diff options
author | William Miller <william-millennium@hotmail.com> | 2023-10-09 21:35:11 -0300 |
---|---|---|
committer | GitHub <noreply@github.com> | 2023-10-10 02:35:11 +0200 |
commit | 9eede6047a18d9936b2d98c1499cc90bd8d091d7 (patch) | |
tree | 76a6307f49607c4492b4853cf312a00a8e88c7af | |
parent | 612e6a116990afe15212af917aa8443030d5c3d4 (diff) | |
download | NorthstarMods-1.19.6-rc1.tar.gz NorthstarMods-1.19.6-rc1.zip |
Implement `_grunt_chatter_mp.gnut` (#687)v1.19.6-rc1
Code is adapted from `_grunt_chatter.gnut` which is used in the campaign.
File implementation is a vanilla behavior restoration of Grunts being able to chatter about when other grunts nearby are killed, or when an enemy Titan is killed.
-rw-r--r-- | Northstar.CustomServers/mod/scripts/vscripts/conversation/_grunt_chatter_mp.gnut | 195 |
1 files changed, 194 insertions, 1 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/conversation/_grunt_chatter_mp.gnut b/Northstar.CustomServers/mod/scripts/vscripts/conversation/_grunt_chatter_mp.gnut index 1a70c289..4eb423fd 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/conversation/_grunt_chatter_mp.gnut +++ b/Northstar.CustomServers/mod/scripts/vscripts/conversation/_grunt_chatter_mp.gnut @@ -1,11 +1,33 @@ global function GruntChatter_MP_Init global function PlayGruntChatterMPLine +const float CHATTER_FRIENDLY_GRUNT_DOWN_DIST_MAX = 1100.0 +const float CHATTER_SQUAD_DEPLETED_FRIENDLY_NEARBY_DIST = 650.0 // if any other friendly grunt is within this dist, squad deplete chatter won't play +const float CHATTER_ENEMY_TITAN_DOWN_DIST_MAX = 1500.0 +const float CHATTER_NEARBY_GRUNT_TRACEFRAC_MIN = 0.95 // for when we need "LOS" trace + void function GruntChatter_MP_Init() { - //ShGruntChatter_MP_Init() + Assert( IsMultiplayer(), "MP Grunt chatter is restricted to Multiplayer only." ) + + AddCallback_OnPlayerKilled( GruntChatter_OnPlayerOrNPCKilled ) + AddCallback_OnNPCKilled( GruntChatter_OnPlayerOrNPCKilled ) } + + + +/*===================================================================================================================================================== + _____ _ _____ _ _ _ __ __ _ _ _ _ + / ____| | | / ____|| | | | | | | \/ | | || | (_) | | + | | __ _ __ _ _ _ __ | |_ | | | |__ __ _ | |_ | |_ ___ _ __ | \ / | _ _ | || |_ _ _ __ | | __ _ _ _ ___ _ __ + | | |_ || '__|| | | || '_ \ | __| | | | '_ \ / _` || __|| __|/ _ \| '__| | |\/| || | | || || __|| || '_ \ | | / _` || | | | / _ \| '__| + | |__| || | | |_| || | | || |_ | |____ | | | || (_| || |_ | |_| __/| | | | | || |_| || || |_ | || |_) || || (_| || |_| || __/| | + \_____||_| \__,_||_| |_| \__| \_____||_| |_| \__,_| \__| \__|\___||_| |_| |_| \__,_||_| \__||_|| .__/ |_| \__,_| \__, | \___||_| + | | __/ | + |_| |___/ +/*===================================================================================================================================================*/ + void function PlayGruntChatterMPLine( entity grunt, string conversationType ) { #if !GRUNT_CHATTER_MP_ENABLED @@ -15,4 +37,175 @@ void function PlayGruntChatterMPLine( entity grunt, string conversationType ) foreach ( entity player in GetPlayerArray() ) if ( ShouldPlayGruntChatterMPLine( conversationType, player, grunt ) ) Remote_CallFunction_Replay( player, "ServerCallback_PlayGruntChatterMP", GetConversationIndex( conversationType ), grunt.GetEncodedEHandle() ) +} + +void function GruntChatter_OnPlayerOrNPCKilled( entity deadGuy, entity attacker, var damageInfo ) +{ + if ( !IsValid( deadGuy ) || !IsValid( attacker ) ) + return + + if( IsGrunt( attacker ) && IsPilot( deadGuy ) ) + PlayGruntChatterMPLine( attacker, "bc_killenemypilot" ) + else + GruntChatter_TryEnemyTitanDown( deadGuy ) + + if ( IsGrunt( deadGuy ) ) + { + GruntChatter_TryFriendlyDown( deadGuy ) + GruntChatter_TrySquadDepleted( deadGuy ) + } +} + +void function GruntChatter_TryFriendlyDown( entity deadGuy ) +{ + entity closestGrunt = GruntChatter_FindClosestFriendlyHumanGrunt_LOS( deadGuy.GetOrigin(), deadGuy.GetTeam(), CHATTER_FRIENDLY_GRUNT_DOWN_DIST_MAX ) + if ( !closestGrunt ) + return + + if ( !GruntChatter_CanGruntChatterNow( closestGrunt ) ) + return + + PlayGruntChatterMPLine( closestGrunt, "bc_allygruntdown" ) +} + +void function GruntChatter_TrySquadDepleted( entity deadGuy ) +{ + string deadGuySquadName = expect string( deadGuy.kv.squadname ) + if ( deadGuySquadName == "" ) + return + + array<entity> squad = GetNPCArrayBySquad( deadGuySquadName ) + entity lastSquadMember + if ( squad.len() == 1 ) + lastSquadMember = squad[0] + + if ( !GruntChatter_CanGruntChatterNow( lastSquadMember ) ) + return + + if ( lastSquadMember.GetNPCState() == "idle" ) + return + + // if another grunt from another squad is nearby, don't chatter about being alone + array<entity> nearbyGrunts = GetNearbyFriendlyGrunts( lastSquadMember.GetOrigin(), lastSquadMember.GetTeam(), CHATTER_SQUAD_DEPLETED_FRIENDLY_NEARBY_DIST ) + nearbyGrunts.fastremovebyvalue( lastSquadMember ) + if ( nearbyGrunts.len() ) + return + + PlayGruntChatterMPLine( lastSquadMember, "bc_squaddeplete" ) +} + +void function GruntChatter_TryEnemyTitanDown( entity deadGuy ) +{ + if ( deadGuy.IsTitan() ) + { + entity closestGrunt = GruntChatter_FindClosestEnemyHumanGrunt_LOS( deadGuy.GetOrigin(), deadGuy.GetTeam(), CHATTER_ENEMY_TITAN_DOWN_DIST_MAX ) + if ( !closestGrunt ) + return + + PlayGruntChatterMPLine( closestGrunt, "bc_enemytitandown" ) + } +} + +entity function GruntChatter_FindClosestEnemyHumanGrunt_LOS( vector searchOrigin, int enemyTeam, float searchDist ) +{ + array<entity> humanGrunts = GetNearbyEnemyHumanGrunts( searchOrigin, enemyTeam, searchDist ) + return GruntChatter_GetClosestGrunt_LOS( humanGrunts, searchOrigin ) +} + +entity function GruntChatter_FindClosestFriendlyHumanGrunt_LOS( vector searchOrigin, int friendlyTeam, float searchDist ) +{ + array<entity> humanGrunts = GetNearbyFriendlyHumanGrunts( searchOrigin, friendlyTeam, searchDist ) + return GruntChatter_GetClosestGrunt_LOS( humanGrunts, searchOrigin ) +} + +entity function GruntChatter_GetClosestGrunt_LOS( array<entity> nearbyGrunts, vector searchOrigin ) +{ + entity closestGrunt = null + float closestDist = 10000 + + foreach ( grunt in nearbyGrunts ) + { + vector gruntOrigin = grunt.GetOrigin() + + // CanSee doesn't return true if the target is dead + if ( !GruntChatter_CanGruntTraceToLocation( grunt, searchOrigin ) ) + continue + + if ( !closestGrunt ) + { + closestGrunt = grunt + continue + } + + float distFromSearchOrigin = Distance( grunt.GetOrigin(), searchOrigin ) + + if ( closestDist > distFromSearchOrigin ) + continue + + closestGrunt = grunt + closestDist = distFromSearchOrigin + } + + return closestGrunt +} + +bool function GruntChatter_CanGruntTraceToLocation( entity grunt, vector traceEnd ) +{ + float traceFrac = TraceLineSimple( grunt.GetOrigin(), traceEnd, grunt ) + return traceFrac > CHATTER_NEARBY_GRUNT_TRACEFRAC_MIN +} + +array<entity> function GetNearbyFriendlyHumanGrunts( vector searchOrigin, int friendlyTeam, float ornull searchRange = null ) +{ + array<entity> nearbyGrunts = GetNearbyFriendlyGrunts( searchOrigin, friendlyTeam, searchRange ) + array<entity> humanGrunts = [] + foreach ( grunt in nearbyGrunts ) + { + if ( grunt.IsMechanical() ) + continue + + humanGrunts.append( grunt ) + } + + return humanGrunts +} + +array<entity> function GetNearbyEnemyHumanGrunts( vector searchOrigin, int enemyTeam, float ornull searchRange = null ) +{ + array<entity> nearbyGrunts = GetNearbyEnemyGrunts( searchOrigin, enemyTeam, searchRange ) + array<entity> humanGrunts = [] + foreach ( grunt in nearbyGrunts ) + { + if ( grunt.IsMechanical() ) + continue + + humanGrunts.append( grunt ) + } + + return humanGrunts +} + +bool function GruntChatter_CanGruntChatterNow( entity grunt ) +{ + if ( !IsAlive( grunt ) ) + return false + + if ( !GruntChatter_IsGruntTypeEligibleForChatter( grunt ) ) + return false + + if ( grunt.ContextAction_IsMeleeExecution() ) + return false + + string squadname = expect string( grunt.kv.squadname ) + // we only care about this because the grunt conversation system wants it + return squadname != "" +} + +bool function GruntChatter_IsGruntTypeEligibleForChatter( entity grunt ) +{ + if ( !IsGrunt( grunt ) ) + return false + + // mechanical grunts don't chatter + return !grunt.IsMechanical() }
\ No newline at end of file |