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2022-04-21 16:15:41 +03:00
// Start mission monitoring thread
local _mission = _this select 0;
local _coords = _this select 1;
local _aiType = _this select 2;
local _name = _this select 3;
local _localName = _this select 4;
local _markerIndex = _this select 5;
local _posIndex = _this select 6;
local _msgwin = _this select 7;
local _msglose = _this select 8;
local _complete = false;
local _startTime = diag_tickTime;
local _staticTime = diag_tickTime;
local _hero = _aiType == "Hero";
local _data = DZMSMissionData select _mission;
local _aiCount = _data select 0;
local _objects = _data select 1;
local _vehicles = _data select 2;
local _crates = _data select 3;
local _groups = _data select 4;
local _staticGuns = _data select 5;
local _killReq = _aiCount - (DZMSRequiredKillPercent * _aiCount);
local _markerColor = ["ColorRed","ColorBlue"] select _hero;
local _missionName = ["Bandit " + _name,"Hero " + _name] select _hero;
local _localized = ["STR_CL_MISSION_BANDIT","STR_CL_MISSION_HERO"] select _hero;
local _text = "";
local _playerNear = false;
local _closestPlayer = objNull;
local _acArray = [];
local _claimed = false;
local _acTime = diag_tickTime;
local _claimTime = 0;
local _left = false;
local _leftTime = 0;
local _warnArray = [];
local _markers = DZE_ServerMarkerArray select _markerIndex;
local _newCount = 0;
local _dotMarker = "DZMSDot" + str _mission;
local _autoMarkDot = "DZMSAutoDot" + str _mission;
local _autoText = "";
local _frozen = false;
local _cacheTime = diag_tickTime;
// Add AI counter if enabled.
if (DZMSAICount) then {
_text = if (_hero) then {
["STR_CL_MISSION_HERO_COUNT",_localName,_aiCount,"STR_CL_MISSION_HEROS"];
} else {
["STR_CL_MISSION_BANDIT_COUNT",_localName,_aiCount,"STR_CL_MISSION_BANDITS"];
};
PVDZ_ServerMarkerSend = ["textSingle",[_dotMarker,_text]];
publicVariable "PVDZ_ServerMarkerSend";
(_markers select 1) set [7, _text];
DZE_ServerMarkerArray set [_markerIndex, _markers];
};
while {!_complete} do {
_newCount = (DZMSMissionData select _mission) select 0;
if (DZMSAICount) then {
// Check to see if the AI count has changed and update the marker.
if (_newCount != _aiCount) then {
_aiCount = _newCount;
_text = if (_hero) then {
["STR_CL_MISSION_HERO_COUNT",_localName,_aiCount,"STR_CL_MISSION_HEROS"];
} else {
["STR_CL_MISSION_BANDIT_COUNT",_localName,_aiCount,"STR_CL_MISSION_BANDITS"];
};
PVDZ_ServerMarkerSend = ["textSingle",[_dotMarker,_text]];
publicVariable "PVDZ_ServerMarkerSend";
(_markers select 1) set [7, _text];
DZE_ServerMarkerArray set [_markerIndex, _markers];
};
};
// AI Caching
if (DZMSAICaching) then {
if (!_playerNear && !_frozen && {diag_tickTime - _cacheTime > 15}) then {
_groups call DZMSFreeze;
_cacheTime = diag_tickTime;
_frozen = true;
};
if (_playerNear && _frozen && {diag_tickTime - _cacheTime > 15}) then {
_groups call DZMSUnFreeze;
_cacheTime = diag_tickTime;
_frozen = false;
};
};
if (DZMSAutoClaim) then {
#include "\z\addons\dayz_server\DZMS\Scripts\DZMSAutoClaim.sqf"
};
// JIP player "invisible static gunner" glitch fix
if ((count _staticGuns) > 0 && {(diag_tickTime - _staticTime) > 180}) then {
{
(gunner _x) action ["getout",_x];
} count _staticGuns;
_staticTime = diag_tickTime;
};
// Replenish the ammo in the static guns and check for dead gunner
{
if (alive _x && ({alive _x} count crew _x > 0)) then {
_x setVehicleAmmo 1;
} else {
_x setDamage 1;
};
} count _staticGuns;
// Check for completion
if (_newCount <= _killReq) then {
if ([_coords,30] call DZMSNearPlayer) then {
_complete = true;
[_aiType,_localName,_msgwin] call DZMSMessage;
// Address mission vehicles
{
if (DZMSSaveVehicles && {DZMSMakeVehKey}) then {
_x call DZMSVehKey;
} else {
_x setVariable ["CharacterID", "0", true];
};
_x setVehicleLock "unlocked";
} count _vehicles;
// Spawn loot in the crates
{
[(_x select 0),(_x select 1)] call DZMSBoxSetup;
} count _crates;
if (DZMSSceneryDespawnTimer > 0) then {
[_coords,_mission,_objects,_vehicles,_crates,_groups,_staticGuns,_posIndex,false] spawn DZMSCleanupThread;
};
diag_log text format["[DZMS]: %1 has been completed.",_missionName];
};
};
// Check for near players
_playerNear = [_coords,DZMSTimeoutDistance] call DZMSNearPlayer;
// Timeout the mission if a player is not near
if (diag_tickTime - _startTime > DZMSMissionTimeOut*60 && !_playerNear) then {
_complete = true;
[_coords,_mission,_objects,_vehicles,_crates,_groups,_staticGuns,_posIndex,true] spawn DZMSCleanupThread;
[_aiType,_localName,_msglose] call DZMSMessage;
diag_log text format["[DZMS]: %1 has timed out.",_missionName];
};
// If player is within range of the mission reset the start timer.
if (_playerNear) then {_startTime = diag_tickTime;};
uiSleep 2;
};
// Tell all clients to remove the markers from the map
local _remove = [];
{
if (typeName _x == "ARRAY") then {
_remove set [count _remove, (_x select 1)];
};
} count _markers;
PVDZ_ServerMarkerSend = ["end",_remove];
publicVariable "PVDZ_ServerMarkerSend";
//Let the timer know the mission is over
if (_hero) then {
DZMSHeroEndTime = diag_tickTime;
DZMSHeroRunning = DZMSHeroRunning - 1;
} else {
DZMSBanditEndTime = diag_tickTime;
DZMSBanditRunning = DZMSBanditRunning - 1;
};
DZE_ServerMarkerArray set [_markerIndex, -1];
DZMSMissionData set [_mission, -1];