
This commit introduces a new task reward and penalty system. The following changes were made: - Added `handleTaskRewards` to `XEH_PREP.hpp` for pre-processing. - Added parameters for equipment, supply, weapon, vehicle, and special rewards to the task definition functions (`fnc_defuse.sqf`, `fnc_destroy.sqf`, `fnc_attack.sqf`, `fnc_hvt.sqf`, `fnc_delivery.sqf`, `fnc_defend.sqf`, `fnc_hostage.sqf`). - Modified task completion logic to handle rewards and penalties using the new `handleTaskRewards` function. - Replaced direct reputation and fund modifications with the new reward system. - Updated documentation to reflect the new reward parameters.
117 lines
4.0 KiB
Plaintext
117 lines
4.0 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: IDSolutions
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* Registers an attack task
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*
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* Arguments:
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* 0: ID of the task <STRING>
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* 1: Amount of targets escaped to fail the task <NUMBER>
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* 2: Amount of targets eliminated to complete the task <NUMBER>
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* 3: Amount of funds the company recieves if the task is successful <NUMBER> (default: 0)
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* 4: Amount of rating the company and player lose if the task is failed <NUMBER> (default: 0)
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* 5: Amount of rating the company and player recieve if the task is successful <NUMBER> (default: 0)
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* 6: Should the mission end (MissionSuccess) if the task is successful <BOOL> (default: false)
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* 7: Should the mission end (MissionFailed) if the task is failed <BOOL> (default: false)
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* 8: Amount of time before target(s) escape <NUMBER> (default: -1)
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* 9: Equipment rewards <ARRAY> (default: [])
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* 10: Supply rewards <ARRAY> (default: [])
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* 11: Weapon rewards <ARRAY> (default: [])
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* 12: Vehicle rewards <ARRAY> (default: [])
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* 13: Special rewards <ARRAY> (default: [])
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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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* ["task_name", 1, 2, 1500000, -75, 375, false, false] spawn forge_client_task_fnc_attack;
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* ["task_name", 1, 2, 1500000, -75, 375, false, false, 45] spawn forge_client_task_fnc_attack;
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*
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* Public: Yes
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*/
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params [
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["_taskID", "", [""]],
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["_limitFail", -1, [0]],
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["_limitSuccess", -1, [0]],
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["_companyFunds", 0, [0]],
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["_ratingFail", 0, [0]],
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["_ratingSuccess", 0, [0]],
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["_endSuccess", false, [false]],
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["_endFail", false, [false]],
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["_time", -1, [0]],
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["_equipmentRewards", [], [[]]],
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["_supplyRewards", [], [[]]],
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["_weaponRewards", [], [[]]],
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["_vehicleRewards", [], [[]]],
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["_specialRewards", [], [[]]]
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];
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private _result = 0;
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waitUntil {
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sleep 1;
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_targets = GVAR(allTargets) select { (_x getVariable ["assignedTask", ""]) == _taskID };
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count _targets > 0
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};
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private _targets = GVAR(allTargets) select { (_x getVariable ["assignedTask", ""]) == _taskID };
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private _startTime = if (!isNil "_time") then { floor(time) } else { nil };
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waitUntil {
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sleep 1;
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private _targetsKilled = ({ !alive _x } count _targets);
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if (_time isNotEqualTo -1) then {
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private _timeExpired = (floor time - _startTime >= _time);
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if (_targetsKilled < _limitSuccess && _timeExpired) then { _result = 1; };
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(_result == 1) or (_targetsKilled >= _limitSuccess)
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} else {
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(_targetsKilled >= _limitSuccess)
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};
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};
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if (_result == 1) then {
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{ deleteVehicle _x } forEach _targets;
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[_taskID, "FAILED"] call BFUNC(taskSetState);
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private _penalties = createHashMap;
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_penalties set ["reputation", _ratingFail];
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[_taskID, _penalties] call FUNC(handleTaskRewards);
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sleep 1;
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{ [_x, _ratingFail] remoteExec ["addRating", -2] } forEach allPlayers;
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[format ["Task failed: %1 reputation", _ratingFail], "warning", 5, "right"] call EFUNC(misc,notify);
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if (_endFail) then { ["MissionFail", false] remoteExecCall ["BIS_fnc_endMission", playerSide]; };
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} else {
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{ deleteVehicle _x } forEach _targets;
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private _rewards = createHashMap;
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_rewards set ["funds", _companyFunds];
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_rewards set ["reputation", _ratingSuccess];
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if (count _equipmentRewards > 0) then { _rewards set ["equipment", _equipmentRewards]; };
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if (count _supplyRewards > 0) then { _rewards set ["supplies", _supplyRewards]; };
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if (count _weaponRewards > 0) then { _rewards set ["weapons", _weaponRewards]; };
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if (count _vehicleRewards > 0) then { _rewards set ["vehicles", _vehicleRewards]; };
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if (count _specialRewards > 0) then { _rewards set ["special", _specialRewards]; };
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[_taskID, _rewards] call FUNC(handleTaskRewards);
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[_taskID, "SUCCEEDED"] call BIS_fnc_taskSetState;
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sleep 1;
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{ [_x, _ratingSuccess] remoteExec ["addRating", -2] } forEach allPlayers;
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[format ["Task completed: %1 reputation", _ratingSuccess], "success", 5, "right"] call EFUNC(misc,notify);
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[format ["Task completed: %1 funds", _companyFunds], "success", 5, "right"] call EFUNC(misc,notify);
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if (_endSuccess) then { ["MissionSuccess", true] remoteExecCall ["BIS_fnc_endMission", playerSide]; };
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}; |