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

243 lines
6.4 KiB
C#

//---------------------------------------------------------
// Deployable floor
//---------------------------------------------------------
datablock StaticShapeData(DeployedFloor) : StaticShapeDamageProfile {
className = "floor";
shapeFile = "smiscf.dts";
maxDamage = 4;
destroyedLevel = 4;
disabledLevel = 3.5;
isShielded = true;
energyPerDamagePoint = 30;
maxEnergy = 200;
rechargeRate = 0.25;
explosion = HandGrenadeExplosion;
expDmgRadius = 3.0;
expDamage = 0.1;
expImpulse = 200.0;
dynamicType = $TypeMasks::StaticShapeObjectType;
deployedObject = true;
cmdCategory = "DSupport";
cmdIcon = CMDSensorIcon;
cmdMiniIconName = "commander/MiniIcons/com_deploymotionsensor";
targetNameTag = 'Medium Blast floor';
deployAmbientThread = true;
debrisShapeName = "debris_generic_small.dts";
debris = DeployableDebris;
heatSignature = 0;
needsPower = true;
};
datablock ShapeBaseImageData(FloorDeployableImage) {
mass = 1;
emap = true;
shapeFile = "stackable1s.dts";
item = FloorDeployable;
mountPoint = 1;
offset = "0 0 0";
deployed = DeployedFloor;
heatSignature = 0;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Idle";
isLarge = false;
maxDepSlope = 360; // also see FloorDeployableImage::testSlopeTooGreat()
deploySound = ItemPickupSound;
minDeployDis = 0.1;
maxDeployDis = 50.0;
};
datablock ItemData(FloorDeployable) {
className = Pack;
catagory = "Deployables";
shapeFile = "stackable1s.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 1;
rotate = true;
image = "FloorDeployableImage";
pickUpName = "a medium floor pack";
heatSignature = 0;
emap = true;
};
function FloorDeployableImage::testSlopeTooGreat(%item) {
if (%item.surface) {
// Do we link with another Medium Floor?
if (%item.surface.getClassName() $= "StaticShape") {
if (%item.surface.getDataBlock().className $= "floor") {
%floor = 1;
}
}
if (%floor) {
if ($Host::Purebuild == true && $Host::Hazard::Enabled != true)
return getTerrainAngle(%item.surfaceNrm) > %item.maxDepSlope;
else
return getTerrainAngle(%item.surfaceNrm) > 1;
}
else
return getTerrainAngle(%item.surfaceNrm) > %item.maxDepSlope;
}
}
function FloorDeployableImage::testObjectTooClose(%item) {
if ($Host::Purebuild == true && $Host::Hazard::Enabled != true)
return "";
else {
%terrain = %item.surface.getClassName() $= "TerrainBlock";
%interior = %item.surface.getClassName() $= "InteriorInstance";
if (%item.surface.getClassName() $= "StaticShape") {
if (%item.surface.getDataBlock().className $= "floor") {
%floor = 1;
}
}
return !(%terrain || %interior || %floor);
}
}
function FloorDeployableImage::testNoTerrainFound(%item) {
// don't check this for non-Landspike turret deployables
}
function FloorDeployable::onPickup(%this, %obj, %shape, %amount) {
// created to prevent console errors
}
function FloorDeployableImage::onDeploy(%item, %plyr, %slot) {
//Object
%className = "StaticShape";
%grounded = 0;
if (%item.surface.getClassName() $= TerrainBlock)
%grounded = 1;
%playerVector = vectorNormalize(-1 * getWord(%plyr.getEyeVector(),1) SPC getWord(%plyr.getEyeVector(),0) SPC "0");
%rot = intRot("1 0 0 0",%playerVector);
%scale = getWords($packSetting["floor",%plyr.packSet],0,2);
if ($Host::ExpertMode == 1)
%scale = getWords(%scale,0,1) SPC firstWord($expertSetting["floor",%plyr.expertSet]);
%surfaceAdjust = 1;
// Do we link with another Medium Floor?
if (%item.surface.getClassName() $= "StaticShape") {
if (%item.surface.getDataBlock().className $= "floor") {
%surfaceAdjust = 0;
// [[Most]] Get the relative x y location from the "pure" information.
%link = sidelink(%item.surface,%item.surfaceNrm,%item.surfacePt,getWords($packSetting["floor",%plyr.packSet],3,5),"0 0 -0.5");
%location = getWords(%link,0,2);
%side = getWords(%link,3,5);
%dirside = getWords(%link,6,8);
// [[Most]] Set the rotation to match the surfaceNrm and match the side.
// The power of the full rotation system.. ;)
%rot = fullRot(%item.surfaceNrm,vectorScale(%dirside,-1));
// [[Most]] Adjust the location to match the scale.
%adjust = vectorScale(%item.surfaceNrm,GetWord(%scale,2));
%item.surfacePt = vectorSub(%location, %adjust);
}
}
// If we do not link with another Medium Floor
if(%surfaceAdjust) {
%item.surfacePt = vectorSub(%item.surfacePt,"0 0" SPC getWord(%scale,2) - 1); // Rise 1 meter above surface
}
%scale = vectorMultiply(%scale,1/4 SPC 1/3 SPC 2);
%deplObj = new (%className)() {
dataBlock = %item.deployed;
scale = %scale;
};
//////////////////////////Apply settings//////////////////////////////
// [[Location]]:
// exact:
%deplObj.setTransform(%item.surfacePt SPC %rot);
// misc info
addDSurface(%item.surface,%deplObj);
// [[Settings]]:
%deplObj.grounded = %grounded;
%deplObj.needsFit = 1;
// [[Normal Stuff]]:
// if(%deplObj.getDatablock().rechargeRate)
// %deplObj.setRechargeRate(%deplObj.getDatablock().rechargeRate);
// 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);
deployEffect(%deplObj,%item.surfacePt,%item.surfaceNrm,"floor");
return %deplObj;
}
function DeployedFloor::onDestroyed(%this, %obj, %prevState) {
if (%obj.isRemoved)
return;
%obj.isRemoved = true;
Parent::onDestroyed(%this, %obj, %prevState);
$TeamDeployedCount[%obj.team, FloorDeployable]--;
remDSurface(%obj);
%obj.schedule(500, "delete");
cascade(%obj);
fireBallExplode(%obj,1);
}
function FloorDeployableImage::onMount(%data, %obj, %node) {
%obj.hasFloor = true; // set for floorcheck
%obj.packSet = 0;
%obj.expertSet = 0;
displayPowerFreq(%obj);
}
function FloorDeployableImage::onUnmount(%data, %obj, %node) {
%obj.hasFloor = "";
%obj.packSet = 0;
%obj.expertSet = 0;
}