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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
Update server spawn_vehicles
Updated loot spawning code for vehicle cargo. Also it is faster and more efficient to call spawn_vehicles repeatedly in one thread rather than spawn it hundreds of times (opening hundreds of simultaneous script threads).
This commit is contained in:
@@ -24,6 +24,8 @@
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- vehicle_handleKilled --> fnc_veh_handleKilled
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- Duplicate global variables have been renamed:
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- dayz_allowedObjects --> DayZ_SafeObjects
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- dayz_CLBase --> dz_loot_groups (similar not identical)
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- dayz_CLChances --> dz_loot_weighted (similar not identical)
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- dayz_fullMoonNights --> dayz_ForcefullmoonNights
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- dayz_updateObjects --> DayZ_GearedObjects
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- DZE_CanPickup --> canPickup
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@@ -55,15 +55,6 @@ if (_inVehicle) then {
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if (_doNothing) exitwith {};
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//Logging
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diag_log (format["%1 Local.Agents: %2/%3, NearBy.Agents: %8/%9, Global.Agents: %6/%7, W.holders: %10/%11, (radius:%4m %5fps).","SpawnCheck",
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_maxlocalspawned, _maxControlledZombies, _radius, round diag_fpsmin,dayz_currentGlobalZombies,
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dayz_maxGlobalZeds, dayz_CurrentNearByZombies, dayz_maxNearByZombies, _currentWeaponHolders,_maxWeaponHolders]);
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_nearby = nearestObjects [_position, _spawnableObjects,_radius];
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_maxlocalspawned = _maxlocalspawned max floor(_maxControlledZombies*.8);
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if (_maxlocalspawned > 0) then { _spawnZedRadius = _spawnZedRadius * 3; };
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if ("ItemMap_Debug" in items player) then {
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deleteMarkerLocal "MaxZeds";
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deleteMarkerLocal "Counter";
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@@ -101,9 +92,18 @@ if ("ItemMap_Debug" in items player) then {
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_markerstr3 setMarkerBrushLocal "Border";
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_markerstr3 setMarkerSizeLocal [120, 120];
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diag_log ("LocalZombies: " +str(dayz_spawnZombies) + "/" +str(dayz_maxLocalZombies));
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diag_log ("LocalZombies: " +str(dayz_spawnZombies) + "/" +str(dayz_maxLocalZombies));
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//Logging
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diag_log (format["%1 Local.Agents: %2/%3, NearBy.Agents: %8/%9, Global.Agents: %6/%7, W.holders: %10/%11, (radius:%4m %5fps).","SpawnCheck",
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_maxlocalspawned, _maxControlledZombies, _radius, round diag_fpsmin,dayz_currentGlobalZombies,
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dayz_maxGlobalZeds, dayz_CurrentNearByZombies, dayz_maxNearByZombies, _currentWeaponHolders,_maxWeaponHolders]);
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};
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_nearby = nearestObjects [_position, _spawnableObjects,_radius];
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_maxlocalspawned = _maxlocalspawned max floor(_maxControlledZombies*.8);
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if (_maxlocalspawned > 0) then { _spawnZedRadius = _spawnZedRadius * 3; };
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//Spawn Zeds & loot in buildings
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{
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_type = typeOf _x;
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@@ -446,17 +446,13 @@ while {1 == 1} do {
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{
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//get contents
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_weapons = getWeaponCargo _x;
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diag_log (str(_weapons));
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_magazines = getMagazineCargo _x;
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diag_log (str(_magazines));
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_backpacks = getBackpackCargo _x;
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diag_log (str(_backpacks));
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if ((count (_weapons select 0) < 1) and (count (_magazines select 0) < 1) and (count (_backpacks select 0) < 1)) then {
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if ((count (_weapons select 0) < 1) and (count (_magazines select 0) < 1) and (count (_backpacks select 0) < 1)) then {
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//remove vehicle, Need to ask server to remove.
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diag_log format["Deleting empty nearby box: %1",_x];
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PVDZ_obj_Delete = [_x,player];
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diag_log (str(PVDZ_obj_Delete));
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publicVariableServer "PVDZ_obj_Delete";
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};
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@@ -12,11 +12,11 @@ if (isServer) then {
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//Send request
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_key = format["CHILD:304:%1:",_id];
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_key call server_hiveWrite;
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diag_log format["DELETE: %1 Deleted by ID: %2",_activatingPlayer,_id];
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diag_log format["DELETE: Player %1 deleted object with ID: %2",_activatingPlayer,_id];
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} else {
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//Send request
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_key = format["CHILD:310:%1:",_uid];
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_key call server_hiveWrite;
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diag_log format["DELETE: %1 Deleted by UID: %2",_activatingPlayer,_uid];
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diag_log format["DELETE: Player %1 deleted object with UID: %2",_activatingPlayer,_uid];
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};
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};
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@@ -1,10 +1,8 @@
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private ["_position","_veh","_istoomany"];
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// do not make _roadList or _buildingList private in this function
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waitUntil {!isNil "BIS_fnc_selectRandom"};
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_position = roadList call BIS_fnc_selectRandom;
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_position = _roadList call BIS_fnc_selectRandom;
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_position = _position modelToWorld [0,0,0];
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waitUntil {!isNil "BIS_fnc_findSafePos"};
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_position = [_position,5,20,5,0,2000,0] call BIS_fnc_findSafePos;
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if ((count _position) == 2) then {
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@@ -1,19 +1,15 @@
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private ["_position","_veh","_istoomany","_spawnveh"];
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// do not make _roadList or _buildingList private in this function
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waitUntil {!isNil "BIS_fnc_selectRandom"};
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_position = roadList call BIS_fnc_selectRandom;
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_position = _roadList call BIS_fnc_selectRandom;
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_position = _position modelToWorld [0,0,0];
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waitUntil {!isNil "BIS_fnc_findSafePos"};
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_position = [_position,0,10,5,0,2000,0] call BIS_fnc_findSafePos;
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if ((count _position) == 2) then {
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_istoomany = _position nearObjects ["All",5];
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if ((count _istoomany) > 0) exitWith {};
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waitUntil {!isNil "BIS_fnc_selectRandom"};
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_spawnveh = DZE_isWreck call BIS_fnc_selectRandom;
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_veh = createVehicle [_spawnveh,_position, [], 0, "CAN_COLLIDE"];
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_veh enableSimulation false;
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_veh setDir round(random 360);
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@@ -1,4 +1,8 @@
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private ["_random","_lastIndex","_weights","_index","_vehicle","_velimit","_qty","_isAir","_isShip","_position","_dir","_istoomany","_veh","_objPosition","_iClass","_itemTypes","_cntWeights","_itemType","_num","_allCfgLoots"];
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// do not make _roadList or _buildingList private in this function
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#include "\z\addons\dayz_code\util\Math.hpp"
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#include "\z\addons\dayz_code\util\Vector.hpp"
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#include "\z\addons\dayz_code\loot\Loot.hpp"
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while {count AllowedVehiclesList > 0} do {
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// BIS_fnc_selectRandom replaced because the index may be needed to remove the element
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@@ -30,31 +34,25 @@ if (count AllowedVehiclesList == 0) then {
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if (_isShip or _isAir) then {
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if (_isShip) then {
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// Spawn anywhere on coast on water
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waitUntil {!isNil "BIS_fnc_findSafePos"};
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_position = [dayz_centerMarker,0,DynamicVehicleArea,10,1,2000,1] call BIS_fnc_findSafePos;
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//diag_log("DEBUG: spawning boat near coast " + str(_position));
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} else {
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// Spawn air anywhere that is flat
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waitUntil {!isNil "BIS_fnc_findSafePos"};
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_position = [dayz_centerMarker,0,DynamicVehicleArea,10,0,2000,0] call BIS_fnc_findSafePos;
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//diag_log("DEBUG: spawning air anywhere flat " + str(_position));
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};
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} else {
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// Spawn around buildings and 50% near roads
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if ((random 1) > 0.5) then {
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waitUntil {!isNil "BIS_fnc_selectRandom"};
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_position = roadList call BIS_fnc_selectRandom;
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_position = _roadList call BIS_fnc_selectRandom;
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_position = _position modelToWorld [0,0,0];
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waitUntil {!isNil "BIS_fnc_findSafePos"};
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_position = [_position,0,10,10,0,2000,0] call BIS_fnc_findSafePos;
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//diag_log("DEBUG: spawning near road " + str(_position));
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} else {
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waitUntil {!isNil "BIS_fnc_selectRandom"};
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_position = buildingList call BIS_fnc_selectRandom;
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_position = _buildingList call BIS_fnc_selectRandom;
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_position = _position modelToWorld [0,0,0];
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waitUntil {!isNil "BIS_fnc_findSafePos"};
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_position = [_position,0,40,5,0,2000,0] call BIS_fnc_findSafePos;
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//diag_log("DEBUG: spawning around buildings " + str(_position));
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};
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@@ -74,36 +72,14 @@ if (count AllowedVehiclesList == 0) then {
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clearMagazineCargoGlobal _veh;
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// _veh setVehicleAmmo DZE_vehicleAmmo;
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// Add 0-3 loots to vehicle using random cfgloots
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// Add 0-3 loots to vehicle using random loot groups
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_num = floor(random 4);
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_allCfgLoots = ["Trash","ZombieCivilian","Consumable","Generic","MedicalLow","Military","ZombiePolice","ZombieHunter","ZombieWorker","clothes","militaryclothes","specialclothes","Trash"];
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_allCfgLoots = ["Trash","Trash","Consumable","Consumable","Generic","Generic","MedicalLow","MedicalLow","clothes","clothes","militaryclothes","specialclothes","tents","backpacks","Parts","pistols","AmmoCivilian"];
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for "_x" from 1 to _num do {
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_iClass = _allCfgLoots call BIS_fnc_selectRandom;
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_itemTypes = [];
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if (DZE_MissionLootTable) then{
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{
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_itemTypes set [count _itemTypes, _x select 2]
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} count getArray(missionConfigFile >> "CfgLoot" >> "Groups" >> _iClass);
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}
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else {
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{
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_itemTypes set [count _itemTypes, _x select 2]
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} count getArray(configFile >> "CfgLoot" >> "Groups" >> _iClass);
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};
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// Need to use new loot chances format
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/*
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_index = dayz_CLBase find _iClass;
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_weights = dayz_CLChances select _index;
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_cntWeights = count _weights;
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_index = floor(random _cntWeights);
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_index = _weights select _index;
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_itemType = _itemTypes select _index;
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_veh addMagazineCargoGlobal [_itemType,1];
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//diag_log("DEBUG: spawed loot inside vehicle " + str(_itemType));
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*/
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_lootGroupIndex = dz_loot_groups find _iClass;
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Loot_InsertCargo(_veh, _lootGroupIndex, 1);
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};
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[_veh,[_dir,_objPosition],_vehicle,true,"0"] call server_publishVeh;
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@@ -339,46 +339,44 @@ if !(DZE_ConfigTrader) then {
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};
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if (_hiveLoaded) then {
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// spawn_vehicles
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// Get all buildings and roads only once. Very taxing, but only on first startup
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buildingList = [];
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{
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if (DZE_MissionLootTable) then {
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if (isClass (missionConfigFile >> "CfgLoot" >> "Buildings" >> (typeOf _x))) then {buildingList set [count buildingList,_x];};
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[] spawn {
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// spawn_vehicles
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// Get all buildings and roads only once. Very taxing, but only on first startup
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_startTime = diag_tickTime;
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_buildingList = [];
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_cfgLootFile = if (DZE_MissionLootTable) then {missionConfigFile >> "CfgLoot" >> "Buildings"} else {configFile >> "CfgLoot" >> "Buildings"};
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{
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if (isClass (_cfgLootFile >> typeOf _x)) then {
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_buildingList set [count _buildingList,_x];
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};
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} count (dayz_centerMarker nearObjects ["building",DynamicVehicleArea]);
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_roadList = dayz_centerMarker nearRoads DynamicVehicleArea;
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_vehLimit = MaxVehicleLimit - (count serverVehicleCounter);
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if (_vehLimit > 0) then {
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diag_log ("HIVE: Spawning # of Vehicles: " + str(_vehLimit));
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for "_x" from 1 to _vehLimit do {call spawn_vehicles;};
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} else {
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if (isClass (configFile >> "CfgLoot" >> "Buildings" >> (typeOf _x))) then {buildingList set [count buildingList,_x];};
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diag_log "HIVE: Vehicle Spawn limit reached!";
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};
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} count (dayz_centerMarker nearObjects ["building",DynamicVehicleArea]);
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roadList = dayz_centerMarker nearRoads DynamicVehicleArea;
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_vehLimit = MaxVehicleLimit - (count serverVehicleCounter);
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if (_vehLimit > 0) then {
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diag_log ("HIVE: Spawning # of Vehicles: " + str(_vehLimit));
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for "_x" from 1 to _vehLimit do {spawn_vehicles_thread = [] spawn spawn_vehicles;};
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} else {
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diag_log "HIVE: Vehicle Spawn limit reached!";
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diag_log ("HIVE: Spawning # of Debris: " + str(MaxDynamicDebris));
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for "_x" from 1 to MaxDynamicDebris do {call spawn_roadblocks;};
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diag_log ("HIVE: Spawning # of Ammo Boxes: " + str(MaxAmmoBoxes));
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for "_x" from 1 to MaxAmmoBoxes do {call spawn_ammosupply;};
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diag_log ("HIVE: Spawning # of Veins: " + str(MaxMineVeins));
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for "_x" from 1 to MaxMineVeins do {call spawn_mineveins;};
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_totalTime = diag_tickTime - _startTime;
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diag_log format["HIVE: Server finished spawning all random vehicles in %1 seconds",_totalTime];
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};
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};
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diag_log ("HIVE: Spawning # of Debris: " + str(MaxDynamicDebris));
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for "_x" from 1 to MaxDynamicDebris do {[] spawn spawn_roadblocks;};
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diag_log ("HIVE: Spawning # of Ammo Boxes: " + str(MaxAmmoBoxes));
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for "_x" from 1 to MaxAmmoBoxes do {[] spawn spawn_ammosupply;};
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diag_log ("HIVE: Spawning # of Veins: " + str(MaxMineVeins));
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for "_x" from 1 to MaxMineVeins do {[] spawn spawn_mineveins;};
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[] spawn server_spawnEvents;
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_debugMarkerPosition = getMarkerPos "respawn_west";
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_debugMarkerPosition = [(_debugMarkerPosition select 0),(_debugMarkerPosition select 1),1];
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_vehicle_0 = createVehicle ["DebugBox_DZ", _debugMarkerPosition, [], 0, "CAN_COLLIDE"];
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_vehicle_0 setPos _debugMarkerPosition;
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_vehicle_0 setVariable ["ObjectID","1",true];
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[] spawn {
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waitUntil {uiSleep 5;(scriptDone spawn_vehicles_thread)};
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// All done spawning stuff, can clear these now
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buildingList = nil; roadList = nil;
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diag_log "All vehicle spawning threads completed";
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};
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_vehicle_0 setVariable ["ObjectID","1",true];
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