Dayz_HardCore/BotMissions/Original/BotGroupMissionC1.c

361 lines
12 KiB
C

class BotGroupMissionC1: MissionBase
{
void BotGroupMissionC1() { StartMissionAI(); }
AIWorld world = GetGame().GetWorld().GetAIWorld();
// Bot configs
vector BotSpawnPoint = "7852.263672 6.132144 3174.178955"; // set the spawn point of the bot
int m_botAcuracy = 10; // Setting the bot's accuracy (the higher the number, the more often the bot misses)
int BotSolderCountMin = 3; // assign the minimum number of bots
int BotSolderCountMax = 4; // assign the maximum number of bots
int botLootCountMin = 5; // set the minimum amount of loot for the bot
int botLootCountMax = 15; // assign the maximum amount of loot for the bot
float Zone_Radius = 1100; // Trigger radius for the player to spawn bots
bool isUseCheckPoints = false; // set whether checkpoints are used true - used, fslse - not used
bool isBotKaratist = true; // We set whether bots will carry weapons or will be fought with fists, by default they are with weapons, if needed without a firearm, write true
bool onRespawnBot = true; // Enable or disable bot respawn (true - enabled, fslse - disabled)
bool canUseTrigger = true; // Use trigger (true - enabled, fslse - disabled), if the trigger is not used, bots will spawn immediately after starting the server
bool useKilFeed = true; // Enabling or disabling alerts when killing a bot
bool m_Frendly = true; // Friendliness :) enable or disable. If enabled, then bots will not attack you until you attack it, if you attack a bot, you will become an enemy for all bots.
bool onVoice = true; // Enable or disable bot voice (enabling this setting causes more server load)
int m_spawnBotRadius = 100; // The radius of the spawn of bots in the territory, the center of the territory is the coordinate specified in BotSpawnPoint
int m_SpeedPatrol = 3; // Setting the movement speed while patrolling (min = 1 max = 3)
int m_TargetDist = 100; // We set the distance in meters at which the bot sees the target.
bool canBotSpawned = true; // Do not change !!!!!!!
// ------------------------------- end of config ------------------------------------------ //
// Arrays with loot and clothes
// If some type is not needed, just leave empty quotes example ---> TStringArray OtherEquip = {""};
ref TStringArray Shirt = {"GorkaEJacket_Autumn", "GorkaEJacket_Flat", "GorkaEJacket_PautRev", "GorkaEJacket_Summer"}; //Add the top of the clothes
ref TStringArray Jeans = {"GorkaPants_Autumn", "GorkaPants_Flat", "GorkaPants_PautRev", "GorkaPants_Summer"}; //Add pants
ref TStringArray Shoes = {"TTSKOBoots", "WorkingBoots_Beige", "CombatBoots_Beige", "CombatBoots_Black", "CombatBoots_Brown"}; //Add boots
ref TStringArray BackPack = {"CoyoteBag_Brown", "CoyoteBag_Green", "HuntingBag", "TortillaBag", "WaterproofBag_Green"}; //Add the Backpack
ref TStringArray Vest = {"HighCapacityVest_Black", "HighCapacityVest_Olive", "HuntingVest", "PlateCarrierVest", "UKAssVest_Camo"}; //Add Vest
ref TStringArray Helm = {"GorkaHelmet", "Mich2001Helmet", "MotoHelmet_Black", "PumpkinHelmet", "SkateHelmet_Black"}; //Add a helmet or headgear
ref TStringArray Gloves = {"WorkingGloves_Beige", "WorkingGloves_Black", "NBCGlovesGray", "OMNOGloves_Brown", "SurgicalGloves_Blue"}; //Add gloves
ref TStringArray OtherEquip = {"CivilianBelt", "MilitaryBelt"}; //Add an additional item of clothing, it can be anything :)
ref TStringArray RandomLoot = {"SardinesCan", "SodaCan_Cola", "SodaCan_Kvass", "Rice", "Rope", "Screwdriver", "AmmoBox_545x39_20Rnd"}; //We add any loot to the array, the amount is not limited
ref TStringArray MeleeWeap = {"WoodAxe", "FirefighterAxe", "Shovel", "Pickaxe"}; //Add melee weapons
// -------------------------------- end -------------------------------------------------------//
EntityAI itemEnt; // Do not change !!!!
// Function for creating checkpoints (register checkpoints here)
void AddCeckPoint(SurvivorBotBase m_BotSolder)
{
m_BotSolder.SetUseCheckpoint(); // Do not touch this line!
m_BotSolder.AddCheckpoint("1724.632080 451.730408 14298.412109");
}
// ---------------------------------- end -------------------------------------- /
ref array<SurvivorBotBase> m_BotMass = new array<SurvivorBotBase>;
ref array<SurvivorBotBase> m_PlaersZoneArray = new array<SurvivorBotBase>;
// The function of creating weapons for the bot (here you can add 7 weapon wmds, enter at your discretion)
void createWeapFromBot(SurvivorBotBase m_BotSolder)
{
int randomWeapon = Math.RandomInt(1, 7);
switch( randomWeapon )
{
case 1:
{
m_BotSolder.AddWeapon("M4A1"); //Weapon
m_BotSolder.AddWeaponAtt("M4_RISHndgrd"); //Att 1
m_BotSolder.AddWeaponAtt("M4_MPBttstck"); //Att 2
m_BotSolder.AddWeaponAtt("ACOGOptic"); //Att 3
m_BotSolder.AddMagazine("Mag_STANAG_30Rnd"); //Mag
break;
//We add body kits as needed, magazines for weapons are issued automatically, no need to add them
}
case 2:
{
m_BotSolder.AddWeapon("AKM");
m_BotSolder.AddWeaponAtt("AK_WoodBttstck");
m_BotSolder.AddWeaponAtt("AK_WoodHndgrd");
m_BotSolder.AddMagazine("Mag_AKM_Drum75Rnd");
break;
}
case 3:
{
m_BotSolder.AddWeapon("AKM");
m_BotSolder.AddWeaponAtt("AK_WoodBttstck");
m_BotSolder.AddWeaponAtt("AK_WoodHndgrd");
m_BotSolder.AddMagazine("Mag_AKM_Drum75Rnd");
break;
}
case 4:
{
m_BotSolder.AddWeapon("SVD");
m_BotSolder.AddMagazine("Mag_SVD_10Rnd");
break;
}
case 5:
{
m_BotSolder.AddWeapon("M4A1");
m_BotSolder.AddWeaponAtt("M4_RISHndgrd");
m_BotSolder.AddWeaponAtt("M4_MPBttstck");
m_BotSolder.AddWeaponAtt("ACOGOptic");
m_BotSolder.AddMagazine("Mag_STANAG_30Rnd");
break;
}
case 6:
{
m_BotSolder.AddWeapon("AKM");
m_BotSolder.AddWeaponAtt("AK_WoodBttstck");
m_BotSolder.AddWeaponAtt("AK_WoodHndgrd");
m_BotSolder.AddMagazine("Mag_AKM_Drum75Rnd");
break;
}
case 7:
{
m_BotSolder.AddWeapon("AKM");
m_BotSolder.AddWeaponAtt("AK_WoodBttstck");
m_BotSolder.AddWeaponAtt("AK_WoodHndgrd");
m_BotSolder.AddMagazine("Mag_AKM_Drum75Rnd");
break;
}
}
}
// ----------------------------- end ------------------------------------- //
// Bot spawn function (we don't change anything here !!!)
void createBotUnit()
{
vector Navmesh;
vector botSpPos;
private SurvivorBotBase m_BotSolder;
ref TStringArray m_BotBody = { "BotM_Mirek", "BotM_Rolf", "BotM_Quinn", "BotM_Peter", "BotM_Oliver" };
PGFilter m_pgFilterNav = new PGFilter();
m_pgFilterNav.SetFlags(PGPolyFlags.WALK, PGPolyFlags.INSIDE, 0);
float bspX = BotSpawnPoint[0];
float bspY = BotSpawnPoint[2];
if (isUseCheckPoints)
botSpPos = Vector(bspX + Math.RandomInt(-7, 7), BotSpawnPoint[1], bspY + Math.RandomInt(-7, 7));
else
botSpPos = Vector(bspX + Math.RandomInt(-m_spawnBotRadius, m_spawnBotRadius), BotSpawnPoint[1], bspY + Math.RandomInt(-m_spawnBotRadius, m_spawnBotRadius));
bool IsNavmesh = world.SampleNavmeshPosition( botSpPos, 2, m_pgFilterNav, Navmesh );
if (IsNavmesh)
m_BotSolder = SurvivorBotBase.Cast(GetGame().CreatePlayer(null, m_BotBody.GetRandomElement(), Navmesh, 0, "NONE"));
else
m_BotSolder = SurvivorBotBase.Cast(GetGame().CreatePlayer(null, m_BotBody.GetRandomElement(), botSpPos, 0, "NONE"));
m_BotSolder.GetInventory().CreateInInventory(Shirt.GetRandomElement());
m_BotSolder.GetInventory().CreateInInventory(Jeans.GetRandomElement());
m_BotSolder.GetInventory().CreateInInventory(Shoes.GetRandomElement());
m_BotSolder.GetInventory().CreateInInventory(BackPack.GetRandomElement());
m_BotSolder.GetInventory().CreateInInventory(Vest.GetRandomElement());
m_BotSolder.GetInventory().CreateInInventory(Helm.GetRandomElement());
m_BotSolder.GetInventory().CreateInInventory(Gloves.GetRandomElement());
m_BotSolder.GetInventory().CreateInInventory(OtherEquip.GetRandomElement());
if (isBotKaratist)
m_BotSolder.GetHumanInventory().CreateInHands(MeleeWeap.GetRandomElement());
else
createWeapFromBot(m_BotSolder);
int rndLootCnt = Math.RandomInt(botLootCountMin, botLootCountMax);
for (int i = 0; i < rndLootCnt; i++)
{
itemEnt = m_BotSolder.GetInventory().CreateInInventory(RandomLoot.GetRandomElement());
if (itemEnt)
{
int rndHlt = Math.RandomInt(55,100);
itemEnt.SetHealth("","",rndHlt);
}
}
m_BotSolder.SetAcuracy(m_botAcuracy);
m_BotSolder.SetDistance(m_TargetDist);
m_BotSolder.SetUseVoice(onVoice);
m_BotSolder.SetUseKillFeed(useKilFeed);
m_BotSolder.SetFrendly(m_Frendly);
m_BotSolder.SetSpeedPatrol(m_SpeedPatrol);
if (isUseCheckPoints)
AddCeckPoint(m_BotSolder);
m_BotMass.Insert(m_BotSolder);
}
// ----------------------------- end ------------------------------------- //
// ----------------------------- Bots respawn function ----------------------------------------//
private void respawnBotUnitC1()
{
ref array<Man> players = new array<Man>;
GetGame().GetPlayers( players );
SurvivorBotBase Bot_Ar;
vector posB;
bool m_botRemoved = false;
float distB;
int m_countBot = m_BotMass.Count();
int plaersZoneCount = -1;
m_PlaersZoneArray.Clear();
if (canBotSpawned)
{
for ( int u = 0; u < players.Count(); u++ )
{
PlayerBase player;
Class.CastTo(player, players.Get(u));
vector pos = player.GetPosition();
float dist = vector.Distance( pos, BotSpawnPoint );
if ( dist < Zone_Radius && player.IsAlive() )
{
m_PlaersZoneArray.Insert(player);
// return;
}
}
Print("Players count in zone bots C1 = " + m_PlaersZoneArray.Count());
if (m_PlaersZoneArray.Count() == 0)
{
for ( int a = 0; a < m_countBot; a++ )
{
Bot_Ar = m_BotMass.Get(a);
if (Bot_Ar)
{
if (!Bot_Ar.IsAlive())
{
posB = Bot_Ar.GetPosition();
distB = vector.Distance( posB, BotSpawnPoint );
if (distB < Zone_Radius)
{
m_BotMass.Remove( a );
}
if (m_BotMass.Count() == 0)
m_botRemoved = true;
}
else
{
if (distB < Zone_Radius)
{
m_BotMass.Remove( a );
GetGame().ObjectDelete( Bot_Ar );
}
if (m_BotMass.Count() == 0)
m_botRemoved = true;
}
}
}
if (m_botRemoved && m_PlaersZoneArray.Count() == 0)
{
StartMissionAI();
GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).Remove(respawnBotUnitC1);
m_botRemoved = false;
}
}
}
}
// ----------------------------- end ----------------------------------------//
// Spawn function of a group of bots
int delaySpawn = 0;
void spawnBotGroup()
{
int rndBotGrpCnt = Math.RandomInt(BotSolderCountMin, BotSolderCountMax);
Print("Bots spawned! Count " + rndBotGrpCnt);
for (int a = 0; a < rndBotGrpCnt; a++)
{
GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(createBotUnit, 500 + delaySpawn);
delaySpawn +=1000;
}
}
// --------------------------------------- end --------------------------------------- //
// Player trigger function
void TriggerPlayersC1()
{
ref array<Man> players = new array<Man>;
GetGame().GetPlayers( players );
delaySpawn = 0;
if (canBotSpawned && IsGoodSrvFps())
{
for ( int u = 0; u < players.Count(); u++ )
{
PlayerBase player;
Class.CastTo(player, players.Get(u));
vector pos = player.GetPosition();
float dist = vector.Distance( pos, BotSpawnPoint );
if ( dist < Zone_Radius && !player.IsBot() )
{
spawnBotGroup();
GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).Remove(TriggerPlayersC1);
if (onRespawnBot)
GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(respawnBotUnitC1, 60000, true);
}
}
}
}
// --------------------------------------- end --------------------------------------- //
void StartMissionAI()
{
Print("Start mission bot");
if (canUseTrigger)
{
GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(TriggerPlayersC1, 5000, true);
}
else if (IsGoodSrvFps())
{
spawnBotGroup();
}
}
bool IsGoodSrvFps()
{
float TestFpsSrv = GetGame().GetFps();
if (TestFpsSrv < 2)
{
return true;
}
else
{
Print("Server FPS low! FPS = " + TestFpsSrv + " Bots not respawned!");
return false;
}
}
}