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author | BobTheBob <32057864+BobTheBob9@users.noreply.github.com> | 2021-06-22 14:30:49 +0100 |
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committer | BobTheBob <32057864+BobTheBob9@users.noreply.github.com> | 2021-06-22 14:30:49 +0100 |
commit | 207facbc402f5639cbcd31f079214351ef605cf2 (patch) | |
tree | 4710b2a88dd64f3dfea1609d31a5de9141640951 /Northstar.CustomServers/scripts/vscripts/_control_panel.gnut | |
parent | c2d438568df6d98cf731807e30eaa7da31e5ea52 (diff) | |
download | NorthstarMods-207facbc402f5639cbcd31f079214351ef605cf2.tar.gz NorthstarMods-207facbc402f5639cbcd31f079214351ef605cf2.zip |
initial commit after moving to new repo
Diffstat (limited to 'Northstar.CustomServers/scripts/vscripts/_control_panel.gnut')
-rw-r--r-- | Northstar.CustomServers/scripts/vscripts/_control_panel.gnut | 727 |
1 files changed, 727 insertions, 0 deletions
diff --git a/Northstar.CustomServers/scripts/vscripts/_control_panel.gnut b/Northstar.CustomServers/scripts/vscripts/_control_panel.gnut new file mode 100644 index 00000000..f9d7a4ff --- /dev/null +++ b/Northstar.CustomServers/scripts/vscripts/_control_panel.gnut @@ -0,0 +1,727 @@ +untyped + +global function ControlPanel_Init + +global function InitControlPanelUseFuncTable +global function AddControlPanelUseFuncTable +global function SetControlPanelPrompts +global function SetPanelUsableToEnemies +global function PanelFlipsToPlayerTeamAndUsableByEnemies +global function GetAllControlPanels +global function CaptureAllAvailableControlPanels +global function GetPanelUseEnts +global function PlayIncomingFX +global function SetControlPanelUseFunc +global function ClearControlPanelUseFuncs + +const INCOMING_SPAWN_FX = $"P_ar_titan_droppoint" + +struct +{ + array<entity> controlPanels +} file + +//========================================================= +// Control Panels +// +//========================================================= + +////////////////////////////////////////////////////////////////////// +function ControlPanel_Init() +{ + PrecacheModel( $"models/communication/terminal_usable_imc_01.mdl" ) + PrecacheParticleSystem( INCOMING_SPAWN_FX ) + + //PrecacheMaterial( $"vgui/hud/control_panel/console_disabled/console_disabled" ) + //PrecacheMaterial( $"vgui/hud/control_panel/console_f_deploy/console_f_deploy" ) + //PrecacheMaterial( $"vgui/hud/control_panel/console_f_search/console_f_search" ) + //PrecacheMaterial( $"vgui/hud/control_panel/console_f_active/console_f_active" ) + //PrecacheMaterial( $"vgui/hud/control_panel/console_f_repair/console_f_repair" ) + //PrecacheMaterial( $"vgui/hud/control_panel/console_e_deploy/console_e_deploy" ) + //PrecacheMaterial( $"vgui/hud/control_panel/console_e_search/console_e_search" ) + //PrecacheMaterial( $"vgui/hud/control_panel/console_e_active/console_e_active" ) + //PrecacheMaterial( $"vgui/hud/control_panel/console_e_repair/console_e_repair" ) + + AddSpawnCallback( "prop_control_panel", OnPanelSpawn ) + + + RegisterSignal( "PanelReprogrammed" ) + RegisterSignal( "PanelReprogram_Success" ) + RegisterSignal( "OnContinousUseStopped" ) +} + +////////////////////////////////////////////////////////// +function GameModeRemovePanel( ent ) +{ + local keepUndefined + string gameMode = GameRules_GetGameMode() + + switch ( gameMode ) + { + // if we are in this game mode, then don't keep undefined panels + default: + keepUndefined = true + gameMode = TEAM_DEATHMATCH + break + } + + local gamemodeKey = "gamemode_" + gameMode + + if ( ent.HasKey( gamemodeKey ) && ent.kv[gamemodeKey] == "1" ) + { + // the key exists and it's true so keep it + return + } + + if ( !ent.HasKey( gamemodeKey ) && keepUndefined ) + { + // the key doesn't exist but keepUndefined is true so still keep it + return + } + + ent.Destroy() +} + + +////////////////////////////////////////////////////////////////////// +void function OnPanelSpawn( entity panel ) +{ + Assert( panel.GetModelName() == $"models/communication/terminal_usable_imc_01.mdl" ) + + thread OnPanelSpawn_Internal( panel ) +} + +////////////////////////////////////////////////////////////////////// +void function OnPanelSpawn_Internal( entity panel ) +{ + panel.EndSignal( "OnDestroy" ) + GameModeRemovePanel( panel ) + + panel.s.useFuncArray <- [] + + Assert( IsValid( panel ), "Invalid panel " + panel ) + panel.EndSignal( "OnDestroy" ) + + file.controlPanels.append( panel ) + + thread PanelUpdateUsability( panel ) + + panel.useFunction = ControlPanel_CanUseFunction + + panel.s.leechTimeNormal <- 3.0 + panel.s.leechTimeFast <- 1.1 + + panel.kv.forceVisibleInPhaseShift = true + + panel.s.onPlayerFinishesUsing_func <- null + panel.s.hackedOnce <- false + //Used in Frontier Mode for knowing if NPCs are hacking the panel. + panel.s.hackingEntity <- null + + panel.s.remoteTurret <- null + panel.s.remoteTurretStartFunc <- null + + #if HAS_PANEL_HIGHLIGHT + int contextId = 0 + panel.Highlight_SetFunctions( contextId, 0, true, HIGHLIGHT_OUTLINE_INTERACT_BUTTON, 1, 0, false ) + panel.Highlight_SetParam( contextId, 0, HIGHLIGHT_COLOR_INTERACT ) + panel.Highlight_SetCurrentContext( contextId ) + panel.Highlight_ShowInside( 0.0 ) + panel.Highlight_ShowOutline( 0.0 ) + #endif + + string flag + if ( panel.HasKey( "scr_flag_set" ) ) + { + string editorVal = expect string( panel.kv.scr_flag_set ) + if ( editorVal != "" ) + { + flag = editorVal + FlagInit( flag ) + } + } + + string hackFlag + if ( panel.HasKey( "scr_flag_hack_started" ) ) + { + string editorVal = expect string( panel.kv.scr_flag_hack_started ) + if ( editorVal != "" ) + { + hackFlag = editorVal + FlagInit( hackFlag ) + } + } + + bool toggleFlag = false + if ( panel.HasKey( "toggleFlagWhenHacked" ) ) + toggleFlag = panel.kv.toggleFlagWhenHacked == "1" + + bool singleUse = false + if ( panel.HasKey( "singleUse" ) ) + singleUse = panel.kv.singleUse.tointeger() > 0 + + string requiredFlag = "" + if ( panel.HasKey( "scr_flagRequired" ) && panel.GetValueForKey( "scr_flagRequired" ) != "" ) + requiredFlag = panel.GetValueForKey( "scr_flagRequired" ) + + for ( ;; ) + { + var player = panel.WaitSignal( "OnPlayerUse" ).player + Assert( player.IsPlayer() ) + expect entity( player ) + + if ( !IsAlive( player ) || player.IsTitan() ) + continue + + // Panel might be disabled with a flag, so don't allow a hack. We don't disable usability though, because we want use prompts still, with custom hint text + if ( (requiredFlag != "") && !Flag( requiredFlag ) ) + continue + + // already a user? + if ( IsAlive( panel.GetBossPlayer() ) ) + continue + + if ( !panel.useFunction( player, panel ) ) + { + //play buzzer sound + //EmitSoundOnEntity( panel, "Operator.Ability_offline" ) + wait 1 + continue + } + + waitthread PlayerUsesControlPanel( player, panel, flag, toggleFlag, hackFlag ) + + if ( singleUse && (panel.s.hackedOnce == true) ) + break + } + + // control panel no longer usable + panel.UnsetUsable() + panel.SetUsePrompts( "", "" ) + #if HAS_PANEL_HIGHLIGHT + panel.Highlight_HideInside( 1.0 ) + panel.Highlight_HideOutline( 1.0 ) + #endif +} + +void function PanelUpdateUsability( entity panel ) +{ + panel.EndSignal( "OnDestroy" ) + + //Default, set it usable by everyone + panel.SetUsableByGroup( "pilot" ) + panel.SetUsePrompts( "#DEFAULT_HACK_HOLD_PROMPT", "#DEFAULT_HACK_PRESS_PROMPT" ) + + if ( !panel.HasKey( "scr_flagRequired" ) ) + return + + string flag = panel.GetValueForKey( "scr_flagRequired" ) + + if ( flag == "" ) + return + + FlagInit( flag ) + + string disabledUsePrompt = "" + if ( panel.HasKey( "disabledHintString" ) ) + disabledUsePrompt = panel.GetValueForKey( "disabledHintString" ) + + while(true) + { + panel.SetUsePrompts( disabledUsePrompt, disabledUsePrompt ) + FlagWait( flag ) + panel.SetUsePrompts( "#DEFAULT_HACK_HOLD_PROMPT", "#DEFAULT_HACK_PRESS_PROMPT" ) + FlagWaitClear( flag ) + } +} + +void function PlayIncomingFX( vector origin, int teamNum ) +{ + wait 1.50 + EmitSoundAtPosition( teamNum, origin, "Titan_1P_Warpfall_Start" ) + + local colorVec = Vector( 0, 255, 0 ) + entity cpoint = CreateEntity( "info_placement_helper" ) + SetTargetName( cpoint, UniqueString( "pickup_controlpoint" ) ) + DispatchSpawn( cpoint ) + cpoint.SetOrigin( colorVec ) + entity glowFX = PlayFXWithControlPoint( INCOMING_SPAWN_FX, origin, cpoint, -1, null, null, C_PLAYFX_LOOP ) + + OnThreadEnd( + function() : ( glowFX, cpoint ) + { + if ( IsValid( glowFX ) ) + glowFX.Destroy() + if ( IsValid( cpoint ) ) + cpoint.Destroy() + } + ) + + wait 1.25 +} + +void function PlayerUsesControlPanel( entity player, entity panel, string flag, bool toggleFlag, string hackFlag ) +{ + thread PlayerProgramsControlPanel( panel, player, hackFlag ) + + local result = panel.WaitSignal( "PanelReprogrammed" ) + + if ( result.success ) + { + local panelEHandle = IsValid( panel ) ? panel.GetEncodedEHandle() : null + array<entity> players = GetPlayerArray() + foreach( player in players ) + { + Remote_CallFunction_Replay( player, "ServerCallback_ControlPanelRefresh", panelEHandle ) + } + + RunPanelUseFunctions( panel, player ) + panel.Signal( "PanelReprogram_Success" ) + if ( flag != "" ) + { + if ( toggleFlag && Flag( flag ) ) + FlagClear( flag ) + else + { + FlagSet( flag ) + } + } + + panel.s.hackedOnce = true + } + else + { + //play buzzer sound + //EmitSoundOnEntity( panel, "Operator.Ability_offline" ) + WaitFrame() // arbitrary delay so that you can't restart the leech instantly after failing + if ( hackFlag != "" ) + FlagClear( hackFlag ) + } +} + +function RunPanelUseFunctions( panel, player ) +{ + if ( panel.s.useFuncArray.len() <= 0 ) + return + + foreach ( useFuncTable in clone panel.s.useFuncArray ) + { + if ( useFuncTable.useEnt == null ) + useFuncTable.useFunc( panel, player ) + else + useFuncTable.useFunc( panel, player, useFuncTable.useEnt ) + } +} + +function SetControlPanelUseFunc( panel, func, ent = null ) +{ + local Table = InitControlPanelUseFuncTable() + Table.useFunc <- func + Table.useEnt <- ent + AddControlPanelUseFuncTable( panel, Table ) +} + +function ClearControlPanelUseFuncs( panel ) +{ + panel.s.useFuncArray.clear() +} + +////////////////////////////////////////////////////////////////////// +void function PlayerProgramsControlPanel( entity panel, entity player, string hackFlag ) +{ + Assert( IsAlive( player ) ) + + // need to wait here so that the panel script can start waiting for the PanelReprogrammed signal. + WaitFrame() + + local action = + { + playerAnimation1pStart = "ptpov_data_knife_console_leech_start" + playerAnimation1pIdle = "ptpov_data_knife_console_leech_idle" + playerAnimation1pEnd = "ptpov_data_knife_console_leech_end" + + playerAnimation3pStart = "pt_data_knife_console_leech_start" + playerAnimation3pIdle = "pt_data_knife_console_leech_idle" + playerAnimation3pEnd = "pt_data_knife_console_leech_end" + + panelAnimation3pStart = "tm_data_knife_console_leech_start" + panelAnimation3pIdle = "tm_data_knife_console_leech_idle" + panelAnimation3pEnd = "tm_data_knife_console_leech_end" + + direction = Vector( -1, 0, 0 ) + } + + #if HAS_PANEL_HIGHLIGHT + panel.Highlight_HideInside( 1.0 ) + panel.Highlight_HideOutline( 1.0 ) + #endif + + local e = {} + e.success <- false + e.knives <- [] + + e.panelUsableValueToRestore <- panel.GetUsableValue() + e.startOrigin <- player.GetOrigin() + panel.SetBossPlayer( player ) + panel.SetUsableValue( USABLE_BY_OWNER ) + + e.setIntruder <- false + + e.finishedPanelOpen <- false + e.animViewLerpoutTime <- 0.3 + e.doRequireUseButtonHeld <- true + + player.ForceStand() + HolsterAndDisableWeapons( player ) //Do here instead of after doRequireUseButtonHeld check since DisableOffhandWeapons() is counter based, i.e. a call to DisableOffhandWeapons() must be matched with a call to EnableOffhandWeapons() + + // + if ( panel.s.remoteTurret ) + { + action.playerAnimation1pStart = "ptpov_data_knife_console_leech_remoteturret_start" + action.playerAnimation3pStart = "pt_data_knife_console_leech_remoteturret_start" + action.panelAnimation3pStart = "tm_data_knife_console_leech_remoteturret_start" + + e.animViewLerpoutTime = 0.0 + e.doRequireUseButtonHeld = false + + panel.SetUsePrompts( "", "" ) + } + + player.EndSignal( "OnDeath" ) + player.EndSignal( "ScriptAnimStop" ) + + OnThreadEnd + ( + function() : ( e, player, panel ) + { + if ( e.setIntruder ) + level.nv.panelIntruder = null + + if ( IsValid( player ) ) + { + player.ClearAnimNearZ() + player.ClearParent() + + // stop any running first person sequences + player.Anim_Stop() + + if ( IsAlive( player ) ) + PutEntityInSafeSpot( player, panel, null, expect vector( e.startOrigin ), player.GetOrigin() ) + + // done with first person anims + ClearPlayerAnimViewEntity( player, expect float( e.animViewLerpoutTime ) ) + DeployAndEnableWeapons( player ) + player.UnforceStand() + + if ( player.ContextAction_IsLeeching() ) + player.Event_LeechEnd() + } + + if ( IsValid( panel ) ) + { + // stop any running first person sequences + panel.Anim_Stop() + panel.Anim_Play( "ref" ) // close the hatch + + // reset default usability + if ( !panel.s.remoteTurret || !e.finishedPanelOpen ) + { + panel.ClearBossPlayer() + panel.SetUsableValue( e.panelUsableValueToRestore ) + } + + if ( !e.success ) + { + #if HAS_PANEL_HIGHLIGHT + panel.Highlight_ShowInside( 1.0 ) + panel.Highlight_ShowOutline( 1.0 ) + #endif + + panel.Signal( "PanelReprogrammed", { success = e.success } ) + #if MP + local turret = GetMegaTurretLinkedToPanel( panel ) //CHIN: Control panels shouldn't need to know about turrets + if ( IsValid( turret ) && IsTurret( turret ) ) + { + local usableValue = MegaTurretUsabilityFunc( turret, panel ) + panel.SetUsableByGroup( usableValue ) + SetUsePromptForPanel( panel, turret ) + } + else + { + // Turret got destoyed while hacking. + // Usability state has been set by ReleaseTurret( ... ) in ai_turret.nut + // Changing it to the previous usable value would put us in a bad state. + + + // we should change how this works for R2 + // + // HACK remove s.scriptedPanel when these are refactored + if ( "scriptedPanel" in panel.s ) + panel.SetUsableValue( e.panelUsableValueToRestore ) + } + #endif + + #if SP + if ( "scriptedPanel" in panel.s ) + panel.SetUsableValue( e.panelUsableValueToRestore ) + #endif + } + + if ( panel.s.remoteTurret && e.finishedPanelOpen ) + thread panel.s.remoteTurretStartFunc( panel, player, e.panelUsableValueToRestore ) + + if ( panel.s.onPlayerFinishesUsing_func ) + thread panel.s.onPlayerFinishesUsing_func( panel, player, e.success ) + } + + foreach ( knife in e.knives ) + { + if ( IsValid( knife ) ) + knife.Destroy() + } + } + ) + + if ( e.doRequireUseButtonHeld && !player.UseButtonPressed() ) + return // it's possible to get here and no longer be holding the use button. If that is the case lets not continue. + + if ( player.ContextAction_IsActive() ) + return + + if ( player.IsPhaseShifted() ) + return + + player.SetAnimNearZ( 1 ) + + player.Event_LeechStart() + + local leechTime = panel.s.leechTimeNormal + + if ( PlayerHasPassive( player, ePassives.PAS_FAST_HACK ) ) + leechTime = panel.s.leechTimeFast + + local totalTime = leechTime + player.GetSequenceDuration( action.playerAnimation3pStart ) + + thread TrackContinuousUse( player, totalTime, e.doRequireUseButtonHeld ) + + waitthread ControlPanelFlipAnimation( panel, player, action, e ) + + if ( e.doRequireUseButtonHeld && !player.UseButtonPressed() ) + return // we might have returned from the flip anim because we released the use button. + + if ( hackFlag != "" ) + FlagSet( hackFlag ) + + e.finishedPanelOpen = true + if ( panel.s.remoteTurret ) + { + // Called on thread end above. + return + } + + Remote_CallFunction_Replay( player, "ServerCallback_DataKnifeStartLeech", leechTime ) + + waitthread WaitForEndLeechOrStoppedUse( player, leechTime, e, panel ) + + if ( e.success ) + { + thread DataKnifeSuccessSounds( player ) + } + else + { + DataKnifeCanceledSounds( player ) + Remote_CallFunction_Replay( player, "ServerCallback_DataKnifeCancelLeech" ) + } + + waitthread ControlPanelFlipExitAnimation( player, panel, action, e ) +} + +function WaitForEndLeechOrStoppedUse( player, leechTime, e, panel ) +{ + player.EndSignal( "OnContinousUseStopped" ) + wait leechTime + e.success = true + panel.Signal( "PanelReprogrammed", { success = e.success } ) +} + + +////////////////////////////////////////////////////////////////////// +function ControlPanelFlipAnimation( entity panel, entity player, action, e ) +{ +// OnThreadEnd +// ( +// function() : ( panel ) +// { +// if ( IsValid( panel ) ) +// DeleteAnimEvent( panel, "knife_popout" ) +// } +// ) + player.EndSignal( "OnContinousUseStopped" ) + + FirstPersonSequenceStruct playerSequence + playerSequence.attachment = "ref" + playerSequence.thirdPersonAnim = expect string ( action.playerAnimation3pStart ) + playerSequence.thirdPersonAnimIdle = expect string ( action.playerAnimation3pIdle ) + playerSequence.firstPersonAnim = expect string ( action.playerAnimation1pStart ) + playerSequence.firstPersonAnimIdle = expect string ( action.playerAnimation1pIdle ) + if ( IntroPreviewOn() ) + playerSequence.viewConeFunction = ControlPanelFlipViewCone + + FirstPersonSequenceStruct panelSequence + panelSequence.thirdPersonAnim = expect string ( action.panelAnimation3pStart ) + panelSequence.thirdPersonAnimIdle = expect string ( action.panelAnimation3pIdle ) + + + asset model = DATA_KNIFE_MODEL + + entity knife = CreatePropDynamic( model ) + SetTargetName( knife, "dataKnife" ) + knife.SetParent( player, "PROPGUN", false, 0.0 ) + e.knives.append( knife ) + + thread PanelFirstPersonSequence( panelSequence, panel, player ) + waitthread FirstPersonSequence( playerSequence, player, panel ) +} + + +void function ControlPanelFlipViewCone( entity player ) +{ + player.PlayerCone_FromAnim() + player.PlayerCone_SetMinYaw( -80 ) + player.PlayerCone_SetMaxYaw( 80 ) + player.PlayerCone_SetMinPitch( -80 ) + player.PlayerCone_SetMaxPitch( 10 ) +} + + +////////////////////////////////////////////////////////////////////// +function PanelFirstPersonSequence( FirstPersonSequenceStruct panelSequence, entity panel, entity player ) +{ + player.EndSignal( "OnDeath" ) + panel.EndSignal( "OnDestroy" ) + + waitthread FirstPersonSequence( panelSequence, panel ) +} + + +////////////////////////////////////////////////////////////////////// +function ControlPanelFlipExitAnimation( entity player, entity panel, action, e ) +{ + FirstPersonSequenceStruct playerSequence + playerSequence.blendTime = 0.0 + playerSequence.attachment = "ref" + playerSequence.teleport = true + + FirstPersonSequenceStruct panelSequence + panelSequence.blendTime = 0.0 + + playerSequence.thirdPersonAnim = expect string ( action.playerAnimation3pEnd ) + playerSequence.firstPersonAnim = expect string ( action.playerAnimation1pEnd ) + panelSequence.thirdPersonAnim = expect string ( action.panelAnimation3pEnd ) + + thread FirstPersonSequence( panelSequence, panel ) + waitthread FirstPersonSequence( playerSequence, player, panel ) +} + + +////////////////////////////////////////////////////////////////////// +function TrackContinuousUse( player, leechTime, doRequireUseButtonHeld ) +{ + player.EndSignal( "OnDeath" ) + player.EndSignal( "ScriptAnimStop" ) + + local result = {} + result.success <- false + + OnThreadEnd + ( + function() : ( player, result ) + { + if ( !result.success ) + { + player.Signal( "OnContinousUseStopped" ) + } + } + ) + + float startTime = Time() + while ( Time() < startTime + leechTime && (!doRequireUseButtonHeld || player.UseButtonPressed()) && !player.IsPhaseShifted() ) + WaitFrame() + + if ( !doRequireUseButtonHeld || player.UseButtonPressed() ) + result.success = true +} + +function InitControlPanelUseFuncTable() +{ + local Table = {} + Table.useEnt <- null + Table.useFunc <- null + return Table +} + +function AddControlPanelUseFuncTable( panel, Table ) +{ + // a table that contains + //1. a function to be called when the control panel is used + //2. an entity that the function refers to, e.g. the turret to be created + panel.s.useFuncArray.append( Table ) +} + +function SetControlPanelPrompts( ent, func ) +{ + ent.s.prompts <- func( ent ) +} + +function SetPanelUsableToEnemies( panel ) +{ + if ( panel.GetTeam() == TEAM_IMC || panel.GetTeam() == TEAM_MILITIA ) + { + panel.SetUsableByGroup( "enemies pilot" ) + return + } + + //Not on either player team, just set usable to everyone + panel.SetUsableByGroup( "pilot" ) +} + +function PanelFlipsToPlayerTeamAndUsableByEnemies( panel, entity player ) +{ + expect entity( panel ) + + SetTeam( panel, player.GetTeam() ) + SetPanelUsableToEnemies( panel ) +} + +function GetPanelUseEnts( panel ) +{ + local useEntsArray = [] + foreach( useFuncTable in panel.s.useFuncArray ) + { + if ( useFuncTable.useEnt ) + useEntsArray.append( useFuncTable.useEnt ) + } + + return useEntsArray + +} + +array<entity> function GetAllControlPanels() +{ + //Defensively remove control panels that are invalid. + //This is because we can have control panels in levels for some game modes + //but not in others, e.g. refuel mode vs tdm + + ArrayRemoveInvalid( file.controlPanels ) + return file.controlPanels +} + +function CaptureAllAvailableControlPanels( player ) +{ + array<entity> panels = GetAllControlPanels() + foreach ( panel in panels ) + { + printt( "panel team " + panel.GetTeam() ) + RunPanelUseFunctions( panel, player ) + } +} |