Files
DayZ-Epoch/SQF/dayz_code/compile/zombie_generate.sqf
ebayShopper ac32a8b2cd Configure DZE_SafeZonePosArray by default
Zeds and loot should not spawn in trader cities by default, regardless
of whether the server uses safe zones.

For servers that do not use safezones, the only other things affected
are salvage and instant kill for vehicle explosions in trader cities.
Neither is a significant issue. Most servers use safezones anyway.

Following d750f57, changed to exitWith so the check is only called once
instead of multiple times. Also no need to call again in
zombie_generate, since that function is only called by
building_spawnZombies which already checks it.
2017-11-09 13:52:32 -05:00

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#include "\z\addons\dayz_code\loot\Loot.hpp"
private ["_bypass","_position","_unitTypes","_radius","_method","_agent","_maxlocalspawned","_doLoiter","_wildspawns","_maxControlledZombies",
"_cantSee","_isOk","_zPos","__FILE__","_fov","_safeDistance","_farDistance","_xasl","_eye","_ed","_deg","_skipFOV","_wildSpawns","_tooClose",
"_type","_loot","_array","_rnd","_lootType","_index","_weights","_loot_count","_favStance","_lootGroup"];
_position = _this select 0;
_doLoiter = _this select 1; // wonder around
_unitTypes = _this select 2; // class of wanted models
//_wildspawns = _this select 3;
_bypass = _this select 3;
_maxlocalspawned = round(dayz_spawnZombies);
//Lets check if we need to divide the amount of zeds
if (r_player_divideinvehicle > 0) then {
_maxlocalspawned = round(dayz_spawnZombies / r_player_divideinvehicle);
};
_maxControlledZombies = round(dayz_maxLocalZombies);
_cantSee = {
private "_isOk";
_isOk = true;
_zPos = +(_this select 0);
if (count _zPos < 3) exitWith {
diag_log format["%1::_cantSee illegal pos %2", __FILE__, _zPos];
false
};
_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) && {( // in right angle sector?
(!(terrainIntersectASL [_zPos, _eye]) // no terrain between?
&& {(!(lineIntersects [_zPos, _eye]))}) // and no object between?
)}) then {
_isOk = false;
};
};
};
if (!_isOk) exitWith {false};
uiSleep 0.001;
} forEach playableUnits;
_isOk
};
_skipFOV = false;
if ((_maxlocalspawned < _maxControlledZombies) && (dayz_CurrentNearByZombies < dayz_maxNearByZombies) && (dayz_currentGlobalZombies < dayz_maxGlobalZeds)) then {
if (_bypass) then {
_skipFOV = true;
_position = [_position,3,20,1] call fn_selectRandomLocation;
};
if (surfaceIsWater _position) exitWith { diag_log "Location is in Water Abort"; };
if ((_skipFOV) or {([_position, 15, 10, 70] call _cantSee)}) then {
_tooClose = {isPlayer _x} count (_position nearEntities ["CAManBase",30]) > 0;
if (_tooClose) exitwith { diag_log "Zombie_Generate: was too close to player."; };
if (count _unitTypes == 0) then {
_unitTypes = getArray (missionConfigFile >> "CfgLoot" >> "Buildings" >> "Default" >> "zombieClass");
};
// lets create an agent
_type = _unitTypes call BIS_fnc_selectRandom;
_radius = 5;
//_method = if (_doLoiter) then {"CAN_COLLIDE"} else {"NONE"};
_agent = createAgent [_type, _position, [], _radius, "CAN_COLLIDE"];
uiSleep 0.03;
//add to global counter
dayz_spawnZombies = dayz_spawnZombies + 1;
dayz_CurrentNearByZombies = dayz_CurrentNearByZombies + 1;
dayz_currentGlobalZombies = dayz_currentGlobalZombies + 1;
//Add some loot
if (0.3 > random 1) then {
_lootGroup = configFile >> "CfgVehicles" >> _type >> "zombieLoot";
if (isText _lootGroup) then {
//_lootGroup = dayz_lootGroups find getText (_lootGroup);
_lootGroup = Loot_GetGroup(getText _lootGroup);
//[_agent, _lootGroup, 1] call loot_insert;
Loot_Insert(_agent, _lootGroup, 1);
};
};
_agent setVariable["agentObject",_agent];
if (!isNull _agent) then {
_agent setDir random 360;
uiSleep 0.03;
_position = getPosATL _agent;
_favStance = (
switch ceil(random(3^0.5)^2) do {
//case 3: {"DOWN"}; // prone
case 2: {"middle"}; // Kneel "middle"
default {"Up"}; // stand-up
}
);
_agent setUnitPos _favStance;
_agent setVariable ["stance", _favStance];
_agent setVariable ["BaseLocation", _position];
_agent setVariable ["doLoiter", _doLoiter]; // true: Z will be wandering, false: stay still
};
};
};