- add the imported server task addon to the current framework with task ownership, task catalog, mission-manager attack generation, org-owned reward routing, participant notifications, and reputation syncing - restructure org persistence so core org data, assets, fleet, and members are handled through the current Redis/extension model with matching Rust repository and service updates - wire the client CAD addon into the framework, actor device action, shared web UI bridge pattern, and task listing/acceptance flow - add a source-driven CAD web UI layout with ui.config.mjs and extend the shared web UI builder to support custom HTML template pages for multi-surface UIs
115 lines
4.1 KiB
Plaintext
115 lines
4.1 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: IDSolutions
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* Registers an destroy 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 targets escaped to fail the task <NUMBER>
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* 2: Amount of targets eliminated 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: Amount of time before target(s) escape <NUMBER> (default: -1)
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* 9: Equipment rewards <ARRAY> (default: [])
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* 10: Supply rewards <ARRAY> (default: [])
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* 11: Weapon rewards <ARRAY> (default: [])
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* 12: Vehicle rewards <ARRAY> (default: [])
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* 13: 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", 1, 2, 250000, -75, 300, false, false] spawn forge_server_task_fnc_destroy;
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* ["task_name", 1, 2, 250000, -75, 300, false, false, 45] spawn forge_server_task_fnc_destroy;
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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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["_time", -1, [0]],
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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 _targets = [];
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waitUntil {
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sleep 1;
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_targets = GVAR(TaskStore) call ["getTaskEntities", ["targets", _taskID]];
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GVAR(TaskStore) call ["trackParticipants", [_taskID, _targets, "", 300]];
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count _targets > 0
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};
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_targets = GVAR(TaskStore) call ["getTaskEntities", ["targets", _taskID]];
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private _startTime = if (!isNil "_time") then { floor(time) } else { nil };
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waitUntil {
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sleep 1;
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GVAR(TaskStore) call ["trackParticipants", [_taskID, _targets, "", 300]];
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private _targetsDestroyed = ({ !alive _x } count _targets);
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if (!isNil "_time") then {
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private _timeExpired = (floor time - _startTime >= _time);
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if (_targetsDestroyed < _limitSuccess && _timeExpired) then { _result = 1; };
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(_result == 1) or (_targetsDestroyed >= _limitSuccess)
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} else {
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(_targetsDestroyed >= _limitSuccess)
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};
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};
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if (_result == 1) then {
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{ deleteVehicle _x } forEach _targets;
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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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GVAR(TaskStore) call ["clearTask", [_taskID]];
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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 _targets;
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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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GVAR(TaskStore) call ["clearTask", [_taskID]];
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if (_endSuccess) then { ["MissionSuccess", true] remoteExecCall ["BIS_fnc_endMission", playerSide]; };
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};
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