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interim commit - added more teleporters, preserved some SSWW information before it's nuked for the final impl
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5 changed files with 278 additions and 37 deletions
141
scripts/SkillSectorWaypointWrangler.cs
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141
scripts/SkillSectorWaypointWrangler.cs
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// I guess there's two kinds of waypoints that I want to wrangle.
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// 1. Zone based waypoints
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// 2. Point to point waypoints
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// Zone based waypoints are perfect for rooms full of teleporters / switches / etc.
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// 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.
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// Point to point waypoints are perfect for races and leading someone from one end of the map to another. I dunno, like a tutorial.
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// 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.
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// While it's true that you can allocate 512 TargetManager targets, HUDTargetList is limited to 32 targets exactly.
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// Those 32 targets are split across three categories.
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// 1 - ClientTarget::AssignedTask
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// 15 - ClientTarget::PotentialTask
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// 16 - ClientTarget::Waypoint
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// Waypoints can't be removed per-client without extensive modifications, so they're still permament.
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// While it's possible to swap the clients team to show them different team waypoints, it doesn't seem worth the hassle.
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// What does that mean for my original intent with this script? Well, it's still achievable... but only by spamming the client.
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// PotentialTasks are shown for 2 seconds after they're received.
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// The player can show those tasks again by pressing n to summon the task list.
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// Instead of trying to train players to press `n` when they want directions/more information... I'll spam them.
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// Sending the task every 1900ms means it will arrive well before the last task expires.
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// Players will always see a task when they're in the zone, and when they leave the zone, they will expire quickly.
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// The oldest task is overwritten, so if someone starts using the chat menu or command circuit to create more tasks, that will still work.
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datablock TriggerData(WaypointWranglerZone) {
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tickPeriodMS = 1500;
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};
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function WaypointWranglerZone__onAdd(%this, %obj) {
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// New zone added for waypoint wrangling.
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echo("Obj: " @ %obj);
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echo("New group: " @ %this.getGroup());
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}
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function scanGroupForWWZ(%group) {
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if (%group.getName() $= "MissionCleanup") {
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// Ignoring a busy group that probably doesn't have WaypointWrangler triggers
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return;
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}
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for (%i = 0; %i < %group.getCount(); %i++) {
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%obj = %group.getObject(%i);
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if (%obj.getClassName() $= "SimGroup") {
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echo("Group detected: " @ %obj.getName());
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scanGroupForWWZ(%obj);
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} else if (%obj.getClassName() $= "Trigger" && %obj.getDatablock().getName() $= "WaypointWranglerZone") {
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echo("Waypoint detected: " @ %obj.getName());
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$WPZones[$WPZNextFree] = %obj;
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$WPZNextFree++;
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}
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}
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}
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function WaypointWranglerInit() {
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// Reset WPZone system
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$WPZNextFree = 0;
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$WPZones[0] = 0;
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// Iterate over every group and find relevant triggers
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scanGroupForWWZ(MissionGroup);
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// Iterate over
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// Use zone.getGroup to get their containing group
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// 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
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// Whenever a player enters the Trigger zone, hide the pimary waypoint associated with the zone and show the other waypoints
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// 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)
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// This flag might get set automatically if there are too many waypoints in a zone (>10?)
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// 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.
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}
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// MaxTargets = 512
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// HUDTargetList = 32
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//%target = createTarget(%flag.waypoint, CTFGame::getTeamName( CTFGame, %flag.team), "", "", 'Base', %flag.team, 0);
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function showWaypoint(%client, %wp) {
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echo(%wp.getName());
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echo(%wp.getPosition());
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%client.setTargetId(%wp.target);
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commandToClient(%client, 'TaskInfo', %client, -1, false, %wp.getName());
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commandToClient(%client, 'PotentialTask', %client.name, "wub wub", "target name");
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%client.sendTargetTo(%client, false);
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// %clRabbit.player.scopeToClient(%cl);
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// %visMask = getSensorGroupAlwaysVisMask(%clRabbit.getSensorGroup());
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// %visMask |= (1 << %cl.getSensorGroup());
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// setSensorGroupAlwaysVisMask(%clRabbit.getSensorGroup(), %visMask);
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// %cl.setTargetId(%clRabbit.target);
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// commandToClient(%cl, 'TaskInfo', %cl, -1, false, "Kill the Rabbit!");
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// commandToClient(%targetClient, 'PotentialTask', %client.name, %client.currentTaskDescription, %targetName);
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// %client.sendTargetTo(%targetClient, false);
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// %cl.sendTargetTo(%cl, true);
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}
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function hideWaypoint() {
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// function clientCmdAcceptedTask(%description) {
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// addMessageHudLine("\c3Your current task is:\cr " @ %description);
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// }
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// commandToClient(%client, 'TaskInfo', %issueClient, -1, %issueClient.name, %description);
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// commandToClient(%client, 'AcceptedTask', %description);
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// %client.sendTargetTo(%client, true);
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}
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function debugDispatch() {
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%count = ClientGroup.getCount();
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for (%i = 0; %i < %count; %i++) {
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%client = ClientGroup.getObject(%i);
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echo("Client: " @ %client);
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WWDispatchWaypoints(%client);
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}
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}
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function WWDispatchWaypoints(%client) {
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for (%i = 0; %i < $WPZNextFree; %i++) {
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%wp = $WPZones[%i];
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showWaypoint(%client, %wp);
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//allocTarget, createTarget
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// allocClientTarget is only relevant to other players, it's for creating targets that represent client connections
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// Con::addCommand("ClientTarget", "sendToServer", cTargetSendToServer, "target.sendToServer()", 2, 2);
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// Con::addCommand("ClientTarget", "createWaypoint", cCreateWaypoint, "target.createWaypoint(text)", 3, 3);
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// Con::addCommand("ClientTarget", "addPotentialTask", cAddPotentialTask, "target.addPotentialTask()", 2, 2);
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// Con::addCommand("ClientTarget", "setText", cSetText, "target.setText(text)", 3, 3);
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// Con::addCommand("ClientTarget", "getTargetId", cGetTargetId, "target.getTargetId()", 2, 2);
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// Con::addCommand("createClientTarget", cCreateClientTarget, "createClientTarget(targetId, <x y z>)", 2, 3);
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// Con::addCommand("removeClientTargetType", cRemoveClientTargetType, "removeClientTargetType(client, type)", 3, 3);
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// Con::addVariable("clientTargetTimeout", TypeS32, &HUDTargetList::smTargetTimeout);
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}
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}
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// Revisiting this concept by looking through the code for dlgDrawText\(.* to find all locations where text is rendered
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// Hopefully I can find a more suitable way to render text for these items, but I'm not overly optimistic
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// guiShapeNameHud seems relevant to 'directly looking at an object and seeing some text' but that's not quite what I want
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// shapeNameHud seems similar
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