etqw-sdk/base/script/teams/gdf.script

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object team_gdf {
void preinit();
void syncFields();
void destroy();
boolean OnAllowRespawn( entity p );
void RespawnWaves();
void OnNextRespawnTimeChanged();
void SetRespawnTimer( float t );
float GetMineLimit();
void GiveSpawnItems( entity p );
float GetHealthBoost( entity p );
void OnSoldierUpgrade( entity p, float oldLevel, float newLevel, boolean isSpawn );
void OnMedicUpgrade( entity p, float oldLevel, float newLevel, boolean isSpawn );
void OnCovertOpsUpgrade( entity p, float oldLevel, float newLevel, boolean isSpawn );
void OnBattleSenseUpgrade( entity p, float oldLevel, float newLevel, boolean isSpawn );
void OnLightWeaponsUpgrade( entity p, float oldLevel, float newLevel, boolean isSpawn );
void OnProficiencyUpgrade( entity p, float type, float oldLevel, float newLevel );
boolean HasConstructionBonus( entity p );
boolean HasRepairBonus( entity p );
boolean HasDisarmBonus( entity p );
boolean HasChargeArmBonus( entity p );
boolean HasSelfArmingMines( entity p );
boolean HasFastFireSupportLock( entity p );
boolean HasFastFireSupportRecharge( entity p );
boolean HasFastHackBonus( entity p );
boolean HasVehicleArmorBonus( entity p );
boolean HasEnhancedRadar( entity p );
boolean HasPersonalJammer( entity p );
boolean CanRequestVehicle( entity p );
boolean HasEfficientDecoys( entity p );
boolean HasSpreadBonus( entity p );
boolean HasFastTargetLock( entity p );
float GetMaxSupplies( entity p );
boolean CanStab( entity p );
void CreatePersonnelAuras( entity p );
float GetFireSupportDelayScale();
float GetWeaponSpeedBonus( entity p );
void RegenPulse( entity p );
void KillSpawnWaves();
void SetRespawnWait( float time );
void OnMapStart();
float allowRespawnTime;
float nextRespawnTime;
float GetNextRespawnTime() { return nextRespawnTime; }
}
void team_gdf::syncFields() {
syncBroadcast( "nextRespawnTime" );
syncCallback( "nextRespawnTime", "OnNextRespawnTimeChanged" );
}
void team_gdf::OnNextRespawnTimeChanged() {
SetRespawnTimer( nextRespawnTime );
}
void team_gdf::preinit() {
gdfTeam = self;
repairItem = "inventory/tools/pliers";
hackItem = "inventory/tools/pliers_hack";
chargeArmItem = "inventory/tools/pliers/charge";
chargeDisarmItem = "inventory/tools/pliers";
armItem = "inventory/tools/pliers";
constructItem = "inventory/tools/pliers";
disguiseItem = "inventory/tools/pliers_hack";
reviveItem = "inventory/tools/defibrillator";
stabItem = "inventory/weapons/knife";
disguisedStabItem = "inventory/weapons/spikes/gdf";
plantItem = "inventory/items/he_charge";
spawnHostDisarmItem = "inventory/tools/defibrillator";
respawnWait = 20.f;
structureName = sys.localizeString( "game/struct/commandcenter" );
spottingProficiency = GetProficiency( "pro_covertops_spot" );
radarSpottingProficiency = GetProficiency( "pro_covertops_radar_spot" );
repairProficiency = GetProficiency( "pro_engineer_repair" );
reviveProficiency = GetProficiency( "pro_medic_revive" );
reviveWaitProficiency = GetProficiency( "pro_battlesense_revive_wait" );
backstabDisguisedProficiency= GetProficiency( "pro_covertops_backstab_disguised" );
reviveMeToolTip1 = GetToolTip( getKey( "tt_player_revive_1" ) );
reviveMeToolTip2 = GetToolTip( getKey( "tt_player_revive_2" ) );
parachuteToolTip = GetToolTip( getKey( "tt_player_parachute" ) );
spawnhostingMeToolTip = GetToolTip( getKey( "tt_spawnhosting_me" ) );
possessingMeToolTip = GetToolTip( getKey( "tt_possessing_me" ) );
killedByDisguisedToolTip = GetToolTip( getKey( "tt_killed_by_disguised" ) );
lowAmmoToolTip = GetToolTip( getKey( "tt_low_ammo" ) );
lowHealthToolTip = GetToolTip( getKey( "tt_low_health" ) );
lowAmmoSelfToolTip = GetToolTip( getKey( "tt_low_ammo_self" ) );
lowHealthSelfToolTip = GetToolTip( getKey( "tt_low_health_self" ) );
unconsciousToolTip = GetToolTip( getKey( "tt_unconscious" ) );
criticalClassToolTip = GetToolTip( getKey( "tt_critical_class" ) );
vehicleRepairTask = GetPlayerTask( getKey( "task_vehicle_repair" ) );
captureSpawnTask = GetPlayerTask( getKey( "task_capture_spawn" ) );
liberateSpawnTaskCovertOnly = GetPlayerTask( getKey( "task_liberate_spawn_covert" ) );
liberateSpawnTask = GetPlayerTask( getKey( "task_liberate_spawn" ) );
}
void team_gdf::KillSpawnWaves() {
sys.killThread( "RespawnWaves_gdf" );
}
void team_gdf::OnMapStart() {
OnMapStart_Base();
KillSpawnWaves();
if ( !sys.isClient() ) {
thread RespawnWaves();
}
}
void team_gdf::destroy() {
KillSpawnWaves();
}
boolean team_gdf::OnAllowRespawn( entity p ) {
return sys.getTime() < allowRespawnTime;
}
void team_gdf::RespawnWaves() {
sys.threadName( "RespawnWaves_gdf" );
allowRespawnTime = sys.getTime() + 1.f;
sys.wait( 0.5f );
while ( true ) {
nextRespawnTime = sys.getTime() + respawnWait;
SetRespawnTimer( nextRespawnTime );
sys.wait( respawnWait );
allowRespawnTime = sys.getTime() + 0.5f;
MarkWaitingPlayers();
}
}
void team_gdf::SetRespawnTimer( float t ) {
player p = sys.getLocalPlayer();
if( p != $null_entity ) {
sys.setGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.gdfRespawnTime", nextRespawnTime * 1000 );
player viewPlayer = sys.getLocalViewPlayer();
if ( viewPlayer != $null_entity ) {
team_base team = viewPlayer.getGameTeam();
if ( team == gdfTeam ) {
sys.setGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.spectatingRespawnTime", nextRespawnTime * 1000 );
}
}
}
}
float team_gdf::GetMineLimit() {
return 3.f;
}
void team_gdf::OnSoldierUpgrade( entity p, float oldLevel, float newLevel, boolean isSpawn ) {
ON_UPGRADE( 2 ) {
UpgradeClip( p, g_ammoRocketLauncher, 2 );
UpgradeClip( p, g_ammoGPMG, 100 );
if ( isSpawn ) {
p.setAmmo( g_ammoRocketLauncher, p.getAmmo( g_ammoRocketLauncher ) + 2 );
p.setAmmo( g_ammoGPMG, p.getAmmo( g_ammoGPMG ) + 100 );
}
}
}
void team_gdf::OnMedicUpgrade( entity p, float oldLevel, float newLevel, boolean isSpawn ) {
}
void team_gdf::OnBattleSenseUpgrade( entity p, float oldLevel, float newLevel, boolean isSpawn ) {
ON_UPGRADE( 1 ) {
p.setSprintScale( 1.1f );
}
ON_UPGRADE( 2 ) {
if ( isSpawn ) {
p.setArmor( 0.2f );
}
}
ON_UPGRADE( 4 ) {
p.vStartRegenThread();
}
}
void team_gdf::OnLightWeaponsUpgrade( entity p, float oldLevel, float newLevel, boolean isSpawn ) {
ON_UPGRADE( 1 ) {
UpgradeClip( p, g_ammoPistol, 10 );
UpgradeClip( p, g_ammoMachinePistol, 20 );
UpgradeClip( p, g_ammoAssaultRifle, 40 );
UpgradeClip( p, g_ammoShotgun, 10 );
UpgradeClip( p, g_ammoSniperRifle, 10 );
if ( isSpawn ) {
UpgradeAmmo( p, g_ammoMachinePistol, 20 );
UpgradeAmmo( p, g_ammoAssaultRifle, 40 );
UpgradeAmmo( p, g_ammoShotgun, 10 );
UpgradeAmmo( p, g_ammoSniperRifle, 10 );
UpgradeAmmo( p, g_ammoPistol, 10 );
}
}
ON_UPGRADE( 2 ) {
UpgradeClip( p, g_ammoGrenade, 1 );
if ( isSpawn ) {
UpgradeAmmo( p, g_ammoGrenade, 1 );
}
}
}
void team_gdf::OnCovertOpsUpgrade( entity p, float oldLevel, float newLevel, boolean isSpawn ) {
ON_UPGRADE( 4 ) {
float index;
float limit = sys.getMaxClients();
for ( index = 0; index < limit; index++ ) {
entity other = sys.getClient( index );
if ( other == $null_entity ) {
continue;
}
other.vOnLocalTeamChanged();
}
}
}
void team_gdf::GiveSpawnItems( entity p ) {
OnSoldierUpgrade( p, 0, p.getProficiency( g_proficiencySoldier ), true );
OnMedicUpgrade( p, 0, p.getProficiency( g_proficiencyMedic ), true );
OnCovertOpsUpgrade( p, 0, p.getProficiency( g_proficiencyCovertOps ), true );
OnBattleSenseUpgrade( p, 0, p.getProficiency( g_proficiencyBattleSense ), true );
OnLightWeaponsUpgrade( p, 0, p.getProficiency( g_proficiencyLightWeapons ), true );
}
void team_gdf::OnProficiencyUpgrade( entity p, float type, float oldLevel, float newLevel ) {
if ( type == g_proficiencySoldier ) {
OnSoldierUpgrade( p, oldLevel, newLevel, false );
} else if ( type == g_proficiencyMedic ) {
OnMedicUpgrade( p, oldLevel, newLevel, false );
} else if ( type == g_proficiencyCovertOps ) {
OnCovertOpsUpgrade( p, oldLevel, newLevel, false );
} else if ( type == g_proficiencyBattleSense ) {
OnBattleSenseUpgrade( p, oldLevel, newLevel, false );
} else if ( type == g_proficiencyLightWeapons ) {
OnLightWeaponsUpgrade( p, oldLevel, newLevel, false );
}
}
boolean team_gdf::HasConstructionBonus( entity p ) {
return p.getProficiency( g_proficiencyEngineer ) >= 3;
}
boolean team_gdf::HasRepairBonus( entity p ) {
return p.getProficiency( g_proficiencyEngineer ) >= 2;
}
boolean team_gdf::HasDisarmBonus( entity p ) {
return p.getProficiency( g_proficiencyEngineer ) >= 3;
}
boolean team_gdf::HasChargeArmBonus( entity p ) {
return p.getProficiency( g_proficiencySoldier ) >= 3;
}
boolean team_gdf::HasSelfArmingMines( entity p ) {
return p.getProficiency( g_proficiencyEngineer ) >= 4;
}
boolean team_gdf::HasFastFireSupportLock( entity p ) {
return p.getProficiency( g_proficiencyFieldOps ) >= 3;
}
boolean team_gdf::HasFastFireSupportRecharge( entity p ) {
return p.getProficiency( g_proficiencyFieldOps ) >= 4;
}
boolean team_gdf::HasFastHackBonus( entity p ) {
return p.getProficiency( g_proficiencyCovertOps ) >= 3;
}
boolean team_gdf::HasVehicleArmorBonus( entity p ) {
return p.getProficiency( g_proficiencyVehicle ) >= 4;
}
boolean team_gdf::HasEnhancedRadar( entity p ) {
return p.getProficiency( g_proficiencyCovertOps ) >= 2;
}
boolean team_gdf::HasPersonalJammer( entity p ) {
if ( p.getPlayerClass() != g_playerClassCovertOps ) {
return false;
}
return p.getProficiency( g_proficiencyCovertOps ) >= 4;
}
boolean team_gdf::HasFastTargetLock( entity p ) {
return p.getProficiency( g_proficiencySoldier ) >= 1;
}
boolean team_gdf::CanRequestVehicle( entity p ) {
return p.getProficiency( g_proficiencyVehicle ) >= 1;
}
boolean team_gdf::HasEfficientDecoys( entity p ) {
return p.getProficiency( g_proficiencyVehicle ) >= 2;
}
boolean team_gdf::HasSpreadBonus( entity p ) {
return p.getProficiency( g_proficiencyLightWeapons ) >= 3;
}
boolean team_gdf::CanStab( entity p ) {
return ( p.getPlayerClass() == g_playerClassCovertOps ) || p.isDisguised();
}
float team_gdf::GetMaxSupplies( entity p ) {
if ( p.getProficiency( g_proficiencyMedic ) >= 2 ) {
return 2.f;
}
return 1.f;
}
float team_gdf::GetWeaponSpeedBonus( entity p ) {
if ( p.getPlayerClass() == g_playerClassSoldier ) {
if ( p.getProficiency( g_proficiencySoldier ) >= 4 ) {
return 0.5f;
}
}
return 0.f;
}
float team_gdf::GetHealthBoost( entity p ) {
float bonus = 0.f;
float playerClass = p.getPlayerClass();
if ( playerClass == g_playerClassSoldier ) {
bonus = bonus + 20.f;
}
float maxClients = sys.getMaxClients();
float index;
float boost = 0;
for ( index = 0; index < maxClients; index++ ) {
entity other = sys.getClient( index );
if ( other == $null_entity ) {
continue;
}
if ( other.getGameTeam() != self ) {
continue;
}
if ( other.hasAbility( "healthBoost" ) ) {
boost = boost + HEALTH_BOOST;
if ( boost >= MAX_HEALTH_BOOST ) {
boost = MAX_HEALTH_BOOST;
break;
}
}
}
bonus = bonus + boost;
return bonus;
}
void team_gdf::SetRespawnWait( float time ) {
respawnWait = time;
}
void team_gdf::CreatePersonnelAuras( entity p ) {
if ( !sys.isClient() ) {
if ( p.getProficiency( g_proficiencyBattleSense ) >= 4 ) {
p.vStartRegenThread();
}
}
}
void team_gdf::RegenPulse( entity p ) {
float current = p.getHealth();
float limit = p.getMaxHealth();
if ( current >= limit ) {
return;
}
current = current + 1;
if ( current > limit ) {
current = limit;
}
p.setHealth( current );
}
float team_gdf::GetFireSupportDelayScale() {
float count = CountPlayersOfClass( g_playerClassFieldOps ) - 1;
float scale = 1.f;
if ( count > 0 ) {
scale = scale + ( count * 0.5f );
}
return scale;
}