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

274 lines
6.9 KiB
C#

//---------------------------------------------------------
// Deployable Light
//---------------------------------------------------------
%colourOn = 0.5;
%colourOff = 0.1;
%strobeColourOn = 1.0;
%strobeColourOff = 0.0;
datablock StaticShapeData(DeployedLightBase) : StaticShapeDamageProfile {
className = "lightbase";
shapeFile = "pack_deploy_sensor_motion.dts";
maxDamage = 0.5;
destroyedLevel = 0.5;
disabledLevel = 0.3;
maxEnergy = 50;
rechargeRate = 0.25;
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 Light';
deployAmbientThread = true;
debrisShapeName = "debris_generic_small.dts";
debris = DeployableDebris;
heatSignature = 0;
};
datablock ItemData(DeployedLight) {
shapeFile = "turret_muzzlepoint.dts";
hasLight = true;
lightType = "ConstantLight";
lightColor = "1.0 1.0 1.0 1.0";
lightTime = "1000";
lightRadius = "15";
};
// Constant
datablock ItemData(DeployedLight0) : DeployedLight {
lightColor = %colourOn SPC %colourOn SPC %colourOn;
};
datablock ItemData(DeployedLight1) : DeployedLight {
lightColor = %colourOn SPC %colourOff SPC %colourOff;
};
datablock ItemData(DeployedLight2) : DeployedLight {
lightColor = %colourOff SPC %colourOn SPC %colourOff;
};
datablock ItemData(DeployedLight3) : DeployedLight {
lightColor = %colourOff SPC %colourOff SPC %colourOn;
};
datablock ItemData(DeployedLight4) : DeployedLight {
lightColor = %colourOff SPC %colourOn SPC %colourOn;
};
datablock ItemData(DeployedLight5) : DeployedLight {
lightColor = %colourOn SPC %colourOff SPC %colourOn;
};
datablock ItemData(DeployedLight6) : DeployedLight {
lightColor = %colourOn SPC %colourOn SPC %colourOff;
};
// Strobe
datablock ItemData(DeployedLight7) : DeployedLight {
lightColor = %strobeColourOn SPC %strobeColourOn SPC %strobeColourOn;
lightType = "PulsingLight";
lightTime = "50";
lightRadius = "10";
};
datablock ItemData(DeployedLight8) : DeployedLight {
lightType = "PulsingLight";
lightColor = %strobeColourOn SPC %strobeColourOff SPC %strobeColourOff;
lightTime = "50";
lightRadius = "10";
};
datablock ItemData(DeployedLight9) : DeployedLight {
lightType = "PulsingLight";
lightColor = %strobeColourOff SPC %strobeColourOn SPC %strobeColourOff;
lightTime = "50";
lightRadius = "10";
};
datablock ItemData(DeployedLight10) : DeployedLight {
lightType = "PulsingLight";
lightColor = %strobeColourOff SPC %strobeColourOff SPC %strobeColourOn;
lightTime = "50";
lightRadius = "10";
};
datablock ItemData(DeployedLight11) : DeployedLight {
lightType = "PulsingLight";
lightColor = %strobeColourOff SPC %strobeColourOn SPC %strobeColourOn;
lightTime = "50";
lightRadius = "10";
};
datablock ItemData(DeployedLight12) : DeployedLight {
lightType = "PulsingLight";
lightColor = %strobeColourOn SPC %strobeColourOff SPC %strobeColourOn;
lightTime = "50";
lightRadius = "10";
};
datablock ItemData(DeployedLight13) : DeployedLight {
lightType = "PulsingLight";
lightColor = %strobeColourOn SPC %strobeColourOn SPC %strobeColourOff;
lightTime = "50";
lightRadius = "10";
};
datablock ShapeBaseImageData(LightDeployableImage) {
mass = 1;
emap = true;
shapeFile = "stackable1s.dts";
item = LightDeployable;
mountPoint = 1;
offset = "0 0 0";
deployed = DeployedLightBase;
heatSignature = 0;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Idle";
isLarge = false;
maxDepSlope = 360;
deploySound = ItemPickupSound;
minDeployDis = 0.5;
maxDeployDis = 50.0;
};
datablock ItemData(LightDeployable) {
className = Pack;
catagory = "Deployables";
shapeFile = "stackable1s.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 1;
rotate = true;
image = "LightDeployableImage";
pickUpName = "a light pack";
heatSignature = 0;
emap = true;
};
function LightDeployableImage::testObjectTooClose(%item) {
return "";
}
function LightDeployableImage::testNoTerrainFound(%item) {
// don't check this for non-Landspike turret deployables
}
function LightDeployable::onPickup(%this, %obj, %shape, %amount) {
// created to prevent console errors
}
function LightDeployableImage::onDeploy(%item, %plyr, %slot) {
%className = "StaticShape";
%playerVector = vectorNormalize(-1 * getWord(%plyr.getEyeVector(),1) SPC 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;
};
%deplObj.light = new Item() {
datablock = DeployedLight @ %plyr.packSet;
static = true;
};
// set orientation
%deplObj.setTransform(%item.surfacePt SPC %rot);
adjustLight(%deplObj);
// 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);
%deplObj.light.lightBase = %deplObj;
// 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
$TeamDeployedCount[%plyr.team, %item.item]++;
addDSurface(%item.surface,%deplObj);
%deplObj.playThread($PowerThread,"Power");
%deplObj.playThread($AmbientThread,"ambient");
// take the deployable off the player's back and out of inventory
%plyr.unmountImage(%slot);
%plyr.decInventory(%item.item, 1);
return %deplObj;
}
function DeployedLightBase::onDestroyed(%this,%obj,%prevState) {
if (%obj.isRemoved)
return;
%obj.isRemoved = true;
Parent::onDestroyed(%this,%obj,%prevState);
$TeamDeployedCount[%obj.team, LightDeployable]--;
remDSurface(%obj);
%obj.schedule(500, "delete");
if (isObject(%obj.light))
%obj.light.schedule(500, "delete");
}
function DeployedLightBase::disassemble(%data,%plyr,%obj) {
if (isObject(%obj.light))
%obj.light.delete();
disassemble(%data,%plyr,%obj);
}
function adjustLight(%obj) {
%obj.light.setTransform(vectorAdd(%obj.getPosition(),vectorScale(realVec(%obj,"0 0 1"),1)) SPC %obj.getRotation());
}
function LightDeployableImage::onMount(%data, %obj, %node) {
%obj.hasLight = true; // set for lightcheck
%obj.packSet = 0;
}
function LightDeployableImage::onUnmount(%data, %obj, %node) {
%obj.hasLight = "";
%obj.packSet = 0;
}