Revert "Revert "Merge branch 'master' of https://github.com/EpochModTeam/DayZ-Epoch""

This reverts commit 109ec5c9a3.
This commit is contained in:
seelenapparat
2021-08-24 15:47:06 +02:00
parent c801365a1f
commit d1abb66e9f
145 changed files with 9200 additions and 627 deletions

View File

@@ -1,139 +1,145 @@
private ["_attacked","_chance","_near","_targeted","_localtargets","_remotetargets","_forcedSpeed","_vehicle","_refObj",
"_multiplier","_isAir","_hearingThreshold","_sightThreshold","_type","_dist","_attackDist",
"_targetedBySight","_targetedBySound","_targets","_last","_entHeight","_pHeight","_delta","_attackResult","_cantSee","_tPos","_zPos",
"_targetAngle","_inAngle","_lowBlood","_speedMin","_speedMax"];
// Check for near zombies and mutants and attack player
_vehicle = vehicle player;
_refObj = driver _vehicle;
_attacked = false; // at least one Z attacked the player
_near = false;
//_multiplier = 1;
_isAir = _vehicle isKindOf "Air";
_speedMin = DZE_ZombieSpeed select 0;
_speedMax = DZE_ZombieSpeed select 1;
local _vehicle = vehicle player;
local _inVehicle = _vehicle != player;
local _refObj = driver _vehicle;
local _attacked = false; // at least one Z attacked the player
local _isAir = _vehicle isKindOf "Air";
local _speedMin = DZE_ZombieSpeed select 0;
local _speedMax = DZE_ZombieSpeed select 1;
local _cantSee = false;
{
_forcedSpeed = if ((_speedMin != _speedMax) && {(_speedMin > 0) && (_speedMax > 0)}) then {((random (DZE_ZombieSpeed select 1)) max (DZE_ZombieSpeed select 0));} else {getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "forcedSpeed");};
//_forcedSpeed = getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "forcedSpeed");
//_hearingThreshold = getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "hearingThreshold");
//_sightThreshold = getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "sightThreshold");
if !(typeOf _x == "swarm_newBase") then {
_type = "zombie";
if (alive _x) then {
private ["_dist","_attackDist"];
_dist = _x distance _refObj;
_group = _x;
_chance = 1; //0 / dayz_monitorPeriod; // Z verbosity
_targetedBySight = false;
_targetedBySound = false;
_localtargets = _group getVariable ["localtargets",[]];
_remotetargets = _group getVariable ["remotetargets",[]];
_targets = _localtargets + _remotetargets;
if (_x distance player >= (dayz_areaAffect*2)) then {
if (speed _x < 4) then {
[_x,"idle",(_chance + 4),true] call dayz_zombieSpeak;
} else {
[_x,"chase",(_chance + 3),true] call dayz_zombieSpeak;
};
local _isZombie = _x isKindOf "zZombie_base";
local _isMutant = (DZE_Bloodsuckers && {typeOf _x == "z_bloodsucker"});
local _forcedSpeed = if ((_speedMin != _speedMax) && {(_speedMin > 0) && (_speedMax > 0)}) then {((random (DZE_ZombieSpeed select 1)) max (DZE_ZombieSpeed select 0));} else {getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "forcedSpeed");};
local _dist = _x distance _refObj;
local _chance = 1; //0 / dayz_monitorPeriod; // Z verbosity
local _targetedBySight = false;
local _targetedBySound = false;
local _localtargets = _x getVariable ["localtargets",[]];
local _remotetargets = _x getVariable ["remotetargets",[]];
local _targets = _localtargets + _remotetargets;
if (_isMutant) then {
if (_dist <= 5) then {
local _skin = _x getVariable ["mutantSkin", "act_krovosos_new1"]; // Set textures locally on each client to prevent issues with RESec
_x setObjectTexture [0, format["\nst\ns_mutants\blood\%1.paa",_skin]];
} else {
_x setObjectTexture [0, ""];
local _sound = ["bloodgrowl0","bloodgrowl2","bloodgrowl3","bloodgrowl4","bloodforest1","bloodforest2","bloodforest3","bloodforest4"] call BIS_fnc_selectRandom;
[_x,_sound,(_chance + 4),false] call dayz_zombieSpeak;
};
};
if (_isZombie) then {
if (_x distance _refObj >= (dayz_areaAffect*2)) then {
if (speed _x < 4) then {
[_x,"idle",(_chance + 4),true] call dayz_zombieSpeak;
} else {
[_x,"chase",(_chance + 3),true] call dayz_zombieSpeak;
};
if (_x distance _refObj >= 3.3) then {_x setVariable ["speedLimit",_forcedSpeed,false];};
//if (!local _x) then {
if (_refObj in _targets) then {
_last = _x getVariable ["lastAttack", 0];
_entHeight = (getPosATL _x) select 2;
_pHeight = (getPosATL _refObj) select 2;
_delta = _pHeight - _entHeight;
_x setVariable ["speedLimit", 0, false];
if (_x distance _refObj <= 3) then {
//Force AI to Stand
_x setUnitPos "UP";
if !(animationState _x == "ZombieFeed") then {
if (((diag_tickTime - _last) > 1.5) && ((_delta < 1.5) && (_delta > -1.5))) then {
_cantSee = [_x,_refObj] call dayz_losCheck;
if (!_cantSee) then {
_attackResult = [_x, _type] spawn player_zombieAttack;
_x setVariable ["lastAttack", diag_tickTime];
};
};
if (_dist >= 3.3) then {_x setVariable ["speedLimit",_forcedSpeed,false];};
};
if (_refObj in _targets) then {
if (_isZombie) then {_x setVariable ["speedLimit", 0, false];};
if (_dist <= 3) then {
//Force AI to Stand
_x setUnitPos "UP";
if !(animationState _x == "ZombieFeed") then {
local _last = _x getVariable ["lastAttack", 0];
local _entHeight = (getPosATL _x) select 2;
local _pHeight = (getPosATL _refObj) select 2;
local _delta = _pHeight - _entHeight;
if (((diag_tickTime - _last) > 1.5) && ((_delta < 1.5) && (_delta > -1.5))) then {
_cantSee = [_refObj,_x] call dayz_losCheck;
if (!_cantSee) then {
if (_isZombie) then {
[_x, "zombie"] spawn player_zombieAttack;
} else {
local _noAttack = (DZE_MutantHeartProtect && {_refObj hasWeapon "ItemMutantHeart"});
if (!_noAttack && !_inVehicle) then {
_x spawn player_mutantAttack;
};
};
} else {
_x setVariable ["speedLimit", _forcedSpeed, false];
_x setVariable ["lastAttack", diag_tickTime];
};
_attacked = true;
} else {
_x setVariable ["speedLimit", _forcedSpeed, false];
};
//};
//Block all target atteps while in a vehicle
if (!_isAir) then {
if !(_refObj in _targets) then {
//Noise Activation (zed is within players audial projection)
if (_dist < DAYZ_disAudial) then {
if (DAYZ_disAudial > 80) then {
};
} else {
if (_isZombie) then {_x setVariable ["speedLimit", _forcedSpeed, false];};
};
_attacked = true;
} else {
if (_isZombie) then {_x setVariable ["speedLimit", _forcedSpeed, false];};
};
//Block all target attempts while in an aircraft
if (!_isAir) then {
if !(_refObj in _targets) then {
//Noise Activation (zed is within players audial projection)
if (_dist < DAYZ_disAudial) then {
if (DAYZ_disAudial > 80) then {
_targetedBySound = true;
} else {
//if (DAYZ_disAudial > 6) then {
_chance = [_x,_dist,DAYZ_disAudial] call dayz_losChance;
//diag_log ("Visual Detection: " + str([_x,_dist]) + " " + str(_chance));
if ((random 1) < _chance) then {
//make sure the player isnt behind a building or wall if target is in the open always target if player is making too much noise
_cantSee = [_refObj,_x] call dayz_losCheck;
if (!_cantSee) then {
_targetedBySound = true;
} else {
//if (DAYZ_disAudial > 6) then {
_chance = [_x,_dist,DAYZ_disAudial] call dayz_losChance;
//diag_log ("Visual Detection: " + str([_x,_dist]) + " " + str(_chance));
if ((random 1) < _chance) then {
//make sure the player isnt behind a building or wall if target is in the open always target if player is making too much noise
_cantSee = [_refObj,_x] call dayz_losCheck;
if (!_cantSee) then {
_targetedBySound = true;
} else {
if (_dist < (DAYZ_disAudial / 2)) then {_targetedBySound = true;};
};
};
//};
if (_dist < (DAYZ_disAudial / 2)) then {_targetedBySound = true;};
};
};
//Sight Activation
if (_dist < DAYZ_disVisual ) then {
_chance = [_x,_dist,DAYZ_disVisual] call dayz_losChance;
if ((random 1) < _chance) then {
_tPos = getPosASL _vehicle;
_zPos = getPosASL _x;
_targetAngle = 30;
_inAngle = [_zPos,(direction _x),_targetAngle,_tPos] call fnc_inAngleSector;
if (_inAngle) then {
_cantSee = [_refObj,_x] call dayz_losCheck;
if (!_cantSee) then {_targetedBySight = true;};
};
};
};
//};
};
};
if (_targetedBySight or _targetedBySound) then {
[_x, "spotted", 0, false] call dayz_zombieSpeak;
//diag_log format["Zombie: %1, Distance: %2, Target Reason: Sight-%3,%5/Sound-%4,%6",(typeof _x),_dist,_targetedBySight,_targetedBySound,DAYZ_disVisual,DAYZ_disAudial];
switch (local _x) do {
case false: {
_remotetargets set [count _remotetargets,_refObj];
_x setVariable ["remotetargets",_remotetargets,true];
//Sight Activation
if (_dist < DAYZ_disVisual) then {
_chance = [_x,_dist,DAYZ_disVisual] call dayz_losChance;
if ((random 1) < _chance) then {
local _tPos = getPosASL _vehicle;
local _zPos = getPosASL _x;
local _targetAngle = 30;
local _inAngle = [_zPos,(direction _x),_targetAngle,_tPos] call fnc_inAngleSector;
if (_inAngle) then {
_cantSee = [_refObj,_x] call dayz_losCheck;
if (!_cantSee) then {_targetedBySight = true;};
};
case true: {
_localtargets set [count _localtargets,_refObj];
_x setVariable ["localtargets",_localtargets,false];
};
};
};
};
};
};
if (_targetedBySight || _targetedBySound) then {
local _sound = ["spotted","bloodgrowl1"] select _isMutant;
[_x, _sound, 0, false] call dayz_zombieSpeak;
//diag_log format["Zombie: %1, Distance: %2, Target Reason: Sight-%3,%5/Sound-%4,%6",(typeof _x),_dist,_targetedBySight,_targetedBySound,DAYZ_disVisual,DAYZ_disAudial];
if (local _x) then {
_localtargets set [count _localtargets,_refObj];
_x setVariable ["localtargets",_localtargets,false];
} else {
_remotetargets set [count _remotetargets,_refObj];
_x setVariable ["remotetargets",_remotetargets,true];
};
};
if (_isMutant && {DZE_BloodsuckerDeleteNearTrader && isInTraderCity}) then {deleteVehicle _x}; // Delete bloodsucker if the player is in a trader city
} forEach ((getPosATL _refObj) nearEntities ["Zed_Base",100]);
if (_attacked) then {
if (r_player_unconscious) then {
[_refObj, "scream", 6, false] call dayz_zombieSpeak;
} else {
_lowBlood = (r_player_blood / r_player_bloodTotal) < 0.5;
local _lowBlood = (r_player_blood / r_player_bloodTotal) < 0.5;
if (diag_ticktime - dayz_panicCooldown > 9 && _lowBlood) then {
//Prevents overlapping sounds (panic tracks are 4-9s, this script is called every 1s)
//50% chance every 9s
@@ -143,5 +149,5 @@ if (_attacked) then {
};
};
// return true if attacked or near. if so, player_monitor will perform its ridiculous 'while true' loop faster.
(_attacked OR _near)
// return true if attacked. if so, player_monitor will perform its ridiculous 'while true' loop faster.
_attacked