delete disused methods from SSTP, implement the basics of SSAT

This commit is contained in:
loop 2025-10-13 22:17:58 +01:00
parent dacdfcbb1f
commit ec82170d04
2 changed files with 61 additions and 101 deletions

View file

@ -1,3 +1,5 @@
$AimTrainDuration = 60;
datablock PlayerData(DermDummy) : LightMaleBiodermArmor {
canObserve = false;
groundImpactMinSpeed = 0.01;
@ -10,11 +12,65 @@ function resetDummyPosition(%this) {
%this.setvelocity("0 0 0");
}
function atsessionEnd(%player) {
echo("session ended");
%player.aim_training = 0;
%msg = "\c2AimTrain complete!\nScore: " @ %player.atscore;
messageClient(%player.client, 'MsgAimTrainFinish', %msg);
CenterPrint(%player.client, %msg, 3.5, 3);
}
function atsessionCountdown(%player, %count) {
messageClient(%player.client, 'MsgAimTrainCountdown', '\c2AimTrain session ends in %1 second(s).~wfx/misc/hunters_%1.wav', %count);
}
function atsessionCheck(%player) {
if (isObject(%player.client)) {
if (%player.aim_training) {
echo("aim training already active for player " @ %player);
} else {
messageClient(%player.client, 'MsgAimTrainStart', '\c2AimTrain start! You have %1 seconds.', $AimTrainDuration);
echo("starting aim training for player " @ %player);
%player.aim_training = 1;
%player.atscore = 0.0;
for (%i = 1; %i < 6; %i += 1) {
schedule(($AimTrainDuration-%i)*1000, 0, "atsessionCountdown", %player, %i);
}
schedule($AimTrainDuration*1000, 0, "atsessionEnd", %player);
}
}
}
// $DamageType::Default= 0; $DamageType::Blaster= 1; $DamageType::Plasma= 2; $DamageType::Bullet= 3; $DamageType::Disc= 4; $DamageType::Grenade= 5; $DamageType::Laser= 6; $DamageType::ELF= 7; $DamageType::Mortar= 8; $DamageType::Missile= 9; $DamageType::ShockLance= 10; $DamageType::Mine= 11; $DamageType::Explosion= 12; $DamageType::Impact= 13; // Object to object collisions $DamageType::Ground= 14; // Object to ground collisions $DamageType::Turret= 15;
function calcScore(%targetObject, %sourceObject, %damageType, %damage, %position) {
%score = %damage * 100;
%directHitOnly = !$AimTrainLowDummies.isMember(%targetObject);
switch$(%damageType) {
case $DamageType::Disc:
if (%damage != 0.5 && %directHitOnly) {
echo("Indirect hit, doesn't count");
return 0;
}
}
%sourceObject.atscore += %score;
BottomPrint(%sourceObject.client, "DMG: " @ %damage @ " TYPE: " @ %damageType @ " SCORE: " @ %score @ " DHO " @ %directHitOnly, 2, 3);
}
function DermDummy::damageObject(%data, %targetObject, %sourceObject, %position, %amount, %damageType) {
if (%sourceObject == 0) {
// Fall damage
return;
}
echo("Damage object received: " @ %targetObject @ " from " @ %sourceObject);
// find out if the player is already in a score session
atsessionCheck(%sourceObject);
// how much damage was received?
calcScore(%targetObject, %sourceObject, %damageType, %amount, %position);
// Reset training dummy
cancel(%targetObject.resetter); // Avoid double resets
// 750 allows for the original splash damage to decay
// 500 results in a double reset because the dummy is hit by the original explosion twice
@ -29,8 +85,10 @@ function DermDummy::damageObject(%data, %targetObject, %sourceObject, %position,
// echo("wtf is this then: " @ %this @ " tgt " @ %sourceObject);
// }
function findAndReplacePlaceholders() {
// This is not re-entrant safe, don't call it more than once!
$AimTrainLowDummies = new SimSet();
MissionCleanup.add($AimTrainLowDummies);
// Replace placeholders in the aim training system
%trash = new SimSet();
for (%i = 0; %i < AimTrainLow.getCount(); %i += 1) {
@ -42,6 +100,7 @@ function findAndReplacePlaceholders() {
datablock = "DermDummy";
};
AimTrainLow.add(%replace);
$AimTrainLowDummies.add(%replace);
%replace.setName(%obj.getName());
%replace.setTransform(%trans);
%replace.original_transform = %trans;