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

345 lines
10 KiB
C#

//---------------------------------------------------------
// Deployable Gravity Field
//---------------------------------------------------------
// Translucencies
%fieldTrans = 1.0;
%powerOffTrans = 0.25;
// RGB
%colourOn = 0.6;
%colourOff = 0.15;
%dimDiv = 3;
datablock ForceFieldBareData(DeployedGravityField) {
className = "gravityfield";
fadeMS = 1000;
baseTranslucency = %fieldTrans;
powerOffTranslucency = %powerOffTrans;
teamPermiable = true;
otherPermiable = true;
color = "1.0 1.0 1.0";
powerOffColor = "0.0 0.0 0.0";
targetTypeTag = 'GravityField';
texture[0] = "skins/forcef1";
texture[1] = "skins/forcef2";
texture[2] = "skins/forcef3";
texture[3] = "skins/forcef4";
texture[4] = "skins/forcef5";
framesPerSec = 10;
numFrames = 5;
scrollSpeed = 15;
umapping = 1.0;
vmapping = 0.15;
deployedFrom = GravityFieldDeployable;
velocityMod = 1;
gravityMod = 1;
appliedForce = "0 0 0";
needsPower = true;
};
// slow
datablock ForceFieldBareData(DeployedGravityField0) : DeployedGravityField {
baseTranslucency = %fieldTrans;
powerOffTranslucency = %powerOffTrans;
teamPermiable = true;
otherPermiable = true;
color = %colourOff/%dimDiv SPC %colourOn/%dimDiv SPC %colourOff/%dimDiv;
powerOffColor = "0.0 0.0 0.0";
velocityMod = 1;
gravityMod = 0;
};
// fast
datablock ForceFieldBareData(DeployedGravityField1) : DeployedGravityField {
baseTranslucency = %fieldTrans;
powerOffTranslucency = %powerOffTrans;
teamPermiable = true;
otherPermiable = true;
color = %colourOff SPC %colourOn SPC %colourOff;
powerOffColor = "0.0 0.0 0.0";
velocityMod = 1;
gravityMod = 0;
};
// zero gravity
datablock ForceFieldBareData(DeployedGravityField2) : DeployedGravityField {
baseTranslucency = %fieldTrans;
powerOffTranslucency = %powerOffTrans;
teamPermiable = true;
otherPermiable = true;
color = %colourOn SPC %colourOn SPC %colourOff;
powerOffColor = "0.0 0.0 0.0";
velocityMod = 1;
gravityMod = 0;
};
// fastfield
datablock ForceFieldBareData(DeployedGravityField3) : DeployedGravityField {
baseTranslucency = %fieldTrans;
powerOffTranslucency = %powerOffTrans;
teamPermiable = true;
otherPermiable = true;
color = %colourOn/%dimDiv SPC %colourOff/%dimDiv SPC %colourOn/%dimDiv;
powerOffColor = "0.0 0.0 0.0";
velocityMod = 1.5;
gravityMod = 0;
};
// super fastfield
datablock ForceFieldBareData(DeployedGravityField4) : DeployedGravityField {
baseTranslucency = %fieldTrans;
powerOffTranslucency = %powerOffTrans;
teamPermiable = true;
otherPermiable = true;
color = %colourOn SPC %colourOff SPC %colourOn;
powerOffColor = "0.0 0.0 0.0";
velocityMod = 1.7;
gravityMod = 0;
};
datablock ShapeBaseImageData(GravityFieldDeployableImage) {
mass = 1;
emap = true;
shapeFile = "ammo_chaingun.dts";
item = GravityFieldDeployable;
mountPoint = 1;
offset = "-0.2 -0.125 0";
rotation = "0 -1 0 90";
deployed = DeployedGravityField;
heatSignature = 0;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Idle";
maxDepSlope = 360;
deploySound = ItemPickupSound;
minDeployDis = 0.1;
maxDeployDis = 50.0;
};
datablock ItemData(GravityFieldDeployable) {
className = Pack;
catagory = "Deployables";
shapeFile = "stackable1s.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 1;
joint = "4.75 4.75 4.75";
rotate = true;
image = "GravityFieldDeployableImage";
pickUpName = "a gravity field pack";
heatSignature = 0;
emap = true;
};
function GravityFieldDeployableImage::testObjectTooClose(%item) {
return;
}
function GravityFieldDeployableImage::testNoTerrainFound(%item) {
// don't check this for non-Landspike turret deployables
}
function GravityFieldDeployable::onPickup(%this, %obj, %shape, %amount) {
// created to prevent console errors
}
function GravityFieldDeployableImage::onDeploy(%item, %plyr, %slot) {
//Object
%className = "ForceFieldBare";
%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)) $= "0 0 1")
%item.surfaceNrm2 = %playerVector;
else
%item.surfaceNrm2 = vectorNormalize(vectorCross(%item.surfaceNrm,"0 0 1"));
}
%rot = fullRot(%item.surfaceNrm,%item.surfaceNrm2);
%scale = getWords($packSetting["gravfield",%plyr.packSet],0,2);
%space = rayDist(%item.surfacePt SPC %item.surfaceNrm,%scale);
%scale = getWord(%scale,0) SPC getWord(%scale,0) SPC %space;
// Shift field position since field handle is not field center
%mod = firstWord($packSetting["gravfield",%plyr.packSet]) / 2;
%item.surfacePt = vectorSub(%item.surfacePt,vectorScale(vectorNormalize(%item.surfaceNrm2),%mod));
%item.surfacePt = vectorSub(%item.surfacePt,vectorScale(vectorNormalize(vectorCross(%item.surfaceNrm,%item.surfaceNrm2)),%mod));
// Add padding
%padSize = 0.01;
%scale = vectorAdd(%scale,%padSize * 2 SPC %padSize * 2 SPC %padSize * 2);
%item.surfacePt = vectorSub(%item.surfacePt,vectorScale(vectorNormalize(%item.surfaceNrm),%padSize));
%item.surfacePt = vectorSub(%item.surfacePt,vectorScale(vectorNormalize(%item.surfaceNrm2),%padSize));
%item.surfacePt = vectorSub(%item.surfacePt,vectorScale(vectorNormalize(vectorCross(%item.surfaceNrm,%item.surfaceNrm2)),%padSize));
// Set datablock
if (%plyr.packSet == 0)
%dataBlock = nameToID(%item.deployed @ 0);
else if (%plyr.packSet == 1)
%dataBlock = nameToID(%item.deployed @ 1);
else if (%plyr.packSet == 2)
%dataBlock = nameToID(%item.deployed @ 0);
else if (%plyr.packSet == 3)
%dataBlock = nameToID(%item.deployed @ 1);
else if (%plyr.packSet == 4)
%dataBlock = nameToID(%item.deployed @ 2);
else if (%plyr.packSet == 5)
%dataBlock = nameToID(%item.deployed @ 3);
else if (%plyr.packSet == 6)
%dataBlock = nameToID(%item.deployed @ 4);
%appliedForceVec = vectorNormalize(%item.surfaceNrm);
if ($Host::ExpertMode == 1) {
if (isCubic(%item.surface) && (%plyr.expertSet == 1 || %plyr.expertSet == 2) && %plyr.team == %item.surface.team
&& %item.surface.getType() & $TypeMasks::StaticShapeObjectType
&& (($Host::OnlyOwnerCubicReplace == 0) || (%plyr.client == %item.surface.getOwner()))) {
if (%plyr.expertSet == 2)
%appliedForceVec = vectorNormalize(realVec(%item.surface,"0 0 1"));
%scale = vectorAdd(realSize(%item.surface),%padSize * 2 SPC %padSize * 2 SPC %padSize * 2);
%center = realVec(%item.surface,vectorScale(getWords(%scale,0,1) SPC "0",-0.5));
%item.surfacePt = vectorAdd(pos(%item.surface),%center);
%rot = rot(%item.surface);
%mod = vectorScale(matrixMulVector("0 0 0" SPC %rot ,"0 0 1"),-%padSize);
%item.surfacePt = vectorAdd(%item.surfacePt,%mod);
%item.surface.getDataBlock().disassemble(%plyr, %item.surface);
}
}
%velocityMod = %dataBlock.velocityMod;
%gravityMod = %dataBlock.gravityMod;
%appliedForce = %dataBlock.appliedForce;
%slowForce = 500;
%fastForce = 1000;
if (%plyr.packSet == 0)
%appliedForce = vectorScale(%appliedForceVec,%slowForce);
else if (%plyr.packSet == 1)
%appliedForce = vectorScale(%appliedForceVec,%fastForce);
else if (%plyr.packSet == 2)
%appliedForce = vectorScale(%appliedForceVec,-%slowForce);
else if (%plyr.packSet == 3)
%appliedForce = vectorScale(%appliedForceVec,-%fastForce);
%deplObj = new (%className)() {
dataBlock = %dataBlock;
scale = %scale;
velocityMod = %velocityMod;
gravityMod = %gravityMod;
appliedForce = %appliedForce;
};
// Take the deployable off the player's back and out of inventory
if ($Host::ExpertMode == 0) {
%plyr.unMountImage(%slot);
%plyr.decInventory(%item.item,1);
}
////////////////////////Apply settings//////////////////////////////
// [[Location]]:
// exact:
%deplObj.setTransform(%item.surfacePt SPC %rot);
%deplObj.pzone.setTransform(%item.surfacePt SPC %rot);
// misc info
addDSurface(%item.surface,%deplObj);
// [[Settings]]:
%deplObj.grounded = %grounded;
%deplObj.needsFit = 1;
// [[Normal Stuff]]:
// 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]++;
// Power object
checkPowerObject(%deplObj);
if (!%deplObj.powerCount > 0) {
%deplObj.getDataBlock().disassemble(0,%deplObj); // Run Item Specific code.
messageClient(%plyr.client,'MsgDeployFailed','\c2Gravity field lost - no power source found!%1','~wfx/misc/misc.error.wav');
}
return %deplObj;
}
/////////////////////////////////////
function GravityFieldDeployableImage::onMount(%data, %obj, %node) {
%obj.hasGravField = true; // set for gravfieldcheck
%obj.packSet = 0;
%obj.expertSet = 0;
displayPowerFreq(%obj);
}
function GravityFieldDeployableImage::onUnmount(%data, %obj, %node) {
%obj.hasGravField = "";
%obj.packSet = 0;
%obj.expertSet = 0;
}
function DeployedGravityField::disassemble(%data,%plyr,%obj) {
if (isObject(%obj.pzone))
%obj.pzone.delete();
disassemble(%data,%plyr,%obj);
}
function DeployedGravityField0::disassemble(%data,%plyr,%obj) {
DeployedGravityField::disassemble(%data,%plyr,%obj);
}
function DeployedGravityField1::disassemble(%data,%plyr,%obj) {
DeployedGravityField::disassemble(%data,%plyr,%obj);
}
function DeployedGravityField2::disassemble(%data,%plyr,%obj) {
DeployedGravityField::disassemble(%data,%plyr,%obj);
}
function DeployedGravityField3::disassemble(%data,%plyr,%obj) {
DeployedGravityField::disassemble(%data,%plyr,%obj);
}
function DeployedGravityField4::disassemble(%data,%plyr,%obj) {
DeployedGravityField::disassemble(%data,%plyr,%obj);
}