client/addons/task/functions/fnc_defend.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 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)
* 11: Equipment rewards <ARRAY> (default: [])
* 12: Supply rewards <ARRAY> (default: [])
* 13: Weapon rewards <ARRAY> (default: [])
* 14: Vehicle rewards <ARRAY> (default: [])
* 15: Special rewards <ARRAY> (default: [])
*
* Return Value:
* None
*
* Example:
* ["defend_zone_1", "defend_marker", 900, 500000, -100, 400, false, false, 3, 300, 1, ["ItemGPS"], ["FirstAidKit"], ["arifle_MX_F"], ["B_MRAP_01_F"], ["B_UAV_01_F"]] 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]],
["_equipmentRewards", [], [[]]],
["_supplyRewards", [], [[]]],
["_weaponRewards", [], [[]]],
["_vehicleRewards", [], [[]]],
["_specialRewards", [], [[]]]
];
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);
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 {
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]; };
};