- 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
127 lines
5.1 KiB
Plaintext
127 lines
5.1 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: IDSolutions
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* Registers a defend task where players must hold a zone marked by a marker
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*
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* Arguments:
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* 0: ID of the task <STRING>
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* 1: Defense zone marker name <STRING>
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* 2: Time to defend in seconds <NUMBER>
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* 3: Amount of funds the company receives 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 receive 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: Enemy wave count <NUMBER> (default: 3)
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* 9: Time between waves in seconds <NUMBER> (default: 300)
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* 10: Minimum BLUFOR units required in zone <NUMBER> (default: 1)
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* 11: Equipment rewards <ARRAY> (default: [])
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* 12: Supply rewards <ARRAY> (default: [])
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* 13: Weapon rewards <ARRAY> (default: [])
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* 14: Vehicle rewards <ARRAY> (default: [])
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* 15: 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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* ["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;
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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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["_defenseZone", "", [""]],
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["_defendTime", 600, [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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["_waveCount", 3, [0]],
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["_waveCooldown", 300, [0]],
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["_minBlufor", 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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if (_defenseZone == "" || !(markerShape _defenseZone in ["RECTANGLE", "ELLIPSE"])) exitWith {
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["ERROR", format ["Invalid defense zone marker: %1", _defenseZone]] call EFUNC(common,log);
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};
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private _result = 0;
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private _startTime = time;
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private _nextWaveTime = _startTime;
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private _currentWave = 0;
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private _zoneEmptyCounter = 0;
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private _warningIssued = false;
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waitUntil {
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sleep 1;
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GVAR(TaskStore) call ["trackParticipants", [_taskID, [], _defenseZone, 0]];
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private _bluforInZone = count (allUnits select { _x isKindOf "CAManBase" && { side _x == west } && { alive _x }} inAreaArray _defenseZone);
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private _timeElapsed = time - _startTime;
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if (_bluforInZone < _minBlufor) then {
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_zoneEmptyCounter = _zoneEmptyCounter + 1;
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if (_zoneEmptyCounter == 15 && !_warningIssued) then {
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GVAR(TaskStore) call ["notifyParticipants", [_taskID, "warning", "Tasks", "Defense zone is empty. Return immediately."]];
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_warningIssued = true;
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};
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} else {
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_zoneEmptyCounter = 0;
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_warningIssued = false;
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};
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if (_currentWave < _waveCount && time >= _nextWaveTime) then {
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[_defenseZone, _taskID, _currentWave] call FUNC(spawnEnemyWave);
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_currentWave = _currentWave + 1;
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_nextWaveTime = time + _waveCooldown;
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GVAR(TaskStore) call ["notifyParticipants", [_taskID, "info", "Tasks", format ["Enemy forces approaching. Wave %1 of %2.", _currentWave, _waveCount]]];
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};
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if (_zoneEmptyCounter >= 30) then { _result = 1; };
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(_result == 1) or ((_bluforInZone >= _minBlufor) && (_timeElapsed >= _defendTime) && (_currentWave >= _waveCount));
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};
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if (_result == 1) then {
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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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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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