Torque3D/Templates/Modules/FPSGameplay/scripts/server/turret.cs
Areloch d680dc9934 Initial implementation of the new Base Game Template and some starting modules.
This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.

Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.

This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
2017-02-24 02:40:56 -06:00

493 lines
16 KiB
C#

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Respawntime is the amount of time it takes for a static "auto-respawn"
// turret to re-appear after it's been picked up. Any turret marked as "static"
// is automaticlly respawned.
$TurretShape::RespawnTime = 30 * 1000;
// DestroyedFadeDelay is the how long a destroyed turret sticks around before it
// fades out and is deleted.
$TurretShape::DestroyedFadeDelay = 5 * 1000;
// ----------------------------------------------------------------------------
// TurretShapeData
// ----------------------------------------------------------------------------
function TurretShapeData::onAdd(%this, %obj)
{
%obj.setRechargeRate(%this.rechargeRate);
%obj.setEnergyLevel(%this.MaxEnergy);
%obj.setRepairRate(0);
if (%obj.mountable || %obj.mountable $= "")
%this.isMountable(%obj, true);
else
%this.isMountable(%obj, false);
if (%this.nameTag !$= "")
%obj.setShapeName(%this.nameTag);
// Mount weapons
for(%i = 0; %i < %this.numWeaponMountPoints; %i++)
{
// Handle inventory
%obj.incInventory(%this.weapon[%i], 1);
%obj.incInventory(%this.weaponAmmo[%i], %this.weaponAmmoAmount[%i]);
// Mount the image
%obj.mountImage(%this.weapon[%i].image, %i, %this.startLoaded);
%obj.setImageGenericTrigger(%i, 0, false); // Used to indicate the turret is destroyed
}
if (%this.enterSequence !$= "")
{
%obj.entranceThread = 0;
%obj.playThread(%obj.entranceThread, %this.enterSequence);
%obj.pauseThread(%obj.entranceThread);
}
else
{
%obj.entranceThread = -1;
}
}
function TurretShapeData::onRemove(%this, %obj)
{
//echo("\c4TurretShapeData::onRemove("@ %this.getName() @", "@ %obj.getClassName() @")");
// if there are passengers/driver, kick them out
for(%i = 0; %i < %this.numMountPoints; %i++)
{
if (%obj.getMountNodeObject(%i))
{
%passenger = %obj.getMountNodeObject(%i);
%passenger.getDataBlock().doDismount(%passenger, true);
}
}
}
// This is on MissionGroup so it doesn't happen when the mission has ended
function MissionGroup::respawnTurret(%this, %datablock, %className, %transform, %static, %respawn)
{
%turret = new (%className)()
{
datablock = %datablock;
static = %static;
respawn = %respawn;
};
%turret.setTransform(%transform);
MissionGroup.add(%turret);
return %turret;
}
// ----------------------------------------------------------------------------
// TurretShapeData damage state
// ----------------------------------------------------------------------------
// This method is called by weapons fire
function TurretShapeData::damage(%this, %turret, %sourceObject, %position, %damage, %damageType)
{
//echo("\TurretShapeData::damage(" @ %turret @ ", "@ %sourceObject @ ", " @ %position @ ", "@ %damage @ ", "@ %damageType @ ")");
if (%turret.getState() $= "Dead")
return;
%turret.applyDamage(%damage);
// Update the numerical Health HUD
%mountedObject = %turret.getObjectMount();
if (%mountedObject)
%mountedObject.updateHealth();
// Kill any occupants
if (%turret.getState() $= "Dead")
{
for (%i = 0; %i < %this.numMountPoints; %i++)
{
%player = %turret.getMountNodeObject(%i);
if (%player != 0)
%player.killWithSource(%sourceObject, "InsideTurret");
}
}
}
function TurretShapeData::onDamage(%this, %obj, %delta)
{
// This method is invoked by the ShapeBase code whenever the
// object's damage level changes.
}
function TurretShapeData::onDestroyed(%this, %obj, %lastState)
{
// This method is invoked by the ShapeBase code whenever the
// object's damage state changes.
// Fade out the destroyed object. Then schedule a return.
%obj.startFade(1000, $TurretShape::DestroyedFadeDelay, true);
%obj.schedule($TurretShape::DestroyedFadeDelay + 1000, "delete");
if (%obj.doRespawn())
{
MissionGroup.schedule($TurretShape::RespawnTime, "respawnTurret", %this, %obj.getClassName(), %obj.getTransform(), true, true);
}
}
function TurretShapeData::onDisabled(%this, %obj, %lastState)
{
// This method is invoked by the ShapeBase code whenever the
// object's damage state changes.
}
function TurretShapeData::onEnabled(%this, %obj, %lastState)
{
// This method is invoked by the ShapeBase code whenever the
// object's damage state changes.
}
// ----------------------------------------------------------------------------
// TurretShapeData player mounting and dismounting
// ----------------------------------------------------------------------------
function TurretShapeData::isMountable(%this, %obj, %val)
{
%obj.mountable = %val;
}
function TurretShapeData::onMountObject(%this, %turret, %player, %node)
{
if (%turret.entranceThread >= 0)
{
%turret.setThreadDir(%turret.entranceThread, true);
%turret.setThreadPosition(%turret.entranceThread, 0);
%turret.playThread(%turret.entranceThread, "");
}
}
function TurretShapeData::onUnmountObject(%this, %turret, %player)
{
if (%turret.entranceThread >= 0)
{
// Play the entrance thread backwards for an exit
%turret.setThreadDir(%turret.entranceThread, false);
%turret.setThreadPosition(%turret.entranceThread, 1);
%turret.playThread(%turret.entranceThread, "");
}
}
function TurretShapeData::mountPlayer(%this, %turret, %player)
{
//echo("\c4TurretShapeData::mountPlayer("@ %this.getName() @", "@ %turret @", "@ %player.client.nameBase @")");
if (isObject(%turret) && %turret.getDamageState() !$= "Destroyed")
{
//%player.startFade(1000, 0, true);
//%this.schedule(1000, "setMountTurret", %turret, %player);
//%player.schedule(1500, "startFade", 1000, 0, false);
%this.setMountTurret(%turret, %player);
}
}
function TurretShapeData::setMountTurret(%this, %turret, %player)
{
//echo("\c4TurretShapeData::setMountTurret("@ %this.getName() @", "@ %turret @", "@ %player.client.nameBase @")");
if (isObject(%turret) && %turret.getDamageState() !$= "Destroyed")
{
%node = %this.findEmptySeat(%turret, %player);
if (%node >= 0)
{
//echo("\c4Mount Node: "@ %node);
%turret.mountObject(%player, %node);
//%player.playAudio(0, MountVehicleSound);
%player.mVehicle = %turret;
}
}
}
function TurretShapeData::findEmptySeat(%this, %turret, %player)
{
//echo("\c4This turret has "@ %this.numMountPoints @" mount points.");
for (%i = 0; %i < %this.numMountPoints; %i++)
{
%node = %turret.getMountNodeObject(%i);
if (%node == 0)
return %i;
}
return -1;
}
function TurretShapeData::switchSeats(%this, %turret, %player)
{
for (%i = 0; %i < %this.numMountPoints; %i++)
{
%node = %turret.getMountNodeObject(%i);
if (%node == %player || %node > 0)
continue;
if (%node == 0)
return %i;
}
return -1;
}
function TurretShapeData::onMount(%this, %turret, %player, %node)
{
//echo("\c4TurretShapeData::onMount("@ %this.getName() @", "@ %turret @", "@ %player.client.nameBase @")");
%player.client.RefreshVehicleHud(%turret, %this.reticle, %this.zoomReticle);
//%player.client.UpdateVehicleHealth(%turret);
}
function TurretShapeData::onUnmount(%this, %turret, %player, %node)
{
//echo("\c4TurretShapeData::onUnmount(" @ %this.getName() @ ", " @ %turret @ ", " @ %player.client.nameBase @ ")");
%player.client.RefreshVehicleHud(0, "", "");
}
// ----------------------------------------------------------------------------
// TurretShape damage
// ----------------------------------------------------------------------------
// This method is called by weapons fire
function TurretShape::damage(%this, %sourceObject, %position, %damage, %damageType)
{
//echo("\TurretShape::damage(" @ %this @ ", "@ %sourceObject @ ", " @ %position @ ", "@ %damage @ ", "@ %damageType @ ")");
%this.getDataBlock().damage(%this, %sourceObject, %position, %damage, %damageType);
}
// ----------------------------------------------------------------------------
// TurretDamage
// ----------------------------------------------------------------------------
// Customized kill message for deaths caused by turrets
function sendMsgClientKilled_TurretDamage( %msgType, %client, %sourceClient, %damLoc )
{
if ( %sourceClient $= "" ) // editor placed turret
messageAll( %msgType, '%1 was shot down by a turret!', %client.playerName );
else if ( %sourceClient == %client ) // own mine
messageAll( %msgType, '%1 kill by his own turret!', %client.playerName );
else // enemy placed mine
messageAll( %msgType, '%1 was killed by a turret of %2!', %client.playerName, %sourceClient.playerName );
}
// ----------------------------------------------------------------------------
// AITurretShapeData
// ----------------------------------------------------------------------------
function AITurretShapeData::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
%obj.mountable = false;
}
// Player has thrown a deployable turret. This copies from ItemData::onThrow()
function AITurretShapeData::onThrow(%this, %user, %amount)
{
// Remove the object from the inventory
if (%amount $= "")
%amount = 1;
if (%this.maxInventory !$= "")
if (%amount > %this.maxInventory)
%amount = %this.maxInventory;
if (!%amount)
return 0;
%user.decInventory(%this,%amount);
// Construct the actual object in the world, and add it to
// the mission group so it's cleaned up when the mission is
// done. The turret's rotation matches the player's.
%rot = %user.getEulerRotation();
%obj = new AITurretShape()
{
datablock = %this;
rotation = "0 0 1 " @ getWord(%rot, 2);
count = 1;
sourceObject = %user;
client = %user.client;
isAiControlled = true;
};
MissionGroup.add(%obj);
// Let the turret know that we're a firend
%obj.addToIgnoreList(%user);
// We need to add this turret to a list on the client so that if we die,
// the turret will still ignore our player.
%client = %user.client;
if (%client)
{
if (!%client.ownedTurrets)
{
%client.ownedTurrets = new SimSet();
}
// Go through the client's owned turret list. Make sure we're
// a friend of every turret and every turret is a friend of ours.
// Commence hugging!
for (%i=0; %i<%client.ownedTurrets.getCount(); %i++)
{
%turret = %client.ownedTurrets.getObject(%i);
%turret.addToIgnoreList(%obj);
%obj.addToIgnoreList(%turret);
}
// Add ourselves to the client's owned list.
%client.ownedTurrets.add(%obj);
}
return %obj;
}
function AITurretShapeData::onDestroyed(%this, %turret, %lastState)
{
// This method is invoked by the ShapeBase code whenever the
// object's damage state changes.
%turret.playAudio(0, TurretDestroyed);
%turret.setAllGunsFiring(false);
%turret.resetTarget();
%turret.setTurretState( "Destroyed", true );
// Set the weapons to destoryed
for(%i = 0; %i < %this.numWeaponMountPoints; %i++)
{
%turret.setImageGenericTrigger(%i, 0, true);
}
Parent::onDestroyed(%this, %turret, %lastState);
}
function AITurretShapeData::OnScanning(%this, %turret)
{
//echo("AITurretShapeData::OnScanning: " SPC %this SPC %turret);
%turret.startScanForTargets();
%turret.playAudio(0, TurretScanningSound);
}
function AITurretShapeData::OnTarget(%this, %turret)
{
//echo("AITurretShapeData::OnTarget: " SPC %this SPC %turret);
%turret.startTrackingTarget();
%turret.playAudio(0, TargetAquiredSound);
}
function AITurretShapeData::OnNoTarget(%this, %turret)
{
//echo("AITurretShapeData::OnNoTarget: " SPC %this SPC %turret);
%turret.setAllGunsFiring(false);
%turret.recenterTurret();
%turret.playAudio(0, TargetLostSound);
}
function AITurretShapeData::OnFiring(%this, %turret)
{
//echo("AITurretShapeData::OnFiring: " SPC %this SPC %turret);
%turret.setAllGunsFiring(true);
}
function AITurretShapeData::OnThrown(%this, %turret)
{
//echo("AITurretShapeData::OnThrown: " SPC %this SPC %turret);
%turret.playAudio(0, TurretThrown);
}
function AITurretShapeData::OnDeploy(%this, %turret)
{
//echo("AITurretShapeData::OnDeploy: " SPC %this SPC %turret);
// Set the weapons to loaded
for(%i = 0; %i < %this.numWeaponMountPoints; %i++)
{
%turret.setImageLoaded(%i, true);
}
%turret.playAudio(0, TurretActivatedSound);
}
// ----------------------------------------------------------------------------
// Player deployable turret
// ----------------------------------------------------------------------------
// Cannot use the Weapon class for deployable turrets as it is already tied
// to ItemData.
function DeployableTurretWeapon::onUse(%this, %obj)
{
Weapon::onUse(%this, %obj);
}
function DeployableTurretWeapon::onPickup(%this, %obj, %shape, %amount)
{
Weapon::onPickup(%this, %obj, %shape, %amount);
}
function DeployableTurretWeapon::onInventory(%this, %obj, %amount)
{
if (%obj.client !$= "" && !%obj.isAiControlled)
{
%obj.client.setAmmoAmountHud( 1, %amount );
}
// Cycle weapons if we are out of ammo
if ( !%amount && ( %slot = %obj.getMountSlot( %this.image ) ) != -1 )
%obj.cycleWeapon( "prev" );
}
function DeployableTurretWeaponImage::onMount(%this, %obj, %slot)
{
// The turret doesn't use ammo from a player's perspective.
%obj.setImageAmmo(%slot, true);
%numTurrets = %obj.getInventory(%this.item);
if (%obj.client !$= "" && !%obj.isAiControlled)
%obj.client.RefreshWeaponHud( 1, %this.item.previewImage, %this.item.reticle, %this.item.zoomReticle, %numTurrets);
}
function DeployableTurretWeaponImage::onUnmount(%this, %obj, %slot)
{
if (%obj.client !$= "" && !%obj.isAiControlled)
%obj.client.RefreshWeaponHud(0, "", "");
}
function DeployableTurretWeaponImage::onFire(%this, %obj, %slot)
{
//echo("\DeployableTurretWeaponImage::onFire( "@%this.getName()@", "@%obj.client.nameBase@", "@%slot@" )");
// To fire a deployable turret is to throw it. Schedule the throw
// so that it doesn't happen during this ShapeBaseImageData's state machine.
// If we throw the last one then we end up unmounting while the state machine
// is still being processed.
%obj.schedule(0, "throw", %this.item);
}