a3_exile_occupation/scripts/occupationMilitary.sqf
second_coming f48e02f403 v13 tweaks
2016-04-13 22:03:44 +01:00

223 lines
7.4 KiB
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if (!isServer) exitWith {};
private["_wp","_wp2","_wp3"];
_logDetail = format ["[OCCUPATION Military]:: Starting Monitor"];
[_logDetail] call SC_fnc_log;
_maxAIcount = SC_maxAIcount;
_minFPS = SC_minFPS;
_useLaunchers = DMS_ai_use_launchers;
_scaleAI = SC_scaleAI;
_buildings = SC_buildings; // 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
{
_logDetail = format ["[OCCUPATION Military]:: Held off spawning more AI as the server FPS is only %1",diag_fps];
[_logDetail] call SC_fnc_log;
};
_aiActive = {alive _x && (side _x == EAST OR side _x == WEST)} count allUnits;
if(_aiActive > _maxAIcount) exitWith
{
_logDetail = format ["[OCCUPATION Military]:: %1 active AI, so not spawning AI this time",_aiActive];
[_logDetail] call SC_fnc_log;
};
{
_logDetail = format ["[OCCUPATION Military]:: scanning buildings around %2 started at %1",time,_areaToScan];
[_logDetail] call SC_fnc_log;
_currentBuilding = _x;
_building = _areaToScan nearObjects [_currentBuilding, 750];
_logDetail = format ["[OCCUPATION Military]:: scan for %2 building finished at %1",time,_currentBuilding];
[_logDetail] call SC_fnc_log;
{
_okToSpawn = true;
Sleep 0.1;
_foundBuilding = _x;
_location = getPos _foundBuilding;
_pos = [_location select 0, _location select 1, 0];
if(SC_extendedLogging) then
{
_logDetail = format ["[OCCUPATION Military]:: Testing position: %1",_pos];
[_logDetail] call SC_fnc_log;
};
while{_okToSpawn} do
{
// Percentage chance to spawn (roll 60 or more to spawn AI)
_spawnChance = round (random 100);
if(_spawnChance < 60) exitWith
{
_okToSpawn = false;
if(SC_extendedLogging) then
{
_logDetail = format ["[OCCUPATION Military]:: Rolled %1 so not spawning AI this time",_spawnChance];
[_logDetail] call SC_fnc_log;
};
};
// 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(SC_extendedLogging) then
{
_logDetail = format ["[OCCUPATION Military]:: %1 is too close to player base",_pos];
[_logDetail] call SC_fnc_log;
};
};
// 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(SC_extendedLogging) then
{
_logDetail = format ["[OCCUPATION Military]:: %1 is too close to a %2",_pos,_nearestMarker];
[_logDetail] call SC_fnc_log;
};
};
// 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(SC_extendedLogging) then
{
_logDetail = format ["[OCCUPATION Military]:: %1 already has %2 active AI patrolling",_pos,_aiNear];
[_logDetail] call SC_fnc_log;
};
};
// Don't spawn additional AI if there are players in range
if([_pos, 250] call ExileClient_util_world_isAlivePlayerInRange) exitwith
{
_okToSpawn = false;
if(SC_extendedLogging) then
{
_logDetail = format ["[OCCUPATION Military]:: %1 has players too close",_pos];
[_logDetail] call SC_fnc_log;
};
};
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(!SC_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 "COMBAT";
_group setCombatMode "RED";
}
else
{
DMS_ai_use_launchers = false;
_group = [_spawnPosition, _aiCount, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup;
DMS_ai_use_launchers = true;
{
_unit = _x;
[_unit] joinSilent grpNull;
[_unit] joinSilent _group;
}foreach units _group;
[ _group,_pos,_difficulty,"COMBAT" ] call DMS_fnc_SetGroupBehavior;
_buildings = _pos nearObjects ["house", _groupRadius];
{
_buildingPositions = [_x, 10] call BIS_fnc_buildingPositions;
if(count _buildingPositions > 0) then
{
_y = _x;
// 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 "AWARE";
_wp setWaypointCombatMode "RED";
_wp setWaypointCompletionRadius 1;
_wp waypointAttachObject _y;
_wp setwaypointHousePosition _i;
_wp setWaypointType "SAD";
};
} foreach _buildings;
if(count _buildings > 0 ) then
{
_wp setWaypointType "CYCLE";
};
};
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
_logDetail = format ["[OCCUPATION Military]:: Spawning %1 AI in at %2 to patrol",_aiCount,_spawnPosition];
[_logDetail] call SC_fnc_log;
if(SC_mapMarkers) 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;
};
};
}foreach _building;
}foreach _buildings;
_logDetail = "[OCCUPATION Military]: Ended";
[_logDetail] call SC_fnc_log;