diff options
author | RoyalBlue <11448698+RoyalBlue1@users.noreply.github.com> | 2023-10-15 02:09:29 +0200 |
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committer | RoyalBlue <11448698+RoyalBlue1@users.noreply.github.com> | 2023-10-15 02:09:29 +0200 |
commit | ad70253601a77844347d8aa1989ae5ab4fb4217c (patch) | |
tree | 336778ee63ed5bd82a0245dda2eedd8c99e47e83 /Northstar.CustomServers/mod/scripts | |
parent | 9c13170e72f04050055695c25bc3b0a807d400e3 (diff) | |
parent | a7d40aac072c6725548c2ba6d6a9ab649191594f (diff) | |
download | NorthstarMods-ad70253601a77844347d8aa1989ae5ab4fb4217c.tar.gz NorthstarMods-ad70253601a77844347d8aa1989ae5ab4fb4217c.zip |
Merge remote-tracking branch 'upsteam/main' into gamemode_fd
Diffstat (limited to 'Northstar.CustomServers/mod/scripts')
27 files changed, 2543 insertions, 76 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/_harvester.gnut b/Northstar.CustomServers/mod/scripts/vscripts/_harvester.gnut index da4e50f5..191c3b24 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/_harvester.gnut +++ b/Northstar.CustomServers/mod/scripts/vscripts/_harvester.gnut @@ -27,7 +27,9 @@ HarvesterStruct function SpawnHarvester( vector origin, vector angles, int healt harvester.SetShieldHealthMax( shieldHealth ) harvester.SetShieldHealth( shieldHealth ) harvester.EnableAttackableByAI( 30, 0, AI_AP_FLAG_NONE ) - SetObjectCanBeMeleed( harvester, false ) + SetCustomSmartAmmoTarget( harvester, true ) + SetObjectCanBeMeleed( harvester, true ) + SetVisibleEntitiesInConeQueriableEnabled( harvester, true ) SetTeam(harvester,team) // create dangerous area to all AI because we dont want any AI clipping into the harvester ever // radius of 90 cos thats like 7.5 metres? AI shouldnt rally need to get closer than that (except nuke titans and stalkers) diff --git a/Northstar.CustomServers/mod/scripts/vscripts/_items.nut b/Northstar.CustomServers/mod/scripts/vscripts/_items.nut index 539b72bc..a5c3e270 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/_items.nut +++ b/Northstar.CustomServers/mod/scripts/vscripts/_items.nut @@ -5698,7 +5698,13 @@ bool function IsUnlockValid( string ref, string parentRef = "" ) bool function IsSubItemLocked( entity player, string ref, string parentRef ) { - if ( DevEverythingUnlocked() ) + if ( DevEverythingUnlocked( player ) ) + return false + + if ( IsItemPurchasableEntitlement( ref, parentRef ) ) + return false + + if ( GetItemType( ref ) == eItemTypes.PRIME_TITAN || GetSubitemType( parentRef, ref ) == eItemTypes.PRIME_TITAN ) return false if ( IsItemInEntitlementUnlock( ref, parentRef ) ) @@ -5817,7 +5823,13 @@ bool function IsSubItemLocked( entity player, string ref, string parentRef ) bool function IsItemLocked( entity player, string ref ) { - if ( DevEverythingUnlocked() ) + if ( DevEverythingUnlocked( player ) ) + return false + + if ( IsItemPurchasableEntitlement( ref ) ) + return false + + if ( GetItemType( ref ) == eItemTypes.PRIME_TITAN ) return false if ( IsItemInEntitlementUnlock( ref ) ) @@ -5906,7 +5918,7 @@ bool function IsItemLockedForEntitlement( entity player, string ref, string pare bool function IsSubItemOwned( entity player, string ref, string parentRef ) { - if ( DevEverythingUnlocked() ) + if ( DevEverythingUnlocked( player ) ) return false Assert( IsValid( player ) ) @@ -5990,7 +6002,7 @@ bool function IsSubItemOwned( entity player, string ref, string parentRef ) bool function IsItemOwned( entity player, string ref ) { - if ( DevEverythingUnlocked() ) + if ( DevEverythingUnlocked( player ) ) return false Assert( IsValid( player ) ) diff --git a/Northstar.CustomServers/mod/scripts/vscripts/_menu_callbacks.gnut b/Northstar.CustomServers/mod/scripts/vscripts/_menu_callbacks.gnut index 1092bf2d..6499faa2 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/_menu_callbacks.gnut +++ b/Northstar.CustomServers/mod/scripts/vscripts/_menu_callbacks.gnut @@ -65,6 +65,8 @@ bool function ClientCommandCallback_GenUp( entity player, array<string> args ) player.GenChanged() player.XPChanged() } + + RegenPersistentLoadouts(player) return true }
\ No newline at end of file diff --git a/Northstar.CustomServers/mod/scripts/vscripts/_utility_shared.nut b/Northstar.CustomServers/mod/scripts/vscripts/_utility_shared.nut index c5887f2b..47dd9294 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/_utility_shared.nut +++ b/Northstar.CustomServers/mod/scripts/vscripts/_utility_shared.nut @@ -1601,6 +1601,9 @@ float function GetPulseFrac( rate = 1, startTime = 0 ) bool function IsPetTitan( titan ) { Assert( titan.IsTitan() ) + + if ( !titan.GetTitanSoul() ) + return false return titan.GetTitanSoul().GetBossPlayer() != null } diff --git a/Northstar.CustomServers/mod/scripts/vscripts/_xp.gnut b/Northstar.CustomServers/mod/scripts/vscripts/_xp.gnut index 6f044b7a..2b95d1a8 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/_xp.gnut +++ b/Northstar.CustomServers/mod/scripts/vscripts/_xp.gnut @@ -1,6 +1,7 @@ global function SvXP_Init global function PlayerProgressionAllowed global function HandleXPGainForScoreEvent +global function AddXP void function SvXP_Init() { @@ -29,46 +30,38 @@ bool function PlayerProgressionAllowed( entity player ) void function HandleXPGainForScoreEvent( entity player, ScoreEvent event ) { // note: obviously all xp stuff can be cheated in if people want to on customs, this is mainly just here for fun for those who want it and feature completeness - // most score events don't have this, so we'll set this to the xp value of other categories later if needed + int xpValue = ScoreEvent_GetXPValue( event ) int weaponXp = ScoreEvent_GetXPValueWeapon( event ) int titanXp = ScoreEvent_GetXPValueTitan( event ) - - if ( xpValue < weaponXp ) - xpValue = weaponXp - else if ( xpValue < titanXp ) - xpValue = titanXp + int factionXp = ScoreEvent_GetXPValueFaction( event ) entity weapon = player.GetActiveWeapon() - if ( IsValid( weapon ) && ShouldTrackXPForWeapon( weapon.GetWeaponClassName() ) ) - AddWeaponXP( player, xpValue ) + if ( IsValid( weapon ) && ShouldTrackXPForWeapon( weapon.GetWeaponClassName() ) && weaponXp != 0 ) + AddWeaponXP( player, weaponXp ) // if we specifically gain titan xp, then give titan xp no matter what, otherwise only give it when we're in a titan - if ( titanXp != 0 || player.IsTitan() ) - AddTitanXP( player, xpValue ) - - // most events don't have faction xp but almost everything should give it - int factionXp = ScoreEvent_GetXPValueFaction( event ) - if ( xpValue > factionXp ) - factionXp = xpValue - else if ( xpValue < factionXp ) - xpValue = factionXp + if ( titanXp != 0 ) + AddTitanXP( player, titanXp ) if ( factionXp != 0 ) AddFactionXP( player, factionXp ) - if ( xpValue == 0 ) - return - // global xp + if ( xpValue != 0 ) + AddXP( player, xpValue ) +} + +void function AddXP( entity player, int amount ) +{ int oldXp = player.GetPersistentVarAsInt( "xp" ) - if(oldXp<0) oldXp = 0 + if( oldXp < 0 ) oldXp = 0 int oldLevel = GetLevelForXP( oldXp ) - player.SetPersistentVar( "xp", min( oldXp + xpValue, PlayerGetMaxXPPerGen() ) ) + player.SetPersistentVar( "xp", min( oldXp + amount, PlayerGetMaxXPPerGen() ) ) player.XPChanged() // network xp change to client, gen can't change here int newXp = player.GetPersistentVarAsInt( "xp" ) int newLevel = GetLevelForXP( newXp ) if ( newLevel != oldLevel ) Remote_CallFunction_NonReplay( player, "ServerCallback_PlayerLeveledUp", player.GetPersistentVarAsInt( "gen" ), newLevel ) -}
\ No newline at end of file +} diff --git a/Northstar.CustomServers/mod/scripts/vscripts/ai/_ai_soldiers.gnut b/Northstar.CustomServers/mod/scripts/vscripts/ai/_ai_soldiers.gnut index 9717c76d..89fb7a82 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/ai/_ai_soldiers.gnut +++ b/Northstar.CustomServers/mod/scripts/vscripts/ai/_ai_soldiers.gnut @@ -60,6 +60,19 @@ function AiSoldiers_Init() level.COOP_AT_WEAPON_RATES[ "mp_weapon_smr" ] <- 0.4 level.COOP_AT_WEAPON_RATES[ "mp_weapon_mgl" ] <- 0.1 + // add stub death callback, because in _codecallbacks_common.gnut there is + // CodeCallback_OnEntityKilled which is only called when an entity is being tracked. An + // entity is set to be tracked if it has a death callback for it's class, unfortunately this + // is then relayed to clients and used for client side death callbacks. The end result of + // not having this function called is that clients become completely unaware of any grunt + // deaths. A noticeable difference here is that grunts do not play the kill confirmed audio + // except on War Games, which does register a callback for grunt deaths to make them dissolve. + // + // Whilst this may seem like a bit of a hacky solution, it is generally better than simply + // tracking all entities. If a different callback is created in the future for grunt deaths + // that is not specific to a gamemode, map, etc. then this could be removed + AddDeathCallback( "npc_soldier", void function( entity guy, var damageInfo ){} ) + PrecacheSprite( $"sprites/glow_05.vmt" ) FlagInit( "disable_npcs" ) FlagInit( "Disable_IMC" ) diff --git a/Northstar.CustomServers/mod/scripts/vscripts/burnmeter/_burnmeter.gnut b/Northstar.CustomServers/mod/scripts/vscripts/burnmeter/_burnmeter.gnut index f193643c..eb4e111c 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/burnmeter/_burnmeter.gnut +++ b/Northstar.CustomServers/mod/scripts/vscripts/burnmeter/_burnmeter.gnut @@ -266,6 +266,8 @@ void function UseBurnCardWeapon( entity weapon, entity player ) PlayerEarnMeter_SetRewardUsed( player )
thread PlayerInventory_PopInventoryItem( player )
+
+ UpdatePlayerStat( player, "misc_stats", "boostsActivated" )
}
void function UseBurnCardWeaponInCriticalSection( entity weapon, entity ownerPlayer )
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 diff --git a/Northstar.CustomServers/mod/scripts/vscripts/evac/_evac.gnut b/Northstar.CustomServers/mod/scripts/vscripts/evac/_evac.gnut index f23c841d..af074689 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/evac/_evac.gnut +++ b/Northstar.CustomServers/mod/scripts/vscripts/evac/_evac.gnut @@ -422,6 +422,40 @@ void function Evac( int evacTeam, float initialWait, float arrivalTime, float wa foreach ( entity otherPlayer in GetPlayerArray() ) Remote_CallFunction_NonReplay( otherPlayer, "ServerCallback_EvacObit", player.GetEncodedEHandle() ) } + + // award player score to evacing team + int evacCount = 0 + array<entity> evacingPlayers = GetPlayerArrayOfTeam( dropship.GetTeam() ) // all players that are supposed to evac in the dropship + + // count how many players are in the dropship + foreach ( entity player in evacingPlayers ) + { + if ( !PlayerInDropship( player, dropship ) ) + continue + + evacCount++ + } + + bool allEvac = evacCount == evacingPlayers.len() + + foreach(entity player in evacingPlayers) + { + if ( !PlayerInDropship( player, dropship ) ) + continue + + AddPlayerScore( player, "HotZoneExtract" ) + UpdatePlayerStat( player, "misc_stats", "evacsSurvived" ) + + if ( allEvac ) + AddPlayerScore( player, "TeamBonusFullEvac" ) + } + + // sole survivor (but not the only one on the team) + if ( evacCount == 1 && !allEvac ) + { + // we can assume there is one player in the array because otherwise evacCount wouldn't be 1 + AddPlayerScore( evacingPlayers[0], "SoleSurvivor" ) + } } void function AddPlayerToEvacDropship( entity dropship, entity player ) @@ -442,6 +476,8 @@ void function AddPlayerToEvacDropship( entity dropship, entity player ) if ( !PlayerInDropship( player, dropship ) ) return + UpdatePlayerStat( player, "misc_stats", "evacsAttempted" ) + // need to cancel if the dropship dies dropship.EndSignal( "OnDeath", "OnDestroy" ) @@ -507,6 +543,15 @@ void function CheckIfAnyPlayerLeft( int evacTeam ) SetTeamActiveObjective( evacTeam, "EG_DropshipExtractEvacPlayersKilled" ) SetTeamActiveObjective( GetOtherTeam( evacTeam ), "EG_StopExtractEvacPlayersKilled" ) thread EvacEpilogueCompleted( null ) + + // score for killing the entire evacing team + foreach ( entity player in GetPlayerArray() ) + { + if ( player.GetTeam() == evacTeam ) + continue + + AddPlayerScore( player, "TeamBonusKilledAll") + } } ) while( true ) diff --git a/Northstar.CustomServers/mod/scripts/vscripts/faction_xp.gnut b/Northstar.CustomServers/mod/scripts/vscripts/faction_xp.gnut index 5fd7d101..6555c875 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/faction_xp.gnut +++ b/Northstar.CustomServers/mod/scripts/vscripts/faction_xp.gnut @@ -3,8 +3,11 @@ global function AddFactionXP void function AddFactionXP( entity player, int amount ) { string faction = GetFactionChoice( player ) + int oldLevel = FactionGetLevel( player, faction ) // increment xp player.SetPersistentVar( "factionXP[" + faction + "]", min( FactionGetXP( player, faction ) + amount, FactionGetMaxXP( faction ) ) ) // note: no notif for faction level up + if ( FactionGetLevel( player, faction ) != oldLevel ) + AddPlayerScore( player, "FactionLevelUp" ) }
\ No newline at end of file diff --git a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_at.nut b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_at.nut index c61cb585..93a3aa16 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_at.nut +++ b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_at.nut @@ -107,7 +107,6 @@ void function GamemodeAt_Init() // Set-up score callbacks ScoreEvent_SetupEarnMeterValuesForMixedModes() - AddDamageFinalCallback( "npc_titan", OnNPCTitanFinalDamaged ) AddCallback_OnPlayerKilled( AT_PlayerOrNPCKilledScoreEvent ) AddCallback_OnNPCKilled( AT_PlayerOrNPCKilledScoreEvent ) @@ -1658,9 +1657,10 @@ void function AT_HandleBossTitanSpawn( entity titan, AT_WaveOrigin campData, int titan.Minimap_AlwaysShow( TEAM_MILITIA, null ) thread BountyBossHighlightThink( titan ) - // set up titan-specific death callbacks, mark it as bounty boss for finalDamageCallbacks to work + // set up titan-specific death callbacks, mark it as bounty boss file.titanIsBountyBoss[ titan ] <- true file.bountyTitanRewards[ titan ] <- ATTRITION_SCORE_BOSS_DAMAGE + AddEntityCallback_OnPostDamaged( titan, OnBountyTitanPostDamage ) AddEntityCallback_OnKilled( titan, OnBountyTitanKilled ) titan.GetTitanSoul().soul.skipDoomState = true @@ -1684,13 +1684,7 @@ void function BountyBossHighlightThink( entity titan ) } } -void function OnNPCTitanFinalDamaged( entity titan, var damageInfo ) -{ - if ( titan in file.titanIsBountyBoss ) - OnBountyTitanDamaged( titan, damageInfo ) -} - -void function OnBountyTitanDamaged( entity titan, var damageInfo ) +void function OnBountyTitanPostDamage( entity titan, var damageInfo ) { entity attacker = DamageInfo_GetAttacker( damageInfo ) if ( !IsValid( attacker ) ) // delayed by projectile shots @@ -1703,14 +1697,6 @@ void function OnBountyTitanDamaged( entity titan, var damageInfo ) return } - // respawn FUCKED UP pilot weapon against titan's damage calculation, have to copy-paste this check from Titan_NPCTookDamage() - if ( HeavyArmorCriticalHitRequired( damageInfo ) && - CritWeaponInDamageInfo( damageInfo ) && - !IsCriticalHit( attacker, titan, DamageInfo_GetHitBox( damageInfo ), DamageInfo_GetDamage( damageInfo ), DamageInfo_GetDamageType( damageInfo ) ) && - IsValid( attacker ) && - !attacker.IsTitan() ) - return - int rewardSegment = ATTRITION_SCORE_BOSS_DAMAGE int healthSegment = titan.GetMaxHealth() / rewardSegment diff --git a/Northstar.CustomServers/mod/scripts/vscripts/item_inventory/sv_item_inventory.gnut b/Northstar.CustomServers/mod/scripts/vscripts/item_inventory/sv_item_inventory.gnut index 6f228f7c..60bad8d1 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/item_inventory/sv_item_inventory.gnut +++ b/Northstar.CustomServers/mod/scripts/vscripts/item_inventory/sv_item_inventory.gnut @@ -20,6 +20,7 @@ void function Sv_ItemInventory_Init() { AddCallback_OnClientConnected( Sv_ItemInventory_OnClientConnected ) AddCallback_OnPlayerGetsNewPilotLoadout( Sv_ItemInventory_OnPlayerGetsNewPilotLoadout ) + AddCallback_GameStateEnter( eGameState.Prematch, PrematchClearInventory ) } void function Sv_ItemInventory_OnClientConnected( entity player ) @@ -27,6 +28,14 @@ void function Sv_ItemInventory_OnClientConnected( entity player ) file.playerInventoryStacks[ player ] <- [] } +void function PrematchClearInventory() // vanilla behavior +{ + foreach( entity player in GetPlayerArray() ) + { + PlayerInventory_TakeAllInventoryItems( player ) + } +} + void function Sv_ItemInventory_OnPlayerGetsNewPilotLoadout( entity player, PilotLoadoutDef newPilotLoadout ) { array<InventoryItem> playerInventoryStack = file.playerInventoryStacks[ player ] diff --git a/Northstar.CustomServers/mod/scripts/vscripts/lobby/_lobby.gnut b/Northstar.CustomServers/mod/scripts/vscripts/lobby/_lobby.gnut index ae933b71..8b65ec93 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/lobby/_lobby.gnut +++ b/Northstar.CustomServers/mod/scripts/vscripts/lobby/_lobby.gnut @@ -14,6 +14,7 @@ void function Lobby_Init() { // non-private lobby clientcommands AddClientCommandCallback( "StartPrivateMatchSearch", ClientCommandCallback_StartPrivateMatchSearch ) + AddClientCommandCallback( "SetAnnouncementVersionSeen", ClientCommandCallback_SetAnnouncementVersionSeen ) } } @@ -37,3 +38,14 @@ bool function ClientCommandCallback_StartPrivateMatchSearch( entity player, arra return true } + +bool function ClientCommandCallback_SetAnnouncementVersionSeen( entity player, array<string> args ) +{ + if ( args.len() < 1 ) + return false + + int version = int( args[0] ) + + player.SetPersistentVar( "announcementVersionSeen", version ) + return true +} diff --git a/Northstar.CustomServers/mod/scripts/vscripts/lobby/sh_private_lobby_modes_init.gnut b/Northstar.CustomServers/mod/scripts/vscripts/lobby/sh_private_lobby_modes_init.gnut index ccccefaf..d2be2ab4 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/lobby/sh_private_lobby_modes_init.gnut +++ b/Northstar.CustomServers/mod/scripts/vscripts/lobby/sh_private_lobby_modes_init.gnut @@ -17,6 +17,7 @@ void function PrivateMatchModesInit() AddPrivateMatchModeSettingEnum( "#MODE_SETTING_CATEGORY_PILOT", "boosts_enabled", [ "#SETTING_DEFAULT", "#SETTING_DISABLED" ], "1" ) AddPrivateMatchModeSettingEnum( "#MODE_SETTING_CATEGORY_PILOT", "earn_meter_pilot_overdrive", [ "#SETTING_DISABLED", "#SETTING_ENABLED", "Only" ], "1" ) AddPrivateMatchModeSettingArbitrary( "#MODE_SETTING_CATEGORY_PILOT", "earn_meter_pilot_multiplier", "1.0" ) + AddPrivateMatchModeSettingArbitrary( "#MODE_SETTING_CATEGORY_PILOT", "player_force_respawn", "5" ) AddPrivateMatchModeSettingArbitrary( "#MODE_SETTING_CATEGORY_TITAN", "earn_meter_titan_multiplier", "1.0" ) AddPrivateMatchModeSettingEnum( "#MODE_SETTING_CATEGORY_TITAN", "aegis_upgrades", [ "#SETTING_DISABLED", "#SETTING_ENABLED" ], "0" ) diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/_base_gametype_mp.gnut b/Northstar.CustomServers/mod/scripts/vscripts/mp/_base_gametype_mp.gnut index ec426754..bab7eaed 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/mp/_base_gametype_mp.gnut +++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/_base_gametype_mp.gnut @@ -134,6 +134,15 @@ void function CodeCallback_OnClientConnectionCompleted( entity player ) Lobby_OnClientConnectionCompleted( player ) return } + else if ( !IsFDMode( GAMETYPE ) ) + { + // reset this for non-fd modes + // for some reason the postgame scoreboard uses this to + // determine if it should show the FD aegis rank one + // FD should either set this in their own mode, or add an else + // to this if statement when it releases + player.SetPersistentVar( "lastFDTitanRef", "" ) + } player.hasConnected = true @@ -274,6 +283,9 @@ void function PostDeathThread_MP( entity player, var damageInfo ) // based on ga ClearRespawnAvailable( player ) + // reset this so that we default to pilot spawn + player.SetPersistentVar( "spawnAsTitan", false ) + OnThreadEnd( function() : ( player ) { if ( !IsValid( player ) ) @@ -379,6 +391,13 @@ void function PostDeathThread_MP( entity player, var damageInfo ) // based on ga SetRespawnAvailable( player ) wait respawnDelay + + int forceRespawn = GetCurrentPlaylistVarInt( "player_force_respawn", -1 ) + + // -1 is disabled, anything over is the time we wait in seconds + // before respawning the player + if( forceRespawn >= 0 ) + thread ForceRespawnMeSignalAfterDelay( player, forceRespawn ) player.WaitSignal( "RespawnMe" ) // set in base_gametype: ClientCommand_RespawnPlayer @@ -398,6 +417,21 @@ void function PostDeathThread_MP( entity player, var damageInfo ) // based on ga } } +// idk if this is a good delay or if it matches vanilla +void function ForceRespawnMeSignalAfterDelay( entity player, int delay = 5 ) +{ + player.EndSignal( "RespawnMe" ) + player.EndSignal( "OnDestroy" ) + + if( player.IsWatchingKillReplay() ) + player.WaitSignal( "KillCamOver" ) + + wait delay + + printt( format( "Forcing player respawn for player %s (took >%d seconds to respawn)", player.GetPlayerName(), delay ) ) + player.Signal( "RespawnMe" ) +} + void function PlayerWatchesKillReplayWrapper( entity player, entity attacker, float timeSinceAttackerSpawned, float timeOfDeath, float beforeTime, table replayTracker ) { player.EndSignal( "RespawnMe" ) diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/_changemap.nut b/Northstar.CustomServers/mod/scripts/vscripts/mp/_changemap.nut index 16a3ce92..0ababfc7 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/mp/_changemap.nut +++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/_changemap.nut @@ -58,7 +58,9 @@ void function CodeCallback_MatchIsOver() #if MP void function PopulatePostgameData() { - // something's busted here because this isn't showing automatically on match end, ag + // show the postgame scoreboard summary + SetUIVar( level, "showGameSummary", true ) + foreach ( entity player in GetPlayerArray() ) { int teams = GetCurrentPlaylistVarInt( "max_teams", 2 ) diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/_classic_mp_dropship_intro.gnut b/Northstar.CustomServers/mod/scripts/vscripts/mp/_classic_mp_dropship_intro.gnut index 0555df9b..23ae37a1 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/mp/_classic_mp_dropship_intro.gnut +++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/_classic_mp_dropship_intro.gnut @@ -188,7 +188,8 @@ void function SpawnPlayerIntoDropship( entity player ) } // respawn player and holster their weapons so they aren't out - player.RespawnPlayer( null ) + if ( !IsAlive( player ) ) + player.RespawnPlayer( null ) HolsterAndDisableWeapons(player) player.DisableWeaponViewModel() @@ -255,4 +256,4 @@ void function PlayerJumpsFromDropship( entity player ) WaitFrame() TryGameModeAnnouncement( player ) -}
\ No newline at end of file +} diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut b/Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut index 46b39ebc..3426cec5 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut +++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut @@ -800,6 +800,8 @@ void function SetWinner( int team, string winningReason = "", string losingReaso } else SetGameState( eGameState.WinnerDetermined ) + + ScoreEvent_MatchComplete( team ) } } diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/_score.nut b/Northstar.CustomServers/mod/scripts/vscripts/mp/_score.nut index dacd43b0..0b55e9ff 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/mp/_score.nut +++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/_score.nut @@ -7,6 +7,7 @@ global function ScoreEvent_PlayerKilled global function ScoreEvent_TitanDoomed global function ScoreEvent_TitanKilled global function ScoreEvent_NPCKilled +global function ScoreEvent_MatchComplete global function ScoreEvent_SetEarnMeterValues global function ScoreEvent_SetupEarnMeterValuesForMixedModes @@ -230,7 +231,15 @@ void function ScoreEvent_NPCKilled( entity victim, entity attacker, var damageIn catch ( ex ) {} } - +void function ScoreEvent_MatchComplete( int winningTeam ) +{ + foreach( entity player in GetPlayerArray() ) + { + AddPlayerScore( player, "MatchComplete" ) + if ( player.GetTeam() == winningTeam ) + AddPlayerScore( player, "MatchVictory" ) + } +} void function ScoreEvent_SetEarnMeterValues( string eventName, float earned, float owned, float coreScale = 1.0 ) { diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/_stats.nut b/Northstar.CustomServers/mod/scripts/vscripts/mp/_stats.nut index 0e8b58f4..208e6da1 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/mp/_stats.nut +++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/_stats.nut @@ -1,3 +1,5 @@ +untyped // because entity.s + global function Stats_Init global function AddStatCallback global function Stats_SaveStatDelayed @@ -12,67 +14,1084 @@ global function PreScoreEventUpdateStats global function PostScoreEventUpdateStats global function Stats_OnPlayerDidDamage +struct { + table< string, array<string> > refs + table< string, array< void functionref( entity, float, string ) > > callbacks + + table< entity, table< string, int > > cachedIntStatChanges + table< table< string, float > > cachedFloatStatChanges + + table< entity, float > playerKills + table< entity, float > playerKillsPvp + table< entity, float > playerDeaths + table< entity, float > playerDeathsPvp + + bool isFirstStrike = true +} file + void function Stats_Init() { + AddCallback_OnPlayerKilled( OnPlayerOrNPCKilled ) + AddCallback_OnNPCKilled( OnPlayerOrNPCKilled ) + AddCallback_OnPlayerRespawned( OnPlayerRespawned ) + AddCallback_OnClientConnected( OnClientConnected ) + AddCallback_OnClientDisconnected( OnClientDisconnected ) + AddCallback_GameStateEnter( eGameState.WinnerDetermined, OnWinnerDetermined ) + thread HandleDistanceAndTimeStats_Threaded() + thread SaveStatsPeriodically_Threaded() } -void function AddStatCallback(string statCategory, string statAlias, string statSubAlias, void functionref(entity, float, string) callback, string subRef) +void function AddStatCallback( string statCategory, string statAlias, string statSubAlias, void functionref( entity, float, string ) callback, string subRef ) { + if ( !IsValidStat( statCategory, statAlias, statSubAlias ) ) + throw format( "INVALID STAT: %s : %s : %s", statCategory, statAlias, statSubAlias ) + + + string statVar = GetStatVar( statCategory, statAlias, statSubAlias ) + if ( statVar in file.refs ) + { + file.refs[ statVar ].append( subRef ) + file.callbacks[ statVar ].append( callback ) + } + else + { + file.refs[ statVar ] <- [ subRef ] + file.callbacks[ statVar ] <- [ callback ] + } } -void function Stats_SaveStatDelayed(entity player, string statCategory, string statAlias, string statSubAlias) +// a lot of this file seems to be doing caching of stats in some way +void function Stats_SaveStatDelayed( entity player, string statCategory, string statAlias, string statSubAlias, float delay = 0.1 ) { + // idk how long the delay is meant to be but whatever + wait delay + + if ( !IsValid( player ) ) + return + + Stats_SaveStat( player, statCategory, statAlias, statSubAlias ) +} + +void function Stats_SaveAllStats( entity player ) +{ + if ( player in file.cachedIntStatChanges ) + { + foreach( string key, int val in file.cachedIntStatChanges[ player ] ) + { + player.SetPersistentVar( key, player.GetPersistentVarAsInt( key ) + val ) + } + + delete file.cachedIntStatChanges[ player ] + } + // save cached float stat change + if ( player in file.cachedFloatStatChanges ) + { + foreach( string key, float val in file.cachedFloatStatChanges[ player ] ) + { + player.SetPersistentVar( key, expect float( player.GetPersistentVar( key ) ) + val ) + } + delete file.cachedFloatStatChanges[ player ] + } } -int function PlayerStat_GetCurrentInt(entity player, string statCategory, string statAlias, string statSubAlias) +void function Stats_SaveStat( entity player, string statCategory, string statAlias, string statSubAlias ) { + string stat = GetStatVar( statCategory, statAlias, statSubAlias ) + // save cached int stat change + if ( player in file.cachedIntStatChanges && stat in file.cachedIntStatChanges[ player ] ) + { + player.SetPersistentVar( stat, player.GetPersistentVarAsInt( stat ) + file.cachedIntStatChanges[ player ][ stat ] ) + delete file.cachedIntStatChanges[ player ][ stat ] + return + } + // save cached float stat change + if ( player in file.cachedFloatStatChanges && stat in file.cachedFloatStatChanges[ player ] ) + { + player.SetPersistentVar( stat, expect float( player.GetPersistentVar( stat ) ) + file.cachedFloatStatChanges[ player ][ stat ] ) + delete file.cachedFloatStatChanges[ player ][ stat ] + return + } +} + +// this gets the cached change, not the actual value +int function PlayerStat_GetCurrentInt( entity player, string statCategory, string statAlias, string statSubAlias ) +{ + string str = GetStatVar( statCategory, statAlias, statSubAlias ) + + if ( player in file.cachedIntStatChanges && str in file.cachedIntStatChanges[ player ] ) + return file.cachedIntStatChanges[ player ][ str ] return 0 } -float function PlayerStat_GetCurrentFloat(entity player, string statCategory, string statAlias, string statSubAlias) +// this gets the cached change, not the actual value +float function PlayerStat_GetCurrentFloat( entity player, string statCategory, string statAlias, string statSubAlias ) { + string str = GetStatVar( statCategory, statAlias, statSubAlias ) + + if ( player in file.cachedFloatStatChanges && str in file.cachedFloatStatChanges[ player ] ) + return file.cachedFloatStatChanges[ player ][ str ] return 0 } -void function UpdatePlayerStat(entity player, string statCategory, string subStat, int count = 0) +void function UpdatePlayerStat( entity player, string statCategory, string subStat, int count = 1, string statAlias = "" ) { + if ( !IsValid( player ) ) + return + + Stats_IncrementStat( player, statCategory, subStat, statAlias, count.tofloat() ) +} + +void function IncrementPlayerDidPilotExecutionWhileCloaked( entity player ) +{ + UpdatePlayerStat( player, "kills_stats", "pilotExecutePilotWhileCloaked" ) +} + +void function UpdateTitanDamageStat( entity attacker, float savedDamage, var damageInfo ) +{ + if ( !IsValid( attacker ) ) + return + + Stats_IncrementStat( attacker, "titan_stats", "titanDamage", GetTitanCharacterName( attacker ), savedDamage ) +} + +void function UpdateTitanWeaponDamageStat( entity attacker, float savedDamage, var damageInfo ) +{ + if ( !IsValid( attacker ) ) + return + + string weaponName = GetPersistenceRefFromDamageInfo( damageInfo ) + if ( weaponName == "" ) + return + + Stats_IncrementStat( attacker, "weapon_stats", "titanDamage", weaponName, savedDamage ) +} + +void function UpdateTitanCoreEarnedStat( entity player, entity titan, int count = 1 ) +{ + if ( !IsValid( player ) ) + return + + if ( !IsValid( titan ) ) + return + + Stats_IncrementStat( player, "titan_stats", "coresEarned", GetTitanCharacterName( titan ), count.tofloat() ) +} + +void function PreScoreEventUpdateStats( entity attacker, entity ent ) +{ + // used to track kill streaks ending i think ( that stuff gets reset during score event update ) +} + +void function PostScoreEventUpdateStats( entity attacker, entity ent ) +{ + if ( !attacker.IsPlayer() ) + return + // used to track kill streaks starting maybe + if ( attacker.s.currentKillstreak == KILLINGSPREE_KILL_REQUIREMENT ) + { + // killingSpressAs_<chassis> + if ( attacker.IsTitan() ) + Stats_IncrementStat( attacker, "kills_stats", "killingSpressAs_" + GetTitanCharacterName( attacker ), "", 1.0 ) + + entity weapon = attacker.GetActiveWeapon() + // I guess if you dont have a valid active weapon when you get awarded a killing spree + // you dont get the stat. Too bad! + if ( !IsValid( weapon ) ) + return + Stats_IncrementStat( attacker, "weapon_kill_stats", "killingSprees", weapon.GetWeaponClassName(), 1.0 ) + } +} + +void function Stats_OnPlayerDidDamage( entity victim, var damageInfo ) +{ + // try and get the player + entity attacker = DamageInfo_GetAttacker( damageInfo ) + // get the player from their titan + if ( attacker.IsTitan() && IsPetTitan( attacker ) ) + attacker = attacker.GetTitanSoul().GetBossPlayer() + + if ( !attacker.IsPlayer() ) + return + + string weaponName = GetPersistenceRefFromDamageInfo( damageInfo ) + if ( weaponName == "" ) + return + + Stats_IncrementStat( attacker, "weapon_stats", "shotsHit", weaponName, 1.0 ) + + if ( DamageInfo_GetCustomDamageType( damageInfo ) & DF_CRITICAL ) + Stats_IncrementStat( attacker, "weapon_stats", "critHits", weaponName, 1.0 ) + if ( DamageInfo_GetCustomDamageType( damageInfo ) & DF_HEADSHOT ) + Stats_IncrementStat( attacker, "weapon_stats", "headshots", weaponName, 1.0 ) +} + +void function Stats_IncrementStat( entity player, string statCategory, string statAlias, string statSubAlias, float amount ) +{ + if ( !IsValidStat( statCategory, statAlias, statSubAlias ) ) + { + printt( "invalid stat: " + statCategory + " : " + statAlias + " : " + statSubAlias ) + return + } + + string str = GetStatVar( statCategory, statAlias, statSubAlias ) + int type = GetStatVarType( statCategory, statAlias, statSubAlias ) + + // stupid exception because respawn set this up as an int in script + // but it is actually a float, so the game will crash if we don't fix it somewhere + // i dont feel like committing all of sh_stats.gnut so im doing this instead + if ( str == "mapStats[%mapname%].hoursPlayed[%gamemode%]" ) + type = ePlayerStatType.FLOAT + + // this is rather hacky + string mode = GAMETYPE + int difficulty = GetDifficultyLevel() + if ( difficulty >= 5 ) + return + + string saveVar = Stats_GetFixedSaveVar( str, GetMapName(), mode, difficulty.tostring() ) + // check if the map and mode exist in persistence + try + { + PersistenceGetEnumIndexForItemName( "gamemodes", mode ) + PersistenceGetEnumIndexForItemName( "maps", GetMapName() ) + } + catch( ex ) + { + // if we have an invalid mode or map for persistence, and it is used in the + // persistence string, we can't save the persistence so we have to just return + if ( str != saveVar ) + { + printt( ex ) + return + } + } + str = saveVar + + switch ( type ) + { + case ePlayerStatType.INT: + // populate table if needed + if ( !( player in file.cachedIntStatChanges ) ) + file.cachedIntStatChanges[ player ] <- {} + if ( !( str in file.cachedIntStatChanges[ player ] ) ) + file.cachedIntStatChanges[ player ][ str ] <- 0 + + file.cachedIntStatChanges[ player ][ str ] += amount.tointeger() + break + case ePlayerStatType.FLOAT: + // populate table if needed + if ( !( player in file.cachedFloatStatChanges ) ) + file.cachedFloatStatChanges[ player ] <- {} + if ( !( str in file.cachedFloatStatChanges[ player ] ) ) + file.cachedFloatStatChanges[ player ][ str ] <- 0.0 + + file.cachedFloatStatChanges[ player ][ str ] += amount + break + default: + throw "UNIMPLEMENTED STAT TYPE: " + type + } + + // amount here is never used + Stats_RunCallbacks( str, player, amount ) +} + +void function Stats_RunCallbacks( string statVar, entity player, float change ) +{ + if ( !( statVar in file.refs ) ) + return + + for( int i = 0; i < file.refs[ statVar ].len(); i++ ) + { + string ref = file.refs[ statVar ][ i ] + void functionref( entity, float, string ) callback = file.callbacks[ statVar ][ i ] + + callback( player, change, ref ) + } +} + +void function OnClientConnected( entity player ) +{ + Stats_IncrementStat( player, "game_stats", "game_joined", "", 1.0 ) +} + +void function OnClientDisconnected( entity player ) +{ + Stats_SaveAllStats( player ) + // maybe we can save this stuff, but idk if we can access persistence in this callback + if ( player in file.cachedIntStatChanges ) + delete file.cachedIntStatChanges[ player ] + + if ( player in file.cachedFloatStatChanges ) + delete file.cachedFloatStatChanges[ player ] +} + +void function OnPlayerOrNPCKilled( entity victim, entity attacker, var damageInfo ) +{ + if ( victim.IsPlayer() ) + thread SetLastPosForDistanceStatValid_Threaded( victim, false ) + + HandleDeathStats( victim, attacker, damageInfo ) + HandleKillStats( victim, attacker, damageInfo ) + HandleWeaponKillStats( victim, attacker, damageInfo ) + HandleTitanStats( victim, attacker, damageInfo ) +} + +void function HandleDeathStats( entity player, entity attacker, var damageInfo ) +{ + if ( !IsValid( player ) || !player.IsPlayer() ) + return + + if ( player in file.playerDeaths ) + file.playerDeaths[ player ]++ + else + file.playerDeaths[ player ] <- 1.0 + // total + Stats_IncrementStat( player, "deaths_stats", "total", "", 1.0 ) + + // these all rely on the attacker being valid + if ( IsValid( attacker ) ) + { + // totalPVP + // note: I'm not sure if owned entities count towards totalPVP + // such as auto-titans, turrets, etc. + if ( attacker.IsPlayer() || attacker.GetBossPlayer() ) + { + if ( player in file.playerDeathsPvp ) + file.playerDeathsPvp[ player ]++ + else + file.playerDeathsPvp[ player ] <- 1.0 + Stats_IncrementStat( player, "deaths_stats", "totalPVP", "", 1.0 ) + } + + // byPilots + if ( IsPilot( attacker ) ) + Stats_IncrementStat( player, "deaths_stats", "byPilots", "", 1.0 ) + + // byTitan_<chassis> + if ( attacker.IsTitan() && attacker.IsPlayer() ) + Stats_IncrementStat( player, "deaths_stats", "byTitan_" + GetTitanCharacterName( attacker ), "", 1.0 ) + + // bySpectres + if ( IsSpectre( attacker ) ) + Stats_IncrementStat( player, "deaths_stats", "bySpectres", "", 1.0 ) + + // byGrunts + if ( IsGrunt( attacker ) ) + Stats_IncrementStat( player, "deaths_stats", "byGrunts", "", 1.0 ) + + // byNPCTitans_<chassis> + if ( attacker.IsTitan() && attacker.IsNPC() ) + Stats_IncrementStat( player, "deaths_stats", "byNPCTitans_" + GetTitanCharacterName( attacker ), "", 1.0 ) + } + + // asPilot + if ( IsPilot( player ) ) + Stats_IncrementStat( player, "deaths_stats", "asPilot", "", 1.0 ) + + // asTitan_<chassis> + if ( player.IsTitan() ) + Stats_IncrementStat( player, "deaths_stats", "asTitan_" + GetTitanCharacterName( player ), "", 1.0 ) + + // suicides + if ( IsSuicide( attacker, player, DamageInfo_GetDamageSourceIdentifier( damageInfo ) ) ) + Stats_IncrementStat( player, "deaths_stats", "suicides", "", 1.0 ) + + // whileEjecting + if ( player.p.pilotEjecting ) + Stats_IncrementStat( player, "deaths_stats", "whileEjecting", "", 1.0 ) +} + +void function HandleWeaponKillStats( entity victim, entity attacker, var damageInfo ) +{ + if ( !IsValid( attacker ) ) + return + + // get the player and it's pet titan + entity player + entity playerPetTitan + if ( attacker.IsPlayer() ) + { + // the player is just the attacker + player = attacker + playerPetTitan = player.GetPetTitan() + } + else if ( attacker.IsTitan() && IsPetTitan( attacker ) ) + { + // the attacker is the player's auto titan + player = attacker.GetTitanSoul().GetBossPlayer() + playerPetTitan = attacker + } + else + { + // attacker could be something like an NPC, or worldspawn + return + } + + string damageSourceStr = GetPersistenceRefFromDamageInfo( damageInfo ) + // cant do weapon stats for no weapon + if ( damageSourceStr == "" ) + return + + // check things once, for performance + int damageSource = DamageInfo_GetDamageSourceIdentifier( damageInfo ) + bool victimIsPlayer = victim.IsPlayer() + bool victimIsNPC = victim.IsNPC() + bool victimIsPilot = IsPilot( victim ) + bool victimIsTitan = victim.IsTitan() + + // total + Stats_IncrementStat( player, "weapon_kill_stats", "total", damageSourceStr, 1.0 ) + + // pilots + if ( victimIsPilot ) + Stats_IncrementStat( player, "weapon_kill_stats", "pilots", damageSourceStr, 1.0 ) + + // ejecting_pilots + if ( victimIsPilot && victim.p.pilotEjecting ) + Stats_IncrementStat( player, "weapon_kill_stats", "ejecting_pilots", damageSourceStr, 1.0 ) + + // titansTotal + if ( victimIsTitan ) + Stats_IncrementStat( player, "weapon_kill_stats", "titansTotal", damageSourceStr, 1.0 ) + // spectres + if ( IsSpectre( victim ) ) + Stats_IncrementStat( player, "weapon_kill_stats", "spectres", damageSourceStr, 1.0 ) + + // marvins + if ( IsMarvin( victim ) ) + Stats_IncrementStat( player, "weapon_kill_stats", "marvins", damageSourceStr, 1.0 ) + + // grunts + if ( IsGrunt( victim ) ) + Stats_IncrementStat( player, "weapon_kill_stats", "grunts", damageSourceStr, 1.0 ) + + // ai + if ( victimIsNPC ) + Stats_IncrementStat( player, "weapon_kill_stats", "ai", damageSourceStr, 1.0 ) + + // titans_<chassis> + if ( victimIsPlayer && victimIsTitan ) + Stats_IncrementStat( player, "weapon_kill_stats", "titans_" + GetTitanCharacterName( victim ), damageSourceStr, 1.0 ) + + // npcTitans_<chassis> + if ( victimIsNPC && victimIsTitan ) + Stats_IncrementStat( player, "weapon_kill_stats", "npcTitans_" + GetTitanCharacterName( victim ), damageSourceStr, 1.0 ) } -void function IncrementPlayerDidPilotExecutionWhileCloaked(entity player) +void function HandleKillStats( entity victim, entity attacker, var damageInfo ) { + if ( !IsValid( attacker ) ) + return + // get the player and it's pet titan + entity player + entity playerPetTitan + if ( attacker.IsPlayer() ) + { + // the player is just the attacker + player = attacker + playerPetTitan = player.GetPetTitan() + } + else if ( attacker.IsTitan() && IsPetTitan( attacker ) ) + { + // the attacker is the player's auto titan + player = attacker.GetTitanSoul().GetBossPlayer() + playerPetTitan = attacker + } + else + { + // attacker could be something like an NPC, or worldspawn + return + } + + // check things once, for performance + int damageSource = DamageInfo_GetDamageSourceIdentifier( damageInfo ) + bool victimIsPlayer = victim.IsPlayer() + bool victimIsNPC = victim.IsNPC() + bool victimIsPilot = IsPilot( victim ) + bool victimIsTitan = victim.IsTitan() + + if ( player in file.playerKills ) + file.playerKills[ player ]++ + else + file.playerKills[ player ] <- 1.0 + // total + Stats_IncrementStat( player, "kills_stats", "total", "", 1.0 ) + + // totalPVP + if ( victimIsPlayer ) + { + if ( player in file.playerKillsPvp ) + file.playerKillsPvp[ player ]++ + else + file.playerKillsPvp[ player ] <- 1.0 + Stats_IncrementStat( player, "kills_stats", "totalPVP", "", 1.0 ) + } + + // pilots + if ( victimIsPilot ) + Stats_IncrementStat( player, "kills_stats", "pilots", "", 1.0 ) + + // spectres + if ( IsSpectre( victim ) ) + Stats_IncrementStat( player, "kills_stats", "spectres", "", 1.0 ) + + // marvins + if ( IsMarvin( victim ) ) + Stats_IncrementStat( player, "kills_stats", "marvins", "", 1.0 ) + + // grunts + if ( IsGrunt( victim ) ) + Stats_IncrementStat( player, "kills_stats", "grunts", "", 1.0 ) + + // totalTitans + if ( victimIsTitan ) + Stats_IncrementStat( player, "kills_stats", "totalTitans", "", 1.0 ) + + // totalPilots + if ( victimIsPilot ) + Stats_IncrementStat( player, "kills_stats", "totalPilots", "", 1.0 ) + + // totalNPC + if ( victimIsNPC ) + Stats_IncrementStat( player, "kills_stats", "totalNPC", "", 1.0 ) + + // totalTitansWhileDoomed + if ( victimIsTitan && attacker.IsTitan() && GetDoomedState( attacker ) ) + Stats_IncrementStat( player, "kills_stats", "totalTitansWhileDoomed", "", 1.0 ) + + // asPilot + if ( IsPilot( attacker ) ) + Stats_IncrementStat( player, "kills_stats", "asPilot", "", 1.0 ) + + // totalAssists + // assistsTotal ( weapon_kill_stats ) + // note: eww + table<int, bool> alreadyAssisted + foreach( DamageHistoryStruct attackerInfo in victim.e.recentDamageHistory ) + { + if ( !IsValid( attackerInfo.attacker ) || !attackerInfo.attacker.IsPlayer() || attackerInfo.attacker == victim ) + continue + + bool exists = attackerInfo.attacker.GetEncodedEHandle() in alreadyAssisted ? true : false + if( attackerInfo.attacker != attacker && !exists ) + { + alreadyAssisted[ attackerInfo.attacker.GetEncodedEHandle() ] <- true + Stats_IncrementStat( attackerInfo.attacker, "kills_stats", "totalAssists", "", 1.0 ) + + string source = DamageSourceIDToString( attackerInfo.damageSourceId ) + + if ( IsValidStatItemString( source ) ) + Stats_IncrementStat( attacker, "weapon_kill_stats", "assistsTotal", source, 1.0 ) + } + } + + // asTitan_<chassis> + if ( player.IsTitan() ) + Stats_IncrementStat( player, "kills_stats", "asTitan_" + GetTitanCharacterName( player ), "", 1.0 ) + + // firstStrikes + if ( file.isFirstStrike && attacker.IsPlayer() && victimIsPlayer ) + { + Stats_IncrementStat( player, "kills_stats", "firstStrikes", "", 1.0 ) + file.isFirstStrike = false + } + + // ejectingPilots + if ( victimIsPilot && victim.p.pilotEjecting ) + Stats_IncrementStat( player, "kills_stats", "ejectingPilots", "", 1.0 ) + + // whileEjecting + if ( attacker.IsPlayer() && attacker.p.pilotEjecting ) + Stats_IncrementStat( player, "kills_stats", "whileEjecting", "", 1.0 ) + + // cloakedPilots + if ( victimIsPilot && IsCloaked( victim ) ) + Stats_IncrementStat( player, "kills_stats", "cloakedPilots", "", 1.0 ) + + // whileCloaked + if ( attacker == player && IsCloaked( attacker ) ) + Stats_IncrementStat( player, "kills_stats", "whileCloaked", "", 1.0 ) + + // wallrunningPilots + if ( victimIsPilot && victim.IsWallRunning() ) + Stats_IncrementStat( player, "kills_stats", "wallrunningPilots", "", 1.0 ) + + // whileWallrunning + if ( attacker == player && attacker.IsWallRunning() ) + Stats_IncrementStat( player, "kills_stats", "whileWallrunning", "", 1.0 ) + + // wallhangingPilots + if ( victimIsPilot && victim.IsWallHanging() ) + Stats_IncrementStat( player, "kills_stats", "wallhangingPilots", "", 1.0 ) + + // whileWallhanging + if ( attacker == player && attacker.IsWallHanging() ) + Stats_IncrementStat( player, "kills_stats", "whileWallhanging", "", 1.0 ) + + // pilotExecution + if ( damageSource == eDamageSourceId.human_execution ) + Stats_IncrementStat( player, "kills_stats", "pilotExecution", "", 1.0 ) + + // pilotExecutePilot + if ( victimIsPilot && damageSource == eDamageSourceId.human_execution ) + Stats_IncrementStat( player, "kills_stats", "pilotExecutePilot", "", 1.0 ) + + // pilotKillsWithHoloPilotActive + if ( victimIsPilot && GetDecoyActiveCountForPlayer( player ) > 0 ) + Stats_IncrementStat( player, "kills_stats", "pilotKillsWithHoloPilotActive", "", 1.0 ) + + // pilotKillsWithAmpedWallActive + if ( victimIsPilot && GetAmpedWallsActiveCountForPlayer( player ) > 0 ) + Stats_IncrementStat( player, "kills_stats", "pilotKillsWithAmpedWallActive", "", 1.0 ) + + // pilotExecutePilotUsing_<execution> + if ( victimIsPilot && damageSource == eDamageSourceId.human_execution ) + Stats_IncrementStat( player, "kills_stats", "pilotExecutePilotUsing_" + player.p.lastExecutionUsed, "", 1.0 ) + + // pilotKickMelee + if ( damageSource == eDamageSourceId.human_melee ) + Stats_IncrementStat( player, "kills_stats", "pilotKickMelee", "", 1.0 ) + + // pilotKickMeleePilot + if ( victimIsPilot && damageSource == eDamageSourceId.human_melee ) + Stats_IncrementStat( player, "kills_stats", "pilotKickMeleePilot", "", 1.0 ) + + // titanMelee + if ( DamageIsTitanMelee( damageSource ) ) + Stats_IncrementStat( player, "kills_stats", "titanMelee", "", 1.0 ) + + // titanMeleePilot + if ( victimIsPilot && DamageIsTitanMelee( damageSource ) ) + Stats_IncrementStat( player, "kills_stats", "titanMeleePilot", "", 1.0 ) + + // titanStepCrush + if ( IsTitanCrushDamage( damageInfo ) ) + Stats_IncrementStat( player, "kills_stats", "titanStepCrush", "", 1.0 ) + + // titanStepCrushPilot + if ( victimIsPilot && IsTitanCrushDamage( damageInfo ) ) + Stats_IncrementStat( player, "kills_stats", "titanStepCrushPilot", "", 1.0 ) + + // titanExocution<capitalisedChassis> + // note: RESPAWN WHY? EXPLAIN + if ( damageSource == eDamageSourceId.titan_execution ) + { + string titanName = GetTitanCharacterName( player ) + titanName = titanName.slice( 0, 1 ).toupper() + titanName.slice( 1, titanName.len() ) + Stats_IncrementStat( player, "kills_stats", "titanExocution" + titanName, "", 1.0 ) + } + + // titanFallKill + if ( damageSource == eDamageSourceId.damagedef_titan_fall ) + Stats_IncrementStat( player, "kills_stats", "titanFallKill", "", 1.0 ) + + // petTitanKillsFollowMode + if ( attacker == playerPetTitan && player.GetPetTitanMode() == eNPCTitanMode.FOLLOW ) + Stats_IncrementStat( player, "kills_stats", "petTitanKillsFollowMode", "", 1.0 ) + + // petTitanKillsGuardMode + if ( attacker == playerPetTitan && player.GetPetTitanMode() == eNPCTitanMode.STAY ) + Stats_IncrementStat( player, "kills_stats", "petTitanKillsGuardMode", "", 1.0 ) + + // rodeo_total + if ( damageSource == eDamageSourceId.rodeo_battery_removal ) + Stats_IncrementStat( player, "kills_stats", "rodeo_total", "", 1.0 ) + + // pilot_headshots_total + if ( victimIsPilot && DamageInfo_GetCustomDamageType( damageInfo ) & DF_HEADSHOT ) + Stats_IncrementStat( player, "kills_stats", "pilot_headshots_total", "", 1.0 ) + + // evacShips + if ( IsEvacDropship( victim ) ) + Stats_IncrementStat( player, "kills_stats", "evacShips", "", 1.0 ) + + // nuclearCore + if ( damageSource == eDamageSourceId.damagedef_nuclear_core ) + Stats_IncrementStat( player, "kills_stats", "nuclearCore", "", 1.0 ) + + // meleeWhileCloaked + if ( IsCloaked( attacker ) && damageSource == eDamageSourceId.human_melee ) + Stats_IncrementStat( player, "kills_stats", "meleeWhileCloaked", "", 1.0 ) + + // titanKillsAsPilot + if ( victimIsTitan && IsPilot( attacker ) ) + Stats_IncrementStat( player, "kills_stats", "titanKillsAsPilot", "", 1.0 ) + + // pilotKillsWhileStimActive + if ( victimIsPilot && StatusEffect_Get( attacker, eStatusEffect.stim_visual_effect ) <= 0 ) + Stats_IncrementStat( player, "kills_stats", "pilotKillsWhileStimActive", "", 1.0 ) + + // pilotKillsAsTitan + if ( victimIsPilot && attacker.IsTitan() ) + Stats_IncrementStat( player, "kills_stats", "pilotKillsAsTitan", "", 1.0 ) + + // pilotKillsAsPilot + if ( victimIsPilot && IsPilot( attacker ) ) + Stats_IncrementStat( player, "kills_stats", "pilotKillsAsPilot", "", 1.0 ) + + // titanKillsAsTitan + if ( victimIsTitan && attacker.IsTitan() ) + Stats_IncrementStat( player, "kills_stats", "titanKillsAsTitan", "", 1.0 ) } -void function UpdateTitanDamageStat(entity attacker, float savedDamage, var damageInfo) +void function HandleTitanStats( entity victim, entity attacker, var damageInfo ) { + if ( !IsValid( attacker ) ) + return + + // get the player and it's pet titan + entity player + entity playerPetTitan + if ( attacker.IsPlayer() ) + { + // the player is just the attacker + player = attacker + playerPetTitan = player.GetPetTitan() + } + else if ( attacker.IsTitan() && IsPetTitan( attacker ) ) + { + // the attacker is the player's auto titan + player = attacker.GetTitanSoul().GetBossPlayer() + playerPetTitan = attacker + } + else + { + // attacker could be something like an NPC, or worldspawn + return + } + + int damageSource = DamageInfo_GetDamageSourceIdentifier( damageInfo ) + bool victimIsPlayer = victim.IsPlayer() + bool victimIsNPC = victim.IsNPC() + bool victimIsPilot = IsPilot( victim ) + bool victimIsTitan = victim.IsTitan() + bool titanIsPrime = IsTitanPrimeTitan( player ) + // pilots + if ( victimIsPilot && attacker.IsTitan() ) + Stats_IncrementStat( player, "titan_stats", "pilots", GetTitanCharacterName( attacker ), 1.0 ) + + // titansTotal + if ( victimIsTitan && attacker.IsTitan() ) + Stats_IncrementStat( player, "titan_stats", "titansTotal", GetTitanCharacterName( attacker ), 1.0 ) + + // pilotsAsPrime + if ( victimIsPilot && attacker.IsTitan() && titanIsPrime ) + Stats_IncrementStat( player, "titan_stats", "pilotsAsPrime", GetTitanCharacterName( attacker ), 1.0 ) + + // titansAsPrime + if ( victimIsTitan && attacker.IsTitan() && titanIsPrime ) + Stats_IncrementStat( player, "titan_stats", "titansAsPrime", GetTitanCharacterName( attacker ), 1.0 ) + + // executionsAsPrime + if ( damageSource == eDamageSourceId.titan_execution && attacker.IsTitan() && titanIsPrime ) + Stats_IncrementStat( player, "titan_stats", "executionsAsPrime", GetTitanCharacterName( attacker ), 1.0 ) } -void function UpdateTitanWeaponDamageStat(entity attacker, float savedDamage, var damageInfo) +void function OnPlayerRespawned( entity player ) { + thread SetLastPosForDistanceStatValid_Threaded( player, true ) +} + +void function OnWinnerDetermined() +{ + // award players for match completed, wins, and losses + foreach ( entity player in GetPlayerArray() ) + { + Stats_IncrementStat( player, "game_stats", "game_completed", "", 1.0 ) + + if ( player.GetTeam() == GetWinningTeam() ) + Stats_IncrementStat( player, "game_stats", "game_won", "", 1.0 ) + else + Stats_IncrementStat( player, "game_stats", "game_lost", "", 1.0 ) + } + + if ( IsValidGamemodeString( GAMETYPE ) ) + { + // award players with matches played on the mode + foreach ( entity player in GetPlayerArray() ) + { + Stats_IncrementStat( player, "game_stats", "mode_played", GAMETYPE, 1.0 ) + + if ( player.GetTeam() == GetWinningTeam() ) + Stats_IncrementStat( player, "game_stats", "mode_won", GAMETYPE, 1.0 ) + } + } + + // update player's KD + foreach ( entity player in GetPlayerArray() ) + { + // kd stats + // index 0 is most recent game + // index 9 is least recent game + float playerKills = ( player in file.playerKills ) ? file.playerKills[ player ] : 0.0 + float playerDeaths = ( player in file.playerDeaths ) ? file.playerDeaths[ player ] : 0.0 + float kdratio_match + if ( playerDeaths == 0.0 ) + kdratio_match = playerKills + else + kdratio_match = playerKills / playerDeaths + + float playerKillsPvp = ( player in file.playerKillsPvp ) ? file.playerKillsPvp[ player ] : 0.0 + float playerDeathsPvp = ( player in file.playerDeathsPvp ) ? file.playerDeathsPvp[ player ] : 0.0 + float kdratiopvp_match + if ( playerDeathsPvp == 0.0 ) + kdratiopvp_match = playerKillsPvp + else + kdratiopvp_match = playerKillsPvp / playerDeathsPvp + + float totalDeaths = player.GetPersistentVarAsInt( "deathStats.total" ).tofloat() + float totalKills = player.GetPersistentVarAsInt( "killStats.total" ).tofloat() + float totalDeathsPvp = player.GetPersistentVarAsInt( "deathStats.totalPVP" ).tofloat() + float totalKillsPvp = player.GetPersistentVarAsInt( "killStats.totalPVP" ).tofloat() + float kdratio_lifetime + if ( totalDeaths == 0.0 ) + kdratio_lifetime = totalKills + else + kdratio_lifetime = totalKills / totalDeaths + float kdratio_lifetimepvp + if ( totalDeathsPvp == 0.0 ) + kdratio_lifetimepvp = totalKillsPvp + else + kdratio_lifetimepvp = totalKillsPvp / totalDeathsPvp + + // shift stats by 1 to make room for new game data + for ( int i = NUM_GAMES_TRACK_KDRATIO - 2; i >= 0; --i ) + { + player.SetPersistentVar( format( "kdratio_match[%i]", ( i + 1 ) ), player.GetPersistentVar( format("kdratio_match[%i]", i ) ) ) + player.SetPersistentVar( format( "kdratiopvp_match[%i]", ( i + 1 ) ), player.GetPersistentVar( format( "kdratiopvp_match[%i]", i ) ) ) + } + // add new game data + player.SetPersistentVar( "kdratio_match[0]", kdratio_match ) + player.SetPersistentVar( "kdratiopvp_match[0]", kdratiopvp_match ) + player.SetPersistentVar( "kdratio_lifetime", kdratio_lifetime ) + player.SetPersistentVar( "kdratio_lifetime_pvp", kdratio_lifetimepvp ) + } + + // award mvp and top 3 in each team + if ( !IsFFAGame() ) + { + string gamemode = GameRules_GetGameMode() + int functionref( entity, entity ) compareFunc = GameMode_GetScoreCompareFunc( gamemode ) + + for( int team = 0; team < MAX_TEAMS; team++ ) + { + array<entity> players = GetPlayerArrayOfTeam( team ) + if ( compareFunc == null ) + { + printt( "gamemode doesn't have a compare func to get the top 3" ) + return + } + players.sort( compareFunc ) + int maxAwards = int( min( players.len(), 3 ) ) + for ( int i = 0; i < maxAwards; i++ ) + { + if ( i == 0 ) + Stats_IncrementStat( players[ i ], "game_stats", "mvp", "", 1.0 ) + Stats_IncrementStat( players[ i ], "game_stats", "top3OnTeam", "", 1.0 ) + } + } + + } +} +void function SetLastPosForDistanceStatValid_Threaded( entity player, bool val ) +{ + WaitFrame() + if ( !IsValid( player ) ) + return + player.p.lastPosForDistanceStatValid = val } -void function UpdateTitanCoreEarnedStat( entity player, entity titan ) +// Respawn did this through stuff found in _entitystructs.gnut (stuff like stats_wallrunTime) +// but their implementation seems kinda bad. The advantage it has over this method is not polling +// every 0.25 seconds, and using movement callbacks and stuff instead. However, since i can't find +// callbacks for things like changing weapon, i would have to poll for that *anyway* and thus, +// there is no point in doing things Respawn's way here +void function HandleDistanceAndTimeStats_Threaded() { + // just to be safe + if ( IsLobby() ) + return + + while ( GetGameState() < eGameState.Playing ) + WaitFrame() + + float lastTickTime = Time() + + while( true ) + { + // track distance stats + foreach ( entity player in GetPlayerArray() ) + { + if ( player.p.lastPosForDistanceStatValid ) + { + // not 100% sure on using Distance2D over Distance tbh + float distInches = Distance2D( player.p.lastPosForDistanceStat, player.GetOrigin() ) + float distMiles = distInches / 63360.0 + + // more generic distance stats + Stats_IncrementStat( player, "distance_stats", "total", "", distMiles ) + if ( player.IsTitan() ) + { + Stats_IncrementStat( player, "distance_stats", "asTitan_" + GetTitanCharacterName( player ), "", distMiles ) + Stats_IncrementStat( player, "distance_stats", "asTitan", "", distMiles ) + } + else + Stats_IncrementStat( player, "distance_stats", "asPilot", "", distMiles ) + + + string state = "" + // specific distance stats + if ( player.IsWallRunning() ) + state = "wallrunning" + else if ( PlayerIsRodeoingTitan( player ) ) + { + if ( player.GetTitanSoulBeingRodeoed().GetTeam() == player.GetTeam() ) + state = "onFriendlyTitan" + else + state = "onEnemyTitan" + } + else if ( player.IsZiplining() ) + state = "ziplining" + else if ( !player.IsOnGround() ) + state = "inAir" + + if ( state != "" ) + Stats_IncrementStat( player, "distance_stats", state, "", distMiles ) + } + + player.p.lastPosForDistanceStat = player.GetOrigin() + } + + float timeSeconds = Time() - lastTickTime + float timeHours = timeSeconds / 3600.0 + + // track time stats + foreach ( entity player in GetPlayerArray() ) + { + // first tick i dont count + if ( timeSeconds == 0 ) + break + + // more generic time stats + Stats_IncrementStat( player, "time_stats", "hours_total", "", timeHours ) + if ( player.IsTitan() ) + { + Stats_IncrementStat( player, "time_stats", "hours_as_titan_" + GetTitanCharacterName( player ), "", timeHours ) + Stats_IncrementStat( player, "time_stats", "hours_as_titan", "", timeHours ) + } + else + Stats_IncrementStat( player, "time_stats", "hours_as_pilot", "", timeHours ) + + string state = "" + // specific time stats + if ( !IsAlive( player ) ) + state = "hours_dead" + else if ( player.IsWallHanging() ) + state = "hours_wallhanging" + else if ( player.IsWallRunning() ) + state = "hours_wallrunning" + else if ( !player.IsOnGround() ) + state = "hours_inAir" + if ( state != "" ) + Stats_IncrementStat( player, "time_stats", state, "", timeHours ) + + // weapon time stats + entity activeWeapon = player.GetActiveWeapon() + if ( IsValid( activeWeapon ) ) + { + if ( IsValidStatItemString( activeWeapon.GetWeaponClassName() ) ) + Stats_IncrementStat( player, "weapon_stats", "hoursUsed", activeWeapon.GetWeaponClassName(), timeHours ) + + foreach( entity weapon in player.GetMainWeapons() ) + { + if ( IsValidStatItemString( weapon.GetWeaponClassName() ) ) + Stats_IncrementStat( player, "weapon_stats", "hoursEquipped", weapon.GetWeaponClassName(), timeHours ) + } + } + + // map time stats + Stats_IncrementStat( player, "game_stats", "hoursPlayed", "", timeHours ) + } + + lastTickTime = Time() + // not rly worth doing this every frame, just a couple of times per second should be fine + wait 0.25 + } +} + +// this is kinda shit +void function SaveStatsPeriodically_Threaded() +{ + while( true ) + { + foreach( entity player in GetPlayerArray() ) + Stats_SaveAllStats( player ) + wait 5 + } } -void function PreScoreEventUpdateStats(entity attacker, entity ent) +bool function IsValidGamemodeString( string mode ) { + int gameModeCount = PersistenceGetEnumCount( "gameModes" ) + for ( int modeIndex = 0; modeIndex < gameModeCount; modeIndex++ ) + { + string gameModeName = PersistenceGetEnumItemNameForIndex( "gameModes", modeIndex ) + + if ( gameModeName == mode ) + return true + } + return false } -void function PostScoreEventUpdateStats(entity attacker, entity ent) +bool function IsValidStatItemString( string item ) { + foreach( str in shGlobalMP.statsItemsList ) + { + if ( str == item ) + return true + } + return false } -void function Stats_OnPlayerDidDamage(entity player, var damageInfo) +string function GetPersistenceRefFromDamageInfo( var damageInfo ) { + string damageSourceString = DamageSourceIDToString( DamageInfo_GetDamageSourceIdentifier( damageInfo ) ) + + foreach( str in shGlobalMP.statsItemsList ) + { + if ( str == damageSourceString ) + return damageSourceString + } + return "" +} + +bool function DamageIsTitanMelee( int damageSourceId ) +{ + switch( damageSourceId ) + { + case eDamageSourceId.melee_titan_punch: + case eDamageSourceId.melee_titan_punch_ion: + case eDamageSourceId.melee_titan_punch_legion: + case eDamageSourceId.melee_titan_punch_tone: + case eDamageSourceId.melee_titan_punch_scorch: + case eDamageSourceId.melee_titan_punch_northstar: + case eDamageSourceId.melee_titan_punch_fighter: + case eDamageSourceId.melee_titan_sword: + case eDamageSourceId.melee_titan_sword_aoe: + return true + default: + return false + } + unreachable } diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut b/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut index 5bf150c0..4956375b 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut +++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut @@ -261,9 +261,12 @@ bool function IsSpawnpointValid( entity spawnpoint, int team ) return false } - array<entity> projectiles = GetProjectileArrayEx( "any", TEAM_ANY, TEAM_ANY, spawnpoint.GetOrigin(), 600 ) - foreach ( entity projectile in projectiles ) - if ( projectile.GetTeam() != team ) + const minEnemyDist = 1000.0 // about 20 meters? + // in rsquirrel extend returns null unlike in vanilla squirrel + array< entity > spawnBlockers = GetPlayerArrayEx( "any", TEAM_ANY, TEAM_ANY, spawnpoint.GetOrigin(), minEnemyDist ) + spawnBlockers.extend( GetProjectileArrayEx( "any", TEAM_ANY, TEAM_ANY, spawnpoint.GetOrigin(), minEnemyDist ) ) + foreach ( entity blocker in spawnBlockers ) + if ( blocker.GetTeam() != team ) return false // los check diff --git a/Northstar.CustomServers/mod/scripts/vscripts/sh_loadouts.nut b/Northstar.CustomServers/mod/scripts/vscripts/sh_loadouts.nut index 85f5aa05..7a7498b8 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/sh_loadouts.nut +++ b/Northstar.CustomServers/mod/scripts/vscripts/sh_loadouts.nut @@ -785,7 +785,7 @@ bool function IsSettingPrimeTitanWithoutSetFile( entity player, string loadoutTy bool function SkipItemLockedCheck( entity player, string ref, string parentRef, string loadoutProperty ) //Hack: Skip entitlement related unlock checks for now. Can fail.
{
- if ( DevEverythingUnlocked() )
+ if ( DevEverythingUnlocked( player ) )
return true
//if ( IsItemInEntitlementUnlock( ref ) && IsLobby() ) //TODO: Look into restricting this to lobby only? But entitlement checks can fail randomly...
@@ -3993,7 +3993,7 @@ bool function IsValidTitanLoadoutIndex( int loadoutIndex ) bool function HasPrimeToMatchExecutionType( entity player, int itemType )
{
- if ( DevEverythingUnlocked() )
+ if ( DevEverythingUnlocked( player ) )
return true
switch( itemType )
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/sh_northstar_utils.gnut b/Northstar.CustomServers/mod/scripts/vscripts/sh_northstar_utils.gnut index b26e48ca..f8597744 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/sh_northstar_utils.gnut +++ b/Northstar.CustomServers/mod/scripts/vscripts/sh_northstar_utils.gnut @@ -1,11 +1,5 @@ globalize_all_functions -// whether the server is a modded, northstar server -bool function IsNorthstarServer() -{ - return GetConVarBool( "ns_is_modded_server" ) -} - // whether the game should return to the lobby on GameRules_EndMatch() bool function ShouldReturnToLobby() { diff --git a/Northstar.CustomServers/mod/scripts/vscripts/sh_progression.nut b/Northstar.CustomServers/mod/scripts/vscripts/sh_progression.nut new file mode 100644 index 00000000..ceb5e837 --- /dev/null +++ b/Northstar.CustomServers/mod/scripts/vscripts/sh_progression.nut @@ -0,0 +1,1117 @@ +global function Progression_Init +global function ProgressionEnabledForPlayer +#if CLIENT || UI +global function Progression_SetPreference +global function Progression_GetPreference +global function UpdateCachedLoadouts_Delayed +#endif + +#if SP // literally just stub the global functions and call it a day + +void function Progression_Init() {} +bool function ProgressionEnabledForPlayer( entity player ) { return false } +#if CLIENT || UI +void function Progression_SetPreference( bool enabled ) {} +bool function Progression_GetPreference() { return false } +void function UpdateCachedLoadouts_Delayed() {} +#endif // CLIENT || UI + +#else // MP || UI basically + +// SO FOR SOME GOD DAMN REASON, PUTTING THESE INTO ONE STRUCT +// AND PUTTING THE #if STUFF AROUND THE VARS CAUSES A COMPILE +// ERROR, SO I HAVE TO DO THIS AWFULNESS + +#if SERVER +struct { + table<entity, bool> progressionEnabled +} file +#else // UI || CLIENT +struct { + bool isUpdatingCachedLoadouts = false +} file +#endif + + +void function Progression_Init() +{ + #if SERVER + AddCallback_OnClientDisconnected( OnClientDisconnected ) + AddClientCommandCallback( "ns_progression", ClientCommand_SetProgression ) + AddCallback_GameStateEnter( eGameState.Playing, OnPlaying ) + #elseif CLIENT + AddCallback_OnClientScriptInit( OnClientScriptInit ) + #endif +} + +bool function ProgressionEnabledForPlayer( entity player ) +{ + #if SERVER + if ( player in file.progressionEnabled ) + return file.progressionEnabled[player] + + return false + #else // CLIENT || UI + return GetConVarBool( "ns_progression_enabled" ) + #endif +} + +#if SERVER +void function OnPlaying() +{ + SetUIVar( level, "penalizeDisconnect", false ) // dont show the "you will lose merits thing" +} + +void function OnClientDisconnected( entity player ) +{ + // cleanup table when player leaves + if ( player in file.progressionEnabled ) + delete file.progressionEnabled[player] +} + +bool function ClientCommand_SetProgression( entity player, array<string> args ) +{ + if ( args.len() != 1 ) + return false + if ( args[0] != "0" && args[0] != "1" ) + return false + + file.progressionEnabled[player] <- args[0] == "1" + + // loadout validation when progression is turned on + if ( file.progressionEnabled[player] ) + ValidateEquippedItems( player ) + + return true +} +#endif + +#if CLIENT +void function OnClientScriptInit( entity player ) +{ + // unsure if this is needed, just being safe + if ( player != GetLocalClientPlayer() ) + return + + Progression_SetPreference( GetConVarBool( "ns_progression_enabled" ) ) + UpdateCachedLoadouts_Delayed() +} +#endif + +#if CLIENT || UI +void function Progression_SetPreference( bool enabled ) +{ + SetConVarBool( "ns_progression_enabled", enabled ) + + #if CLIENT + GetLocalClientPlayer().ClientCommand( "ns_progression " + enabled.tointeger() ) + #else // UI + ClientCommand( "ns_progression " + enabled.tointeger() ) + #endif +} + +bool function Progression_GetPreference() +{ + return GetConVarBool( "ns_progression_enabled" ) +} + +void function UpdateCachedLoadouts_Delayed() +{ + if ( file.isUpdatingCachedLoadouts ) + return + + file.isUpdatingCachedLoadouts = true + + #if UI + RunClientScript( "UpdateCachedLoadouts_Delayed" ) // keep client and UI synced + #else // CLIENT + RunUIScript( "UpdateCachedLoadouts_Delayed" ) // keep client and UI synced + #endif + + thread UpdateCachedLoadouts_Threaded() +} + +void function UpdateCachedLoadouts_Threaded() +{ + wait 1.0 // give the server time to network our new persistence + + UpdateCachedLoadouts() + + // below here is just making all the menu models update properly and such + + #if UI + uiGlobal.pilotSpawnLoadoutIndex = GetPersistentSpawnLoadoutIndex( GetUIPlayer(), "pilot" ) + uiGlobal.titanSpawnLoadoutIndex = GetPersistentSpawnLoadoutIndex( GetUIPlayer(), "titan" ) + #endif + + #if CLIENT + entity player = GetLocalClientPlayer() + ClearAllTitanPreview( player ) + ClearAllPilotPreview( player ) + UpdateTitanModel( player, GetPersistentSpawnLoadoutIndex( player, "titan" ) ) + UpdatePilotModel( player, GetPersistentSpawnLoadoutIndex( player, "pilot" ) ) + #endif + + file.isUpdatingCachedLoadouts = false +} +#endif + +#if SERVER +void function ValidateEquippedItems( entity player ) +{ + printt( "VALIDATING EQUIPPED ITEMS FOR PLAYER: " + player.GetPlayerName() ) + + // banner + CallingCard card = PlayerCallingCard_GetActive( player ) + if ( IsItemLocked( player, card.ref ) ) + { + printt( "- BANNER CARD IS LOCKED, RESETTING" ) + PlayerCallingCard_SetActiveByRef( player, "callsign_16_col" ) // copied from _persistentdata.gnut + } + + // patch + CallsignIcon icon = PlayerCallsignIcon_GetActive( player ) + if ( IsItemLocked( player, icon.ref ) ) + { + printt( "- BANNER PATCH IS LOCKED, RESETTING" ) + PlayerCallsignIcon_SetActiveByRef( player, "gc_icon_titanfall" ) // copied from _persistentdata.gnut + } + + // faction + int factionIndex = player.GetPersistentVarAsInt( "factionChoice" ) + string factionRef = PersistenceGetEnumItemNameForIndex( "faction", factionIndex ) + if ( IsItemLocked( player, factionRef ) ) + { + printt( "- FACTION IS LOCKED, RESETTING" ) + player.SetPersistentVar( "factionChoice", "faction_marauder" ) // im so sorry that i am setting you to use sarah, you don't deserve this + } + + // boost + BurnReward reward = BurnReward_GetById( player.GetPersistentVarAsInt( "burnmeterSlot" ) ) + if ( IsItemLocked( player, reward.ref ) ) + { + printt( "- BOOST IS LOCKED, RESETTING" ) + player.SetPersistentVar( "burnmeterSlot", BurnReward_GetByRef( "burnmeter_amped_weapons" ).id ) + } + + // titan loadouts + for ( int titanLoadoutIndex = 0; titanLoadoutIndex < NUM_PERSISTENT_TITAN_LOADOUTS; titanLoadoutIndex++ ) + { + printt( "- VALIDATING TITAN LOADOUT: " + titanLoadoutIndex ) + + bool isSelected = titanLoadoutIndex == player.GetPersistentVarAsInt( "titanSpawnLoadout.index" ) + TitanLoadoutDef loadout = GetTitanLoadout( player, titanLoadoutIndex ) + TitanLoadoutDef defaultLoadout = shGlobal.defaultTitanLoadouts[titanLoadoutIndex] + + printt( " - CHASSIS: " + loadout.titanClass ) + + // passive1 - "Titan Kit" (things like overcore) + if ( loadout.passive1 != defaultLoadout.passive1 && IsSubItemLocked( player, loadout.passive1, loadout.titanClass ) ) + { + printt( " - TITAN KIT EQUIPPED WHEN LOCKED, RESETTING" ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].passive1", defaultLoadout.passive1 ) + } + + // passive2 - "<chassis> Kit" (things like zero point tripwire) + if ( loadout.passive2 != defaultLoadout.passive2 && IsSubItemLocked( player, loadout.passive2, loadout.titanClass ) ) + { + printt( " - CHASSIS KIT EQUIPPED WHEN LOCKED, RESETTING" ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].passive2", defaultLoadout.passive2 ) + } + + // passive3 - "Titanfall Kit" (warpfall/dome shield) + if ( loadout.passive3 != defaultLoadout.passive3 && IsSubItemLocked( player, loadout.passive3, loadout.titanClass ) ) + { + printt( " - TITANFALL KIT EQUIPPED WHEN LOCKED, RESETTING" ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].passive3", defaultLoadout.passive3 ) + } + + // passive4 - monarch core 1 + if ( loadout.passive4 != defaultLoadout.passive4 && IsSubItemLocked( player, loadout.passive4, loadout.titanClass ) ) + { + printt( " - MONARCH CORE 1 KIT EQUIPPED WHEN LOCKED, RESETTING" ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].passive4", defaultLoadout.passive4 ) + } + + // passive5 - monarch core 2 + if ( loadout.passive5 != defaultLoadout.passive5 && IsSubItemLocked( player, loadout.passive5, loadout.titanClass ) ) + { + printt( " - MONARCH CORE 2 KIT EQUIPPED WHEN LOCKED, RESETTING" ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].passive5", defaultLoadout.passive5 ) + } + + // passive6 - monarch core 3 + if ( loadout.passive6 != defaultLoadout.passive6 && IsSubItemLocked( player, loadout.passive6, loadout.titanClass ) ) + { + printt( " - MONARCH CORE 3 KIT EQUIPPED WHEN LOCKED, RESETTING" ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].passive6", defaultLoadout.passive6 ) + } + + // titanExecution + if ( !IsRefValid( loadout.titanExecution ) || !IsValidTitanExecution( titanLoadoutIndex, "titanExecution", "", loadout.titanExecution ) ) + { + printt( " - TITAN EXECUTION IS INVALID FOR CHASSIS, RESETTING" ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].titanExecution", defaultLoadout.titanExecution ) + } + else if ( IsItemLocked( player, loadout.titanExecution ) ) + { + printt( " - TITAN EXECUTION EQUIPPED WHEN LOCKED, RESETTING" ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].titanExecution", defaultLoadout.titanExecution ) + } + else if ( GetItemData( loadout.titanExecution ).reqPrime && IsItemLocked( player, loadout.primeTitanRef ) ) + { + printt( " - PRIME TITAN EXECUTION EQUIPPED WHEN PRIME TITAN IS LOCKED, RESETTING" ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].titanExecution", defaultLoadout.titanExecution ) + } + + // skinIndex + // camoIndex + if ( loadout.skinIndex == TITAN_SKIN_INDEX_CAMO ) + { + array<ItemData> camoSkins = GetAllItemsOfType( eItemTypes.CAMO_SKIN ) + if ( loadout.camoIndex >= camoSkins.len() || loadout.camoIndex < 0 ) + { + printt( " - INVALID TITAN CAMO/SKIN, RESETTING" ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].skinIndex", defaultLoadout.skinIndex ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].camoIndex", defaultLoadout.camoIndex ) + } + else + { + ItemData camoSkin = camoSkins[loadout.camoIndex] + if ( IsSubItemLocked( player, camoSkin.ref, loadout.titanClass ) ) + { + printt( " - TITAN CAMO/SKIN EQUIPPED WHEN LOCKED, RESETTING" ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].skinIndex", defaultLoadout.skinIndex ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].camoIndex", defaultLoadout.camoIndex ) + } + } + } + else if ( loadout.skinIndex == 0 ) + { + if ( loadout.camoIndex != 0 ) + { + printt( " - INVALID TITAN CAMO/SKIN, RESETTING" ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].skinIndex", defaultLoadout.skinIndex ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].camoIndex", defaultLoadout.camoIndex ) + } + } + else + { + string ref = GetSkinRefFromTitanClassAndPersistenceValue( loadout.titanClass, loadout.skinIndex ) + if ( ref == INVALID_REF ) + { + printt( " - INVALID TITAN WARPAINT, RESETTING" ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].skinIndex", defaultLoadout.skinIndex ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].camoIndex", defaultLoadout.camoIndex ) + } + else if ( IsSubItemLocked( player, ref, loadout.titanClass ) ) + { + printt( " - TITAN WARPAINT EQUIPPED WHEN LOCKED, RESETTING" ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].skinIndex", defaultLoadout.skinIndex ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].camoIndex", defaultLoadout.camoIndex ) + } + } + + // decalIndex + string noseArtRef = GetNoseArtRefFromTitanClassAndPersistenceValue( loadout.titanClass, loadout.decalIndex ) + if ( loadout.decalIndex != defaultLoadout.decalIndex && IsSubItemLocked( player, noseArtRef, loadout.titanClass ) ) + { + printt( " - NOSE ART EQUIPPED WHEN LOCKED, RESETTING" ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].decalIndex", defaultLoadout.decalIndex ) + } + + // primarySkinIndex + // primaryCamoIndex + if ( loadout.primarySkinIndex == WEAPON_SKIN_INDEX_CAMO ) + { + array<ItemData> camoSkins = GetAllItemsOfType( eItemTypes.CAMO_SKIN ) + if ( loadout.primaryCamoIndex >= camoSkins.len() || loadout.primaryCamoIndex < 0 ) + { + printt( " - INVALID WEAPON CAMO/SKIN, RESETTING" ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primarySkinIndex", defaultLoadout.primarySkinIndex ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primaryCamoIndex", defaultLoadout.primaryCamoIndex ) + } + else + { + ItemData camoSkin = camoSkins[loadout.primaryCamoIndex] + if ( IsSubItemLocked( player, camoSkin.ref, loadout.titanClass ) ) + { + printt( " - WEAPON CAMO/SKIN EQUIPPED WHEN LOCKED, RESETTING" ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primarySkinIndex", defaultLoadout.primarySkinIndex ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primaryCamoIndex", defaultLoadout.primaryCamoIndex ) + } + } + } + else if ( loadout.primarySkinIndex == 0 && loadout.primaryCamoIndex != 0 ) + { + // titan weapons do not have skins, if we ever do add them lots of stuff will + //need a refactor outside of here so with that being said, i cannot be bothered + printt( " - INVALID WEAPON CAMO/SKIN, RESETTING" ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primarySkinIndex", defaultLoadout.primarySkinIndex ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primaryCamoIndex", defaultLoadout.primaryCamoIndex ) + } + + + // isPrime + if ( loadout.isPrime == "titan_is_prime" && IsItemLocked( player, loadout.primeTitanRef ) ) + { + printt( " - PRIME TITAN EQUIPPED WHEN LOCKED, RESETTING" ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].isPrime", defaultLoadout.isPrime ) + } + + // primeSkinIndex + // primeCamoIndex + if ( loadout.primeSkinIndex == TITAN_SKIN_INDEX_CAMO ) + { + array<ItemData> camoSkins = GetAllItemsOfType( eItemTypes.CAMO_SKIN ) + if ( loadout.primeCamoIndex >= camoSkins.len() || loadout.primeCamoIndex < 0 ) + { + printt( " - INVALID TITAN CAMO/SKIN, RESETTING" ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primeSkinIndex", defaultLoadout.primeSkinIndex ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primeCamoIndex", defaultLoadout.primeCamoIndex ) + } + else + { + ItemData camoSkin = camoSkins[loadout.primeCamoIndex] + if ( IsSubItemLocked( player, camoSkin.ref, loadout.titanClass ) ) + { + printt( " - TITAN CAMO/SKIN EQUIPPED WHEN LOCKED, RESETTING" ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primeSkinIndex", defaultLoadout.primeSkinIndex ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primeCamoIndex", defaultLoadout.primeCamoIndex ) + } + } + } + else if ( loadout.primeSkinIndex == 0 ) + { + if ( loadout.primeCamoIndex != 0 ) + { + printt( " - INVALID TITAN CAMO/SKIN, RESETTING" ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primeSkinIndex", defaultLoadout.primeSkinIndex ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primeCamoIndex", defaultLoadout.primeCamoIndex ) + } + } + else + { + printt( " - INVALID PRIME TITAN SKIN, RESETTING" ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primeSkinIndex", defaultLoadout.primeSkinIndex ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primeCamoIndex", defaultLoadout.primeCamoIndex ) + } + + // primeDecalIndex + string primeNoseArtRef = GetNoseArtRefFromTitanClassAndPersistenceValue( loadout.titanClass, loadout.primeDecalIndex ) + if ( loadout.primeDecalIndex != defaultLoadout.primeDecalIndex && IsSubItemLocked( player, primeNoseArtRef, loadout.titanClass ) ) + { + printt( " - PRIME NOSE ART EQUIPPED WHEN LOCKED, RESETTING" ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].primeDecalIndex", defaultLoadout.primeDecalIndex ) + } + + // showArmBadge - equipped and shouldnt be able to + if ( loadout.showArmBadge && !CanEquipArmBadge( player, loadout.titanClass ) ) + { + printt( " - ARM BADGE EQUIPPED WHEN LOCKED, RESETTING" ) + player.SetPersistentVar( "titanLoadouts[" + titanLoadoutIndex + "].showArmBadge", defaultLoadout.showArmBadge ) + } + + // equipped titan loadout - equipped titan class is locked + if ( isSelected && IsItemLocked( player, loadout.titanClass ) ) + { + printt( " - SELECTED TITAN CLASS IS LOCKED, RESETTING" ) + player.SetPersistentVar( "titanSpawnLoadout.index", 0 ) + Remote_CallFunction_NonReplay( player, "ServerCallback_UpdateTitanModel", 0 ) + } + } + + Remote_CallFunction_NonReplay( player, "ServerCallback_UpdateTitanModel", player.GetPersistentVarAsInt( "titanSpawnLoadout.index" ) ) + + // pilot loadouts + for ( int pilotLoadoutIndex = 0; pilotLoadoutIndex < NUM_PERSISTENT_PILOT_LOADOUTS; pilotLoadoutIndex++ ) + { + printt( "- VALIDATING PILOT LOADOUT: " + pilotLoadoutIndex ) + + bool isSelected = pilotLoadoutIndex == player.GetPersistentVarAsInt( "pilotSpawnLoadout.index" ) + PilotLoadoutDef loadout = GetPilotLoadout( player, pilotLoadoutIndex ) + PilotLoadoutDef defaultLoadout = shGlobal.defaultPilotLoadouts[pilotLoadoutIndex] + + // note: for readability, I have added {} around the different items, + // so that you can collapse them in visual studio code (and other good IDEs) + + // tactical + { + if ( !IsRefValid( loadout.suit ) ) + { + printt( " - TACTICAL IS INVALID, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].suit", defaultLoadout.suit ) + } + else if ( IsItemLocked( player, loadout.suit ) ) + { + printt( " - TACTICAL IS LOCKED, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].suit", defaultLoadout.suit ) + } + } + + // ordnance + { + if ( !IsRefValid( loadout.ordnance ) ) + { + printt( " - ORDNANCE IS INVALID, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].ordnance", defaultLoadout.ordnance ) + } + else if ( IsItemLocked( player, loadout.ordnance ) ) + { + printt( " - ORDNANCE IS LOCKED, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].ordnance", defaultLoadout.ordnance ) + } + } + + // race ( gender ) + { + if ( !IsRefValid( loadout.race ) ) + { + printt( " - GENDER IS INVALID, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].race", defaultLoadout.race ) + } + else if ( IsItemLocked( player, loadout.race ) ) + { + printt( " - GENDER IS LOCKED, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].race", defaultLoadout.race ) + } + } + + // camoIndex + // skinIndex + { + if ( loadout.skinIndex == PILOT_SKIN_INDEX_CAMO ) + { + array<ItemData> camoSkins = GetAllItemsOfType( eItemTypes.CAMO_SKIN_PILOT ) + if ( loadout.camoIndex >= camoSkins.len() || loadout.camoIndex < 0 ) + { + printt( " - INVALID PILOT CAMO/SKIN, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].skinIndex", defaultLoadout.skinIndex ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].camoIndex", defaultLoadout.camoIndex ) + } + else + { + ItemData camoSkin = camoSkins[loadout.camoIndex] + if ( IsItemLocked( player, camoSkin.ref ) ) + { + printt( " - PILOT CAMO/SKIN EQUIPPED WHEN LOCKED, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].skinIndex", defaultLoadout.skinIndex ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].camoIndex", defaultLoadout.camoIndex ) + } + } + } + else if ( loadout.skinIndex == 0 ) + { + if ( loadout.camoIndex != 0 ) + { + printt( " - INVALID PILOT CAMO/SKIN, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].skinIndex", defaultLoadout.skinIndex ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].camoIndex", defaultLoadout.camoIndex ) + } + } + else + { + // pilots can't have skins other than 0 and 1 right? + printt( " - INVALID PILOT SKIN, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].skinIndex", defaultLoadout.skinIndex ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].camoIndex", defaultLoadout.camoIndex ) + } + } + + // primary weapon + { + if ( !IsRefValid( loadout.primary ) || GetItemType( loadout.primary ) != eItemTypes.PILOT_PRIMARY ) + { + printt( " - PRIMARY WEAPON IS LOCKED, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primary", defaultLoadout.primary ) + } + else if ( IsItemLocked( player, loadout.primary ) ) + { + printt( " - PRIMARY WEAPON IS LOCKED, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primary", defaultLoadout.primary ) + } + } + + // primary weapon mods + { + // mod1 + if ( loadout.primaryMod1 == "" ) + { + // do nothing + } + else if ( !HasSubitem( loadout.primary, loadout.primaryMod1 ) ) + { + printt( " - PRIMARY WEAPON MOD 1 IS INVALID, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryMod1", defaultLoadout.primaryMod1 ) + } + else if ( IsSubItemLocked( player, loadout.primaryMod1, loadout.primary ) ) + { + printt( " - PRIMARY WEAPON MOD 1 IS LOCKED, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryMod1", defaultLoadout.primaryMod1 ) + } + // mod2 + if ( loadout.primaryMod2 == "" ) + { + // do nothing + } + else if ( IsSubItemLocked( player, "primarymod2", loadout.primary ) ) + { + printt( " - PRIMARY WEAPON MOD 2 SLOT IS LOCKED, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryMod2", defaultLoadout.primaryMod2 ) + } + else if ( !HasSubitem( loadout.primary, loadout.primaryMod2 ) ) + { + printt( " - PRIMARY WEAPON MOD 2 IS INVALID, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryMod2", defaultLoadout.primaryMod2 ) + } + else if ( IsSubItemLocked( player, loadout.primaryMod2, loadout.primary ) ) + { + printt( " - PRIMARY WEAPON MOD 2 IS LOCKED, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryMod2", defaultLoadout.primaryMod2 ) + } + else if ( loadout.primaryMod2 == loadout.primaryMod1 && loadout.primaryMod2 != "" ) + { + printt( " - PRIMARY WEAPON MOD 2 IS DUPLICATE, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryMod2", defaultLoadout.primaryMod2 ) + } + else if ( loadout.primaryAttachment == "threat_scope" ) + { + printt( " - PRIMARY WEAPON MOD 2 IS SET WITH THREAT SCOPE, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryMod2", defaultLoadout.primaryMod2 ) + } + // attachment + if ( loadout.primaryAttachment == "" ) + { + // do nothing + } + else if ( !HasSubitem( loadout.primary, loadout.primaryAttachment ) ) + { + printt( " - PRIMARY WEAPON ATTACHMENT IS INVALID, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryAttachment", defaultLoadout.primaryAttachment ) + } + else if ( IsSubItemLocked( player, loadout.primaryAttachment, loadout.primary ) ) + { + printt( " - PRIMARY WEAPON ATTACHMENT IS LOCKED, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryAttachment", defaultLoadout.primaryAttachment ) + } + // mod3 (pro screen) + if ( loadout.primaryMod3 == "" ) + { + // do nothing + } + else if ( loadout.primaryMod3 == "pro_screen" ) + { + // fuck you and your three mod slot stuff + printt( " - PRIMARY WEAPON PRO SCREEN IS INVALID, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryMod3", defaultLoadout.primaryMod3 ) + } + else if ( IsSubItemLocked( player, loadout.primaryMod3, loadout.primary ) ) + { + printt( " - PRIMARY WEAPON PRO SCREEN IS LOCKED, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryMod3", defaultLoadout.primaryMod3 ) + } + } + + // primary weapon camoIndex + // primary weapon skinIndex + { + if ( loadout.primarySkinIndex == WEAPON_SKIN_INDEX_CAMO ) + { + array<ItemData> camoSkins = GetAllItemsOfType( eItemTypes.CAMO_SKIN ) + if ( loadout.primaryCamoIndex >= camoSkins.len() || loadout.primaryCamoIndex < 0 ) + { + printt( " - INVALID PRIMARY WEAPON CAMO/SKIN, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primarySkinIndex", defaultLoadout.primarySkinIndex ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryCamoIndex", defaultLoadout.primaryCamoIndex ) + } + else + { + ItemData camoSkin = camoSkins[loadout.primaryCamoIndex] + if ( IsSubItemLocked( player, camoSkin.ref, loadout.primary ) ) + { + printt( " - PRIMARY WEAPON CAMO/SKIN EQUIPPED WHEN LOCKED, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primarySkinIndex", defaultLoadout.primarySkinIndex ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryCamoIndex", defaultLoadout.primaryCamoIndex ) + } + } + } + else if ( loadout.primarySkinIndex == 0 ) + { + if ( loadout.primaryCamoIndex != 0 ) + { + printt( " - INVALID PRIMARY WEAPON CAMO/SKIN, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primarySkinIndex", defaultLoadout.primarySkinIndex ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryCamoIndex", defaultLoadout.primaryCamoIndex ) + } + } + else + { + string warpaintRef = GetWeaponWarpaintRefByIndex( loadout.primarySkinIndex, loadout.primary ) + if ( warpaintRef == INVALID_REF || IsSubItemLocked( player, warpaintRef, loadout.primary ) ) + { + printt( " - PRIMARY WEAPON SKIN LOCKED/INVALID, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primarySkinIndex", defaultLoadout.primarySkinIndex ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].primaryCamoIndex", defaultLoadout.primaryCamoIndex ) + } + } + } + + // secondary weapon + { + if ( !IsRefValid( loadout.secondary ) || GetItemType( loadout.secondary ) != eItemTypes.PILOT_SECONDARY ) + { + printt( " - SECONDARY WEAPON IS LOCKED, RESETTING" ) + string ref = defaultLoadout.secondary + if ( loadout.secondary == ref ) // item dupes swap + { + ref = defaultLoadout.weapon3 + } + else if ( ItemsInSameMenuCategory( loadout.secondary, ref ) ) // category dupes assign value to other slot and swap + { + ref = defaultLoadout.weapon3 + } + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondary", ref ) + } + else if ( IsItemLocked( player, loadout.secondary ) ) + { + printt( " - SECONDARY WEAPON IS LOCKED, RESETTING" ) + string ref = defaultLoadout.secondary + if ( loadout.weapon3 == ref ) // item dupes swap + { + ref = defaultLoadout.weapon3 + } + else if ( ItemsInSameMenuCategory( loadout.weapon3, ref ) ) // category dupes assign value to other slot and swap + { + ref = defaultLoadout.weapon3 + } + + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondary", ref ) + } + } + + // secondary weapon mods + { + // mod1 + if ( loadout.secondaryMod1 == "" ) + { + // do nothing + } + else if ( !HasSubitem( loadout.secondary, loadout.secondaryMod1 ) ) + { + printt( " - SECONDARY WEAPON MOD 1 IS INVALID, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondaryMod1", defaultLoadout.secondaryMod1 ) + } + else if ( IsSubItemLocked( player, loadout.secondaryMod1, loadout.secondary ) ) + { + printt( " - SECONDARY WEAPON MOD 1 IS LOCKED, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondaryMod1", defaultLoadout.secondaryMod1 ) + } + // mod2 + if ( loadout.secondaryMod2 == "" ) + { + // do nothing + } + else if ( IsSubItemLocked( player, "secondarymod2", loadout.secondary ) ) + { + printt( " - SECONDARY WEAPON MOD 2 SLOT IS LOCKED, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondaryMod2", defaultLoadout.secondaryMod2 ) + } + else if ( !HasSubitem( loadout.secondary, loadout.secondaryMod2 ) ) + { + printt( " - SECONDARY WEAPON MOD 2 IS INVALID, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondaryMod2", defaultLoadout.secondaryMod2 ) + } + else if ( IsSubItemLocked( player, loadout.secondaryMod2, loadout.secondary ) ) + { + printt( " - SECONDARY WEAPON MOD 2 IS LOCKED, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondaryMod2", defaultLoadout.secondaryMod2 ) + } + else if ( loadout.secondaryMod2 == loadout.secondaryMod1 && loadout.secondaryMod2 != "" ) + { + printt( " - SECONDARY WEAPON MOD 2 IS DUPLICATE, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondaryMod2", defaultLoadout.secondaryMod2 ) + } + // mod3 (pro screen) + if ( loadout.secondaryMod3 == "" ) + { + // do nothing + } + else if ( loadout.secondaryMod3 == "pro_screen" ) + { + // fuck you and your three mod slot stuff + printt( " - SECONDARY WEAPON PRO SCREEN IS INVALID, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondaryMod3", defaultLoadout.secondaryMod3 ) + } + else if ( IsSubItemLocked( player, "secondarymod3", loadout.secondary ) ) + { + printt( " - SECONDARY WEAPON PRO SCREEN IS LOCKED, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondaryMod3", defaultLoadout.secondaryMod3 ) + } + } + + // secondary weapon camoIndex + // secondary weapon skinIndex + { + if ( loadout.secondarySkinIndex == WEAPON_SKIN_INDEX_CAMO ) + { + array<ItemData> camoSkins = GetAllItemsOfType( eItemTypes.CAMO_SKIN ) + if ( loadout.secondaryCamoIndex >= camoSkins.len() || loadout.secondaryCamoIndex < 0 ) + { + printt( " - INVALID SECONDARY WEAPON CAMO/SKIN, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondarySkinIndex", defaultLoadout.secondarySkinIndex ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondaryCamoIndex", defaultLoadout.secondaryCamoIndex ) + } + else + { + ItemData camoSkin = camoSkins[loadout.secondaryCamoIndex] + if ( IsSubItemLocked( player, camoSkin.ref, loadout.secondary ) ) + { + printt( " - SECONDARY WEAPON CAMO/SKIN EQUIPPED WHEN LOCKED, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondarySkinIndex", defaultLoadout.secondarySkinIndex ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondaryCamoIndex", defaultLoadout.secondaryCamoIndex ) + } + } + } + else if ( loadout.secondarySkinIndex == 0 ) + { + if ( loadout.secondaryCamoIndex != 0 ) + { + printt( " - INVALID SECONDARY WEAPON CAMO/SKIN, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondarySkinIndex", defaultLoadout.secondarySkinIndex ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondaryCamoIndex", defaultLoadout.secondaryCamoIndex ) + } + } + else + { + string warpaintRef = GetWeaponWarpaintRefByIndex( loadout.secondarySkinIndex, loadout.secondary ) + if ( warpaintRef == INVALID_REF || IsSubItemLocked( player, warpaintRef, loadout.secondary ) ) + { + printt( " - SECONDARY WEAPON SKIN LOCKED/INVALID, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondarySkinIndex", defaultLoadout.secondarySkinIndex ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].secondaryCamoIndex", defaultLoadout.secondaryCamoIndex ) + } + } + } + + // weapon3 + // note: these are always eItemTypes.PILOT_SECONDARY + { + if ( !IsRefValid( loadout.weapon3 ) || GetItemType( loadout.weapon3 ) != eItemTypes.PILOT_SECONDARY ) + { + printt( " - WEAPON3 WEAPON IS LOCKED, RESETTING" ) + string ref = defaultLoadout.weapon3 + if ( loadout.weapon3 == ref ) // item dupes swap + { + ref = defaultLoadout.secondary + } + else if ( ItemsInSameMenuCategory( loadout.weapon3, ref ) ) // category dupes assign value to other slot and swap + { + ref = defaultLoadout.secondary + } + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3", ref ) + } + else if ( IsItemLocked( player, loadout.weapon3 ) ) + { + printt( " - TERTIARY WEAPON IS LOCKED, RESETTING" ) + string ref = defaultLoadout.weapon3 + if ( loadout.secondary == ref ) // item dupes swap + { + ref = defaultLoadout.secondary + } + else if ( ItemsInSameMenuCategory( loadout.secondary, ref ) ) // category dupes assign value to other slot and swap + { + ref = defaultLoadout.secondary + } + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3", ref ) + } + } + + // weapon3 mods + { + // mod1 + if ( loadout.weapon3Mod1 == "" ) + { + // do nothing + } + else if ( !HasSubitem( loadout.weapon3, loadout.weapon3Mod1 ) ) + { + printt( " - WEAPON3 MOD 1 IS INVALID, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3Mod1", defaultLoadout.weapon3Mod1 ) + } + else if ( IsSubItemLocked( player, loadout.weapon3Mod1, loadout.weapon3 ) ) + { + printt( " - WEAPON3 MOD 1 IS LOCKED, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3Mod1", defaultLoadout.weapon3Mod1 ) + } + // mod2 + if ( loadout.weapon3Mod2 == "" ) + { + // do nothing + } + else if ( IsSubItemLocked( player, "secondarymod2", loadout.weapon3 ) ) + { + printt( " - WEAPON3 MOD 2 SLOT IS LOCKED, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3Mod2", defaultLoadout.weapon3Mod2 ) + } + else if ( !HasSubitem( loadout.weapon3, loadout.weapon3Mod2 ) ) + { + printt( " - WEAPON3 MOD 2 IS INVALID, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3Mod2", defaultLoadout.weapon3Mod2 ) + } + else if ( IsSubItemLocked( player, loadout.weapon3Mod2, loadout.weapon3 ) ) + { + printt( " - WEAPON3 MOD 2 IS LOCKED, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3Mod2", defaultLoadout.weapon3Mod2 ) + } + else if ( loadout.weapon3Mod2 == loadout.weapon3Mod1 && loadout.weapon3Mod2 != "" ) + { + printt( " - WEAPON3 MOD 2 IS DUPLICATE, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3Mod2", defaultLoadout.weapon3Mod2 ) + } + // mod3 (pro screen) + if ( loadout.weapon3Mod3 == "" ) + { + // do nothing + } + else if ( loadout.weapon3Mod3 != "pro_screen" ) + { + // fuck you and your three mod slot stuff + printt( " - WEAPON3 PRO SCREEN IS INVALID, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3Mod3", defaultLoadout.weapon3Mod3 ) + } + else if ( IsSubItemLocked( player, "secondarymod3", loadout.weapon3 ) ) + { + printt( " - WEAPON3 PRO SCREEN IS LOCKED, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3Mod3", defaultLoadout.weapon3Mod3 ) + } + } + + // weapon3 camoIndex + // weapon3 skinIndex + { + if ( loadout.weapon3SkinIndex == WEAPON_SKIN_INDEX_CAMO ) + { + array<ItemData> camoSkins = GetAllItemsOfType( eItemTypes.CAMO_SKIN ) + if ( loadout.weapon3CamoIndex >= camoSkins.len() || loadout.weapon3CamoIndex < 0 ) + { + printt( " - INVALID TERTIARY WEAPON CAMO/SKIN, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3SkinIndex", defaultLoadout.weapon3SkinIndex ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3CamoIndex", defaultLoadout.weapon3CamoIndex ) + } + else + { + ItemData camoSkin = camoSkins[loadout.weapon3CamoIndex] + if ( IsSubItemLocked( player, camoSkin.ref, loadout.weapon3 ) ) + { + printt( " - TERTIARY WEAPON CAMO/SKIN EQUIPPED WHEN LOCKED, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3SkinIndex", defaultLoadout.weapon3SkinIndex ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3CamoIndex", defaultLoadout.weapon3CamoIndex ) + } + } + } + else if ( loadout.weapon3SkinIndex == 0 ) + { + if ( loadout.weapon3CamoIndex != 0 ) + { + printt( " - INVALID TERTIARY WEAPON CAMO/SKIN, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3SkinIndex", defaultLoadout.weapon3SkinIndex ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3CamoIndex", defaultLoadout.weapon3CamoIndex ) + } + } + else + { + string warpaintRef = GetWeaponWarpaintRefByIndex( loadout.weapon3SkinIndex, loadout.weapon3 ) + if ( warpaintRef == INVALID_REF || IsSubItemLocked( player, warpaintRef, loadout.weapon3 ) ) + { + printt( " - TERTIARY WEAPON SKIN LOCKED/INVALID, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3SkinIndex", defaultLoadout.weapon3SkinIndex ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].weapon3CamoIndex", defaultLoadout.weapon3CamoIndex ) + } + } + } + + // kit 1 + { + if ( !IsRefValid( loadout.passive1 ) || GetItemType( loadout.passive1 ) != eItemTypes.PILOT_PASSIVE1 ) + { + printt( " - KIT 1 IS INVALID, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].passive1", defaultLoadout.passive1 ) + } + else if ( IsItemLocked( player, loadout.passive1 ) ) + { + printt( " - KIT 1 IS LOCKED, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].passive1", defaultLoadout.passive1 ) + } + } + + // kit 2 + { + if ( !IsRefValid( loadout.passive2 ) || GetItemType( loadout.passive2 ) != eItemTypes.PILOT_PASSIVE2 ) + { + printt( " - KIT 2 IS INVALID, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].passive2", defaultLoadout.passive2 ) + } + else if ( IsItemLocked( player, loadout.passive2 ) ) + { + printt( " - KIT 2 IS LOCKED, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].passive2", defaultLoadout.passive2 ) + } + } + + // execution + // note: not sure why defaultLoadout has this set to "", but neck snap should be default + { + if ( !IsRefValid( loadout.execution ) || GetItemType( loadout.execution ) != eItemTypes.PILOT_EXECUTION ) + { + printt( " - EXECUTION IS INVALID, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].execution", "execution_neck_snap" ) + } + else if ( IsItemLocked( player, loadout.execution ) ) + { + printt( " - EXECUTION IS LOCKED, RESETTING" ) + player.SetPersistentVar( "pilotLoadouts[" + pilotLoadoutIndex + "].execution", "execution_neck_snap" ) + } + } + + // equipped pilot loadout + { + if ( isSelected && IsItemLocked( player, "pilot_loadout_" + ( pilotLoadoutIndex + 1 ) ) ) + { + printt( " - SELECTED PILOT LOADOUT IS LOCKED, RESETTING" ) + player.SetPersistentVar( "pilotSpawnLoadout.index", 0 ) + Remote_CallFunction_NonReplay( player, "ServerCallback_UpdatePilotModel", 0 ) + } + } + } + + Remote_CallFunction_NonReplay( player, "ServerCallback_UpdatePilotModel", player.GetPersistentVarAsInt( "pilotSpawnLoadout.index" ) ) + + printt( "ITEM VALIDATION COMPLETE FOR PLAYER: " + player.GetPlayerName() ) +} + +// basically just PopulateTitanLoadoutFromPersistentData but without validation, we are doing the validation in a better way +// that doesnt just kick the player and reset the entire loadout, since we want to only reset parts of the loadout that we need +TitanLoadoutDef function GetTitanLoadout( entity player, int loadoutIndex ) +{ + TitanLoadoutDef loadout + + loadout.name = GetPersistentLoadoutValue( player, "titan", loadoutIndex, "name" ) + loadout.titanClass = GetPersistentLoadoutValue( player, "titan", loadoutIndex, "titanClass" ) + loadout.primaryMod = GetPersistentLoadoutValue( player, "titan", loadoutIndex, "primaryMod" ) + loadout.special = GetPersistentLoadoutValue( player, "titan", loadoutIndex, "special" ) + loadout.antirodeo = GetPersistentLoadoutValue( player, "titan", loadoutIndex, "antirodeo" ) + loadout.passive1 = GetPersistentLoadoutValue( player, "titan", loadoutIndex, "passive1" ) + loadout.passive2 = GetPersistentLoadoutValue( player, "titan", loadoutIndex, "passive2" ) + loadout.passive3 = GetPersistentLoadoutValue( player, "titan", loadoutIndex, "passive3" ) + loadout.passive4 = GetPersistentLoadoutValue( player, "titan", loadoutIndex, "passive4" ) + loadout.passive5 = GetPersistentLoadoutValue( player, "titan", loadoutIndex, "passive5" ) + loadout.passive6 = GetPersistentLoadoutValue( player, "titan", loadoutIndex, "passive6" ) + loadout.camoIndex = GetPersistentLoadoutValueInt( player, "titan", loadoutIndex, "camoIndex" ) + loadout.skinIndex = GetPersistentLoadoutValueInt( player, "titan", loadoutIndex, "skinIndex" ) //Important: Skin index needs to be gotten after camoIndex for loadout validation purposes + loadout.decalIndex = GetPersistentLoadoutValueInt( player, "titan", loadoutIndex, "decalIndex" ) + loadout.primaryCamoIndex = GetPersistentLoadoutValueInt( player, "titan", loadoutIndex, "primaryCamoIndex" ) + loadout.primarySkinIndex = GetPersistentLoadoutValueInt( player, "titan", loadoutIndex, "primarySkinIndex" ) //Important: Skin index needs to be gotten after camoIndex for loadout validation purposes + loadout.titanExecution = GetPersistentLoadoutValue( player, "titan", loadoutIndex, "titanExecution" ) + loadout.showArmBadge = GetPersistentLoadoutValueInt( player, "titan", loadoutIndex, "showArmBadge" ) + + //Prime Titan related vars + loadout.isPrime = GetPersistentLoadoutValue( player, "titan", loadoutIndex, "isPrime" ) + loadout.primeCamoIndex = GetPersistentLoadoutValueInt( player, "titan", loadoutIndex, "primeCamoIndex" ) + loadout.primeSkinIndex = GetPersistentLoadoutValueInt( player, "titan", loadoutIndex, "primeSkinIndex" ) //Important: Skin index needs to be gotten after camoIndex for loadout validation purposes + loadout.primeDecalIndex = GetPersistentLoadoutValueInt( player, "titan", loadoutIndex, "primeDecalIndex" ) + + UpdateDerivedTitanLoadoutData( loadout ) + OverwriteLoadoutWithDefaultsForSetFile( loadout ) + + return loadout +} + +// basically just PopulatePilotLoadoutFromPersistentData but without validation, we are doing the validation in a better way +// that doesnt just kick the player and reset the entire loadout, since we want to only reset parts of the loadout that we need +PilotLoadoutDef function GetPilotLoadout( entity player, int loadoutIndex ) +{ + PilotLoadoutDef loadout + + loadout.name = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "name" ) + loadout.suit = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "suit" ) + loadout.race = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "race" ) + loadout.execution = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "execution" ) + loadout.primary = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "primary" ) + loadout.primaryAttachment = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "primaryAttachment" ) + loadout.primaryMod1 = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "primaryMod1" ) + loadout.primaryMod2 = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "primaryMod2" ) + loadout.primaryMod3 = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "primaryMod3" ) + loadout.secondary = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "secondary" ) + loadout.secondaryMod1 = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "secondaryMod1" ) + loadout.secondaryMod2 = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "secondaryMod2" ) + loadout.secondaryMod3 = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "secondaryMod3" ) + loadout.weapon3 = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "weapon3" ) + loadout.weapon3Mod1 = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "weapon3Mod1" ) + loadout.weapon3Mod2 = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "weapon3Mod2" ) + loadout.weapon3Mod3 = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "weapon3Mod3" ) + loadout.ordnance = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "ordnance" ) + loadout.passive1 = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "passive1" ) + loadout.passive2 = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, "passive2" ) + loadout.camoIndex = GetPersistentLoadoutValueInt( player, "pilot", loadoutIndex, "camoIndex" ) + loadout.skinIndex = GetPersistentLoadoutValueInt( player, "pilot", loadoutIndex, "skinIndex" ) //Important: Skin index needs to be gotten after camoIndex for loadout validation purposes + loadout.primaryCamoIndex = GetPersistentLoadoutValueInt( player, "pilot", loadoutIndex, "primaryCamoIndex" ) + loadout.primarySkinIndex = GetPersistentLoadoutValueInt( player, "pilot", loadoutIndex, "primarySkinIndex" ) //Important: Skin index needs to be gotten after camoIndex for loadout validation purposes + loadout.secondaryCamoIndex = GetPersistentLoadoutValueInt( player, "pilot", loadoutIndex, "secondaryCamoIndex" ) + loadout.secondarySkinIndex = GetPersistentLoadoutValueInt( player, "pilot", loadoutIndex, "secondarySkinIndex" ) //Important: Skin index needs to be gotten after camoIndex for loadout validation purposes + loadout.weapon3CamoIndex = GetPersistentLoadoutValueInt( player, "pilot", loadoutIndex, "weapon3CamoIndex" ) + loadout.weapon3SkinIndex = GetPersistentLoadoutValueInt( player, "pilot", loadoutIndex, "weapon3SkinIndex" ) //Important: Skin index needs to be gotten after camoIndex for loadout validation purposes + + UpdateDerivedPilotLoadoutData( loadout ) + + return loadout +} + +bool function CanEquipArmBadge( entity player, string titanClass ) +{ + string skinRef + switch ( titanClass ) + { + case "ion": + skinRef = "ion_skin_fd" + break + case "scorch": + skinRef = "scorch_skin_fd" + break + case "northstar": + skinRef = "northstar_skin_fd" + break + case "ronin": + skinRef = "ronin_skin_fd" + break + case "tone": + skinRef = "tone_skin_fd" + break + case "legion": + skinRef = "legion_skin_fd" + break + case "vanguard": + skinRef = "monarch_skin_fd" + break + } + + return !IsSubItemLocked( player, skinRef, titanClass ) +} + +string function GetWeaponWarpaintRefByIndex( int skinIndex, string parentRef ) +{ + ItemData parentItem = GetItemData( parentRef ) + foreach ( subItem in parentItem.subitems ) + { + if ( GetSubitemType( parentRef, subItem.ref ) != eItemTypes.WEAPON_SKIN ) + continue + if ( subItem.i.skinIndex != skinIndex ) + continue + + return subItem.ref + } + + return INVALID_REF +} +#endif // SERVER + +#endif // MP diff --git a/Northstar.CustomServers/mod/scripts/vscripts/sh_utility_all.gnut b/Northstar.CustomServers/mod/scripts/vscripts/sh_utility_all.gnut index 7f356a18..9e762985 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/sh_utility_all.gnut +++ b/Northstar.CustomServers/mod/scripts/vscripts/sh_utility_all.gnut @@ -362,7 +362,7 @@ string function StringReplace( string baseString, string searchString, string re source = part1 + replaceString + part2 loopedOnce = true - findResult = source.find( searchString ) + findResult = source.find( searchString, findResult + replaceString.len() ) } return baseString @@ -386,8 +386,12 @@ float function RoundToNearestMultiplier( float value, float multiplier ) return value } -function DevEverythingUnlocked() +function DevEverythingUnlocked( entity player = null ) { + // check if player has opted into progression or not + if ( player != null && ProgressionEnabledForPlayer( player ) ) + return false + return EverythingUnlockedConVarEnabled() } diff --git a/Northstar.CustomServers/mod/scripts/vscripts/titan_xp.gnut b/Northstar.CustomServers/mod/scripts/vscripts/titan_xp.gnut index 4bfeb4f8..0436a393 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/titan_xp.gnut +++ b/Northstar.CustomServers/mod/scripts/vscripts/titan_xp.gnut @@ -10,5 +10,8 @@ void function AddTitanXP( entity player, int amount ) // level up notif if ( TitanGetLevel( player, titan ) != oldLevel ) + { Remote_CallFunction_NonReplay( player, "ServerCallback_TitanLeveledUp", shTitanXP.titanClasses.find( titan ), TitanGetGen( player, titan ), TitanGetLevel( player, titan ) ) + AddPlayerScore( player, "TitanLevelUp" ) + } }
\ No newline at end of file diff --git a/Northstar.CustomServers/mod/scripts/vscripts/weapon_xp.gnut b/Northstar.CustomServers/mod/scripts/vscripts/weapon_xp.gnut index 8e100257..4e25e301 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/weapon_xp.gnut +++ b/Northstar.CustomServers/mod/scripts/vscripts/weapon_xp.gnut @@ -12,8 +12,11 @@ void function AddWeaponXP( entity player, int amount ) // level up notif if ( WeaponGetLevel( player, weaponClassname ) != oldLevel ) + { Remote_CallFunction_NonReplay( player, "ServerCallback_WeaponLeveledUp", shWeaponXP.weaponClassNames.find( weaponClassname ), WeaponGetGen( player, weaponClassname ), WeaponGetLevel( player, weaponClassname ) ) - + AddPlayerScore( player, "WeaponLevelUp" ) + } + // proscreen if ( player == activeWeapon.GetProScreenOwner() ) { |