a3_exile_occupation/occupationMilitary.sqf
2016-03-18 12:37:33 +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 Military]:: Starting 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;
_buildings = ["Land_Cargo_Patrol_V1_F"]; // Class names for the military buildings to patrol
_building = [];
_currentPlayerCount = count playableUnits;
if(_currentPlayerCount > _scaleAI) then
{
_maxAIcount = _maxAIcount - (_currentPlayerCount - _scaleAI) ;
};
// Select an area to scan as nearObjects on the entire map is slooooooooow
_areaToScan = [ 0, 900, 1, 500, 500, 0, 0, 0, true, false ] call DMS_fnc_findSafePos;
// Don't spawn additional AI if the server fps is below 8
if(diag_fps < _minFPS) exitWith { diag_log format ["[OCCUPATION Military]:: Held off spawning more AI as the server FPS is only %1",diag_fps]; };
_aiActive = count(_spawnCenter nearEntities ["O_recon_F", _maxDistance+1000]);
if(_aiActive > _maxAIcount) exitWith { diag_log format ["[OCCUPATION Military]:: %1 active AI, so not spawning AI this time",_aiActive]; };
for [{_i = 0},{_i < (count _buildings)},{_i =_i + 1}] do
{
diag_log format ["[OCCUPATION Military]:: scanning nearObjects started at %1",time];
_building = _areaToScan nearObjects [_buildings select _i, 1000];
diag_log format ["[OCCUPATION Military]:: scanning nearObjects finished at %1",time];
uiSleep 1;
for [{_n = 0},{_n < (count _building)},{_n =_n + 1}] do
{
_okToSpawn = true;
uiSleep 1;
_foundBuilding = (_building select _n);
_location = getPos _foundBuilding;
_pos = [_location select 0, _location select 1, 0];
if(_debug) then { diag_log format ["[OCCUPATION Military]:: Testing position: %1",_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 Military]:: Rolled %1 so not spawning AI this time",_spawnChance];};};
// 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 Military]:: %1 is too close to player base",_pos];};};
// 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 Military]:: %1 is too close to a %2",_pos,_nearestMarker];}; };
// 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 Military]:: %1 already has %2 active AI patrolling",_pos,_aiNear];}; };
// 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 Military]:: %1 has players too close",_pos];}; };
if(_okToSpawn) then
{
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Get AI to patrol the area
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
_aiCount = 2 + (round (random 3));
_groupRadius = 100;
_difficulty = "random";
_side = "bandit";
_spawnPosition = _pos;
// Get the AI to shut the fuck up :)
enableSentences false;
enableRadio false;
if(!useWaypoints) then
{
DMS_ai_use_launchers = false;
_group = [_spawnPosition, _aiCount, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup;
DMS_ai_use_launchers = true;
[_group, _pos, _groupRadius] call bis_fnc_taskPatrol;
_group setBehaviour "DESTROY";
_group setCombatMode "RED";
}
else
{
_buildingPositions = [_foundBuilding, 5] 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;
};
DMS_ai_use_launchers = false;
_group = [_spawnPosition, _aiCount, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup;
DMS_ai_use_launchers = true;
[ _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";
};
};
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
diag_log format ["[OCCUPATION Military]:: Spawning %1 AI in at %2 to patrol",_aiCount,_spawnPosition];
if(_debug) then
{
_marker = createMarker [format ["%1", _foundBuilding],_pos];
_marker setMarkerShape "Icon";
_marker setMarkerSize [3,3];
_marker setMarkerType "mil_dot";
_marker setMarkerBrush "Solid";
_marker setMarkerAlpha 0.5;
_marker setMarkerColor "ColorRed";
_marker setMarkerText "Occupied Military Area";
};
_okToSpawn = false;
};
};
};
};
diag_log "[OCCUPATION Military]: Ended";