mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
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124 lines
4.2 KiB
Plaintext
124 lines
4.2 KiB
Plaintext
#include "\z\addons\dayz_code\loot\Loot.hpp"
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private ["_bypass","_position","_unitTypes","_radius","_method","_agent","_maxlocalspawned","_doLoiter","_wildspawns","_maxControlledZombies",
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"_cantSee","_isOk","_zPos","__FILE__","_fov","_safeDistance","_farDistance","_xasl","_eye","_ed","_deg","_skipFOV","_wildSpawns","_tooClose",
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"_type","_loot","_array","_rnd","_lootType","_index","_weights","_loot_count","_favStance","_lootGroup"];
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_position = _this select 0;
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_doLoiter = _this select 1; // wonder around
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_unitTypes = _this select 2; // class of wanted models
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//_wildspawns = _this select 3;
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_bypass = _this select 3;
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_maxlocalspawned = round(dayz_spawnZombies);
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//Lets check if we need to divide the amount of zeds
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if (r_player_divideinvehicle > 0) then {
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_maxlocalspawned = round(dayz_spawnZombies / r_player_divideinvehicle);
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};
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_maxControlledZombies = round(dayz_maxLocalZombies);
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_cantSee = {
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private "_isOk";
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_isOk = true;
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_zPos = +(_this select 0);
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if (count _zPos < 3) exitWith {
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diag_log format["%1::_cantSee illegal pos %2", __FILE__, _zPos];
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false
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};
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_zPos = ATLtoASL _zPos;
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_fov = _this select 1; // players half field of view
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_safeDistance = _this select 2; // minimum distance. closer is wrong
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_farDistance = _this select 3; // distance further we won't check
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_zPos set [2, (_zPos select 2) + 1.7];
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{
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_xasl = getPosASL _x;
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if (_xasl distance _zPos < _farDistance) then {
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if (_xasl distance _zPos < _safeDistance) then {
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_isOk = false;
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} else {
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_eye = eyePos _x; // ASL
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_ed = eyeDirection _x;
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_ed = (_ed select 0) atan2 (_ed select 1);
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_deg = [_xasl, _zPos] call BIS_fnc_dirTo;
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_deg = (_deg - _ed + 720) % 360;
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if (_deg > 180) then { _deg = _deg - 360; };
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if ((abs(_deg) < _fov) && {( // in right angle sector?
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(!(terrainIntersectASL [_zPos, _eye]) // no terrain between?
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&& {(!(lineIntersects [_zPos, _eye]))}) // and no object between?
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)}) then {
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_isOk = false;
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};
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};
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};
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if (!_isOk) exitWith {false};
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uiSleep 0.001;
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} forEach playableUnits;
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_isOk
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};
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_skipFOV = false;
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if ((_maxlocalspawned < _maxControlledZombies) && (dayz_CurrentNearByZombies < dayz_maxNearByZombies) && (dayz_currentGlobalZombies < dayz_maxGlobalZeds)) then {
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if (_bypass) then {
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_skipFOV = true;
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_position = [_position,3,20,1] call fn_selectRandomLocation;
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};
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if ([_position] call DZE_SafeZonePosCheck) exitWith {};
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if (surfaceIsWater _position) exitWith { diag_log "Location is in Water Abort"; };
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if ((_skipFOV) or {([_position, 15, 10, 70] call _cantSee)}) then {
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_tooClose = {isPlayer _x} count (_position nearEntities ["CAManBase",30]) > 0;
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if (_tooClose) exitwith { diag_log "Zombie_Generate: was too close to player."; };
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if (count _unitTypes == 0) then {
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_unitTypes = getArray (missionConfigFile >> "CfgLoot" >> "Buildings" >> "Default" >> "zombieClass");
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};
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// lets create an agent
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_type = _unitTypes call BIS_fnc_selectRandom;
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_radius = 5;
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//_method = if (_doLoiter) then {"CAN_COLLIDE"} else {"NONE"};
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_agent = createAgent [_type, _position, [], _radius, "CAN_COLLIDE"];
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uiSleep 0.03;
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//add to global counter
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dayz_spawnZombies = dayz_spawnZombies + 1;
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dayz_CurrentNearByZombies = dayz_CurrentNearByZombies + 1;
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dayz_currentGlobalZombies = dayz_currentGlobalZombies + 1;
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//Add some loot
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if (0.3 > random 1) then {
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_lootGroup = configFile >> "CfgVehicles" >> _type >> "zombieLoot";
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if (isText _lootGroup) then {
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//_lootGroup = dayz_lootGroups find getText (_lootGroup);
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_lootGroup = Loot_GetGroup(getText _lootGroup);
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//[_agent, _lootGroup, 1] call loot_insert;
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Loot_Insert(_agent, _lootGroup, 1);
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};
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};
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_agent setVariable["agentObject",_agent];
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if (!isNull _agent) then {
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_agent setDir random 360;
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uiSleep 0.03;
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_position = getPosATL _agent;
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_favStance = (
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switch ceil(random(3^0.5)^2) do {
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//case 3: {"DOWN"}; // prone
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case 2: {"middle"}; // Kneel "middle"
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default {"Up"}; // stand-up
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}
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);
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_agent setUnitPos _favStance;
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_agent setVariable ["stance", _favStance];
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_agent setVariable ["BaseLocation", _position];
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_agent setVariable ["doLoiter", _doLoiter]; // true: Z will be wandering, false: stay still
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};
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};
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};
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