T2-ACCM/scripts/packs/PurgeGenerator.cs
2013-03-17 23:06:38 -04:00

407 lines
13 KiB
PHP

//==============================================================================
// 'Purge' Shield Generator - Version 1.3
// Made by Blnukem.
//------------------------------------------------------------------------------
// NOTES TO USERS:
// • Useful for protecting an area from zombies.
// • A large number of Zombie Demons or Lords can destroy the Purge easily.
// • Heavy maintenence is required to keep the Purge active for a long period of
// time, such as repairing the Generator constantly.
// • The Purge has an automatic maintenence system that works great if you're
// only fighting anything smaller than a Zombie Demon, but disables after a
// certain amount of damage, so you need constant maintenence.
//
// When the maintenence system is near to be disabled or when it's first
// activated, the Generator will signal an alarm.
//==============================================================================
// Lets set the amount of Purge Generators per team.
$TeamDeployableMax[ShieldDeployable] = 2;
//------------------------------------------------------------------------------
datablock EffectProfile(PurgeAlarmEffect)
{
effectname = "Bonuses/upward_perppass2_quark";
minDistance = 25.0;
maxDistance = 50.0;
};
//------------------------------------------------------------------------------
datablock AudioProfile(PurgeAlarmSound)
{
filename = "fx/Bonuses/upward_perppass2_quark";
description = AudioClosest3d;
preload = true;
effect = PurgeAlarmEffect;
};
//------------------------------------------------------------------------------
datablock StaticShapeData(DeployedShield) : StaticShapeDamageProfile {
className = shieldbase;
shapeFile = "sensor_pulse_medium.dts";
scale = "0.4 0.4 0.4";
maxDamage = 2.0;
destroyedLevel = 2.0;
disabledLevel = 1.5;
maxEnergy = 50;
rechargeRate = 0.8;
explosion = HandGrenadeExplosion;
expDmgRadius = 1.0;
expDamage = 0.05;
expImpulse = 200;
dynamicType = $TypeMasks::StaticShapeObjectType;
deployedObject = true;
humSound = SensorHumSound;
cmdCategory = "DSupport";
cmdIcon = CMDSensorIcon;
cmdMiniIconName = "commander/MiniIcons/com_deploymotionsensor";
targetNameTag = 'Purge';
targetTypeTag = 'Shield Generator';
deployAmbientThread = true;
debrisShapeName = "debris_generic_small.dts";
debris = DeployableDebris;
heatSignature = 0;
needsPower = true;
deploySound = StationDeploySound;
};
//------------------------------------------------------------------------------
datablock ShapeBaseImageData(ShieldDeployableImage) {
mass = 20;
emap = true;
shapeFile = "pack_deploy_sensor_pulse.dts";
item = ShieldDeployable;
mountPoint = 1;
offset = "0 0 0";
deployed = DeployedShield;
heatSignature = 0;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Idle";
isLarge = false;
maxDepSlope = 360;
deploySound = ItemPickupSound;
minDeployDis = 0.5;
maxDeployDis = 50.0;
};
//------------------------------------------------------------------------------
datablock ItemData(ShieldDeployable) {
className = Pack;
catagory = "Deployables";
shapeFile = "pack_deploy_sensor_pulse.dts";
mass = 5.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 1;
rotate = true;
image = "ShieldDeployableImage";
pickUpName = "a shield generator";
heatSignature = 0;
emap = true;
};
//==============================================================================
// Shield Generator Functions.
//==============================================================================
function ShieldDeployableImage::testObjectTooClose(%item) {
return "";
}
//------------------------------------------------------------------------------
function ShieldDeployableImage::testNoTerrainFound(%item) {
}
//------------------------------------------------------------------------------
function ShieldDeployable::onPickup(%this, %obj, %shape, %amount) {
}
//------------------------------------------------------------------------------
function ShieldDeployableImage::onDeploy(%item, %plyr, %slot) {
%className = "StaticShape";
%playerVector = vectorNormalize(-1 * getWord(%plyr.getEyeVector(),1) SPC getWord(%plyr.getEyeVector(),0) SPC "0");
if (vAbs(floorVec(%item.surfaceNrm,100)) $= "0 0 1")
%item.surfaceNrm2 = %playerVector;
else
%item.surfaceNrm2 = vectorNormalize(vectorCross(%item.surfaceNrm,"0 0 -1"));
%rot = fullRot(%item.surfaceNrm,%item.surfaceNrm2);
%deplObj = new (%className)() {
dataBlock = %item.deployed;
};
// Scale it.
%deplobj.setscale(%deplobj.getdatablock().scale);
%deplObj.setTransform(%item.surfacePt SPC %rot);
if (%deplObj.getDatablock().rechargeRate)
%deplObj.setRechargeRate(%deplObj.getDatablock().rechargeRate);
%deplObj.team = %plyr.client.Team;
%deplObj.setOwner(%plyr);
%deplObj.shieldbase = %deplObj;
if (%deplObj.getTarget() != -1)
setTargetSensorGroup(%deplObj.getTarget(), %plyr.client.team);
addToDeployGroup(%deplObj);
AIDeployObject(%plyr.client, %deplObj);
serverPlay3D(%item.deploySound, %deplObj.getTransform());
$TeamDeployedCount[%plyr.team, %item.item]++;
addDSurface(%item.surface,%deplObj);
%deplObj.playThread($PowerThread,"Power");
%deplObj.playThread($AmbientThread,"ambient");
%plyr.unmountImage(%slot);
%plyr.decInventory(%item.item, 1);
%deplObj.powerFreq = %plyr.powerFreq;
checkPowerObject(%deplObj);
// Start the loops.
DeployedShieldLoop(%deplobj);
RepairLoop(%deplobj);
return %deplObj;
}
//------------------------------------------------------------------------------
function DeployedShield::onDestroyed(%this,%obj,%prevState) {
if (%obj.isRemoved)
return;
%obj.isRemoved = true;
Parent::onDestroyed(%this,%obj,%prevState);
$TeamDeployedCount[%obj.team, ShieldDeployable]--;
remDSurface(%obj);
%obj.shield.delete();
%obj.emission.delete();
%obj.schedule(800, "delete");
}
//------------------------------------------------------------------------------
function DeployedShield::disassemble(%data,%plyr,%obj)
{
disassemble(%data,%plyr,%obj);
Parent::onDestroyed(%this,%obj,%prevState);
%obj.shield.delete();
%obj.emission.delete();
}
//------------------------------------------------------------------------------
// By Blnukem:
function RepairLoop(%obj)
{ // Lets initiate self-maintenence when we reach a certain amount of damage.
if (!IsObject(%obj))
return;
if (%obj.getDamageLevel() == 1.5 || %obj.getDamageLevel() > 1.5)
{ // Initiate alarm - Generator is disabled.
%obj.setRepairRate(0.0);
serverPlay3d("PurgeAlarmSound", %obj.getWorldBoxCenter());
Schedule(800,0,"RepairLoop",%obj);
return;
}
if (%obj.getDamageLevel() < 0.01)
{ // Stop repairing.
%obj.setRepairRate(0.0);
} else if (%obj.getDamageLevel() > 1.0)
{ // Lets start repairing.
%obj.setRepairRate(0.0025);
}
Schedule(800,0,"RepairLoop",%obj);
}
//------------------------------------------------------------------------------
// By Blnukem:
function DeployedShieldLoop(%obj)
{
if (!IsObject(%obj))
return;
if (%obj.getDamageLevel() == 1.5 || %obj.getDamageLevel() > 1.5)
{
schedule(100, 0, "DeployedShieldLoop", %obj);
return;
}
if (!%obj.PowerCount)
{
schedule(100, 0, "DeployedShieldLoop", %obj);
return;
}
%Type = $TypeMasks::ProjectileObjectType | $TypeMasks::PlayerObjectType;
InitContainerRadiusSearch(%obj.getPosition(), 25, %Type);
while ((%target = ContainerSearchNext()) != 0)
{
if ((%target !$= %obj) && (strstr(%target.getDatablock().getName(), "Zombie") != -1))
{ // Lets kill any Zombies in contact with the shield.
%target.zapObject(1);
%target.scriptkill($DamageType::Idiocy);
serverPlay3d("ShockLanceHitSound",%target.getWorldBoxCenter());
%obj.applydamage(0.1); // Damage the Purge Generator.
%obj.playShieldEffect("1 1 1");
} else if ((%target !$= %obj) && (%target.getDatablock().getName() $= "DemonFireball") || (%target.getDatablock().getName() $= "LZombieAcidBall"))
{ // Lets delete any Zombie projectiles in contact with the shield.
%obj.applydamage(0.05); // Damage the Purge Generator.
%obj.playShieldEffect("1 1 1");
%target.delete();
}
}
schedule(100,0,"DeployedShieldLoop",%obj);
}
//------------------------------------------------------------------------------
function ShieldDeployableImage::onMount(%data, %obj, %node) {
return %data SPC %obj SPC %node;
}
//------------------------------------------------------------------------------
function ShieldDeployableImage::onUnmount(%data, %obj, %node) {
return %data SPC %obj SPC %node;
}
//------------------------------------------------------------------------------
function DeployedShield::onGainPowerEnabled(%data,%obj) {
Parent::onGainPowerEnabled(%data,%obj);
if (!IsObject(%obj.shield))
%obj.shield = createemitter(%obj.getposition(),ShieldBarrierSM,"0 0 0 0");
if (!IsObject(%obj.emission))
%obj.emission = createemitter(%obj.getposition(),ShieldEmission,"0 0 0 0");
}
//------------------------------------------------------------------------------
function DeployedShield::onLosePowerDisabled(%data,%obj) {
Parent::onLosePowerDisabled(%data,%obj);
if (IsObject(%obj.shield))
%obj.shield.delete();
if (IsObject(%obj.emission))
%obj.emission.delete();
}
//==============================================================================
// Shield Particles.
//==============================================================================
// Made by Sloik:
datablock ParticleData(ShieldBarrierParticles)
{
dragCoefficient = 0.0;
windCoefficient = 0;
gravityCoefficient = 0;
inheritedVelFactor = 0.0;
constantAcceleration = 0;
lifetimeMS = 5000;
lifetimeVarianceMS = 0;
useInvAlpha = false;
spinRandomMin = -200.0;
spinRandomMax = 200.0;
textureName = "special/blasterHit";
colors[0] = "0.01 0.01 0.01 1.0";
colors[1] = "0.5 1.0 1.0 1.0";
colors[2] = "0.01 0.01 0.01 0.0";
sizes[0] = 0.05;
sizes[1] = 0.2;
sizes[2] = 0.05;
times[0] = 0.0;
times[1] = 0.7;
times[2] = 1.0;
};
//------------------------------------------------------------------------------
// Made by Sloik:
datablock ParticleEmitterData(ShieldBarrierSM)
{
ejectionPeriodMS = 1;
ejectionOffset = 25;
periodVarianceMS = 0;
ejectionVelocity = 0.0;
velocityVariance = 0.0;
thetaMin = 5;
thetaMax = 175;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "ShieldBarrierParticles";
};
//------------------------------------------------------------------------------
datablock ParticleData(ShieldEmissionParticle)
{
dragCoefficient = 2;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.2;
constantAcceleration = -0.0;
lifetimeMS = 1500;
lifetimeVarianceMS = 800;
textureName = "special/crescent3";
colors[0] = "0.01 0.01 0.01 1.0";
colors[1] = "0.5 1.0 1.0 1.0";
colors[2] = "0.01 0.01 0.01 0.0";
sizes[0] = 0.5;
sizes[1] = 0.8;
sizes[2] = 0.5;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
//------------------------------------------------------------------------------
datablock ParticleEmitterData(ShieldEmission)
{
ejectionPeriodMS = 10;
periodVarianceMS = 0;
ejectionVelocity = 40;
velocityVariance = 5.0;
ejectionOffset = 4.0;
thetaMin = 5;
thetaMax = 175;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
orientParticles = true;
particles = "ShieldEmissionParticle";
};