interim commit - added more teleporters, preserved some SSWW information before it's nuked for the final impl

This commit is contained in:
loop 2025-10-20 02:37:55 +01:00
parent 4f0291118b
commit f38bbe3e40
5 changed files with 278 additions and 37 deletions

View file

@ -13,11 +13,11 @@
//--- OBJECT WRITE BEGIN ---
new SimGroup(MissionGroup) {
musicTrack = "ice";
Team_Hunters_timeLimit = "25";
cdTrack = "5";
Hunters_timeLimit = "25";
powerCount = "0";
cdTrack = "5";
musicTrack = "ice";
Hunters_timeLimit = "25";
new MissionArea(MissionArea) {
area = "-1008 -1032 2144 2080";
@ -63,14 +63,14 @@ new SimGroup(MissionGroup) {
cullDensity = "0.3";
customArea = "0 0 0 0";
GraphFile = "Scarabrae_nef.nav";
conjoinBowlDev = "20";
position = "0 0 0 1";
coverage = "0";
rotation = "0 0 0 0";
XDimOverSize = "0";
GraphFile = "Scarabrae_nef.nav";
YDimOverSize = "0";
scale = "1 1 1";
conjoinBowlDev = "20";
YDimOverSize = "0";
locked = "true";
};
new Sky(Sky) {
@ -267,7 +267,7 @@ new SimGroup(MissionGroup) {
homingCount = "0";
team = "0";
Trigger = "7610";
Trigger = "4552";
Target = "34";
locked = "false";
};
@ -280,7 +280,7 @@ new SimGroup(MissionGroup) {
homingCount = "0";
team = "0";
Trigger = "7612";
Trigger = "4554";
Target = "35";
locked = "false";
};
@ -303,7 +303,7 @@ new SimGroup(MissionGroup) {
homingCount = "0";
team = "0";
Trigger = "7615";
Trigger = "4557";
Target = "36";
locked = "false";
};
@ -400,10 +400,10 @@ new SimGroup(MissionGroup) {
lockCount = "0";
homingCount = "0";
Trigger = "4568";
notReady = "1";
Trigger = "7626";
inUse = "Down";
Target = "39";
inUse = "Down";
};
new Marker(BankSpawn) {
position = "-155.307 126.636 243.233";
@ -412,22 +412,67 @@ new SimGroup(MissionGroup) {
seqNum = "0";
msToNext = "1000";
};
new StaticShape() {
position = "-176.434 144.844 233.142";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "BankTeleporter";
destination = "ATLSpawn";
desc = "Static Aim Trainer\nShoot static targets while in the air to score points!\nMove faster to score more points and have fun!";
new SimGroup(Teleporters) {
powerCount = "2";
new StaticShape() {
position = "-175.467 149.497 233.142";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "BankTeleporter";
lockCount = "0";
homingCount = "0";
Desc = "Dynamic Aim Trainer\nShoot moving targets while in the air to score points!\nMove faster to score more points and have fun!";
destination = "ATMSpawn";
};
new StaticShape() {
position = "-170.634 150.644 233.142";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "BankTeleporter";
lockCount = "0";
homingCount = "0";
Desc = "Aim Trainer\nShoot fast moving targets while in the air to score points!\nMove faster to score more points and have fun!";
destination = "ATHSpawn";
};
new StaticShape() {
position = "-176.634 144.844 233.142";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "BankTeleporter";
lockCount = "0";
homingCount = "0";
Desc = "Static Aim Trainer\nShoot static targets while in the air to score points!\nMove faster to score more points and have fun!";
destination = "ATLSpawn";
};
};
new ForceFieldBare(TractorBeamFront) {
position = "-142.101 65.701 103.021";
rotation = "1 0 0 0";
scale = "10 40 140";
dataBlock = "TractorBeamFF";
velocityMod = "1.0";
lockCount = "0";
homingCount = "0";
gravityMod = "-2.75";
pz = "4575";
appliedForce = "0 0 0";
Target = "-1";
originalscale = "10 40 140";
velocityMod = "1.0";
};
new Trigger(BankWaypointZone) {
position = "-158.549 134.258 240.811";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "WaypointWranglerZone";
lockCount = "0";
homingCount = "0";
polyhedron = "0.0000000 0.0000000 0.0000000 1.0000000 0.0000000 0.0000000 -0.0000000 -1.0000000 -0.0000000 -0.0000000 -0.0000000 1.0000000";
};
};
new SimGroup(AimTrain) {
@ -490,9 +535,8 @@ new SimGroup(MissionGroup) {
lockCount = "0";
homingCount = "0";
destination = "BankSpawn";
Target = "42";
Desc = "\nWelcome back to the Bank!";
destination = "BankSpawn";
};
new Marker(ATLSpawn) {
position = "-546.054 112.086 223.904";
@ -502,6 +546,34 @@ new SimGroup(MissionGroup) {
msToNext = "1000";
};
};
new SimGroup(AimTrainMed) {
powerCount = "0";
new Marker(ATMSpawn) {
position = "-203.46 693.682 274.118";
rotation = "0 0 -1 90";
scale = "1 1 1";
seqNum = "0";
msToNext = "1000";
};
new StaticShape(ATMBankTeleport) {
position = "-197.111 696.524 262.891";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "BankTeleporter";
lockCount = "0";
homingCount = "0";
Target = "44";
Desc = "\nWelcome back to the Bank!";
destination = "BankSpawn";
};
};
new SimGroup(AimTrainHigh) {
powerCount = "0";
};
};
};
//--- OBJECT WRITE END ---

View file

@ -43,6 +43,7 @@ function atsessionCheck(%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 $DamageType::Turret= 15;
function calcScore(%targetObject, %sourceObject, %damageType, %damage, %position) {
// This is kinda half assed. But what more do you really need?
%score = %damage * 100;
%directHitOnly = !$AimTrainLowDummies.isMember(%targetObject);
switch$(%damageType) {
@ -84,6 +85,12 @@ function DermDummy::damageObject(%data, %targetObject, %sourceObject, %position,
// echo("wtf is this then: " @ %this @ " tgt " @ %sourceObject);
// }
function AimTrainerInit() {
if (!$DEVMODE) {
findAndReplacePlaceholders();
}
}
function findAndReplacePlaceholders() {
// This is not re-entrant safe, don't call it more than once!
$AimTrainLowDummies = new SimSet();
@ -112,8 +119,3 @@ function findAndReplacePlaceholders() {
}
%trash.delete();
}
// Don't replace placeholder entities in development mode
if ($DEVMODE == 0) {
findAndReplacePlaceholders();
}

View file

@ -8,6 +8,42 @@
// Leave it on when editing the map, leave it off when playing the game.
$DEVMODE = 1;
// Load the various modes, datablocks and functions.
exec("scripts/SkillSectorTeleporter.cs");
exec("scripts/SkillSectorAimTrainer.cs");
exec("scripts/SkillSectorTractorBeam.cs");
exec("scripts/SkillSectorWaypointWrangler.cs");
package SkillSector {
function none() {}
};
function SkillSector::initGameVars(%game) {
AimTrainerInit();
WaypointWranglerInit();
}
// No longer dispatching 'primary' waypoints because they can't be made semi-permanent.
function SkillSector::clientMissionDropReady(%game, %client) {
messageClient(%client, 'MsgClientReady',"", %game.class);
// %game.resetScore(%client);
// for(%i = 1; %i <= %game.numTeams; %i++) {
// $Teams[%i].score = 0;
// messageClient(%client, 'MsgCTFAddTeam', "", %i, %game.getTeamName(%i), $flagStatus[%i], $TeamScore[%i]);
// }
//%game.populateTeamRankArray(%client);
//messageClient(%client, 'MsgYourRankIs', "", -1);
messageClient(%client, 'MsgMissionDropInfo', '\c0You are in mission %1 (%2).', $MissionDisplayName, $MissionTypeDisplayName, $ServerName);
// WWDispatchWaypoints(%client);
DefaultGame::clientMissionDropReady(%game, %client);
}
if ($DEVMODE) {
moveMap.bind(keyboard, "f5", dc);
moveMap.bind(keyboard, "f6", ssrl);
ObserverHUDWeaponList.delete();
}
// thanks DarkTiger (you can prob list them all via datablockGroup.getCount(); and iterate them all and do echo %obj.getName();)
function dumpDatablockNames() {
for (%i = 0; %i < datablockgroup.getCount(); %i += 1) {
@ -27,13 +63,3 @@ function ssrl() {
function dc() {
disconnect();
}
if ($DEVMODE) {
moveMap.bind(keyboard, "f5", disconnect);
ObserverHUDWeaponList.delete();
}
// Load the various modes, datablocks and functions.
exec("scripts/SkillSectorTeleporter.cs");
exec("scripts/SkillSectorAimTrainer.cs");
exec("scripts/SkillSectorTractorBeam.cs");

View file

@ -17,7 +17,7 @@ datablock ForceFieldBareData(TractorBeamFF)
// texture[3] = "skins/forcef4";
// texture[4] = "skins/forcef5";
framesPerSec = 5;
framesPerSec = 10;
numFrames = 5;
scrollSpeed = 15;
umapping = 1.0;

View file

@ -0,0 +1,141 @@
// I guess there's two kinds of waypoints that I want to wrangle.
// 1. Zone based waypoints
// 2. Point to point waypoints
// Zone based waypoints are perfect for rooms full of teleporters / switches / etc.
// Zone based waypoint SimGroup should have a 'zone' waypoint that is only shown when the player is outside of the zone, allowing zones to be discovered.
// Point to point waypoints are perfect for races and leading someone from one end of the map to another. I dunno, like a tutorial.
// After a lot of reading scripts, engine source code and Ghidra decompiling, I've ascertained that... we're stuck with a bit of an odd structure.
// While it's true that you can allocate 512 TargetManager targets, HUDTargetList is limited to 32 targets exactly.
// Those 32 targets are split across three categories.
// 1 - ClientTarget::AssignedTask
// 15 - ClientTarget::PotentialTask
// 16 - ClientTarget::Waypoint
// Waypoints can't be removed per-client without extensive modifications, so they're still permament.
// While it's possible to swap the clients team to show them different team waypoints, it doesn't seem worth the hassle.
// What does that mean for my original intent with this script? Well, it's still achievable... but only by spamming the client.
// PotentialTasks are shown for 2 seconds after they're received.
// The player can show those tasks again by pressing n to summon the task list.
// Instead of trying to train players to press `n` when they want directions/more information... I'll spam them.
// Sending the task every 1900ms means it will arrive well before the last task expires.
// Players will always see a task when they're in the zone, and when they leave the zone, they will expire quickly.
// The oldest task is overwritten, so if someone starts using the chat menu or command circuit to create more tasks, that will still work.
datablock TriggerData(WaypointWranglerZone) {
tickPeriodMS = 1500;
};
function WaypointWranglerZone__onAdd(%this, %obj) {
// New zone added for waypoint wrangling.
echo("Obj: " @ %obj);
echo("New group: " @ %this.getGroup());
}
function scanGroupForWWZ(%group) {
if (%group.getName() $= "MissionCleanup") {
// Ignoring a busy group that probably doesn't have WaypointWrangler triggers
return;
}
for (%i = 0; %i < %group.getCount(); %i++) {
%obj = %group.getObject(%i);
if (%obj.getClassName() $= "SimGroup") {
echo("Group detected: " @ %obj.getName());
scanGroupForWWZ(%obj);
} else if (%obj.getClassName() $= "Trigger" && %obj.getDatablock().getName() $= "WaypointWranglerZone") {
echo("Waypoint detected: " @ %obj.getName());
$WPZones[$WPZNextFree] = %obj;
$WPZNextFree++;
}
}
}
function WaypointWranglerInit() {
// Reset WPZone system
$WPZNextFree = 0;
$WPZones[0] = 0;
// Iterate over every group and find relevant triggers
scanGroupForWWZ(MissionGroup);
// Iterate over
// Use zone.getGroup to get their containing group
// Iterate over all the objects in the containing group that have a WPN (waypoint name), put them into a SimSet or array with a name relating to the containing group
// Whenever a player enters the Trigger zone, hide the pimary waypoint associated with the zone and show the other waypoints
// Might make sense to make a flag for 'hide all other primary waypoints inside zone' (useful for point to point races and very busy zones like the Bank)
// This flag might get set automatically if there are too many waypoints in a zone (>10?)
// This system should prevent players for placing waypoints if they exceed the maximum waypoint count. I don't know how that works so I probably won't do it yet.
}
// MaxTargets = 512
// HUDTargetList = 32
//%target = createTarget(%flag.waypoint, CTFGame::getTeamName( CTFGame, %flag.team), "", "", 'Base', %flag.team, 0);
function showWaypoint(%client, %wp) {
echo(%wp.getName());
echo(%wp.getPosition());
%client.setTargetId(%wp.target);
commandToClient(%client, 'TaskInfo', %client, -1, false, %wp.getName());
commandToClient(%client, 'PotentialTask', %client.name, "wub wub", "target name");
%client.sendTargetTo(%client, false);
// %clRabbit.player.scopeToClient(%cl);
// %visMask = getSensorGroupAlwaysVisMask(%clRabbit.getSensorGroup());
// %visMask |= (1 << %cl.getSensorGroup());
// setSensorGroupAlwaysVisMask(%clRabbit.getSensorGroup(), %visMask);
// %cl.setTargetId(%clRabbit.target);
// commandToClient(%cl, 'TaskInfo', %cl, -1, false, "Kill the Rabbit!");
// commandToClient(%targetClient, 'PotentialTask', %client.name, %client.currentTaskDescription, %targetName);
// %client.sendTargetTo(%targetClient, false);
// %cl.sendTargetTo(%cl, true);
}
function hideWaypoint() {
// function clientCmdAcceptedTask(%description) {
// addMessageHudLine("\c3Your current task is:\cr " @ %description);
// }
// commandToClient(%client, 'TaskInfo', %issueClient, -1, %issueClient.name, %description);
// commandToClient(%client, 'AcceptedTask', %description);
// %client.sendTargetTo(%client, true);
}
function debugDispatch() {
%count = ClientGroup.getCount();
for (%i = 0; %i < %count; %i++) {
%client = ClientGroup.getObject(%i);
echo("Client: " @ %client);
WWDispatchWaypoints(%client);
}
}
function WWDispatchWaypoints(%client) {
for (%i = 0; %i < $WPZNextFree; %i++) {
%wp = $WPZones[%i];
showWaypoint(%client, %wp);
//allocTarget, createTarget
// allocClientTarget is only relevant to other players, it's for creating targets that represent client connections
// Con::addCommand("ClientTarget", "sendToServer", cTargetSendToServer, "target.sendToServer()", 2, 2);
// Con::addCommand("ClientTarget", "createWaypoint", cCreateWaypoint, "target.createWaypoint(text)", 3, 3);
// Con::addCommand("ClientTarget", "addPotentialTask", cAddPotentialTask, "target.addPotentialTask()", 2, 2);
// Con::addCommand("ClientTarget", "setText", cSetText, "target.setText(text)", 3, 3);
// Con::addCommand("ClientTarget", "getTargetId", cGetTargetId, "target.getTargetId()", 2, 2);
// Con::addCommand("createClientTarget", cCreateClientTarget, "createClientTarget(targetId, <x y z>)", 2, 3);
// Con::addCommand("removeClientTargetType", cRemoveClientTargetType, "removeClientTargetType(client, type)", 3, 3);
// Con::addVariable("clientTargetTimeout", TypeS32, &HUDTargetList::smTargetTimeout);
}
}
// Revisiting this concept by looking through the code for dlgDrawText\(.* to find all locations where text is rendered
// Hopefully I can find a more suitable way to render text for these items, but I'm not overly optimistic
// guiShapeNameHud seems relevant to 'directly looking at an object and seeing some text' but that's not quite what I want
// shapeNameHud seems similar