "ColorGreen";
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};
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if(_nearBanditAI > 0 && _nearSurvivorAI == 0) then
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{
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_markerName = "Bandits";
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_markerColour = "ColorRed";
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};
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_marker = createMarker [format ["%1", _spawnPosition],_pos];
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_marker setMarkerShape "Icon";
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_marker setMarkerSize [3,3];
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_marker setMarkerType "mil_dot";
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_marker setMarkerBrush "Solid";
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_marker setMarkerText _markerName;
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_marker setMarkerColor _markerColour;
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_marker setMarkerAlpha 0.5;
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if(_side == "survivor") then
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{
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_logDetail = format ["[OCCUPATION:Places]:: Spawning %2 survivor AI in at %3 to patrol %1",_locationName,_aiCount,_spawnPosition];
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}
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else
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{
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_logDetail = format ["[OCCUPATION:Places]:: Spawning %2 bandit AI in at %3 to patrol %1",_locationName,_aiCount,_spawnPosition];
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};
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[_logDetail] call SC_fnc_log;
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_logDetail = format ["[OCCUPATION:Places]:: %1 Bandits:%2 Survivors:%3 Marker Colour:%4 Marker Name:%5",_locationName,_nearBanditAI,_nearSurvivorAI,_markerColour,_markerName];
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[_logDetail] call SC_fnc_log;
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};
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_okToSpawn = false;
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};
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};
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sleep 0.2;
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} forEach _locations; |