mirror of
https://github.com/mostlikely4r/construction-mod.git
synced 2026-01-19 19:24:44 +00:00
274 lines
7.4 KiB
C#
274 lines
7.4 KiB
C#
//--------------------------------------------------------------------------
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// Deployable Switch
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//--------------------------------------------------------------------------
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datablock StaticShapeData(DeployedSwitch) : StaticShapeDamageProfile {
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className = "switch";
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shapeFile = "switch.dts";
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maxDamage = 1.00;
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destroyedLevel = 1.00;
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disabledLevel = 0.75;
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isShielded = true;
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energyPerDamagePoint = 30;
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maxEnergy = 100;
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rechargeRate = 0.05;
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explosion = HandGrenadeExplosion;
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expDmgRadius = 1.0;
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expDamage = 0.3;
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expImpulse = 500;
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dynamicType = $TypeMasks::StaticShapeObjectType;
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deployedObject = true;
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cmdCategory = "DSupport";
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cmdIcon = CMDSensorIcon;
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cmdMiniIconName = "commander/MiniIcons/com_switch_grey";
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targetNameTag = 'Deployed';
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targetTypeTag = 'Switch';
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// deployAmbientThread = true;
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debrisShapeName = "debris_generic_small.dts";
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debris = DeployableDebris;
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heatSignature = 0;
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emap = true;
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};
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datablock ShapeBaseImageData(SwitchDeployableImage) {
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mass = 1;
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emap = true;
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shapeFile = "stackable1s.dts";
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item = SwitchDeployable;
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mountPoint = 1;
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offset = "0 0 0";
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deployed = DeployedSwitch;
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heatSignature = 0;
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stateName[0] = "Idle";
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stateTransitionOnTriggerDown[0] = "Activate";
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stateName[1] = "Activate";
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stateScript[1] = "onActivate";
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stateTransitionOnTriggerUp[1] = "Idle";
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isLarge = true;
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maxDepSlope = 360;
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deploySound = ItemPickupSound;
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flatMinDeployDis = 0.25;
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flatMaxDeployDis = 5.0;
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minDeployDis = 2;
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maxDeployDis = 5;
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};
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datablock ItemData(SwitchDeployable) {
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className = Pack;
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catagory = "Deployables";
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shapeFile = "stackable1s.dts";
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mass = 1;
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hasLight = true;
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lightType = "PulsingLight";
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lightColor = "0.1 0.8 0.8 1.0";
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lightTime = "1000";
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lightRadius = "3";
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 3;
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rotate = true;
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image = "SwitchDeployableImage";
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pickUpName = "a switch pack";
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heatSignature = 0;
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emap = true;
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};
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datablock AudioProfile(SwitchToggledSound) {
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filename = "fx/misc/flipflop_taken.wav";
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description = AudioClosest3d;
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preload = true;
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};
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function SwitchDeployableImage::testNoTerrainFound(%item) {
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// don't check this for non-Landspike turret deployables
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}
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function SwitchDeployable::onPickup(%this, %obj, %shape, %amount) {
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// created to prevent console errors
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}
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function SwitchDeployableImage::onDeploy(%item, %plyr, %slot) {
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%className = "StaticShape";
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%playerVector = vectorNormalize(getWord(%plyr.getEyeVector(),1) SPC -1 * getWord(%plyr.getEyeVector(),0) SPC "0");
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%item.surfaceNrm2 = %playerVector;
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if (vAbs(floorVec(%item.surfaceNrm,100)) $= "0 0 1")
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%item.surfaceNrm2 = %playerVector;
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else
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%item.surfaceNrm2 = vectorNormalize(vectorCross(%item.surfaceNrm,"0 0 -1"));
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%rot = fullRot(%item.surfaceNrm,%item.surfaceNrm2);
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%deplObj = new (%className)() {
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scale = "0.5 0.5 0.5";
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dataBlock = DeployedSwitch;
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deployed = true;
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};
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%deplObj.switchRadius = $packSetting["switch",%plyr.packSet];
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// TODO - handle normal state on deploy
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if ($Host::ExpertMode == 1) {
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if (%plyr.expertSet == 1)
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%deplObj.timed = 1;
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else if (%plyr.expertSet == 2)
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%deplObj.timed = 2;
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}
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// set orientation
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%deplObj.setTransform(%item.surfacePt SPC %rot);
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// set team, owner, and handle
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%deplObj.team = %plyr.client.Team;
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%deplObj.setOwner(%plyr);
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// set power frequency
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%deplObj.powerFreq = %plyr.powerFreq;
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// set skin
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setTargetSkin(%deplObj.target,Game.getTeamSkin(%plyr.client.team));
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// set power
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%deplObj.setSelfPowered();
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setTargetName(%deplObj.target,addTaggedString("Frequency" SPC %deplObj.powerFreq));
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// set the sensor group if it needs one
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if (%deplObj.getTarget() != -1)
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setTargetSensorGroup(%deplObj.getTarget(), %plyr.client.team);
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// place the deployable in the MissionCleanup/Deployables group (AI reasons)
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addToDeployGroup(%deplObj);
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//let the AI know as well...
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AIDeployObject(%plyr.client, %deplObj);
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// play the deploy sound
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serverPlay3D(%item.deploySound, %deplObj.getTransform());
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// increment the team count for this deployed object
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$TeamDeployedCount[%plyr.team, %item.item]++;
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addDSurface(%item.surface,%deplObj);
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%deplObj.playThread($PowerThread,"Power");
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%deplObj.playThread($AmbientThread,"ambient");
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if (%deplObj.timed == 2) {
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%deplObj.stopThread($AmbientThread);
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setTargetName(%deplObj.target,addTaggedString("Disabled Frequency" SPC %deplObj.powerFreq));
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%deplObj.isSwitchedOff = true;
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}
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// take the deployable off the player's back and out of inventory
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%plyr.unmountImage(%slot);
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%plyr.decInventory(%item.item, 1);
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return %deplObj;
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}
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function DeployedSwitch::onCollision(%data,%obj,%col) {
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toggleSwitch(%obj,-1,%col);
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}
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function toggleSwitch(%obj,%state,%col,%delayed) {
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if (%obj.isRemoved)
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return;
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// TODO - prevent switching while waiting for timed delay / cancel timed delay if switch is hit?
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%switchDelay = 1000;
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%switchTimedDelay = 5000;
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if (%state $= "")
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%state = -1;
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if (%col == 0 || %col $= "")
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%force = true;
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if (!%force) {
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if (%col.getClassName() !$= "Player")
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return;
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if (%col.getState() $= "Dead" || %col.FFZapped == true)
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return;
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if (%obj.team != %col.team && %obj.team != 0)
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return;
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if (!(%obj.switchTime < getSimTime())) {
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messageClient(%col.client, 'msgClient', '\c2Must wait %1 seconds between switching states.',mCeil((%obj.switchTime - getSimTime())/1000));
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return;
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}
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}
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if ((%obj.isSwitchedOff || (%force == true && %state == true)) && !(%force == true && %state == false)) {
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%state = true;
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%obj.isSwitchedOff = "";
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}
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else {
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%state = false;
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%obj.isSwitchedOff = true;
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}
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%switchCount = 0;
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%count = getWordCount($PowerList);
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// TODO - report number of successes and failures
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for(%i=0;%i<%count;%i++) {
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%powerObj = getWord($PowerList,%i);
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if (vectorDist(%obj.getPosition(),%powerObj.getPosition()) < %obj.switchRadius
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&& !%powerObj.isRemoved && %obj.powerFreq == %powerObj.powerFreq
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&& %obj.team == %powerObj.team) {
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toggleGenerator(%powerObj,%state);
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%switchCount++;
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}
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}
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if (%state == true) {
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%obj.play3D(SwitchToggledSound);
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%obj.playThread($AmbientThread,"ambient");
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setTargetName(%obj.target,addTaggedString("Frequency" SPC %obj.powerFreq));
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if (!%force)
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messageClient(%col.client, 'msgClient', '\c2%1 objects attempted switched on.',%switchCount);
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}
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else {
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%obj.play3D(SwitchToggledSound);
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%obj.stopThread($AmbientThread);
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setTargetName(%obj.target,addTaggedString("Disabled Frequency" SPC %obj.powerFreq));
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if (!%force)
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messageClient(%col.client, 'msgClient', '\c2%1 objects attempted switched off.',%switchCount);
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}
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%obj.switchTime = getSimTime() + %switchDelay;
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cancel(%obj.timedSched);
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if (%obj.timed > 0 && !%delayed) {
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if (%obj.timed == 1)
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%obj.timedSched = schedule(%switchTimedDelay,0,toggleSwitch,%obj,1,0,true);
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else if (%obj.timed == 2)
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%obj.timedSched = schedule(%switchTimedDelay,0,toggleSwitch,%obj,0,0,true);
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%obj.switchTime = getSimTime() + %switchDelay + %switchTimedDelay;
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}
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}
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function DeployedSwitch::onDestroyed(%this,%obj,%prevState) {
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if (%obj.isRemoved)
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return;
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%obj.isRemoved = true;
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Parent::onDestroyed(%this, %obj, %prevState);
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$TeamDeployedCount[%obj.team, SwitchDeployable]--;
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remDSurface(%obj);
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%obj.schedule(500, "delete");
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}
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function SwitchDeployableImage::onMount(%data,%obj,%node) {
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%obj.hasSwitch = true; // set for switchcheck
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%obj.packSet = 2;
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%obj.expertSet = 0;
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displayPowerFreq(%obj);
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}
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function SwitchDeployableImage::onUnmount(%data,%obj,%node) {
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%obj.hasSwitch = "";
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%obj.packSet = 0;
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%obj.expertSet = 0;
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}
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