#include "..\script_component.hpp" /* * Author: IDSolutions * Registers an attack task * * Arguments: * 0: ID of the task * 1: Amount of targets escaped to fail the task * 2: Amount of targets eliminated to complete the task * 3: Amount of funds the company recieves if the task is successful (default: 0) * 4: Amount of rating the company and player lose if the task is failed (default: 0) * 5: Amount of rating the company and player recieve if the task is successful (default: 0) * 6: Should the mission end (MissionSuccess) if the task is successful (default: false) * 7: Should the mission end (MissionFailed) if the task is failed (default: false) * 8: Amount of time before target(s) escape (default: 0, 0 = no limit) * 9: Equipment rewards (default: []) * 10: Supply rewards (default: []) * 11: Weapon rewards (default: []) * 12: Vehicle rewards (default: []) * 13: Special rewards (default: []) * * Return Value: * None * * Example: * ["task_name", 1, 2, 1500000, -75, 375, false, false] spawn forge_server_task_fnc_attack; * ["task_name", 1, 2, 1500000, -75, 375, false, false, 45] spawn forge_server_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]], ["_timeLimit", 0, [0]], ["_equipmentRewards", [], [[]]], ["_supplyRewards", [], [[]]], ["_weaponRewards", [], [[]]], ["_vehicleRewards", [], [[]]], ["_specialRewards", [], [[]]] ]; private _result = 0; private _targets = []; waitUntil { sleep 1; _targets = GVAR(TaskStore) call ["getTaskEntities", ["targets", _taskID]]; GVAR(TaskStore) call ["trackParticipants", [_taskID, _targets, "", 300]]; count _targets > 0 }; _targets = GVAR(TaskStore) call ["getTaskEntities", ["targets", _taskID]]; private _startTime = if (_timeLimit isNotEqualTo 0) then { floor(time) } else { nil }; waitUntil { sleep 1; GVAR(TaskStore) call ["trackParticipants", [_taskID, _targets, "", 300]]; private _targetsKilled = ({ !alive _x } count _targets); if (_timeLimit isNotEqualTo 0) then { private _timeExpired = (floor time - _startTime >= _timeLimit); 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); GVAR(TaskStore) call ["setTaskStatus", [_taskID, "failed"]]; sleep 1; GVAR(TaskStore) call ["notifyParticipants", [_taskID, "warning", "Tasks", format ["Task failed: %1 reputation", _ratingFail]]]; GVAR(TaskStore) call ["applyRatingOutcome", [_taskID, _ratingFail]]; GVAR(TaskStore) call ["clearTask", [_taskID]]; if (_endFail) then { ["MissionFail", false] remoteExecCall ["BIS_fnc_endMission", playerSide]; }; } else { { deleteVehicle _x } forEach _targets; private _rewards = createHashMap; _rewards set ["funds", _companyFunds]; if (_equipmentRewards isNotEqualTo []) then { _rewards set ["equipment", _equipmentRewards]; }; if (_supplyRewards isNotEqualTo []) then { _rewards set ["supplies", _supplyRewards]; }; if (_weaponRewards isNotEqualTo []) then { _rewards set ["weapons", _weaponRewards]; }; if (_vehicleRewards isNotEqualTo []) then { _rewards set ["vehicles", _vehicleRewards]; }; if (_specialRewards isNotEqualTo []) then { _rewards set ["special", _specialRewards]; }; [_taskID, _rewards] call FUNC(handleTaskRewards); [_taskID, "SUCCEEDED"] call BFUNC(taskSetState); GVAR(TaskStore) call ["setTaskStatus", [_taskID, "succeeded"]]; sleep 1; GVAR(TaskStore) call ["notifyParticipants", [_taskID, "success", "Tasks", format ["Task completed: %1 reputation, $%2 funds", _ratingSuccess, [_companyFunds] call EFUNC(common,formatNumber)]]]; GVAR(TaskStore) call ["applyRatingOutcome", [_taskID, _ratingSuccess]]; GVAR(TaskStore) call ["clearTask", [_taskID]]; if (_endSuccess) then { ["MissionSuccess", true] remoteExecCall ["BIS_fnc_endMission", playerSide]; }; };