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Author SHA1 Message Date
Jacob Schmidt
58eb7bf841 Merge branch 'master' of https://gitea.innovativedevsolutions.org/IDSolutions/client
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2025-05-25 13:28:42 -05:00
Jacob Schmidt
3ab612fad1 feat: Implement defend task type
This commit introduces a new "defend" task type.

The following changes were made:

- Added `defend` and `defendModule` to `XEH_PREP.hpp` for pre-processing.
- Implemented `defend` case in `fnc_handler.sqf` to handle defend tasks.
- Added `spawnEnemyWave` to `XEH_PREP.hpp` for pre-processing.
2025-05-25 13:28:38 -05:00
5 changed files with 258 additions and 2 deletions

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@ -1,5 +1,7 @@
PREP(attack);
PREP(attackModule);
PREP(defend);
PREP(defendModule);
PREP(defuse);
PREP(defuseModule);
PREP(delivery);
@ -22,4 +24,5 @@ PREP(makeObject);
PREP(makeShooter);
PREP(makeTarget);
PREP(protectedModule);
PREP(shootersModule);
PREP(shootersModule);
PREP(spawnEnemyWave);

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@ -0,0 +1,105 @@
#include "..\script_component.hpp"
/*
* Author: IDSolutions
* Registers a defend task where players must hold a zone marked by a marker
*
* Arguments:
* 0: ID of the task <STRING>
* 1: Defense zone marker name <STRING>
* 2: Time to defend in seconds <NUMBER>
* 3: Amount of funds the company receives if the task is successful <NUMBER> (default: 0)
* 4: Amount of rating the company and player lose if the task is failed <NUMBER> (default: 0)
* 5: Amount of rating the company and player receive if the task is successful <NUMBER> (default: 0)
* 6: Should the mission end (MissionSuccess) if the task is successful <BOOL> (default: false)
* 7: Should the mission end (MissionFailed) if the task is failed <BOOL> (default: false)
* 8: Enemy wave count <NUMBER> (default: 3)
* 9: Time between waves in seconds <NUMBER> (default: 300)
* 10: Minimum BLUFOR units required in zone <NUMBER> (default: 1)
*
* Return Value:
* None
*
* Example:
* ["defend_zone_1", "defend_marker", 900, 500000, -100, 400, false, false, 3, 300, 1] spawn forge_client_task_fnc_defend;
*
* Public: Yes
*/
params [["_taskID", "", [""]], ["_defenseZone", "", [""]], ["_defendTime", 600, [0]], ["_companyFunds", 0, [0]], ["_ratingFail", 0, [0]], ["_ratingSuccess", 0, [0]], ["_endSuccess", false, [false]], ["_endFail", false, [false]], ["_waveCount", 3, [0]], ["_waveCooldown", 300, [0]], ["_minBlufor", 1, [0]]];
if (_defenseZone == "" || !(markerShape _defenseZone in ["RECTANGLE", "ELLIPSE"])) exitWith { diag_log format ["ERROR: Invalid defense zone marker: %1", _defenseZone]; };
private _result = 0;
private _startTime = time;
private _nextWaveTime = _startTime;
private _currentWave = 0;
private _zoneEmptyCounter = 0;
private _warningIssued = false;
waitUntil {
sleep 1;
private _bluforInZone = count (allUnits select {
_x isKindOf "CAManBase" &&
{side _x == west} &&
{alive _x}
} inAreaArray _defenseZone);
private _timeElapsed = time - _startTime;
if (_bluforInZone < _minBlufor) then {
_zoneEmptyCounter = _zoneEmptyCounter + 1;
if (_zoneEmptyCounter == 15 && !_warningIssued) then {
["Warning", ["Defense Zone Empty!", "Return to the defense zone immediately!"]] remoteExec ["BIS_fnc_showNotification", 0];
_warningIssued = true;
};
} else {
_zoneEmptyCounter = 0;
_warningIssued = false;
};
if (_currentWave < _waveCount && time >= _nextWaveTime) then {
[_defenseZone, _taskID, _currentWave] call FUNC(spawnEnemyWave);
_currentWave = _currentWave + 1;
_nextWaveTime = time + _waveCooldown;
["IncomingQRF", ["Enemy forces approaching!", format ["Wave %1 of %2", _currentWave, _waveCount]]] remoteExec ["BIS_fnc_showNotification", 0];
};
if (_zoneEmptyCounter >= 30) then { _result = 1; };
(_result == 1) or ((_bluforInZone >= _minBlufor) && (_timeElapsed >= _defendTime) && (_currentWave >= _waveCount));
};
if (_result == 1) then {
[_taskID, "FAILED"] call BFUNC(taskSetState);
if (_endFail) then {
["MissionFail", false] remoteExecCall ["BIS_fnc_endMission", playerSide];
};
// ["deduct", _ratingFail] remoteExecCall ["forge_server_rating_fnc_handleRating", 2];
[_ratingFail] call EFUNC(org,addReputation);
[format ["Task failed: %1 reputation", _ratingFail], "warning", 5, "right"] call EFUNC(misc,notify);
} else {
[_taskID, "SUCCEEDED"] call BFUNC(taskSetState);
if (_endSuccess) then {
["MissionSuccess", false] remoteExecCall ["BIS_fnc_endMission", playerSide];
};
// ["advance", _ratingSuccess] remoteExecCall ["forge_server_rating_fnc_handleRating", 2];
[_ratingSuccess] call EFUNC(org,addReputation);
[format ["Task succeeded: %1 reputation", _ratingSuccess], "success", 5, "right"] call EFUNC(misc,notify);
sleep 1;
{ [_x, _ratingSuccess] remoteExec ["addRating", -2] } forEach allPlayers;
// ["advance", _companyFunds] remoteExecCall ["forge_server_money_fnc_handleFunds", 2];
[_companyFunds] call EFUNC(org,addFunds);
[format ["Task succeeded: %1 funds", _companyFunds], "success", 5, "right"] call EFUNC(misc,notify);
};

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@ -0,0 +1,60 @@
#include "..\script_component.hpp"
/*
* Author: IDSolutions
* Creates a defend task module
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* call forge_client_task_fnc_defendModule;
*
* Public: No
*/
// Module category
private _category = "Forge Tasks";
private _subCategory = "Defense Tasks";
// Create the module
private _module = createDialog "RscDisplayAttributes";
_module setVariable ["category", _category];
_module setVariable ["subcategory", _subCategory];
_module setVariable ["description", "Configure a defend task"];
// Add fields for task configuration
[_module, "Task ID", "taskID", "", true] call BIS_fnc_addAttribute;
[_module, "Defense Zone Marker", "defenseZone", "", true] call BIS_fnc_addAttribute;
[_module, "Defense Time (seconds)", "defendTime", "600", true] call BIS_fnc_addAttribute;
[_module, "Min BLUFOR in Zone", "minBlufor", "1", true] call BIS_fnc_addAttribute;
[_module, "Company Funds Reward", "companyFunds", "500000", true] call BIS_fnc_addAttribute;
[_module, "Rating Loss on Fail", "ratingFail", "-100", true] call BIS_fnc_addAttribute;
[_module, "Rating Gain on Success", "ratingSuccess", "400", true] call BIS_fnc_addAttribute;
[_module, "End Mission on Success", "endSuccess", "false", false] call BIS_fnc_addAttribute;
[_module, "End Mission on Fail", "endFail", "false", false] call BIS_fnc_addAttribute;
[_module, "Enemy Wave Count", "waveCount", "3", false] call BIS_fnc_addAttribute;
[_module, "Time Between Waves (seconds)", "waveCooldown", "300", false] call BIS_fnc_addAttribute;
// Add confirm button handler
_module setVariable ["onConfirm", {
params ["_module"];
private _taskID = _module getVariable ["taskID", ""];
private _defenseZone = _module getVariable ["defenseZone", ""];
private _defendTime = parseNumber (_module getVariable ["defendTime", "600"]);
private _companyFunds = parseNumber (_module getVariable ["companyFunds", "500000"]);
private _ratingFail = parseNumber (_module getVariable ["ratingFail", "-100"]);
private _ratingSuccess = parseNumber (_module getVariable ["ratingSuccess", "400"]);
private _endSuccess = _module getVariable ["endSuccess", "false"] == "true";
private _endFail = _module getVariable ["endFail", "false"] == "true";
private _waveCount = parseNumber (_module getVariable ["waveCount", "3"]);
private _waveCooldown = parseNumber (_module getVariable ["waveCooldown", "300"]);
private _minBlufor = parseNumber (_module getVariable ["minBlufor", "1"]);
// Create the task
private _params = [_taskID, _defenseZone, _defendTime, _companyFunds, _ratingFail, _ratingSuccess, _endSuccess, _endFail, _waveCount, _waveCooldown, _minBlufor];
["defend", _params] remoteExec ["forge_client_task_fnc_handler", 2, false];
}];

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@ -6,7 +6,7 @@
*
* Arguments:
* 0: Type of task <STRING>
* 1: Params for task <ARRAY>
* 1: Arguments for task <ARRAY>
* 2: Minimum rating for task <NUMBER> (default: nil)
*
* Return Value:
@ -24,6 +24,7 @@ private _thread = 0;
GVAR(acceptTask) = false;
// TODO: Use player organization rating instead of global company rating
if (isNil "companyRating") then { companyRating = 0; };
private _companyRating = companyRating;
@ -48,6 +49,10 @@ switch (_taskType) do {
private _thread = _args spawn FUNC(delivery);
waitUntil { sleep 2; scriptDone _thread };
};
case "defend": {
private _thread = _args spawn FUNC(defend);
waitUntil { sleep 2; scriptDone _thread };
};
case "hostage": {
private _thread = _args spawn FUNC(hostage);
waitUntil { sleep 2; scriptDone _thread };

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@ -0,0 +1,83 @@
#include "..\script_component.hpp"
/*
* Author: IDSolutions
* Spawns an enemy wave for a defense task
*
* Arguments:
* 0: Defense zone marker name <STRING>
* 1: Task ID <STRING>
* 2: Wave number (0-based) <NUMBER>
*
* Return Value:
* None
*
* Example:
* ["defend_marker", "defend_1", 0] call forge_client_task_fnc_spawnEnemyWave;
*
* Public: No
*/
params [["_defenseZone", "", [""]], ["_taskID", "", [""]], ["_waveNumber", 0, [0]]];
if (_defenseZone == "") exitWith { diag_log "ERROR: No defense zone provided for enemy wave spawn"; };
// TODO: Add unit types to mission config
private _basicTypes = ["O_Soldier_F", "O_Soldier_AR_F", "O_Soldier_GL_F", "O_medic_F"];
private _specialTypes = ["O_Soldier_LAT_F", "O_soldier_M_F", "O_Soldier_TL_F", "O_Soldier_SL_F"];
private _eliteTypes = ["O_Soldier_HAT_F", "O_Soldier_AA_F", "O_engineer_F", "O_Sharpshooter_F"];
private _unitCount = 6 + (_waveNumber * 2); // TODO: Make this configurable in mission config
private _specialChance = 0.2 + (_waveNumber * 0.1); // TODO: Make this configurable in mission config
private _eliteChance = (_waveNumber * 0.05); // TODO: Make this configurable in mission config
private _center = getMarkerPos _defenseZone;
private _radius = (getMarkerSize _defenseZone select 0) max (getMarkerSize _defenseZone select 1);
private _spawnRadius = _radius + 150;
private _spawnPositions = [];
for "_i" from 0 to 3 do {
private _angle = _i * 90;
private _variance = 45;
private _spawnAngle = _angle + (random (_variance * 2) - _variance);
private _spawnDist = _spawnRadius + (random 50 - 25);
private _spawnX = (_center select 0) + (_spawnDist * cos _spawnAngle);
private _spawnY = (_center select 1) + (_spawnDist * sin _spawnAngle);
private _spawnPos = [_spawnX, _spawnY, 0];
private _safePos = _spawnPos findEmptyPosition [0, 50, "O_Soldier_F"];
if (count _safePos > 0) then {
_spawnPositions pushBack _safePos;
};
};
private _groups = [];
{
private _groupSize = ceil(_unitCount / (count _spawnPositions));
private _group = createGroup east;
_groups pushBack _group;
for "_i" from 1 to _groupSize do {
private _unitType = _basicTypes select (floor random count _basicTypes);
private _roll = random 1;
if (_roll < _eliteChance) then {
_unitType = _eliteTypes select (floor random count _eliteTypes);
} else {
if (_roll < _specialChance) then {
_unitType = _specialTypes select (floor random count _specialTypes);
};
};
private _unit = _group createUnit [_unitType, _x, [], 0, "NONE"];
_unit setVariable ["assignedTask", _taskID, true];
_unit setBehaviour "AWARE";
_unit setSpeedMode "NORMAL";
_unit enableDynamicSimulation true;
};
[_group, _center, _radius * 0.75] call CBA_fnc_taskDefend;
} forEach _spawnPositions;
diag_log format ["Spawned defense wave %1 for task %2 with %3 units", _waveNumber + 1, _taskID, _unitCount];