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

658 lines
21 KiB
C#

//--------------------------------------------------------------------------
// Repair Pack
// can be used by any armor type
// when activated, gives user a "repair gun" that can be used to
// repair a damaged object or player. If there is no target in
// range for the repair gun, the user is repaired.
//--------------------------------------------------------------------------
// Sounds & feedback effects
datablock EffectProfile(RepairPackActivateEffect)
{
effectname = "packs/packs.repairPackOn";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(RepairPackFireEffect)
{
effectname = "packs/repair_use";
minDistance = 2.5;
maxDistance = 5.0;
};
datablock AudioProfile(RepairPackActivateSound)
{
filename = "fx/packs/packs.repairPackOn.wav";
description = AudioClosest3d;
preload = true;
effect = RepairPackActivateEffect;
};
datablock AudioProfile(RepairPackFireSound)
{
filename = "fx/packs/repair_use.wav";
description = CloseLooping3d;
preload = true;
effect = RepairPackFireEffect;
};
//--------------------------------------------------------------------------
// Projectile
datablock RepairProjectileData(DefaultRepairBeam)
{
sound = RepairPackFireSound;
// JTL
beamRange = 250; //10
// End JTL
beamWidth = 0.15;
numSegments = 20;
texRepeat = 0.20;
blurFreq = 10.0;
blurLifetime = 1.0;
cutoffAngle = 25.0;
textures[0] = "special/redbump2";
textures[1] = "special/redflare";
};
//-------------------------------------------------------------------------
// shapebase datablocks
datablock ShapeBaseImageData(RepairPackImage)
{
shapeFile = "pack_upgrade_repair.dts";
item = RepairPack;
mountPoint = 1;
offset = "0 0 0";
emap = true;
gun = RepairGunImage;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateSequence[1] = "fire";
stateSound[1] = RepairPackActivateSound;
stateTransitionOnTriggerUp[1] = "Deactivate";
stateName[2] = "Deactivate";
stateScript[2] = "onDeactivate";
stateTransitionOnTimeout[2] = "Idle";
};
datablock ItemData(RepairPack)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_upgrade_repair.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "RepairPackImage";
pickUpName = "a repair pack";
lightOnlyStatic = true;
lightType = "PulsingLight";
lightColor = "1 0 0 1";
lightTime = 1200;
lightRadius = 4;
computeCRC = true;
emap = true;
};
//--------------------------------------------------------------------------
// Repair Gun
datablock ShapeBaseImageData(RepairGunImage)
{
shapeFile = "weapon_repair.dts";
offset = "0 0 0";
usesEnergy = true;
minEnergy = 3;
cutOffEnergy = 3.1;
emap = true;
repairFactorPlayer = 0.002; // <--- attention DaveG!
repairFactorObject = 0.004; // <--- attention DaveG!
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.25;
stateName[1] = "ActivateReady";
stateScript[1] = "onActivateReady";
stateSpinThread[1] = Stop;
stateTransitionOnAmmo[1] = "Ready";
stateTransitionOnNoAmmo[1] = "ActivateReady";
stateName[2] = "Ready";
stateSpinThread[2] = Stop;
stateTransitionOnNoAmmo[2] = "Deactivate";
stateTransitionOnTriggerDown[2] = "Validate";
stateName[3] = "Validate";
stateTransitionOnTimeout[3] = "Validate";
stateTimeoutValue[3] = 0.2;
stateEnergyDrain[3] = 3;
stateSpinThread[3] = SpinUp;
stateScript[3] = "onValidate";
stateIgnoreLoadedForReady[3] = true;
stateTransitionOnLoaded[3] = "Repair";
stateTransitionOnNoAmmo[3] = "Deactivate";
stateTransitionOnTriggerUp[3] = "Deactivate";
stateName[4] = "Repair";
stateSound[4] = RepairPackFireSound;
stateScript[4] = "onRepair";
stateSpinThread[4] = FullSpeed;
stateAllowImageChange[4] = false;
stateSequence[4] = "activate";
stateFire[4] = true;
stateEnergyDrain[4] = 9;
stateTimeoutValue[4] = 0.2;
stateTransitionOnTimeOut[4] = "Repair";
stateTransitionOnNoAmmo[4] = "Deactivate";
stateTransitionOnTriggerUp[4] = "Deactivate";
stateTransitionOnNotLoaded[4] = "Validate";
stateName[5] = "Deactivate";
stateScript[5] = "onDeactivate";
stateSpinThread[5] = SpinDown;
stateSequence[5] = "activate";
stateDirection[5] = false;
stateTimeoutValue[5] = 0.2;
stateTransitionOnTimeout[5] = "ActivateReady";
};
function RepairPackImage::onUnmount(%data, %obj, %node)
{
// dismount the repair gun if the player had it mounted
// need the extra "if" statement to avoid a console error message
if(%obj.getMountedImage($WeaponSlot))
if(%obj.getMountedImage($WeaponSlot).getName() $= "RepairGunImage")
%obj.unmountImage($WeaponSlot);
// if the player was repairing something when the pack was thrown, stop repairing it
if(%obj.repairing != 0)
stopRepairing(%obj);
}
function RepairPackImage::onActivate(%data, %obj, %slot)
{
// don't activate the pack if player is piloting a vehicle
messageClient( %obj.triggeredBy.client, 'CloseHud', "", 'scoreScreen' );
messageClient( %obj.triggeredBy.client, 'CloseHud', "", 'inventoryScreen' );
commandToClient(%obj.triggeredBy.client, 'StationVehicleShowHud');
if(%obj.isPilot())
{
%obj.setImageTrigger(%slot, false);
return;
}
if(!isObject(%obj.getMountedImage($WeaponSlot)) || %obj.getMountedImage($WeaponSlot).getName() !$= "RepairGunImage")
{
messageClient(%obj.client, 'MsgRepairPackOn', '\c2Repair pack activated.');
// make sure player's arm thread is "look"
%obj.setArmThread(look);
// mount the repair gun
%obj.mountImage(RepairGunImage, $WeaponSlot);
// clientCmdsetRepairReticle found in hud.cs
commandToClient(%obj.client, 'setRepairReticle');
}
}
function RepairPackImage::onDeactivate(%data, %obj, %slot)
{
//called when the player hits the "pack" key again (toggle)
%obj.setImageTrigger(%slot, false);
// if repair gun was mounted, unmount it
if(%obj.getMountedImage($WeaponSlot).getName() $= "RepairGunImage")
%obj.unmountImage($WeaponSlot);
}
function RepairGunImage::onMount(%this,%obj,%slot)
{
%obj.setImageAmmo(%slot,true);
if ( !isDemo() )
commandToClient( %obj.client, 'setRepairPackIconOn' );
}
function RepairGunImage::onUnmount(%this,%obj,%slot)
{
// called when player switches to another weapon
// stop repairing whatever player was repairing
if(%obj.repairing)
stopRepairing(%obj);
%obj.setImageTrigger(%slot, false);
// "turn off" the repair pack -- player needs to hit the "pack" key to
// activate the repair gun again
%obj.setImageTrigger($BackpackSlot, false);
if ( !isDemo() )
commandToClient( %obj.client, 'setRepairPackIconOff' );
}
function RepairGunImage::onActivateReady(%this,%obj,%slot)
{
%obj.errMsgSent = false;
%obj.selfRepairing = false;
%obj.repairing = 0;
%obj.setImageLoaded(%slot, false);
}
function RepairGunImage::onValidate(%this,%obj,%slot)
{
// this = repairgunimage datablock
// obj = player wielding the repair gun
// slot = weapon slot
if(%obj.getEnergyLevel() <= %this.cutOffEnergy)
{
stopRepairing(%obj);
return;
}
%repGun = %obj.getMountedImage(%slot);
// muzVec is the vector coming from the repair gun's "muzzle"
%muzVec = %obj.getMuzzleVector(%slot);
// muzNVec = normalized muzVec
%muzNVec = VectorNormalize(%muzVec);
%repairRange = DefaultRepairBeam.beamRange;
// scale muzNVec to the range the repair beam can reach
%muzScaled = VectorScale(%muzNVec, %repairRange);
// muzPoint = the actual point of the gun's "muzzle"
%muzPoint = %obj.getMuzzlePoint(%slot);
// rangeEnd = muzzle point + length of beam
%rangeEnd = VectorAdd(%muzPoint, %muzScaled);
// search for just about anything that can be damaged as well as interiors
%searchMasks = $TypeMasks::PlayerObjectType | $TypeMasks::VehicleObjectType |
$TypeMasks::StaticShapeObjectType | $TypeMasks::TurretObjectType | $TypeMasks::InteriorObjectType;
// search for objects within the beam's range that fit the masks above
%scanTarg = ContainerRayCast(%muzPoint, %rangeEnd, %searchMasks, %obj);
// screen out interiors
if(%scanTarg && !(%scanTarg.getType() & $TypeMasks::InteriorObjectType))
{
// a target in range was found
%repTgt = firstWord(%scanTarg);
// is the prospective target damaged?
if(%repTgt.notRepairable)
{
// this is an object that cant be repaired at all
// -- mission specific flag set on the object
if(!%obj.errMsgSent)
{
messageClient(%obj.client, 'MsgRepairPackIrrepairable', '\c2Target is not repairable.', %repTgt);
%obj.errMsgSent = true;
}
// if player was repairing something, stop the repairs -- we're done
if(%obj.repairing)
stopRepairing(%obj);
}
else if(%repTgt.getDamageLevel())
{
// yes, it's damaged
if(%repTgt != %obj.repairing)
{
if(isObject(%obj.repairing))
stopRepairing(%obj);
%obj.repairing = %repTgt;
}
// setting imageLoaded to true sends us to repair state (function onRepair)
%obj.setImageLoaded(%slot, true);
}
else
{
// there is a target in range, but it's not damaged
if(!%obj.errMsgSent)
{
// if the target isn't damaged, send a message to that effect only once
// JTL - repair ourselves if target is not damaged
if(%obj.getDamageLevel()) {
if(%obj.repairing != 0)
if(%obj.repairing != %obj)
stopRepairing(%obj);
if(isObject(%obj.repairing))
stopRepairing(%obj);
%obj.repairing = %obj;
// quick, to onRepair!
%obj.setImageLoaded(%slot, true);
return;
}
else {
messageClient(%obj.client, 'MsgRepairPackNotDamaged', '\c2Target is not damaged.', %repTgt);
%obj.errMsgSent = true;
}
}
// if player was repairing something, stop the repairs -- we're done
if(%obj.repairing)
stopRepairing(%obj);
}
}
//AI hack - too many things influence the aiming, so I'm going to force the repair object for bots only
else if (%obj.client.isAIControlled() && isObject(%obj.client.repairObject))
{
%repTgt = %obj.client.repairObject;
%repPoint = %repTgt.getAIRepairPoint();
if (%repPoint $= "0 0 0")
%repPoint = %repTgt.getWorldBoxCenter();
%repTgtVector = VectorNormalize(VectorSub(%muzPoint, %repPoint));
%aimVector = VectorNormalize(VectorSub(%muzPoint, %rangeEnd));
//if the dot product is very close (ie. we're aiming in the right direction)
if (VectorDot(%repTgtVector, %aimVector) > 0.85)
{
//do an LOS to make sure nothing is in the way...
%scanTarg = ContainerRayCast(%muzPoint, %repPoint, %searchMasks, %obj);
if (firstWord(%scanTarg) == %repTgt)
{
// yes, it's damaged
if(isObject(%obj.repairing))
stopRepairing(%obj);
%obj.repairing = %repTgt;
// setting imageLoaded to true sends us to repair state (function onRepair)
%obj.setImageLoaded(%slot, true);
}
}
}
else if(%obj.getDamageLevel())
{
// there is no target in range, but the player is damaged
// check to see if we were repairing something before -- if so, stop repairing old target
if(%obj.repairing != 0)
if(%obj.repairing != %obj)
stopRepairing(%obj);
if(isObject(%obj.repairing))
stopRepairing(%obj);
%obj.repairing = %obj;
// quick, to onRepair!
%obj.setImageLoaded(%slot, true);
}
else
{
// there is no target in range, and the player isn't damaged
if(!%obj.errMsgSent)
{
// send an error message only once
messageClient(%obj.client, 'MsgRepairPackNoTarget', '\c2No target to repair.');
%obj.errMsgSent = true;
}
stopRepairing(%obj);
}
}
function RepairGunImage::onRepair(%this,%obj,%slot)
{
// this = repairgunimage datablock
// obj = player wielding the repair gun
// slot = weapon slot
if(%obj.getEnergyLevel() <= %this.cutOffEnergy)
{
stopRepairing(%obj);
return;
}
// reset the flag that indicates an error message has been sent
%obj.errMsgSent = false;
%target = %obj.repairing;
if(!%target)
{
// no target -- whoops! never mind
stopRepairing(%obj);
}
else
{
%target.repairedBy = %obj.client; //keep track of who last repaired this item
if(%obj.repairing == %obj)
{
// player is self-repairing
if(%obj.getDamageLevel())
{
if(!%obj.selfRepairing)
{
// no need for a projectile, just send a message and up the repair rate
messageClient(%obj.client, 'MsgRepairPackPlayerSelfRepair', '\c2Repairing self.');
%obj.selfRepairing = true;
startRepairing(%obj, true);
}
}
else
{
messageClient(%obj.client, 'MsgRepairPackSelfDone', '\c2Repairs completed on self.');
stopRepairing(%obj);
%obj.errMsgSent = true;
}
}
else
{
// make sure we still have a target -- more vector fun!!!
%muzVec = %obj.getMuzzleVector(%slot);
%muzNVec = VectorNormalize(%muzVec);
%repairRange = DefaultRepairBeam.beamRange;
%muzScaled = VectorScale(%muzNVec, %repairRange);
%muzPoint = %obj.getMuzzlePoint(%slot);
%rangeEnd = VectorAdd(%muzPoint, %muzScaled);
%searchMasks = $TypeMasks::PlayerObjectType | $TypeMasks::VehicleObjectType |
$TypeMasks::StaticShapeObjectType | $TypeMasks::TurretObjectType;
//AI hack to help "fudge" the repairing stuff...
if (%obj.client.isAIControlled() && isObject(%obj.client.repairObject) && %obj.client.repairObject == %obj.repairing)
{
%repTgt = %obj.client.repairObject;
%repPoint = %repTgt.getAIRepairPoint();
if (%repPoint $= "0 0 0")
%repPoint = %repTgt.getWorldBoxCenter();
%repTgtVector = VectorNormalize(VectorSub(%muzPoint, %repPoint));
%aimVector = VectorNormalize(VectorSub(%muzPoint, %rangeEnd));
//if the dot product is very close (ie. we're aiming in the right direction)
if (VectorDot(%repTgtVector, %aimVector) > 0.85)
%scanTarg = ContainerRayCast(%muzPoint, %repPoint, %searchMasks, %obj);
}
else
%scanTarg = ContainerRayCast(%muzPoint, %rangeEnd, %searchMasks, %obj);
if (%scanTarg)
{
%pos = getWords(%scanTarg, 1, 3);
%obstructMask = $TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType;
%obstruction = ContainerRayCast(%muzPoint, %pos, %obstructMask, %obj);
if (%obstruction)
%scanTarg = "0";
}
if(%scanTarg)
{
// there's still a target out there
%repTgt = firstWord(%scanTarg);
// is the target damaged?
if(%repTgt.getDamageLevel())
{
if(%repTgt != %obj.repairing)
{
// the target is not the same as the one we were just repairing
// stop repairing old target, start repairing new target
stopRepairing(%obj);
if(isObject(%obj.repairing))
stopRepairing(%obj);
%obj.repairing = %repTgt;
// extract the name of what player is repairing based on what it is
// if it's a player, it's the player's name (duh)
// if it's an object, look for a nametag
// if object has no nametag, just say what it is (e.g. generatorLarge)
if(%repTgt.getClassName() $= Player)
%tgtName = getTaggedString(%repTgt.client.name);
else if(%repTgt.getGameName() !$= "")
%tgtName = %repTgt.getGameName();
else
%tgtName = %repTgt.getDatablock().getName();
messageClient(%obj.client, 'MsgRepairPackRepairingObj', '\c2Repairing %1.', %tgtName, %repTgt);
startRepairing(%obj, false);
}
else
{
// it's the same target as last time
// changed to fix "2 players can't repair same object" bug
if(%obj.repairProjectile == 0)
{
if(%repTgt.getClassName() $= Player)
%tgtName = getTaggedString(%repTgt.client.name);
else if(%repTgt.getGameName() !$= "")
%tgtName = %repTgt.getGameName();
else
%tgtName = %repTgt.getDatablock().getName();
messageClient(%obj.client, 'MsgRepairPackRepairingObj', '\c2Repairing %1.', %tgtName, %repTgt);
startRepairing(%obj, false);
}
}
}
else
{
%rateOfRepair = %this.repairFactorObject;
if(%repTgt.getClassName() $= Player)
{
%tgtName = getTaggedString(%repTgt.client.name);
%rateOfRepair = %this.repairFactorPlayer;
}
else if(%repTgt.getGameName() !$= "")
%tgtName = %repTgt.getGameName();
else
%tgtName = %repTgt.getDatablock().getName();
if(%repTgt != %obj.repairing)
{
// it isn't the same object we were repairing previously
messageClient(%obj.client, 'MsgRepairPackNotDamaged', '\c2%1 is not damaged.', %tgtName);
}
else
{
// same target, but not damaged -- we must be done
messageClient(%obj.client, 'MsgRepairPackDone', '\c2Repairs completed.');
Game.objectRepaired(%repTgt, %tgtName);
}
%obj.errMsgSent = true;
stopRepairing(%obj);
}
}
else
{
// whoops, we lost our target
messageClient(%obj.client, 'MsgRepairPackLostTarget', '\c2Repair target no longer in range.');
stopRepairing(%obj);
}
}
}
}
function RepairGunImage::onDeactivate(%this,%obj,%slot)
{
stopRepairing(%obj);
}
function stopRepairing(%player)
{
// %player = the player who was using the repair pack
if(%player.selfRepairing)
{
// there is no projectile for self-repairing
%player.setRepairRate(%player.getRepairRate() - %player.repairingRate);
%player.selfRepairing = false;
}
else if(%player.repairing > 0)
{
// player was repairing something else
//if(%player.repairing.beingRepaired > 0)
//{
// don't decrement this stuff if it's already at 0 -- though it shouldn't be
//%player.repairing.beingRepaired--;
%player.repairing.setRepairRate(%player.repairing.getRepairRate() - %player.repairingRate);
//}
if(%player.repairProjectile > 0)
{
// is there a repair projectile? delete it
%player.repairProjectile.delete();
%player.repairProjectile = 0;
}
}
%player.repairing = 0;
%player.repairingRate = 0;
%player.setImageTrigger($WeaponSlot, false);
%player.setImageLoaded($WeaponSlot, false);
}
function startRepairing(%player, %self)
{
// %player = the player who was using the repair pack
// %self = boolean -- is player repairing him/herself?
if(%self)
{
// one repair, hold the projectile
%player.setRepairRate(%player.getRepairRate() + RepairGunImage.repairFactorPlayer);
%player.selfRepairing = true;
%player.repairingRate = RepairGunImage.repairFactorPlayer;
}
else
{
//if(%player.repairing.beingRepaired $= "")
// %player.repairing.beingRepaired = 1;
//else
// %player.repairing.beingRepaired++;
//AI hack...
if (%player.client.isAIControlled() && %player.client.repairObject == %player.repairing)
{
%initialPosition = %player.getMuzzlePoint($WeaponSlot);
%initialDirection = VectorSub(%initialPosition, %player.repairing.getWorldBoxCenter());
}
else
{
%initialDirection = %player.getMuzzleVector($WeaponSlot);
%initialPosition = %player.getMuzzlePoint($WeaponSlot);
}
if(%player.repairing.getClassName() $= Player)
%repRate = RepairGunImage.repairFactorPlayer;
else
%repRate = RepairGunImage.repairFactorObject;
%player.repairing.setRepairRate(%player.repairing.getRepairRate() + %repRate);
%player.repairingRate = %repRate;
%player.repairProjectile = new RepairProjectile() {
dataBlock = DefaultRepairBeam;
initialDirection = %initialDirection;
initialPosition = %initialPosition;
sourceObject = %player;
sourceSlot = $WeaponSlot;
targetObject = %player.repairing;
};
MissionCleanup.add(%player.repairProjectile);
}
}
function RepairPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}