mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 20:13:13 +03:00
417 lines
13 KiB
Plaintext
417 lines
13 KiB
Plaintext
waituntil {!isnil "bis_fnc_init"};
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BIS_Effects_Burn = {};
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object_spawnDamVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_spawnDamVehicle.sqf";
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server_playerLogin = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerLogin.sqf";
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server_playerSetup = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerSetup.sqf";
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server_onPlayerDisconnect = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_onPlayerDisconnect.sqf";
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server_updateObject = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_updateObject.sqf";
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server_playerDied = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDied.sqf";
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server_publishObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishObject.sqf";
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server_publishVeh = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle.sqf"; // Custom to add vehicles
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server_publishBank = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishBank.sqf";
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server_traders = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_traders.sqf";
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local_publishObj = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_publishObj.sqf"; //Creates the object in DB
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local_deleteObj = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_deleteObj.sqf"; //Creates the object in DB
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local_createObj = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_createObj.sqf"; //Creates the object in DB
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server_playerSync = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerSync.sqf";
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zombie_findOwner = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\zombie_findOwner.sqf";
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server_updateNearbyObjects = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_updateNearbyObjects.sqf";
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vehicle_handleInteract = {
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private["_object"];
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_object = _this select 0;
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[_object, "all"] call server_updateObject;
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};
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player_combatLogged = {
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};
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//event Handlers
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eh_localCleanup = {
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private ["_object"];
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_object = _this select 0;
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_object addEventHandler ["local", {
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if(_this select 1) then {
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private["_type","_unit"];
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_unit = _this select 0;
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_type = typeOf _unit;
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deleteVehicle _unit;
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diag_log ("CLEANUP: DELETED A " + str(_type) );
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};
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}];
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};
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server_characterSync = {
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private ["_characterID","_playerPos","_playerGear","_playerBackp","_medical","_currentState","_currentModel","_key"];
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_characterID = _this select 0;
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_playerPos = _this select 1;
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_playerGear = _this select 2;
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_playerBackp = _this select 3;
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_medical = _this select 4;
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_currentState = _this select 5;
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_currentModel = _this select 6;
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_key = format["CHILD:201:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:",_characterID,_playerPos,_playerGear,_playerBackp,_medical,false,false,0,0,0,0,_currentState,0,0,_currentModel,0];
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//diag_log ("HIVE: WRITE: "+ str(_key) + " / " + _characterID);
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_key call server_hiveWrite;
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};
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//was missing for server
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fnc_buildWeightedArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf"; //Checks which actions for nearby casualty
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//onPlayerConnected "[_uid,_name] spawn server_onPlayerConnect;";
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onPlayerDisconnected "[_uid,_name] call server_onPlayerDisconnect;";
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server_hiveWrite = {
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private["_data"];
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//diag_log ("ATTEMPT WRITE: " + _this);
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_data = "HiveEXT" callExtension _this;
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diag_log ("WRITE: " + _data);
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};
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server_hiveReadWrite = {
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private["_key","_resultArray","_data"];
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_key = _this select 0;
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//diag_log ("ATTEMPT READ/WRITE: " + _key);
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_data = "HiveEXT" callExtension _key;
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diag_log ("READ/WRITE: " + _data);
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_resultArray = call compile format ["%1;",_data];
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_resultArray;
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};
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// Setup globals allow overwrite from init.sqf
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if(isnil "dayz_MapArea") then {
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dayz_MapArea = 10000;
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};
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if(isnil "DynamicVehicleArea") then {
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DynamicVehicleArea = dayz_MapArea / 2;
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};
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if(isnil "HeliCrashArea") then {
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HeliCrashArea = dayz_MapArea / 2;
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};
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spawn_heliCrash = {
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private["_position","_veh","_num","_config","_itemType","_itemChance","_weights","_index","_iArray"];
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waitUntil{!isNil "BIS_fnc_selectRandom"};
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if (isDedicated) then {
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_position = [getMarkerPos "center",0,HeliCrashArea,10,0,2000,0] call BIS_fnc_findSafePos;
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_veh = createVehicle ["UH1Wreck_DZ",_position, [], 0, "CAN_COLLIDE"];
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dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_veh];
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_veh setVariable ["ObjectID",1,true];
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dayzFire = [_veh,2,time,false,false];
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publicVariable "dayzFire";
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if (isServer) then {
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nul=dayzFire spawn BIS_Effects_Burn;
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};
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_num = round(random 4) + 3;
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_config = configFile >> "CfgBuildingLoot" >> "HeliCrash";
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_itemType = [] + getArray (_config >> "itemType");
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//diag_log ("DW_DEBUG: _itemType: " + str(_itemType));
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_itemChance = [] + getArray (_config >> "itemChance");
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//diag_log ("DW_DEBUG: _itemChance: " + str(_itemChance));
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//diag_log ("DW_DEBUG: (isnil fnc_buildWeightedArray): " + str(isnil "fnc_buildWeightedArray"));
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waituntil {!isnil "fnc_buildWeightedArray"};
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_weights = [];
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_weights = [_itemType,_itemChance] call fnc_buildWeightedArray;
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//diag_log ("DW_DEBUG: _weights: " + str(_weights));
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for "_x" from 1 to _num do {
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//create loot
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_index = _weights call BIS_fnc_selectRandom;
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sleep 1;
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if (count _itemType > _index) then {
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//diag_log ("DW_DEBUG: " + str(count (_itemType)) + " select " + str(_index));
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_iArray = _itemType select _index;
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_iArray set [2,_position];
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_iArray set [3,5];
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_iArray call spawn_loot;
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_nearby = _position nearObjects ["WeaponHolder",20];
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{
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_x setVariable ["permaLoot",true];
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} forEach _nearBy;
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};
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};
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};
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};
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// Get all buildings and roads only once
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MarkerPosition = getMarkerPos "center";
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RoadList = MarkerPosition nearRoads DynamicVehicleArea;
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BuildingList = MarkerPosition nearObjects ["House",DynamicVehicleArea];
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spawn_vehicles = {
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private["_vehicle","_isAir","_isShip","_position","_roadlist","_buildinglist","_istoomany","_marker","_veh","_objPosition","_weights","_index","_uid"];
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if (isDedicated) then {
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waituntil {!isnil "fnc_buildWeightedArray"};
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_weights = [];
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_weights = [AllowedVehiclesList,AllowedVehiclesChance] call fnc_buildWeightedArray;
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waitUntil{!isNil "BIS_fnc_selectRandom"};
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// get index from fnc_buildWeightedArray
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_index = _weights call BIS_fnc_selectRandom;
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// select vehicle
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_vehicle = AllowedVehiclesList select _index;
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// Find Vehicle Type to better control spawns
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_isAir = _vehicle isKindOf "Air";
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_isShip = _vehicle isKindOf "Ship";
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if(_isShip || _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_selectRandom"};
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_position = [MarkerPosition,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_selectRandom"};
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_position = [MarkerPosition,0,DynamicVehicleArea,25,0,1,0] 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 = _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 = _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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};
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// only proceed if two params otherwise BIS_fnc_findSafePos failed and may spawn in air
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if ((count _position) == 2) then {
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_dir = round(random 180);
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_istoomany = _position nearObjects ["AllVehicles",50];
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if((count _istoomany) > 0) exitWith { diag_log("DEBUG: Too many vehicles at " + str(_position)); };
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//place vehicle
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_veh = createVehicle [_vehicle, _position, [], 0, "CAN_COLLIDE"];
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_veh setdir _dir;
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_veh setpos _position;
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// Get position with ground
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_objPosition = getPosATL _veh;
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clearWeaponCargoGlobal _veh;
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clearMagazineCargoGlobal _veh;
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_veh setVehicleInit "this lock true; this lockCargo true;";
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processInitCommands;
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[_veh,[_dir,_objPosition],_vehicle,true,"0"] call server_publishVeh;
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};
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};
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};
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spawn_roadblocks = {
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private["_position","_veh","_num","_config","_itemType","_itemChance","_weights","_index","_iArray","_isRoad","_roadlist","_istoomany"];
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_WreckList = ["SKODAWreck","HMMWVWreck","UralWreck","datsun01Wreck","hiluxWreck","datsun02Wreck","UAZWreck","Land_Misc_Garb_Heap_EP1","Fort_Barricade_EP1"];
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_WreckLoot = ["DynamicDebris"];
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waitUntil{!isNil "BIS_fnc_selectRandom"};
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if (isDedicated) 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 = _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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// Get position with ground
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_istoomany = _position nearObjects ["All",5];
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if((count _istoomany) > 0) exitWith { diag_log("DEBUG: Too many at " + str(_position)); };
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//_isRoad = isOnRoad _position;
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//_marker = createMarker [str(_position) , _position];
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//_marker setMarkerShape "ICON";
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//_marker setMarkerType "DOT";
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//_marker setMarkerText "ON";
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waitUntil{!isNil "BIS_fnc_selectRandom"};
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_spawnveh = _WreckList call BIS_fnc_selectRandom;
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waitUntil{!isNil "BIS_fnc_selectRandom"};
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_spawnloot = _WreckLoot call BIS_fnc_selectRandom;
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diag_log("DEBUG: Spawning a crashed " + _spawnveh + " with " + _spawnloot + " at " + str(_position));
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_veh = createVehicle [_spawnveh,_position, [], 0, "CAN_COLLIDE"];
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// Randomize placement a bit
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_veh setDir round(random 360);
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_veh setpos _position;
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dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_veh];
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_veh setVariable ["ObjectID",1,true];
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_num = round(random 4) + 3;
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_config = configFile >> "CfgBuildingLoot" >> _spawnloot;
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_itemType = [] + getArray (_config >> "itemType");
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_itemChance = [] + getArray (_config >> "itemChance");
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waituntil {!isnil "fnc_buildWeightedArray"};
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_weights = [];
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_weights = [_itemType,_itemChance] call fnc_buildWeightedArray;
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for "_x" from 1 to _num do {
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//create loot
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_index = _weights call BIS_fnc_selectRandom;
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sleep 1;
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if (count _itemType > _index) then {
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_iArray = _itemType select _index;
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_iArray set [2,_position];
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_iArray set [3,5];
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_iArray call spawn_loot;
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_nearby = _position nearObjects ["WeaponHolder",20];
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{
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_x setVariable ["permaLoot",true];
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} forEach _nearBy;
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};
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};
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};
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};
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};
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// Damage generator fuction
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generate_new_damage = {
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private ["_damage","_rnd"];
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_rnd = random 1;
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if(_rnd > 0.5) then {
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_damage = 0;
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} else {
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_rnd = random 1;
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if(_rnd > 0.5) then {
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_damage = 0.50;
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} else {
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_damage = 1;
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};
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};
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_damage;
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};
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// Damage generator fuction
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generate_exp_damage = {
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private ["_damage","_rnd"];
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_rnd = random 1;
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if(_rnd > 0.5) then {
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_damage = 0;
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} else {
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_rnd = random 1;
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if(_rnd > 0.5) then {
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_damage = 0.50;
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} else {
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_damage = 0.85;
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};
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};
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_damage;
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};
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server_getDiff = {
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private["_variable","_object","_vNew","_vOld","_result"];
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_variable = _this select 0;
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_object = _this select 1;
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_vNew = _object getVariable[_variable,0];
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_vOld = _object getVariable[(_variable + "_CHK"),_vNew];
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_result = 0;
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if (_vNew < _vOld) then {
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//JIP issues
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_vNew = _vNew + _vOld;
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_object getVariable[(_variable + "_CHK"),_vNew];
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} else {
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_result = _vNew - _vOld;
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_object setVariable[(_variable + "_CHK"),_vNew];
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};
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_result
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};
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server_getDiff2 = {
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private["_variable","_object","_vNew","_vOld","_result"];
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_variable = _this select 0;
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_object = _this select 1;
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_vNew = _object getVariable[_variable,0];
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_vOld = _object getVariable[(_variable + "_CHK"),_vNew];
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_result = _vNew - _vOld;
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_object setVariable[(_variable + "_CHK"),_vNew];
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_result
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};
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dayz_objectUID = {
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private["_position","_dir","_key","_object"];
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_object = _this;
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_position = getPosATL _object;
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_dir = direction _object;
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_key = [_dir,_position] call dayz_objectUID2;
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_key
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};
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dayz_objectUID2 = {
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private["_position","_dir","_key"];
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_dir = _this select 0;
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_key = "";
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_position = _this select 1;
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{
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_x = _x * 10;
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if ( _x < 0 ) then { _x = _x * -10 };
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_key = _key + str(round(_x));
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} forEach _position;
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_key = _key + str(round(_dir));
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_key
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};
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dayz_recordLogin = {
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private["_key"];
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_key = format["CHILD:103:%1:%2:%3:",_this select 0,_this select 1,_this select 2];
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diag_log ("HIVE: WRITE: "+ str(_key));
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_key call server_hiveWrite;
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};
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