Updates refs #1109

This commit is contained in:
Florian Kinder
2014-02-16 22:38:15 +01:00
parent 2ed8ac27fd
commit 2a91d7d5bc
11 changed files with 413 additions and 526 deletions

View File

@@ -1,120 +1,157 @@
private ["_position","_doLoiter","_unitTypes","_isNoone","_loot","_array","_agent","_type","_radius","_method","_nearByPlayer","_myDest","_newDest","_lootType","_isAlive","_rnd","_id"];
_position = _this select 0;
_doLoiter = _this select 1;
_unitTypes = _this select 2;
private ["_position","_unitTypes","_radius","_method","_agent"];
if (dayz_maxCurrentZeds > dayz_maxZeds) exitwith {};
if (dayz_CurrentZombies > dayz_maxGlobalZombies) exitwith {};
if (dayz_spawnZombies > dayz_maxLocalZombies) exitwith {};
_position = _this select 0;
_doLoiter = _this select 1; // wander around
_unitTypes = _this select 2; // class of wanted models
_maxControlledZombies = round(dayz_maxLocalZombies);
_isNoone = {isPlayer _x} count (_position nearEntities [["AllVehicles","CAManBase"],30]) == 0;
_loot = "";
_array = [];
_agent = objNull;
_cantSee = {
private ["_isok"];
//Exit if a player is nearby
if (!_isNoone) exitWith {};
if (count _unitTypes == 0) then {
if (DZE_MissionLootTable) then {
_unitTypes = []+ getArray (missionConfigFile >> "CfgBuildingLoot" >> "Default" >> "zombieClass");
} else {
_unitTypes = []+ getArray (configFile >> "CfgBuildingLoot" >> "Default" >> "zombieClass");
_isok = true;
_zPos = +(_this select 0);
if (count _zPos < 3) exitWith {
diag_log format["%1::_cantSee illegal pos %2", __FILE__, _zPos];
false
};
};
_type = _unitTypes call BIS_fnc_selectRandom;
//Create the Group and populate it
//diag_log ("Spawned: " + _type);
_radius = 0;
_method = "CAN_COLLIDE";
if (_doLoiter) then {
_radius = 40;
_method = "NONE";
};
//diag_log ("Spawned: " + str([_type, _position, [], _radius, _method]));
_agent = createAgent [_type, _position, [], _radius, _method];
PVDZE_zed_Spawn = [_agent];
publicVariableServer "PVDZE_zed_Spawn";
if (_doLoiter) then {
_agent setDir round(random 180);
_agent setPosATL _position;
_agent setvelocity [0, 0, 1];
//_agent setVariable ["doLoiter",true,true];
} else {
_agent setVariable ["doLoiter",false,true];
};
dayz_spawnZombies = dayz_spawnZombies + 1;
//diag_log ("CREATE INFECTED: " + str(_this));
_position = getPosATL _agent;
_nearByPlayer = ({isPlayer _x} count (_position nearEntities [["AllVehicles","CAManBase"],30]) > 0);
if (random 1 > 0.7) then {
_agent setUnitPos "Middle";
};
//diag_log ("CREATED: " + str(_agent));
if (_nearByPlayer) then {
deleteVehicle _agent;
};
/*
//_agent setVariable["host",player,true];
if (!_doLoiter) then {
_agent setPosATL _position;
_agent setDir round(random 180);
if (_nearByPlayer) then {
deleteVehicle _agent;
};
} else {
if (_nearByPlayer) then {
_attempt = 0;
while {_nearByPlayer} do {
_position = [_position,0,20,10,0,20,0] call BIS_fnc_findSafePos;
_agent setPos _position;
_nearByPlayer = ({isPlayer _x} count (_position nearEntities ["CAManBase",30]) > 0);
_attempt = _attempt + 1;
if (_attempt > 10) exitWith {};
};
_agent setPos _position;
};
};
*/
if (isNull _agent) exitWith {
dayz_spawnZombies = dayz_spawnZombies - 1;
};
_isAlive = alive _agent;
_myDest = getPosATL _agent;
_newDest = getPosATL _agent;
_agent setVariable ["myDest",_myDest];
_agent setVariable ["newDest",_newDest];
//Add some loot
_rnd = random 1;
if (_rnd > 0.3) then {
_lootType = configFile >> "CfgVehicles" >> _type >> "zombieLoot";
if (isText _lootType) then {
_array = [];
if (DZE_MissionLootTable) then {
_array = getArray (missionConfigFile >> "cfgLoot" >> getText(_lootType));
} else {
_array = getArray (configFile >> "cfgLoot" >> getText(_lootType));
};
if (count _array > 0) then {
_loot = _array call BIS_fnc_selectRandomWeighted;
if(!isNil "_array") then {
_agent addMagazine _loot;
_zPos = ATLtoASL _zPos;
_fov = _this select 1; // players half field of view
_safeDistance = _this select 2; // minimum distance. closer is wrong
_farDistance = _this select 3; // distance further we won't check
_zPos set [2, (_zPos select 2) + 1.7];
{
_xasl = getPosASL _x;
if (_xasl distance _zPos < _farDistance) then {
if (_xasl distance _zPos < _safeDistance) then {
_isok = false;
}
else {
_eye = eyePos _x; // ASL
_ed = eyeDirection _x;
_ed = (_ed select 0) atan2 (_ed select 1);
_deg = [_xasl, _zPos] call BIS_fnc_dirTo;
_deg = (_deg - _ed + 720) % 360;
if (_deg > 180) then { _deg = _deg - 360; };
if ((abs(_deg) < _fov) AND {( // in right angle sector?
(!(terrainIntersectASL [_zPos, _eye]) // no terrain between?
AND {(!(lineIntersects [_zPos, _eye]))}) // and no object between?
)}) then {
_isok = false;
};
};
};
};
if (!_isok) exitWith {false};
} forEach playableUnits;
_isok
};
//Start behavior
_id = [_position,_agent] execFSM "\z\AddOns\dayz_code\system\zombie_agent.fsm";
if ((dayz_spawnZombies < _maxControlledZombies) and (dayz_CurrentNearByZombies < dayz_maxNearByZombies) and (dayz_currentGlobalZombies < dayz_maxGlobalZeds)) then {
if ([_position, dayz_cantseefov, 10, dayz_cantseeDist] call _cantSee) then {
//Check if anyone close
_tooClose = {isPlayer _x} count (_position nearEntities ["CAManBase",30]) > 0;
if (_tooClose) exitwith {
diag_log ("Zombie_Generate: was too close to player.");
};
//Add zeds if unitTypes equals 0
if (count _unitTypes == 0) then {
if (DZE_MissionLootTable) then {
_unitTypes = []+ getArray (missionConfigFile >> "CfgBuildingLoot" >> "Default" >> "zombieClass");
} else {
_unitTypes = []+ getArray (configFile >> "CfgBuildingLoot" >> "Default" >> "zombieClass");
};
};
// lets create an agent
_type = _unitTypes call BIS_fnc_selectRandom;
_radius = 5;
_method = "NONE";
if (_doLoiter) then {
_radius = 40;
_method = "CAN_COLLIDE";
};
//Check if point is in water
if (surfaceIsWater _position) exitwith { Diag_log ("Location is in Water Abort"); };
_agent = createAgent [_type, _position, [], _radius, _method];
sleep 0.001;
//add to global counter
dayz_spawnZombies = dayz_spawnZombies + 1;
//Add some loot
_loot = "";
_array = [];
_rnd = random 1;
if (_rnd < 0.2) then {
_lootType = configFile >> "CfgVehicles" >> _type >> "zombieLoot";
if (isText _lootType) then {
_array = [];
{
_array set [count _array, _x select 0]
} foreach getArray (configFile >> "cfgLoot" >> getText(_lootType));
if (count _array > 0) then {
_index = dayz_CLBase find getText(_lootType);
_weights = dayz_CLChances select _index;
_loot = _array select (_weights select (floor(random (count _weights))));
if(!isNil "_array") then {
_loot_count = getNumber(configFile >> "CfgMagazines" >> _loot >> "count");
if(_loot_count>1) then {
_agent addMagazine [_loot, ceil(random _loot_count)];
} else {
_agent addMagazine _loot;
};
};
};
};
};
_agent setVariable["agentObject",_agent];
if (!isNull _agent) then {
// sometime Z can be seen flying in very high speed while tp. Its altitude is set underground to hide that.
/*
_agtPos = getPosASL _agent;
_agtPos set [2, -3];
_agent setPosASL _agtPos;
sleep 0.001;
_agtPos = +(_position);
_agtPos set [2, -3];
_agent setPosASL _agtPos;
sleep 0.001;
*/
_agent setDir random 360;
//_agent setPosATL _position;
sleep 0.001;
_position = getPosATL _agent;
_favStance = (
switch ceil(random(3^0.5)^2) do {
//case 3: {"DOWN"}; // prone
case 2: {"Middle"}; // Kneel
default {"UP"} // stand-up
}
);
_agent setUnitPos _favStance;
_agent setVariable ["stance", _favStance];
_agent setVariable ["BaseLocation", _position];
_agent setVariable ["doLoiter", true]; // true: Z will be wandering, false: stay still
_agent setVariable ["myDest", _position];
_agent setVariable ["newDest", _position];
[_agent, _position] call zombie_loiter;
};
//add to monitor
//dayz_zedMonitor set [count dayz_zedMonitor, _agent];
//Disable simulation
PVDZ_Server_Simulation = [_agent, false];
publicVariableServer "PVDZ_Server_Simulation";
//Start behavior
_id = [_position,_agent] execFSM "\z\AddOns\dayz_code\system\zombie_agent.fsm";
};
};