client/addons/task/functions/fnc_attack.sqf
Jacob Schmidt c87deec60b
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Refactor: Organization Funds, Reputation, Tasks, and Player Saving
This commit refactors how organization funds and reputation are handled, updates task completion logic to use the new organization functions, and modifies player saving to include organization data. Additionally, it introduces string serialization/deserialization and fixes a player save loop.

*   **Organization Funds and Reputation:** Replaces direct server calls for handling funds and reputation with calls to the new organization functions (`EFUNC(org,addFunds)` and `EFUNC(org,addReputation)`). This centralizes fund and reputation management within the organization store.
*   **Task Completion Logic:** Updates task completion functions (`fnc_destroy.sqf`, `fnc_attack.sqf`, `fnc_hostage.sqf`, `fnc_hvt.sqf`, `fnc_defuse.sqf`) to use the new organization functions for adding funds and reputation upon task success or failure. Also adds notifications to inform the player of reputation and fund changes.
*   **Player Saving:** Modifies the player saving function (`fnc_playerDBSave.sqf`) to include the player's organization ID in the saved data.
*   **String Serialization/Deserialization:** Adds `serializeString` and `deserializeString` PREP macros to `XEH_PREP.hpp` and uses them in `fnc_handleOrgLoad.sqf` and `fnc_create.sqf` to handle special characters in organization and member names.
*   **Player Save Loop Fix:** Removes unnecessary brackets from the `call FUNC(playerDBSave)` in `fnc_playerSaveLoop.sqf`.
*   **Organization Purchase Verification:** Adds organization ownership verification to `fnc_handlePurchase.sqf` to ensure only the owner can make purchases using organization funds.
*   **Player Initialization:** Updates `fnc_initPlayer.sqf` to retrieve and set the player's organization upon initialization.
2025-04-05 14:16:24 -05:00

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#include "..\script_component.hpp"
/*
* Author: Creedcoder, J. Schmidt
* 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: nil)
*
* 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], ["_limitSuccess", -1], ["_companyFunds", 0], ["_ratingFail", 0], ["_ratingSuccess", 0], ["_endSuccess", false], ["_endFail", false], "_time"];
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 (!isNil "_time") 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);
if (_endFail) then {
["MissionFail", false] remoteExecCall ["BIS_fnc_endMission", playerSide];
};
// ["deduct", _ratingFail] remoteExecCall ["forge_server_rating_fnc_handleRating", 2];
[_ratingFail] call EFUNC(org,addReputation);
[format ["Task failed: %1 reputation", _ratingFail], "warning", 5, "right"] call EFUNC(misc,notify);
sleep 1;
{ [_x, _ratingFail] remoteExec ["addRating", -2] } forEach allPlayers;
} else {
{ deleteVehicle _x } forEach _targets;
[_taskID, "SUCCEEDED"] call BFUNC(taskSetState);
if (_endSuccess) then {
["MissionSuccess", true] remoteExecCall ["BIS_fnc_endMission", playerSide];
};
// ["advance", _ratingSuccess] remoteExecCall ["forge_server_rating_fnc_handleRating", 2];
[_ratingSuccess] call EFUNC(org,addReputation);
[format ["Task completed: %1 reputation", _ratingSuccess], "success", 5, "right"] call EFUNC(misc,notify);
sleep 1;
{ [_x, _ratingSuccess] remoteExec ["addRating", -2] } forEach allPlayers;
// ["advance", _companyFunds] remoteExecCall ["forge_server_money_fnc_handleFunds", 2];
[_companyFunds] call EFUNC(org,addFunds);
[format ["Task completed: %1 funds", _companyFunds], "success", 5, "right"] call EFUNC(misc,notify);
};