mirror of
https://github.com/exogen/t2-mapper.git
synced 2026-01-20 12:44:59 +00:00
1392 lines
42 KiB
C#
1392 lines
42 KiB
C#
// deployable objects script
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//
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// remote pulse sensor, remote motion sensor, remote turrets (indoor
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// and outdoor), remote inventory station, remote ammo station
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// Note: cameras are treated as grenades, not "regular" deployables
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$TurretIndoorSpaceRadius = 20; // deployed turrets must be this many meters apart
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$InventorySpaceRadius = 20; // deployed inventory must be this many meters apart
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$TurretIndoorSphereRadius = 50; // radius for turret frequency check
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$TurretIndoorMaxPerSphere = 4; // # of turrets allowed in above radius
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$TurretOutdoorSpaceRadius = 25; // deployed turrets must be this many meters apart
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$TurretOutdoorSphereRadius = 60; // radius for turret frequency check
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$TurretOutdoorMaxPerSphere = 4; // # of turrets allowed in above radius
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$TeamDeployableMax[InventoryDeployable] = 5;
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$TeamDeployableMax[TurretIndoorDeployable] = 10;
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$TeamDeployableMax[TurretOutdoorDeployable] = 10;
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$TeamDeployableMax[PulseSensorDeployable] = 15;
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$TeamDeployableMax[MotionSensorDeployable] = 15;
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$TeamDeployableMin[TurretIndoorDeployable] = 4;
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$TeamDeployableMin[TurretOutdoorDeployable] = 4;
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$NotDeployableReason::None = 0;
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$NotDeployableReason::MaxDeployed = 1;
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$NotDeployableReason::NoSurfaceFound = 2;
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$NotDeployableReason::SlopeTooGreat = 3;
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$NotDeployableReason::SelfTooClose = 4;
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$NotDeployableReason::ObjectTooClose = 5;
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$NotDeployableReason::NoTerrainFound = 6;
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$NotDeployableReason::NoInteriorFound = 7;
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$NotDeployableReason::TurretTooClose = 8;
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$NotDeployableReason::TurretSaturation = 9;
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$NotDeployableReason::SurfaceTooNarrow = 10;
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$NotDeployableReason::InventoryTooClose = 11;
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$MinDeployableDistance = 2.5;
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$MaxDeployableDistance = 5.0; //meters from body
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// --------------------------------------------
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// effect datablocks
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// --------------------------------------------
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datablock EffectProfile(TurretDeployEffect)
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{
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effectname = "packs/generic_deploy";
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minDistance = 2.5;
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maxDistance = 5.0;
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};
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datablock EffectProfile(SensorDeployEffect)
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{
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effectname = "powered/sensor_activate";
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minDistance = 2.5;
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maxDistance = 5.0;
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};
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datablock EffectProfile(MotionSensorDeployEffect)
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{
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effectname = "powered/motion_sensor_activate";
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minDistance = 2.5;
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maxDistance = 5.0;
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};
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datablock EffectProfile(StationDeployEffect)
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{
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effectname = "packs/inventory_deploy";
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minDistance = 2.5;
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maxDistance = 5.0;
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};
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// --------------------------------------------
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// sound datablocks
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// --------------------------------------------
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datablock AudioProfile(TurretDeploySound)
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{
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fileName = "fx/packs/turret_place.wav";
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description = AudioClose3d;
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preload = true;
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effect = TurretDeployEffect;
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};
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datablock AudioProfile(SensorDeploySound)
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{
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fileName = "fx/powered/sensor_activate.wav";
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description = AudioClose3d;
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preload = true;
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effect = SensorDeployEffect;
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// z0dd - ZOD - Durt, 6/24/02. Eh? This shouldn't be in here.
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//effect = MotionSensorDeployEffect;
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};
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datablock AudioProfile(MotionSensorDeploySound)
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{
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fileName = "fx/powered/motion_sensor_activate.wav";
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description = AudioClose3d;
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preload = true;
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// z0dd - ZOD - Durt, 6/24/02. This should be in here.
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effect = MotionSensorDeployEffect;
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};
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datablock AudioProfile(StationDeploySound)
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{
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fileName = "fx/packs/inventory_deploy.wav";
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description = AudioClose3d;
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preload = true;
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effect = StationDeployEffect;
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};
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// --------------------------------------------
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// deployable debris definition
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datablock DebrisData( DeployableDebris )
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{
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explodeOnMaxBounce = false;
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elasticity = 0.40;
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friction = 0.5;
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lifetime = 17.0;
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lifetimeVariance = 0.0;
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minSpinSpeed = 60;
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maxSpinSpeed = 600;
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numBounces = 10;
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bounceVariance = 0;
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staticOnMaxBounce = true;
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useRadiusMass = true;
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baseRadius = 0.2;
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velocity = 5.0;
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velocityVariance = 2.5;
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};
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// --------------------------------------------
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// deployable inventory station
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datablock StaticShapeData(DeployedStationInventory) : StaticShapeDamageProfile
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{
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className = Station;
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shapeFile = "deploy_inventory.dts";
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maxDamage = 0.70;
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destroyedLevel = 0.70;
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disabledLevel = 0.42;
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explosion = DeployablesExplosion;
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expDmgRadius = 8.0;
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expDamage = 0.35;
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expImpulse = 500.0;
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dynamicType = $TypeMasks::StationObjectType;
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isShielded = true;
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energyPerDamagePoint = 110;
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maxEnergy = 50;
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rechargeRate = 0.20;
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renderWhenDestroyed = false;
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doesRepair = true;
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deployedObject = true;
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cmdCategory = "DSupport";
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cmdIcon = CMDStationIcon;
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cmdMiniIconName = "commander/MiniIcons/com_inventory_grey";
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targetNameTag = 'Deployable';
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targetTypeTag = 'Station';
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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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};
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datablock ShapeBaseImageData(InventoryDeployableImage)
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{
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mass = 15;
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emap = true;
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shapeFile = "pack_deploy_inventory.dts";
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item = InventoryDeployable;
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mountPoint = 1;
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offset = "0 0 0";
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deployed = DeployedStationInventory;
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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 = 30;
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deploySound = StationDeploySound;
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flatMinDeployDis = 1.0;
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flatMaxDeployDis = 5.0;
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minDeployDis = 2.5;
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maxDeployDis = 5.0;
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};
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datablock ItemData(InventoryDeployable)
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{
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className = Pack;
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catagory = "Deployables";
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shapeFile = "pack_deploy_inventory.dts";
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mass = 3.0;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 1;
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rotate = false;
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image = "InventoryDeployableImage";
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pickUpName = "an inventory pack";
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heatSignature = 0;
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computeCRC = true;
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emap = true;
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};
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// --------------------------------------------
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// deployable motion sensor
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datablock SensorData(DeployMotionSensorObj)
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{
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detects = true;
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detectsUsingLOS = true;
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detectsActiveJammed = false;
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detectsPassiveJammed = true;
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detectsCloaked = true;
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detectionPings = false;
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detectMinVelocity = 2;
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detectRadius = 60;
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};
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datablock StaticShapeData(DeployedMotionSensor) : StaticShapeDamageProfile
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{
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className = Sensor;
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shapeFile = "deploy_sensor_motion.dts";
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maxDamage = 0.6;
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destroyedLevel = 0.6;
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disabledLevel = 0.4;
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explosion = DeployablesExplosion;
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dynamicType = $TypeMasks::SensorObjectType;
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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_deploymotionsensor";
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targetNameTag = 'Deployable Motion';
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targetTypeTag = 'Sensor';
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sensorData = DeployMotionSensorObj;
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sensorRadius = DeployMotionSensorObj.detectRadius;
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sensorColor = "9 136 255";
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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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};
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datablock ShapeBaseImageData(MotionSensorDeployableImage)
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{
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shapeFile = "pack_deploy_sensor_motion.dts";
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item = MotionSensorDeployable;
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mountPoint = 1;
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offset = "0 0 0";
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deployed = DeployedMotionSensor;
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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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maxDepSlope = 360;
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deploySound = MotionSensorDeploySound;
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emap = true;
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heatSignature = 1;
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minDeployDis = 0.5;
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maxDeployDis = 5.0; //meters from body
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};
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datablock ItemData(MotionSensorDeployable)
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{
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className = Pack;
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catagory = "Deployables";
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shapeFile = "pack_deploy_sensor_motion.dts";
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mass = 2.0;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 1;
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rotate = false;
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image = "MotionSensorDeployableImage";
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pickUpName = "a motion sensor pack";
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computeCRC = true;
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emap = true;
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heatSignature = 0;
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//maxSensors = 3;
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maxSensors = 2;
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};
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// --------------------------------------------
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// deployable pulse sensor
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datablock SensorData(DeployPulseSensorObj)
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{
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detects = true;
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detectsUsingLOS = true;
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detectsPassiveJammed = false;
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detectsCloaked = false;
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detectionPings = true;
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detectRadius = 150;
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};
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datablock StaticShapeData(DeployedPulseSensor) : StaticShapeDamageProfile
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{
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className = Sensor;
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shapeFile = "deploy_sensor_pulse.dts";
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maxDamage = 0.6;
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destroyedLevel = 0.6;
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disabledLevel = 0.4;
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explosion = DeployablesExplosion;
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dynamicType = $TypeMasks::SensorObjectType;
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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_deploypulsesensor";
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targetNameTag = 'Deployable';
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targetTypeTag = 'Pulse Sensor';
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sensorData = DeployPulseSensorObj;
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sensorRadius = DeployPulseSensorObj.detectRadius;
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sensorColor = "255 194 9";
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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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};
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datablock ShapeBaseImageData(PulseSensorDeployableImage)
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{
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shapeFile = "pack_deploy_sensor_pulse.dts";
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item = PulseSensorDeployable;
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mountPoint = 1;
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offset = "0 0 0";
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deployed = DeployedPulseSensor;
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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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deploySound = SensorDeploySound;
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maxDepSlope = 40;
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emap = true;
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heatSignature = 0;
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minDeployDis = 0.5;
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maxDeployDis = 5.0; //meters from body
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};
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datablock ItemData(PulseSensorDeployable)
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{
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className = Pack;
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catagory = "Deployables";
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shapeFile = "pack_deploy_sensor_pulse.dts";
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mass = 2.0;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 1;
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rotate = false;
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image = "PulseSensorDeployableImage";
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pickUpName = "a pulse sensor pack";
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computeCRC = true;
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emap = true;
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maxSensors = 2;
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};
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// --------------------------------------------
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// deployable outdoor turret
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datablock ShapeBaseImageData(TurretOutdoorDeployableImage)
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{
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mass = 15;
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shapeFile = "pack_deploy_turreto.dts";
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item = TurretOutdoorDeployable;
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mountPoint = 1;
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offset = "0 0 0";
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deployed = TurretDeployedOutdoor;
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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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maxDamage = 4.5;
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destroyedLevel = 4.5;
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disabledLevel = 4.0;
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isLarge = true;
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emap = true;
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maxDepSlope = 40;
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deploySound = TurretDeploySound;
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minDeployDis = 0.5;
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maxDeployDis = 5.0; //meters from body
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};
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datablock ItemData(TurretOutdoorDeployable)
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{
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className = Pack;
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catagory = "Deployables";
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shapeFile = "pack_deploy_turreto.dts";
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mass = 3.0;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 1;
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rotate = false;
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image = "TurretOutdoorDeployableImage";
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pickUpName = "a landspike turret pack";
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computeCRC = true;
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emap = true;
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};
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// --------------------------------------------
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// deployable indoor turret (3 varieties -- floor, wall and ceiling)
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datablock ShapeBaseImageData(TurretIndoorDeployableImage)
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{
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mass = 15;
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shapeFile = "pack_deploy_turreti.dts";
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item = TurretIndoorDeployable;
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mountPoint = 1;
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offset = "0 0 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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emap = true;
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maxDepSlope = 360;
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deploySound = TurretDeploySound;
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minDeployDis = 0.5;
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maxDeployDis = 5.0; //meters from body
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};
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datablock ItemData(TurretIndoorDeployable)
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{
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className = Pack;
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catagory = "Deployables";
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shapeFile = "pack_deploy_turreti.dts";
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mass = 3.0;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 1;
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rotate = false;
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image = "TurretIndoorDeployableImage";
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pickUpName = "a spider clamp turret pack";
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computeCRC = true;
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emap = true;
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};
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// --------------------------------------------
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// miscellaneous yet handy functions
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function posFromTransform(%transform)
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{
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// the first three words of an object's transform are the object's position
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%position = getWord(%transform, 0) @ " " @ getWord(%transform, 1) @ " " @ getWord(%transform, 2);
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return %position;
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}
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function rotFromTransform(%transform)
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{
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// the last four words of an object's transform are the object's rotation
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%rotation = getWord(%transform, 3) @ " " @ getWord(%transform, 4) @ " " @ getWord(%transform, 5) @ " " @ getWord(%transform, 6);
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return %rotation;
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}
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function posFromRaycast(%transform)
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{
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// the 2nd, 3rd, and 4th words returned from a successful raycast call are the position of the point
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%position = getWord(%transform, 1) @ " " @ getWord(%transform, 2) @ " " @ getWord(%transform, 3);
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return %position;
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}
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function normalFromRaycast(%transform)
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{
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// the 5th, 6th and 7th words returned from a successful raycast call are the normal of the surface
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%norm = getWord(%transform, 4) @ " " @ getWord(%transform, 5) @ " " @ getWord(%transform, 6);
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return %norm;
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}
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function addToDeployGroup(%object)
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{
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// all deployables should go into a special group for AI purposes
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%depGroup = nameToID("MissionCleanup/Deployables");
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if(%depGroup <= 0) {
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%depGroup = new SimGroup("Deployables");
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MissionCleanup.add(%depGroup);
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}
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%depGroup.add(%object);
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}
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function Deployables::searchView(%obj, %searchRange, %mask)
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{
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// get the eye vector and eye transform of the player
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%eyeVec = %obj.getEyeVector();
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%eyeTrans = %obj.getEyeTransform();
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// extract the position of the player's camera from the eye transform (first 3 words)
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%eyePos = posFromTransform(%eyeTrans);
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// normalize the eye vector
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%nEyeVec = VectorNormalize(%eyeVec);
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// scale (lengthen) the normalized eye vector according to the search range
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%scEyeVec = VectorScale(%nEyeVec, %searchRange);
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// add the scaled & normalized eye vector to the position of the camera
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%eyeEnd = VectorAdd(%eyePos, %scEyeVec);
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|
// see if anything gets hit
|
|
%searchResult = containerRayCast(%eyePos, %eyeEnd, %mask, 0);
|
|
|
|
return %searchResult;
|
|
}
|
|
|
|
//-----------------------//
|
|
// Deployable Procedures //
|
|
//-----------------------//
|
|
|
|
//-------------------------------------------------
|
|
function ShapeBaseImageData::testMaxDeployed(%item, %plyr)
|
|
{
|
|
if(%item.item $= TurretOutdoorDeployable || %item.item $= TurretIndoorDeployable)
|
|
%itemCount = countTurretsAllowed(%item.item);
|
|
else
|
|
%itemCount = $TeamDeployableMax[%item.item];
|
|
|
|
return $TeamDeployedCount[%plyr.team, %item.item] >= %itemCount;
|
|
}
|
|
|
|
//-------------------------------------------------
|
|
function ShapeBaseImageData::testNoSurfaceInRange(%item, %plyr)
|
|
{
|
|
return ! Deployables::searchView(%plyr, $MaxDeployDistance, $TypeMasks::TerrainObjectType | $TypeMasks::InteriorObjectType);
|
|
}
|
|
|
|
//-------------------------------------------------
|
|
function ShapeBaseImageData::testSlopeTooGreat(%item)
|
|
{
|
|
if (%item.surface)
|
|
{
|
|
return getTerrainAngle(%item.surfaceNrm) > %item.maxDepSlope;
|
|
}
|
|
}
|
|
|
|
//-------------------------------------------------
|
|
function ShapeBaseImageData::testSelfTooClose(%item, %plyr)
|
|
{
|
|
InitContainerRadiusSearch(%item.surfacePt, $MinDeployDistance, $TypeMasks::PlayerObjectType);
|
|
|
|
return containerSearchNext() == %plyr;
|
|
}
|
|
|
|
//-------------------------------------------------
|
|
function ShapeBaseImageData::testObjectTooClose(%item)
|
|
{
|
|
%mask = ($TypeMasks::VehicleObjectType | $TypeMasks::MoveableObjectType |
|
|
$TypeMasks::StaticShapeObjectType |
|
|
$TypeMasks::ForceFieldObjectType | $TypeMasks::ItemObjectType |
|
|
$TypeMasks::PlayerObjectType | $TypeMasks::TurretObjectType);
|
|
|
|
InitContainerRadiusSearch( %item.surfacePt, $MinDeployDistance, %mask );
|
|
|
|
%test = containerSearchNext();
|
|
return %test;
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
function TurretOutdoorDeployableImage::testNoTerrainFound(%item)
|
|
{
|
|
return %item.surface.getClassName() !$= TerrainBlock;
|
|
}
|
|
|
|
function ShapeBaseImageData::testNoTerrainFound(%item, %surface)
|
|
{
|
|
//don't check this for non-Landspike turret deployables
|
|
}
|
|
|
|
//-------------------------------------------------
|
|
function TurretIndoorDeployableImage::testNoInteriorFound(%item)
|
|
{
|
|
return %item.surface.getClassName() !$= InteriorInstance;
|
|
}
|
|
|
|
function ShapeBaseImageData::testNoInteriorFound(%item, %surface)
|
|
{
|
|
//don't check this for non-Clasping turret deployables
|
|
}
|
|
|
|
//-------------------------------------------------
|
|
function TurretIndoorDeployableImage::testHavePurchase(%item, %xform)
|
|
{
|
|
%footprintRadius = 0.34;
|
|
%collMask = $TypeMasks::InteriorObjectType;
|
|
return %item.deployed.checkDeployPurchase(%xform, %footprintRadius, %collMask);
|
|
}
|
|
|
|
function ShapeBaseImageData::testHavePurchase(%item, %xform)
|
|
{
|
|
//don't check this for non-Clasping turret deployables
|
|
return true;
|
|
}
|
|
|
|
//-------------------------------------------------
|
|
function ShapeBaseImageData::testInventoryTooClose(%item, %plyr)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
function InventoryDeployableImage::testInventoryTooClose(%item, %plyr)
|
|
{
|
|
InitContainerRadiusSearch(%item.surfacePt, $InventorySpaceRadius, $TypeMasks::StaticShapeObjectType);
|
|
|
|
// old function was only checking whether the first object found was a turret -- also wasn't checking
|
|
// which team the object was on
|
|
%turretInRange = false;
|
|
while((%found = containerSearchNext()) != 0)
|
|
{
|
|
%foundName = %found.getDataBlock().getName();
|
|
if( (%foundName $= DeployedStationInventory) )
|
|
if (%found.team == %plyr.team)
|
|
{
|
|
%turretInRange = true;
|
|
break;
|
|
}
|
|
}
|
|
return %turretInRange;
|
|
}
|
|
|
|
function TurretIndoorDeployableImage::testTurretTooClose(%item, %plyr)
|
|
{
|
|
InitContainerRadiusSearch(%item.surfacePt, $TurretIndoorSpaceRadius, $TypeMasks::StaticShapeObjectType);
|
|
|
|
// old function was only checking whether the first object found was a turret -- also wasn't checking
|
|
// which team the object was on
|
|
%turretInRange = false;
|
|
while((%found = containerSearchNext()) != 0)
|
|
{
|
|
%foundName = %found.getDataBlock().getName();
|
|
if((%foundname $= TurretDeployedFloorIndoor) || (%foundName $= TurretDeployedWallIndoor) || (%foundName $= TurretDeployedCeilingIndoor) || (%foundName $= TurretDeployedOutdoor) )
|
|
if (%found.team == %plyr.team)
|
|
{
|
|
%turretInRange = true;
|
|
break;
|
|
}
|
|
}
|
|
return %turretInRange;
|
|
}
|
|
|
|
function TurretOutdoorDeployableImage::testTurretTooClose(%item, %plyr)
|
|
{
|
|
InitContainerRadiusSearch(%item.surfacePt, $TurretOutdoorSpaceRadius, $TypeMasks::StaticShapeObjectType);
|
|
|
|
// old function was only checking whether the first object found was a turret -- also wasn't checking
|
|
// which team the object was on
|
|
%turretInRange = false;
|
|
while((%found = containerSearchNext()) != 0)
|
|
{
|
|
%foundName = %found.getDataBlock().getName();
|
|
if((%foundname $= TurretDeployedFloorIndoor) || (%foundName $= TurretDeployedWallIndoor) || (%foundName $= TurretDeployedCeilingIndoor) || (%foundName $= TurretDeployedOutdoor) )
|
|
if (%found.team == %plyr.team)
|
|
{
|
|
%turretInRange = true;
|
|
break;
|
|
}
|
|
}
|
|
return %turretInRange;
|
|
}
|
|
|
|
function ShapeBaseImageData::testTurretTooClose(%item, %plyr)
|
|
{
|
|
//don't check this for non-turret deployables
|
|
}
|
|
|
|
//-------------------------------------------------
|
|
function TurretIndoorDeployableImage::testTurretSaturation(%item)
|
|
{
|
|
%highestDensity = 0;
|
|
InitContainerRadiusSearch(%item.surfacePt, $TurretIndoorSphereRadius, $TypeMasks::StaticShapeObjectType);
|
|
%found = containerSearchNext();
|
|
while(%found)
|
|
{
|
|
%foundName = %found.getDataBlock().getName();
|
|
if((%foundname $= TurretDeployedFloorIndoor) || (%foundName $= TurretDeployedWallIndoor) || (%foundName $= TurretDeployedCeilingIndoor) || (%foundName $= TurretDeployedOutdoor) )
|
|
{
|
|
//found one
|
|
%numTurretsNearby++;
|
|
|
|
%nearbyDensity = testNearbyDensity(%found, $TurretIndoorSphereRadius);
|
|
if (%nearbyDensity > %highestDensity)
|
|
%highestDensity = %nearbyDensity;
|
|
}
|
|
%found = containerSearchNext();
|
|
}
|
|
|
|
if (%numTurretsNearby > %highestDensity)
|
|
%highestDensity = %numTurretsNearby;
|
|
return %highestDensity > $TurretIndoorMaxPerSphere;
|
|
}
|
|
|
|
function TurretOutdoorDeployableImage::testTurretSaturation(%item)
|
|
{
|
|
%highestDensity = 0;
|
|
InitContainerRadiusSearch(%item.surfacePt, $TurretOutdoorSphereRadius, $TypeMasks::StaticShapeObjectType);
|
|
%found = containerSearchNext();
|
|
while(%found)
|
|
{
|
|
%foundName = %found.getDataBlock().getName();
|
|
if((%foundname $= TurretDeployedFloorIndoor) || (%foundName $= TurretDeployedWallIndoor) || (%foundName $= TurretDeployedCeilingIndoor) || (%foundName $= TurretDeployedOutdoor) )
|
|
{
|
|
//found one
|
|
%numTurretsNearby++;
|
|
|
|
%nearbyDensity = testNearbyDensity(%found, $TurretOutdoorSphereRadius);
|
|
if (%nearbyDensity > %highestDensity)
|
|
%highestDensity = %nearbyDensity;
|
|
}
|
|
%found = containerSearchNext();
|
|
}
|
|
|
|
if (%numTurretsNearby > %highestDensity)
|
|
%highestDensity = %numTurretsNearby;
|
|
return %highestDensity > $TurretOutdoorMaxPerSphere;
|
|
}
|
|
|
|
function ShapeBaseImageData::testTurretSaturation(%item, %surfacePt)
|
|
{
|
|
//don't check this for non-turret deployables
|
|
}
|
|
|
|
function testNearbyDensity(%item, %radius)
|
|
{
|
|
//this checks how many turrets are in adjacent spheres in case placing a new one overloads them.
|
|
%surfacePt = posFromTransform(%item.getTransform());
|
|
%turretCount = 0;
|
|
|
|
InitContainerRadiusSearch(%surfacePt, %radius, $TypeMasks::StaticShapeObjectType);
|
|
%found = containerSearchNext();
|
|
while(%found)
|
|
{
|
|
%foundName = %found.getDataBlock().getName();
|
|
if((%foundname $= TurretDeployedFloorIndoor) || (%foundName $= TurretDeployedWallIndoor) || (%foundName $= TurretDeployedCeilingIndoor) || (%foundName $= TurretDeployedOutdoor) )
|
|
%turretCount++;
|
|
%found = containerSearchNext();
|
|
}
|
|
return %turretCount;
|
|
}
|
|
|
|
//-------------------------------------------------
|
|
//if this function, or any of the included tests are changed, those changes need to be reflected in function:
|
|
//AIODeployEquipment::weight(%this, %client, %level), found in aiObjectives.cs --tinman
|
|
function ShapeBaseImageData::testInvalidDeployConditions(%item, %plyr, %slot)
|
|
{
|
|
cancel(%plyr.deployCheckThread);
|
|
%disqualified = $NotDeployableReason::None; //default
|
|
$MaxDeployDistance = %item.maxDeployDis;
|
|
$MinDeployDistance = %item.minDeployDis;
|
|
|
|
%surface = Deployables::searchView(%plyr,
|
|
$MaxDeployDistance,
|
|
($TypeMasks::TerrainObjectType |
|
|
$TypeMasks::InteriorObjectType));
|
|
if (%surface)
|
|
{
|
|
%surfacePt = posFromRaycast(%surface);
|
|
%surfaceNrm = normalFromRaycast(%surface);
|
|
|
|
// Check that point to see if anything is objstructing it...
|
|
%eyeTrans = %plyr.getEyeTransform();
|
|
%eyePos = posFromTransform(%eyeTrans);
|
|
|
|
%searchResult = containerRayCast(%eyePos, %surfacePt, -1, %plyr);
|
|
if (!%searchResult)
|
|
{
|
|
%item.surface = %surface;
|
|
%item.surfacePt = %surfacePt;
|
|
%item.surfaceNrm = %surfaceNrm;
|
|
}
|
|
else
|
|
{
|
|
if(checkPositions(%surfacePT, posFromRaycast(%searchResult)))
|
|
{
|
|
%item.surface = %surface;
|
|
%item.surfacePt = %surfacePt;
|
|
%item.surfaceNrm = %surfaceNrm;
|
|
}
|
|
else
|
|
{
|
|
// Don't set the item
|
|
%disqualified = $NotDeployableReason::ObjectTooClose;
|
|
}
|
|
}
|
|
if(!getTerrainAngle(%surfaceNrm) && %item.flatMaxDeployDis !$= "")
|
|
{
|
|
$MaxDeployDistance = %item.flatMaxDeployDis;
|
|
$MinDeployDistance = %item.flatMinDeployDis;
|
|
}
|
|
}
|
|
|
|
if (%item.testMaxDeployed(%plyr))
|
|
{
|
|
%disqualified = $NotDeployableReason::MaxDeployed;
|
|
}
|
|
else if (%item.testNoSurfaceInRange(%plyr))
|
|
{
|
|
%disqualified = $NotDeployableReason::NoSurfaceFound;
|
|
}
|
|
else if (%item.testNoTerrainFound(%surface))
|
|
{
|
|
%disqualified = $NotDeployableReason::NoTerrainFound;
|
|
}
|
|
else if (%item.testNoInteriorFound())
|
|
{
|
|
%disqualified = $NotDeployableReason::NoInteriorFound;
|
|
}
|
|
else if (%item.testSlopeTooGreat(%surface, %surfaceNrm))
|
|
{
|
|
%disqualified = $NotDeployableReason::SlopeTooGreat;
|
|
}
|
|
else if (%item.testSelfTooClose(%plyr, %surfacePt))
|
|
{
|
|
%disqualified = $NotDeployableReason::SelfTooClose;
|
|
}
|
|
else if (%item.testObjectTooClose(%surfacePt))
|
|
{
|
|
%disqualified = $NotDeployableReason::ObjectTooClose;
|
|
}
|
|
else if (%item.testTurretTooClose(%plyr))
|
|
{
|
|
%disqualified = $NotDeployableReason::TurretTooClose;
|
|
}
|
|
else if (%item.testInventoryTooClose(%plyr))
|
|
{
|
|
%disqualified = $NotDeployableReason::InventoryTooClose;
|
|
}
|
|
else if (%item.testTurretSaturation())
|
|
{
|
|
%disqualified = $NotDeployableReason::TurretSaturation;
|
|
}
|
|
else if (%disqualified == $NotDeployableReason::None)
|
|
{
|
|
// Test that there are no objstructing objects that this object
|
|
// will intersect with
|
|
//
|
|
%rot = %item.getInitialRotation(%plyr);
|
|
if(%item.deployed.className $= "DeployedTurret")
|
|
{
|
|
%xform = %item.deployed.getDeployTransform(%item.surfacePt, %item.surfaceNrm);
|
|
}
|
|
else
|
|
{
|
|
%xform = %surfacePt SPC %rot;
|
|
}
|
|
|
|
if (!%item.deployed.checkDeployPos(%xform))
|
|
{
|
|
%disqualified = $NotDeployableReason::ObjectTooClose;
|
|
}
|
|
else if (!%item.testHavePurchase(%xform))
|
|
{
|
|
%disqualified = $NotDeployableReason::SurfaceTooNarrow;
|
|
}
|
|
}
|
|
|
|
if (%plyr.getMountedImage($BackpackSlot) == %item) //player still have the item?
|
|
{
|
|
if (%disqualified)
|
|
activateDeploySensorRed(%plyr);
|
|
else
|
|
activateDeploySensorGrn(%plyr);
|
|
|
|
if (%plyr.client.deployPack == true)
|
|
%item.attemptDeploy(%plyr, %slot, %disqualified);
|
|
else
|
|
{
|
|
%plyr.deployCheckThread = %item.schedule(25, "testInvalidDeployConditions", %plyr, %slot); //update checks every 50 milliseconds
|
|
}
|
|
}
|
|
else
|
|
deactivateDeploySensor(%plyr);
|
|
}
|
|
|
|
function checkPositions(%pos1, %pos2)
|
|
{
|
|
%passed = true;
|
|
if((mFloor(getWord(%pos1, 0)) - mFloor(getWord(%pos2,0))))
|
|
%passed = false;
|
|
if((mFloor(getWord(%pos1, 1)) - mFloor(getWord(%pos2,1))))
|
|
%passed = false;
|
|
if((mFloor(getWord(%pos1, 2)) - mFloor(getWord(%pos2,2))))
|
|
%passed = false;
|
|
return %passed;
|
|
}
|
|
|
|
function ShapeBaseImageData::attemptDeploy(%item, %plyr, %slot, %disqualified)
|
|
{
|
|
deactivateDeploySensor(%plyr);
|
|
Deployables::displayErrorMsg(%item, %plyr, %slot, %disqualified);
|
|
}
|
|
|
|
function activateDeploySensorRed(%pl)
|
|
{
|
|
if(%pl.deploySensor !$= "red")
|
|
{
|
|
messageClient(%pl.client, 'msgDeploySensorRed', "");
|
|
%pl.deploySensor = "red";
|
|
}
|
|
}
|
|
|
|
function activateDeploySensorGrn(%pl)
|
|
{
|
|
if(%pl.deploySensor !$= "green")
|
|
{
|
|
messageClient(%pl.client, 'msgDeploySensorGrn', "");
|
|
%pl.deploySensor = "green";
|
|
}
|
|
}
|
|
|
|
function deactivateDeploySensor(%pl)
|
|
{
|
|
if (%pl.deploySensor !$= "")
|
|
{
|
|
messageClient(%pl.client, 'msgDeploySensorOff', "");
|
|
%pl.deploySensor = "";
|
|
}
|
|
}
|
|
|
|
function Deployables::displayErrorMsg(%item, %plyr, %slot, %error)
|
|
{
|
|
deactivateDeploySensor(%plyr);
|
|
|
|
%errorSnd = '~wfx/misc/misc.error.wav';
|
|
switch (%error)
|
|
{
|
|
case $NotDeployableReason::None:
|
|
%item.onDeploy(%plyr, %slot);
|
|
messageClient(%plyr.client, 'MsgTeamDeploySuccess', "");
|
|
return;
|
|
|
|
case $NotDeployableReason::NoSurfaceFound:
|
|
%msg = '\c2Item must be placed within reach.%1';
|
|
|
|
case $NotDeployableReason::MaxDeployed:
|
|
%msg = '\c2Your team\'s control network has reached its capacity for this item.%1';
|
|
|
|
case $NotDeployableReason::SlopeTooGreat:
|
|
%msg = '\c2Surface is too steep to place this item on.%1';
|
|
|
|
case $NotDeployableReason::SelfTooClose:
|
|
%msg = '\c2You are too close to the surface you are trying to place the item on.%1';
|
|
|
|
case $NotDeployableReason::ObjectTooClose:
|
|
%msg = '\c2You cannot place this item so close to another object.%1';
|
|
|
|
case $NotDeployableReason::NoTerrainFound:
|
|
%msg = '\c2You must place this on outdoor terrain.%1';
|
|
|
|
case $NotDeployableReason::NoInteriorFound:
|
|
%msg = '\c2You must place this on a solid surface.%1';
|
|
|
|
case $NotDeployableReason::TurretTooClose:
|
|
%msg = '\c2Interference from a nearby turret prevents placement here.%1';
|
|
|
|
case $NotDeployableReason::TurretSaturation:
|
|
%msg = '\c2There are too many turrets nearby.%1';
|
|
|
|
case $NotDeployableReason::SurfaceTooNarrow:
|
|
%msg = '\c2There is not adequate surface to clamp to here.%1';
|
|
|
|
case $NotDeployableReason::InventoryTooClose:
|
|
%msg = '\c2Interference from a nearby inventory prevents placement here.%1';
|
|
|
|
default:
|
|
%msg = '\c2Deploy failed.';
|
|
}
|
|
messageClient(%plyr.client, 'MsgDeployFailed', %msg, %errorSnd);
|
|
}
|
|
|
|
function ShapeBaseImageData::onActivate(%data, %obj, %slot)
|
|
{
|
|
//Tinman - apparently, anything that uses the generic onActivate() method is a deployable.
|
|
//repair packs, cloak packs, shield, etc... all overload this method...
|
|
%data.testInvalidDeployConditions(%obj, %slot);
|
|
|
|
//whether the test passed or not, reset the image trigger (deployables don't have an on/off toggleable state)
|
|
%obj.setImageTrigger(%slot, false);
|
|
}
|
|
|
|
function ShapeBaseImageData::onDeploy(%item, %plyr, %slot)
|
|
{
|
|
if(%item.item $= "MotionSensorDeployable" || %item.item $= "PulseSensorDeployable")
|
|
{
|
|
%plyr.deploySensors--;
|
|
%plyr.client.updateSensorPackText(%plyr.deploySensors);
|
|
if(%plyr.deploySensors <= 0)
|
|
{
|
|
// take the deployable off the player's back and out of inventory
|
|
%plyr.unmountImage(%slot);
|
|
%plyr.decInventory(%item.item, 1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// take the deployable off the player's back and out of inventory
|
|
%plyr.unmountImage(%slot);
|
|
%plyr.decInventory(%item.item, 1);
|
|
}
|
|
|
|
// create the actual deployable
|
|
%rot = %item.getInitialRotation(%plyr);
|
|
if(%item.deployed.className $= "DeployedTurret")
|
|
%className = "Turret";
|
|
else
|
|
%className = "StaticShape";
|
|
|
|
%deplObj = new (%className)() {
|
|
dataBlock = %item.deployed;
|
|
};
|
|
|
|
|
|
// set orientation
|
|
if(%className $= "Turret")
|
|
%deplObj.setDeployRotation(%item.surfacePt, %item.surfaceNrm);
|
|
else
|
|
%deplObj.setTransform(%item.surfacePt SPC %rot);
|
|
|
|
// 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.owner = %plyr.client;
|
|
|
|
// 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();
|
|
return %deplObj;
|
|
}
|
|
|
|
function ShapeBaseImageData::getInitialRotation(%item, %plyr)
|
|
{
|
|
return rotFromTransform(%plyr.getTransform());
|
|
}
|
|
|
|
function MotionSensorDeployableImage::getInitialRotation(%item, %plyr)
|
|
{
|
|
%rotAxis = vectorNormalize(vectorCross(%item.surfaceNrm, "0 0 1"));
|
|
if (getWord(%item.surfaceNrm, 2) == 1 || getWord(%item.surfaceNrm, 2) == -1)
|
|
%rotAxis = vectorNormalize(vectorCross(%item.surfaceNrm, "0 1 0"));
|
|
return %rotAxis SPC mACos(vectorDot(%item.surfaceNrm, "0 0 1"));
|
|
}
|
|
|
|
function MotionSensorDeployable::onPickup(%this, %pack, %player, %amount)
|
|
{
|
|
// %this = Sensor pack datablock
|
|
// %pack = Sensor pack object number
|
|
// %player = player
|
|
// %amount = amount picked up (1)
|
|
|
|
if(%pack.sensors $= "")
|
|
{
|
|
// assume that this is a pack that has been placed in a mission
|
|
// this case was handled in ::onInventory below (max sensors);
|
|
}
|
|
else
|
|
{
|
|
// find out how many sensor were in the pack
|
|
%player.deploySensors = %pack.sensors;
|
|
%player.client.updateSensorPackText(%player.deploySensors);
|
|
}
|
|
}
|
|
|
|
function MotionSensorDeployable::onThrow(%this,%pack,%player)
|
|
{
|
|
// %this = Sensor pack datablock
|
|
// %pack = Sensor pack object number
|
|
// %player = player
|
|
|
|
%player.throwSensorPack = 1;
|
|
%pack.sensors = %player.deploySensors;
|
|
%player.deploySensors = 0;
|
|
%player.client.updateSensorPackText(%player.deploySensors);
|
|
// do the normal ItemData::onThrow stuff -- sound and schedule deletion
|
|
serverPlay3D(ItemThrowSound, %player.getTransform());
|
|
%pack.schedulePop();
|
|
}
|
|
|
|
function MotionSensorDeployable::onInventory(%this,%player,%value)
|
|
{
|
|
// %this = Sensor pack datablock
|
|
// %player = player
|
|
// %value = 1 if gaining a pack, 0 if losing a pack
|
|
|
|
if(%player.getClassName() $= "Player")
|
|
{
|
|
if(%value)
|
|
{
|
|
// player picked up or bought a motion sensor pack
|
|
%player.deploySensors = %this.maxSensors;
|
|
%player.client.updateSensorPackText(%player.deploySensors);
|
|
}
|
|
else
|
|
{
|
|
// player dropped or sold a motion sensor pack
|
|
if(%player.throwSensorPack)
|
|
{
|
|
// player threw the pack
|
|
%player.throwSensorPack = 0;
|
|
// everything handled in ::onThrow above
|
|
}
|
|
else
|
|
{
|
|
//the pack was sold at an inventory station, or unmounted because the player
|
|
// used all the sensors
|
|
%player.deploySensors = 0;
|
|
%player.client.updateSensorPackText(%player.deploySensors);
|
|
}
|
|
}
|
|
}
|
|
Pack::onInventory(%this,%player,%value);
|
|
}
|
|
|
|
function PulseSensorDeployable::onPickup(%this, %pack, %player, %amount)
|
|
{
|
|
// %this = Sensor pack datablock
|
|
// %pack = Sensor pack object number
|
|
// %player = player
|
|
// %amount = amount picked up (1)
|
|
|
|
if(%pack.sensors $= "")
|
|
{
|
|
// assume that this is a pack that has been placed in a mission
|
|
// this case was handled in ::onInventory below (max sensors);
|
|
}
|
|
else
|
|
{
|
|
// find out how many sensor were in the pack
|
|
%player.deploySensors = %pack.sensors;
|
|
%player.client.updateSensorPackText(%player.deploySensors);
|
|
}
|
|
}
|
|
|
|
function PulseSensorDeployable::onThrow(%this,%pack,%player)
|
|
{
|
|
// %this = Sensor pack datablock
|
|
// %pack = Sensor pack object number
|
|
// %player = player
|
|
|
|
%player.throwSensorPack = 1;
|
|
%pack.sensors = %player.deploySensors;
|
|
%player.deploySensors = 0;
|
|
%player.client.updateSensorPackText(%player.deploySensors);
|
|
// do the normal ItemData::onThrow stuff -- sound and schedule deletion
|
|
serverPlay3D(ItemThrowSound, %player.getTransform());
|
|
%pack.schedulePop();
|
|
}
|
|
|
|
function PulseSensorDeployable::onInventory(%this,%player,%value)
|
|
{
|
|
// %this = Sensor pack datablock
|
|
// %player = player
|
|
// %value = 1 if gaining a pack, 0 if losing a pack
|
|
|
|
if(%player.getClassName() $= "Player")
|
|
{
|
|
if(%value)
|
|
{
|
|
// player picked up or bought a motion sensor pack
|
|
%player.deploySensors = %this.maxSensors;
|
|
%player.client.updateSensorPackText(%player.deploySensors);
|
|
}
|
|
else
|
|
{
|
|
// player dropped or sold a motion sensor pack
|
|
if(%player.throwSensorPack)
|
|
{
|
|
// player threw the pack
|
|
%player.throwSensorPack = 0;
|
|
// everything handled in ::onThrow above
|
|
}
|
|
else
|
|
{
|
|
//the pack was sold at an inventory station, or unmounted because the player
|
|
// used all the sensors
|
|
%player.deploySensors = 0;
|
|
%player.client.updateSensorPackText(%player.deploySensors);
|
|
}
|
|
}
|
|
}
|
|
Pack::onInventory(%this,%player,%value);
|
|
}
|
|
|
|
function TurretIndoorDeployableImage::getInitialRotation(%item, %plyr)
|
|
{
|
|
%surfaceAngle = getTerrainAngle(%item.surfaceNrm);
|
|
if(%surfaceAngle > 155)
|
|
%item.deployed = TurretDeployedCeilingIndoor;
|
|
else if(%surfaceAngle > 45)
|
|
%item.deployed = TurretDeployedWallIndoor;
|
|
else
|
|
%item.deployed = TurretDeployedFloorIndoor;
|
|
}
|
|
|
|
function TurretIndoorDeployable::onPickup(%this, %obj, %shape, %amount)
|
|
{
|
|
// created to prevent console errors
|
|
}
|
|
|
|
function TurretOutdoorDeployable::onPickup(%this, %obj, %shape, %amount)
|
|
{
|
|
// created to prevent console errors
|
|
}
|
|
|
|
function InventoryDeployable::onPickup(%this, %obj, %shape, %amount)
|
|
{
|
|
// created to prevent console errors
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------------------
|
|
// deployed station functions
|
|
function DeployedStationInventory::onEndSequence(%data, %obj, %thread)
|
|
{
|
|
Parent::onEndSequence(%data, %obj, %thread);
|
|
if(%thread == $DeployThread)
|
|
{
|
|
%trigger = new Trigger()
|
|
{
|
|
dataBlock = stationTrigger;
|
|
polyhedron = "-0.125 0.0 0.1 0.25 0.0 0.0 0.0 -0.7 0.0 0.0 0.0 1.0";
|
|
};
|
|
MissionCleanup.add(%trigger);
|
|
|
|
%trans = %obj.getTransform();
|
|
%vSPos = getWords(%trans,0,2);
|
|
%vRot = getWords(%trans,3,5);
|
|
%vAngle = getWord(%trans,6);
|
|
%matrix = VectorOrthoBasis(%vRot @ " " @ %vAngle + 0.0);
|
|
%yRot = getWords(%matrix, 3, 5);
|
|
%pos = vectorAdd(%vSPos, vectorScale(%yRot, -0.1));
|
|
|
|
%trigger.setTransform(%pos @ " " @ %vRot @ " " @ %vAngle);
|
|
|
|
// associate the trigger with the station
|
|
%trigger.station = %obj;
|
|
%trigger.mainObj = %obj;
|
|
%trigger.disableObj = %obj;
|
|
%obj.trigger = %trigger;
|
|
}
|
|
}
|
|
|
|
//--------------------------------------------------------------------------
|
|
//DeployedMotionSensor:
|
|
//--------------------------------------------------------------------------
|
|
|
|
function DeployedMotionSensor::onDestroyed(%this, %obj, %prevState)
|
|
{
|
|
//%obj.hide(true);
|
|
Parent::onDestroyed(%this, %obj, %prevState);
|
|
$TeamDeployedCount[%obj.team, MotionSensorDeployable]--;
|
|
%obj.schedule(500, "delete");
|
|
}
|
|
|
|
//--------------------------------------------------------------------------
|
|
//DeployedPulseSensor:
|
|
//--------------------------------------------------------------------------
|
|
function PulseSensorDeployableImage::onActivate(%data, %obj, %slot)
|
|
{
|
|
Parent::onActivate( %data, %obj, %slot );
|
|
//%data.testInvalidDeployConditions(%obj, %slot);
|
|
}
|
|
|
|
function DeployedPulseSensor::onDestroyed(%this, %obj, %prevState)
|
|
{
|
|
Parent::onDestroyed(%this, %obj, %prevState);
|
|
$TeamDeployedCount[%obj.team, PulseSensorDeployable]--;
|
|
%obj.schedule(300, "delete");
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------------------
|
|
// deployed turret functions
|
|
|
|
function DeployedTurret::onAdd(%data, %obj)
|
|
{
|
|
Parent::onAdd(%data, %obj);
|
|
// auto-mount the barrel
|
|
%obj.mountImage(%data.barrel, 0, false);
|
|
}
|
|
|
|
function DeployedTurret::onDestroyed(%this, %obj, %prevState)
|
|
{
|
|
Parent::onDestroyed(%this, %obj, %prevState);
|
|
%turType = %this.getName();
|
|
// either it'll be an outdoor turret, or one of the three types of indoor turret
|
|
// (floor, ceiling, wall)
|
|
if(%turType $= "TurretDeployedOutdoor")
|
|
%turType = "TurretOutdoorDeployable";
|
|
else
|
|
%turType = "TurretIndoorDeployable";
|
|
|
|
// decrement team count
|
|
$TeamDeployedCount[%obj.team, %turType]--;
|
|
|
|
%obj.schedule(700, "delete");
|
|
}
|
|
|
|
function countTurretsAllowed(%type)
|
|
{
|
|
for(%j = 1; %j < Game.numTeams; %j++)
|
|
%teamPlayerCount[%j] = 0;
|
|
%numClients = ClientGroup.getCount();
|
|
for(%i = 0; %i < %numClients; %i++)
|
|
{
|
|
%cl = ClientGroup.getObject(%i);
|
|
if(%cl.team > 0)
|
|
%teamPlayerCount[%cl.team]++;
|
|
}
|
|
// the bigger team determines the number of turrets allowed
|
|
%maxPlayers = %teamPlayerCount[1] > %teamPlayerCount[2] ? %teamPlayerCount[1] : %teamPlayerCount[2];
|
|
// each team can have 1 turret of each type (indoor/outdoor) for every 2 players
|
|
// minimum and maximums are defined in deployables.cs
|
|
%teamTurretMax = mFloor(%maxPlayers / 2);
|
|
if(%teamTurretMax < $TeamDeployableMin[%type])
|
|
%teamTurretMax = $TeamDeployableMin[%type];
|
|
else if(%teamTurretMax > $TeamDeployableMax[%type])
|
|
%teamTurretMax = $TeamDeployableMax[%type];
|
|
|
|
return %teamTurretMax;
|
|
}
|
|
|