SkillSector/scripts/SkillSectorWaypointWrangler.cs

141 lines
7.1 KiB
C#

// 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