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 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_server_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 {
["ERROR", format ["Invalid defense zone marker: %1", _defenseZone]] call EFUNC(common,log);
};
private _result = 0;
private _startTime = -1;
private _nextWaveTime = -1;
private _currentWave = 0;
private _zoneEmptyCounter = 0;
private _warningIssued = false;
private _defenseStarted = false;
waitUntil {
sleep 1;
GVAR(TaskStore) call ["isTaskAccepted", [_taskID]]
};
waitUntil {
sleep 1;
GVAR(TaskStore) call ["trackParticipants", [_taskID, [], _defenseZone, 0]];
private _bluforInZone = count (allUnits select { _x isKindOf "CAManBase" && { side _x == west } && { alive _x }} inAreaArray _defenseZone);
private _readyToStart = _bluforInZone >= _minBlufor;
if (_readyToStart) then {
_defenseStarted = true;
_startTime = time;
_nextWaveTime = _startTime;
GVAR(TaskStore) call ["notifyParticipants", [_taskID, "info", "Tasks", "Defense has started. Hold the zone."]];
};
_readyToStart
};
waitUntil {
sleep 1;
GVAR(TaskStore) call ["trackParticipants", [_taskID, [], _defenseZone, 0]];
private _bluforInZone = count (allUnits select { _x isKindOf "CAManBase" && { side _x == west } && { alive _x }} inAreaArray _defenseZone);
private _timeElapsed = if (_defenseStarted) then { time - _startTime } else { 0 };
if (_bluforInZone < _minBlufor) then {
_zoneEmptyCounter = _zoneEmptyCounter + 1;
if (_zoneEmptyCounter == 15 && !_warningIssued) then {
GVAR(TaskStore) call ["notifyParticipants", [_taskID, "warning", "Tasks", "Defense zone is empty. Return immediately."]];
_warningIssued = true;
};
} else {
_zoneEmptyCounter = 0;
_warningIssued = false;
};
if (_currentWave < _waveCount && _defenseStarted && { time >= _nextWaveTime }) then {
[_defenseZone, _taskID, _currentWave] call FUNC(spawnEnemyWave);
_currentWave = _currentWave + 1;
_nextWaveTime = time + _waveCooldown;
GVAR(TaskStore) call ["notifyParticipants", [_taskID, "info", "Tasks", format ["Enemy forces approaching. Wave %1 of %2.", _currentWave, _waveCount]]];
};
if (_zoneEmptyCounter >= 30) then { _result = 1; };
(_result == 1) or ((_bluforInZone >= _minBlufor) && (_timeElapsed >= _defendTime) && (_currentWave >= _waveCount));
};
if (_result == 1) then {
[_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]];
GVAR(TaskStore) call ["clearTask", [_taskID]];
if (_endFail) then { ["MissionFail", false] remoteExecCall ["BIS_fnc_endMission", playerSide]; };
} else {
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]];
GVAR(TaskStore) call ["clearTask", [_taskID]];
if (_endSuccess) then { ["MissionSuccess", true] remoteExecCall ["BIS_fnc_endMission", playerSide]; };
};