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-rw-r--r--Northstar.Coop/scripts/vscripts/sp/_gauntlet.gnut1054
1 files changed, 0 insertions, 1054 deletions
diff --git a/Northstar.Coop/scripts/vscripts/sp/_gauntlet.gnut b/Northstar.Coop/scripts/vscripts/sp/_gauntlet.gnut
deleted file mode 100644
index 4cde3094..00000000
--- a/Northstar.Coop/scripts/vscripts/sp/_gauntlet.gnut
+++ /dev/null
@@ -1,1054 +0,0 @@
-global function Gauntlet_ServerInit
-global function EnableAllGauntlets
-global function DisableAllGauntlets
-global function EnableGauntlet
-global function DisableGauntlet
-global function Gauntlet_HideLeaderboard
-global function Gauntlet_ShowLeaderboard
-global function Gauntlet_NPC_PostSpawn
-global function ClientCommand_Gauntlet_PlayerRestartedFromMenu
-global function Gauntlet_StartGhostPlayback
-global function Gauntlet_StopGhostPlayback
-global function Gauntlet_ChallengeLeaderboardGhosts
-#if DEV
-global function Gauntlet_Player_GhostRecordOrPlayback
-#endif
-
-const float GAUNTLET_ENEMY_MISSED_TIME_PENALTY = 2.0
-const float GAUNTLET_TARGET_DISSOLVE_TIME = 1.0
-const float GAUNTLET_TARGET_DISSOLVE_TIME_MS = GAUNTLET_TARGET_DISSOLVE_TIME * 100
-
-void function Gauntlet_ServerInit()
-{
- AddClientCommandCallback( "Gauntlet_PlayerRestartedFromMenu", ClientCommand_Gauntlet_PlayerRestartedFromMenu )
- AddCallback_EntitiesDidLoad( Gauntlet_PostEntityLoadSetup )
- AddCallback_OnClientConnected( Gauntlet_PlayerConnected )
- AddCallback_OnLoadSaveGame( Gauntlet_OnLoadSaveGame )
-
- RegisterSignal( "trigStart_OnStartTouch" )
- RegisterSignal( "trigStart_OnEndTouch" )
- RegisterSignal( "trigStart2_OnStartTouch" )
- RegisterSignal( "trigStart2_OnEndTouch" )
-
- RegisterSignal( "Gauntlet_PlayerHitStartTrig" )
- RegisterSignal( "Gauntlet_PlayerWentBackwardsThroughStartTrig" )
- RegisterSignal( "Gauntlet_PlayerHitFinishTrig" )
- RegisterSignal( "Gauntlet_CheckpointHit" )
- RegisterSignal( "Gauntlet_ForceRestart" )
- RegisterSignal( "GhostAnimationPlayback_Start" )
- RegisterSignal( "GhostAnimationPlayback_Stop" )
- RegisterSignal( "Gauntlet_PlayerBeatChallengeGhost" )
- RegisterSignal( "Gauntlet_PlayerBeatAllChallengeGhosts" )
- #if DEV
- RegisterSignal( "RecordAnimation_Start")
- RegisterSignal( "Player_StartRecordingGhost_HintStart" )
- #endif
-}
-
-void function Gauntlet_PostEntityLoadSetup()
-{
- foreach ( gauntlet in GetGauntlets() )
- {
- InitGauntlet( gauntlet )
-
- if ( gauntlet.startEnabled )
- EnableGauntlet( gauntlet )
- }
-}
-
-void function Gauntlet_PlayerConnected( entity player )
-{
- foreach ( gauntlet in GetGauntlets() )
- {
- // send ghost duration data to client- only server can read the anim durations
- foreach ( ghost in gauntlet.ghosts )
- Remote_CallFunction_Replay( player, "ScriptCallback_Gauntlet_SetGhostDuration", gauntlet.id, ghost.id, ghost.duration )
-
- if ( gauntlet.showLeaderboard )
- {
- Gauntlet_ShowLeaderboard( gauntlet )
-
- if ( gauntlet.activeGhostID != -1 )
- Gauntlet_RefreshActiveGhostID( gauntlet )
- }
- }
-}
-
-void function Gauntlet_OnLoadSaveGame( entity player )
-{
- thread Gauntlet_OnLoadSaveGame_Thread( player )
-}
-
-void function Gauntlet_OnLoadSaveGame_Thread( entity player )
-{
- wait 1.0
- Gauntlet_PlayerConnected( player )
-}
-
-// turns on a particular gauntlet
-void function EnableGauntlet( GauntletInfo gauntlet )
-{
- Assert( gauntlet.isInited, "Must run InitGauntlet before enabling" )
-
- if ( gauntlet.isEnabled )
- return
-
- Gauntlet_CreateSignalEnt( gauntlet )
-
- foreach ( player in GetPlayerArray() )
- Remote_CallFunction_Replay( player, "ScriptCallback_EnableGauntlet", gauntlet.id )
-
- thread Gauntlet_Think( gauntlet )
-
- gauntlet.isEnabled = true
-}
-
-// turns off a particular gauntlet
-void function DisableGauntlet( GauntletInfo gauntlet )
-{
- if ( !gauntlet.isEnabled )
- return
-
- gauntlet.signalEnt.Signal( "DisableGauntlet" )
-
- Gauntlet_CleanupSignalEnt( gauntlet )
- Gauntlet_ClearSpawnedNPCs( gauntlet )
- thread ClearDroppedWeapons( GAUNTLET_TARGET_DISSOLVE_TIME + 0.1 ) // needs to be longer than gauntlet ghost dissolve time so weapons drop
-
- foreach ( player in GetPlayerArray() )
- Remote_CallFunction_Replay( player, "ScriptCallback_DisableGauntlet", gauntlet.id )
-
- gauntlet.isEnabled = false
-}
-
-void function Gauntlet_HideLeaderboard( GauntletInfo gauntlet )
-{
- Gauntlet_SetLeaderboardEnabled( gauntlet, false )
-
- foreach ( player in GetPlayerArray() )
- Remote_CallFunction_Replay( player, "ScriptCallback_HideLeaderboard", gauntlet.id )
-}
-
-void function Gauntlet_ShowLeaderboard( GauntletInfo gauntlet )
-{
- Gauntlet_SetLeaderboardEnabled( gauntlet, true )
-
- foreach ( player in GetPlayerArray() )
- Remote_CallFunction_Replay( player, "ScriptCallback_ShowLeaderboard", gauntlet.id )
-}
-
-void function Gauntlet_Checkpoints( GauntletInfo gauntlet )
-{
- if ( !gauntlet.checkpoints.len() )
- return
-
- foreach ( trig in gauntlet.checkpoints )
- thread Gauntlet_CheckpointTrig_WaitForPlayer( gauntlet, trig )
-}
-
-void function Gauntlet_CheckpointTrig_WaitForPlayer( GauntletInfo gauntlet, entity trig )
-{
- gauntlet.player.EndSignal( "OnDestroy" )
- gauntlet.player.EndSignal( "Gauntlet_RunStarted" )
- gauntlet.player.EndSignal( "Gauntlet_RunStopped" )
- trig.EndSignal( "OnDestroy" )
-
- table result
- entity activator
-
- while ( 1 )
- {
- result = trig.WaitSignal( "OnStartTouch" )
- activator = expect entity( result.activator )
-
- if ( !activator.IsPlayer() )
- continue
-
- if ( !IsAlive( activator ) )
- continue
-
- if ( activator.IsTitan() )
- continue
-
- break
- }
-
- gauntlet.checkpointsHit++
- activator.Signal( "Gauntlet_CheckpointHit" )
-}
-
-void function Gauntlet_ClearSpawnedNPCs( GauntletInfo gauntlet )
-{
- foreach ( guy in gauntlet.spawned )
- {
- if ( IsAlive( guy ) )
- {
- Gauntlet_UnfreezeNPC( guy )
- guy.Die()
- }
- }
-
- gauntlet.spawned = []
-}
-
-void function Gauntlet_SpawnNPCs( GauntletInfo gauntlet )
-{
- Gauntlet_ClearSpawnedNPCs( gauntlet )
-
- array<entity> spawned = SpawnFromSpawnerArray( gauntlet.spawners )
- foreach ( guy in spawned )
- thread Gauntlet_NPC_PostSpawn( guy, gauntlet )
-
- gauntlet.spawned = spawned
-}
-
-void function Gauntlet_NPC_PostSpawn( entity npc, GauntletInfo gauntlet )
-{
- if ( IsGrunt( npc ) )
- {
- // TODO- pulse as player runs through course, so the effect highlights the different ranges where the enemies are
- Highlight_SetEnemyHighlightWithParam1( npc, "gauntlet_target_highlight", npc.EyePosition() )
-
- npc.SetHealth( 1 )
-
- npc.SetCanBeMeleeExecuted( false )
- }
-
- npc.EndSignal( "OnDeath" )
- thread Gauntlet_NPC_DeathWait( npc, gauntlet )
-
- AddEntityCallback_OnDamaged( npc, Gauntlet_NPC_Damaged )
-
- npc.SetNoTarget( true )
- npc.SetEfficientMode( true )
- npc.SetHologram()
- npc.SetDeathActivity( "ACT_DIESIMPLE" )
-
- wait RandomFloatRange( 0.5, 1.0 ) // This is no good, too variable. TODO put in a pose instead
-
- npc.Freeze()
-}
-
-void function Gauntlet_NPC_Damaged( entity npc, var damageInfo )
-{
- printt( "NPC Damaged!", npc.GetHealth() )
-
- float dmg = DamageInfo_GetDamage( damageInfo )
- float finalHealth = npc.GetHealth() - dmg
-
- if ( finalHealth <= 0 )
- Gauntlet_UnfreezeNPC( npc )
-}
-
-void function Gauntlet_NPC_DeathWait( entity npc, GauntletInfo gauntlet )
-{
- gauntlet.signalEnt.EndSignal( "DisableGauntlet" )
-
- npc.WaitSignal( "OnDeath" )
-
- EmitSoundAtPosition( TEAM_UNASSIGNED, npc.GetOrigin(), "holopilot_impacts_training" )
- npc.Dissolve( ENTITY_DISSOLVE_PHASESHIFT, Vector( 0, 0, 0 ), GAUNTLET_TARGET_DISSOLVE_TIME_MS )
-
- if ( !gauntlet.isActive )
- return
-
- if ( gauntlet.runFinished )
- return
-
- gauntlet.enemiesKilled++
-
- Remote_CallFunction_Replay( gauntlet.player, "ScriptCallback_Gauntlet_SetEnemyInfo", gauntlet.id, gauntlet.spawners.len(), gauntlet.enemiesKilled )
-}
-
-void function Gauntlet_UnfreezeNPC( entity npc )
-{
- if ( !npc.IsFrozen() )
- return
-
- npc.Unfreeze()
-}
-
-string function EnableAllGauntlets()
-{
- foreach ( idx, gauntlet in GetGauntlets() )
- EnableGauntlet( gauntlet )
-
- return( "All gauntlets enabled" )
-}
-
-string function DisableAllGauntlets()
-{
- foreach ( idx, gauntlet in GetGauntlets() )
- DisableGauntlet( gauntlet )
-
- return( "All gauntlets disabled" )
-}
-
-void function Gauntlet_Think( GauntletInfo gauntlet )
-{
- gauntlet.signalEnt.EndSignal( "DisableGauntlet" )
-
- OnThreadEnd(
- function() : ( gauntlet )
- {
- Gauntlet_ResetTrackerStats( gauntlet )
-
- if ( gauntlet.player && !gauntlet.runFinished )
- Gauntlet_AbortRun( gauntlet )
- }
- )
-
- while ( 1 )
- {
- thread Gauntlet_StartTrigThink( gauntlet )
-
- waitthread Gauntlet_WaitForPlayerToStart( gauntlet )
-
- Gauntlet_ResetTrackerStats( gauntlet )
-
- Gauntlet_StartRun( gauntlet )
-
- thread Gauntlet_HandlePlayerForceRestart( gauntlet )
-
- waitthread Gauntlet_WaitForStop( gauntlet )
-
- waitthread Gauntlet_StopRun( gauntlet )
- }
-}
-
-void function Gauntlet_StartRun( GauntletInfo gauntlet )
-{
- printt( "Gauntlet Run Started for player " + gauntlet.player )
-
- RestockPlayerAmmo( gauntlet.player )
- EmitSoundOnEntityOnlyToPlayer( gauntlet.player, gauntlet.player, "training_scr_gaunlet_start" )
-
- gauntlet.isActive = true
- gauntlet.startTime = Time()
- gauntlet.player.Signal( "Gauntlet_RunStarted" )
- gauntlet.signalEnt.Signal( "Gauntlet_RunStarted" )
- level.ui.playerRunningGauntlet = true
-
- Remote_CallFunction_Replay( gauntlet.player, "ScriptCallback_Gauntlet_StartRun", gauntlet.id )
- Remote_CallFunction_Replay( gauntlet.player, "ScriptCallback_Gauntlet_SetEnemyInfo", gauntlet.id, gauntlet.spawners.len(), 0 )
-
- thread Gauntlet_SpawnNPCs( gauntlet )
-
- thread Gauntlet_Checkpoints( gauntlet )
-}
-
-void function Gauntlet_StopRun( GauntletInfo gauntlet )
-{
- gauntlet.isActive = false
- level.ui.playerRunningGauntlet = false
-
- string feedbackSound = ""
-
- ResetPlayerHealthAndStatus( gauntlet.player )
-
- if ( !gauntlet.runFinished )
- {
- Gauntlet_AbortRun( gauntlet )
- feedbackSound = "training_scr_gaunlet_abort"
- }
- else
- {
- Gauntlet_FinishRun( gauntlet )
-
- if ( gauntlet.lastRunDefeatedGhost )
- feedbackSound = "training_scr_gaunlet_high_score"
- else if ( gauntlet.lastRunBestTime )
- feedbackSound = "training_scr_gaunlet_high_score"
- else
- feedbackSound = "training_scr_gaunlet_end"
-
- if ( feedbackSound != "" && IsAlive( gauntlet.player ) )
- EmitSoundOnEntityOnlyToPlayer( gauntlet.player, gauntlet.player, feedbackSound )
- }
-
- wait 0.1 // let the gauntlet finish and count NPCs remaining before killing the remainder
- Gauntlet_ClearSpawnedNPCs( gauntlet )
- thread ClearDroppedWeapons( GAUNTLET_TARGET_DISSOLVE_TIME + 0.1 ) // needs to be longer than gauntlet ghost dissolve time so weapons drop
-
- if ( IsValid( gauntlet.player ) )
- ClearActiveProjectilesForTeam( gauntlet.player.GetTeam() )
-
- // need to wait before firing final signal, so this signal doesn't kill Gauntlet_HandlePlayerForceRestart
- if ( IsValid( gauntlet.player ) )
- gauntlet.player.Signal( "Gauntlet_RunStopped" )
-
- if ( IsValid( gauntlet.signalEnt ) )
- gauntlet.signalEnt.Signal( "Gauntlet_RunStopped" )
-
- wait 0.1 // let other threads catch the signals and check the gauntlet struct before ResetTrackerStats
-}
-
-void function ResetPlayerHealthAndStatus( entity player )
-{
- if ( !IsAlive( player ) )
- return
-
- player.SetHealth( player.GetMaxHealth() )
-
- array<int> statusEffectsToStop = []
- statusEffectsToStop.append( eStatusEffect.emp )
- statusEffectsToStop.append( eStatusEffect.move_slow )
- statusEffectsToStop.append( eStatusEffect.turn_slow )
-
- foreach ( statusEffect in statusEffectsToStop )
- {
- if ( StatusEffect_Get( player, statusEffect ) > 0.0 )
- StatusEffect_StopAll( player, statusEffect ) // arc grenade stun
- }
-}
-
-void function Gauntlet_FinishRun( GauntletInfo gauntlet )
-{
- RestockPlayerAmmo( gauntlet.player )
-
- float elapsedTime = Time() - gauntlet.startTime
- printt( "Gauntlet Run Finished, elapsed time", elapsedTime )
-
- // time penalties for missed enemies
- float enemiesMissedTimePenalty = 0.0
- if ( gauntlet.spawners.len() > gauntlet.enemiesKilled )
- {
- int numEnemiesRemaining = gauntlet.spawners.len() - gauntlet.enemiesKilled
- enemiesMissedTimePenalty = ( numEnemiesRemaining.tofloat() * GAUNTLET_ENEMY_MISSED_TIME_PENALTY )
-
- elapsedTime += enemiesMissedTimePenalty
- }
-
- // check if new best time was set
- gauntlet.lastRunTime = elapsedTime
- if ( gauntlet.bestTime == -1.0 || elapsedTime < gauntlet.bestTime )
- {
- printt( "New best time!" )
- gauntlet.bestTime = elapsedTime
- gauntlet.lastRunBestTime = true
-
- // if there's a player ghost (for leaderboard), update its duration
- if ( gauntlet.hasPlayerGhost )
- {
- // update player ghost
- GauntletGhost playerGhost = Gauntlet_GetPlayerGhost( gauntlet )
- Gauntlet_SetGhostDuration( gauntlet, playerGhost, gauntlet.bestTime )
- }
- }
-
- // did player beat a ghost racer?
- if ( Gauntlet_HasActiveGhost( gauntlet ) )
- {
- GauntletGhost activeGhost = Gauntlet_GetActiveGhost( gauntlet )
-
- if ( gauntlet.lastRunTime < activeGhost.duration )
- {
- printt( "player beat active ghost!" )
- gauntlet.lastRunDefeatedGhost = true
- }
- }
-
- Remote_CallFunction_Replay( gauntlet.player, "ScriptCallback_Gauntlet_FinishRun", gauntlet.id, elapsedTime, gauntlet.bestTime, enemiesMissedTimePenalty )
-}
-
-void function Gauntlet_AbortRun( GauntletInfo gauntlet )
-{
- entity player = gauntlet.player
- if ( !IsValid( player ) )
- return
-
- RestockPlayerAmmo_Silent( gauntlet.player )
-
- EmitSoundOnEntityOnlyToPlayer( player, player, "training_scr_gaunlet_abort" )
-
- Remote_CallFunction_Replay( player, "ScriptCallback_Gauntlet_AbortRun", gauntlet.id )
-}
-
-void function Gauntlet_WaitForPlayerToStart( GauntletInfo gauntlet )
-{
- WaitSignal( gauntlet.signalEnt, "Gauntlet_PlayerHitStartTrig" )
- Assert( IsValid( gauntlet.player ) )
-}
-
-entity function Gauntlet_StartTrigThink( GauntletInfo gauntlet )
-{
- entity trigStart = gauntlet.trigStart
- entity trigStart2 = gauntlet.trigStart2
-
- EndSignal( gauntlet.signalEnt, "OnDestroy" )
- EndSignal( trigStart, "OnDestroy" )
- EndSignal( trigStart2, "OnDestroy" )
- EndSignal( gauntlet.signalEnt, "Gauntlet_RunStopped" )
-
- table result
- string signal
- entity player
-
- //printt( "WaitForPlayerToHitStartTrig started" )
-
- // "trigStart_OnStartTouch", "trigStart_OnEndTouch", "trigStart2_OnStartTouch", "trigStart2_OnEndTouch"
- thread Gauntlet_PlayerStartSignals( gauntlet, trigStart, "trigStart_" )
- thread Gauntlet_PlayerStartSignals( gauntlet, trigStart2, "trigStart2_" )
-
- while ( 1 )
- {
- entity alreadyTouchingEnt = null
- foreach ( p in GetPlayerArray() )
- {
- if ( trigStart.IsTouching( p ) && Gauntlet_EntCanActivateGauntletTrigger( p ) )
- {
- alreadyTouchingEnt = p
- break
- }
- }
-
- if ( IsValid( alreadyTouchingEnt ) )
- {
- player = alreadyTouchingEnt
- }
- else
- {
- //printt( "Waiting for trigStart OnStartTouch" )
-
- result = WaitSignal( trigStart, "OnStartTouch" )
- player = expect entity( result.activator )
- }
-
- if ( !Gauntlet_EntCanActivateGauntletTrigger( player ) )
- continue
-
- if ( !IsAlive( player ) )
- continue
-
- //printt( "WAITING for trigStart_OnEndTouch" )
-
- while ( IsAlive( player ) )
- {
- WaitSignal( player, "trigStart_OnEndTouch" )
-
- //printt( "RECEIVED trigStart_OnEndTouch" )
-
- // player exited start trig without running gauntlet
- if ( !trigStart2.IsTouching( player ) )
- {
- player.Signal( "Gauntlet_PlayerWentBackwardsThroughStartTrig" )
- continue
- }
-
- //printt( "WAITING for trigStart_OnStartTouch or trigStart2_OnEndTouch" )
-
- // player is now in trig2
- result = WaitSignal( player, "trigStart_OnStartTouch", "trigStart2_OnEndTouch" )
- signal = expect string( result.signal )
- if ( signal == "trigStart2_OnEndTouch" )
- {
- //printt( "RECEIVED trigStart2_OnEndTouch" )
-
- // player exited trig2 without touching trig1, so we know they started the gauntlet
- if ( !trigStart.IsTouching( player ) )
- {
- //printt( "SENDING Gauntlet_PlayerHitStartTrig" )
- gauntlet.signalEnt.Signal( "Gauntlet_PlayerHitStartTrig" )
- gauntlet.player = player
- }
- }
- }
- }
-}
-
-void function Gauntlet_PlayerStartSignals( GauntletInfo gauntlet, entity trig, string signalPrefix )
-{
- EndSignal( trig, "OnDestroy" )
- EndSignal( gauntlet.signalEnt, "Gauntlet_RunStopped" )
-
- /*
- OnThreadEnd(
- function() : ( )
- {
- printt( "Gauntlet_PlayerStartSignals ENDED" )
- }
- )
-
- printt( "PlayerStartSignals started" )
- */
-
- while ( 1 )
- {
- table result = WaitSignal( trig, "OnStartTouch", "OnEndTouch" )
- string signal = expect string( result.signal )
- entity activator = expect entity( result.activator )
-
- if ( !Gauntlet_EntCanActivateGauntletTrigger( activator ) )
- continue
-
- string outboundSignal = signalPrefix
- if ( signal == "OnStartTouch" )
- outboundSignal += "OnStartTouch"
- else if ( signal == "OnEndTouch" )
- outboundSignal += "OnEndTouch"
-
- Assert( outboundSignal != signalPrefix )
-
- Signal( activator, outboundSignal )
- }
-}
-
-void function Gauntlet_WaitForStop( GauntletInfo gauntlet )
-{
- gauntlet.player.EndSignal( "OnDeath" )
- gauntlet.player.EndSignal( "Gauntlet_PlayerWentBackwardsThroughStartTrig" )
- gauntlet.player.EndSignal( "Gauntlet_ForceRestart" )
- gauntlet.signalEnt.EndSignal( "DisableGauntlet" )
-
- table result
- entity activator
-
- while ( 1 )
- {
- result = gauntlet.trigFinish.WaitSignal( "OnStartTouch" )
- activator = expect entity( result.activator )
-
- if ( !activator.IsPlayer() )
- continue
-
- if ( activator != gauntlet.player )
- continue
-
- gauntlet.player.Signal( "Gauntlet_PlayerHitFinishTrig" )
-
- gauntlet.runFinished = true
- if ( gauntlet.checkpoints.len() && gauntlet.checkpointsHit < gauntlet.checkpoints.len() )
- gauntlet.runFinished = false
-
- break
- }
-}
-
-bool function Gauntlet_EntCanActivateGauntletTrigger( entity ent )
-{
- if ( !ent.IsPlayer() )
- return false
-
- if ( !IsAlive( ent ) )
- return false
-
- if ( ent.IsTitan() )
- return false
-
- return true
-}
-
-void function Gauntlet_HandlePlayerForceRestart( GauntletInfo gauntlet )
-{
- gauntlet.player.EndSignal( "OnDestroy" )
- gauntlet.player.EndSignal( "Gauntlet_RunStopped" )
-
- gauntlet.player.WaitSignal( "Gauntlet_ForceRestart" )
-
- thread Gauntlet_TeleportPlayerToStart( gauntlet )
-}
-
-void function Gauntlet_TeleportPlayerToStart( GauntletInfo gauntlet )
-{
- entity player = gauntlet.player
- entity startpoint = gauntlet.startpoint
-
- if ( !IsAlive( player ) )
- return
-
- if ( !IsValid( startpoint ) )
- return
-
- EndSignal( player, "OnDestroy" )
-
- // wait for quick death to finish before continuing
- printt( "player doing quick death (1)?", player.p.doingQuickDeath )
- while ( player.p.doingQuickDeath )
- wait 0.1
-
- //printt( "starting reset fade" )
-
- float fadeTime = 0.1
- float holdTime = 0.3
- ScreenFadeToBlack( player, fadeTime, holdTime )
- player.FreezeControlsOnServer()
- player.SetVelocity( <0,0,0> )
-
- OnThreadEnd(
- function() : ( player, gauntlet )
- {
- if ( IsValid( player ) )
- {
- player.UnfreezeControlsOnServer()
- player.UnforceStand()
- thread Gauntlet_TeleportFailsafe( player, gauntlet )
- }
- }
- )
-
- wait fadeTime
-
- // again, wait for quick death to finish before continuing since it could have started during fadeTime
- printt( "player doing quick death (2)?", player.p.doingQuickDeath )
- while ( player.p.doingQuickDeath )
- wait 0.1
-
- printt( "moving player back to start" )
-
- player.FreezeControlsOnServer() // just in case they were unfrozen by quick death ending since we started waiting
- player.SetOrigin( OriginToGround( startpoint.GetOrigin() + <0,0,1> ) )
- player.SetAngles( startpoint.GetAngles() )
- player.SetVelocity( <0,0,0> )
- player.ForceStand()
-
- wait holdTime
-}
-
-// HACK this is in case the quick death teleport happens on the exact same server frame as the gauntlet restart teleport
-void function Gauntlet_TeleportFailsafe( entity player, GauntletInfo gauntlet )
-{
- // HACK this breaks in other levels that don't have the flag trigger
- // in the future set this up as a gauntlet setting
- if ( GetMapName() != "sp_training" )
- return
-
- EndSignal( player, "OnDestroy" )
-
- wait 0.5
-
- if ( !gauntlet.isActive && !Flag( "PlayerInGauntletEntryway" ) )
- {
- printt( "Gauntlet reset FAILSAFE!" )
- thread Gauntlet_TeleportPlayerToStart( gauntlet )
- }
-}
-
-bool function ClientCommand_Gauntlet_PlayerRestartedFromMenu( entity player, array<string> args )
-{
- player.Signal( "Gauntlet_ForceRestart" )
- return true
-}
-
-void function Gauntlet_CreateSignalEnt( GauntletInfo gauntlet )
-{
- Assert( !IsValid( gauntlet.signalEnt ) )
-
- entity signalEnt = CreateEntity( "info_target" )
- DispatchSpawn( signalEnt )
-
- gauntlet.signalEnt = signalEnt
-}
-
-void function Gauntlet_CleanupSignalEnt( GauntletInfo gauntlet )
-{
- gauntlet.signalEnt.Destroy()
- gauntlet.signalEnt = null
-}
-
-
-void function Gauntlet_ResetTrackerStats( GauntletInfo gauntlet )
-{
- gauntlet.startTime = -1
- gauntlet.runFinished = false
- gauntlet.lastRunBestTime = false
- gauntlet.lastRunDefeatedGhost = false
- gauntlet.enemiesKilled = 0
-}
-
-
-// ===== GHOST RECORDINGS =====
-void function Gauntlet_StartGhostPlayback( GauntletInfo gauntlet, string ghostFileName, string ghostDisplayName = "" )//, bool waitForPlayerToStartFirstRun = true )
-{
- gauntlet.signalEnt.Signal( "GhostAnimationPlayback_Start" )
- gauntlet.signalEnt.EndSignal( "GhostAnimationPlayback_Start" )
- gauntlet.signalEnt.EndSignal( "GhostAnimationPlayback_Stop" )
- gauntlet.signalEnt.EndSignal( "DisableGauntlet" )
-
- GauntletGhost ghostInfo = Gauntlet_GetGhostByFileName( gauntlet, ghostFileName )
- var rec = LoadRecordedAnimation( ghostInfo.fileAsset )
- float duration = GetRecordedAnimationDuration( rec )
- printt( "duration is", duration )
-
- Gauntlet_SetActiveGhostID( gauntlet, ghostInfo.id )
-
- entity animRef = gauntlet.startpoint
-
- bool createdIdleRef = false
- entity idleRef
- if ( gauntlet.ghostAttractSpot != null )
- {
- idleRef = gauntlet.ghostAttractSpot
- }
- else
- {
- createdIdleRef = true
- idleRef = CreateScriptMover( animRef.GetOrigin(), animRef.GetAngles() )
- DropToGround( idleRef )
- }
-
- table<int,entity> g = {}
-
- OnThreadEnd(
- function() : ( g, idleRef, createdIdleRef, gauntlet )
- {
- if ( IsValid( g[0] ) )
- {
- g[0].Anim_Stop()
- StopSoundOnEntity( g[0], "PathHologram_Sustain_Loop_3P" )
- DissolveGhost( g[0] )
- }
-
- if ( createdIdleRef && IsValid( idleRef ) )
- idleRef.Destroy()
-
- Gauntlet_ClearActiveGhost( gauntlet )
- }
- )
-
- entity ghost
- entity ghostWeapon
-
- bool isFirstRun = true
-
- while ( 1 )
- {
- if ( IsValid( ghost ) )
- {
- StopSoundOnEntity( ghost, "PathHologram_Sustain_Loop_3P" )
- DissolveGhost( ghost )
- }
-
- ghost = CreateGhost( idleRef.GetOrigin(), ghostDisplayName )
- g[0] <- ghost
- //ghost.SetTitle( "Ghost Runner" )
- //ShowName( ghost ) // not working
-
- ghostWeapon = Ghost_GetWeaponEnt( ghost )
- ghostWeapon.kv.VisibilityFlags = ENTITY_VISIBLE_TO_NOBODY
-
- thread PlayAnimTeleport( ghost, "pt_OG_training_stand", idleRef )
-
- if ( !gauntlet.isActive )
- gauntlet.signalEnt.WaitSignal( "Gauntlet_RunStarted" )
-
- float startTime = Time()
-
- ghostWeapon.kv.VisibilityFlags = ENTITY_VISIBLE_TO_EVERYONE
-
- EmitSoundOnEntity( ghost, "PathHologram_Sustain_Loop_3P" )
-
- ghost.Anim_Stop()
- ghost.PlayRecordedAnimation( rec, <0,0,0>, <0,0,0>, DEFAULT_SCRIPTED_ANIMATION_BLEND_TIME, animRef )
-
- thread GhostPlayback_HideGhostIfPlayerIsNear( ghost, ghostWeapon )
-
- float ghostFadeTime = 1.2
- float waitBeforeFade = duration - ghostFadeTime
- WaitSignalTimeout( gauntlet.signalEnt, waitBeforeFade, "Gauntlet_RunStopped" )
-
- // ended prematurely
- if ( Time() - startTime < waitBeforeFade )
- ghost.Anim_Stop()
-
- isFirstRun = false
- }
-}
-
-void function GhostPlayback_HideGhostIfPlayerIsNear( entity ghost, entity ghostWeapon )
-{
- EndSignal( ghost, "OnDestroy" )
- EndSignal( ghostWeapon, "OnDestroy" )
-
- const float TICK_WAIT = 0.1
-
- while ( 1 )
- {
- wait TICK_WAIT
-
- entity nearbyPlayer
-
- array<entity> players = GetPlayerArray()
- foreach ( player in players )
- {
- if ( !IsAlive( player ) )
- continue
-
- if ( PlayerTooCloseToGhost( player, ghost ) )
- {
- nearbyPlayer = player
- break
- }
- }
-
- if ( IsValid( nearbyPlayer ) )
- {
- ghost.kv.VisibilityFlags = ENTITY_VISIBLE_TO_NOBODY
- ghostWeapon.kv.VisibilityFlags = ENTITY_VISIBLE_TO_NOBODY
-
- while ( PlayerTooCloseToGhost( nearbyPlayer, ghost ) )
- wait TICK_WAIT
-
- ghost.kv.VisibilityFlags = ENTITY_VISIBLE_TO_EVERYONE
- ghostWeapon.kv.VisibilityFlags = ENTITY_VISIBLE_TO_EVERYONE
- }
-
- }
-}
-
-bool function PlayerTooCloseToGhost( entity player, entity ghost )
-{
- if ( !IsAlive( player ) )
- return false
-
- const float CLOSE_DIST = 64.0
-
- if ( Distance( player.EyePosition(), ghost.GetOrigin() ) <= CLOSE_DIST )
- return true
-
- if ( Distance( player.EyePosition(), ghost.EyePosition() ) <= CLOSE_DIST )
- return true
-
- return false
-}
-
-void function Gauntlet_StopGhostPlayback( GauntletInfo gauntlet )
-{
- gauntlet.signalEnt.Signal( "GhostAnimationPlayback_Stop" )
-}
-
-
-// - Player climbs the leaderboard as her best run time improves
-// - Skips challenging ghosts whose times are worse than the player's
-void function Gauntlet_ChallengeLeaderboardGhosts( entity player, GauntletInfo gauntlet, string endFlag )
-{
- if ( Flag( endFlag ) )
- return
-
- FlagEnd( endFlag )
-
- player.EndSignal( "OnDestroy" )
- gauntlet.signalEnt.EndSignal( "OnDestroy" )
-
- GauntletGhost playerGhost = Gauntlet_GetPlayerGhost( gauntlet )
-
- int currPlayerIdx = GAUNTLET_LEADERBOARD_MAX_ENTRIES - 1
- int nextGhostIdx = currPlayerIdx - 1
-
- while ( currPlayerIdx > 0 )
- {
- array<GauntletGhost> leaderboard = Gauntlet_GetLeaderboard( gauntlet )
-
- // get current player leaderboard position
- int maxLeaderboardIdx = leaderboard.len() - 1
- if ( currPlayerIdx >= maxLeaderboardIdx )
- currPlayerIdx = maxLeaderboardIdx
-
- foreach ( idx, leaderboardGhost in leaderboard )
- {
- if ( leaderboardGhost.fileName == playerGhost.fileName )
- currPlayerIdx = idx
- }
-
- // player is top of the leaderboard, stop racing ghosts
- if ( currPlayerIdx <= 0 )
- break
-
- // if player is not top of leaderboard, cue the ghost above player leaderboard position
- int nextGhostIdx = currPlayerIdx - 1
- GauntletGhost ghost = leaderboard[ nextGhostIdx ]
-
- Assert( ghost.fileName != GHOST_NAME_PLAYER, "Can't race against own player ghost- no anim recording asset" )
-
- thread Gauntlet_StartGhostPlayback( gauntlet, ghost.fileName, ghost.displayName )
-
- if ( !gauntlet.isActive )
- WaitSignal( player, "Gauntlet_RunStarted" )
-
- // wait for run to stop
- WaitSignal( player, "Gauntlet_RunStopped" )
- }
-
- Gauntlet_ClearActiveGhost( gauntlet )
-
- gauntlet.allGhostsDefeated = true
-}
-
-#if DEV
-void function Gauntlet_Player_GhostRecordOrPlayback( entity player, GauntletInfo gauntlet, string ghostFileName )
-{
- if ( GetBugReproNum() == 55 )
- {
- thread Gauntlet_Player_StartRecordingGhost( player, gauntlet, ghostFileName )
- }
- else
- {
- thread Gauntlet_StartGhostPlayback( gauntlet, ghostFileName )
-
- GauntletGhost ghost = Gauntlet_GetGhostByFileName( gauntlet, ghostFileName )
- Dev_PrintMessage( player, "Ghost Playback:", "TO RECORD, set bug_reproNum 55", 4.0 )
- wait 4.0
- Dev_PrintMessage( player, ghost.displayName, "TO RECORD, set bug_reproNum 55", 4.0 )
- }
-}
-
-void function Gauntlet_Player_StartRecordingGhost( entity player, GauntletInfo gauntlet, string ghostFileName )
-{
- player.Signal( "RecordAnimation_Start" )
- player.EndSignal( "RecordAnimation_Start" )
- player.EndSignal( "OnDestroy" )
-
- entity animRef = gauntlet.startpoint
- GauntletGhost ghost = Gauntlet_GetGhostByFileName( gauntlet, ghostFileName )
-
- thread Gauntlet_StartGhostPlayback( gauntlet, ghostFileName )
-
- while ( 1 )
- {
- #if PC_PROG
- thread Gauntlet_Player_StartRecordingGhost_Hints( player, gauntlet, ghost )
- #endif
-
- printt( "READY TO RECORD:", ghost.fileName )
-
- player.WaitSignal( "Gauntlet_RunStarted" )
-
- player.StartRecordingAnimation( animRef.GetOrigin(), animRef.GetAngles() )
- printt( "RECORDING STARTED:", ghost.fileName )
-
- player.WaitSignal( "Gauntlet_RunStopped" )
-
- var recording = player.StopRecordingAnimation()
-
- if ( !gauntlet.runFinished )
- continue
-
- if ( gauntlet.enemiesKilled < gauntlet.spawners.len() )
- {
- Dev_PrintMessage( player, "RECORDING NOT SAVED!", "Must kill all the enemies on your run to save.", 7.0 )
- printt( "!!!! RECORDED ANIM NOT SAVED!!!!" )
- continue
- }
-
- #if PC_PROG
- SaveRecordedAnimation( recording, ghost.fileName )
- Dev_PrintMessage( player, "Anim Data Saved", "BAKE and CLEAR BUG REPRO NUM and RELOAD LEVEL to play it back.", 5.5 )
- printt( "RECORDED ANIM SAVED:", ghost.fileName )
-
- wait 5.5
-
- thread Gauntlet_StartGhostPlayback( gauntlet, ghostFileName )
- #endif
- }
-}
-
-void function Gauntlet_Player_StartRecordingGhost_Hints( entity player, GauntletInfo gauntlet, GauntletGhost ghost )
-{
- player.Signal( "Player_StartRecordingGhost_HintStart" )
- player.EndSignal( "Player_StartRecordingGhost_HintStart" )
- player.EndSignal( "OnDestroy" )
-
- Dev_PrintMessage( player, "Ready To Record Ghost:", "FINISH Gauntlet and kill ALL TARGETS to SAVE GHOST.", 3.0 )
- wait 3.0
- Dev_PrintMessage( player, ghost.displayName, "FINISH Gauntlet and kill ALL TARGETS to SAVE GHOST.", 5.0 )
-}
-#endif //DEV \ No newline at end of file