mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-18 01:30:26 +03:00
117 lines
5.4 KiB
Plaintext
117 lines
5.4 KiB
Plaintext
private["_position","_num","_config","_itemType","_itemChance","_weights","_index","_iArray","_crashModel","_lootTable","_guaranteedLoot","_randomizedLoot","_frequency","_variance","_spawnChance","_spawnMarker","_spawnRadius","_spawnFire","_permanentFire","_crashName"];
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waitUntil{!isNil "BIS_fnc_selectRandom"};
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_crashModel = _this select 0;
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_lootTable = _this select 1;
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_guaranteedLoot = _this select 2;
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_randomizedLoot = _this select 3;
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_frequency = _this select 4;
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_variance = _this select 5;
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_spawnChance = _this select 6;
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_spawnMarker = _this select 7;
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_spawnRadius = _this select 8;
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_spawnFire = _this select 9;
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_fadeFire = _this select 10;
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_crashName = getText (configFile >> "CfgVehicles" >> _crashModel >> "displayName");
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diag_log(format["CRASHSPAWNER: Starting spawn logic for '%1' with loot table '%2'", _crashName, _lootTable]);
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while {true} do {
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private["_timeAdjust","_timeToSpawn","_spawnRoll","_crash","_hasAdjustment","_newHeight","_adjustedPos"];
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// Allows the variance to act as +/- from the spawn frequency timer
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_timeAdjust = round(random(_variance * 2) - _variance);
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_timeToSpawn = time + _frequency + _timeAdjust;
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diag_log(format["CRASHSPAWNER: %1%2 chance to spawn '%3' with loot table '%4' at %5", round(_spawnChance * 100), '%', _crashName, _lootTable, _timeToSpawn]);
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// Apprehensive about using one giant long sleep here given server time variances over the life of the server daemon
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while {time < _timeToSpawn} do {
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sleep 5;
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};
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_spawnRoll = random 1;
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// Percentage roll
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if (_spawnRoll <= _spawnChance) then {
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_position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] call BIS_fnc_findSafePos;
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diag_log(format["CRASHSPAWNER: Spawning '%1' with loot table '%2' NOW! (%3) at: %4", _crashName, _lootTable, time, str(_position)]);
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_crash = createVehicle [_crashModel,_position, [], 0, "CAN_COLLIDE"];
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// Randomize the direction the wreck is facing
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_crash setDir round(random 360);
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// Using "custom" wrecks (using the destruction model of a vehicle vs. a prepared wreck model) will result
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// in the model spawning halfway in the ground. To combat this, an OPTIONAL configuration can be tied to
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// the CfgVehicles class you've created for the custom wreck to define how high above the ground it should
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// spawn. This is optional.
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_config = configFile >> "CfgVehicles" >> _crashModel >> "heightAdjustment";
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_hasAdjustment = isNumber(_config);
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_newHeight = 0;
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if (_hasAdjustment) then {
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_newHeight = getNumber(_config);
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//diag_log(format["DIAG: ADJUSTMENT FOUND FOR %1, IT IS: %2", _crashName, _newHeight]);
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};
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// Must setPos after a setDir otherwise the wreck won't level itself with the terrain
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_adjustedPos = [(_position select 0), (_position select 1), _newHeight];
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//diag_log(format["DIAG: Designated Position: %1", str(_adjustedPos)]);
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_crash setPos _adjustedPos;
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// I don't think this is needed (you can't get "in" a crash), but it was in the original DayZ Crash logic
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dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_crash];
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_crash setVariable ["ObjectID",1,true];
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if (_spawnFire) then {
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dayzFire = [_crash,2,time,false,_fadeFire];
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publicVariable "dayzFire";
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nul=dayzFire spawn BIS_Effects_Burn;
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_crash setvariable ["fadeFire",_fadeFire,true];
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};
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_num = round(random _randomizedLoot) + _guaranteedLoot;
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_config = configFile >> "CfgBuildingLoot" >> _lootTable;
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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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for "_x" from 1 to _num do {
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private["_totalItems","_randomNum"];
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// _weights is rebuilt every itteration of this loop since there's some weird bug that causes _weights
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// to lose data each itteration of the 'for' loop despite no manipulation of it. That's why the original wreck
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// code had the condition "if (count _itemType > _index) then {" since sometimes _index would be larger than
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// the data left in the array. So, yes, this is not performant -- but this code is called so infrequently
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// that this seems to be more tolerable than the prior way which meant some loot simply wouldn't spawn in for the wreck.
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_weights = [];
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_weights = [_itemType,_itemChance] call fnc_buildWeightedArray;
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_totalItems = (count _weights) - 1;
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_randomNum = round(random _totalItems);
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_index = _weights select _randomNum;
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//diag_log(format["DIAG: Total Items: %1 | Random Num: %2 | Index: %3 | Selection: %4 | Weights: %5", _totalItems, _randomNum, _index, str(_itemType select _index), count _weights]);
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_iArray = (_itemType select _index);
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_iArray set [2,_position];
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_iArray set [3,5]; // Spawn radius: May need to expose this as configurable or use sizeOf(_crashModel) here. Some wreck models have GIANT sizeOf though and may scatter loot too far
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//diag_log(format["DIAG: _iArray => %1 <=", str(_iArray)]);
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_iArray call spawn_loot;
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diag_log(format["CRASHSPAWNER: Loot spawn at '%1' with loot table '%2': %3 (%4)", _crashName, _lootTable, _iArray select 0, _iArray select 1]);
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// ReammoBox is preferred parent class here, as WeaponHolder wouldn't match MedBox0 and other such items.
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_nearby = _position nearObjects ["ReammoBox", sizeOf(_crashModel)];
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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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} else {
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diag_log(format["CRASHSPAWNER: Roll chance to spawn '%1' with loot table '%2' failed", _crashName, _lootTable]);
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};
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}; |