Files
DayZ-Epoch/SQF/dayz_code/compile/player_spawnCheck.sqf
worldwidesorrow ea527fe991 Update several things in this file.
Move zombie and loot related operations from player_spawn_2. They should be in this file. They are used here for accurate counts before spawning zombies and loot.
Make better use of global variables for zombie and loot checks.
Add lazy eval where appropriate.
2019-11-11 20:27:16 -06:00

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private ["_zeds","_isWreck","_looted","_zombied","_doNothing","_spawnZedRadius","_serverTime","_age","_position","_speed","_radius","_maxtoCreate","_inVehicle","_isAir","_isLand","_isSea","_Controlledzeddivided","_totalcrew","_nearby","_type","_config","_canSpawn","_dis","_checkLoot","_islocal","_bPos","_zombiesNum"];
_age = -1;
_position = [player] call fnc_getPos;
_speed = speed (vehicle player);
_radius = 200; //150*0.707; Pointless Processing (106.5)
_spawnZedRadius = 20;
/*
//Tick Time
PVDZ_getTickTime = player;
publicVariableServer "PVDZ_getTickTime";
*/
// Current zombies
_zeds = entities "zZombie_Base";
dayz_currentGlobalZombies = count _zeds;
dayz_spawnZombies = 0;
dayz_CurrentNearByZombies = 0;
dayz_maxControlledZombies = dayz_maxLocalZombies; // This variable is also used in building_spawnZombies
{
if ((_x distance _position) < 200 && {alive _x}) then {
if (local _x) then {
dayz_spawnZombies = dayz_spawnZombies + 1;
};
dayz_CurrentNearByZombies = dayz_CurrentNearByZombies + 1;
};
} count _zeds;
// Current loot spawns
dayz_currentWeaponHolders = count (_position nearObjects ["ReammoBox",200]);
//Limits (Land,Sea,Air)
_inVehicle = (vehicle player != player);
/*
_isAir = vehicle player iskindof "Air";
_isLand = vehicle player iskindof "Land";
_isSea = vehicle player iskindof "Sea";
if (_isLand) then { } else { };
if (_isAir) then { } else { };
if (_isSea) then { } else { };
*/
_doNothing = false;
if (_inVehicle) then {
_Controlledzeddivided = 0;
//exit if too fast
if (_speed > 25) exitwith {_doNothing = true;};
//Crew can spawn zeds.
_totalcrew = count (crew (vehicle player));
if (_totalcrew > 1) then {
_Controlledzeddivided = 2;
//Dont allow driver to spawn if we have other crew members.
if (player == driver (vehicle player)) exitwith {_doNothing = true;};
} else {
_Controlledzeddivided = 4;
};
if (_Controlledzeddivided > 0) then {
dayz_maxControlledZombies = round(dayz_maxControlledZombies / _Controlledzeddivided);
};
};
if (_doNothing) exitwith {};
/*if ("ItemMap_Debug" in items player) then {
deleteMarkerLocal "MaxZeds";
deleteMarkerLocal "Counter";
deleteMarkerLocal "Loot30";
deleteMarkerLocal "Loot120";
deleteMarkerLocal "Agro80";
_markerstr = createMarkerLocal ["MaxZeds", _position];
_markerstr setMarkerColorLocal "ColorYellow";
_markerstr setMarkerShapeLocal "ELLIPSE";
_markerstr setMarkerBrushLocal "Border";
_markerstr setMarkerSizeLocal [_radius, _radius];
_markerstr1 = createMarkerLocal ["Counter", _position];
_markerstr1 setMarkerColorLocal "ColorRed";
_markerstr1 setMarkerShapeLocal "ELLIPSE";
_markerstr1 setMarkerBrushLocal "Border";
_markerstr1 setMarkerSizeLocal [_radius+100, _radius+100];
_markerstr2 = createMarkerLocal ["Agro80", _position];
_markerstr2 setMarkerColorLocal "ColorRed";
_markerstr2 setMarkerShapeLocal "ELLIPSE";
_markerstr2 setMarkerBrushLocal "Border";
_markerstr2 setMarkerSizeLocal [80, 80];
_markerstr2 = createMarkerLocal ["Loot30", _position];
_markerstr2 setMarkerColorLocal "ColorRed";
_markerstr2 setMarkerShapeLocal "ELLIPSE";
_markerstr2 setMarkerBrushLocal "Border";
_markerstr2 setMarkerSizeLocal [30, 30];
_markerstr3 = createMarkerLocal ["Loot120", _position];
_markerstr3 setMarkerColorLocal "ColorBlue";
_markerstr3 setMarkerShapeLocal "ELLIPSE";
_markerstr3 setMarkerBrushLocal "Border";
_markerstr3 setMarkerSizeLocal [120, 120];
diag_log ("LocalZombies: " +str(dayz_spawnZombies) + "/" +str(dayz_maxLocalZombies));
//Logging
diag_log (format["%1 Local.Agents: %2/%3, NearBy.Agents: %8/%9, Global.Agents: %6/%7, W.holders: %10/%11, (radius:%4m %5fps).","SpawnCheck",
dayz_spawnZombies, dayz_maxControlledZombies, _radius, round diag_fpsmin,dayz_currentGlobalZombies,
dayz_maxGlobalZeds, dayz_CurrentNearByZombies, dayz_maxNearByZombies, dayz_currentWeaponHolders,dayz_maxMaxWeaponHolders]);
};*/
// nearObjects is faster than nearestObjects when sorting by distance isn't needed
// "Building" includes House and all of its child classes (Crashsite, IC_Fireplace1, IC_Tent, etc.)
_nearby = _position nearObjects ["Building",_radius];
dayz_spawnZombies = dayz_spawnZombies max floor(dayz_maxControlledZombies*.8);
if (dayz_spawnZombies > 0) then { _spawnZedRadius = _spawnZedRadius * 3; };
//Spawn Zeds & loot in buildings
{
_type = typeOf _x;
_config = missionConfigFile >> "CfgLoot" >> "Buildings" >> _type;
_canSpawn = isClass (_config);
if (_canSpawn) then {
_dis = _x distance player;
_checkLoot = (count (getArray (_config >> "lootPos"))) > 0;
_islocal = _x getVariable ["", false]; // object created locally via TownGenerator.
//Make sure wrecks always spawn Zeds
_isWreck = _x isKindOf "CrashSite";
//Loot
if (getNumber(_config >> "lootChance") > 0) then {
if (dayz_currentWeaponHolders < dayz_maxMaxWeaponHolders) then {
//Basic loot check
if ((_dis < 125) and (_dis > 30) and !_inVehicle and _checkLoot) then {
_serverTime = serverTime;
_looted = (_x getVariable ["looted",_serverTime]);
_age = _serverTime - _looted;
//Building refresh rate
if (_age == 0 or (_age > getNumber(_config >> "lootRefreshTimer"))) then {
_x setVariable ["looted",_serverTime,!_islocal];
[_x,_type,_config] call building_spawnLoot;
if (!(_x in dayz_buildingBubbleMonitor)) then {
dayz_buildingBubbleMonitor set [count dayz_buildingBubbleMonitor, _x];
};
//diag_log [ diag_tickTime, "new loot at",_x,"age:", _age, "serverTime:", _serverTime];
}/*
else {
diag_log [ diag_tickTime, "won't spawn loot at",_x,"age:", _age, "serverTime:", _serverTime];
}*/;
};
};
};
//Zeds
if (getNumber(_config >> "zombieChance") > 0) then {
if (_dis > _spawnZedRadius) then {
_serverTime = serverTime;
_zombied = (_x getVariable ["zombieSpawn",_serverTime]);
_age = _serverTime - _zombied;
if ((_age == 0) or (_age > 300)) then {
if (!_isWreck) then {
if ((dayz_spawnZombies < dayz_maxControlledZombies) && {dayz_CurrentNearByZombies < dayz_maxNearByZombies} && {dayz_currentGlobalZombies < dayz_maxGlobalZeds}) then {
_bPos = getPosATL _x;
_zombiesNum = count (_bPos nearEntities ["zZombie_Base",(((sizeOf _type) * 2) + 10)]);
if (_zombiesNum == 0) then {
_x setVariable ["zombieSpawn",_serverTime,!_islocal];
if (!(_x in dayz_buildingBubbleMonitor)) then {
//add active zed to var
dayz_buildingBubbleMonitor set [count dayz_buildingBubbleMonitor, _x];
};
//start spawn
[_x,_type,_config] call building_spawnZombies;
};
//diag_log (format["%1 building. %2", __FILE__, _x]);
};
} else {
_bPos = getPosATL _x;
_zombiesNum = count (_bPos nearEntities ["zZombie_Base",(((sizeOf _type) * 2) + 30)]);
//Should be a wreck
if (_zombiesNum == 0) then { [_x,_type,_config,_isWreck] call building_spawnZombies; };
};
};
};
};
};
} forEach _nearby;