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This commit introduces a basic framework for mission management. - Includes `CfgMissions.hpp` in `config.cpp`. - Adds `missionManager` to `XEH_PREP.hpp` for event handling preparation. - Adds a placeholder call to `FUNC(missionManager)` in `XEH_postInit.sqf` with a TODO comment for future implementation.
212 lines
8.6 KiB
Plaintext
212 lines
8.6 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: IDSolutions
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* Manages the dynamic mission system
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*
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* Arguments:
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* None
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*
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* Return Value:
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* None
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*
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* Example:
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* [] call forge_client_task_fnc_missionManager
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*/
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// Load mission configuration
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private _missionConfig = missionConfigFile >> "CfgMissions";
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private _weightsConfig = _missionConfig >> "MissionWeights";
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private _locationsConfig = _missionConfig >> "Locations";
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private _aiGroupsConfig = _missionConfig >> "AIGroups";
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private _missionTypesConfig = _missionConfig >> "MissionTypes";
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// Get mission weights from config
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private _missionTypes = [];
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{
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private _weight = getNumber(_weightsConfig >> configName _x);
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_missionTypes pushBack [configName _x, _weight];
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} forEach "true" configClasses _weightsConfig;
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// Function to get a suitable location for a mission type
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private _fnc_getMissionLocation = {
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params ["_type"];
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private _suitableLocations = [];
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{
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private _suitable = getArray(_x >> "suitable");
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if (_type in _suitable) then {
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_suitableLocations pushBack _x;
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};
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} forEach "true" configClasses _locationsConfig;
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selectRandom _suitableLocations
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};
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// TODO: Implement a more sophisticated AI spawning system
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// Function to spawn AI group for mission
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private _fnc_spawnAIGroup = {
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params ["_type", "_pos"];
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private _suitableGroups = [];
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{
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private _suitable = getArray(_x >> "suitable");
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if (_type in _suitable) then {
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_suitableGroups pushBack _x;
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};
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} forEach "true" configClasses _aiGroupsConfig;
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private _groupConfig = selectRandom _suitableGroups;
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if (isNil "_groupConfig") exitWith { grpNull };
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private _side = getText(_groupConfig >> "side");
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private _group = createGroup (call compile _side);
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{
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private _unitClass = getText(_x >> "vehicle");
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private _unitPos = getArray(_x >> "position");
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private _unit = _group createUnit [_unitClass, _pos vectorAdd _unitPos, [], 0, "NONE"];
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_unit setRank getText(_x >> "rank");
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} forEach "true" configClasses (_groupConfig >> "Units");
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_group
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};
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// Generate a random mission based on weights
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private _fnc_getRandomMission = {
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private _rand = random 1;
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private _cumulative = 0;
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{
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_x params ["_type", "_weight"];
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_cumulative = _cumulative + _weight;
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if (_rand <= _cumulative) exitWith { _type };
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} forEach _missionTypes;
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};
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// TODO: Implement a more sophisticated mission selection algorithm
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// Generate mission parameters based on type
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private _fnc_generateMissionParams = {
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params ["_type"];
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private _taskId = format ["task_%1_%2", _type, round(random 999999)];
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private _typeConfig = _missionTypesConfig >> (_type call CFUNC(capitalize));
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// Get location for mission
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private _location = [_type] call _fnc_getMissionLocation;
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private _pos = getArray(_location >> "position");
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private _radius = getNumber(_location >> "radius");
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// Generate rewards
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private _moneyRange = getArray(_typeConfig >> "Rewards" >> "money");
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private _repRange = getArray(_typeConfig >> "Rewards" >> "reputation");
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private _penaltyRange = getArray(_typeConfig >> "penalty");
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private _timeRange = getArray(_typeConfig >> "timeLimit");
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private _reward = _moneyRange call BIS_fnc_randomNum;
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private _reputation = _repRange call BIS_fnc_randomNum;
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private _penalty = _penaltyRange call BIS_fnc_randomNum;
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private _timeLimit = _timeRange call BIS_fnc_randomNum;
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// Generate random reward items
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private _equipmentRewards = [];
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private _supplyRewards = [];
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private _weaponRewards = [];
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private _vehicleRewards = [];
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private _specialRewards = [];
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{
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private _category = _x;
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{
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_x params ["_item", "_chance"];
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if (random 1 < _chance) then {
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switch (_category) do {
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case "equipment": { _equipmentRewards pushBack _item };
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case "supplies": { _supplyRewards pushBack _item };
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case "weapons": { _weaponRewards pushBack _item };
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case "vehicles": { _vehicleRewards pushBack _item };
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case "special": { _specialRewards pushBack _item };
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};
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};
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} forEach (getArray(_typeConfig >> "Rewards" >> _category));
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} forEach ["equipment", "supplies", "weapons", "vehicles", "special"];
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// TODO: Continue to refine mission types and their specific settings
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// Return parameters based on mission type
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switch (_type) do {
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case "attack": {
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private _group = [_type, _pos] call _fnc_spawnAIGroup;
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private _units = units _group;
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private _unitCount = count _units;
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[_taskId, _unitCount, _radius, _reward, _penalty, _reputation, false, false, _equipmentRewards, _supplyRewards, _weaponRewards, _vehicleRewards, _specialRewards]
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};
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case "defend": {
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private _minWaves = getNumber(_typeConfig >> "minWaves");
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private _maxWaves = getNumber(_typeConfig >> "maxWaves");
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private _waves = floor(random (_maxWaves - _minWaves + 1)) + _minWaves;
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private _waveCooldown = getNumber(_typeConfig >> "waveCooldown");
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[_taskId, _pos, _timeLimit, _reward, _penalty, _reputation, false, false, _waves, _waveCooldown, _radius, _equipmentRewards, _supplyRewards, _weaponRewards, _vehicleRewards, _specialRewards]
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};
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case "hostage": {
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private _hostages = getArray(_typeConfig >> "Hostages" >> "civilian");
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private _hostage = selectRandom _hostages;
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[_taskId, _hostage, _radius, _pos, _reward, _penalty, _reputation, [false, true], false, false, _equipmentRewards, _supplyRewards, _weaponRewards, _vehicleRewards, _specialRewards]
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};
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case "hvt": {
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private _targets = getArray(_typeConfig >> "Targets" >> "officer");
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private _target = selectRandom _targets;
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private _escorts = getNumber(_typeConfig >> "escorts");
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[_taskId, _target, _escorts, _pos, _reward, _penalty, _reputation, false, false, _equipmentRewards, _supplyRewards, _weaponRewards, _vehicleRewards, _specialRewards]
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};
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case "defuse": {
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private _devices = getArray(_typeConfig >> "Devices" >> "small");
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private _maxDevices = getNumber(_typeConfig >> "maxDevices");
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private _deviceCount = floor(random _maxDevices) + 1;
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[_taskId, _deviceCount, _timeLimit, _reward, _penalty, _reputation, false, false, _devices, _equipmentRewards, _supplyRewards, _weaponRewards, _vehicleRewards, _specialRewards]
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};
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case "delivery": {
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private _cargo = selectRandom (getArray(_typeConfig >> "Cargo" >> "supplies"));
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[_taskId, _pos, [_pos, _radius] call BIS_fnc_randomPos, _timeLimit, _reward, _penalty, _reputation, false, false, _cargo, _equipmentRewards, _supplyRewards, _weaponRewards, _vehicleRewards, _specialRewards]
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};
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};
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};
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// Generate and start a random mission
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private _fnc_startRandomMission = {
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private _type = call _fnc_getRandomMission;
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private _params = [_type] call _fnc_generateMissionParams;
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// Start the mission based on type
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switch (_type) do {
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case "attack": { _params spawn forge_client_task_fnc_attack };
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case "defend": { _params spawn forge_client_task_fnc_defend };
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case "hostage": { _params spawn forge_client_task_fnc_hostage };
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case "hvt": { _params spawn forge_client_task_fnc_hvt };
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case "defuse": { _params spawn forge_client_task_fnc_defuse };
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case "delivery": { _params spawn forge_client_task_fnc_delivery };
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};
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// Return the task ID for tracking
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_params select 0
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};
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// Mission queue management
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GVAR(missionQueue) = [];
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GVAR(activeMissions) = [];
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GVAR(maxConcurrentMissions) = getNumber(_missionConfig >> "maxConcurrentMissions");
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GVAR(missionInterval) = getNumber(_missionConfig >> "missionInterval");
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// Main mission manager loop
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[{
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// Check if we can generate new missions
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if (count GVAR(activeMissions) < GVAR(maxConcurrentMissions)) then {
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private _taskId = call _fnc_startRandomMission;
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GVAR(activeMissions) pushBack _taskId;
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// Clean up completed missions
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GVAR(activeMissions) = GVAR(activeMissions) select {
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!((missionNamespace getVariable [format ["FORGE_task_%1_completed", _x], false]) ||
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(missionNamespace getVariable [format ["FORGE_task_%1_failed", _x], false]))
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};
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};
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}, GVAR(missionInterval), []] call CFUNC(addPerFrameHandler); |