コード例 #1
0
 public void CreateAttachedBlip(TurfZone targetZone)
 {
     if (targetZone.AttachedBlip == null)
     {
         targetZone.AttachedBlip = World.CreateBlip(targetZone.zoneBlipPosition);
     }
 }
コード例 #2
0
 public static int CompareZonesByDistToPlayer(TurfZone x, TurfZone y)
 {
     if (x == null)
     {
         if (y == null)
         {
             return(0);
         }
         else
         {
             return(-1);
         }
     }
     else
     {
         if (y == null)
         {
             return(1);
         }
         else
         {
             Vector3 playerPos = MindControl.CurrentPlayerCharacter.Position;
             return(World.GetDistance(x.zoneBlipPosition, playerPos).
                    CompareTo(World.GetDistance(y.zoneBlipPosition, playerPos)));
         }
     }
 }
コード例 #3
0
 public static int CompareZonesByValue(TurfZone x, TurfZone y)
 {
     if (x == null)
     {
         if (y == null)
         {
             return(0);
         }
         else
         {
             return(-1);
         }
     }
     else
     {
         if (y == null)
         {
             return(1);
         }
         else
         {
             return(y.value.CompareTo(x.value));
         }
     }
 }
コード例 #4
0
ファイル: GangAI.cs プロジェクト: UmReal/GTA5GangMod
        /// <summary>
        /// if this gang seems to be new, makes it take up to 3 neutral zones
        /// </summary>
        void DoInitialTakeover()
        {
            if (watchedGang.gangWeaponHashes.Count > 0 || ZoneManager.instance.GetZonesControlledByGang(watchedGang.name).Count > 2)
            {
                //we've been around for long enough to get weapons or get turf, abort
                return;
            }

            TurfZone chosenZone = ZoneManager.instance.GetRandomZone(true);

            if (chosenZone.ownerGangName == "none")
            {
                watchedGang.TakeZone(chosenZone, false);
                //we took one, now we should spread the influence around it
                for (int i = 0; i < 3; i++)
                {
                    TurfZone nearbyZone = ZoneManager.instance.GetClosestZoneToTargetZone(chosenZone, true);
                    if (nearbyZone.ownerGangName == "none")
                    {
                        watchedGang.TakeZone(nearbyZone, false);
                        //and use this new zone as reference from now on
                        chosenZone = nearbyZone;
                    }
                }
            }
            else
            {
                //no neutral turf available, abort!
                return;
            }
        }
コード例 #5
0
ファイル: GangAI.cs プロジェクト: UmReal/GTA5GangMod
        void TryExpand()
        {
            //lets attack!
            //pick a random zone owned by us, get the closest hostile zone and attempt to take it
            //..but only if the player hasn't disabled expansion
            if (ModOptions.instance.preventAIExpansion)
            {
                return;
            }

            if (myZones.Count > 0)
            {
                TurfZone chosenZone          = RandoMath.GetRandomElementFromList(myZones);
                TurfZone closestZoneToChosen = ZoneManager.instance.GetClosestZoneToTargetZone(chosenZone, true);
                TryTakeTurf(closestZoneToChosen);
            }
            else
            {
                //we're out of turf!
                //get a random zone (preferably neutral, since it's cheaper for the AI) and try to take it
                //but only sometimes, since we're probably on a tight spot
                TurfZone chosenZone = ZoneManager.instance.GetRandomZone(true);
                TryTakeTurf(chosenZone);
            }
        }
コード例 #6
0
        public TurfZone GetRandomZone(bool preferablyNeutralZone = false)
        {
            if (zoneData.zoneList.Count > 0)
            {
                List <TurfZone> possibleTurfChoices = new List <TurfZone>();

                possibleTurfChoices.AddRange(zoneData.zoneList);

                for (int i = 0; i < zoneData.zoneList.Count; i++)
                {
                    if (possibleTurfChoices.Count == 0)
                    {
                        //we've run out of options! abort
                        break;
                    }
                    TurfZone chosenZone = RandoMath.GetRandomElementFromList(possibleTurfChoices);
                    if (!preferablyNeutralZone || chosenZone.ownerGangName == "none")
                    {
                        return(chosenZone);
                    }
                    else
                    {
                        possibleTurfChoices.Remove(chosenZone);
                    }
                }

                //if we couldn't find a neutral zone, just get any zone
                return(zoneData.zoneList[RandoMath.CachedRandom.Next(0, zoneData.zoneList.Count)]);
            }
            else
            {
                return(null);
            }
        }
コード例 #7
0
        public TurfZone GetClosestZoneToTargetZone(TurfZone targetZone, bool hostileOrNeutralZonesOnly = false, bool randomBetween3Closest = true)
        {
            float smallestDistance = 0;
            //we start our top 3 closest zones list with only the zone we want to get the closest from and start replacing as we find better ones
            //the result may not be the 3 closest zones, but thats okay
            List <TurfZone> top3ClosestZones = new List <TurfZone> {
                targetZone, targetZone, targetZone
            };
            int timesFoundBetterZone = 0;

            for (int i = 0; i < zoneData.zoneList.Count; i++)
            {
                float distanceToThisZone = World.GetDistance(targetZone.zoneBlipPosition, zoneData.zoneList[i].zoneBlipPosition);
                if (distanceToThisZone != 0 &&
                    (!hostileOrNeutralZonesOnly || targetZone.ownerGangName != zoneData.zoneList[i].ownerGangName))
                {
                    if (smallestDistance == 0 || smallestDistance > distanceToThisZone)
                    {
                        timesFoundBetterZone++;
                        top3ClosestZones.Insert(0, zoneData.zoneList[i]);
                        top3ClosestZones.RemoveAt(3);
                        smallestDistance = distanceToThisZone;
                    }
                }
            }

            if (randomBetween3Closest && timesFoundBetterZone >= 3) //only get a random from top 3 if we found 3 different zones
            {
                return(RandoMath.GetRandomElementFromList(top3ClosestZones));
            }
            else
            {
                return(top3ClosestZones[0]);
            }
        }
コード例 #8
0
        public static int CalculateRewardForZone(TurfZone zone, int ownerGangTurfsCount)
        {
            float singleZoneReward = (((float)zone.value / RandoMath.Max(ModOptions.instance.maxTurfValue, 1)) *
                                      (ModOptions.instance.maxRewardPerZoneOwned - ModOptions.instance.baseRewardPerZoneOwned)) +
                                     ModOptions.instance.baseRewardPerZoneOwned;

            return((int)((1 + ModOptions.instance.rewardMultiplierPerZone * ownerGangTurfsCount) * singleZoneReward));
        }
コード例 #9
0
 public void AddNewCircleBlip(Vector3 position, TurfZone targetZone)
 {
     if (targetZone != null)
     {
         Blip newCircleBlip = World.CreateBlip(position, 100);
         newCircleBlip.Alpha = 50;
         targetZone.myCircleBlips.Add(newCircleBlip);
         if (targetZone.zoneCircles == null)
         {
             targetZone.zoneCircles = new List <AreaBlip>();
         }
         targetZone.zoneCircles.Add(new AreaBlip(position, 100));
     }
 }
コード例 #10
0
        public void UpdateZoneData(TurfZone newTurfZone)
        {
            if (!zoneData.zoneList.Contains(newTurfZone))
            {
                zoneData.zoneList.Add(newTurfZone);
            }

            CreateAttachedBlip(newTurfZone);

            newTurfZone.AttachedBlip.Position = newTurfZone.zoneBlipPosition;

            RefreshZoneBlips();

            SaveZoneData(false);
        }
コード例 #11
0
 public void TakeZone(TurfZone takenZone, bool doNotify = true)
 {
     if (doNotify && ModOptions.instance.notificationsEnabled)
     {
         string notificationMsg = string.Concat("The ", name, " have taken ", takenZone.zoneName);
         if (takenZone.ownerGangName != "none")
         {
             notificationMsg = string.Concat(notificationMsg, " from the ", takenZone.ownerGangName);
         }
         notificationMsg = string.Concat(notificationMsg, "!");
         UI.Notify(notificationMsg);
     }
     takenZone.value         = baseTurfValue;
     takenZone.ownerGangName = name;
     ZoneManager.instance.UpdateZoneData(takenZone);
 }
コード例 #12
0
ファイル: GangAI.cs プロジェクト: UmReal/GTA5GangMod
 void TryTakeTurf(TurfZone targetZone)
 {
     if (targetZone == null || targetZone.ownerGangName == watchedGang.name)
     {
         return;                                                                                 //whoops, there just isn't any zone available for our gang
     }
     if (targetZone.ownerGangName == "none")
     {
         //this zone is neutral, lets just take it
         if (watchedGang.moneyAvailable >= ModOptions.instance.baseCostToTakeTurf)
         {
             watchedGang.moneyAvailable -= ModOptions.instance.baseCostToTakeTurf;
             watchedGang.TakeZone(targetZone);
         }
     }
     else
     {
         TryStartFightForZone(targetZone);
     }
 }
コード例 #13
0
        public void UpdateZoneBlip(TurfZone targetZone)
        {
            if (targetZone.AttachedBlip != null)
            {
                Gang ownerGang = GangManager.instance.GetGangByName(targetZone.ownerGangName);
                if (ownerGang == null)
                {
                    targetZone.AttachedBlip.Sprite = BlipSprite.GTAOPlayerSafehouseDead;
                    targetZone.AttachedBlip.Color  = BlipColor.White;
                }
                else
                {
                    targetZone.AttachedBlip.Sprite = BlipSprite.GTAOPlayerSafehouse;
                    Function.Call(Hash.SET_BLIP_COLOUR, targetZone.AttachedBlip, ownerGang.blipColor);

                    if (ownerGang.isPlayerOwned)
                    {
                        Function.Call(Hash.SET_BLIP_SECONDARY_COLOUR, targetZone.AttachedBlip, 0f, 255, 0f);
                    }
                    else
                    {
                        Function.Call(Hash.SET_BLIP_SECONDARY_COLOUR, targetZone.AttachedBlip, 255, 0f, 0f);
                    }

                    targetZone.AttachedBlip.Scale = 1.0f + 0.65f / ((ModOptions.instance.maxTurfValue + 1) / (targetZone.value + 1));
                }

                Function.Call(Hash.BEGIN_TEXT_COMMAND_SET_BLIP_NAME, "STRING");
                if (ownerGang != null)
                {
                    Function.Call(Hash._ADD_TEXT_COMPONENT_STRING, string.Concat(targetZone.zoneName, " (", targetZone.ownerGangName, " turf, level ", targetZone.value.ToString(), ")"));
                }
                else
                {
                    Function.Call(Hash._ADD_TEXT_COMPONENT_STRING, string.Concat(targetZone.zoneName, " (neutral territory)"));
                }

                Function.Call(Hash.END_TEXT_COMMAND_SET_BLIP_NAME, targetZone.AttachedBlip);
            }
        }
コード例 #14
0
        public void OutputCurrentZoneInfo()
        {
            string   zoneName    = World.GetZoneName(MindControl.CurrentPlayerCharacter.Position);
            string   zoneInfoMsg = "Current zone is " + zoneName + ".";
            TurfZone currentZone = GetZoneByName(zoneName);

            if (currentZone != null)
            {
                if (currentZone.ownerGangName != "none")
                {
                    if (GangManager.instance.GetGangByName(currentZone.ownerGangName) == null)
                    {
                        GiveGangZonesToAnother(currentZone.ownerGangName, "none");
                        currentZone.ownerGangName = "none";
                        SaveZoneData(false);
                        zoneInfoMsg += " It isn't owned by any gang.";
                    }
                    else
                    {
                        zoneInfoMsg += " It is owned by the " + currentZone.ownerGangName + ".";

                        zoneInfoMsg += " Its current level is " + currentZone.value.ToString();
                    }
                }
                else
                {
                    zoneInfoMsg += " It isn't owned by any gang.";
                }
            }
            else
            {
                zoneInfoMsg += " It hasn't been marked as takeable yet.";
            }

            UI.ShowSubtitle(zoneInfoMsg);
        }
コード例 #15
0
        public bool StartWar(Gang enemyGang, TurfZone warZone, WarType theWarType, AttackStrength attackStrength)
        {
            if (!isOccurring || enemyGang == GangManager.instance.PlayerGang)
            {
                this.enemyGang    = enemyGang;
                this.warZone      = warZone;
                this.curWarType   = theWarType;
                curWarAtkStrength = attackStrength;
                playerNearWarzone = false;
                spawnPointsSet    = false;

                warBlip            = World.CreateBlip(warZone.zoneBlipPosition);
                warBlip.IsFlashing = true;
                warBlip.Sprite     = BlipSprite.Deathmatch;
                warBlip.Color      = BlipColor.Red;

                warAreaBlip = World.CreateBlip(warZone.zoneBlipPosition,
                                               ModOptions.instance.maxDistToWarBlipBeforePlayerLeavesWar);
                warAreaBlip.Sprite = BlipSprite.BigCircle;
                warAreaBlip.Color  = BlipColor.Red;
                warAreaBlip.Alpha  = 175;


                Function.Call(Hash.BEGIN_TEXT_COMMAND_SET_BLIP_NAME, "STRING");
                Function.Call(Hash._ADD_TEXT_COMPONENT_STRING, "Gang War (versus " + enemyGang.name + ")");
                Function.Call(Hash.END_TEXT_COMMAND_SET_BLIP_NAME, warBlip);

                curTicksAwayFromBattle = 0;
                enemiesInsideCars      = SpawnManager.instance.GetSpawnedMembersOfGang(enemyGang, true);

                if (theWarType == WarType.attackingEnemy)
                {
                    alliedReinforcements = GangCalculations.CalculateAttackerReinforcements(GangManager.instance.PlayerGang, attackStrength);
                    enemyReinforcements  = GangCalculations.CalculateDefenderReinforcements(enemyGang, warZone);
                }
                else
                {
                    alliedReinforcements = GangCalculations.CalculateDefenderReinforcements(GangManager.instance.PlayerGang, warZone);
                    enemyReinforcements  = GangCalculations.CalculateAttackerReinforcements(enemyGang, attackStrength);
                }

                float screenRatio = (float)Game.ScreenResolution.Width / Game.ScreenResolution.Height;

                int proportionalScreenWidth = (int)(1080 * screenRatio); //nativeUI UIResText works with 1080p height

                alliedNumText.Position = new Point((proportionalScreenWidth / 2) - 120, 10);
                enemyNumText.Position  = new Point((proportionalScreenWidth / 2) + 120, 10);

                alliedNumText.Caption = alliedReinforcements.ToString();
                enemyNumText.Caption  = enemyReinforcements.ToString();

                initialEnemyReinforcements = enemyReinforcements;

                reinforcementsAdvantage = alliedReinforcements / (float)enemyReinforcements;

                spawnedAllies  = SpawnManager.instance.GetSpawnedMembersOfGang(GangManager.instance.PlayerGang).Count;
                spawnedEnemies = SpawnManager.instance.GetSpawnedMembersOfGang(enemyGang).Count;

                maxSpawnedAllies  = (int)(RandoMath.Max((ModOptions.instance.spawnedMemberLimit / 2) * reinforcementsAdvantage, 5));
                maxSpawnedEnemies = RandoMath.Max(ModOptions.instance.spawnedMemberLimit - maxSpawnedAllies, 5);

                isOccurring = true;

                //BANG-like sound
                Function.Call(Hash.PLAY_SOUND_FRONTEND, -1, "PROPERTY_PURCHASE", "HUD_AWARDS");

                if (theWarType == WarType.attackingEnemy)
                {
                    UI.ShowSubtitle("The " + enemyGang.name + " are coming!");

                    //if we are attacking, set spawns around the player!
                    SetSpawnPoints(MindControl.CurrentPlayerCharacter.Position);
                }
                else
                {
                    UI.Notify(string.Concat("The ", enemyGang.name, " are attacking ", warZone.zoneName, "! They are ",
                                            GangCalculations.CalculateAttackerReinforcements(enemyGang, attackStrength).ToString(),
                                            " against our ",
                                            GangCalculations.CalculateDefenderReinforcements(GangManager.instance.PlayerGang, warZone).ToString()));
                    //spawns are set around the zone blip if we are defending
                    if (World.GetDistance(MindControl.CurrentPlayerCharacter.Position, warZone.zoneBlipPosition) < 100)
                    {
                        SetSpawnPoints(warZone.zoneBlipPosition);
                    }
                }

                SetHateRelationsBetweenGangs();

                return(true);
            }
            else
            {
                return(false);
            }
        }
コード例 #16
0
        void OnTick(object sender, EventArgs e)
        {
            Wait(3000 + RandoMath.CachedRandom.Next(1000));
            Logger.Log("ambient spawner tick: begin", 5);

            TurfZone curTurfZone = ZoneManager.instance.GetCurrentTurfZone();

            if (curTurfZone != null)
            {
                // also reduce police influence
                if (enabled)
                {
                    Game.WantedMultiplier = (1.0f / (curTurfZone.value + 1)) + ModOptions.instance.minWantedFactorWhenInGangTurf;
                    Game.MaxWantedLevel   = RandoMath.Max(CalculateMaxWantedLevelInTurf(curTurfZone.value), ModOptions.instance.maxWantedLevelInMaxedGangTurf);
                }

                if (Game.Player.WantedLevel > Game.MaxWantedLevel)
                {
                    Game.Player.WantedLevel--;
                }

                if (postWarBackupsRemaining > 0 && GangWarManager.instance.playerNearWarzone)
                {
                    Vector3 playerPos     = MindControl.CurrentPlayerCharacter.Position,
                            safePlayerPos = MindControl.SafePositionNearPlayer;
                    if (SpawnManager.instance.SpawnParachutingMember(GangManager.instance.PlayerGang,
                                                                     playerPos + Vector3.WorldUp * 50, safePlayerPos) == null)
                    {
                        SpawnManager.instance.SpawnGangVehicle(GangManager.instance.PlayerGang,
                                                               SpawnManager.instance.FindGoodSpawnPointForCar(safePlayerPos), safePlayerPos);
                    }
                    postWarBackupsRemaining--;
                }

                //if spawning is enabled, lets try to spawn the current zone's corresponding gang members!
                if (ModOptions.instance.ambientSpawningEnabled && enabled)
                {
                    Gang curGang = GangManager.instance.GetGangByName(curTurfZone.ownerGangName);
                    if (GangWarManager.instance.isOccurring && GangWarManager.instance.enemyGang == curGang)
                    {
                        return;                                                                     //we want enemies of this gang to spawn only when close to the war
                    }
                    if (curTurfZone.ownerGangName != "none" && curGang != null)                     //only spawn if there really is a gang in control here
                    {
                        if (SpawnManager.instance.livingMembersCount < ModOptions.instance.spawnedMembersBeforeAmbientGenStops)
                        {
                            Vehicle playerVehicle = MindControl.CurrentPlayerCharacter.CurrentVehicle;
                            if ((playerVehicle != null && playerVehicle.Speed < 30) || playerVehicle == null)
                            {
                                SpawnAmbientMember(curGang);
                            }
                            if (RandoMath.CachedRandom.Next(0, 5) < 3)
                            {
                                Wait(100 + RandoMath.CachedRandom.Next(300));
                                SpawnAmbientVehicle(curGang);
                            }

                            Wait(1 + RandoMath.CachedRandom.Next(RandoMath.Max(1, ModOptions.instance.msBaseIntervalBetweenAmbientSpawns / 2), ModOptions.instance.msBaseIntervalBetweenAmbientSpawns) / (curTurfZone.value + 1));
                        }
                    }
                    else
                    {
                        Game.WantedMultiplier = 1;
                        Game.MaxWantedLevel   = 6;
                    }
                }
            }

            Logger.Log("ambient spawner tick: end", 5);
        }
コード例 #17
0
        public bool StartWar(Gang enemyGang, TurfZone warZone, warType theWarType, attackStrength attackStrength)
        {
            //TODO disable wars during missions
            if (!isOccurring || enemyGang == GangManager.instance.PlayerGang)
            {
                this.enemyGang  = enemyGang;
                this.warZone    = warZone;
                this.curWarType = theWarType;

                spawnPointsSet = false;

                warBlip            = World.CreateBlip(warZone.zoneBlipPosition);
                warBlip.IsFlashing = true;
                warBlip.Sprite     = BlipSprite.Deathmatch;
                warBlip.Color      = BlipColor.Red;
                warBlip.Position  += Vector3.WorldUp * 5; //an attempt to make the war blip be drawn over the zone blip

                Function.Call(Hash.BEGIN_TEXT_COMMAND_SET_BLIP_NAME, "STRING");
                Function.Call(Hash._ADD_TEXT_COMPONENT_STRING, "Gang War (versus " + enemyGang.name + ")");
                Function.Call(Hash.END_TEXT_COMMAND_SET_BLIP_NAME, warBlip);

                curTicksAwayFromBattle = 0;

                if (theWarType == warType.attackingEnemy)
                {
                    alliedReinforcements = GangManager.CalculateAttackerReinforcements(GangManager.instance.PlayerGang, attackStrength);
                    enemyReinforcements  = GangManager.CalculateDefenderReinforcements(enemyGang, warZone);
                }
                else
                {
                    alliedReinforcements = GangManager.CalculateDefenderReinforcements(GangManager.instance.PlayerGang, warZone);
                    enemyReinforcements  = GangManager.CalculateAttackerReinforcements(enemyGang, attackStrength);
                }

                float screenRatio = (float)Game.ScreenResolution.Width / Game.ScreenResolution.Height;

                int proportionalScreenWidth = (int)(1080 * screenRatio); //nativeUI UIResText works with 1080p height

                alliedNumText.Position = new Point((proportionalScreenWidth / 2) - 120, 10);
                enemyNumText.Position  = new Point((proportionalScreenWidth / 2) + 120, 10);

                alliedNumText.Caption = alliedReinforcements.ToString();
                enemyNumText.Caption  = enemyReinforcements.ToString();

                initialEnemyReinforcements = enemyReinforcements;

                reinforcementsAdvantage = alliedReinforcements / (float)enemyReinforcements;

                spawnedAllies  = GangManager.instance.GetSpawnedMembersOfGang(GangManager.instance.PlayerGang).Count;
                spawnedEnemies = GangManager.instance.GetSpawnedMembersOfGang(enemyGang).Count;

                maxSpawnedAllies  = (int)(RandoMath.Max((ModOptions.instance.spawnedMemberLimit / 2) * reinforcementsAdvantage, 5));
                maxSpawnedEnemies = RandoMath.Max(ModOptions.instance.spawnedMemberLimit - maxSpawnedAllies, 5);

                isOccurring = true;

                //try placing spawn points around the zone's blip position, which should be a good reference point
                if (World.GetZoneName(Game.Player.Character.Position) == warZone.zoneName ||
                    World.GetDistance(Game.Player.Character.Position, warZone.zoneBlipPosition) < 100)
                {
                    SetSpawnPoints(warZone.zoneBlipPosition);
                }



                //BANG-like sound
                Function.Call(Hash.PLAY_SOUND_FRONTEND, -1, "PROPERTY_PURCHASE", "HUD_AWARDS");

                if (theWarType == warType.attackingEnemy)
                {
                    UI.ShowSubtitle("The " + enemyGang.name + " are coming!");

                    //if we are attacking and failed to set the initial spawn points around the war blip,
                    //it probably means we're in a big zone, far from the zone's blip.
                    //set spawns around the player then!
                    if (!spawnPointsSet && theWarType == warType.attackingEnemy)
                    {
                        SetSpawnPoints(Game.Player.Character.Position);
                    }
                }
                else
                {
                    UI.Notify(string.Concat("The ", enemyGang.name, " are attacking ", warZone.zoneName, "! They are ",
                                            GangManager.CalculateAttackerReinforcements(enemyGang, attackStrength).ToString(),
                                            " against our ",
                                            GangManager.CalculateDefenderReinforcements(GangManager.instance.PlayerGang, warZone).ToString()));
                }

                return(true);
            }
            else
            {
                return(false);
            }
        }
コード例 #18
0
ファイル: GangAI.cs プロジェクト: UmReal/GTA5GangMod
        /// <summary>
        /// if fighting is enabled and the targetzone is controlled by an enemy, attack it! ... But only if it's affordable.
        /// if we're desperate we do it anyway
        /// </summary>
        /// <param name="targetZone"></param>
        void TryStartFightForZone(TurfZone targetZone)
        {
            Gang ownerGang = GangManager.instance.GetGangByName(targetZone.ownerGangName);

            if (ownerGang == null)
            {
                Logger.Log("Gang with name " + targetZone.ownerGangName + " no longer exists; assigning all owned turf to 'none'", 1);
                ZoneManager.instance.GiveGangZonesToAnother(targetZone.ownerGangName, "none");

                //this zone was controlled by a gang that no longer exists. it is neutral now
                if (watchedGang.moneyAvailable >= ModOptions.instance.baseCostToTakeTurf)
                {
                    watchedGang.moneyAvailable -= ModOptions.instance.baseCostToTakeTurf;
                    watchedGang.TakeZone(targetZone);
                }
            }
            else
            {
                if (GangWarManager.instance.isOccurring && GangWarManager.instance.warZone == targetZone)
                {
                    //don't mess with this zone then, it's a warzone
                    return;
                }
                //we check how well defended this zone is,
                //then figure out how large our attack should be.
                //if we can afford that attack, we do it
                int defenderStrength = GangCalculations.CalculateDefenderStrength(ownerGang, targetZone);
                GangWarManager.AttackStrength requiredStrength =
                    GangCalculations.CalculateRequiredAttackStrength(watchedGang, defenderStrength);
                int atkCost = GangCalculations.CalculateAttackCost(watchedGang, requiredStrength);

                if (watchedGang.moneyAvailable < atkCost)
                {
                    if (myZones.Count == 0)
                    {
                        //if we're out of turf and cant afford a decent attack, lets just attack anyway
                        //we use a light attack and do it even if that means our money gets negative.
                        //this should make gangs get back in the game or be wiped out instead of just staying away
                        requiredStrength = GangWarManager.AttackStrength.light;
                        atkCost          = GangCalculations.CalculateAttackCost(watchedGang, requiredStrength);
                    }
                    else
                    {
                        return;                         //hopefully we can just find a cheaper fight
                    }
                }

                if (targetZone.ownerGangName == GangManager.instance.PlayerGang.name)
                {
                    if (ModOptions.instance.warAgainstPlayerEnabled &&
                        GangWarManager.instance.CanStartWarAgainstPlayer)
                    {
                        //the player may be in big trouble now
                        watchedGang.moneyAvailable -= atkCost;
                        GangWarManager.instance.StartWar(watchedGang, targetZone, GangWarManager.WarType.defendingFromEnemy, requiredStrength);
                    }
                }
                else
                {
                    watchedGang.moneyAvailable -= atkCost;
                    int attackStrength = GangCalculations.CalculateAttackerStrength(watchedGang, requiredStrength);
                    //roll dices... favor the defenders a little here
                    if (attackStrength / RandoMath.CachedRandom.Next(1, 22) >
                        defenderStrength / RandoMath.CachedRandom.Next(1, 15))
                    {
                        watchedGang.TakeZone(targetZone);
                        watchedGang.moneyAvailable += (int)(GangCalculations.CalculateBattleRewards(ownerGang, targetZone.value, true) *
                                                            ModOptions.instance.extraProfitForAIGangsFactor);
                    }
                    else
                    {
                        ownerGang.moneyAvailable += (int)(GangCalculations.CalculateBattleRewards(watchedGang, (int)requiredStrength, false) *
                                                          ModOptions.instance.extraProfitForAIGangsFactor);
                    }
                }
            }
        }
コード例 #19
0
 /// <summary>
 /// gets the reinforcement count for the defenders and estimates a total power based on that number and
 /// the gang's fixed strength value
 /// </summary>
 /// <param name="defenderGang"></param>
 /// <param name="contestedZone"></param>
 /// <returns></returns>
 public static int CalculateDefenderStrength(Gang defenderGang, TurfZone contestedZone)
 {
     return(defenderGang.GetFixedStrengthValue() *
            CalculateDefenderReinforcements(defenderGang, contestedZone));
 }
コード例 #20
0
 public static int CalculateDefenderReinforcements(Gang defenderGang, TurfZone targetZone)
 {
     return(ModOptions.instance.extraKillsPerTurfValue * targetZone.value + ModOptions.instance.baseNumKillsBeforeWarVictory +
            defenderGang.GetReinforcementsValue() / 100);
 }
コード例 #21
0
ファイル: GangAI.cs プロジェクト: EVIKA2732/GTA5GangMod
        void TryTakeTurf(TurfZone targetZone)
        {
            if (targetZone == null || targetZone.ownerGangName == watchedGang.name)
            {
                return;                                                                     //whoops, there just isn't any zone available for our gang
            }
            if (targetZone.ownerGangName == "none")
            {
                //this zone is neutral, lets just take it
                //we make it cheaper for the AI to get neutral zones in order to not make the world a gangless place haha
                if (watchedGang.moneyAvailable >= ModOptions.instance.baseCostToTakeTurf / 10)
                {
                    watchedGang.moneyAvailable -= ModOptions.instance.baseCostToTakeTurf / 10;
                    watchedGang.TakeZone(targetZone);
                }
            }
            else
            {
                Gang ownerGang = GangManager.instance.GetGangByName(targetZone.ownerGangName);

                if (ownerGang == null)
                {
                    ZoneManager.instance.GiveGangZonesToAnother(targetZone.ownerGangName, "none");
                    //this zone was controlled by a gang that no longer exists. it is neutral now
                    if (watchedGang.moneyAvailable >= ModOptions.instance.baseCostToTakeTurf / 10)
                    {
                        watchedGang.moneyAvailable -= ModOptions.instance.baseCostToTakeTurf / 10;
                        watchedGang.TakeZone(targetZone);
                    }
                }
                else
                {
                    if (GangWarManager.instance.isOccurring && GangWarManager.instance.warZone == targetZone)
                    {
                        //don't mess with this zone then, it's a warzone
                        return;
                    }
                    //we check how well defended this zone is,
                    //then figure out how large our attack should be.
                    //if we can afford that attack, we do it
                    int defenderStrength = GangManager.CalculateDefenderStrength(ownerGang, targetZone);
                    GangWarManager.attackStrength requiredStrength = GangManager.CalculateRequiredAttackStrength(watchedGang, defenderStrength);
                    int atkCost = GangManager.CalculateAttackCost(watchedGang, requiredStrength);
                    if (watchedGang.moneyAvailable >= atkCost)
                    {
                        if (targetZone.ownerGangName == GangManager.instance.PlayerGang.name)
                        {
                            if (ModOptions.instance.fightingEnabled &&
                                ModOptions.instance.warAgainstPlayerEnabled &&
                                ticksSinceLastFightWithPlayer > ModOptions.instance.minGangAITicksBetweenBattlesWithSameGang)
                            {
                                //the player may be in big trouble now
                                watchedGang.moneyAvailable -= atkCost;
                                GangWarManager.instance.StartWar(watchedGang, targetZone, GangWarManager.warType.defendingFromEnemy, requiredStrength);
                            }
                        }
                        else
                        {
                            watchedGang.moneyAvailable -= atkCost;
                            //roll dices... favor the defenders a little here
                            if (atkCost / ModOptions.instance.baseCostToTakeTurf * RandoMath.CachedRandom.Next(1, 20) >
                                defenderStrength / RandoMath.CachedRandom.Next(1, 15))
                            {
                                watchedGang.TakeZone(targetZone);
                                watchedGang.moneyAvailable += (int)(GangManager.CalculateBattleRewards(ownerGang, true) *
                                                                    ModOptions.instance.extraProfitForAIGangsFactor);
                            }
                            else
                            {
                                ownerGang.moneyAvailable += (int)(GangManager.CalculateBattleRewards(watchedGang, false) *
                                                                  ModOptions.instance.extraProfitForAIGangsFactor);
                            }
                        }
                    }
                    else if (myZones.Count == 0)
                    {
                        //if we're out of turf and cant afford a decent attack, lets just attack anyway
                        //we use a light attack and do it even if that means our money gets negative.
                        //this should make gangs get back in the game or be wiped out instead of just staying away
                        atkCost = GangManager.CalculateAttackCost(watchedGang, GangWarManager.attackStrength.light);
                        if (targetZone.ownerGangName == GangManager.instance.PlayerGang.name)
                        {
                            if (ModOptions.instance.fightingEnabled &&
                                ModOptions.instance.warAgainstPlayerEnabled &&
                                ticksSinceLastFightWithPlayer > ModOptions.instance.minGangAITicksBetweenBattlesWithSameGang)
                            {
                                //the player may be in big trouble now
                                watchedGang.moneyAvailable -= atkCost;
                                GangWarManager.instance.StartWar(watchedGang, targetZone, GangWarManager.warType.defendingFromEnemy, requiredStrength);
                            }
                        }
                        else
                        {
                            watchedGang.moneyAvailable -= atkCost;
                            //roll dices... favor the defenders a little here
                            if (atkCost / ModOptions.instance.baseCostToTakeTurf * RandoMath.CachedRandom.Next(1, 20) >
                                defenderStrength / RandoMath.CachedRandom.Next(1, 15))
                            {
                                watchedGang.TakeZone(targetZone);
                                watchedGang.moneyAvailable += (int)(GangManager.CalculateBattleRewards(ownerGang, true) *
                                                                    ModOptions.instance.extraProfitForAIGangsFactor);
                            }
                            else
                            {
                                ownerGang.moneyAvailable += (int)(GangManager.CalculateBattleRewards(watchedGang, false) *
                                                                  ModOptions.instance.extraProfitForAIGangsFactor);
                            }
                        }
                    }
                }
            }
        }
コード例 #22
0
        void OnTick(object sender, EventArgs e)
        {
            Wait(4000 + RandoMath.CachedRandom.Next(2000));
            ZoneManager.instance.RefreshZoneBlips(); //since this runs once in a while, let's also refresh the zone blips

            TurfZone curTurfZone = ZoneManager.instance.GetCurrentTurfZone();

            if (curTurfZone != null)
            {
                // also reduce police influence
                if (enabled)
                {
                    Game.WantedMultiplier = (1.0f / (curTurfZone.value + 1)) + ModOptions.instance.minWantedFactorWhenInGangTurf;
                    Game.MaxWantedLevel   = RandoMath.Max(CalculateMaxWantedLevelInTurf(curTurfZone.value), ModOptions.instance.maxWantedLevelInMaxedGangTurf);
                }

                if (Game.Player.WantedLevel > Game.MaxWantedLevel)
                {
                    Game.Player.WantedLevel--;
                }

                if (postWarBackupsRemaining > 0 && curTurfZone == GangWarManager.instance.warZone)
                {
                    Vector3 playerPos = Game.Player.Character.Position;
                    GangManager.instance.SpawnParachutingMember(GangManager.instance.PlayerGang,
                                                                playerPos + Math.Vector3.WorldUp * 50, playerPos);
                    GangManager.instance.SpawnGangVehicle(GangManager.instance.PlayerGang,
                                                          GangManager.instance.FindGoodSpawnPointForCar(), playerPos, true, false, true);
                    postWarBackupsRemaining--;
                }

                //if spawning is enabled, lets try to spawn the current zone's corresponding gang members!
                if (ModOptions.instance.ambientSpawningEnabled && enabled)
                {
                    Gang curGang = GangManager.instance.GetGangByName(curTurfZone.ownerGangName);
                    if (GangWarManager.instance.isOccurring && GangWarManager.instance.enemyGang == curGang)
                    {
                        return;                                                 //we want enemies of this gang to spawn only when close to the war
                    }
                    if (curTurfZone.ownerGangName != "none" && curGang != null) //only spawn if there really is a gang in control here
                    {
                        if (GangManager.instance.livingMembersCount < ModOptions.instance.spawnedMembersBeforeAmbientGenStops)
                        {
                            Vehicle playerVehicle = Game.Player.Character.CurrentVehicle;
                            if ((playerVehicle != null && playerVehicle.Speed < 70) || playerVehicle == null)
                            {
                                Vector3 spawnPos  = GangManager.instance.FindGoodSpawnPointForMember();
                                Ped     newMember = GangManager.instance.SpawnGangMember(curGang, spawnPos);
                                if (newMember != null)
                                {
                                    newMember.Task.GoTo(World.GetNextPositionOnSidewalk(newMember.Position));
                                }
                            }
                            if (RandoMath.CachedRandom.Next(0, 5) < 3)
                            {
                                Wait(100 + RandoMath.CachedRandom.Next(300));
                                Vehicle spawnedVehicle = GangManager.instance.SpawnGangVehicle(curGang,
                                                                                               GangManager.instance.FindGoodSpawnPointForCar(), Vector3.Zero, true, false, false);
                                if (spawnedVehicle != null)
                                {
                                    GangManager.instance.TryPlaceVehicleOnStreet(spawnedVehicle, spawnedVehicle.Position);
                                    Ped driver = spawnedVehicle.GetPedOnSeat(VehicleSeat.Driver);
                                    if (driver != null) //if, for some reason, we don't have a driver, do nothing
                                    {
                                        driver.Task.CruiseWithVehicle(spawnedVehicle, 20, (int)DrivingStyle.Rushed);
                                    }
                                }
                            }

                            Wait(1000 + RandoMath.CachedRandom.Next(40000) / (curTurfZone.value * curTurfZone.value + 1));
                        }
                    }
                    else
                    {
                        Game.WantedMultiplier = 1;
                        Game.MaxWantedLevel   = 6;
                    }
                }
            }
        }