243 lines
8.4 KiB
Plaintext
243 lines
8.4 KiB
Plaintext
if (!isServer) exitWith {};
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private["_wp","_wp2","_wp3"];
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_logDetail = format ["[OCCUPATION Military]:: Starting Monitor"];
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[_logDetail] call SC_fnc_log;
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_maxDistance = 500; // Max radius to scan
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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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_buildings = SC_buildings; // Class names for the military buildings to patrol
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_building = [];
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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 8
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if(diag_fps < _minFPS) exitWith
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{
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_logDetail = format ["[OCCUPATION Military]:: 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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_aiActive = { !isPlayer _x } count allunits;
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if(_aiActive > _maxAIcount) exitWith
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{
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_logDetail = format ["[OCCUPATION Military]:: %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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// Select an area to scan as nearObjects on the entire map is slooooooooow
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_areaToScan = [ false, false ] call SC_fnc_findsafePos;
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{
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_logDetail = format ["[OCCUPATION Military]:: scanning buildings around %2 started at %1",time,_areaToScan];
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[_logDetail] call SC_fnc_log;
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_currentBuilding = _x;
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_building = _areaToScan nearObjects [_currentBuilding, _maxDistance];
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_logDetail = format ["[OCCUPATION Military]:: scan for %2 building finished at %1",time,_currentBuilding];
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[_logDetail] call SC_fnc_log;
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{
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_okToSpawn = true;
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Sleep 0.1;
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_foundBuilding = _x;
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_location = getPos _foundBuilding;
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_pos = [_location select 0, _location select 1, 0];
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if(SC_extendedLogging) then
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{
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_logDetail = format ["[OCCUPATION Military]:: Testing position: %1",_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 70 or more to spawn AI)
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_spawnChance = round (random 100);
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if(_spawnChance < 70) 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 Military]:: Rolled %1 so not spawning AI this time",_spawnChance];
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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 Military]:: %1 is too close to player base",_pos];
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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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_nearestMarker = [allMapMarkers, _pos] call BIS_fnc_nearestPosition; // Nearest Marker to the Location
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_posNearestMarker = getMarkerPos _nearestMarker;
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if(_pos distance _posNearestMarker < 500) 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 Military]:: %1 is too close to a %2",_pos,_nearestMarker];
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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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_aiNear = count(_pos nearEntities ["O_recon_F", 500]);
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if(_aiNear > 0) 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 Military]:: %1 already has %2 active AI patrolling",_pos,_aiNear];
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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 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 Military]:: %1 has players too close",_pos];
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[_logDetail] call SC_fnc_log;
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};
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};
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if(_okToSpawn) then
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{
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Get AI to patrol the area
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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_aiCount = 2 + (round (random 1));
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_groupRadius = 100;
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_difficulty = "random";
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_side = SC_BanditSide;
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_spawnPosition = _pos;
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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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DMS_ai_use_launchers = false;
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_group = [_spawnPosition, _aiCount, _difficulty, "random", "bandit"] call DMS_fnc_SpawnAIGroup;
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DMS_ai_use_launchers = _useLaunchers;
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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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_unitName = ["bandit"] call SC_fnc_selectName;
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_unit setName _unitName;
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if(SC_debug) then
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{
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_tag = createVehicle ["Sign_Arrow_Blue_F", position _unit, [], 0, "CAN_COLLIDE"];
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_tag attachTo [_unit,[0,0,0.6],"Head"];
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};
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}foreach units _group;
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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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DMS_ai_use_launchers = false;
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_group = [_spawnPosition, _aiCount, _difficulty, "random", "bandit"] call DMS_fnc_SpawnAIGroup;
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DMS_ai_use_launchers = _useLaunchers;
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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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_unitName = ["bandit"] call SC_fnc_selectName;
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_unit setName _unitName;
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if(SC_debug) then
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{
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_tag = createVehicle ["Sign_Arrow_Blue_F", position _unit, [], 0, "CAN_COLLIDE"];
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_tag attachTo [_unit,[0,0,0.6],"Head"];
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};
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}foreach units _group;
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[ _group,_pos,_difficulty,"COMBAT" ] call DMS_fnc_SetGroupBehavior;
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_buildings = _pos nearObjects ["house", _groupRadius];
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{
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_buildingPositions = [_x, 10] call BIS_fnc_buildingPositions;
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if(count _buildingPositions > 0) then
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{
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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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_spawnPosition = _highest;
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_i = _buildingPositions find _spawnPosition;
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_wp = _group addWaypoint [_spawnPosition, 0] ;
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_wp setWaypointFormation "Column";
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_wp setWaypointBehaviour "AWARE";
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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 ) then
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{
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_wp setWaypointType "CYCLE";
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};
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};
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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_logDetail = format ["[OCCUPATION Military]:: Spawning %1 AI in at %2 to patrol",_aiCount,_spawnPosition];
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[_logDetail] call SC_fnc_log;
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if(SC_mapMarkers) then
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{
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_marker = createMarker [format ["%1", _foundBuilding],_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 setMarkerAlpha 0.5;
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_marker setMarkerColor "ColorRed";
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_marker setMarkerText "Occupied Military Area";
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};
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_okToSpawn = false;
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};
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};
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}foreach _building;
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}foreach _buildings;
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_logDetail = "[OCCUPATION Military]: Ended";
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[_logDetail] call SC_fnc_log; |