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

456 lines
12 KiB
C#

//--------------------------------------------------------------------------
// Datablocks
//--------------------------------------
datablock AudioProfile(MissileRackTurretFireSound) {
filename = "";
description = AudioDefault3d;
preload = true;
effect = MissileFireEffect;
};
datablock AudioProfile(MissileRackTurretFireSound2) {
filename = "fx/weapons/sniper_miss.wav";
description = AudioDefault3d;
preload = true;
};
datablock SensorData(MissileRackTurretSensor) {
detects = true;
detectsUsingLOS = true;
detectsPassiveJammed = false;
detectsActiveJammed = false;
detectsCloaked = false;
detectionPings = true;
detectRadius = 100;
};
//---------------------------------------------------------------------------
// Explosions
//---------------------------------------------------------------------------
datablock ExplosionData(MissileRackMissileExplosion) {
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(MissileRackMissile) {
casingShapeName = "weapon_missile_casement.dts";
projectileShapeName = "weapon_missile_projectile.dts";
hasDamageRadius = true;
indirectDamage = 0.2;
damageRadius = 4.0;
radiusDamageType = $DamageType::MissileTurret;
kickBackStrength = 1000;
explosion = "MissileRackMissileExplosion";
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 = 6000;
muzzleVelocity = 10.0;
maxVelocity = 80.0;
turningSpeed = 110.0;
acceleration = 200.0;
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(MissileRackTurretDeployed) : 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 = DeployableMissileRackTurretBarrel;
heatSignature = 0.0;
canControl = true;
cmdCategory = "DTactical";
cmdIcon = CMDTurretIcon;
cmdMiniIconName = "commander/MiniIcons/com_turret_grey";
targetNameTag = 'Missile Rack';
targetTypeTag = 'Turret';
sensorData = MissileRackTurretSensor;
sensorRadius = MissileRackTurretSensor.detectRadius;
sensorColor = "191 0 226";
firstPersonOnly = true;
debrisShapeName = "debris_generic_small.dts";
debris = TurretDebrisSmall;
needsPower = true;
};
datablock TurretImageData(DeployableMissileRackTurretBarrel) {
shapeFile = "stackable1s.dts";
rotation = "-0.57735 0.57735 0.57735 120";
offset = "0 -0.3 0";
projectile = MissileRackMissile;
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 = 580;
degPerSecPhi = 1080;
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(DeployableMissileRackTurretBarrelR) {
shapeFile = "stackable1s.dts";
rotation = "-0.57735 0.57735 0.57735 120";
offset = "0 -0.3 0.5";
};
datablock TurretImageData(DeployableMissileRackTurretBarrelL) {
shapeFile = "stackable1s.dts";
rotation = "-0.57735 0.57735 0.57735 120";
offset = "0 -0.3 -0.5";
};
function DeployableMissileRackTurretBarrel::onMount(%this,%obj,%slot) {
%obj.currentMuzzleSlot = 0;
%obj.schedule(1000,"mountImage",DeployableMissileRackTurretBarrelR,1,true);
%obj.schedule(1000,"mountImage",DeployableMissileRackTurretBarrelL,2,true);
}
// TODO - handle unmount
datablock ShapeBaseImageData(TurretMissileRackDeployableImage) {
mass = 1;
shapeFile = "pack_deploy_turreto.dts";
item = TurretMissileRackDeployable;
mountPoint = 1;
offset = "0 0 0";
deployed = MissileRackTurretDeployed;
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(TurretMissileRackDeployable) {
className = Pack;
catagory = "Deployables";
shapeFile = "pack_deploy_turreti.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 1;
rotate = false;
image = TurretMissileRackDeployableImage;
pickUpName = "a missile rack turret pack";
emap = true;
};
//--------------------------------------------------------------------------
// Functions
//--------------------------------------
function TurretMissileRackDeployableImage::TestNoTerrainFound(%item) {
// created to prevent console errors
}
function TurretMissileRackDeployableImage::TestNoInteriorFound(%item) {
// created to prevent console errors
}
function TurretMissileRackDeployable::onPickup(%this, %obj, %shape, %amount) {
//created to prevent console errors
}
function TurretMissileRackDeployableImage::onDeploy(%item, %plyr, %slot) {
%className = "Turret";
%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
$TeamDeployedCount[%plyr.team, %item.item]++;
%deplObj.deploy();
// Power object
checkPowerObject(%deplObj);
addDSurface(%item.surface,%deplObj);
// take the deployable off the player's back and out of inventory
%plyr.unmountImage(%slot);
%plyr.decInventory(%item.item, 1);
return %deplObj;
}
function MissileRackTurretDeployed::onDestroyed(%this, %obj, %prevState) {
if (%obj.isRemoved)
return;
if ($Host::InvincibleDeployables != 1 || %obj.damageFailedDecon) {
%obj.isRemoved = true;
$TeamDeployedCount[%obj.team, TurretMissileRackDeployable]--;
remDSurface(%obj);
%obj.schedule(500, delete);
}
Parent::onDestroyed(%this, %obj, %prevState);
}
function DeployableMissileRackTurretBarrel::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 MissileRackTurretDeployed::hasLOS(%data,%obj,%slot,%targetObj) {
%start = %obj.getMuzzlePoint(%slot);
%end = %targetObj.getWorldBoxCenter();
%res = containerRayCast(%start,%end,-1,%obj);
return firstWord(%res) == %targetObj;
}
function TurretMissileRackDeployableImage::onMount(%data, %obj, %node) {
%obj.hasMissileRack = true; // set for missilerackcheck
%obj.packSet = 0;
displayPowerFreq(%obj);
}
function TurretMissileRackDeployableImage::onUnmount(%data, %obj, %node) {
%obj.hasMissileRack = "";
%obj.packSet = 0;
}