a3_exile_occupation/scripts/occupationPlaces.sqf
second_coming d131498a0f V47
2016-06-13 11:54:41 +01:00

327 lines
12 KiB
Plaintext

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;