client/addons/task/functions/fnc_attack.sqf
Jacob Schmidt 86ae5c4248 feat: Implement task rewards and penalties
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.
2025-05-25 14:20:36 -05:00

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#include "..\script_component.hpp"
/*
* Author: IDSolutions
* Registers an attack task
*
* Arguments:
* 0: ID of the task <STRING>
* 1: Amount of targets escaped to fail the task <NUMBER>
* 2: Amount of targets eliminated to complete the task <NUMBER>
* 3: Amount of funds the company recieves 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 recieve 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: Amount of time before target(s) escape <NUMBER> (default: -1)
* 9: Equipment rewards <ARRAY> (default: [])
* 10: Supply rewards <ARRAY> (default: [])
* 11: Weapon rewards <ARRAY> (default: [])
* 12: Vehicle rewards <ARRAY> (default: [])
* 13: Special rewards <ARRAY> (default: [])
*
* Return Value:
* None
*
* Example:
* ["task_name", 1, 2, 1500000, -75, 375, false, false] spawn forge_client_task_fnc_attack;
* ["task_name", 1, 2, 1500000, -75, 375, false, false, 45] spawn forge_client_task_fnc_attack;
*
* Public: Yes
*/
params [
["_taskID", "", [""]],
["_limitFail", -1, [0]],
["_limitSuccess", -1, [0]],
["_companyFunds", 0, [0]],
["_ratingFail", 0, [0]],
["_ratingSuccess", 0, [0]],
["_endSuccess", false, [false]],
["_endFail", false, [false]],
["_time", -1, [0]],
["_equipmentRewards", [], [[]]],
["_supplyRewards", [], [[]]],
["_weaponRewards", [], [[]]],
["_vehicleRewards", [], [[]]],
["_specialRewards", [], [[]]]
];
private _result = 0;
waitUntil {
sleep 1;
_targets = GVAR(allTargets) select { (_x getVariable ["assignedTask", ""]) == _taskID };
count _targets > 0
};
private _targets = GVAR(allTargets) select { (_x getVariable ["assignedTask", ""]) == _taskID };
private _startTime = if (!isNil "_time") then { floor(time) } else { nil };
waitUntil {
sleep 1;
private _targetsKilled = ({ !alive _x } count _targets);
if (_time isNotEqualTo -1) then {
private _timeExpired = (floor time - _startTime >= _time);
if (_targetsKilled < _limitSuccess && _timeExpired) then { _result = 1; };
(_result == 1) or (_targetsKilled >= _limitSuccess)
} else {
(_targetsKilled >= _limitSuccess)
};
};
if (_result == 1) then {
{ deleteVehicle _x } forEach _targets;
[_taskID, "FAILED"] call BFUNC(taskSetState);
private _penalties = createHashMap;
_penalties set ["reputation", _ratingFail];
[_taskID, _penalties] call FUNC(handleTaskRewards);
sleep 1;
{ [_x, _ratingFail] remoteExec ["addRating", -2] } forEach allPlayers;
[format ["Task failed: %1 reputation", _ratingFail], "warning", 5, "right"] call EFUNC(misc,notify);
if (_endFail) then { ["MissionFail", false] remoteExecCall ["BIS_fnc_endMission", playerSide]; };
} else {
{ deleteVehicle _x } forEach _targets;
private _rewards = createHashMap;
_rewards set ["funds", _companyFunds];
_rewards set ["reputation", _ratingSuccess];
if (count _equipmentRewards > 0) then { _rewards set ["equipment", _equipmentRewards]; };
if (count _supplyRewards > 0) then { _rewards set ["supplies", _supplyRewards]; };
if (count _weaponRewards > 0) then { _rewards set ["weapons", _weaponRewards]; };
if (count _vehicleRewards > 0) then { _rewards set ["vehicles", _vehicleRewards]; };
if (count _specialRewards > 0) then { _rewards set ["special", _specialRewards]; };
[_taskID, _rewards] call FUNC(handleTaskRewards);
[_taskID, "SUCCEEDED"] call BIS_fnc_taskSetState;
sleep 1;
{ [_x, _ratingSuccess] remoteExec ["addRating", -2] } forEach allPlayers;
[format ["Task completed: %1 reputation", _ratingSuccess], "success", 5, "right"] call EFUNC(misc,notify);
[format ["Task completed: %1 funds", _companyFunds], "success", 5, "right"] call EFUNC(misc,notify);
if (_endSuccess) then { ["MissionSuccess", true] remoteExecCall ["BIS_fnc_endMission", playerSide]; };
};