Jacob Schmidt 07d5422091 Refactor task management system with object prototypes and enhanced logging
- Updated fnc_extCall.sqf to suppress logging for specific functions.
- Added object model prototypes for task instances in prototypes/taskObjectPrototypes.sqf.
- Enhanced README.md to document the new object model and its purpose.
- Modified XEH_postInit.sqf to improve event handling for defuse tasks.
- Updated various task functions (fnc_attack, fnc_defend, fnc_defuse, fnc_delivery, fnc_destroy, fnc_heartBeat, fnc_hostage, fnc_hvt) to include task acceptance checks.
- Improved fnc_makeHostage and fnc_makeIED to ensure proper task registration and state management.
- Introduced new methods in task object prototypes for better state management and task flow control.
2026-04-28 23:04:22 -05:00

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#include "..\script_component.hpp"
/*
* Author: IDSolutions
* Registers a defuse task
*
* Arguments:
* 0: ID of the task <STRING>
* 1: Amount of entities destroyed to fail the task <NUMBER>
* 2: Amount of ieds defused 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: Equipment rewards <ARRAY> (default: [])
* 9: Supply rewards <ARRAY> (default: [])
* 10: Weapon rewards <ARRAY> (default: [])
* 11: Vehicle rewards <ARRAY> (default: [])
* 12: Special rewards <ARRAY> (default: [])
*
* Return Value:
* None
*
* Example:
* ["task_name", 2, 3, 375000, -75, 300, false, false] spawn forge_server_task_fnc_defuse;
*
* 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]],
["_equipmentRewards", [], [[]]],
["_supplyRewards", [], [[]]],
["_weaponRewards", [], [[]]],
["_vehicleRewards", [], [[]]],
["_specialRewards", [], [[]]]
];
private _result = 0;
private _ieds = [];
waitUntil {
sleep 1;
_ieds = GVAR(TaskStore) call ["getTaskEntities", ["ieds", _taskID]];
count _ieds > 0
};
_ieds = GVAR(TaskStore) call ["getTaskEntities", ["ieds", _taskID]];
private _entities = GVAR(TaskStore) call ["getTaskEntities", ["entities", _taskID]];
private _requiredDefusals = if (_limitSuccess < 0) then { count _ieds } else { _limitSuccess };
private _maxProtectedLosses = if (_limitFail < 0) then { count _entities } else { _limitFail };
private _entitiesDestroyed = 0;
private _defusedCount = 0;
private _shouldFail = false;
private _shouldSucceed = false;
private _done = false;
waitUntil {
sleep 1;
GVAR(TaskStore) call ["trackParticipants", [_taskID, _ieds + _entities, "", 250]];
_entitiesDestroyed = ({ !alive _x } count _entities);
_defusedCount = GVAR(TaskStore) call ["getDefuseCount", [_taskID]];
_shouldFail = (_maxProtectedLosses > 0) && { _entitiesDestroyed >= _maxProtectedLosses };
_shouldSucceed = (_requiredDefusals > 0) && { _defusedCount >= _requiredDefusals } && { (_maxProtectedLosses <= 0) || { _entitiesDestroyed < _maxProtectedLosses } };
_done = false;
if (_shouldFail) then { _result = 1; };
if ((_result == 1) or _shouldSucceed) then { _done = true; };
_done
};
if (_result == 1) then {
{ deleteVehicle _x } forEach _ieds;
{ deleteVehicle _x } forEach _entities;
[_taskID, "FAILED"] call BFUNC(taskSetState);
sleep 1;
GVAR(TaskStore) call ["notifyParticipants", [_taskID, "warning", "Tasks", format ["Task failed: %1 reputation", _ratingFail]]];
GVAR(TaskStore) call ["applyRatingOutcome", [_taskID, _ratingFail]];
if (_endFail) then { ["MissionFail", false] remoteExecCall ["BIS_fnc_endMission", playerSide]; };
} else {
{ deleteVehicle _x } forEach _ieds;
{ deleteVehicle _x } forEach _entities;
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);
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]];
if (_endSuccess) then { ["MissionSuccess", true] remoteExecCall ["BIS_fnc_endMission", playerSide]; };
};
GVAR(TaskStore) call ["clearTask", [_taskID]];