/* Created exclusively for ArmA2:OA - DayZMod. Please request permission to use/alter/distribute from project leader (R4Z0R49) AND the author (facoptere@gmail.com) */ #include "fa_hiveMaintenance.hpp" // coor2str: convert position to a GPS coordinates fa_coor2str = { private["_pos","_res","_nearestCity","_town"]; _pos = +(_this); if (count _pos < 1) then { _pos = [0,0]; } else { if (count _pos < 2) then { _pos = [_pos select 0,0]; }; }; _nearestCity = nearestLocations [_pos, ["NameCityCapital","NameCity","NameVillage","NameLocal"],1000]; _town = "Wilderness"; if (count _nearestCity > 0) then {_town = text (_nearestCity select 0)}; _res = format["%1 [%2:%3]", _town, round((_pos select 0)/100), round((15360-(_pos select 1))/100)]; _res }; // print vehicle OID and name. if OID is unknown, it should be an hacked vehicle so print hacker PID. fa_veh2str = { private["_res","_oid", "_type"]; _res = "anything"; if (!isNil "_this") then { _oid = _this getVariable ["ObjectID", nil]; if (isNil "_oid" OR {(_oid == "")}) then { _oid = "Hacked vehicle owned by PID#" + str(owner _this); } else { _oid = "OID#" + _oid; }; _type = getText(configFile >> "CfgVehicles" >> (typeOf _this) >> "displayName"); if (_type == "") then { _type = typeOf _this; }; _res = format["%1(%2)", _oid, _type ]; }; _res }; // print player player PID and name. If name unknown then print UID. fa_plr2str = { private["_x","_res","_name"]; _x = _this; _res = "nobody"; if (!isNil "_x") then { _name = _x getVariable ["bodyName", nil]; if ((isNil "_name" OR {(_name == "")}) AND ({alive _x})) then { _name = name _x; }; if (isNil "_name" OR {(_name == "")}) then { _name = "UID#"+(getPlayerUID _x); }; _res = format["PID#%1(%2)", owner _x, _name ]; }; _res }; // isoutofmap: return true if position is out of map fa_isoutofmap = { private ["_SWcorner","_NEcorner"]; _SWcorner = getArray(CONFIGBASE_VEHMAINTENANCE >> (worldName) >> "SWcorner"); _NEcorner = getArray(CONFIGBASE_VEHMAINTENANCE >> (worldName) >> "NEcorner"); (!((((_this select 0 >= _SWcorner select 0) AND {(_this select 0 <= _NEcorner select 0)}) AND {(_this select 1 >= _SWcorner select 1)}) AND {(_this select 1 <= _NEcorner select 1)})) }; // spawninventory: draw preexisting loot in the vehicle. helicrash loot type is taken here + parts taken as arg fa_spawninventory = { private["_partType","_partChance","_lootWeight","_config","_itemType","_itemChance","_weights", "_index","_y","_partWeight","_spawnType","_spawnChance","_inventory","_weaponType","_weaponQty" ]; _partType = _this select 0; _partChance = _this select 1; _config = configFile >> "CfgLoot" >> "Buildings" >> "HeliCrash"; // append parts to loot item _itemType = (getArray (_config >> "itemType")); { _itemType set [count _itemType, [_x,"object"]] } forEach _partType; _itemChance = getArray (_config >> "itemChance"); //diag_log (format["FACO _itemType:%1 _itemChance:%2", _itemType, _itemChance]); // _partWeight : sum of weights of parts list _partWeight = 0; { _partWeight = _partWeight + _x; } forEach _partChance; // _lootWeight : sum of weights of loot list _lootWeight = 0; { _lootWeight = _lootWeight + _x; } forEach _itemChance; // multiply parts weight so that parts have same chance to be chosen as regular loot // and append parts chance to loot item weight array { _itemChance set [count _itemChance, _x * _lootWeight / _partWeight]; } forEach _partChance; // _partWeight : now, number of item to be chosen _partWeight = ceil(random(_partWeight)); // lets choose the inventory _spawnType = []; _spawnQty = []; _weaponType = []; _weaponQty = []; _weights = [_itemType,_itemChance] call fnc_buildWeightedArray; for "_x" from 0 to _partWeight do { _index = _weights call BIS_fnc_selectRandom; if (_index < count _itemType) then { _y=(_itemType select _index) select 0; if (_y != "") then { if (_y isKindOf "Pistol" OR _y isKindOf "RifleCore" OR _y isKindOf "Binocular") then { _weaponType set [count _weaponType, _y ]; _weaponType set [count _weaponType, 1]; } else { _spawnType set [count _spawnType, _y ]; _spawnQty set [count _spawnQty, 1]; }; }; }; }; _inventory = [[_weaponType,_weaponQty],[_spawnType,_spawnQty],[[],[]]]; _inventory }; // populateCargo: add item and quantity to the 3 cargos (magazines,weapons,backpack) of an unit fa_populateCargo = { private["_entity","_config","_magItemTypes","_magItemQtys","_i","_inventory"]; _entity = _this select 0; _inventory = _this select 1; clearWeaponCargoGlobal _entity; clearMagazineCargoGlobal _entity; clearBackpackCargoGlobal _entity; _config = ["CfgWeapons", "CfgMagazines", "CfgVehicles" ]; { _magItemTypes = _x select 0; _magItemQtys = _x select 1; _i = _forEachIndex; { if (_x == "Crossbow") then { _x = "Crossbow_DZ" }; // Convert Crossbow to Crossbow_DZ if (_x == "BoltSteel") then { _x = "WoodenArrow" }; // Convert BoltSteel to WoodenArrow if (_x == "ItemBloodbag") then { _x = "bloodBagONEG" }; // Convert ItemBloodbag into universal blood type/rh bag // Convert to DayZ Weapons if (_x == "DMR") then { _x = "DMR_DZ" }; //if (_x == "M14_EP1") then { _x = "M14_DZ" }; if (_x == "SVD") then { _x = "SVD_DZ" }; if (_x == "SVD_CAMO") then { _x = "SVD_CAMO_DZ" }; if (isClass(configFile >> (_config select _i) >> _x) && getNumber(configFile >> (_config select _i) >> _x >> "stopThis") != 1) then { if (_forEachIndex < count _magItemQtys) then { switch (_i) do { case 0: { _entity addWeaponCargoGlobal [_x,(_magItemQtys select _forEachIndex)]; }; case 1: { _entity addMagazineCargoGlobal [_x,(_magItemQtys select _forEachIndex)]; }; case 2: { _entity addBackpackCargoGlobal [_x,(_magItemQtys select _forEachIndex)]; }; }; }; }; } forEach _magItemTypes; } forEach _inventory; }; // all damageable parts names defined in Legacy/dayz_vehicles/config.cpp, some of them commented. // other damageables parts, defined in other CfgVehicles, are ignored. dayZ_damageableParts = [ "motor", "sklo predni P", "sklo predni L", "karoserie", "palivo", "wheel_1_1_steering", "wheel_2_1_steering", "wheel_1_2_steering", "wheel_2_2_steering", "glass1", "glass2", "glass3", "glass4" //, "glass5", "glass6", "door_fl", "door_rl", "door_fr", "door_rr" ]; // setDamagedParts: declare some damageable parts of a vehicle. Randomly set damage to 80% (very damaged) to some parts // compute global damage of the vehicle // return: global damage, "_this" is modified and should be _hitpoints array from server_monitor fa_setDamagedParts = { private ["_part_damage", "_part_name", "_damage", "_hitpoints"]; _damage = 0; _hitpoints = _this; { _part_damage = 0.05; // don't put 0, otherwise server_updateObject will think it's repaired if (random(3)<1) then { _part_damage = 0.80; }; _part_name = getText (configFile >> "CfgVehicles" >> (typeOf _entity) >> "HitPoints" >> _x >> "name"); if (_part_name IN dayZ_damageableParts) then { _damage = _damage + _part_damage; _hitpoints set [count _hitpoints, [ _part_name, _part_damage ]]; }; } forEach (_entity call vehicle_getHitpoints); _damage = _damage / (1 + (count _hitpoints)); // avoid DIV0 _damage }; fa_tentEmpty = { ( (count _this == 0) || { (count ((_this select 0) select 0) == 0) && (count ((_this select 1) select 0) == 0) && (count ((_this select 2) select 0) == 0) }) }; // ignore empty tents from array of objects fetched from hive fa_removeExtraTents = { private ["_emptytenttotal", "_idx", "_intentory", "_k", "_maxEmptyTents", "_allowedEmptyTents", "_ownerID", "_stall", "_tentcur", "_tentidx", "_tentowner", "_y", "_z", "_myArray"]; _myArray = _this select 0; _maxEmptyTents = _this select 1; _allowedEmptyTents = _this select 2; _tentowner=[]; _tentidx=[]; _tentcur=[]; _emptytenttotal=0; { if ((_x select 2) == "TentStorage") then { _idx=_forEachIndex; _ownerID = _x select 3; if (!(_ownerID IN _tentowner)) then { _tentidx set [count _tentidx, []]; _tentcur set [count _tentcur, 0]; _tentowner set [count _tentowner, _ownerID]; }; _intentory = (_x select 5); if (_intentory call fa_tentEmpty) then { { if (_x == _ownerID) then { (_tentidx select _forEachIndex) set [count (_tentidx select _forEachIndex), _idx]; _emptytenttotal = _emptytenttotal + 1; }; } forEach _tentowner; }; }; } forEach _myArray; diag_log (format [ "fa_removeExtraTents: Empty tents: %1, would like less than %2.", _emptytenttotal, _maxEmptyTents ]); if (_emptytenttotal > _maxEmptyTents) then { for [{_k = _emptytenttotal / 2}, {_k >= 2}, {_k = _k / 2}] do { _stall = 0; while {_emptytenttotal > _maxEmptyTents && _stall == 0} do { _stall = 1; for [{_x = (count _tentidx) - 1}, {_x >= 0 && _emptytenttotal >= _maxEmptyTents}, {_x = _x - 1}] do { _y = _tentidx select _x; _z = _tentcur select _x; if (_z < (count _y) -_allowedEmptyTents + 2 - _k) then { _idx = _myArray select (_y select _z); /*diag_log (format ["fa_removeExtraTents: will remove Tent ID=%1, owner=%2", _idx select 1, _idx select 3 ]);*/ _idx set [ 8, 1 ]; // Set damage to 100% _emptytenttotal = _emptytenttotal - 1; _tentcur set [_x, _z + 1]; _stall=0; }; }; _z =_z + 1; }; }; }; }; // check that vehicles list from the Hive has the right count of each vehicle // if some vehicles are missing, add them to the array // if a vehicle is illegal or outnumbered, delete it fa_checkVehicles = { private ["_vehcat", "_myArray", "_y", "_j","_type", "_count", "_idKey" ]; _myArray = _this select 0; // populate catalogue by browsing configFile _vehcat = []; _list = configFile >> "CfgPatches" >> "vehMaint"; for "_x" from 0 to (count _list - 1) do { _class = configname (_list select _x); _qty = getNumber(CONFIGBASE_VEHMAINTENANCE >> _class >> "quantity"); if (_qty > 0) then { _vehcat set [count _vehcat, [_class, _qty]]; // diag_log(format["class:%1 val:%2", _class, _qty]); }; }; // check the amount of vehicles of each kind { _type = _x select 2; for "_j" from 0 to (count _vehcat-1) do { if (_type == ((_vehcat select _j) select 0)) then { _count = ((_vehcat select _j) select 1); if (_count > 0) then { (_vehcat select _j) set [1, (_count-1)]; if ((_x select 8) >= 1) then { #ifdef VEH_MAINTENANCE_ADD_MISSING (_myArray select _forEachIndex) set [8, 0.9] ; // damage = 0.9 so this veh will me respawned diag_log (format["fa_checkVehicles: recycling vehicle class=%1, oid=%2", _x select 2, _x select 1]); #endif }; } #ifdef VEH_MAINTENANCE_IGNORE_UNKNOWN else { (_myArray select _forEachIndex) set [8,2]; // damage=2, so this veh will be deleted diag_log (format["fa_checkVehicles: skipping vehicle class=%1, oid=%2", _x select 2, _x select 1]); } #endif ;_j = 999999; // break; }; }; } foreach _myArray; #ifdef VEH_MAINTENANCE_ADD_MISSING // create missing vehicles of each kind. { for "_y" from 1 to (_x select 1) do { // create a new one at the end of _myArray list _type = (_x select 0); _idKey = format["%1%2",48,60000+floor(random 10000)]; // "1" as Character ID since if I put "0" the vehicle is not stored in hive (since january 2013) _myArray set [count _myArray, ["CREATED",_idKey,_type,"1",[0,[0,0,0]],[[[],[]],[[],[]],[[],[]]],[],0,0.9]]; diag_log (format["fa_checkVehicles: inserting in HIVE: vehicle class=%1, chosen oid=%2", _type, _idKey]); }; } foreach _vehcat; #endif }; // move object to map boundary if it's out of map fa_staywithus = { private["_a","_dir","_px","_py","_cx","_cy","_k", "_SWcorner", "_NEcorner"]; _dir = +(_this select 0); // current position of player / vehicle _a = +(_this select 1); // current position of player / vehicle _SWcorner = getArray(CONFIGBASE_VEHMAINTENANCE >> (worldName) >> "SWcorner"); _NEcorner = getArray(CONFIGBASE_VEHMAINTENANCE >> (worldName) >> "NEcorner"); _a = ASLtoATL [_a select 0, _a select 1, 0]; if ((((_a select 2) > 9) AND {(surfaceisWater _a)}) // entity in water and sea depth above 9 meters? OR {(_a call fa_isoutofmap)}) then { // or entity is out of map? // first : put object close to the map boundary, following an axis to the center of the map. _px = _a select 0; _py = _a select 1; _cx = (dayz_centerMarker select 0) - _px; if (_cx == 0) then { _cx = 0.00001; }; _cy = (dayz_centerMarker select 1) - _py; if (_cy == 0) then { _cy = 0.00001; }; if (_px <= (_SWcorner select 0)) then { _py = _py + (1 + (_SWcorner select 0) - _px) / _cx * _cy; _px = 1 + (_SWcorner select 0); }; if (_py <= (_SWcorner select 1)) then { _px = _px + (1 + (_SWcorner select 1) - _py) / _cy * _cx; _py = 1 + (_SWcorner select 1); }; if (_px >= (_NEcorner select 0)) then { _py = _py + ((_NEcorner select 0) - 1 - _px) / _cx * _cy; _px = (_NEcorner select 0) - 1; }; if (_py >= (_NEcorner select 1)) then { _px = _px + ((_NEcorner select 1) - 1 - _py) / _cy * _cx; _py = (_NEcorner select 1) - 1; }; // 2nd: compute the object direction, so that it heads toward the center of the map. _dir = atan(_cx / _cy); if (_cy < 0) then { _dir = _dir + 180; }; // 3rd: if the object is on shalow sea, make it virtually swim so that sea depth is below 9 meters. _a = [_px,_py,0]; for "_k" from 0 to 1 step 0.005 do { _a = [_px + _cx * _k, _py + _cy * _k, 0]; // if ((_k*200) mod 5 == 4) then { diag_log (format["fa_staywithus: a:%1 water:%2 zx:%3", _a, surfaceisWater _a, (getPosATL _o) select 2]); }; if (surfaceisWater _a) then { _a = ASLtoATL [_a select 0, _a select 1, 0]; if (((_a select 2) < 9) AND{(!(_a call fa_isoutofmap))}) then { _k = 2; } else { if ((_a select 2) < 30) then { _k = _k - 0.0045; };}; // slow down on the axis } else { if (!(_a call fa_isoutofmap)) then { _k = 2; }; }; }; /*diag_log (format["FACO out-of-map new pos:%1 direction:%2 in water:%3 out-of-map:%4 ", (getPosATL _o) call fa_coor2str, round(_dir), surfaceisWater _a, (if ([_a] call fa_isoutofmap == 1) then { true } else { false }) ]);*/ }; // cancel the change if it is too near original pos if (([(_this select 1),_a] call BIS_fnc_distance2Dsqr) <= 30) then { [_this select 0, +(_this select 1)] } else { [ _dir, [_a select 0, _a select 1, 0]] } }; FNC_kindOf = { _inherit = inheritsFrom _this; _list = [configName _this]; while { (configName _inherit) != "" } do { _list set[count _list,configName _inherit]; _inherit = inheritsFrom( _inherit ); }; _list };