Files
DayZ-Epoch/SQF/dayz_server/compile/spawn_vehicles.sqf
2016-03-26 20:46:42 -04:00

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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"];
if (isNil "spawn_vehicles_init") then {
spawn_vehicles_init = "done";
// Get all buildings and roads only once. Very taxing, but only on first startup
buildingList = [];
{
if (DZE_MissionLootTable) then {
if (isClass (missionConfigFile >> "CfgLoot" >> "Buildings" >> (typeOf _x))) then {buildingList set [count buildingList,_x];};
} else {
if (isClass (configFile >> "CfgLoot" >> "Buildings" >> (typeOf _x))) then {buildingList set [count buildingList,_x];};
};
} count (dayz_centerMarker nearObjects ["building",DynamicVehicleArea]);
roadList = dayz_centerMarker nearRoads DynamicVehicleArea;
};
while {count AllowedVehiclesList > 0} do {
// BIS_fnc_selectRandom replaced because the index may be needed to remove the element
_index = floor random count AllowedVehiclesList;
_random = AllowedVehiclesList select _index;
_vehicle = _random select 0;
_velimit = _random select 1;
_qty = {_x == _vehicle} count serverVehicleCounter;
if (_qty <= _velimit) exitWith {}; // If under limit allow to proceed
// vehicle limit reached, remove vehicle from list
// since elements cannot be removed from an array, overwrite it with the last element and cut the last element of (as long as order is not important)
_lastIndex = (count AllowedVehiclesList) - 1;
if (_lastIndex != _index) then {AllowedVehiclesList set [_index, AllowedVehiclesList select _lastIndex];};
AllowedVehiclesList resize _lastIndex;
};
if (count AllowedVehiclesList == 0) then {
diag_log "DEBUG: unable to find suitable vehicle to spawn";
} else {
// add vehicle to counter for next pass
serverVehicleCounter set [count serverVehicleCounter,_vehicle];
// Find Vehicle Type to better control spawns
_isAir = _vehicle isKindOf "Air";
_isShip = _vehicle isKindOf "Ship";
if (_isShip or _isAir) then {
if (_isShip) then {
// Spawn anywhere on coast on water
waitUntil {!isNil "BIS_fnc_findSafePos"};
_position = [dayz_centerMarker,0,DynamicVehicleArea,10,1,2000,1] call BIS_fnc_findSafePos;
//diag_log("DEBUG: spawning boat near coast " + str(_position));
} else {
// Spawn air anywhere that is flat
waitUntil {!isNil "BIS_fnc_findSafePos"};
_position = [dayz_centerMarker,0,DynamicVehicleArea,10,0,2000,0] call BIS_fnc_findSafePos;
//diag_log("DEBUG: spawning air anywhere flat " + str(_position));
};
} else {
// Spawn around buildings and 50% near roads
if ((random 1) > 0.5) then {
waitUntil {!isNil "BIS_fnc_selectRandom"};
_position = roadList call BIS_fnc_selectRandom;
_position = _position modelToWorld [0,0,0];
waitUntil {!isNil "BIS_fnc_findSafePos"};
_position = [_position,0,10,10,0,2000,0] call BIS_fnc_findSafePos;
//diag_log("DEBUG: spawning near road " + str(_position));
} else {
waitUntil {!isNil "BIS_fnc_selectRandom"};
_position = buildingList call BIS_fnc_selectRandom;
_position = _position modelToWorld [0,0,0];
waitUntil {!isNil "BIS_fnc_findSafePos"};
_position = [_position,0,40,5,0,2000,0] call BIS_fnc_findSafePos;
//diag_log("DEBUG: spawning around buildings " + str(_position));
};
};
// only proceed if two params otherwise BIS_fnc_findSafePos failed and may spawn in air
if ((count _position) == 2) then {
_dir = round(random 180);
_istoomany = _position nearObjects ["AllVehicles",50];
if ((count _istoomany) > 0) exitWith {};
_veh = createVehicle [_vehicle, _position, [], 0, "CAN_COLLIDE"];
_veh setDir _dir;
_veh setPos _position;
_objPosition = getPosATL _veh;
clearWeaponCargoGlobal _veh;
clearMagazineCargoGlobal _veh;
// _veh setVehicleAmmo DZE_vehicleAmmo;
// Add 0-3 loots to vehicle using random cfgloots
_num = floor(random 4);
_allCfgLoots = ["Trash","ZombieCivilian","Consumable","Generic","MedicalLow","Military","ZombiePolice","ZombieHunter","ZombieWorker","clothes","militaryclothes","specialclothes","Trash"];
for "_x" from 1 to _num do {
_iClass = _allCfgLoots call BIS_fnc_selectRandom;
_itemTypes = [];
if (DZE_MissionLootTable) then{
{
_itemTypes set [count _itemTypes, _x select 2]
} count getArray(missionConfigFile >> "CfgLoot" >> "Groups" >> _iClass);
}
else {
{
_itemTypes set [count _itemTypes, _x select 2]
} count getArray(configFile >> "CfgLoot" >> "Groups" >> _iClass);
};
// Need to use new loot chances format
/*
_index = dayz_CLBase find _iClass;
_weights = dayz_CLChances select _index;
_cntWeights = count _weights;
_index = floor(random _cntWeights);
_index = _weights select _index;
_itemType = _itemTypes select _index;
_veh addMagazineCargoGlobal [_itemType,1];
//diag_log("DEBUG: spawed loot inside vehicle " + str(_itemType));
*/
};
[_veh,[_dir,_objPosition],_vehicle,true,"0"] call server_publishVeh;
};
};