etqw-sdk/base/script/deployables/shield_generator.script

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2008-05-29 00:00:00 +00:00
object deployable_shield_generator : deployable_base {
void preinit();
void init();
void destroy();
void Idle();
void DestroyMissiles();
void DestroyTarget( entity targetEnt );
void FreeRangeIdentifier();
void SetupRangeIdentifier();
void vOnDeploy();
void SpawnDestroyEffect( vector position );
void IdleEffects();
void CreateFireStateThread();
void UpdateFireStateThread();
float maxRange;
float commandmapRangeHandle;
float toolTipDestroyedMissile;
boolean noStartJoint;
boolean disabledEffect;
float fireStateThread;
}
void deployable_shield_generator::preinit() {
commandmapRangeHandle = -1;
maxRange = MetresToInches( getFloatKeyWithDefault( "range_max", 130 ) );
noStartJoint = getIntKey( "no_start_joint" );
toolTipDestroyedMissile = GetToolTip( getKey( "tt_destroyed_missile" ) );
fireStateThread = -1;
}
void deployable_shield_generator::init() {
setState( "Idle" );
}
void deployable_shield_generator::destroy() {
FreeRangeIdentifier();
}
void deployable_shield_generator::Idle() {
if ( !getIntKey( "no_idle_effects" ) ) {
thread IdleEffects();
}
while ( true ) {
sys.waitFrame();
if ( !disabledState ) {
DestroyMissiles();
}
}
}
void deployable_shield_generator::vOnDeploy() {
SetupRangeIdentifier();
thread DoDeploy();
}
void deployable_shield_generator::DestroyMissiles() {
entitiesOfCollection( "antiair" );
filterEntitiesByAllegiance( TA_FLAG_ENEMY, 1 ); // only damage enemies
filterEntitiesByRadius( getWorldOrigin(), maxRange, 1 ); // find entities within maxRange radius
float count = getBoundsCacheCount(); // number of remaining entities
float savedCache = saveCachedEntities();
float i;
for ( i = 0; i < count; i++ ) {
DestroyTarget( getSavedCacheEntity( savedCache, i ) );
}
freeSavedCache( savedCache );
}
void deployable_shield_generator::SpawnDestroyEffect( vector position ) {
vector startPos;
if ( noStartJoint ) {
startPos = getWorldOrigin();
} else {
startPos = getJointPos( getJointHandle( "joint2" ) ); // start at the roof of the deployable
}
vector diff = startPos - position;
vector forward = '1 0 0';
vector angles;
object effect;
diff = sys.vecNormalize( diff );
angles = sys.vecToAngles( diff );
// Chage up and cool down effect
playOriginEffect( "fx_charge", "", startPos, forward, false );
// The electrial beam and shockwave
effect = spawnClientEffect( "fx_hit" );
if ( effect != $null_entity ) {
effect.setEffectLooping( 0 );
effect.setOrigin( position );
effect.setEffectEndOrigin( startPos );
effect.setAngles( angles );
}
}
void deployable_shield_generator::IdleEffects() {
float jointHandle = getJointHandle( "joint2" );
vector startPos;
vector angles0 = g_vectorZero;
vector angles1 = g_vectorZero;
vector angles2 = g_vectorZero;
vector pos1;
vector pos2;
float radius = 125; // Lengt of spikes from centre of symmetry of the model
object effect;
vector diff;
float rand;
startSound( "snd_idle", SND_DEPLOYABLE_IDLE );
while ( true ) {
if ( !disabledState ) {
if ( disabledEffect ) {
stopEffect( "fx_disabled_1" );
stopEffect( "fx_disabled_2" );
disabledEffect = false;
}
// Get these again as the object may have moved
startPos = getJointPos( jointHandle );
startPos_z += 12; // The joint is slightly below the spikes
vector angleOffset = getAngles(); // Base rotation of the spikes
float spikeIndex = int( sys.random( 4.4 ) ); //Int between [0..4] is the spike
// Start position of spark
angles1_y = spikeIndex * 72 + angleOffset_y; // 5 spikes == one spike every 72 degrees
pos1 = startPos + sys.angToForward( angles1 ) * radius;
// Select a random end position
rand = sys.random( 1.0 );
if ( rand < 0.9 ) {
if ( rand < 0.45 ) {
angles2_y = (spikeIndex+1) * 72 + angleOffset_y;
} else {
angles2_y = (spikeIndex-1) * 72 + angleOffset_y;
}
pos2 = startPos + sys.angToForward( angles2 ) * radius;
} else {
// 1 in 10 change it goes to the roof instead of another spike
pos2 = startPos;
pos2_z += 25; // Roof is even higher above the joing
}
// Rotate efect along the axis between the two positions
diff = pos2 - pos1;
diff = sys.vecNormalize( diff );
angles0 = sys.vecToAngles( diff );
// The electrial beam and shockwave
effect = spawnClientEffect( "fx_idle" );
if ( effect != $null_entity ) {
effect.setEffectLooping( 0 );
effect.setOrigin( pos1 );
effect.setEffectEndOrigin( pos2 );
effect.setAngles( angles0 );
}
} else {
if ( !disabledEffect ) {
playEffect( "fx_disabled_1", "fx1", true );
playEffect( "fx_disabled_2", "fx2", true );
disabledEffect = true;
}
}
sys.wait( 1 + sys.random( 1 ) );
}
}
void deployable_shield_generator::DestroyTarget( entity targetEnt ) {
if ( targetEnt.vGetDestroyed() ) {
return;
}
if ( owner != $null_entity ) {
float destroyProficiency = targetEnt.vGetDestroyProficiency();
if ( destroyProficiency != -1 ) {
owner.giveProficiency( destroyProficiency, 1.f, $null, "shield generator bonus" );
}
sys.increaseStatInt( sys.allocStatInt( "antimissile_strogg_uses" ), owner.getEntityNumber(), 1 );
}
SpawnDestroyEffect( targetEnt.getWorldOrigin() );
targetEnt.vSetDestroyed();
CreateFireStateThread();
player p = targetEnt.getOwner();
if ( p != $null_entity ) {
if ( p.isLocalPlayer() ) {
if ( !p.isToolTipPlaying() ) {
p.sendToolTip( toolTipDestroyedMissile );
}
}
}
}
void deployable_shield_generator::FreeRangeIdentifier() {
if ( commandmapRangeHandle != -1 ) {
sys.freeCMIcon( self, commandmapRangeHandle );
commandmapRangeHandle = -1;
}
}
void deployable_shield_generator::SetupRangeIdentifier() {
FreeRangeIdentifier();
commandmapRangeHandle = sys.allocCMIcon( self, 100 );
sys.setCMIconSizeMode( commandmapRangeHandle, SM_WORLD );
sys.setCMIconColor( commandmapRangeHandle, g_colorRed, 0.25f );
sys.setCMIconSides( commandmapRangeHandle, 24 );
sys.setCMIconDrawMode( commandmapRangeHandle, DM_CIRCLE );
sys.setCMIconMaterial( commandmapRangeHandle, GetMaterial( "_white_depth" ) );
sys.setCMIconUnknownMaterial( commandmapRangeHandle, GetMaterial( "_white_depth" ) );
sys.setCMIconSize( commandmapRangeHandle, maxRange );
sys.setCMIconUnknownSize( commandmapRangeHandle, maxRange );
sys.setCMIconFlag( commandmapRangeHandle, CMF_ENEMYONLY | CMF_ONLYSHOWKNOWN );
}
void deployable_shield_generator::CreateFireStateThread() {
if ( fireStateThread != -1 ) {
sys.terminate( fireStateThread );
}
fireStateThread = thread UpdateFireStateThread();
}
void deployable_shield_generator::UpdateFireStateThread() {
fireSupportState = MPS_FIRING;
sys.wait( 3.0f );
fireSupportState = MPS_READY;
fireStateThread = -1;
}