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

725 lines
20 KiB
C#

datablock TracerProjectileData(Mpm_Aexp1) {
className = "TracerProjectileData";
emitterDelay = "-1";
velInheritFactor = "0";
directDamage = "0";
hasDamageRadius = "0";
indirectDamage = "0";
damageRadius = "0";
radiusDamageType = "0";
kickBackStrength = "0";
Explosion = "VehicleExplosion";
hasLight = "0";
lightRadius = "1";
lightColor = "1.000000 1.000000 1.000000 1.000000";
hasLightUnderwaterColor = "0";
underWaterLightColor = "1.000000 1.000000 1.000000 1.000000";
explodeOnWaterImpact = "0";
depthTolerance = "5";
bubbleEmitTime = "0.5";
faceViewer = "0";
scale = "1 1 1";
dryVelocity = "0.1";
wetVelocity = "0.1";
fizzleTimeMS = "32";
lifetimeMS = "32";
explodeOnDeath = "1";
reflectOnWaterImpactAngle = "0";
deflectionOnWaterImpact = "0";
fizzleUnderwaterMS = "-1";
activateDelayMS = "-1";
doDynamicClientHits = "0";
tracerLength = "1";
tracerMinPixels = "1";
tracerAlpha = "0";
tracerColor = "0.000000 0.000000 0.000000 0.000000";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = "0.1";
crossViewAng = "0.99";
crossSize = "0.1";
renderCross = "0";
isFXUnit = "1";
};
datablock TracerProjectileData(Mpm_Aexp2) : Mpm_Aexp1{
Explosion = "TurretExplosion";
};
//---------------------------------------------------------------------------
// Explosions
//---------------------------------------------------------------------------
datablock ExplosionData(Mpm_Anti_MissileExplosion) {
explosionShape = "effect_plasma_explosion.dts";
playSpeed = 1.5;
soundProfile = GrenadeExplosionSound;
faceViewer = true;
sizes[0] = "0.5 0.5 0.5";
sizes[1] = "0.5 0.5 0.5";
sizes[2] = "0.5 0.5 0.5";
emitter[0] = MissileExplosionSmokeEmitter;
debris = MissileSpikeDebris;
debrisThetaMin = 10;
debrisThetaMax = 170;
debrisNum = 8;
debrisNumVariance = 6;
debrisVelocity = 15.0;
debrisVelocityVariance = 2.0;
shakeCamera = true;
camShakeFreq = "6.0 7.0 7.0";
camShakeAmp = "70.0 70.0 70.0";
camShakeDuration = 1.0;
camShakeRadius = 7.0;
};
//--------------------------------------------------------------------------
// Projectile
//--------------------------------------
datablock SeekerProjectileData(Mpm_Anti_Missile) {
casingShapeName = "weapon_missile_casement.dts";
projectileShapeName = "weapon_missile_projectile.dts";
hasDamageRadius = true;
indirectDamage = 0.2;
damageRadius = 4.0;
radiusDamageType = $DamageType::MissileTurret;
kickBackStrength = 1000;
explosion = "Mpm_Anti_MissileExplosion";
splash = MissileSplash;
velInheritFactor = 0.2; // to compensate for slow starting velocity, this value
// is cranked up to full so the missile doesn't start
// out behind the player when the player is moving
// very quickly - bramage
baseEmitter = MissileSmokeEmitter;
delayEmitter = MissileFireEmitter;
puffEmitter = MissilePuffEmitter;
bubbleEmitter = GrenadeBubbleEmitter;
bubbleEmitTime = 1.0;
exhaustEmitter = MissileLauncherExhaustEmitter;
exhaustTimeMs = 300;
exhaustNodeName = "muzzlePoint1";
lifetimeMS = -1;
muzzleVelocity = 20.0;
maxVelocity = 20.0;
turningSpeed = 110.0;
acceleration = 0.0;
proximityRadius = 3;
terrainAvoidanceSpeed = 180;
terrainScanAhead = 25;
terrainHeightFail = 12;
terrainAvoidanceRadius = 100;
flareDistance = 200;
flareAngle = 30;
sound = MissileProjectileSound;
hasLight = true;
lightRadius = 5.0;
lightColor = "0.2 0.05 0";
useFlechette = true;
flechetteDelayMs = 550;
casingDeb = FlechetteDebris;
explodeOnWaterImpact = false;
};
datablock TurretData(Mpm_Anti_TurretDeployed) : TurretDamageProfile {
className = DeployedTurret;
shapeFile = "turret_outdoor_deploy.dts";
rechargeRate = 0.15;
mass = 1;
maxDamage = 0.80;
destroyedLevel = 0.80;
disabledLevel = 0.35;
explosion = HandGrenadeExplosion;
expDmgRadius = 5.0;
expDamage = 0.5;
expImpulse = 500.0;
repairRate = 0;
deployedObject = true;
thetaMin = 0;
thetaMax = 145;
thetaNull = 90;
primaryAxis = zaxis;
yawVariance = 30.0; // these will smooth out the elf tracking code.
pitchVariance = 30.0; // more or less just tolerances
isShielded = true;
energyPerDamagePoint = 110;
maxEnergy = 80;
renderWhenDestroyed = true;
barrel = DeployableMpm_Anti_TurretBarrel;
heatSignature = 0.0;
//canControl = true;
cmdCategory = "DTactical";
cmdIcon = CMDTurretIcon;
cmdMiniIconName = "commander/MiniIcons/com_turret_grey";
targetNameTag = 'Anti Missile';
targetTypeTag = 'Turret';
sensorData = Mpm_Anti_TurretSensor;
sensorRadius = Mpm_Anti_TurretSensor.detectRadius;
sensorColor = "191 0 226";
firstPersonOnly = true;
debrisShapeName = "debris_generic_small.dts";
debris = TurretDebrisSmall;
needsPower = true;
};
datablock TurretImageData(DeployableMpm_Anti_TurretBarrel) {
shapeFile = "stackable1s.dts";
rotation = "-0.57735 0.57735 0.57735 120";
offset = "0 -0.3 0";
projectile = Mpm_Anti_Missile;
projectileType = SeekerProjectile;
usesEnergy = true;
fireEnergy = 7.0;
minEnergy = 7.0 * 2;
isSeeker = true;
seekRadius = 300;
maxSeekAngle = 30;
seekTime = 1.0;
minSeekHeat = 0.6;
emap = true;
minTargetingDistance = 15;
// Turret parameters
activationMS = 250;
deactivateDelayMS = 500;
thinkTimeMS = 200;
degPerSecTheta = 50;
degPerSecPhi = 50;
attackRadius = 250;
// State transitions
stateName[0] = "Activate";
stateTransitionOnNotLoaded[0] = "Dead";
stateTransitionOnLoaded[0] = "ActivateReady";
stateName[1] = "ActivateReady";
stateSequence[1] = "Activate";
stateSound[1] = IBLSwitchSound;
stateTimeoutValue[1] = 1;
stateTransitionOnTimeout[1] = "Ready";
stateTransitionOnNotLoaded[1] = "Deactivate";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNotLoaded[2] = "Deactivate";
stateTransitionOnTriggerDown[2] = "Fire";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.3;
stateFire[3] = true;
stateShockwave[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateSound[3] = MissileRackTurretFireSound;
stateScript[3] = "onFire";
stateName[4] ="Reload";
stateTimeoutValue[4] = 0.5;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateTransitionOnTimeout[4] = "Ready";
stateTransitionOnNotLoaded[4] = "Deactivate";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateName[5] = "Deactivate";
stateSequence[5] = "Activate";
stateDirection[5] = false;
stateTimeoutValue[5] = 2;
stateTransitionOnLoaded[5] = "ActivateReady";
stateTransitionOnTimeout[5] = "Dead";
stateName[6] = "Dead";
stateTransitionOnLoaded[6] = "ActivateReady";
stateName[7] = "NoAmmo";
stateTransitionOnAmmo[7] = "Reload";
stateSequence[7] = "NoAmmo";
muzzleSlots = 12;
muzzleSlotOffset[0] = "0.65 0.5 0.4";
muzzleSlotOffset[1] = "0.35 0.5 0.4";
muzzleSlotOffset[2] = "0.15 0.5 0.4";
muzzleSlotOffset[3] = "-0.15 0.5 0.4";
muzzleSlotOffset[4] = "-0.35 0.5 0.4";
muzzleSlotOffset[5] = "-0.65 0.5 0.4";
muzzleSlotOffset[6] = "0.65 0.5 0.1";
muzzleSlotOffset[7] = "0.35 0.5 0.1";
muzzleSlotOffset[8] = "0.15 0.5 0.1";
muzzleSlotOffset[9] = "-0.15 0.5 0.1";
muzzleSlotOffset[10] = "-0.35 0.5 0.1";
muzzleSlotOffset[11] = "-0.65 0.5 0.1";
};
datablock TurretImageData(DeployableMpm_Anti_TurretBarrel1) {
shapeFile = "weapon_missile_projectile.dts";
rotation = "1 0 0 0";
offset = "-0.14 0.15 0.13";
};
datablock TurretImageData(DeployableMpm_Anti_TurretBarrel2) {
shapeFile = "weapon_missile_projectile.dts";
rotation = "1 0 0 0";
offset = "-0.14 0.15 -0.13";
};
datablock TurretImageData(DeployableMpm_Anti_TurretBarrel3) {
shapeFile = "weapon_missile_projectile.dts";
rotation = "1 0 0 0";
offset = "-0.43 0.15 0.13";
};
datablock TurretImageData(DeployableMpm_Anti_TurretBarrel4) {
shapeFile = "weapon_missile_projectile.dts";
rotation = "1 0 0 0";
offset = "-0.43 0.15 -0.13";
};
function DeployableMpm_Anti_TurretBarrel::onMount(%this,%obj,%slot) {
%obj.currentMuzzleSlot = 0;
%obj.schedule(1000,"mountImage",DeployableMpm_Anti_TurretBarrel1,1,true);
%obj.schedule(1000,"mountImage",DeployableMpm_Anti_TurretBarrel2,2,true);
%obj.schedule(1000,"mountImage",DeployableMpm_Anti_TurretBarrel3,3,true);
%obj.schedule(1000,"mountImage",DeployableMpm_Anti_TurretBarrel4,4,true);
}
// TODO - handle unmount
datablock ShapeBaseImageData(TurretMpm_Anti_DeployableImage) {
mass = 1;
shapeFile = "pack_deploy_turreto.dts";
item = TurretMpm_Anti_Deployable;
mountPoint = 1;
offset = "0 0 0";
deployed = Mpm_Anti_TurretDeployed;
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;
};
datablock ItemData(TurretMpm_Anti_Deployable) {
className = Pack;
catagory = "Deployables";
shapeFile = "pack_deploy_turreti.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 1;
rotate = false;
image = TurretMpm_Anti_DeployableImage;
pickUpName = "an anti missile turret pack";
emap = true;
};
//--------------------------------------------------------------------------
// Functions
//--------------------------------------
function TurretMpm_Anti_DeployableImage::TestNoTerrainFound(%item) {
// created to prevent console errors
}
function TurretMpm_Anti_DeployableImage::TestNoInteriorFound(%item) {
// created to prevent console errors
}
function TurretMpm_Anti_Deployable::onPickup(%this, %obj, %shape, %amount) {
//created to prevent console errors
}
function TurretMpm_Anti_DeployableImage::onDeploy(%item, %plyr, %slot) {
%className = "Turret";
if (IsObject(%item.surface))
if (%item.surface.getDatablock().getName() $= Mpm_Anti_TurretDeployed)
{
for (%i=1;%i<5;%i++)
{
if (!%item.surface.getMountedImage(%i))
{
%item.surface.schedule(%i*100,"mountImage","DeployableMpm_Anti_TurretBarrel"@ %i,%i,true);
%item.surface.schedule(%i*100,"play3d",NerfGunDryFireSound);
%c++;
}
if (%c)
bottomPrint( %plyr.client, "Reloaded anti-mpm Turret with" SPC %c SPC "Missiles", 5,1);
}
return "";
}
%playerVector = vectorNormalize(getWord(%plyr.getEyeVector(),1) SPC -1 * 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;
};
if (%plyr.packSet == 1)
%deplObj.isSeeker = true;
// set orientation
%deplObj.setTransform(%item.surfacePt SPC %rot);
// set team, owner, and handle
%deplObj.team = %plyr.client.Team;
%deplObj.setOwner(%plyr);
// set power frequency
%deplObj.powerFreq = %plyr.powerFreq;
// 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
$TeamDeployedCount[%plyr.team, %item.item]++;
%deplObj.deploy();
// Power object
checkPowerObject(%deplObj);
addDSurface(%item.surface,%deplObj);
// take the deployable off the player's back and out of inventory
%plyr.unmountImage(%slot);
%plyr.decInventory(%item.item, 1);
bottomPrint( %plyr.client, "Deployed anti-mpm Turret with 4 missiles ammo.\n deploy another anti-mpm turret ontop to resuply.", 5,2);
return %deplObj;
}
function Mpm_Anti_TurretDeployed::onDestroyed(%this, %obj, %prevState) {
if (%obj.isRemoved)
return;
if ($Host::InvincibleDeployables != 1 || %obj.damageFailedDecon) {
%obj.isRemoved = true;
$TeamDeployedCount[%obj.team, TurretMpm_Anti_Deployable]--;
remDSurface(%obj);
%obj.schedule(500, delete);
}
Parent::onDestroyed(%this, %obj, %prevState);
}
function DeployableMpm_Anti_TurretBarrel::onFire(%data,%obj,%slot) {
%targetObj = %obj.getTargetObject();
if (%targetObj) {
if (!%obj.getDataBlock().hasLOS(%obj,%slot,%targetObj) && %obj.aquireTime + 2000 < getSimTime()) {
%obj.clearTarget();
return;
}
if (%obj.aquireTime + 10000 + getRandom(0,1000) < getSimTime()) {
%obj.clearTarget();
return;
}
}
%p = Parent::onFire(%data,%obj,%slot);
serverPlay3D(MissileRackTurretFireSound2,%obj.getTransform());
if (%obj.isSeeker) {
if (%obj.getControllingClient())
// a player is controlling the turret
%target = %obj.getLockedTarget();
else
// The ai is controlling the turret
%target = %obj.getTargetObject();
if(%target)
%p.setObjectTarget(%target);
else if(%obj.isLocked())
%p.setPositionTarget(%obj.getLockedPosition());
else
%p.setNoTarget(); // set as unguided. Only happens when itchy trigger can't wait for lock tone.
%obj.setEnergyLevel(%obj.getEnergyLevel() - (%data.fireEnergy));
}
}
function Mpm_Anti_TurretDeployed::hasLOS(%data,%obj,%slot,%targetObj) {
%start = %obj.getMuzzlePoint(%slot);
%end = %targetObj.getWorldBoxCenter();
%res = containerRayCast(%start,%end,-1,%obj);
return firstWord(%res) == %targetObj;
}
function TurretMpm_Anti_DeployableImage::onMount(%data, %obj, %node) {
%obj.hasMpm_Anti= true; // set for Mpm_Anti_check
%obj.packSet = 0;
displayPowerFreq(%obj);
}
function TurretMpm_Anti_DeployableImage::onUnmount(%data, %obj, %node) {
%obj.hasMpm_Anti= "";
%obj.packSet = 0;
}
function Mpm_Anti_TurretDeployed::selectTarget(%this, %turret)
{
%turretTarg = %turret.getTarget();
if(%turretTarg == -1)
return;
if (Isobject(%turret.aimtarget))
{
%turret.setTargetObject(%turret.aimtarget);
}
%target = %turret.get_ampm_target();
if (Isobject(%target))
{
%turret.Lock_ampm_target(%target);
}
}
function GameBase::Get_ampm_target(%obj)
{
%location = %obj.getTransform();
if (!Isobject(mpm_missiles))
return "";
if (!mpm_missiles.getCount())
return "";
%tmissile = "";
for( %c = 0; %c < mpm_missiles.getCount(); %c++ )
{
%missile = mpm_missiles.getObject(%c);
if (%missile.load.Hazard(%missile,%obj,200) && !Isobject(%obj.tagged[%missile]) && !%missile.tagged && (!isObject(%missile.tracking) || %obj == %missile.tracking))
{
%pos = pos(%missile);
%dist = vectorDist(%location,%pos);
if (!%dis || %dist < %dis)
{
%tmissile = %missile;
%dis = %dist;
}
}
}
return %tmissile SPC %dist;
}
function GameBase::Lock_ampm_target(%obj,%target)
{
if (IsObject(%target)) //Is the target still there?
{
%predict= %target.predict();
%loc = getWords(%predict,0,2);
%speed = getWords(%predict,3,5);
%pos = %obj.getTransform();
%dist = VectorDist(%pos,%loc);
//%dir = VectorSub(%pos,%loc);
//%gendir = VectorDot(VectorNormalize(%dir),VectorNormalize(%speed));
%time = 15;//Limit(%dist/20+5-10,5,50); //%target.radiustime(%pos,100);
if (%time > 5 && getSimTime()+ %time*1000 < %target.dietime) //Can we get to the target in time?
{
%loc = getWords(%target.predict((%time)*1000),0,2);
%dist = VectorDist(%pos,%loc);
%ttime = %dist / 20; //travel time
%ltime = %time - %ttime; //launch time
%atime = %ltime - 3; //activate time
if (%dist > 10 && %dist < 500 && %atime > 0) //Will it within our limits?
{
%res = containerRayCast(%obj.getTransform(),%loc, -1,%obj);
if (!%res) //Can we hit it from here?
{
if ((%obj.atime-getSimTime())/1000 > %atime || (%obj.ltime-getSimTime())/1000 < 0) //Is it a better option?
{
Cancel(%obj.activate);
Cancel(%obj.launch);
%obj.needtime = getSimTime()+(%time*1000);
%obj.atime = getSimTime()+(%atime*1000);
%obj.ltime = getSimTime()+(%ltime*1000);
%obj.set_ampm_target(%loc);
%target.tracking = %obj;
%obj.activate = %obj.schedule(%atime*1000,"set_ampm_target",%target,%loc);
%obj.launch = %obj.schedule(%ltime*1000,"fire_ampm_now");
}
}
}
}
}
}
function GameBase::set_ampm_target(%obj,%target,%location)
{
if (!Isobject(%obj.aimtarget))
{
//SIGN
%sign = new StaticShape(){
dataBlock = MpmTurretTarg;
};
%sign.team = 3;
%sign.setHeat(1);
setTargetSensorGroup(%sign.getTarget(),3);
%sign.owner = %obj;
%obj.aimtarget = %sign;
}
if (%location $= "" || !Isobject(%target) || IsObject(%obj.tagged[%target]) || !%obj.get_ampm_missile())
{
Cancel(%obj.launch);
%pos = VectorAdd(%obj.getMuzzlePoint(0),realvec(%obj,"0 10 0"));
%obj.aimtarget.setTransform(%pos SPC "1 0 0 0");
%obj.canfire = 0;
}
else
{
%obj.aimtarget.setTransform(%location SPC "1 0 0 0");
%obj.target = %target;
%obj.canfire = 1;
}
}
function GameBase::Fire_ampm_now(%obj)
{
%target = %obj.target;
if (IsObject(%target) && %obj.canfire && IsObject(%obj.aimtarget))
{
%slot = %obj.get_ampm_missile();
%from = %obj.getMuzzlePoint(%slot);
%pos = %obj.aimtarget.getTransform();
%vec = VectorSub(%pos,%from);
%tdir = VectorNormalize(VectorSub(%pos,%from));
%tvec = "0 1 0";
%rot = %obj.getSlotRotation(0);
%dir = validateVal(MatrixMulVector("0 0 0" SPC %rot ,%tvec));
%diff = vectorDot(%tdir,%dir);
%time = (%obj.needtime-getSimTime())/1000;
%speed = (VectorLen(%vec)/%time)/MpmMissile3.muzzleVelocity;
if (%diff > 0.9 && %slot)
{
%p1 = new SeekerProjectile()
{
datablock = Mpm_B_MIS2;
initialDirection = VectorScale(%tdir,%speed);
initialPosition = %from;
};
%p1.schedule(%time*1000+500,"delete");
schedule(%time*1000,0,"range",%target,%p1);
%p1.getDatablock().schedule(%time*1000,"onExplode",%p1,%pos, 1);
%obj.tagged[%target] = %p1;
%target.tagged = 1;
%obj.set_ampm_target(0);
%obj.unMountImage(%slot);
}
}
}
function range(%p1,%p2)
{
if (IsObject(%p1) && IsObject(%p2))
{
%dist = VectorDist(%p1.getTransform(),%p2.getTransform());
PlayExplosion(%p1.getTransform(),Mpm_Aexp1);
if (%dist < 10)
{
//createLifeEmitter(%p1.getTransform(), MpmJetEmitter3, 5000,"1 0 0 0");
PlayExplosion(%p1.getTransform(),Mpm_Aexp2);
%p1.load.InterCept(%p1);
}
}
}
function GameBase::get_ampm_missile(%obj)
{
for (%i=1;%i<5; %i++)
{
if (%obj.getMountedImage(%i)!=0)
return %i;
}
return "";
}
//Not used.. ha
function inrange(%p,%loc,%range)
{
if (!Isobject(%p))
return "";
%c = VectorSub(%p.getTransform(),%loc);
%speed = GetWords(%p.predict(),3,5);
%r = VectorNormalize(%speed);
%v = VectorLen(%speed);
%a = %p.getDatablock().Acceleration;
if (%a != 0)
{
%root1 = mPow(VectorDot(%r,%c),2) * VectorDot(%r,%r) * (mPow(%g,2)-VectorDot(%c,%c));
if (%root1 < 0) //Will never be in range.
return "";
%root2 = VectorDot(%r,%r)*(VectorDot(%r,%r)*mPow(%v,2)-2*%a*(VectorDot(%r,%c)+mSqrt(%root)));
if (%root2 < 0) //Will never be in range.
return "";
%time = (-1*%v + mSqrt(%root2)/VectorDot(%r,%r))/%a;
if (%time < 0) //'was'in range.
return "";
return %time; //Note this is seconds not ms.
}
else
{
%root = mPow(%v)*(4*VectorDot(%r,%c) - 4*VectorDot(%r,%r)*(VectorDot(%c,%c)-mPow(%g,2)));
if (%root < 0) //Will never be in range.
return "";
%time = (-2*%v*VectorDot(%r,%c) + mSqrt(%root)) / (2*VectorDot(%r,%r) * mPow(%v,2));
if (%time < 0) //'was'in range.
return "";
return %time; //Note this is seconds not ms.
}
}