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

274 lines
7.4 KiB
C#

//--------------------------------------------------------------------------
// Deployable Switch
//--------------------------------------------------------------------------
datablock StaticShapeData(DeployedSwitch) : StaticShapeDamageProfile {
className = "switch";
shapeFile = "switch.dts";
maxDamage = 1.00;
destroyedLevel = 1.00;
disabledLevel = 0.75;
isShielded = true;
energyPerDamagePoint = 30;
maxEnergy = 100;
rechargeRate = 0.05;
explosion = HandGrenadeExplosion;
expDmgRadius = 1.0;
expDamage = 0.3;
expImpulse = 500;
dynamicType = $TypeMasks::StaticShapeObjectType;
deployedObject = true;
cmdCategory = "DSupport";
cmdIcon = CMDSensorIcon;
cmdMiniIconName = "commander/MiniIcons/com_switch_grey";
targetNameTag = 'Deployed';
targetTypeTag = 'Switch';
// deployAmbientThread = true;
debrisShapeName = "debris_generic_small.dts";
debris = DeployableDebris;
heatSignature = 0;
emap = true;
};
datablock ShapeBaseImageData(SwitchDeployableImage) {
mass = 1;
emap = true;
shapeFile = "stackable1s.dts";
item = SwitchDeployable;
mountPoint = 1;
offset = "0 0 0";
deployed = DeployedSwitch;
heatSignature = 0;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Idle";
isLarge = true;
maxDepSlope = 360;
deploySound = ItemPickupSound;
flatMinDeployDis = 0.25;
flatMaxDeployDis = 5.0;
minDeployDis = 2;
maxDeployDis = 5;
};
datablock ItemData(SwitchDeployable) {
className = Pack;
catagory = "Deployables";
shapeFile = "stackable1s.dts";
mass = 1;
hasLight = true;
lightType = "PulsingLight";
lightColor = "0.1 0.8 0.8 1.0";
lightTime = "1000";
lightRadius = "3";
elasticity = 0.2;
friction = 0.6;
pickupRadius = 3;
rotate = true;
image = "SwitchDeployableImage";
pickUpName = "a switch pack";
heatSignature = 0;
emap = true;
};
datablock AudioProfile(SwitchToggledSound) {
filename = "fx/misc/flipflop_taken.wav";
description = AudioClosest3d;
preload = true;
};
function SwitchDeployableImage::testNoTerrainFound(%item) {
// don't check this for non-Landspike turret deployables
}
function SwitchDeployable::onPickup(%this, %obj, %shape, %amount) {
// created to prevent console errors
}
function SwitchDeployableImage::onDeploy(%item, %plyr, %slot) {
%className = "StaticShape";
%playerVector = vectorNormalize(getWord(%plyr.getEyeVector(),1) SPC -1 * getWord(%plyr.getEyeVector(),0) SPC "0");
%item.surfaceNrm2 = %playerVector;
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)() {
scale = "0.5 0.5 0.5";
dataBlock = DeployedSwitch;
deployed = true;
};
%deplObj.switchRadius = $packSetting["switch",%plyr.packSet];
// TODO - handle normal state on deploy
if ($Host::ExpertMode == 1) {
if (%plyr.expertSet == 1)
%deplObj.timed = 1;
else if (%plyr.expertSet == 2)
%deplObj.timed = 2;
}
// 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 skin
setTargetSkin(%deplObj.target,Game.getTeamSkin(%plyr.client.team));
// set power
%deplObj.setSelfPowered();
setTargetName(%deplObj.target,addTaggedString("Frequency" SPC %deplObj.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
$TeamDeployedCount[%plyr.team, %item.item]++;
addDSurface(%item.surface,%deplObj);
%deplObj.playThread($PowerThread,"Power");
%deplObj.playThread($AmbientThread,"ambient");
if (%deplObj.timed == 2) {
%deplObj.stopThread($AmbientThread);
setTargetName(%deplObj.target,addTaggedString("Disabled Frequency" SPC %deplObj.powerFreq));
%deplObj.isSwitchedOff = true;
}
// take the deployable off the player's back and out of inventory
%plyr.unmountImage(%slot);
%plyr.decInventory(%item.item, 1);
return %deplObj;
}
function DeployedSwitch::onCollision(%data,%obj,%col) {
toggleSwitch(%obj,-1,%col);
}
function toggleSwitch(%obj,%state,%col,%delayed) {
if (%obj.isRemoved)
return;
// TODO - prevent switching while waiting for timed delay / cancel timed delay if switch is hit?
%switchDelay = 1000;
%switchTimedDelay = 5000;
if (%state $= "")
%state = -1;
if (%col == 0 || %col $= "")
%force = true;
if (!%force) {
if (%col.getClassName() !$= "Player")
return;
if (%col.getState() $= "Dead" || %col.FFZapped == true)
return;
if (%obj.team != %col.team && %obj.team != 0)
return;
if (!(%obj.switchTime < getSimTime())) {
messageClient(%col.client, 'msgClient', '\c2Must wait %1 seconds between switching states.',mCeil((%obj.switchTime - getSimTime())/1000));
return;
}
}
if ((%obj.isSwitchedOff || (%force == true && %state == true)) && !(%force == true && %state == false)) {
%state = true;
%obj.isSwitchedOff = "";
}
else {
%state = false;
%obj.isSwitchedOff = true;
}
%switchCount = 0;
%count = getWordCount($PowerList);
// TODO - report number of successes and failures
for(%i=0;%i<%count;%i++) {
%powerObj = getWord($PowerList,%i);
if (vectorDist(%obj.getPosition(),%powerObj.getPosition()) < %obj.switchRadius
&& !%powerObj.isRemoved && %obj.powerFreq == %powerObj.powerFreq
&& %obj.team == %powerObj.team) {
toggleGenerator(%powerObj,%state);
%switchCount++;
}
}
if (%state == true) {
%obj.play3D(SwitchToggledSound);
%obj.playThread($AmbientThread,"ambient");
setTargetName(%obj.target,addTaggedString("Frequency" SPC %obj.powerFreq));
if (!%force)
messageClient(%col.client, 'msgClient', '\c2%1 objects attempted switched on.',%switchCount);
}
else {
%obj.play3D(SwitchToggledSound);
%obj.stopThread($AmbientThread);
setTargetName(%obj.target,addTaggedString("Disabled Frequency" SPC %obj.powerFreq));
if (!%force)
messageClient(%col.client, 'msgClient', '\c2%1 objects attempted switched off.',%switchCount);
}
%obj.switchTime = getSimTime() + %switchDelay;
cancel(%obj.timedSched);
if (%obj.timed > 0 && !%delayed) {
if (%obj.timed == 1)
%obj.timedSched = schedule(%switchTimedDelay,0,toggleSwitch,%obj,1,0,true);
else if (%obj.timed == 2)
%obj.timedSched = schedule(%switchTimedDelay,0,toggleSwitch,%obj,0,0,true);
%obj.switchTime = getSimTime() + %switchDelay + %switchTimedDelay;
}
}
function DeployedSwitch::onDestroyed(%this,%obj,%prevState) {
if (%obj.isRemoved)
return;
%obj.isRemoved = true;
Parent::onDestroyed(%this, %obj, %prevState);
$TeamDeployedCount[%obj.team, SwitchDeployable]--;
remDSurface(%obj);
%obj.schedule(500, "delete");
}
function SwitchDeployableImage::onMount(%data,%obj,%node) {
%obj.hasSwitch = true; // set for switchcheck
%obj.packSet = 2;
%obj.expertSet = 0;
displayPowerFreq(%obj);
}
function SwitchDeployableImage::onUnmount(%data,%obj,%node) {
%obj.hasSwitch = "";
%obj.packSet = 0;
%obj.expertSet = 0;
}