client/addons/task/functions/fnc_destroy.sqf
Jacob Schmidt c6daf95415
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#include "..\script_component.hpp"
/*
* Author: Creedcoder, J. Schmidt
* Registers an destroy 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: Should the mission end (MissionSuccess) if the task is successful <BOOL> (default: false)
* 4: Should the mission end (MissionFailed) if the task is failed <BOOL> (default: false)
* 5: Amount of funds the company recieves if the task is successful <NUMBER> (default: 0)
* 6: Amount of rating the company and player lose if the task is failed <NUMBER> (default: 0)
* 7: Amount of rating the company and player recieve if the task is successful <NUMBER> (default: 0)
* 8: Amount of time before target(s) escape <NUMBER> (default: nil)
*
* Return Value:
* None
*
* Example:
* ["task_name", 1, 2, 250000, -75, 300, false, false] spawn forge_client_task_fnc_destroy;
* ["task_name", 1, 2, 250000, -75, 300, false, false, 45] spawn forge_client_task_fnc_destroy;
*
* Public: Yes
*/
// Mission Parameters from Contract via Mission Handler
params [["_taskID", ""], ["_limitFail", -1], ["_limitSuccess", -1], ["_companyFunds", 0], ["_ratingFail", 0], ["_ratingSuccess", 0], ["_endSuccess", false], ["_endFail", false], "_time"];
private _result = 0;
// Get the targets assigned to taskID
private _targets = GVAR(allTargets) select { (_x getVariable ["assignedTask", ""]) == _taskID };
// Mission Initialization.
if (!isNil "_time") then {
// Mission Watchdog checks for example Timeout, Destroyed Targets
private _startTime = floor(time);
waitUntil {
sleep 1; // Use sleep on server side!
// Timeout check
private _currTime = floor(time);
if (_currTime - _startTime >= _time) then { _result = 1; };
// Check if targets are killed
private _targetsAlive = ({ !alive _x } count _targets);
// Trigger Conditions
(_result == 1) OR (_targetsAlive >= _limitSuccess)
};
} else {
// Mission Watchdog checks for example killed Targets
waitUntil {
sleep 1; // Use sleep on server side!
// Check if targets are killed
private _targetsAlive = ({ !alive _x } count _targets);
// Trigger Conditions
(_targetsAlive >= _limitSuccess)
};
};
if (_result == 1) then {
// Mission Failed
// Clean-up Targets
{ deleteVehicle _x } forEach _targets;
// Do stuff after the Mission is failed
// Like trigger next mission step via Mission Handler, punishment or so on
[_taskID, "FAILED"] call BFUNC(taskSetState);
if (_endFail) then {
["MissionFail", false] remoteExecCall ["BIS_fnc_endMission", playerSide];
};
["deduct", _ratingFail] remoteExecCall ["forge_server_rating_fnc_handleRating", 2];
sleep 1;
{ [_x, _ratingFail] remoteExec ["addRating", -2] } forEach allPlayers;
} else {
// Mission Complete
// Clean-up Targets
{ deleteVehicle _x } forEach _targets;
// Do stuff after the Mission is completed
// Like trigger next mission step via Mission Handler, rewards or so on
[_taskID, "SUCCEEDED"] call BFUNC(taskSetState);
if (_endSuccess) then {
["MissionSuccess", true] remoteExecCall ["BIS_fnc_endMission", playerSide];
};
["advance", _ratingSuccess] remoteExecCall ["forge_server_rating_fnc_handleRating", 2];
sleep 1;
{ [_x, _ratingSuccess] remoteExec ["addRating", -2] } forEach allPlayers;
["advance", _companyFunds] remoteExecCall ["forge_server_money_fnc_handleFunds", 2];
};
// Reset Mission Spot
// Like delete Markers or other stuff for example Logging