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

272 lines
7.2 KiB
C#

//---------------------------------------------------------
// Deployable wall, Code by Parousia
//---------------------------------------------------------
datablock StaticShapeData(DeployedWall) : StaticShapeDamageProfile {
className = "wall";
shapeFile = "Bmiscf.dts"; // dmiscf.dts, alternate
maxDamage = 2;
destroyedLevel = 2;
disabledLevel = 1.5;
isShielded = true;
energyPerDamagePoint = 60;
maxEnergy = 100;
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 = 'Light Blast Wall';
deployAmbientThread = true;
debrisShapeName = "debris_generic_small.dts";
debris = DeployableDebris;
heatSignature = 0;
needsPower = true;
};
datablock ShapeBaseImageData(WallDeployableImage) {
mass = 1;
emap = true;
shapeFile = "stackable1s.dts";
item = WallDeployable;
mountPoint = 1;
offset = "0 0 0";
deployed = DeployedWall;
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;
maxDeployDis = 50.0;
};
datablock ItemData(WallDeployable) {
className = Pack;
catagory = "Deployables";
shapeFile = "stackable1s.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 1;
rotate = true;
image = "WallDeployableImage";
pickUpName = "a light blast wall pack";
heatSignature = 0;
emap = true;
};
function WallDeployableImage::testObjectTooClose(%item) {
return "";
}
function WallDeployableImage::testNoTerrainFound(%item) {
// don't check this for non-Landspike turret deployables
}
function WallDeployable::onPickup(%this, %obj, %shape, %amount) {
// created to prevent console errors
}
function WallDeployableImage::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");
if (%item.surfaceinher == 0) {
if (vAbs(floorVec(%item.surfaceNrm,100)) $= "0 0 1")
%item.surfaceNrm2 = %playerVector;
else
%item.surfaceNrm2 = vectorNormalize(vectorCross(%item.surfaceNrm,"0 0 1"));
}
%scale = "0.5 8 40"; // Search range for total blast wall size.
%mCenter = "0 0 -0.5";
%pad = pad(%item.surfacePt SPC %item.surfaceNrm SPC %item.surfaceNrm2,%scale,%mCenter);
%scale = getWords(%pad,0,2);
%item.surfacePt = getWords(%pad,3,5);
%rot = getWords(%pad,6,9);
%offset = %plyr.packSet - 1;
if (%plyr.packSet == 3) {
%double = 1;
%offset = 1;
}
%scale = vectorAdd(%scale,vectorScale("1.01 1.01" SPC %double,mAbs(%offset)));
%pup = mCeil(getWord(%scale,0)/4); //4 = Avarage blast wall height.
%pside = mCeil(getWord(%scale,1)/4); //4 = Avarage blast wall width.
%upiece = getWord(%scale,0)/%pup;
%spiece = getWord(%scale,1)/%pside;
%scale = vectorMultiply(%scale,1/4 SPC 1/3 SPC 2);
%dir = VectorNormalize(vectorSub(%item.surfacePt,%plyr.getposition()));
%adjust = vectorNormalize(vectorProject(%dir,vectorCross(%item.surfaceNrm,%item.surfaceNrm2)));
// %adjust = vectorNormalize(vectorCross(%item.surfaceNrm,%item.surfaceNrm2));
if (%plyr.packSet == 3)
%offset = Lev(vectorCouple(%dir,vectorCross(%item.surfaceNrm,%item.surfaceNrm2)));
%adjust = vectorScale(%adjust,-0.5 * %offset);
if ($Host::ExpertMode == 1 && %plyr.expertSet == 1) {
for (%x = 0;%x < %pup;%x++){
for (%y = 0;%y < %pside;%y++){
%scale = %upiece SPC %spiece SPC 0.5 + %double;
%scale = vectorMultiply(%scale,1/4 SPC 1/3 SPC 2);
%deplObj = new (%className)() {
dataBlock = %item.deployed;
scale = %scale;
};
%up = vectorScale(%item.surfaceNrm,%upiece * (%x - (%pup / 2) + 0.5));
%side = vectorScale(%item.surfaceNrm2,%spiece * (%y - (%pside / 2) + 0.5));
%tadjust = vectorAdd(%up,vectorAdd(%side,%adjust));
%deplObj.setTransform(vectorAdd(%item.surfacePt,%tadjust) SPC %rot);
// [[Settings]]:
%deplObj.grounded = %grounded;
%deplObj.Needsfit = 1;
addDSurface(%item.surface,%deplObj);
// [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();
}
}
}
else {
%deplObj = new (%className)() {
dataBlock = %item.deployed;
scale = %scale;
};
%deplObj.setTransform(vectorAdd(%item.surfacePt,%adjust) SPC %rot);
// [[Settings]]:
%deplObj.grounded = %grounded;
%deplObj.Needsfit = 1;
addDSurface(%item.surface,%deplObj);
// [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,"pad");
return %deplObj;
}
function DeployedWall::onDestroyed(%this, %obj, %prevState) {
if (%obj.isRemoved)
return;
%obj.isRemoved = true;
Parent::onDestroyed(%this, %obj, %prevState);
$TeamDeployedCount[%obj.team, WallDeployable]--;
remDSurface(%obj);
%obj.schedule(500, "delete");
cascade(%obj);
fireBallExplode(%obj,1);
}
function WallDeployableImage::onMount(%data, %obj, %node) {
%obj.hasBlast = true; // set for blastcheck
%obj.packSet = 0;
%obj.expertSet = 0;
displayPowerFreq(%obj);
}
function WallDeployableImage::onUnmount(%data, %obj, %node) {
%obj.hasBlast = "";
%obj.packSet = 0;
%obj.expertSet = 0;
}
function doorfunction(%player,%door)
{
%vec = VectorSub(%door,%player);
%dir = VectorNormalize(%vec);
%nrm = topVec(VirVec(%door,%dir));
}