- 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.
119 lines
4.4 KiB
Plaintext
119 lines
4.4 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: IDSolutions
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* Registers a defuse task
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*
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* Arguments:
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* 0: ID of the task <STRING>
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* 1: Amount of entities destroyed to fail the task <NUMBER>
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* 2: Amount of ieds defused to complete the task <NUMBER>
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* 3: Amount of funds the company recieves if the task is successful <NUMBER> (default: 0)
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* 4: Amount of rating the company and player lose if the task is failed <NUMBER> (default: 0)
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* 5: Amount of rating the company and player recieve if the task is successful <NUMBER> (default: 0)
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* 6: Should the mission end (MissionSuccess) if the task is successful <BOOL> (default: false)
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* 7: Should the mission end (MissionFailed) if the task is failed <BOOL> (default: false)
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* 8: Equipment rewards <ARRAY> (default: [])
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* 9: Supply rewards <ARRAY> (default: [])
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* 10: Weapon rewards <ARRAY> (default: [])
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* 11: Vehicle rewards <ARRAY> (default: [])
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* 12: Special rewards <ARRAY> (default: [])
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*
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* Return Value:
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* None
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*
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* Example:
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* ["task_name", 2, 3, 375000, -75, 300, false, false] spawn forge_server_task_fnc_defuse;
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*
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* Public: Yes
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*/
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params [
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["_taskID", "", [""]],
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["_limitFail", -1, [0]],
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["_limitSuccess", -1, [0]],
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["_companyFunds", 0, [0]],
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["_ratingFail", 0, [0]],
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["_ratingSuccess", 0, [0]],
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["_endSuccess", false, [false]],
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["_endFail", false, [false]],
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["_equipmentRewards", [], [[]]],
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["_supplyRewards", [], [[]]],
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["_weaponRewards", [], [[]]],
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["_vehicleRewards", [], [[]]],
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["_specialRewards", [], [[]]]
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];
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private _result = 0;
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private _ieds = [];
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waitUntil {
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sleep 1;
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_ieds = GVAR(TaskStore) call ["getTaskEntities", ["ieds", _taskID]];
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count _ieds > 0
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};
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_ieds = GVAR(TaskStore) call ["getTaskEntities", ["ieds", _taskID]];
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private _entities = GVAR(TaskStore) call ["getTaskEntities", ["entities", _taskID]];
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private _requiredDefusals = if (_limitSuccess < 0) then { count _ieds } else { _limitSuccess };
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private _maxProtectedLosses = if (_limitFail < 0) then { count _entities } else { _limitFail };
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private _entitiesDestroyed = 0;
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private _defusedCount = 0;
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private _shouldFail = false;
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private _shouldSucceed = false;
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private _done = false;
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waitUntil {
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sleep 1;
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GVAR(TaskStore) call ["trackParticipants", [_taskID, _ieds + _entities, "", 250]];
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_entitiesDestroyed = ({ !alive _x } count _entities);
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_defusedCount = GVAR(TaskStore) call ["getDefuseCount", [_taskID]];
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_shouldFail = (_maxProtectedLosses > 0) && { _entitiesDestroyed >= _maxProtectedLosses };
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_shouldSucceed = (_requiredDefusals > 0) && { _defusedCount >= _requiredDefusals } && { (_maxProtectedLosses <= 0) || { _entitiesDestroyed < _maxProtectedLosses } };
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_done = false;
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if (_shouldFail) then { _result = 1; };
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if ((_result == 1) or _shouldSucceed) then { _done = true; };
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_done
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};
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if (_result == 1) then {
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{ deleteVehicle _x } forEach _ieds;
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{ deleteVehicle _x } forEach _entities;
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[_taskID, "FAILED"] call BFUNC(taskSetState);
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sleep 1;
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GVAR(TaskStore) call ["notifyParticipants", [_taskID, "warning", "Tasks", format ["Task failed: %1 reputation", _ratingFail]]];
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GVAR(TaskStore) call ["applyRatingOutcome", [_taskID, _ratingFail]];
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if (_endFail) then { ["MissionFail", false] remoteExecCall ["BIS_fnc_endMission", playerSide]; };
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} else {
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{ deleteVehicle _x } forEach _ieds;
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{ deleteVehicle _x } forEach _entities;
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private _rewards = createHashMap;
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_rewards set ["funds", _companyFunds];
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if (_equipmentRewards isNotEqualTo []) then { _rewards set ["equipment", _equipmentRewards]; };
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if (_supplyRewards isNotEqualTo []) then { _rewards set ["supplies", _supplyRewards]; };
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if (_weaponRewards isNotEqualTo []) then { _rewards set ["weapons", _weaponRewards]; };
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if (_vehicleRewards isNotEqualTo []) then { _rewards set ["vehicles", _vehicleRewards]; };
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if (_specialRewards isNotEqualTo []) then { _rewards set ["special", _specialRewards]; };
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[_taskID, _rewards] call FUNC(handleTaskRewards);
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[_taskID, "SUCCEEDED"] call BFUNC(taskSetState);
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sleep 1;
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GVAR(TaskStore) call ["notifyParticipants", [_taskID, "success", "Tasks", format ["Task completed: %1 reputation, $%2 funds", _ratingSuccess, [_companyFunds] call EFUNC(common,formatNumber)]]];
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GVAR(TaskStore) call ["applyRatingOutcome", [_taskID, _ratingSuccess]];
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if (_endSuccess) then { ["MissionSuccess", true] remoteExecCall ["BIS_fnc_endMission", playerSide]; };
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};
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GVAR(TaskStore) call ["clearTask", [_taskID]];
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