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Copy pathelementspawnenemygroup.lua
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elementspawnenemygroup.lua
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-- Remove some dodgy code for forced group spawns, forcing spawn groups has been fixed in GroupAIStateBesiege:force_spawn_group
Hooks:OverrideFunction(ElementSpawnEnemyGroup, "on_executed", function(self, instigator)
if not self._values.enabled then
return
end
self:_check_spawn_points()
if #self._spawn_points > 0 then
if self._group_data.spawn_type == "group" then
local spawn_group_data = managers.groupai:state():create_spawn_group(self._id, self, self._spawn_points)
managers.groupai:state():force_spawn_group(spawn_group_data, self._values.preferred_spawn_groups)
elseif self._group_data.spawn_type == "group_guaranteed" then
local spawn_group_data = managers.groupai:state():create_spawn_group(self._id, self, self._spawn_points)
managers.groupai:state():force_spawn_group(spawn_group_data, self._values.preferred_spawn_groups, true)
else
for i = 1, self:get_random_table_value(self._group_data.amount) do
local element = self._spawn_points[self:_get_spawn_point(i)]
element:produce({
team = self._values.team,
})
end
end
end
ElementSpawnEnemyGroup.super.on_executed(self, instigator)
end)
-- Update preferred spawn groups to contain new groups and add intervals to groups with special spawn actions
local group_mapping = {
tac_swat_rifle = {
"beat_cops",
"blue_swats",
"fbi_lights",
"fbi_heavies",
"recon_hrt",
"recon_aggressive",
"reenforce_common",
"reenforce_sneaky",
"gensec_cqc_lights",
"gensec_ranged_lights",
"gensec_flankers",
"zeal_lights_charge",
"zeal_lights_flank",
"zeal_heavies_ranged",
"zeal_heavies_charge",
},
tac_shield_wall = {
"swat_shields",
"fbi_shields",
"gensec_shields",
"zeal_shields",
},
tac_tazer_flanking = {
"swat_tasers",
"gensec_tasers",
"zeal_tasers",
},
FBI_spoocs = {
"spoocs",
"zeal_spoocs",
},
tac_bull_rush = {
"swat_tanks",
"fbi_tanks",
"gensec_tanks",
"zeal_tanks",
},
}
group_mapping.tac_swat_rifle_flank = group_mapping.tac_swat_rifle
group_mapping.tac_shield_wall_ranged = group_mapping.tac_shield_wall
group_mapping.tac_shield_wall_charge = group_mapping.tac_shield_wall
group_mapping.tac_tazer_charge = group_mapping.tac_tazer_flanking
Hooks:PostHook(ElementSpawnEnemyGroup, "_finalize_values", "sh__finalize_values", function(self)
if not self._values.preferred_spawn_groups then
return
end
if self._values.interval == 0 then
for _, id in pairs(self._values.elements) do
local spawn_point = self:get_mission_element(id)
if spawn_point and spawn_point._values.spawn_action then
self._values.interval = 5
break
end
end
end
local new_groups = {}
for _, initial_group in pairs(self._values.preferred_spawn_groups) do
local mapping = group_mapping[initial_group]
if mapping then
for _, added_group in pairs(mapping) do
new_groups[added_group] = true
end
else
new_groups[initial_group] = true
end
end
self._values.preferred_spawn_groups = table.map_keys(new_groups)
end)