construction-mod/scripts/deployables.cs
2025-06-05 12:37:16 +02:00

2076 lines
61 KiB
C#

// deployable objects script
//
// remote pulse sensor, remote motion sensor, remote turrets (indoor
// and outdoor), remote inventory station, remote ammo station
// Note: cameras are treated as grenades, not "regular" deployables
$Host::CRCTextures = 0;
$TurretIndoorSpaceRadius = 20; // deployed turrets must be this many meters apart
$InventorySpaceRadius = 20; // deployed inventory must be this many meters apart
$TurretIndoorSphereRadius = 50; // radius for turret frequency check
$TurretIndoorMaxPerSphere = 4; // # of turrets allowed in above radius
$TurretOutdoorSpaceRadius = 25; // deployed turrets must be this many meters apart
$TurretOutdoorSphereRadius = 60; // radius for turret frequency check
$TurretOutdoorMaxPerSphere = 4; // # of turrets allowed in above radius
$TeamDeployableMax[InventoryDeployable] = 5;
$TeamDeployableMax[TurretIndoorDeployable] = 10;
$TeamDeployableMax[TurretOutdoorDeployable] = 10;
$TeamDeployableMax[PulseSensorDeployable] = 15;
$TeamDeployableMax[MotionSensorDeployable] = 15;
$TeamDeployableMax[LargeInventoryDeployable] = 10;
$TeamDeployableMax[GeneratorDeployable] = 5;
$TeamDeployableMax[SolarPanelDeployable] = 15;
$TeamDeployableMax[SwitchDeployable] = 10;
$TeamDeployableMax[MediumSensorDeployable] = 4;
$TeamDeployableMax[LargeSensorDeployable] = 2;
$TeamDeployableMax[WallDeployable] = 1000;
$TeamDeployableMax[FloorDeployable] = 1000;
$TeamDeployableMax[wWallDeployable] = 1000;
$TeamDeployableMax[SpineDeployable] = 1000;
$TeamDeployableMax[mSpineDeployable] = 1000;
$TeamDeployableMax[JumpadDeployable] = 50;
$TeamDeployableMax[EscapePodDeployable] = 5;
$TeamDeployableMax[EnergizerDeployable] = 50;
$TeamDeployableMax[TreeDeployable] = 50;
$TeamDeployableMax[CrateDeployable] = 250;
$TeamDeployableMax[DecorationDeployable] = 100;
$TeamDeployableMax[LogoProjectorDeployable] = 10;
$TeamDeployableMax[LightDeployable] = 50;
$TeamDeployableMax[TripwireDeployable] = 50;
$TeamDeployableMax[ForceFieldDeployable] = 100;
$TeamDeployableMax[GravityFieldDeployable] = 30;
$TeamDeployableMax[TelePadPack] = 50;
$TeamDeployableMax[DoorDeployable] = 1000;
$TeamDeployableMax[TurretBasePack] = 8;
$TeamDeployableMax[TurretLaserDeployable] = 10;
$TeamDeployableMax[DiscTurretDeployable] = 10;
$TeamDeployableMax[TurretMissileRackDeployable] = 10;
//This could also be in "pack".cs but what the heck
//[most]
$TeamDeployableMax[TurretMpm_Anti_Deployable] = 40;
$TeamDeployableMax[VehiclePadPack] = 40;
$TeamDeployableMax[EmitterDepPack] = 50;
$TeamDeployableMax[AudioDepPack] = 50;
$TeamDeployableMax[DispenserDepPack] = 50;
$TeamDeployableMax[MPM_BeaconPack] = 50;
$TeamDeployableMax[DetonationDepPack] = 5;
//noone cares
$TeamDeployableMax[MpmFuelPack] = 1;
$TeamDeployableMax[MpmAmmoPack] = 1;
//[most]
$TeamDeployableMin[TurretIndoorDeployable] = 4;
$TeamDeployableMin[TurretOutdoorDeployable] = 4;
$TeamDeployableMin[TurretBasePack] = 4;
$TeamDeployableMin[TurretLaserDeployable] = 5;
$TeamDeployableMin[DiscTurretDeployable] = 4;
$TeamDeployableMin[TurretMissileRackDeployable] = 4;
//[most]
$TeamDeployableMin[TurretMpm_Anti_Deployable] = 40;
$TeamDeployableMin[VehiclePadPack] = 40;
$TeamDeployableMin[EmitterDepPack] = 50;
$TeamDeployableMin[AudioDepPack] = 50;
$TeamDeployableMin[DispenserDepPack] = 50;
$TeamDeployableMin[MPM_BeaconPack] = 50;
$TeamDeployableMin[DetonationDepPack] = 5;
//noone cares
$TeamDeployableMin[MpmFuelPack] = 1;
$TeamDeployableMin[MpmAmmoPack] = 1;
//[most]
$NotDeployableReason::None = 0;
$NotDeployableReason::MaxDeployed = 1;
$NotDeployableReason::NoSurfaceFound = 2;
$NotDeployableReason::SlopeTooGreat = 3;
$NotDeployableReason::SelfTooClose = 4;
$NotDeployableReason::ObjectTooClose = 5;
$NotDeployableReason::NoTerrainFound = 6;
$NotDeployableReason::NoInteriorFound = 7;
$NotDeployableReason::TurretTooClose = 8;
$NotDeployableReason::TurretSaturation = 9;
$NotDeployableReason::SurfaceTooNarrow = 10;
$NotDeployableReason::InventoryTooClose = 11;
$MinDeployableDistance = 2.5;
$MaxDeployableDistance = 5.0; //meters from body
// --------------------------------------------
// effect datablocks
// --------------------------------------------
datablock EffectProfile(TurretDeployEffect)
{
effectname = "packs/generic_deploy";
minDistance = 2.5;
maxDistance = 5.0;
};
datablock EffectProfile(SensorDeployEffect)
{
effectname = "powered/sensor_activate";
minDistance = 2.5;
maxDistance = 5.0;
};
datablock EffectProfile(MotionSensorDeployEffect)
{
effectname = "powered/motion_sensor_activate";
minDistance = 2.5;
maxDistance = 5.0;
};
datablock EffectProfile(StationDeployEffect)
{
effectname = "packs/inventory_deploy";
minDistance = 2.5;
maxDistance = 5.0;
};
// --------------------------------------------
// sound datablocks
// --------------------------------------------
datablock AudioProfile(TurretDeploySound)
{
fileName = "fx/packs/turret_place.wav";
description = AudioClose3d;
preload = true;
effect = TurretDeployEffect;
};
datablock AudioProfile(DSound)
{
filename = "fx/weapons/plasma_rifle_activate.wav";
//filename = "fx/packs/repair_use.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(SensorDeploySound)
{
fileName = "fx/powered/sensor_activate.wav";
description = AudioClose3d;
preload = true;
effect = SensorDeployEffect;
// z0dd - ZOD - Durt, 6/24/02. Eh? This shouldn't be in here.
//effect = MotionSensorDeployEffect;
};
datablock AudioProfile(MotionSensorDeploySound)
{
fileName = "fx/powered/motion_sensor_activate.wav";
description = AudioClose3d;
preload = true;
// z0dd - ZOD - Durt, 6/24/02. This should be in here.
effect = MotionSensorDeployEffect;
};
datablock AudioProfile(StationDeploySound)
{
fileName = "fx/packs/inventory_deploy.wav";
description = AudioClose3d;
preload = true;
effect = StationDeployEffect;
};
// --------------------------------------------
// deployable debris definition
datablock DebrisData( DeployableDebris )
{
explodeOnMaxBounce = true;
elasticity = 0.40;
friction = 0.5;
lifetime = 200.0;
lifetimeVariance = 5.0;
minSpinSpeed = 60;
maxSpinSpeed = 600;
numBounces = 10;
bounceVariance = 1;
staticOnMaxBounce = true;
useRadiusMass = true;
baseRadius = 20;
velocity = 5.0;
velocityVariance = 2.5;
};
// --------------------------------------------
// deployable inventory station
datablock StaticShapeData(DeployedStationInventory) : StaticShapeDamageProfile
{
className = Station;
shapeFile = "deploy_inventory.dts";
maxDamage = 0.70;
destroyedLevel = 0.70;
disabledLevel = 0.42;
explosion = DeployablesExplosion;
expDmgRadius = 8.0;
expDamage = 0.35;
expImpulse = 500.0;
dynamicType = $TypeMasks::StationObjectType;
isShielded = true;
energyPerDamagePoint = 110;
maxEnergy = 50;
rechargeRate = 0.20;
renderWhenDestroyed = false;
doesRepair = true;
deployedObject = true;
cmdCategory = "DSupport";
cmdIcon = CMDStationIcon;
cmdMiniIconName = "commander/MiniIcons/com_inventory_grey";
targetNameTag = 'Deployable';
targetTypeTag = 'Station';
debrisShapeName = "debris_generic_small.dts";
debris = DeployableDebris;
heatSignature = 0;
};
datablock ShapeBaseImageData(InventoryDeployableImage)
{
mass = 15;
emap = true;
shapeFile = "pack_deploy_inventory.dts";
item = InventoryDeployable;
mountPoint = 1;
offset = "0 0 0";
deployed = DeployedStationInventory;
heatSignature = 0;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Idle";
isLarge = true;
maxDepSlope = 30;
deploySound = StationDeploySound;
flatMinDeployDis = 1.0;
flatMaxDeployDis = 5.0;
minDeployDis = 2.5;
maxDeployDis = 5.0;
};
datablock ItemData(InventoryDeployable)
{
className = Pack;
catagory = "Deployables";
shapeFile = "pack_deploy_inventory.dts";
mass = 3.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 1;
rotate = false;
image = "InventoryDeployableImage";
pickUpName = "an inventory pack";
heatSignature = 0;
computeCRC = true;
emap = true;
};
// --------------------------------------------
// deployable motion sensor
datablock SensorData(DeployMotionSensorObj)
{
detects = true;
detectsUsingLOS = true;
detectsActiveJammed = false;
detectsPassiveJammed = true;
detectsCloaked = true;
detectionPings = false;
detectMinVelocity = 2;
detectRadius = 60;
};
datablock StaticShapeData(DeployedMotionSensor) : StaticShapeDamageProfile
{
className = Sensor;
shapeFile = "deploy_sensor_motion.dts";
maxDamage = 0.6;
destroyedLevel = 0.6;
disabledLevel = 0.4;
explosion = DeployablesExplosion;
dynamicType = $TypeMasks::SensorObjectType;
deployedObject = true;
cmdCategory = "DSupport";
cmdIcon = CMDSensorIcon;
cmdMiniIconName = "commander/MiniIcons/com_deploymotionsensor";
targetNameTag = 'Deployable Motion';
targetTypeTag = 'Sensor';
sensorData = DeployMotionSensorObj;
sensorRadius = DeployMotionSensorObj.detectRadius;
sensorColor = "9 136 255";
deployAmbientThread = true;
debrisShapeName = "debris_generic_small.dts";
debris = DeployableDebris;
heatSignature = 0;
};
datablock ShapeBaseImageData(MotionSensorDeployableImage)
{
shapeFile = "pack_deploy_sensor_motion.dts";
item = MotionSensorDeployable;
mountPoint = 1;
offset = "0 0 0";
deployed = DeployedMotionSensor;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Idle";
maxDepSlope = 360;
deploySound = MotionSensorDeploySound;
emap = true;
heatSignature = 1;
minDeployDis = 0.5;
maxDeployDis = 5.0; //meters from body
};
datablock ItemData(MotionSensorDeployable)
{
className = Pack;
catagory = "Deployables";
shapeFile = "pack_deploy_sensor_motion.dts";
mass = 2.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 1;
rotate = false;
image = "MotionSensorDeployableImage";
pickUpName = "a motion sensor pack";
computeCRC = true;
emap = true;
heatSignature = 0;
//maxSensors = 3;
maxSensors = 2;
};
// --------------------------------------------
// deployable pulse sensor
datablock SensorData(DeployPulseSensorObj)
{
detects = true;
detectsUsingLOS = true;
detectsPassiveJammed = false;
detectsCloaked = false;
detectionPings = true;
detectRadius = 150;
};
datablock StaticShapeData(DeployedPulseSensor) : StaticShapeDamageProfile
{
className = Sensor;
shapeFile = "deploy_sensor_pulse.dts";
maxDamage = 0.6;
destroyedLevel = 0.6;
disabledLevel = 0.4;
explosion = DeployablesExplosion;
dynamicType = $TypeMasks::SensorObjectType;
deployedObject = true;
cmdCategory = "DSupport";
cmdIcon = CMDSensorIcon;
cmdMiniIconName = "commander/MiniIcons/com_deploypulsesensor";
targetNameTag = 'Deployable';
targetTypeTag = 'Pulse Sensor';
sensorData = DeployPulseSensorObj;
sensorRadius = DeployPulseSensorObj.detectRadius;
sensorColor = "255 194 9";
deployAmbientThread = true;
debrisShapeName = "debris_generic_small.dts";
debris = DeployableDebris;
heatSignature = 0;
};
datablock ShapeBaseImageData(PulseSensorDeployableImage)
{
shapeFile = "pack_deploy_sensor_pulse.dts";
item = PulseSensorDeployable;
mountPoint = 1;
offset = "0 0 0";
deployed = DeployedPulseSensor;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Idle";
deploySound = SensorDeploySound;
maxDepSlope = 40;
emap = true;
heatSignature = 0;
minDeployDis = 0.5;
maxDeployDis = 5.0; //meters from body
};
datablock ItemData(PulseSensorDeployable)
{
className = Pack;
catagory = "Deployables";
shapeFile = "pack_deploy_sensor_pulse.dts";
mass = 2.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 1;
rotate = false;
image = "PulseSensorDeployableImage";
pickUpName = "a pulse sensor pack";
computeCRC = true;
emap = true;
maxSensors = 2;
};
// --------------------------------------------
// deployable outdoor turret
datablock ShapeBaseImageData(TurretOutdoorDeployableImage)
{
mass = 15;
shapeFile = "pack_deploy_turreto.dts";
item = TurretOutdoorDeployable;
mountPoint = 1;
offset = "0 0 0";
deployed = TurretDeployedOutdoor;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Idle";
maxDamage = 4.5;
destroyedLevel = 4.5;
disabledLevel = 4.0;
isLarge = true;
emap = true;
maxDepSlope = 40;
deploySound = TurretDeploySound;
minDeployDis = 0.5;
maxDeployDis = 5.0; //meters from body
};
datablock ItemData(TurretOutdoorDeployable)
{
className = Pack;
catagory = "Deployables";
shapeFile = "pack_deploy_turreto.dts";
mass = 3.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 1;
rotate = false;
image = "TurretOutdoorDeployableImage";
pickUpName = "a landspike turret pack";
computeCRC = true;
emap = true;
};
// --------------------------------------------
// deployable indoor turret (3 varieties -- floor, wall and ceiling)
datablock ShapeBaseImageData(TurretIndoorDeployableImage)
{
mass = 15;
shapeFile = "pack_deploy_turreti.dts";
item = TurretIndoorDeployable;
mountPoint = 1;
offset = "0 0 0";
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Idle";
isLarge = true;
emap = true;
maxDepSlope = 360;
deploySound = TurretDeploySound;
minDeployDis = 0.5;
maxDeployDis = 5.0; //meters from body
};
datablock ItemData(TurretIndoorDeployable)
{
className = Pack;
catagory = "Deployables";
shapeFile = "pack_deploy_turreti.dts";
mass = 3.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 1;
rotate = false;
image = "TurretIndoorDeployableImage";
pickUpName = "a spider clamp turret pack";
computeCRC = true;
emap = true;
};
// --------------------------------------------
// miscellaneous yet handy functions
function posFromTransform(%transform)
{
// the first three words of an object's transform are the object's position
%position = getWord(%transform, 0) @ " " @ getWord(%transform, 1) @ " " @ getWord(%transform, 2);
return %position;
}
function rotFromTransform(%transform)
{
// the last four words of an object's transform are the object's rotation
%rotation = getWord(%transform, 3) @ " " @ getWord(%transform, 4) @ " " @ getWord(%transform, 5) @ " " @ getWord(%transform, 6);
return %rotation;
}
function posFromRaycast(%transform)
{
// the 2nd, 3rd, and 4th words returned from a successful raycast call are the position of the point
%position = getWord(%transform, 1) @ " " @ getWord(%transform, 2) @ " " @ getWord(%transform, 3);
return %position;
}
function normalFromRaycast(%transform)
{
// the 5th, 6th and 7th words returned from a successful raycast call are the normal of the surface
%norm = getWord(%transform, 4) @ " " @ getWord(%transform, 5) @ " " @ getWord(%transform, 6);
return %norm;
}
function addToDeployGroup(%object)
{
// all deployables should go into a special group for AI purposes
%depGroup = nameToID("MissionCleanup/Deployables");
if (%depGroup <= 0) {
%depGroup = new SimGroup("Deployables");
MissionCleanup.add(%depGroup);
}
%depGroup.add(%object);
}
function Deployables::searchView(%obj, %searchRange, %mask)
{
// get the eye vector and eye transform of the player
%eyeVec = %obj.getEyeVector();
%eyeTrans = %obj.getEyeTransform();
// extract the position of the player's camera from the eye transform (first 3 words)
%eyePos = posFromTransform(%eyeTrans);
// normalize the eye vector
%nEyeVec = VectorNormalize(%eyeVec);
// scale (lengthen) the normalized eye vector according to the search range
%scEyeVec = VectorScale(%nEyeVec, %searchRange);
// add the scaled & normalized eye vector to the position of the camera
%eyeEnd = VectorAdd(%eyePos, %scEyeVec);
// %pack = %obj.getMountedImage($BackpackSlot);
//if (%pack.deployed.ClassName $= "mspine")
// {
// %mask2 = $TypeMasks::StaticObjectType;
// %searchResult = containerRayCast(%eyePos, %eyeEnd, %mask2, 0);
// if ((%searchResult) && (%searchResult.getType() & $TypeMasks::StaticObjectType))
// {
// if (%searchResult.getDataBlock().className $= "mspine")
// return %searchResult;
// else if (%searchResult.getDataBlock().className $= "spine")
// return %searchResult;
// else if (%searchResult.getDataBlock().className $= "Wall")
// return %searchResult;
// else if (%searchResult.getDataBlock().className $= "wWall")
// return %searchResult;
// else if (%searchResult.getDataBlock().className $= "item")
// return %searchResult;
// else if (%searchResult.getDataBlock().className $= "floor")
// return %searchResult;
// %searchResult = "";
// }
// }
// see if anything gets hit
%searchResult = containerRayCast(%eyePos, %eyeEnd, %mask, 0);
if (%searchResult)
%pos2 = getWords(%searchResult, 1, 3);
else
%pos2 = %eyeEnd;
%searchResult2 = containerRayCast(%eyePos, %pos2, $TypeMasks::StaticShapeObjectType | $TypeMasks::ForceFieldObjectType, 0);
if (%searchResult2) {
if (%searchResult2.getDataBlock().className $= "wWall")
return %searchResult2;
else if (%searchResult2.getDataBlock().className $= "Wall")
return %searchResult2;
else if (%searchResult2.getDataBlock().className $= "spine")
return %searchResult2;
else if (%searchResult2.getDataBlock().className $= "mspine")
return %searchResult2;
else if (%searchResult2.getDataBlock().className $= "item")
return %searchResult2;
else if (%searchResult2.getDataBlock().className $= "floor")
return %searchResult2;
else if (%searchResult2.getDataBlock().className $= "tree")
return %searchResult2;
else if (%searchResult2.getDataBlock().className $= "crate")
return %searchResult2;
else if (%searchResult2.getDataBlock().className $= "decoration") {
if (%searchResult2.getDataBlock().getName() $= "DeployedDecoration6")
return %searchResult2;
else
return; // Don't deploy on or through other decorations, since there are problems with surface normals
}
else if (%searchResult2.getType() & $TypeMasks::ForceFieldObjectType)
return; // Don't deploy inside or through forcefields
}
return %searchResult;
}
//-----------------------//
// Deployable Procedures //
//-----------------------//
//-------------------------------------------------
function ShapeBaseImageData::testMaxDeployed(%item, %plyr) {
if (%item.item $= TurretOutdoorDeployable
|| %item.item $= TurretIndoorDeployable
|| %item.item $= TurretBasePack
|| %item.item $= TurretLaserDeployable
|| %item.item $= TurretMissileRackDeployable
|| %item.item $= TurretMpm_Anti_Deployable
|| %item.item $= DiscTurretDeployable)
%itemCount = countTurretsAllowed(%item.item);
else
%itemCount = $TeamDeployableMax[%item.item];
return $TeamDeployedCount[%plyr.team, %item.item] >= %itemCount;
}
//-------------------------------------------------
function ShapeBaseImageData::testNoSurfaceInRange(%item, %plyr)
{
return ! Deployables::searchView(%plyr, $MaxDeployDistance, $TypeMasks::TerrainObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::StaticShapeObjectType);
}
//-------------------------------------------------
function ShapeBaseImageData::testSlopeTooGreat(%item)
{
if (%item.surface)
{
return getTerrainAngle(%item.surfaceNrm) > %item.maxDepSlope;
}
}
//-------------------------------------------------
function ShapeBaseImageData::testSelfTooClose(%item, %plyr)
{
InitContainerRadiusSearch(%item.surfacePt, $MinDeployDistance, $TypeMasks::PlayerObjectType);
return containerSearchNext() == %plyr;
}
//-------------------------------------------------
function ShapeBaseImageData::testObjectTooClose(%item) {
%mask = ($TypeMasks::VehicleObjectType | $TypeMasks::MoveableObjectType |
$TypeMasks::StaticShapeObjectType |
$TypeMasks::ForceFieldObjectType | $TypeMasks::ItemObjectType |
$TypeMasks::PlayerObjectType | $TypeMasks::TurretObjectType);
InitContainerRadiusSearch(%item.surfacePt,$MinDeployDistance,%mask);
// TODO - update this
while ((%test = containerSearchNext()) != 0) {
%className = %test.getDataBlock().className;
if (vectorDist(%item.surfacePt,%test.getPosition()) < $MinDeployDistance
&& %className !$= "Wall" && %className !$= "wWall" && %className !$= "spine" && %className !$= "mspine"
&& %className !$= "floor" && %className !$= "tree" && %className !$= "crate" && %className !$= "decoration"
&& %className !$= "light" && %className !$= "decontarget" && %className !$= "item"
&& %className !$= "pack" )
return %test;
}
return 0;
}
//-------------------------------------------------
function TurretOutdoorDeployableImage::testNoTerrainFound(%item)
{
return %item.surface.getClassName() !$= TerrainBlock;
}
function ShapeBaseImageData::testNoTerrainFound(%item, %surface)
{
//don't check this for non-Landspike turret deployables
}
//-------------------------------------------------
function TurretIndoorDeployableImage::testNoInteriorFound(%item) {
if (%item.surface.getType() & $TypeMasks::StaticShapeObjectType) {
%className = %item.surface.getDataBlock().className;
if (%className $= "Wall")
return 0;
else if (%className $= "wWall")
return 0;
else if (%className $= "spine")
return 0;
else if (%className $= "mspine")
return 0;
else if (%className $= "item")
return 0;
else if (%className $= "floor")
return 0;
else if (%className $= "tree")
return 0;
else if (%className $= "crate")
return 0;
else if (%className $= "decoration")
return 0;
}
return %item.surface.getClassName() !$= InteriorInstance;
}
function ShapeBaseImageData::testNoInteriorFound(%item, %surface)
{
//don't check this for non-Clasping turret deployables
}
//-------------------------------------------------
function TurretIndoorDeployableImage::testHavePurchase(%item, %xform)
{
%footprintRadius = 0.34;
%collMask = $TypeMasks::InteriorObjectType;
return %item.deployed.checkDeployPurchase(%xform, %footprintRadius, %collMask);
}
function ShapeBaseImageData::testHavePurchase(%item, %xform)
{
//don't check this for non-Clasping turret deployables
return true;
}
//-------------------------------------------------
function ShapeBaseImageData::testInventoryTooClose(%item, %plyr)
{
return false;
}
function InventoryDeployableImage::testInventoryTooClose(%item, %plyr)
{
InitContainerRadiusSearch(%item.surfacePt, $InventorySpaceRadius, $TypeMasks::StaticShapeObjectType);
// old function was only checking whether the first object found was a turret -- also wasn't checking
// which team the object was on
%turretInRange = false;
while((%found = containerSearchNext()) != 0)
{
%foundName = %found.getDataBlock().getName();
if ( (%foundName $= DeployedStationInventory) )
if (%found.team == %plyr.team)
{
%turretInRange = true;
break;
}
}
return %turretInRange;
}
// TODO - keep this up to date
function isDeployedTurret(%obj) {
%dataBlockName = %obj.getDataBlock().getName();
if ((%dataBlockName $= TurretDeployedFloorIndoor)
|| (%dataBlockName $= TurretDeployedWallIndoor)
|| (%dataBlockName $= TurretDeployedCeilingIndoor)
|| (%dataBlockName $= TurretDeployedOutdoor)
|| (%dataBlockName $= TurretDeployedBase)
|| (%dataBlockName $= LaserDeployed)
|| (%dataBlockName $= MissileRackTurretDeployed)
|| (%dataBlockName $= Mpm_anti_TurretDeployed)
|| (%dataBlockName $= DiscTurretDeployed))
return 1;
return 0;
}
// TODO - keep this up to date
function isDeployableTurret(%item) {
if ((%item $= TurretIndoorDeployable)
|| (%item $= TurretOutdoorDeployable)
|| (%item $= TurretBasePack)
|| (%item $= TurretLaserDeployable)
|| (%item $= TurretMissileRackDeployable)
|| (%item $= TurretMpm_anti_Deployable)
|| (%item $= DiscTurretDeployable))
return 1;
return 0;
}
function TurretIndoorDeployableImage::testTurretTooClose(%item, %plyr) {
InitContainerRadiusSearch(%item.surfacePt, $TurretIndoorSpaceRadius, $TypeMasks::StaticShapeObjectType);
// old function was only checking whether the first object found was a turret -- also wasn't checking
// which team the object was on
%turretInRange = false;
while((%found = containerSearchNext()) != 0) {
if (isDeployedTurret(%found)) {
if (%found.team == %plyr.team) {
%turretInRange = true;
break;
}
}
}
return %turretInRange;
}
function TurretOutdoorDeployableImage::testTurretTooClose(%item, %plyr) {
InitContainerRadiusSearch(%item.surfacePt, $TurretOutdoorSpaceRadius, $TypeMasks::StaticShapeObjectType);
// old function was only checking whether the first object found was a turret -- also wasn't checking
// which team the object was on
%turretInRange = false;
while((%found = containerSearchNext()) != 0) {
if (isDeployedTurret(%found)) {
if (%found.team == %plyr.team) {
%turretInRange = true;
break;
}
}
}
return %turretInRange;
}
function TurretDeployableImage::testTurretTooClose(%item, %plyr) {
return TurretOutdoorDeployableImage::testTurretTooClose(%item, %plyr);
}
function TurretLaserDeployableImage::testTurretTooClose(%item, %plyr) {
return TurretIndoorDeployableImage::testTurretTooClose(%item, %plyr);
}
function TurretMissileRackDeployableImage::testTurretTooClose(%item, %plyr) {
return TurretOutdoorDeployableImage::testTurretTooClose(%item, %plyr);
}
function TurretMpm_Anti_DeployableImage::testTurretTooClose(%item, %plyr) {
return TurretOutdoorDeployableImage::testTurretTooClose(%item, %plyr);
}
function DiscTurretDeployableImage::testTurretTooClose(%item, %plyr) {
return TurretOutdoorDeployableImage::testTurretTooClose(%item, %plyr);
}
function ShapeBaseImageData::testTurretTooClose(%item, %plyr)
{
//don't check this for non-turret deployables
}
//[most]
function ShapeBaseImageData::testSurfaceTooNarrow(%item,%surface)
{
//don't check this for non-v-pad deployables
}
//[most]
// TODO - keep this up to date
//-------------------------------------------------
function TurretIndoorDeployableImage::testTurretSaturation(%item) {
%highestDensity = 0;
InitContainerRadiusSearch(%item.surfacePt, $TurretIndoorSphereRadius, $TypeMasks::StaticShapeObjectType);
%found = containerSearchNext();
while(%found) {
if (isDeployedTurret(%found)) {
//found one
%numTurretsNearby++;
%nearbyDensity = testNearbyDensity(%found, $TurretIndoorSphereRadius);
if (%nearbyDensity > %highestDensity)
%highestDensity = %nearbyDensity;
}
%found = containerSearchNext();
}
if (%numTurretsNearby > %highestDensity)
%highestDensity = %numTurretsNearby;
return %highestDensity > $TurretIndoorMaxPerSphere;
}
function TurretOutdoorDeployableImage::testTurretSaturation(%item) {
%highestDensity = 0;
InitContainerRadiusSearch(%item.surfacePt, $TurretOutdoorSphereRadius, $TypeMasks::StaticShapeObjectType);
%found = containerSearchNext();
while(%found) {
if (isDeployedTurret(%found)) {
//found one
%numTurretsNearby++;
%nearbyDensity = testNearbyDensity(%found, $TurretOutdoorSphereRadius);
if (%nearbyDensity > %highestDensity)
%highestDensity = %nearbyDensity;
}
%found = containerSearchNext();
}
if (%numTurretsNearby > %highestDensity)
%highestDensity = %numTurretsNearby;
return %highestDensity > $TurretOutdoorMaxPerSphere;
}
function TurretDeployableImage::testTurretSaturation(%item, %plyr) {
return TurretOutdoorDeployableImage::testTurretSaturation(%item, %plyr);
}
function TurretLaserDeployableImage::testTurretSaturation(%item, %plyr) {
return TurretIndoorDeployableImage::testTurretSaturation(%item, %plyr);
}
function TurretMissileRackDeployableImage::testTurretSaturation(%item, %plyr) {
return TurretOutdoorDeployableImage::testTurretSaturation(%item, %plyr);
}
function TurretMpm_Anti_DeployableImage::testTurretSaturation(%item, %plyr) {
return TurretOutdoorDeployableImage::testTurretSaturation(%item, %plyr);
}
function DiscTurretDeployableImage::testTurretSaturation(%item, %plyr) {
return TurretOutdoorDeployableImage::testTurretSaturation(%item, %plyr);
}
function ShapeBaseImageData::testTurretSaturation(%item, %surfacePt)
{
//don't check this for non-turret deployables
}
function testNearbyDensity(%item, %radius) {
//this checks how many turrets are in adjacent spheres in case placing a new one overloads them.
%surfacePt = posFromTransform(%item.getTransform());
%turretCount = 0;
InitContainerRadiusSearch(%surfacePt, %radius, $TypeMasks::StaticShapeObjectType);
%found = containerSearchNext();
while(%found) {
if (isDeployedTurret(%found))
%turretCount++;
%found = containerSearchNext();
}
return %turretCount;
}
//-------------------------------------------------
//if this function, or any of the included tests are changed, those changes need to be reflected in function:
//AIODeployEquipment::weight(%this, %client, %level), found in aiObjectives.cs --tinman
function ShapeBaseImageData::testInvalidDeployConditions(%item, %plyr, %slot) {
cancel(%plyr.deployCheckThread);
%disqualified = $NotDeployableReason::None; //default
$MaxDeployDistance = %item.maxDeployDis;
$MinDeployDistance = %item.minDeployDis;
%pack = %plyr.getMountedImage($BackpackSlot);
if (%pack.deployed.className $= "decoration") {
if (%plyr.packSet == 6)
$MinDeployDistance = 2;
if (%plyr.packSet == 10)
$MinDeployDistance = 5;
if (%plyr.packSet == 11)
$MinDeployDistance = 4;
}
%surface = Deployables::searchView(%plyr,
$MaxDeployDistance,
($TypeMasks::TerrainObjectType |
$TypeMasks::InteriorObjectType |
$TypeMasks::StaticShapeObjectType));
if (%surface) {
%surfacePt = posFromRaycast(%surface);
%surfaceNrm = normalFromRaycast(%surface);
// Check that point to see if anything is obstructing it...
%eyeTrans = %plyr.getEyeTransform();
%eyePos = posFromTransform(%eyeTrans);
%searchResult = containerRayCast(%eyePos, %surfacePt, -1, %plyr);
if (!%searchResult) {
%item.surface = %surface;
%item.surfacePt = %surfacePt;
%item.surfaceNrm = %surfaceNrm;
}
else {
if (checkPositions(%surfacePT, posFromRaycast(%searchResult))) {
%item.surface = %surface;
%item.surfacePt = %surfacePt;
%item.surfaceNrm = %surfaceNrm;
}
else {
// Deploy through water
if (%searchResult.getType() & $TypeMasks::WaterObjectType) {
%item.surface = %surface;
%item.surfacePt = %surfacePt;
%item.surfaceNrm = %surfaceNrm;
}
// Redundant - already checking StaticShape above now (v0.62a)
// // Deploy on StaticShapes
// else if (%searchResult.getType() & $TypeMasks::StaticShapeObjectType) {
// %item.surface = %surface;
// %item.surfacePt = %surfacePt;
// %item.surfaceNrm = %surfaceNrm;
// }
// Don't set the item
// TODO - make a proper $NotDeployableReason for this
else
%disqualified = $NotDeployableReason::MaxDeployed;
}
}
if (!getTerrainAngle(%surfaceNrm) && %item.flatMaxDeployDis !$= "") {
$MaxDeployDistance = %item.flatMaxDeployDis;
$MinDeployDistance = %item.flatMinDeployDis;
}
}
%item.surfaceinher = 0;
if (%item.surface.needsFit == 1) {
%item.surfaceinher = 1;
// new code
%mask = invFace(%item.surfaceNrm);
%narrower = vectorMultiply(%mask,%item.surface.getRealSize());
%subject = vectorNormalize(topVec(%narrower));
%item.surfaceNrm2 = realVec(%item.surface,%subject);
// old code
// if (vAbs(%item.surfaceNrm) $= "0 0 1")
// %item.surfaceNrm2 = realVec(%item.surface,"1 0 0");
// else
// %item.surfaceNrm2 = realVec(%item.surface,"0 0 1");
%item.surfaceNrm = VectorNormalize(realVec(%item.surface,%surfaceNrm));
%item.surfaceNrm2 = VectorNormalize(%item.surfaceNrm2);
%mCenter = "0 0 -0.5";
%className = %item.surface.getDataBlock().className;
if (%className !$= "tree" && %className !$= "crate" && %className !$= "vpad")
%item.surfacePt = link(%item.surface,%surfaceNrm,%surfacePt,VectorScale(getjoint(%item),0.5),%mCenter);
if (%className $= "decoration") {
if (%item.surface.getDataBlock().getName() $= "DeployedDecoration6") {
%item.surfacePt = vectorAdd(%item.surfacePt,vectorScale(realVec(%item.surface,"0 0 1"),3.3));
%item.surfaceNrm = realVec(%item.surface,"0 0 1");
}
}
}
if (%item.testMaxDeployed(%plyr))
{
%disqualified = $NotDeployableReason::MaxDeployed;
}
else if (%item.testNoSurfaceInRange(%plyr))
{
%disqualified = $NotDeployableReason::NoSurfaceFound;
}
else if (%item.testNoTerrainFound(%surface))
{
%disqualified = $NotDeployableReason::NoTerrainFound;
}
else if (%item.testNoInteriorFound())
{
%disqualified = $NotDeployableReason::NoInteriorFound;
}
else if (%item.testSurfaceTooNarrow(%surface))
{
%disqualified = $NotDeployableReason::SurfaceTooNarrow;
}
else if (%item.testSlopeTooGreat(%surface, %surfaceNrm))
{
%disqualified = $NotDeployableReason::SlopeTooGreat;
}
else if (%item.testSelfTooClose(%plyr, %surfacePt))
{
%disqualified = $NotDeployableReason::SelfTooClose;
}
else if (%item.testObjectTooClose(%surfacePt,%plyr))
{
%disqualified = $NotDeployableReason::ObjectTooClose;
}
else if (%item.testTurretTooClose(%plyr) && $Host::Purebuild != 1)
{
%disqualified = $NotDeployableReason::TurretTooClose;
}
else if (%item.testInventoryTooClose(%plyr))
{
%disqualified = $NotDeployableReason::InventoryTooClose;
}
else if (%item.testTurretSaturation() && $Host::Purebuild != 1)
{
%disqualified = $NotDeployableReason::TurretSaturation;
}
else if (%disqualified == $NotDeployableReason::None)
{
// Test that there are no obstructing objects that this object
// will intersect with
//
%rot = %item.getInitialRotation(%plyr);
if (%item.deployed.className $= "DeployedTurret")
{
%xform = %item.deployed.getDeployTransform(%item.surfacePt, %item.surfaceNrm);
}
else
{
%xform = %surfacePt SPC %rot;
}
}
if (%plyr.getMountedImage($BackpackSlot) == %item) //player still have the item?
{
if (%disqualified)
activateDeploySensorRed(%plyr);
else
activateDeploySensorGrn(%plyr);
if (%plyr.client.deployPack == true) {
%item.attemptDeploy(%plyr, %slot, %disqualified);
}
else
{
%plyr.deployCheckThread = %item.schedule(25, "testInvalidDeployConditions", %plyr, %slot); //update checks every 50 milliseconds
}
}
else
deactivateDeploySensor(%plyr);
}
function checkPositions(%pos1, %pos2)
{
%passed = true;
if ((mFloor(getWord(%pos1, 0)) - mFloor(getWord(%pos2,0))))
%passed = false;
if ((mFloor(getWord(%pos1, 1)) - mFloor(getWord(%pos2,1))))
%passed = false;
if ((mFloor(getWord(%pos1, 2)) - mFloor(getWord(%pos2,2))))
%passed = false;
return %passed;
}
function ShapeBaseImageData::attemptDeploy(%item, %plyr, %slot, %disqualified)
{
deactivateDeploySensor(%plyr);
Deployables::displayErrorMsg(%item, %plyr, %slot, %disqualified);
}
function activateDeploySensorRed(%pl)
{
if (%pl.deploySensor !$= "red")
{
messageClient(%pl.client, 'msgDeploySensorRed', "");
%pl.deploySensor = "red";
}
}
function activateDeploySensorGrn(%pl)
{
if (%pl.deploySensor !$= "green")
{
messageClient(%pl.client, 'msgDeploySensorGrn', "");
%pl.deploySensor = "green";
}
}
function deactivateDeploySensor(%pl)
{
if (%pl.deploySensor !$= "")
{
messageClient(%pl.client, 'msgDeploySensorOff', "");
%pl.deploySensor = "";
}
}
function Deployables::displayErrorMsg(%item, %plyr, %slot, %error)
{
deactivateDeploySensor(%plyr);
%errorSnd = '~wfx/misc/misc.error.wav';
switch (%error)
{
case $NotDeployableReason::None:
if (isObject(%plyr.client)) {
if (!spamCheck(%plyr.client)) {
%deplObj = %item.onDeploy(%plyr, %slot);
%deplObj.depTime = getSimTime();
// TODO - temporary - remove
if ($TimedDisCenter !$= "") {
if (vectorLen(vectorDist($TimedDisCenter,%deplObj.getPosition())) < 150 && %plyr.client != nameToID(LocalClientConnection))
%deplObj.timedDis = %deplObj.getDataBlock().schedule(1 * 5 * 1000,disassemble,0,%deplObj);
}
// ----
messageClient(%plyr.client, 'MsgTeamDeploySuccess', "");
return;
}
else if ($Host::Prison::DeploySpamRemoveRecentMS !$= "" && $Host::Prison::DeploySpamRemoveRecentMS > 0) {
%group = nameToID("MissionCleanup/Deployables");
%count = %group.getCount();
for(%i=0;%i<%count;%i++) {
%obj = %group.getObject(%i);
if (%obj.getOwner() == %plyr.client && getSimTime() - $Host::Prison::DeploySpamRemoveRecentMS < %obj.depTime) {
%obj.getDataBlock().schedule(50 * %disCount++,disassemble,%plyr,%obj);
}
}
}
}
else {
%item.onDeploy(%plyr, %slot);
messageClient(%plyr.client, 'MsgTeamDeploySuccess', "");
return;
}
case $NotDeployableReason::NoSurfaceFound:
%msg = '\c2Item must be placed within reach.%1';
case $NotDeployableReason::MaxDeployed:
%msg = '\c2Your team\'s control network has reached its capacity for this item.%1';
case $NotDeployableReason::SlopeTooGreat:
%msg = '\c2Surface is too steep to place this item on.%1';
case $NotDeployableReason::SelfTooClose:
%msg = '\c2You are too close to the surface you are trying to place the item on.%1';
case $NotDeployableReason::ObjectTooClose:
%msg = '\c2You cannot place this item so close to another object.%1';
case $NotDeployableReason::NoTerrainFound:
%msg = '\c2You must place this on outdoor terrain.%1';
case $NotDeployableReason::NoInteriorFound:
%msg = '\c2You must place this on a solid surface.%1';
case $NotDeployableReason::TurretTooClose:
%msg = '\c2Interference from a nearby turret prevents placement here.%1';
case $NotDeployableReason::TurretSaturation:
%msg = '\c2There are too many turrets nearby.%1';
case $NotDeployableReason::SurfaceTooNarrow:
%msg = '\c2There is not adequate surface to clamp to here.%1';
case $NotDeployableReason::InventoryTooClose:
%msg = '\c2Interference from a nearby inventory prevents placement here.%1';
default:
%msg = '\c2Deploy failed.';
}
messageClient(%plyr.client, 'MsgDeployFailed', %msg, %errorSnd);
}
function ShapeBaseImageData::onActivate(%data, %obj, %slot)
{
//Tinman - apparently, anything that uses the generic onActivate() method is a deployable.
//repair packs, cloak packs, shield, etc... all overload this method...
%data.testInvalidDeployConditions(%obj, %slot);
//whether the test passed or not, reset the image trigger (deployables don't have an on/off toggleable state)
%obj.setImageTrigger(%slot, false);
}
function ShapeBaseImageData::onDeploy(%item, %plyr, %slot)
{
if (%item.item $= "MotionSensorDeployable" || %item.item $= "PulseSensorDeployable")
{
%plyr.deploySensors--;
%plyr.client.updateSensorPackText(%plyr.deploySensors);
if (%plyr.deploySensors <= 0)
{
// take the deployable off the player's back and out of inventory
%plyr.unmountImage(%slot);
%plyr.decInventory(%item.item, 1);
}
}
else
{
// take the deployable off the player's back and out of inventory
%plyr.unmountImage(%slot);
%plyr.decInventory(%item.item, 1);
}
// create the actual deployable !!!!!!!!!!!!!!!!STOP AND LOOK AT ME!!!!!!!!!!!!!!!!! ???????WHY??????
%rot = %item.getInitialRotation(%plyr);
if (%item.deployed.className $= "DeployedTurret")
%className = "Turret";
else
%className = "StaticShape";
%deplObj = new (%className)() {
dataBlock = %item.deployed;
};
// set orientation
if (%className $= "Turret")
%deplObj.setDeployRotation(%item.surfacePt, %item.surfaceNrm);
else
%deplObj.setTransform(VectorAdd(%item.surfacePt, %plac) SPC %rot);
// set the recharge rate right away
if (%deplObj.getDatablock().rechargeRate)
%deplObj.setRechargeRate(%deplObj.getDatablock().rechargeRate);
// set team, owner, and handle
%deplObj.team = %plyr.client.Team;
%deplObj.setOwner(%plyr);
// set the sensor group if it needs one
if (%deplObj.getTarget() != -1)
setTargetSensorGroup(%deplObj.getTarget(), %plyr.client.team);
// place the deployable in the MissionCleanup/Deployables group (AI reasons)
addToDeployGroup(%deplObj);
//let the AI know as well...
AIDeployObject(%plyr.client, %deplObj);
// play the deploy sound
serverPlay3D(%item.deploySound, %deplObj.getTransform());
// increment the team count for this deployed object
$TeamDeployedCount[%plyr.team, %item.item]++;
if (%classname !$= "Item")
%deplObj.deploy();
addDSurface(%item.surface,%deplObj);
return %deplObj;
}
function ShapeBaseImageData::getInitialRotation(%item, %plyr)
{
return rotFromTransform(%plyr.getTransform());
}
function MotionSensorDeployableImage::getInitialRotation(%item, %plyr)
{
%rotAxis = vectorNormalize(vectorCross(%item.surfaceNrm, "0 0 1"));
if (getWord(%item.surfaceNrm, 2) == 1 || getWord(%item.surfaceNrm, 2) == -1)
%rotAxis = vectorNormalize(vectorCross(%item.surfaceNrm, "0 1 0"));
return %rotAxis SPC mACos(vectorDot(%item.surfaceNrm, "0 0 1"));
}
function MotionSensorDeployable::onPickup(%this, %pack, %player, %amount)
{
// %this = Sensor pack datablock
// %pack = Sensor pack object number
// %player = player
// %amount = amount picked up (1)
if (%pack.sensors $= "")
{
// assume that this is a pack that has been placed in a mission
// this case was handled in ::onInventory below (max sensors);
}
else
{
// find out how many sensor were in the pack
%player.deploySensors = %pack.sensors;
%player.client.updateSensorPackText(%player.deploySensors);
}
}
function MotionSensorDeployable::onThrow(%this,%pack,%player)
{
// %this = Sensor pack datablock
// %pack = Sensor pack object number
// %player = player
%player.throwSensorPack = 1;
%pack.sensors = %player.deploySensors;
%player.deploySensors = 0;
%player.client.updateSensorPackText(%player.deploySensors);
// do the normal ItemData::onThrow stuff -- sound and schedule deletion
serverPlay3D(ItemThrowSound, %player.getTransform());
%pack.schedulePop();
}
function MotionSensorDeployable::onInventory(%this,%player,%value)
{
// %this = Sensor pack datablock
// %player = player
// %value = 1 if gaining a pack, 0 if losing a pack
if (%player.getClassName() $= "Player")
{
if (%value)
{
// player picked up or bought a motion sensor pack
%player.deploySensors = %this.maxSensors;
%player.client.updateSensorPackText(%player.deploySensors);
}
else
{
// player dropped or sold a motion sensor pack
if (%player.throwSensorPack)
{
// player threw the pack
%player.throwSensorPack = 0;
// everything handled in ::onThrow above
}
else
{
//the pack was sold at an inventory station, or unmounted because the player
// used all the sensors
%player.deploySensors = 0;
%player.client.updateSensorPackText(%player.deploySensors);
}
}
}
Pack::onInventory(%this,%player,%value);
}
function PulseSensorDeployable::onPickup(%this, %pack, %player, %amount)
{
// %this = Sensor pack datablock
// %pack = Sensor pack object number
// %player = player
// %amount = amount picked up (1)
if (%pack.sensors $= "")
{
// assume that this is a pack that has been placed in a mission
// this case was handled in ::onInventory below (max sensors);
}
else
{
// find out how many sensor were in the pack
%player.deploySensors = %pack.sensors;
%player.client.updateSensorPackText(%player.deploySensors);
}
}
function PulseSensorDeployable::onThrow(%this,%pack,%player)
{
// %this = Sensor pack datablock
// %pack = Sensor pack object number
// %player = player
%player.throwSensorPack = 1;
%pack.sensors = %player.deploySensors;
%player.deploySensors = 0;
%player.client.updateSensorPackText(%player.deploySensors);
// do the normal ItemData::onThrow stuff -- sound and schedule deletion
serverPlay3D(ItemThrowSound, %player.getTransform());
%pack.schedulePop();
}
function PulseSensorDeployable::onInventory(%this,%player,%value)
{
// %this = Sensor pack datablock
// %player = player
// %value = 1 if gaining a pack, 0 if losing a pack
if (%player.getClassName() $= "Player")
{
if (%value)
{
// player picked up or bought a motion sensor pack
%player.deploySensors = %this.maxSensors;
%player.client.updateSensorPackText(%player.deploySensors);
}
else
{
// player dropped or sold a motion sensor pack
if (%player.throwSensorPack)
{
// player threw the pack
%player.throwSensorPack = 0;
// everything handled in ::onThrow above
}
else
{
//the pack was sold at an inventory station, or unmounted because the player
// used all the sensors
%player.deploySensors = 0;
%player.client.updateSensorPackText(%player.deploySensors);
}
}
}
Pack::onInventory(%this,%player,%value);
}
function TurretIndoorDeployableImage::getInitialRotation(%item, %plyr)
{
%surfaceAngle = getTerrainAngle(%item.surfaceNrm);
if (%surfaceAngle > 155)
%item.deployed = TurretDeployedCeilingIndoor;
else if (%surfaceAngle > 45)
%item.deployed = TurretDeployedWallIndoor;
else
%item.deployed = TurretDeployedFloorIndoor;
}
function TurretIndoorDeployable::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}
function TurretOutdoorDeployable::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}
function InventoryDeployable::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}
// ---------------------------------------------------------------------------------------
// deployed station functions
function DeployedStationInventory::onEndSequence(%data, %obj, %thread)
{
Parent::onEndSequence(%data, %obj, %thread);
if (%thread == $DeployThread)
{
%trigger = new Trigger()
{
dataBlock = stationTrigger;
polyhedron = "-0.125 0.0 0.1 0.25 0.0 0.0 0.0 -0.7 0.0 0.0 0.0 1.0";
};
MissionCleanup.add(%trigger);
%trans = %obj.getTransform();
%vSPos = getWords(%trans,0,2);
%vRot = getWords(%trans,3,5);
%vAngle = getWord(%trans,6);
%matrix = VectorOrthoBasis(%vRot @ " " @ %vAngle + 0.0);
%yRot = getWords(%matrix, 3, 5);
%pos = vectorAdd(%vSPos, vectorScale(%yRot, -0.1));
%trigger.setTransform(%pos @ " " @ %vRot @ " " @ %vAngle);
// associate the trigger with the station
%trigger.station = %obj;
%trigger.mainObj = %obj;
%trigger.disableObj = %obj;
%obj.trigger = %trigger;
}
}
//--------------------------------------------------------------------------
//DeployedMotionSensor:
//--------------------------------------------------------------------------
function DeployedMotionSensor::onDestroyed(%this, %obj, %prevState)
{
if (%obj.isRemoved)
return;
%obj.isRemoved = true;
//%obj.hide(true);
Parent::onDestroyed(%this, %obj, %prevState);
$TeamDeployedCount[%obj.team, MotionSensorDeployable]--;
remDSurface(%obj);
%obj.schedule(500, "delete");
}
//--------------------------------------------------------------------------
//DeployedPulseSensor:
//--------------------------------------------------------------------------
function PulseSensorDeployableImage::onActivate(%data, %obj, %slot)
{
Parent::onActivate( %data, %obj, %slot );
//%data.testInvalidDeployConditions(%obj, %slot);
}
function DeployedPulseSensor::onDestroyed(%this, %obj, %prevState)
{
if (%obj.isRemoved)
return;
%obj.isRemoved = true;
Parent::onDestroyed(%this, %obj, %prevState);
$TeamDeployedCount[%obj.team, PulseSensorDeployable]--;
remDSurface(%obj);
%obj.schedule(300, "delete");
}
// ---------------------------------------------------------------------------------------
// deployed turret functions
function DeployedTurret::onAdd(%data, %obj)
{
Parent::onAdd(%data, %obj);
// auto-mount the barrel
%obj.mountImage(%data.barrel, 0, false);
}
function DeployedTurret::onDestroyed(%this, %obj, %prevState) {
if (%obj.isRemoved)
return;
if ($Host::InvincibleDeployables != 1 || %obj.damageFailedDecon || $DestroyableTurrets == 1) {
%obj.isRemoved = true;
%turType = %this.getName();
// either it'll be an outdoor turret, or one of the three types of indoor turret
// (floor, ceiling, wall)
if (%turType $= "TurretDeployedOutdoor")
%turType = "TurretOutdoorDeployable";
else if (%turType $= "TurretDeployedBase")
%turType = "TurretBasePack";
else
%turType = "TurretIndoorDeployable";
// decrement team count
$TeamDeployedCount[%obj.team, %turType]--;
remDSurface(%obj);
%obj.schedule(700, "delete");
}
Parent::onDestroyed(%this, %obj, %prevState);
}
function countTurretsAllowed(%type)
{
for(%j = 1; %j < Game.numTeams; %j++)
%teamPlayerCount[%j] = 0;
%numClients = ClientGroup.getCount();
for(%i = 0; %i < %numClients; %i++)
{
%cl = ClientGroup.getObject(%i);
if (%cl.team > 0)
%teamPlayerCount[%cl.team]++;
}
// the bigger team determines the number of turrets allowed
%maxPlayers = %teamPlayerCount[1] > %teamPlayerCount[2] ? %teamPlayerCount[1] : %teamPlayerCount[2];
// each team can have 1 turret of each type (indoor/outdoor) for every 2 players
// minimum and maximums are defined in deployables.cs
%teamTurretMax = mFloor(%maxPlayers / 2);
if (%teamTurretMax < $TeamDeployableMin[%type])
%teamTurretMax = $TeamDeployableMin[%type];
else if (%teamTurretMax > $TeamDeployableMax[%type])
%teamTurretMax = $TeamDeployableMax[%type];
return %teamTurretMax;
}
function spamCheck(%cl) {
if ($Host::Prison::Enabled != true || $Host::Prison::DeploySpam != true || %cl.isAdmin || %cl.isSuperAdmin)
return false;
%simTime = getSimTime();
if (%simTime - %cl.lastDeployTime > $Host::Prison::DeploySpamResetWarnCountTime * 1000)
%cl.spamCount = 0; // Reset spam count
if (%simTime - %cl.lastDeployTime < $Host::Prison::DeploySpamCheckTimeMS) {
%cl.spamCount++;
if (%cl.spamCount > $Host::Prison::DeploySpamWarnings) {
%cl.spamPunishCount++;
%cl.spamCount = 0;
%cl.lastDeployTime = 0;
%punishTime = $Host::Prison::DeploySpamTime;
%kills = 3;
if (%cl.spamPunishCount > %kills) {
if ($Host::Prison::DeploySpamMultiply > 0) {
%punishTime = (%cl.spamPunishCount - %kills) * $Host::Prison::DeploySpamTime;
if (%punishTime > $Host::Prison::DeploySpamMaxTime)
%punishTime = $Host::Prison::DeploySpamMaxTime;
}
// TODO - should really use some better formatting method...
if (%punishTime > 0) {
if (%punishTime >= 60) {
if (%punishTime > 60) {
%minutes = mFloor(%punishTime / 60);
messageClient(%cl,'msgClient','\c2You will do %1 minutes in jail for spamming deployables.',%minutes);
messageAllExcept(%cl,-1,'msgClient','\c2%1 will do %2 minutes in jail for spamming deployables.',%cl.name,%minutes);
}
else {
messageClient(%cl,'msgClient','\c2You will do 1 minute in jail for spamming deployables.');
messageAllExcept(%cl,-1,'msgClient','\c2%1 will do 1 minute in jail for spamming deployables.',%cl.name);
}
}
else {
messageClient(%cl,'msgClient','\c2You will do %1 seconds in jail spamming.',%punishTime);
messageAllExcept(%cl,-1,'msgClient','\c2%1 will do %2 seconds in jail for spamming deployables.',%cl.name,%punishTime);
}
}
else {
messageClient(%cl,'msgClient','\c2You were put in jail for spamming deployables.');
messageAllExcept(%cl,-1,'msgClient','\c2%1 was put in jail for spamming deployables.',%cl.name);
}
jailPlayer(%cl,false,%punishTime);
}
else {
%cl.player.scriptKill(99);
messageClient(%cl,'msgClient','\c2You were killed for spamming deployables.');
messageAllExcept(%cl,-1,'msgClient','\c2%1 was killed for spamming deployables.',%cl.name);
}
return true;
}
// Warn player only if they've used up over half their warnings, to prevent message hud spam
else if (%cl.spamCount > mFloor(($Host::Prison::DeploySpamWarnings + 1) / 2)) {
centerPrint(%cl,"Do not spam, or face the consequences",2,1);
messageClient(%cl,'msgClient',"~wfx/misc/misc.error.wav");
return true;
}
}
%cl.lastDeployTime = %simTime;
return false;
}
//------------------------------
// Deployable extra explosions
//------------------------------
datablock GrenadeProjectileData(DeployableFireball) {
projectileShapeName = "weapon_chaingun_ammocasing.dts";
emitterDelay = -1;
directDamage = 0.0;
hasDamageRadius = true;
indirectDamage = 0.10;
damageRadius = 10.0;
radiusDamageType = $DamageType::Debris;
kickBackStrength = 1000;
bubbleEmitTime = 1.0;
explosion = "PlasmaBoltExplosion";
splash = PlasmaSplash;
explodeOnMaxBounce = true;
velInheritFactor = 0.5;
baseEmitter = DebrisFireEmitter;
smokeEmitter = DebrisSmokeEmitter;
grenadeElasticity = 0.4;
grenadeFriction = 0.2;
armingDelayMS = 400;
muzzleVelocity = 20.00;
drag = 0.1;
hasLight = true;
lightRadius = 3.0;
lightColor = "1 0.75 0.25";
};
datablock StaticShapeData(DeployedLTarget) : StaticShapeDamageProfile {
className = "decontarget";
shapeFile = "xmiscf.dts";
maxDamage = 0.5;
destroyedLevel = 0.5;
disabledLevel = 0.3;
explosion = HandGrenadeExplosion;
expDmgRadius = 1.0;
expDamage = 0.05;
expImpulse = 200;
dynamicType = $TypeMasks::StaticShapeObjectType;
deployedObject = true;
cmdCategory = "DSupport";
cmdIcon = CMDSensorIcon;
cmdMiniIconName = "commander/MiniIcons/com_deploymotionsensor";
targetNameTag = 'Deployed DeconTarget';
deployAmbientThread = true;
debrisShapeName = "debris_generic_small.dts";
debris = DeployableDebris;
heatSignature = 0;
};
function DeployedLTarget::onDestroyed(%this,%obj,%prevState) {
if (%obj.isRemoved)
return;
%obj.isRemoved = true;
Parent::onDestroyed(%this,%obj,%prevState);
remDSurface(%obj);
%obj.schedule(500, "delete");
if (isObject(%obj.lMain)) {
%obj.lMain.setDamageState(Destroyed);
}
}
function fireBallExplode(%obj,%numFb) {
%source = %obj;
for (%i=0;%i<%numFb;%i++) {
%x = (getRandom() * 0.4) - 0.2;
%y = (getRandom() * 0.4) - 0.2;
%z = getRandom() / 2;
%vec = %x SPC %y SPC %z;
%pos = vectorAdd(posFromTransform(%obj.getTransform()),vectorScale(%vec,3));
%p = new (GrenadeProjectile)() {
dataBlock = DeployableFireball;
initialDirection = %vec;
initialPosition = %pos;
sourceObject = %source;
sourceSlot = 1;
vehicleObject = %obj;
};
MissionCleanup.add(%p);
}
}
function cascade(%obj,%cascade) {
if (%obj.cascade)
%cascade = true;
if ($Host::Cascade == false && !%cascade)
return;
%list = %obj.dObj;
%count = getWordCount(%list);
for(%i=0;%i<%count;%i++) {
%obj2 = getWord(%list,%i);
if ($Host::Cascade == false) {
%obj2.cascade = true;
%random = getRandom() * 1000;
%obj2.getDataBlock().schedule(%random,disassemble,0,%obj2);
}
else {
%random = getRandom() * 1000;
%obj2.schedule(%random,setDamageState,Destroyed);
}
}
%obj.cascaded = true;
}
// TODO - handle dup disassemblies? only allow every n seconds?
function disassemble(%data,%plyr,%obj) {
if (!isObject(%obj))
return;
if (%obj.lMain) {
if (isObject(%obj.lMain)) {
%obj.lMain.getDataBlock().disassemble(%plyr,%obj.lMain);
return;
}
else {
serverPlay3D(DSound,%obj.getTransform());
%obj.schedule(500,"delete");
remDSurface(%obj);
return;
}
}
else if (isObject(%obj.lTarget)) {
%obj.lTarget.startFade(250,0,1);
%obj.lTarget.schedule(500,"delete");
}
%obj.isRemoved = 1;
serverPlay3D(DSound,%obj.getTransform());
if (%obj.getType() & $TypeMasks::StaticShapeObjectType
|| %obj.getType() & $TypeMasks::ItemObjectType)
%obj.startFade(500,0,1);
if (isObject(%obj.trigger))
%obj.trigger.delete();
if (isObject(%obj.emitter))
%obj.emitter.delete();
%obj.schedule(500,"delete");
%revItem = %obj.getDataBlock().getName();
%newPack = $ReverseDeployItem[%revItem];
if (getWord(%newPack,0) $= "poof")
$TeamDeployedCount[%obj.team,getWord(%newPack,1)]--;
else
$TeamDeployedCount[%obj.team,%newPack]--;
cascade(%obj,false);
remDSurface(%obj);
}
function StaticShapeData::disassemble(%data,%plyr,%obj) {
if (!isObject(%obj))
return;
if (%obj.getDataBlock().classname $= "Generator") {
%obj.getDataBlock().losePower(%obj);
%loc = findWord($PowerList,%obj);
if (%loc !$= "")
$PowerList = listDel($PowerList,%loc);
%obj.isRemoved = true;
}
disassemble(%data,%plyr,%obj);
}
function expertModeOn() {
exec("scripts/expertLibraries.cs");
$Host::ExpertMode = 1;
}
function expertModeOff() {
exec("scripts/libraries.cs");
$Host::ExpertMode = 0;
// Bring pack settings down from orbit
%count = ClientGroup.getCount();
for (%i=0;%i<%count;%i++) {
%client = ClientGroup.getObject(%i);
%player = %client.player;
if (isObject(%player)) {
%player.packSet = 0;
%player.expertSet = 0;
}
}
}
function delUndergroundDeployables(%quiet) {
%randomTime = 10000;
%group = nameToID("MissionCleanup/Deployables");
%count = %group.getCount();
for(%i=0;%i<%count;%i++) {
%obj = %group.getObject(%i);
if (%obj) {
%terrain = getTerrainHeight2(%obj.getPosition(),0,%obj);
if (getWord(vectorAdd(%obj.getPosition(),"0 0 0.25"),2) < getWord(%terrain,2) || %terrain $= "") {
warn("Deleting: " @ %obj @ " Name: " @ %obj.getDataBlock().getName());
%random = getRandom() * %randomTime;
%obj.getDataBlock().schedule(%random,"disassemble",%plyr, %obj); // Run Item Specific code.
%deleted++;
}
else
%checked++;
}
}
if (!%quiet) {
warn("Checked pieces: " @ %checked);
warn("Deleted pieces: " @ %deleted);
}
return %randomTime;
}
function delOrphanedPieces(%quiet) {
%randomTime = 10000;
%group = nameToID("MissionCleanup/Deployables");
%count = %group.getCount();
for(%i=0;%i<%count;%i++) {
%obj = %group.getObject(%i);
if (!isObject(%obj.getOwner())) {
if (!%quiet)
warn("Deleting: " @ %obj @ " Name: " @ %obj.getDataBlock().getName());
%random = getRandom() * %randomTime;
%obj.getDataBlock().schedule(%random,"disassemble",%plyr,%obj); // Run Item Specific code.
%deleted++;
}
else
%checked++;
}
if (!%quiet) {
warn("Checked pieces: " @ %checked);
warn("Deleted pieces: " @ %deleted);
}
return %randomTime;
}
function addDSurface(%surface,%obj) {
%surface = firstWord(%surface);
%list = %surface.dObj;
%obj.dSurface = firstWord(%surface);
%list = listAdd(%list,%obj,-1);
// warn("Added obj " @ %obj @ " to surface " @ %surface);
// For debugging
// %count = getWordCount(%list);
// for(%i=0;%i<%count;%i++) {
// %obj2 = getWord(%list,%i);
// if (!isObject(%obj2)) {
// error("surface: " @ %surface @ " - obj does not exist: " @ %obj2);
// %badIDs = %badIDs SPC %i;
// }
// }
// %list = listDel(%list,trim(%badIDs));
//warn(%surface @ " - " @ %list);
%surface.dObj = %list;
}
// TODO - verify
function remDSurface(%obj) {
%surface = %obj.dSurface;
if (isObject(%surface)) {
%list = %surface.dObj;
%loc = findWord(%list,%obj);
if (%loc !$= "") {
%list = listDel(%list,%loc);
// warn("Removed obj " @ %obj @ " from surface " @ %surface);
}
}
%surface.dObj = %list;
%list = %obj.dObj;
%count = getWordCount(%list);
for(%i=0;%i<%count;%i++) {
%obj2 = getWord(%list,%i);
if (isObject(%obj2)) {
%obj2.dSurface = "";
// warn("Removed surface " @ %obj @ " from obj " @ %obj2);
}
}
}
function GameBase::setOwner(%obj,%plyr,%client,%guid) {
if (!%client)
%client = %plyr.client;
if (!%guid)
%guid = %client.guid;
%obj.owner = %client;
%obj.ownerGUID = %guid;
}
function GameBase::getOwner(%obj) {
if (isObject(%obj.owner))
return %obj.owner;
%guid = %obj.ownerGUID;
if (!%guid)
%guid = %obj.lTarget.ownerGUID;
if (!%guid)
%guid = %obj.lMain.ownerGUID;
if (%guid) {
%count = ClientGroup.getCount();
for (%i=0;%i<%count;%i++) {
%client = ClientGroup.getObject(%i);
if (%client.guid == %guid)
return %client;
}
}
return "";
}