From 710ce50cd9087a4200d2341f98537ffe8b66c4aa Mon Sep 17 00:00:00 2001 From: greishuhs <77649295+greishuhs@users.noreply.github.com> Date: Sun, 26 Dec 2021 15:29:22 -0800 Subject: Add files via upload Adds sh_loadouts.nut to Northstar.CustomServers with a modification to the function LoadoutPropertyRequiresItemValidation( string loadoutProperty ) The modifications turn off loadout verification when changing primarySkinIndex, secondarySkinIndex, and weapon3SkinIndex allowing for weapon skins to be equipped without compromising other elements of load validation --- .../mod/scripts/vscripts/sh_loadouts.nut | 4061 ++++++++++++++++++++ 1 file changed, 4061 insertions(+) create mode 100644 Northstar.CustomServers/mod/scripts/vscripts/sh_loadouts.nut diff --git a/Northstar.CustomServers/mod/scripts/vscripts/sh_loadouts.nut b/Northstar.CustomServers/mod/scripts/vscripts/sh_loadouts.nut new file mode 100644 index 00000000..d15220e4 --- /dev/null +++ b/Northstar.CustomServers/mod/scripts/vscripts/sh_loadouts.nut @@ -0,0 +1,4061 @@ +#if SERVER +untyped +#endif + +globalize_all_functions + +global string INVALID_REF = "INVALID_REF" + +void function InitDefaultLoadouts() +{ + PopulateDefaultPilotLoadouts( shGlobal.defaultPilotLoadouts ) + PopulateDefaultTitanLoadouts( shGlobal.defaultTitanLoadouts ) +} + +PilotLoadoutDef function GetDefaultPilotLoadout( int index ) +{ + return shGlobal.defaultPilotLoadouts[ index ] +} + +TitanLoadoutDef function GetDefaultTitanLoadout( int index ) +{ + return shGlobal.defaultTitanLoadouts[ index ] +} + +PilotLoadoutDef[NUM_PERSISTENT_PILOT_LOADOUTS] function GetDefaultPilotLoadouts() +{ + return shGlobal.defaultPilotLoadouts +} + +TitanLoadoutDef[NUM_PERSISTENT_TITAN_LOADOUTS] function GetDefaultTitanLoadouts() +{ + return shGlobal.defaultTitanLoadouts +} + +void function PopulateDefaultPilotLoadouts( PilotLoadoutDef[ NUM_PERSISTENT_PILOT_LOADOUTS ] loadouts ) +{ + var dataTable = GetDataTable( $"datatable/default_pilot_loadouts.rpak" ) + + for ( int i = 0; i < NUM_PERSISTENT_PILOT_LOADOUTS; i++ ) + { + PilotLoadoutDef loadout = loadouts[i] + loadout.name = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "name" ) ) + loadout.suit = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "suit" ) ) + loadout.race = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "race" ) ) + loadout.primary = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "primary" ) ) + loadout.primaryAttachment = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "primaryAttachment" ) ) + loadout.primaryMod1 = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "primaryMod1" ) ) + loadout.primaryMod2 = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "primaryMod2" ) ) + loadout.primaryMod3 = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "primaryMod3" ) ) + loadout.secondary = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "secondary" ) ) + loadout.secondaryMod1 = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "secondaryMod1" ) ) + loadout.secondaryMod2 = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "secondaryMod2" ) ) + loadout.secondaryMod3 = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "secondaryMod3" ) ) + loadout.weapon3 = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "weapon3" ) ) + loadout.weapon3Mod1 = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "weapon3Mod1" ) ) + loadout.weapon3Mod2 = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "weapon3Mod2" ) ) + loadout.weapon3Mod3 = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "weapon3Mod3" ) ) + loadout.ordnance = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "ordnance" ) ) + loadout.passive1 = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "passive1" ) ) + loadout.passive2 = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "passive2" ) ) + + //TODO: Why isn't execution initialized here? + + UpdateDerivedPilotLoadoutData( loadout, false ) + + //loadout.race + //ValidateDefaultLoadoutData( "pilot", loadout.primary ) + //ValidateWeaponSubitem( loadout.primary, loadout.primaryAttachment, eItemTypes.PILOT_PRIMARY_ATTACHMENT ) + //ValidateWeaponSubitem( loadout.primary, loadout.primaryMod1, eItemTypes.PILOT_PRIMARY_MOD ) + //ValidateWeaponSubitem( loadout.primary, loadout.primaryMod2, eItemTypes.PILOT_PRIMARY_MOD ) + Assert( ( loadout.primaryMod1 == "" && loadout.primaryMod2 == "" ) || ( loadout.primaryMod1 != loadout.primaryMod2 ), "!!! Primary mod1 and mod2 in default pilot loadout: " + loadout.name + " should be different but are both set to: " + loadout.primaryMod1 ) + + //ValidateDefaultLoadoutData( "pilot", loadout.secondary ) + //ValidateWeaponSubitem( loadout.secondary, loadout.secondaryMod1, eItemTypes.PILOT_SECONDARY_MOD ) + //ValidateWeaponSubitem( loadout.secondary, loadout.secondaryMod2, eItemTypes.PILOT_SECONDARY_MOD ) + Assert( ( loadout.secondaryMod1 == "" && loadout.secondaryMod2 == "" ) || ( loadout.secondaryMod1 != loadout.secondaryMod2 ), "!!! Secondary mod1 and mod2 in default pilot loadout: " + loadout.name + " should be different but are both set to: " + loadout.secondaryMod1 ) + + //ValidateDefaultLoadoutData( "pilot", loadout.weapon3 ) + //ValidateWeaponSubitem( loadout.weapon3, loadout.weapon3Mod1, eItemTypes.PILOT_SECONDARY_MOD ) + //ValidateWeaponSubitem( loadout.weapon3, loadout.weapon3Mod2, eItemTypes.PILOT_SECONDARY_MOD ) + Assert( ( loadout.weapon3Mod1 == "" && loadout.weapon3Mod2 == "" ) || ( loadout.weapon3Mod1 != loadout.weapon3Mod2 ), "!!! Weapon3 mod1 and mod2 in default pilot loadout: " + loadout.name + " should be different but are both set to: " + loadout.weapon3Mod1 ) + + //ValidateDefaultLoadoutData( "pilot", loadout.ordnance ) + //ValidateDefaultLoadoutData( "pilot", loadout.special ) + //ValidateDefaultLoadoutData( "pilot", loadout.passive1 ) + //ValidateDefaultLoadoutData( "pilot", loadout.passive2 ) + } +} + +void function PopulateDefaultTitanLoadouts( TitanLoadoutDef[ NUM_PERSISTENT_TITAN_LOADOUTS ] loadouts ) +{ + var dataTable = GetDataTable( $"datatable/default_titan_loadouts.rpak" ) + + for ( int i = 0; i < NUM_PERSISTENT_TITAN_LOADOUTS; i++ ) + { + TitanLoadoutDef loadout = loadouts[i] + loadout.name = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "name" ) ) + loadout.titanClass = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "titanRef" ) ) + loadout.setFile = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "setFile" ) ) + loadout.primaryMod = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "primaryMod" ) ) + loadout.special = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "special" ) ) + loadout.antirodeo = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "antirodeo" ) ) + loadout.passive1 = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "passive1" ) ) + loadout.passive2 = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "passive2" ) ) + loadout.passive3 = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "passive3" ) ) + loadout.passive4 = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "passive4" ) ) + loadout.passive5 = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "passive5" ) ) + loadout.passive6 = GetDataTableString( dataTable, i, GetDataTableColumnByName( dataTable, "passive6" ) ) + loadout.titanExecution = GetLoadoutPropertyDefault( "titan", i, "titanExecution" ) + + OverwriteLoadoutWithDefaultsForSetFile_ExceptSpecialAndAntiRodeo( loadout ) + + //ValidateDefaultLoadoutData( "titan", loadout.setFile ) + ////loadout.primaryMod + //ValidateDefaultLoadoutData( "titan", loadout.special ) + //ValidateDefaultLoadoutData( "titan", loadout.antirodeo ) + //ValidateDefaultLoadoutData( "titan", loadout.passive1 ) + //ValidateDefaultLoadoutData( "titan", loadout.passive2 ) + } +} + +void function ValidateDefaultLoadoutData( string loadoutType, string itemRef ) +{ + if ( itemRef == "" ) + return + + Assert( loadoutType == "pilot" || loadoutType == "titan" ) + + string tableFile = "default_" + loadoutType + "_loadouts.csv" + + Assert( ItemDefined( itemRef ), "Datatable \"" + tableFile + "\" contains an unknown item reference: " + itemRef ) + Assert( GetUnlockLevelReq( itemRef ) <= 1, "Datatable \"" + tableFile + "\" item: " + itemRef + " must be unlocked at level 1" ) +} + +void function ValidateWeaponSubitem( string weaponRef, string itemRef, int itemType ) +{ + bool isPlayerLevelLocked = IsItemLockedForPlayerLevel( 1, weaponRef ) + bool isWeaponLevelLocked = IsItemLockedForWeaponLevel( 1, weaponRef, itemRef ) + + if ( isPlayerLevelLocked || isWeaponLevelLocked ) + { + //array subitems = GetAllSubitemsOfType( weaponRef, itemType ) + //foreach ( subitem in subitems ) + //{ + // if ( !IsItemLockedForWeaponLevel( 1, weaponRef, subitem.ref ) ) + // printt( " ", subitem.ref ) + //} + + Assert( 0, "Subitem: " + itemRef + " for item: " + weaponRef + " should either be available by default, or changed to one of the values listed above." ) + CodeWarning( "Subitem: " + itemRef + " for item: " + weaponRef + " should either be available by default, or changed to one of the values listed above." ) + } +} + +PilotLoadoutDef function GetPilotLoadoutFromPersistentData( entity player, int loadoutIndex ) +{ + PilotLoadoutDef loadout + PopulatePilotLoadoutFromPersistentData( player, loadout, loadoutIndex ) + + return loadout +} + +TitanLoadoutDef function GetTitanLoadoutFromPersistentData( entity player, int loadoutIndex ) +{ + TitanLoadoutDef loadout + PopulateTitanLoadoutFromPersistentData( player, loadout, loadoutIndex ) + + return loadout +} + +void function PopulatePilotLoadoutFromPersistentData( entity player, PilotLoadoutDef loadout, int loadoutIndex ) +{ + loadout.name = GetValidatedPersistentLoadoutValue( player, "pilot", loadoutIndex, "name" ) + loadout.suit = GetValidatedPersistentLoadoutValue( player, "pilot", loadoutIndex, "suit" ) + loadout.race = GetValidatedPersistentLoadoutValue( player, "pilot", loadoutIndex, "race" ) + loadout.execution = GetValidatedPersistentLoadoutValue( player, "pilot", loadoutIndex, "execution" ) + loadout.primary = GetValidatedPersistentLoadoutValue( player, "pilot", loadoutIndex, "primary" ) + loadout.primaryAttachment = GetValidatedPersistentLoadoutValue( player, "pilot", loadoutIndex, "primaryAttachment" ) + loadout.primaryMod1 = GetValidatedPersistentLoadoutValue( player, "pilot", loadoutIndex, "primaryMod1" ) + loadout.primaryMod2 = GetValidatedPersistentLoadoutValue( player, "pilot", loadoutIndex, "primaryMod2" ) + loadout.primaryMod3 = GetValidatedPersistentLoadoutValue( player, "pilot", loadoutIndex, "primaryMod3" ) + loadout.secondary = GetValidatedPersistentLoadoutValue( player, "pilot", loadoutIndex, "secondary" ) + loadout.secondaryMod1 = GetValidatedPersistentLoadoutValue( player, "pilot", loadoutIndex, "secondaryMod1" ) + loadout.secondaryMod2 = GetValidatedPersistentLoadoutValue( player, "pilot", loadoutIndex, "secondaryMod2" ) + loadout.secondaryMod3 = GetValidatedPersistentLoadoutValue( player, "pilot", loadoutIndex, "secondaryMod3" ) + loadout.weapon3 = GetValidatedPersistentLoadoutValue( player, "pilot", loadoutIndex, "weapon3" ) + loadout.weapon3Mod1 = GetValidatedPersistentLoadoutValue( player, "pilot", loadoutIndex, "weapon3Mod1" ) + loadout.weapon3Mod2 = GetValidatedPersistentLoadoutValue( player, "pilot", loadoutIndex, "weapon3Mod2" ) + loadout.weapon3Mod3 = GetValidatedPersistentLoadoutValue( player, "pilot", loadoutIndex, "weapon3Mod3" ) + loadout.ordnance = GetValidatedPersistentLoadoutValue( player, "pilot", loadoutIndex, "ordnance" ) + loadout.passive1 = GetValidatedPersistentLoadoutValue( player, "pilot", loadoutIndex, "passive1" ) + loadout.passive2 = GetValidatedPersistentLoadoutValue( player, "pilot", loadoutIndex, "passive2" ) + loadout.camoIndex = GetValidatedPersistentLoadoutValueInt( player, "pilot", loadoutIndex, "camoIndex" ) + loadout.skinIndex = GetValidatedPersistentLoadoutValueInt( player, "pilot", loadoutIndex, "skinIndex" ) //Important: Skin index needs to be gotten after camoIndex for loadout validation purposes + loadout.primaryCamoIndex = GetValidatedPersistentLoadoutValueInt( player, "pilot", loadoutIndex, "primaryCamoIndex" ) + loadout.primarySkinIndex = GetValidatedPersistentLoadoutValueInt( player, "pilot", loadoutIndex, "primarySkinIndex" ) //Important: Skin index needs to be gotten after camoIndex for loadout validation purposes + loadout.secondaryCamoIndex = GetValidatedPersistentLoadoutValueInt( player, "pilot", loadoutIndex, "secondaryCamoIndex" ) + loadout.secondarySkinIndex = GetValidatedPersistentLoadoutValueInt( player, "pilot", loadoutIndex, "secondarySkinIndex" ) //Important: Skin index needs to be gotten after camoIndex for loadout validation purposes + loadout.weapon3CamoIndex = GetValidatedPersistentLoadoutValueInt( player, "pilot", loadoutIndex, "weapon3CamoIndex" ) + loadout.weapon3SkinIndex = GetValidatedPersistentLoadoutValueInt( player, "pilot", loadoutIndex, "weapon3SkinIndex" ) //Important: Skin index needs to be gotten after camoIndex for loadout validation purposes + + UpdateDerivedPilotLoadoutData( loadout ) +} + +void function PopulateTitanLoadoutFromPersistentData( entity player, TitanLoadoutDef loadout, int loadoutIndex ) +{ + loadout.name = GetValidatedPersistentLoadoutValue( player, "titan", loadoutIndex, "name" ) + loadout.titanClass = GetValidatedPersistentLoadoutValue( player, "titan", loadoutIndex, "titanClass" ) + loadout.primaryMod = GetValidatedPersistentLoadoutValue( player, "titan", loadoutIndex, "primaryMod" ) + loadout.special = GetValidatedPersistentLoadoutValue( player, "titan", loadoutIndex, "special" ) + loadout.antirodeo = GetValidatedPersistentLoadoutValue( player, "titan", loadoutIndex, "antirodeo" ) + loadout.passive1 = GetValidatedPersistentLoadoutValue( player, "titan", loadoutIndex, "passive1" ) + loadout.passive2 = GetValidatedPersistentLoadoutValue( player, "titan", loadoutIndex, "passive2" ) + loadout.passive3 = GetValidatedPersistentLoadoutValue( player, "titan", loadoutIndex, "passive3" ) + loadout.passive4 = GetValidatedPersistentLoadoutValue( player, "titan", loadoutIndex, "passive4" ) + loadout.passive5 = GetValidatedPersistentLoadoutValue( player, "titan", loadoutIndex, "passive5" ) + loadout.passive6 = GetValidatedPersistentLoadoutValue( player, "titan", loadoutIndex, "passive6" ) + loadout.camoIndex = GetValidatedPersistentLoadoutValueInt( player, "titan", loadoutIndex, "camoIndex" ) + loadout.skinIndex = GetValidatedPersistentLoadoutValueInt( player, "titan", loadoutIndex, "skinIndex" ) //Important: Skin index needs to be gotten after camoIndex for loadout validation purposes + loadout.decalIndex = GetValidatedPersistentLoadoutValueInt( player, "titan", loadoutIndex, "decalIndex" ) + loadout.primaryCamoIndex = GetValidatedPersistentLoadoutValueInt( player, "titan", loadoutIndex, "primaryCamoIndex" ) + loadout.primarySkinIndex = GetValidatedPersistentLoadoutValueInt( player, "titan", loadoutIndex, "primarySkinIndex" ) //Important: Skin index needs to be gotten after camoIndex for loadout validation purposes + loadout.titanExecution = GetValidatedPersistentLoadoutValue( player, "titan", loadoutIndex, "titanExecution" ) + loadout.showArmBadge = GetValidatedPersistentLoadoutValueInt( player, "titan", loadoutIndex, "showArmBadge" ) + + //Prime Titan related vars + loadout.isPrime = GetValidatedPersistentLoadoutValue( player, "titan", loadoutIndex, "isPrime" ) + loadout.primeCamoIndex = GetValidatedPersistentLoadoutValueInt( player, "titan", loadoutIndex, "primeCamoIndex" ) + loadout.primeSkinIndex = GetValidatedPersistentLoadoutValueInt( player, "titan", loadoutIndex, "primeSkinIndex" ) //Important: Skin index needs to be gotten after camoIndex for loadout validation purposes + loadout.primeDecalIndex = GetValidatedPersistentLoadoutValueInt( player, "titan", loadoutIndex, "primeDecalIndex" ) + + UpdateDerivedTitanLoadoutData( loadout ) + OverwriteLoadoutWithDefaultsForSetFile( loadout ) +} + +string function GetSetFileForTitanClassAndPrimeStatus( string titanClass, bool isPrimeTitan = false ) +{ + string nonPrimeSetFile + + array legalLoadouts = GetAllowedTitanLoadouts() + + foreach ( loadout in legalLoadouts ) + { + if ( GetTitanCharacterNameFromSetFile( loadout.setFile ) == titanClass ) + { + nonPrimeSetFile = loadout.setFile + break + } + } + + if ( !isPrimeTitan ) + return nonPrimeSetFile + + string primeSetFile = GetPrimeTitanSetFileFromNonPrimeSetFile( nonPrimeSetFile ) + Assert( primeSetFile != "" ) + return primeSetFile +} + + +string function GetPrimeTitanRefForTitanClass( string titanClass ) +{ + array legalLoadouts = GetAllowedTitanLoadouts() + + foreach ( loadout in legalLoadouts ) + { + if ( GetTitanCharacterNameFromSetFile( loadout.setFile ) == titanClass ) + return loadout.primeTitanRef + } + + unreachable +} + +string function GetPersistentLoadoutValue( entity player, string loadoutType, int loadoutIndex, string loadoutProperty ) +{ + // printt( "=======================================================================================" ) + // printt( "loadoutType:", loadoutType, "loadoutIndex:", loadoutIndex, "loadoutProperty:" , loadoutProperty ) + // printl( "script GetPlayerArray()[0].SetPersistentVar( \"" + loadoutType + "Loadouts[" + loadoutIndex + "]." + loadoutProperty + "\", \"" + value + "\" )" ) + // printt( "=======================================================================================" ) + + string getString = BuildPersistentVarAccessorString( loadoutType, loadoutIndex, loadoutProperty ) + var value = player.GetPersistentVar( getString ) + + if ( value == null ) + return "" + + return string( value ) +} + + +int function GetPersistentLoadoutValueInt( entity player, string loadoutType, int loadoutIndex, string loadoutProperty ) +{ + return int( GetPersistentLoadoutValue( player, loadoutType, loadoutIndex, loadoutProperty ) ) +} + +string function GetPersistentLoadoutPropertyType( string loadoutProperty ) +{ + switch ( loadoutProperty ) + { + case "skinIndex": + case "camoIndex": + case "decalIndex": + case "primeSkinIndex": + case "primeCamoIndex": + case "primeDecalIndex": + case "primarySkinIndex": + case "primaryCamoIndex": + case "secondarySkinIndex": + case "secondaryCamoIndex": + case "weapon3SkinIndex": + case "weapon3CamoIndex": + case "showArmBadge": + return "int" + } + + return "string" +} + + +#if SERVER +// TODO: If we change a property that has a parent or child relationship, all related properties need updating if invalid +// A parent change should validate children and set invalid to defaults +// If a child change is invalid for the parent, it should be changed to a valid default based on the parent +// TODO: Return type. Currently getting passed to AddClientCommandCallback() which expects a bool return, but this isn't setup to return values. +function SetPersistentLoadoutValue( entity player, string loadoutType, int loadoutIndex, string loadoutProperty, string value ) +{ + //printt( "=======================================================================================" ) + //printt( "SetPersistentLoadoutValue called with loadoutType:", loadoutType, "loadoutIndex:", loadoutIndex, "loadoutProperty:" , loadoutProperty, "value:", value ) + //printl( "script GetPlayerArray()[0].SetPersistentVar( \"" + loadoutType + "Loadouts[" + loadoutIndex + "]." + loadoutProperty + "\", \"" + value + "\" )" ) + //printt( "=======================================================================================" ) + + bool loadoutIsPilot = ( loadoutType == "pilot" ) + bool loadoutIsTitan = ( loadoutType == "titan" ) + bool loadoutIsPilotOrTitan = ( loadoutIsPilot || loadoutIsTitan ) + + //Assert( loadoutIsPilotOrTitan, "Invalid loadoutType that is not pilot or titan" ) + if ( !loadoutIsPilotOrTitan ) + { + CodeWarning( "Loadout neither pilot or titan" ) + return + } + + //Assert( ( loadoutIsPilot && IsValidPilotLoadoutIndex( loadoutIndex ) ) || ( loadoutIsTitan && !IsValidTitanLoadoutIndex( loadoutIndex ) ), "SetPersistentLoadoutValue() called with invalid loadoutIndex: " + loadoutIndex ) + + if ( loadoutIsPilot && !IsValidPilotLoadoutIndex( loadoutIndex ) ) + { + CodeWarning( "!IsValidPilotLoadoutIndex" ) + return + } + + if ( loadoutIsTitan && !IsValidTitanLoadoutIndex( loadoutIndex ) ) + { + CodeWarning( "!IsValidTitanLoadoutIndex" ) + return + } + + if ( value == "none" ) + value = "" + + var loadoutPropertyEnum = null + if ( loadoutIsPilot ) + { + bool isValid = IsValidPilotLoadoutProperty( loadoutProperty ) + //Assert( IsValidPilotLoadoutProperty, "SetPersistentLoadoutValue() called with invalid pilot loadoutProperty: " + loadoutProperty ) + if ( !isValid ) + { + CodeWarning( "!IsValidPilotLoadoutProperty" ) + return + } + + loadoutPropertyEnum = GetPilotLoadoutPropertyEnum( loadoutProperty ) + } + else + { + bool isValid = IsValidTitanLoadoutProperty( loadoutProperty ) + //Assert( isValidTitanLoadoutProperty, "SetPersistentLoadoutValue() called with invalid titan loadoutProperty: " + loadoutProperty ) + if ( !isValid ) + { + CodeWarning( "!IsValidTitanLoadoutProperty" ) + return + } + + loadoutPropertyEnum = GetTitanLoadoutPropertyEnum( loadoutProperty ) + } + + if ( loadoutPropertyEnum != null && !PersistenceEnumValueIsValid( loadoutPropertyEnum, value ) ) + { + CodeWarning( loadoutType + " " + loadoutProperty + " value: " + value + " not valid in persistent data!" ) + return + } + + if ( LoadoutPropertyRequiresItemValidation( loadoutProperty ) && value != "" ) + { + if ( FailsLoadoutValidationCheck( player, loadoutType, loadoutIndex, loadoutProperty, value ) ) + { + printt( "=======================================================================================" ) + printt( "SetPersistentLoadoutValue failed FailsLoadoutValidationCheck with loadoutType:", loadoutType, "loadoutIndex:", loadoutIndex, "loadoutProperty:" , loadoutProperty, "value:", value ) + printt( "=======================================================================================" ) + + //Assert( false, "SetPersistentLoadoutValue() call " + loadoutType + " " + loadoutProperty + ", value: " + value + " failed FailsLoadoutValidationCheck() check!" ) + return + } + } + + // Only checks primary mods and attachments are valid in itemData and the parent isn't locked + if ( !IsLoadoutSubitemValid( player, loadoutType, loadoutIndex, loadoutProperty, value ) ) + { + CodeWarning( loadoutType + " " + loadoutProperty + " value: " + value + " failed IsLoadoutSubitemValid() check! It may not exist in itemData, or it's parent item is locked." ) + return + } + + SetPlayerPersistentVarWithoutValidation( player, loadoutType, loadoutIndex, loadoutProperty, value ) + + // Reset child properties when parent changes + ResolveInvalidLoadoutChildValues( player, loadoutType, loadoutIndex, loadoutProperty, value ) + ValidateSkinAndCamoIndexesAsAPair( player, loadoutType, loadoutIndex, loadoutProperty, value ) //Skin and camo properties need to be set correctly as a pair + + #if HAS_THREAT_SCOPE_SLOT_LOCK + if ( loadoutProperty.tolower() == "primaryattachment" && value == "threat_scope" ) + { + SetPlayerPersistentVarWithoutValidation( player, loadoutType, loadoutIndex, "primaryMod2", "" ) + } + #endif + + // TEMP client model update method + bool updateModel = ( loadoutProperty == "suit" || loadoutProperty == "race" || loadoutProperty == "setFile" || loadoutProperty == "primary" || loadoutProperty == "isPrime" ) + + if ( loadoutType == "pilot" ) + { + player.p.pilotLoadoutChanged = true + + if ( updateModel ) + player.p.pilotModelNeedsUpdate = loadoutIndex + } + else + { + player.p.titanLoadoutChanged = true + + if ( updateModel ) + player.p.titanModelNeedsUpdate = loadoutIndex + } + + thread UpdateCachedLoadouts() +} + +string function GetRefFromLoadoutTypeIndexPropertyAndValue( entity player, string loadoutType, int index, string property, var value ) +{ + bool isPilotLoadout = ( loadoutType == "pilot" ) + bool isTitanLoadout = ( loadoutType == "titan" ) + if ( !isPilotLoadout && !isTitanLoadout ) + return INVALID_REF + + switch ( property ) + { + case "isPrime": + { + if ( !isTitanLoadout ) + return INVALID_REF + + if( PersistenceEnumValueIsValid( "titanIsPrimeTitan", value ) ) + return GetTitanRefFromPersistenceLoadoutIndexAndValueForIsPrime( index, expect string( value ) ) + else + return INVALID_REF + } + + case "camoIndex": //Camos work across all Titans, all pilots, and all weapons. + case "primeCamoIndex": + { + int valueAsInt = ForceCastVarToInt( value ) + if ( !IsValidCamoIndex( valueAsInt ) ) //Note that we should have already checked for the case that we're setting a Titan's camo to -1 ( valid warpaint use case ) in FailsLoadoutValidationCheck() + { + return INVALID_REF + } + else + { + if ( isPilotLoadout ) + return CamoSkins_GetByIndex( valueAsInt ).pilotCamoRef + else + return CamoSkins_GetByIndex( valueAsInt ).titanCamoRef + } + } + break + + case "primaryCamoIndex": + case "secondaryCamoIndex": + case "weapon3CamoIndex": + { + int valueAsInt = ForceCastVarToInt( value ) + if ( !IsValidCamoIndex( valueAsInt ) ) + return INVALID_REF + else + return CamoSkins_GetByIndex( valueAsInt ).ref + } + break + + case "primarySkinIndex": + case "secondarySkinIndex": + case "weapon3SkinIndex": + { + string parentProperty = GetParentLoadoutProperty( loadoutType, property ) + string weaponRef = GetPersistentLoadoutValue( player, loadoutType, index, parentProperty ) + int valueAsInt = ForceCastVarToInt( value ) + return GetSkinRefFromWeaponRefAndPersistenceValue( weaponRef, valueAsInt ) + } + break + + case "decalIndex": + case "primeDecalIndex": //Assume same nose arts work for both prime and non-prime titans + { + if ( !isTitanLoadout ) + return INVALID_REF + + string titanClass = GetDefaultTitanLoadout( index ).titanClass + int valueAsInt = ForceCastVarToInt( value ) + return GetNoseArtRefFromTitanClassAndPersistenceValue( titanClass, valueAsInt ) + } + break + + case "primeSkinIndex": //Primes don't have war paints, white listed skins for titans (0 and 2) should have already been handled earlier + { + return INVALID_REF + } + break + + case "skinIndex": + { + if ( !isTitanLoadout ) //Only titans have warpaints. White listed skins for pilots should already have been handled earlier + return INVALID_REF + + string titanClass = GetDefaultTitanLoadout( index ).titanClass + int valueAsInt = ForceCastVarToInt( value ) + return GetSkinRefFromTitanClassAndPersistenceValue( titanClass, valueAsInt ) + } + break + + default: + return string( value ) + } + + unreachable +} + +bool function IsValidCamoIndex( int camoIndex ) +{ + int numCamos = CamoSkins_GetCount() //Note that we should have already handled the case for a titan's camoIndex to be -1 (valid warpaint usecase) in FailsLoadoutValidationCheck + return ((camoIndex >= 0) && (camoIndex < numCamos)) +} + +string function GetTitanRefFromPersistenceLoadoutIndexAndValueForIsPrime( int index, string value ) +{ + bool isPrimeRef = (value == "titan_is_prime") + string titanClass = GetDefaultTitanLoadout( index ).titanClass + if ( isPrimeRef ) + return GetPrimeTitanRefForTitanClass( titanClass ) + + return titanClass +} + +bool function LoadoutPropertyRequiresItemValidation( string loadoutProperty ) +{ + bool shouldSkipValidation = ( GetCurrentPlaylistVarInt( "skip_loadout_validation", 0 ) == 1 ) + if ( shouldSkipValidation ) + { + //printt( "skip_loadout_validation" ) + return false + } + + if ( loadoutProperty == "name" ) + return false + + if ( loadoutProperty == "showArmBadge" ) + return false + + if ( loadoutProperty == "primarySkinIndex" || loadoutProperty == "secondarySkinIndex" || loadoutProperty == "weapon3SkinIndex") + return false + + return true +} + +// Only checks primary mods and attachments are valid in itemData and the parent isn't locked +bool function IsLoadoutSubitemValid( entity player, string loadoutType, int loadoutIndex, string property, string ref ) +{ + string childRef = "" + + switch ( property ) + { + case "primaryAttachment": + case "primaryMod1": + case "primaryMod2": + case "primaryMod3": + case "secondaryMod1": + case "secondaryMod2": + case "secondaryMod3": + case "weapon3Mod1": + case "weapon3Mod2": + case "weapon3Mod3": + if ( loadoutType == "pilot" ) + { + string parentProperty = GetParentLoadoutProperty( loadoutType, property ) + string loadoutString = BuildPersistentVarAccessorString( loadoutType, loadoutIndex, parentProperty ) + if ( ref != "" ) + childRef = ref + ref = expect string( player.GetPersistentVar( loadoutString ) ) + } + break + case "skinIndex": + case "camoIndex": + case "decalIndex": + case "primarySkinIndex": + case "primaryCamoIndex": + case "secondarySkinIndex": + case "secondaryCamoIndex": + case "weapon3SkinIndex": + case "weapon3CamoIndex": + case "primeSkinIndex": + case "primeCamoIndex": + case "primeDecalIndex": + return true + break + } + // TODO: Seems bad to pass null childRef on to some of the checks below if the property wasn't one of the above + + // invalid attachment + if ( childRef != "" && !HasSubitem( ref, childRef ) ) + return false + + //if ( IsItemLocked( player, childRef, expect string( ref ) ) ) + // return false + + return true +} + +void function SetPlayerPersistentVarWithoutValidation( entity player, string loadoutType, int loadoutIndex, string propertyName, string value ) +{ + string persistentLoadoutString = BuildPersistentVarAccessorString( loadoutType, loadoutIndex, propertyName ) + + if ( GetPersistentLoadoutPropertyType( propertyName ) == "int" ) + player.SetPersistentVar( persistentLoadoutString, int( value ) ) + else + player.SetPersistentVar( persistentLoadoutString, value ) +} + +string function ResetLoadoutPropertyToDefault( entity player, string loadoutType, int loadoutIndex, string propertyName ) +{ + string defaultValue = GetLoadoutPropertyDefault( loadoutType, loadoutIndex, propertyName ) + SetPlayerPersistentVarWithoutValidation( player, loadoutType, loadoutIndex, propertyName, defaultValue ) + return defaultValue +} + +bool function FailsLoadoutValidationCheck( entity player, string loadoutType, int loadoutIndex, string loadoutProperty, var value ) +{ + //printt( "FailsLoadoutValidationCheck, player: " + player + ", loadoutType: " + loadoutType + ", loadoutIndex: " + loadoutIndex + ", loadoutProperty: " + loadoutProperty + ", value: " + value ) + + int initializedVersion = player.GetPersistentVarAsInt( "initializedVersion" ) + bool previouslyInitialized = ( initializedVersion >= PERSISTENCE_INIT_VERSION ) + if ( !previouslyInitialized ) //Special case: if we're intializing from defaults/updating persistent data, don't try to reset to defaults + { + //printt( "!previouslyInitialized" ) + return false + } + + if ( AllowCamoIndexToSkipValidation( loadoutType, loadoutProperty, value ) ) //Special case: Warpaints will set camoIndex + { +// printt( "AllowCamoIndexToSkipValidation" ) + return false + } + + if ( AllowSkinIndexToSkipValidation( loadoutType, loadoutProperty, value ) ) //Skins need to be handled differently because they are only valid refs for warpaints, and we set values of 0, 1 and 2 for different cases + { +// printt( "AllowSkinIndexToSkipValidation" ) + return false + } + + string ref = GetRefFromLoadoutTypeIndexPropertyAndValue( player, loadoutType, loadoutIndex, loadoutProperty, value ) + if ( !IsRefValid( ref ) ) + { + printt( "!IsRefValid( " + ref + " ), generated from loadoutType: " + loadoutType + ", loadoutIndex: " + loadoutIndex + ". loadoutProperty: " + loadoutProperty + ", value: " + value ) + return true + } + + if ( IsSettingPrimeTitanWithoutSetFile( player, loadoutType, loadoutProperty, loadoutIndex, value ) ) //Hack, working around fact that we allow setting Prime Titan value since it's entitlement based unlock. + { + //printt( "IsSettingPrimeTitanWithoutSetFile, player: " + player + ", ref: " + ref ) + return true + } + + if ( FailsItemLockedValidationCheck( player, loadoutType, loadoutIndex, loadoutProperty, ref ) ) + { + printt( "FailsItemLockedValidationCheck, player: " + player + ", ref: " + ref ) + return true + } + + if ( !IsValueValidForLoadoutTypeIndexAndProperty( loadoutType, loadoutIndex, loadoutProperty, value, ref ) ) + { + //printt( "!IsValueValidForLoadoutTypeIndexAndProperty, loadoutType: " + loadoutType + ", loadoutIndex: " + loadoutIndex + ", loadoutProperty: " + loadoutProperty + ", value: " + value + " ref: " + ref ) + return true + } + + if ( ( loadoutProperty == "secondary" || loadoutProperty == "weapon3" ) && !IsValueValidForPropertyWithCategoryRestriction( player, loadoutIndex, loadoutProperty, string( value ) ) ) + return true + + //printt( "End FailsLoadoutValidationCheck" ) + return false +} + +bool function IsValueValidForPropertyWithCategoryRestriction( entity player, int loadoutIndex, string targetProperty, string targetValue ) +{ + Assert( targetProperty == "secondary" || targetProperty == "weapon3" ) + + string otherProperty + if ( targetProperty == "secondary" ) + otherProperty = "weapon3" + else + otherProperty = "secondary" + + string otherValue = GetPersistentLoadoutValue( player, "pilot", loadoutIndex, otherProperty ) + + if ( ItemsInSameMenuCategory( targetValue, otherValue ) ) + return false + + return true +} + +bool function FailsItemLockedValidationCheck( entity player, string loadoutType, int loadoutIndex, string loadoutProperty, string ref ) +{ + bool shouldSkipValidation = ( GetCurrentPlaylistVarInt( "skip_loadout_item_locked_validation", 0 ) == 1 ) + if ( shouldSkipValidation ) + { + //printt( "skip_loadout_item_locked_validation" ) + return false + } + + if ( LoadoutIsLocked( player, loadoutType, loadoutIndex ) ) + { + //printt( "loadout of type " + loadoutType + " and index " + loadoutIndex + " is locked, skip checking if items under it are locked" ) + return false + } + + if ( IsSubItemType( GetItemType( ref ) ) ) + { + string parentRef = GetParentRefFromLoadoutInfoAndRef( player, loadoutType, loadoutIndex, loadoutProperty, ref ) + if ( parentRef == "" ) + { + //printt( "parentRef == blankstring" ) + return true + } + + if ( !SkipItemLockedCheck( player, ref, parentRef, loadoutProperty ) ) + { + if ( IsSubItemLocked( player, ref, parentRef ) ) + { + //printt( "IsSubItemLocked, player: " + player + ", ref: " + ref + ", parentRef: " + parentRef ) + return true + } + } + } + else + { + if ( !SkipItemLockedCheck( player, ref, "", loadoutProperty ) ) + { + if ( IsItemLocked( player, ref ) ) //Somehow we are trying to get something that is locked. Might be rogue client sending bad values? + { + //printt( "IsItemLocked, player: " + player + ", ref: " + ref ) + return true + } + } + } + + return false +} + +bool function IsSettingPrimeTitanWithoutSetFile( entity player, string loadoutType, string loadoutProperty, int loadoutIndex, var value ) //Temp function, remove once all titans have prime Titans +{ + if ( loadoutType != "titan" ) + return false + + if ( loadoutProperty != "isPrime" ) + return false + + if ( value != "titan_is_prime" ) + return false + + string titanClass = GetPersistentLoadoutValue( player, "titan", loadoutIndex, "titanClass" ) + + return ( !TitanClassHasPrimeTitan( titanClass ) ) +} + +bool function SkipItemLockedCheck( entity player, string ref, string parentRef, string loadoutProperty ) //Hack: Skip entitlement related unlock checks for now. Can fail. +{ + if ( DevEverythingUnlocked() ) + return true + + //if ( IsItemInEntitlementUnlock( ref ) && IsLobby() ) //TODO: Look into restricting this to lobby only? But entitlement checks can fail randomly... + if ( IsItemInEntitlementUnlock( ref, parentRef ) ) + return true + + if ( loadoutProperty == "isPrime" ) //Temp check to avoid weirdness where we can set titan_is_prime but not titan_is_not_prime because prime titan refs are not child refs of non prime titan refs. Should be able to remove this once all prime titans are in game. + return true + + return false +} + +bool function AllowCamoIndexToSkipValidation( string loadoutType, string loadoutProperty, var value ) //HACK: working around the fact that we do SetCamo( -1 ) when applying warpaints +{ + if ( loadoutProperty != "camoIndex" ) //Prime Titans currently don't have warpaints, so not supporting setting primeCamoIndex to be -1 + return false + + int valueAsInt = ForceCastVarToInt( value ) + if ( valueAsInt == CAMO_INDEX_BASE ) + return true + + if ( loadoutType != "titan" ) + return false + + if ( valueAsInt != TITAN_WARPAINT_CAMO_INDEX ) + return false + + return true +} + +bool function AllowSkinIndexToSkipValidation( string loadoutType, string loadoutProperty, var value ) //TODO: test weapon skin/camo combinations? +{ + int valueAsInt = ForceCastVarToInt( value ) //TODO: Awkward, getting around the fact that you can't do int( value ) if it's already an int. + + switch( loadoutProperty ) + { + case "skinIndex": + { + if ( loadoutType == "pilot" ) + return ( (valueAsInt == SKIN_INDEX_BASE) || (valueAsInt == PILOT_SKIN_INDEX_CAMO) ) + else + return ( (valueAsInt == SKIN_INDEX_BASE) || (valueAsInt == TITAN_SKIN_INDEX_CAMO) ) //War paints will have different values, hence we must validate them + } + break + + case "primeSkinIndex": //Prime Titans don't support war paints, so should only support values of 0 and 2 + { + return ( (valueAsInt == SKIN_INDEX_BASE) || (valueAsInt == TITAN_SKIN_INDEX_CAMO) ) + } + break + + case "primarySkinIndex": + case "secondarySkinIndex": + case "weapon3SkinIndex": + { + return ( (valueAsInt == SKIN_INDEX_BASE) || (valueAsInt == WEAPON_SKIN_INDEX_CAMO) ) + } + break + + default: + return false + } + + unreachable +} + +bool function IsValueValidForLoadoutTypeIndexAndProperty( string loadoutType, int loadoutIndex, string loadoutProperty, var value, string ref ) +{ + bool isTitanLoadout = (loadoutType == "titan") + bool isPilotLoadout = (loadoutType == "pilot") + if ( !isTitanLoadout && !isPilotLoadout ) + return false + + //Should have run IsRefValid( ref already, so should be fine just doing GetItemType( ref ) ) + int itemType = GetItemType( ref ) + + //printt( "itemType : " + itemType ) + switch ( loadoutProperty ) + { + case "suit": + return ( (itemType == eItemTypes.PILOT_SUIT) && isPilotLoadout ) + + case "race": + return ( (itemType == eItemTypes.RACE) && isPilotLoadout ) + + case "execution": + return ( (itemType == eItemTypes.PILOT_EXECUTION) && isPilotLoadout ) + + case "titanExecution": + return ( isTitanLoadout && IsValidTitanExecution( loadoutIndex, loadoutProperty, value, ref ) ) + + case "primary": //Only Pilots store their primary in persistence + return ( (itemType == eItemTypes.PILOT_PRIMARY) && isPilotLoadout ) + + case "primaryAttachment": //Only Pilots their primary in persistence + return ( (itemType == eItemTypes.SUB_PILOT_WEAPON_ATTACHMENT || itemType == eItemTypes.PILOT_PRIMARY_ATTACHMENT) && isPilotLoadout ) + + case "primaryMod1": //Only Pilots have primary mods in persistence + case "primaryMod2": + case "primaryMod3": + return ( (itemType == eItemTypes.SUB_PILOT_WEAPON_MOD || itemType == eItemTypes.PILOT_PRIMARY_MOD) && isPilotLoadout ) + + case "secondary": //Only Pilots store their secondary in persistence + case "weapon3": + return ( (itemType == eItemTypes.PILOT_SECONDARY) && isPilotLoadout ) + + case "secondaryMod1": //Only Pilots store their secondary in persistence + case "secondaryMod2": //Only Pilots store their secondary in persistence + case "secondaryMod3": //Only Pilots store their secondary in persistence + case "weapon3Mod1": + case "weapon3Mod2": + case "weapon3Mod3": + return ( (itemType == eItemTypes.SUB_PILOT_WEAPON_MOD || itemType == eItemTypes.PILOT_SECONDARY_MOD) && isPilotLoadout ) + + case "ordnance": + return ( (itemType == eItemTypes.PILOT_ORDNANCE) && isPilotLoadout ) + + case "passive1": + if ( isPilotLoadout ) + { + return ( itemType == eItemTypes.PILOT_PASSIVE1 ) + } + else + { + return IsValidTitanPassive( loadoutIndex, loadoutProperty, value, ref ) + } + + case "passive2": + if ( isPilotLoadout ) + return ( itemType == eItemTypes.PILOT_PASSIVE2 ) + else + return IsValidTitanPassive( loadoutIndex, loadoutProperty, value, ref ) + + case "passive3": + case "passive4": + case "passive5": + case "passive6": + return ( isTitanLoadout && IsValidTitanPassive( loadoutIndex, loadoutProperty, value, ref ) ) + + case "isPrime": + return ( isTitanLoadout && PersistenceEnumValueIsValid( "titanIsPrimeTitan", value ) ) //Technically will be covered by enumValue checks before LoadoutValidation checks, but included here for completeness + + //TODO: Need to get ref for these correctly! + case "skinIndex": + case "camoIndex": + case "primarySkinIndex": + case "primaryCamoIndex": + case "secondarySkinIndex": + case "secondaryCamoIndex": + case "weapon3SkinIndex": + case "weapon3CamoIndex": + case "decalIndex": + case "primeSkinIndex": + case "primeCamoIndex": + case "primeDecalIndex": + return true // assume already validated + + case "titanClass": //Should never be able to set these things normally! + case "primaryMod": + case "special": + case "antirodeo": + string defaultValue = GetLoadoutPropertyDefault( loadoutType, loadoutIndex, loadoutProperty ) + return ( value == defaultValue ) + + default: + Assert( false, "Unknown loadoutProperty " + loadoutProperty ) + return false + } + + unreachable +} + +bool function ValidateSkinAndCamoIndexesAsAPair( entity player, string loadoutType, int loadoutIndex, string loadoutProperty, var value ) +{ + bool isSkinIndex = false + switch( loadoutProperty ) + { + case "skinIndex": + case "primeSkinIndex": + case "primarySkinIndex": + case "secondarySkinIndex": + case "weapon3SkinIndex": + isSkinIndex = true + break + } + + if ( !isSkinIndex ) + return false + + int valueAsInt = ForceCastVarToInt( value ) + + string camoProperty = GetCorrectCamoProperty( loadoutProperty ) + int camoIndexValue = GetValidatedPersistentLoadoutValueInt( player, loadoutType, loadoutIndex, camoProperty ) + + + //printt( "ValidateSkinAndCamoIndexesAsAPair, player: " + player + " loadouType: " + loadoutType + ", loadoutIndex: " + loadoutIndex + ", skinProperty: " + loadoutProperty + ", skin Value: " + string( value ) + ", camoProperty: " + camoProperty + ", camo Value: " + camoIndexValue ) + + if ( valueAsInt == SKIN_INDEX_BASE ) //Just set to default of 0, 0. + return SetCamoIndexToValue( player, loadoutType, loadoutIndex, camoProperty, CAMO_INDEX_BASE ) + + switch ( loadoutProperty ) + { + case "skinIndex": + { + if (loadoutType == "pilot" ) //1 is skin for camo, only other valid value is 0 + { + if ( valueAsInt == PILOT_SKIN_INDEX_CAMO && camoIndexValue <= CAMO_INDEX_BASE ) + { + ResetSkinAndCamoIndexesToZero( player, loadoutType, loadoutIndex, loadoutProperty, camoProperty ) + return true + } + } + else if ( loadoutType == "titan" ) //2 is skin for camos, all other skin values other than 0 are warpaints that have camo index == -1 + { + if ( valueAsInt == TITAN_SKIN_INDEX_CAMO ) //This is a camo skin + { + if ( camoIndexValue <= CAMO_INDEX_BASE ) + { + ResetSkinAndCamoIndexesToZero( player, loadoutType, loadoutIndex, loadoutProperty, camoProperty ) + return true + } + } + else //i.e. this is a warpaint + { + return SetCamoIndexToValue( player, loadoutType, loadoutIndex, camoProperty, TITAN_WARPAINT_CAMO_INDEX ) //Set to default of -1 for warpaint + } + } + + break + } + + case "primeSkinIndex": //switching between prime and non-prime doesn't have problems where skin is unlocked on non-prime but is locked on prime, so no need to return false + { + if ( valueAsInt == TITAN_SKIN_INDEX_CAMO && camoIndexValue <= CAMO_INDEX_BASE ) + { + ResetSkinAndCamoIndexesToZero( player, loadoutType, loadoutIndex, loadoutProperty, camoProperty ) + return true + } + + break + } + case "primarySkinIndex": + case "secondarySkinIndex": + case "weapon3SkinIndex": //1 is skin for camo + { + if ( valueAsInt == WEAPON_SKIN_INDEX_CAMO ) + { + if ( camoIndexValue <= CAMO_INDEX_BASE ) + { + ResetSkinAndCamoIndexesToZero( player, loadoutType, loadoutIndex, loadoutProperty, camoProperty ) + return false // HACK: Work around fact that when we switch weapons we don't do a corresponding call to set camo and skin indexes + } + } + else + { + return SetCamoIndexToValue( player, loadoutType, loadoutIndex, camoProperty, 0 ) //Set to default of 0 for weapon skins + } + + break + } + } + + return false +} + +bool function SetCamoIndexToValue( entity player, string loadoutType, int loadoutIndex, string camoProperty, int setValue ) //HACK HACK: should fix dependency between skin and camo index on UI side. Remove when done. +{ + int camoIndexValue = GetPersistentLoadoutValueInt( player, loadoutType, loadoutIndex, camoProperty ) + + if ( camoIndexValue == setValue ) + return false + + //printt( "SetCamoIndexToValue, player: " + player + " loadouType: " + loadoutType + ", loadoutIndex: " + loadoutIndex + ", camoProperty: " + camoProperty + ", setValue: " + string( setValue )) + + SetPlayerPersistentVarWithoutValidation( player, loadoutType, loadoutIndex, camoProperty, string( setValue ) ) + + return true +} + +void function ResetSkinAndCamoIndexesToZero( entity player, string loadoutType, int loadoutIndex, string skinProperty, string camoProperty ) +{ + SetPlayerPersistentVarWithoutValidation( player, loadoutType, loadoutIndex, camoProperty, "0" ) + SetPlayerPersistentVarWithoutValidation( player, loadoutType, loadoutIndex, skinProperty, "0" ) +} + +string function GetCorrectCamoProperty( string loadoutProperty ) //HACK HACK: should fix dependency between skin and camo index on UI side. Remove when done. +{ + string returnValue + switch( loadoutProperty ) + { + case "skinIndex": + returnValue = "camoIndex" + break + + case "primeSkinIndex": + returnValue = "primeCamoIndex" + break + + case "primarySkinIndex": + returnValue = "primaryCamoIndex" + break + + case "secondarySkinIndex": + returnValue = "secondaryCamoIndex" + break + + case "weapon3SkinIndex": + returnValue = "weapon3CamoIndex" + break + + default: + unreachable + } + + return returnValue +} + +bool function IsValidTitanPassive( int loadoutIndex, string loadoutProperty, var value, string ref ) //TODO: Not using all parameters in this function yet, might need them for full validation +{ + //Should have run IsRefValid(ref already, so fine to do GetItemType( ref )) + int itemType = GetItemType( ref ) + //printt( "itemType: " + itemType ) + + switch ( loadoutProperty ) + { + case "passive1": + return (itemType == eItemTypes.TITAN_GENERAL_PASSIVE) + + case "passive2": + { + switch( loadoutIndex ) //TODO: Hard coded, not great! + { + case 0: + return itemType == eItemTypes.TITAN_ION_PASSIVE + + case 1: + return itemType == eItemTypes.TITAN_SCORCH_PASSIVE + + case 2: + return itemType == eItemTypes.TITAN_NORTHSTAR_PASSIVE + + case 3: + return itemType == eItemTypes.TITAN_RONIN_PASSIVE + + case 4: + return itemType == eItemTypes.TITAN_TONE_PASSIVE + + case 5: + return itemType == eItemTypes.TITAN_LEGION_PASSIVE + + case 6: + return itemType == eItemTypes.TITAN_VANGUARD_PASSIVE + + default: + return false + } + } + + case "passive3": + return (itemType == eItemTypes.TITAN_TITANFALL_PASSIVE) + + case "passive4": + return (itemType == eItemTypes.TITAN_UPGRADE1_PASSIVE) + case "passive5": + return (itemType == eItemTypes.TITAN_UPGRADE2_PASSIVE) + case "passive6": + return (itemType == eItemTypes.TITAN_UPGRADE3_PASSIVE) + + default: + unreachable + } + + unreachable +} + +bool function IsValidTitanExecution( int loadoutIndex, string loadoutProperty, var value, string ref ) //TODO: Not using all parameters in this function yet, might need them for full validation +{ + //Should have run IsRefValid(ref already, so fine to do GetItemType( ref )) + int itemType = GetItemType( ref ) + //printt( "itemType: " + itemType ) + + switch ( loadoutProperty ) + { + case "titanExecution": + { + switch( loadoutIndex ) //TODO: Hard coded, not great! + { + case 0: + return itemType == eItemTypes.TITAN_ION_EXECUTION + + case 1: + return itemType == eItemTypes.TITAN_SCORCH_EXECUTION + + case 2: + return itemType == eItemTypes.TITAN_NORTHSTAR_EXECUTION + + case 3: + return itemType == eItemTypes.TITAN_RONIN_EXECUTION + + case 4: + return itemType == eItemTypes.TITAN_TONE_EXECUTION + + case 5: + return itemType == eItemTypes.TITAN_LEGION_EXECUTION + + case 6: + return itemType == eItemTypes.TITAN_VANGUARD_EXECUTION + + default: + return false + } + } + + default: + unreachable + } + + unreachable +} + +string function GetParentRefFromLoadoutInfoAndRef( entity player, string loadoutType, int loadoutIndex, string property, string childRef ) +{ + bool isPilotLoadout = (loadoutType == "pilot") + bool isTitanLoadout = (loadoutType == "titan") + if ( !isPilotLoadout && !isTitanLoadout ) + return "" + + switch ( property ) + { + case "primaryAttachment": + case "primaryMod1": + case "primaryMod2": + case "primaryMod3": + case "secondaryMod1": + case "secondaryMod2": + case "secondaryMod3": + case "weapon3Mod1": + case "weapon3Mod2": + case "weapon3Mod3": + { + string parentProperty = GetParentLoadoutProperty( loadoutType, property ) + string loadoutString = BuildPersistentVarAccessorString( loadoutType, loadoutIndex, parentProperty ) + string resultString = string( player.GetPersistentVar( loadoutString ) ) //titanLoadouts[5].titanClass + if ( HasSubitem( resultString, childRef ) ) + return resultString + else + return "" + } + + case "passive1": + case "passive2": + case "passive3": + case "passive4": + case "passive5": + case "passive6": + { + if ( isTitanLoadout && !IsValidTitanPassive( loadoutIndex, property, childRef, childRef ) ) + return "" + + string parentProperty = GetParentLoadoutProperty( loadoutType, property ) + string loadoutString = BuildPersistentVarAccessorString( loadoutType, loadoutIndex, parentProperty ) + string resultString = string( player.GetPersistentVar( loadoutString ) ) //titanLoadouts[5].titanClass + if ( HasSubitem( resultString, childRef ) ) + return resultString + else + return "" + } + + case "skinIndex": //These should all only be allowed to be changed on Titans + case "decalIndex": + case "primeCamoIndex": + case "primeDecalIndex": + case "camoIndex": //For pilots, this is not a subitem. For titans, it should be titanclass. + { + if ( !isTitanLoadout ) + return "" //Only Titans have war paints, which allow for arbitrary skin index. All others should have been taken care of earlier in AllowSkinIndexToSkipValidation() + + return GetDefaultTitanLoadout( loadoutIndex ).titanClass + } + + case "primaryCamoIndex": //For Pilots, subitem is primary. For Titans, subitem is titanclass + { + if ( isPilotLoadout ) + { + string loadoutString = BuildPersistentVarAccessorString( loadoutType, loadoutIndex, "primary" ) + return string( player.GetPersistentVar( loadoutString ) ) + } + else + { + return GetDefaultTitanLoadout( loadoutIndex ).titanClass + } + } + + case "secondaryCamoIndex": + { + if ( !isPilotLoadout ) //Only Pilots have secondaries + return "" + + string loadoutString = BuildPersistentVarAccessorString( loadoutType, loadoutIndex, "secondary" ) + return string( player.GetPersistentVar( loadoutString ) ) + } + + case "weapon3CamoIndex": + { + if ( !isPilotLoadout ) + return "" + + string loadoutString = BuildPersistentVarAccessorString( loadoutType, loadoutIndex, "weapon3" ) + return string( player.GetPersistentVar( loadoutString ) ) + } + + case "primarySkinIndex": + { + string loadoutString = BuildPersistentVarAccessorString( loadoutType, loadoutIndex, "primary" ) + return string( player.GetPersistentVar( loadoutString ) ) + } + + case "secondarySkinIndex": + { + if ( !isPilotLoadout ) //Only Pilots have secondaries + return "" + + string loadoutString = BuildPersistentVarAccessorString( loadoutType, loadoutIndex, "secondary" ) + return string( player.GetPersistentVar( loadoutString ) ) + } + + case "weapon3SkinIndex": + { + if ( !isPilotLoadout ) + return "" + + string loadoutString = BuildPersistentVarAccessorString( loadoutType, loadoutIndex, "weapon3" ) + return string( player.GetPersistentVar( loadoutString ) ) + } + + case "primeSkinIndex": //Should be taken care of earlier in AllowSkinIndexToSkipValidation() + default: + return "" + } + + unreachable +} + +int function ForceCastVarToInt( var value ) //HACK: working around inability to cast an int to int. Reexamine when less busy! +{ + if ( typeof( value ) == "int" ) + return ( expect int( value ) ) + + return int( value ) +} +#endif //Server only + +string function GetLoadoutPropertyDefault( string loadoutType, int loadoutIndex, string propertyName ) //Bad things go wrong if you give the wrong default! +{ + string resultString + switch ( propertyName ) + { + case "skinIndex": + case "camoIndex": + case "decalIndex": + case "primarySkinIndex": + case "primaryCamoIndex": + case "secondarySkinIndex": + case "secondaryCamoIndex": + case "weapon3SkinIndex": + case "weapon3CamoIndex": + case "primeSkinIndex": + case "primeCamoIndex": + case "primeDecalIndex": + resultString = "0" + break + + case "isPrime": + resultString = "titan_is_not_prime" + break + + case "execution": + resultString = "execution_neck_snap" //HACK, not sure where this is getting set otherwise. + break + + case "titanExecution": + resultString = "execution_random_" + loadoutIndex //Loadout Index for Titans is synced to a specific Titan. + break + + default: + { + bool isTitanLoadout = (loadoutType == "titan") + bool isPilotLoadout = (loadoutType == "pilot") + if ( isPilotLoadout ) + { + PilotLoadoutDef defaultPilotLoadout = GetDefaultPilotLoadout( loadoutIndex ) //HACK: note that this can give an invalid default for a child property, e.g. a sight that doesn't exist on this weapon. This is handled later in ResolveInvalidLoadoutChildValues + resultString = GetPilotLoadoutValue( defaultPilotLoadout, propertyName ) + } + else if ( isTitanLoadout ) + { + TitanLoadoutDef defaultPilotLoadout = GetDefaultTitanLoadout( loadoutIndex ) //HACK: note that this can give an invalid default for a child property, e.g. a sight that doesn't exist on this weapon. This is handled later in ResolveInvalidLoadoutChildValues + resultString = GetTitanLoadoutValue( defaultPilotLoadout, propertyName ) + } + else + { + unreachable + } + break + } + } + + //printt( "GetLoadoutPropertyDefault, loadoutType: " + loadoutType + ", loadoutIndex: " + loadoutIndex + ", propertyName: " + propertyName + ", resultString: " + resultString ) + return resultString +} + +string function GetCategoryRestrictedResetValue( entity player, int loadoutIndex, string targetProperty, string otherProperty ) +{ + string loadoutType = "pilot" + string otherPropertyValue = GetPersistentLoadoutValue( player, loadoutType, loadoutIndex, otherProperty ) + string potentialDefaultValue = GetLoadoutPropertyDefault( loadoutType, loadoutIndex, targetProperty ) + string resetValue = potentialDefaultValue + + if ( otherPropertyValue != "" ) + { + int otherCategory = expect int( GetItemDisplayData( otherPropertyValue ).i.menuCategory ) + int potentialDefaultCategory = expect int( GetItemDisplayData( potentialDefaultValue ).i.menuCategory ) + + if ( potentialDefaultCategory == otherCategory ) + { + Assert( otherCategory == eSecondaryWeaponCategory.AT || otherCategory == eSecondaryWeaponCategory.PISTOL ) + if ( otherCategory == eSecondaryWeaponCategory.AT ) + resetValue = GetWeaponCategoryBasedDefault( eSecondaryWeaponCategory.PISTOL ) + else + resetValue = GetWeaponCategoryBasedDefault( eSecondaryWeaponCategory.AT ) + } + } + + return resetValue +} + +string function GetWeaponCategoryBasedDefault( int category ) +{ + string val + + switch ( category ) + { + case eSecondaryWeaponCategory.AT: + val = "mp_weapon_defender" + break + + case eSecondaryWeaponCategory.PISTOL: + val = "mp_weapon_autopistol" + break + + default: + Assert( 0, "category: " + DEV_GetEnumStringFromIndex( "eSecondaryWeaponCategory", category ) + " not handled in GetWeaponCategoryBasedDefault()" ) + break + } + + return val +} + +string function BuildPersistentVarAccessorString( string loadoutType, int loadoutIndex, string propertyName ) +{ + return loadoutType + "Loadouts[" + loadoutIndex + "]." + propertyName +} + +bool function LoadoutIsLocked( entity player, string loadoutType, int loadoutIndex ) +{ + if ( loadoutType == "titan" ) + { + string titanClass = GetLoadoutPropertyDefault( "titan", loadoutIndex, "titanClass" ) + return IsItemLocked( player, titanClass ) + + } + else if ( loadoutType == "pilot" ) + { + string pilotLoadoutRef = "pilot_loadout_" + ( loadoutIndex + 1 ) + return IsItemLocked( player, pilotLoadoutRef ) + } + + unreachable + +} + +string function GetValidatedPersistentLoadoutValue( entity player, string loadoutType, int loadoutIndex, string loadoutProperty ) +{ + #if SERVER + Assert( loadoutType == "pilot" || loadoutType == "titan" ) + Assert( loadoutIndex < PersistenceGetArrayCount( loadoutType + "Loadouts" ), "Invalid loadoutIndex: " + loadoutIndex ) + + var loadoutPropertyEnum = null + if ( loadoutType == "pilot" ) + { + bool isValidPilotLoadoutProperty = IsValidPilotLoadoutProperty( loadoutProperty ) + //Assert( isValidPilotLoadoutProperty, "Invalid pilot loadoutProperty: " + loadoutProperty ) + if( !isValidPilotLoadoutProperty ) + { + CodeWarning( "Invalid pilot loadoutProperty: " + loadoutProperty ) + return "" + } + + loadoutPropertyEnum = GetPilotLoadoutPropertyEnum( loadoutProperty ) + } + else + { + bool isValidTitanLoadoutProperty = IsValidTitanLoadoutProperty( loadoutProperty ) + //Assert( isValidTitanLoadoutProperty, "Invalid titan loadoutProperty: " + loadoutProperty ) + if ( !isValidTitanLoadoutProperty ) + { + CodeWarning( "Invalid titan loadoutProperty: " + loadoutProperty ) + return "" + } + loadoutPropertyEnum = GetTitanLoadoutPropertyEnum( loadoutProperty ) + } + + string getString = BuildPersistentVarAccessorString( loadoutType, loadoutIndex, loadoutProperty ) + var value = player.GetPersistentVar( getString ) + + if ( value == null ) + value = "" + + if ( loadoutPropertyEnum != null ) + { + if ( !PersistenceEnumValueIsValid( loadoutPropertyEnum, value ) ) + { + printt( "Invalid Loadout Property: ", loadoutType, loadoutIndex, loadoutProperty, value ) + value = ResetLoadoutPropertyToDefault( player, loadoutType, loadoutIndex, loadoutProperty ) //TODO: This will call player.SetPersistentVar() directly. Awkward to do this in a getter function + ClientCommand( player, "disconnect #RESETTING_LOADOUT", 0 ) //Kick player out with a "Resetting Invalid Loadout" message. Mainly necessary so UI/Client script don't crash out later with known, bad data from persistence + } + } + + if ( LoadoutPropertyRequiresItemValidation( loadoutProperty ) && value != "" ) + { + if ( FailsLoadoutValidationCheck( player, loadoutType, loadoutIndex, loadoutProperty, value ) ) + { + printt( "Invalid Loadout Property: ", loadoutType, loadoutIndex, loadoutProperty, value ) + value = ResetLoadoutPropertyToDefault( player, loadoutType, loadoutIndex, loadoutProperty ) //TODO: This will call player.SetPersistentVar() directly. Awkward to do this in a getter function + ClientCommand( player, "disconnect #RESETTING_LOADOUT", 0 ) //Kick player out with a "Resetting Invalid Loadout" message. Mainly necessary so UI/Client script don't crash out later with known, bad data from persistence + } + + ValidateSkinAndCamoIndexesAsAPair( player, loadoutType, loadoutIndex, loadoutProperty, value ) //TODO: This is awkward, has the potential to call a SetPersistentLoadoutValue() if skinIndex and camoIndex are not correct as a pair + } + + return string( value ) + #else + return GetPersistentLoadoutValue( player, loadoutType, loadoutIndex, loadoutProperty ) + #endif +} + +int function GetValidatedPersistentLoadoutValueInt( entity player, string loadoutType, int loadoutIndex, string loadoutProperty ) +{ + #if SERVER + string returnValue = GetValidatedPersistentLoadoutValue( player, loadoutType, loadoutIndex, loadoutProperty ) + return int( returnValue ) + #else + return GetPersistentLoadoutValueInt( player, loadoutType, loadoutIndex, loadoutProperty ) + #endif +} + + +// SERVER: Looks at and updates persistent loadout data +// CLIENT/UI: Looks at and updates cached loadout data +void function ResolveInvalidLoadoutChildValues( entity player, string loadoutType, int loadoutIndex, string loadoutProperty, string parentValue ) +{ + array childProperties = GetChildLoadoutProperties( loadoutType, loadoutProperty ) + + //if ( childProperties.len() ) + //{ + // printt( "====== loadoutProperty:", loadoutProperty, "childProperties are:" ) + // foreach ( childProperty in childProperties ) + // printt( "====== ", childProperty ) + //} + + if ( childProperties.len() ) + { + Assert( parentValue != "" ) + + foreach ( childProperty in childProperties ) + { + string childValue + + if ( childProperty == "primaryCamoIndex" || childProperty == "secondaryCamoIndex" || childProperty == "weapon3CamoIndex" ) // TODO: Keep skin on weapon change if possible + { + //printt( "====== loadoutProperty:", loadoutProperty, "childProperty:", childProperty, "will blind RESET" ) + } + else if ( childProperty == "primarySkinIndex" || childProperty == "secondarySkinIndex" || childProperty == "weapon3SkinIndex" ) + { + //printt( "====== loadoutProperty:", loadoutProperty, "childProperty:", childProperty, "will blind RESET" ) + } + else if ( (childProperty == "primaryMod2" || childProperty == "primaryMod3") && IsSubItemLocked( player, childProperty.tolower(), parentValue ) ) // check primarymod2 or primarymod3 feature locked + { + //printt( "====== loadoutProperty:", loadoutProperty, "childProperty:", childProperty, "will RESET due to feature lock" ) + } + else if ( (childProperty == "secondaryMod2" || childProperty == "weapon3Mod2") && IsSubItemLocked( player, "secondarymod2", parentValue ) ) // check secondarymod2 feature locked + { + //printt( "====== loadoutProperty:", loadoutProperty, "childProperty:", childProperty, "will RESET due to feature lock" ) + } + else if ( (childProperty == "secondaryMod3" || childProperty == "weapon3Mod3") && IsSubItemLocked( player, "secondarymod3", parentValue ) ) // check secondarymod3 feature locked + { + //printt( "====== loadoutProperty:", loadoutProperty, "childProperty:", childProperty, "will RESET due to feature lock" ) + } + else // check subitem locked + { + #if SERVER + // TODO: This call will actually check and change the persistent data if it's invalid. Doesn't break anything here, but this function really shouldn't change persistent data. + childValue = GetPersistentLoadoutValue( player, loadoutType, loadoutIndex, childProperty ) + #else + if ( loadoutType == "pilot" ) + childValue = GetPilotLoadoutValue( shGlobal.cachedPilotLoadouts[ loadoutIndex ], childProperty ) + else if ( loadoutType == "titan" ) + childValue = GetTitanLoadoutValue( shGlobal.cachedTitanLoadouts[ loadoutIndex ], childProperty ) + else + CodeWarning( "Unhandled loadoutType: " + loadoutType ) + #endif + + if ( childValue == "" || ( childValue != "" && HasSubitem( parentValue, childValue ) && !IsSubItemLocked( player, childValue, parentValue ) ) ) + { + //printt( "====== loadoutProperty:", loadoutProperty, "childProperty:", childProperty, "will KEEP childValue: \"" + childValue + "\"" ) + continue + } + //else + //{ + // printt( "====== loadoutProperty:", loadoutProperty, "childProperty:", childProperty, "will RESET childValue: \"" + childValue + "\"" ) + //} + } + + childValue = GetLoadoutChildPropertyDefault( loadoutType, childProperty, parentValue ) + + #if SERVER + SetPlayerPersistentVarWithoutValidation( player, loadoutType, loadoutIndex, childProperty, childValue ) + #else + if ( loadoutType == "pilot" ) + SetPilotLoadoutValue( shGlobal.cachedPilotLoadouts[ loadoutIndex ], childProperty, childValue ) + else if ( loadoutType == "titan" ) + SetTitanLoadoutValue( shGlobal.cachedTitanLoadouts[ loadoutIndex ], childProperty, childValue ) + else + CodeWarning( "Unhandled loadoutType: " + loadoutType ) + #endif + } + } + //else + //{ + // printt( "====== loadoutProperty:", loadoutProperty, "childProperties is empty" ) + //} +} + +#if UI || CLIENT +void function SetCachedPilotLoadoutValue( entity player, int loadoutIndex, string loadoutProperty, string value ) +{ + if ( !IsValidPilotLoadoutProperty( loadoutProperty ) ) + { + CodeWarning( "Tried to set pilot " + loadoutProperty + " to invalid value: " + value ) + return + } + + // Reset child properties when parent changes + ResolveInvalidLoadoutChildValues( player, "pilot", loadoutIndex, loadoutProperty, value ) + + #if HAS_THREAT_SCOPE_SLOT_LOCK + if ( loadoutProperty.tolower() == "primaryattachment" && value == "threat_scope" ) + { + SetPilotLoadoutValue( shGlobal.cachedPilotLoadouts[ loadoutIndex ], "primaryMod2", "" ) + } + #endif + + SetPilotLoadoutValue( shGlobal.cachedPilotLoadouts[ loadoutIndex ], loadoutProperty, value ) + UpdateDerivedPilotLoadoutData( shGlobal.cachedPilotLoadouts[ loadoutIndex ] ) + + #if UI + if ( value == "" ) + value = "null" + ClientCommand( "SetPersistentLoadoutValue pilot " + loadoutIndex + " " + loadoutProperty + " " + value ) + #endif // UI +} + + +void function SetCachedTitanLoadoutValue( entity player, int loadoutIndex, string loadoutProperty, string value ) +{ + if ( !IsValidTitanLoadoutProperty( loadoutProperty ) ) + { + CodeWarning( "Tried to set titan " + loadoutProperty + " to invalid value: " + value ) + return + } + + // Reset child properties when parent changes + ResolveInvalidLoadoutChildValues( player, "titan", loadoutIndex, loadoutProperty, value ) + + SetTitanLoadoutValue( shGlobal.cachedTitanLoadouts[ loadoutIndex ], loadoutProperty, value ) + UpdateDerivedTitanLoadoutData( shGlobal.cachedTitanLoadouts[ loadoutIndex ] ) + + #if UI + if ( value == "" ) + value = "null" + ClientCommand( "SetPersistentLoadoutValue titan " + loadoutIndex + " " + loadoutProperty + " " + value ) + #endif // UI +} + + + +// TODO: If we change a property that has a parent or child relationship, all related properties need updating if invalid +// A parent change should validate children and set invalid to defaults +// If a child change is invalid for the parent, it should be changed to a valid default based on the parent +void function SetCachedLoadoutValue( entity player, string loadoutType, int loadoutIndex, string loadoutProperty, string value ) +{ + // Keep CLIENT matching UI + #if UI + RunClientScript( "SetCachedLoadoutValue", player, loadoutType, loadoutIndex, loadoutProperty, value ) + #endif // UI + + //printt( "=======================================================================================" ) + //printt( "SetPersistentLoadoutValue called with loadoutType:", loadoutType, "loadoutIndex:", loadoutIndex, "loadoutProperty:" , loadoutProperty, "value:", value ) + //printl( "script GetPlayerArray()[0].SetPersistentVar( \"" + loadoutType + "Loadouts[" + loadoutIndex + "]." + loadoutProperty + "\", \"" + value + "\" )" ) + //printt( "=======================================================================================" ) + + if ( loadoutType == "pilot" ) + SetCachedPilotLoadoutValue( player, loadoutIndex, loadoutProperty, value ) + else if ( loadoutType == "titan" ) + SetCachedTitanLoadoutValue( player, loadoutIndex, loadoutProperty, value ) + else + CodeWarning( "Unhandled loadoutType: " + loadoutType ) + + /* + Assert( loadoutType == "pilot" || loadoutType == "titan" ) + Assert( loadoutIndex < PersistenceGetArrayCount( loadoutType + "Loadouts" ), "Invalid loadoutIndex: " + loadoutIndex ) + + if ( value == "null" || value == "" || value == null ) + { + CodeWarning( "Tried to set " + loadoutType + " " + loadoutProperty + " to invalid value: " + value ) + return + } + + var loadoutPropertyEnum = null + if ( loadoutType == "pilot" ) + { + if ( !IsValidPilotLoadoutProperty( loadoutProperty ) ) + { + CodeWarning( "Invalid pilot loadoutProperty: " + loadoutProperty ) + return + } + + loadoutPropertyEnum = GetPilotLoadoutPropertyEnum( loadoutProperty ) + } + else + { + if ( !IsValidTitanLoadoutProperty( loadoutProperty ) ) + { + CodeWarning( "Invalid titan loadoutProperty: " + loadoutProperty ) + return + } + + loadoutPropertyEnum = GetTitanLoadoutPropertyEnum( loadoutProperty ) + } + + if ( loadoutPropertyEnum == null ) + { + CodeWarning( "Couldn't find loadoutPropertyEnum for " + loadoutType + " " + loadoutProperty ) + return + } + + if ( !PersistenceEnumValueIsValid( loadoutPropertyEnum, value ) ) + { + CodeWarning( loadoutProperty + " value: " + value + " not valid in persistent data!" ) + return + } + + // Only checks primary mods and attachments are valid in itemData and the parent isn't locked + if ( !IsLoadoutSubitemValid( player, loadoutType, loadoutIndex, loadoutProperty, value ) ) + { + CodeWarning( loadoutProperty + " value: " + value + " failed IsLoadoutSubitemValid() check! It may not exist in itemData, or it's parent item is locked." ) + return + } + + // Reset child properties when parent changes + array childProperties = GetChildLoadoutProperties( loadoutType, loadoutProperty ) + if ( childProperties.len() ) + { + foreach ( childProperty in childProperties ) + { + Assert( value != "" ) + string childValue = GetLoadoutChildPropertyDefault( loadoutType, childProperty, value ) + + if ( loadoutType == "pilot" ) + SetPilotLoadoutValue( shGlobal.cachedPilotLoadouts[ loadoutIndex ], childProperty, childValue ) + else + SetTitanLoadoutValue( shGlobal.cachedTitanLoadouts[ loadoutIndex ], childProperty, childValue ) + } + } + + if ( loadoutType == "pilot" ) + { + SetPilotLoadoutValue( shGlobal.cachedPilotLoadouts[ loadoutIndex ], loadoutProperty, value ) + UpdateDerivedPilotLoadoutData( shGlobal.cachedPilotLoadouts[ loadoutIndex ] ) + } + else + { + SetTitanLoadoutValue( shGlobal.cachedTitanLoadouts[ loadoutIndex ], loadoutProperty, value ) + OverwriteLoadoutWithDefaultsForSetFile_ExceptSpecialAndAntiRodeo( shGlobal.cachedTitanLoadouts[ loadoutIndex ] ) + } + + if ( value == "" || value == "null" ) + ClientCommand( "SetPersistentLoadoutValue " + loadoutType + " " + loadoutIndex + " " + loadoutProperty + " " + null ) + else + ClientCommand( "SetPersistentLoadoutValue " + loadoutType + " " + loadoutIndex + " " + loadoutProperty + " " + value ) + */ +} +#endif // UI || CLIENT + +// SERVER version waits till end of frame to reduce remote calls which can get high when loadouts are first initialized +// CLIENT and UI versions need to wait for persistent data to be ready +// Ideally, UI and CLIENT would have a callback that triggered when persistent loadout data changed. +void function UpdateCachedLoadouts() +{ + #if SERVER + Signal( level, "EndUpdateCachedLoadouts" ) + EndSignal( level, "EndUpdateCachedLoadouts" ) + + WaitEndFrame() + + array players = GetPlayerArray() + + foreach ( player in players ) + { + if ( player.p.pilotLoadoutChanged ) + { + Remote_CallFunction_NonReplay( player, "UpdateAllCachedPilotLoadouts" ) + player.p.pilotLoadoutChanged = false + } + + if ( player.p.titanLoadoutChanged ) + { + Remote_CallFunction_NonReplay( player, "UpdateAllCachedTitanLoadouts" ) + player.p.titanLoadoutChanged = false + } + + // TEMP client model update method + if ( player.p.pilotModelNeedsUpdate != -1 ) + { + Remote_CallFunction_NonReplay( player, "ServerCallback_UpdatePilotModel", player.p.pilotModelNeedsUpdate ) + player.p.pilotModelNeedsUpdate = -1 + } + + if ( player.p.titanModelNeedsUpdate != -1 ) + { + Remote_CallFunction_NonReplay( player, "ServerCallback_UpdateTitanModel", player.p.titanModelNeedsUpdate ) + player.p.titanModelNeedsUpdate = -1 + } + } + #elseif UI || CLIENT + #if UI + entity player = GetUIPlayer() + #elseif CLIENT + entity player = GetLocalClientPlayer() + #endif + + if ( player == null ) + return + + #if UI + EndSignal( uiGlobal.signalDummy, "LevelShutdown" ) + #endif // UI + + while ( player.GetPersistentVarAsInt( "initializedVersion" ) < PERSISTENCE_INIT_VERSION ) + { + WaitFrame() + } + + UpdateAllCachedPilotLoadouts() + UpdateAllCachedTitanLoadouts() + #if CLIENT + Signal( level, "CachedLoadoutsReady" ) + #endif // CLIENT + #endif +} + +#if UI + void function InitUISpawnLoadoutIndexes() + { + EndSignal( uiGlobal.signalDummy, "LevelShutdown" ) + + entity player = GetUIPlayer() + + if ( player == null ) + return + + while ( player.GetPersistentVarAsInt( "initializedVersion" ) < PERSISTENCE_INIT_VERSION ) + WaitFrame() + + uiGlobal.pilotSpawnLoadoutIndex = GetPersistentSpawnLoadoutIndex( player, "pilot" ) + uiGlobal.titanSpawnLoadoutIndex = GetPersistentSpawnLoadoutIndex( player, "titan" ) + } +#endif // UI + +// There's no good way to dynamically reference a struct variable +string function GetPilotLoadoutValue( PilotLoadoutDef loadout, string property ) +{ + string value + printt( "GetPilotLoadoutValue, property: " + property ) + + switch ( property ) + { + case "name": + value = loadout.name + break + + case "suit": + value = loadout.suit + break + + case "race": + value = loadout.race + break + + case "primary": + value = loadout.primary + break + + case "primaryAttachment": + value = loadout.primaryAttachment + break + + case "primaryMod1": + value = loadout.primaryMod1 + break + + case "primaryMod2": + value = loadout.primaryMod2 + break + + case "primaryMod3": + value = loadout.primaryMod3 + break + + case "secondary": + value = loadout.secondary + break + + case "secondaryMod1": + value = loadout.secondaryMod1 + break + + case "secondaryMod2": + value = loadout.secondaryMod2 + break + + case "secondaryMod3": + value = loadout.secondaryMod3 + break + + case "weapon3": + value = loadout.weapon3 + break + + case "weapon3Mod1": + value = loadout.weapon3Mod1 + break + + case "weapon3Mod2": + value = loadout.weapon3Mod2 + break + + case "weapon3Mod3": + value = loadout.weapon3Mod3 + break + + case "special": + value = loadout.special + break + + case "ordnance": + value = loadout.ordnance + break + + case "passive1": + value = loadout.passive1 + break + + case "passive2": + value = loadout.passive2 + break + + case "melee": + value = loadout.melee + break + + case "execution": + value = loadout.execution + break + + case "skinIndex": + value = string( loadout.skinIndex ) + break + + case "camoIndex": + value = string( loadout.camoIndex ) + break + + case "primarySkinIndex": + value = string( loadout.primarySkinIndex ) + break + + case "primaryCamoIndex": + value = string( loadout.primaryCamoIndex ) + break + + case "secondarySkinIndex": + value = string( loadout.secondarySkinIndex ) + break + + case "secondaryCamoIndex": + value = string ( loadout.secondaryCamoIndex ) + break + + case "weapon3SkinIndex": + value = string( loadout.weapon3SkinIndex ) + break + + case "weapon3CamoIndex": + value = string ( loadout.weapon3CamoIndex ) + break + + default: + printt( "Returning blank for property: " + property ) //TODO: This should probably just be an error, but some existing calls depend on blank string being returned + value = "" + } + + return value +} + +// There's no good way to dynamically reference a struct variable +// If this starts getting called outside of SetPersistentLoadoutValue(), it needs error checking +void function SetPilotLoadoutValue( PilotLoadoutDef loadout, string property, string value ) +{ + switch ( property ) + { + case "name": + loadout.name = value + break + + case "suit": + loadout.suit = value + break + + case "execution": + loadout.execution = value + break + + case "race": + loadout.race = value + break + + case "primary": + loadout.primary = value + break + + case "primaryAttachment": + loadout.primaryAttachment = value + break + + case "primaryMod1": + loadout.primaryMod1 = value + break + + case "primaryMod2": + loadout.primaryMod2 = value + break + + case "primaryMod3": + loadout.primaryMod3 = value + break + + case "secondary": + loadout.secondary = value + break + + case "secondaryMod1": + loadout.secondaryMod1 = value + break + + case "secondaryMod2": + loadout.secondaryMod2 = value + break + + case "secondaryMod3": + loadout.secondaryMod3 = value + break + + case "weapon3": + loadout.weapon3 = value + break + + case "weapon3Mod1": + loadout.weapon3Mod1 = value + break + + case "weapon3Mod2": + loadout.weapon3Mod2 = value + break + + case "weapon3Mod3": + loadout.weapon3Mod3 = value + break + + case "special": + loadout.special = value + break + + case "ordnance": + loadout.ordnance = value + break + + case "passive1": + loadout.passive1 = value + break + + case "passive2": + loadout.passive2 = value + break + + case "melee": + loadout.melee = value + break + + case "skinIndex": + loadout.skinIndex = int( value ) + break + + case "camoIndex": + loadout.camoIndex = int( value ) + break + + case "primarySkinIndex": + loadout.primarySkinIndex = int( value ) + break + + case "primaryCamoIndex": + loadout.primaryCamoIndex = int( value ) + break + + case "secondarySkinIndex": + loadout.secondarySkinIndex = int( value ) + break + + case "secondaryCamoIndex": + loadout.secondaryCamoIndex = int( value ) + break + + case "weapon3SkinIndex": + loadout.weapon3SkinIndex = int( value ) + break + + case "weapon3CamoIndex": + loadout.weapon3CamoIndex = int( value ) + break + } +} + +// There's no good way to dynamically reference a struct variable +string function GetTitanLoadoutValue( TitanLoadoutDef loadout, string property ) +{ + string value + + switch ( property ) + { + case "name": + value = loadout.name + break + + case "titanClass": + value = loadout.titanClass + break + + case "primeTitanRef": + value = loadout.primeTitanRef + break + + case "setFile": + value = loadout.setFile + break + + case "coreAbility": + value = loadout.coreAbility + break + + case "primary": + value = loadout.primary + break + + case "primaryMod": + value = loadout.primaryMod + break + + case "special": + value = loadout.special + break + + case "antirodeo": + value = loadout.antirodeo + break + + case "ordnance": + value = loadout.ordnance + break + + case "passive1": + value = loadout.passive1 + break + + case "passive2": + value = loadout.passive2 + break + + case "passive3": + value = loadout.passive3 + break + + case "passive4": + value = loadout.passive4 + break + + case "passive5": + value = loadout.passive5 + break + + case "passive6": + value = loadout.passive6 + break + + case "skinIndex": + value = string( loadout.skinIndex ) + break + + case "camoIndex": + value = string ( loadout.camoIndex ) + break + + case "decalIndex": + value = string( loadout.decalIndex ) + break + + case "primarySkinIndex": + value = string ( loadout.primarySkinIndex ) + break + + case "primaryCamoIndex": + value = string ( loadout.primaryCamoIndex ) + break + + case "difficulty": + value = string ( loadout.difficulty ) //TODO: Unused? + break + + case "isPrime": + value = loadout.isPrime + break + + case "primeSkinIndex": + value = string( loadout.primeSkinIndex ) + break + + case "primeCamoIndex": + value = string( loadout.primeCamoIndex ) + break + + case "primeDecalIndex": + value = string( loadout.primeDecalIndex ) + break + + case "titanExecution": + value = loadout.titanExecution + break + + default: + printt( "Returning blank for property: " + property ) //TODO: This should probably just be an error, but some existing calls depend on blank string being returned + value = "" + } + + return value +} + +// There's no good way to dynamically reference a struct variable +// If this starts getting called outside of SetPersistentLoadoutValue(), it needs error checking +void function SetTitanLoadoutValue( TitanLoadoutDef loadout, string property, string value ) +{ + switch ( property ) + { + case "name": + loadout.name = value + break + + case "setFile": + loadout.setFile = value + break + + case "primaryMod": + loadout.primaryMod = value + break + + case "special": + loadout.special = value + break + + case "antirodeo": + loadout.antirodeo = value + break + + case "passive1": + loadout.passive1 = value + break + + case "passive2": + loadout.passive2 = value + break + + case "passive3": + loadout.passive3 = value + break + + case "passive4": + loadout.passive4 = value + break + + case "passive5": + loadout.passive5 = value + break + + case "passive6": + loadout.passive6 = value + break + + case "skinIndex": + loadout.skinIndex = int( value ) + break + + case "camoIndex": + loadout.camoIndex = int( value ) + break + + case "decalIndex": + loadout.decalIndex = int( value ) + break + + case "primarySkinIndex": + loadout.primarySkinIndex = int( value ) + break + + case "primaryCamoIndex": + loadout.primaryCamoIndex = int( value ) + break + + case "isPrime": + loadout.isPrime = value + break + + case "primeSkinIndex": + loadout.primeSkinIndex = int( value ) + break + + case "primeCamoIndex": + loadout.primeCamoIndex = int( value ) + break + + case "primeDecalIndex": + loadout.primeDecalIndex = int( value ) + break + + case "titanExecution": + loadout.titanExecution = value + break + + case "showArmBadge": + loadout.showArmBadge = int( value ) + break + } +} + +bool function IsValidPilotLoadoutProperty( string propertyName ) +{ + switch ( propertyName ) + { + case "name": + case "suit": + case "race": + case "execution": + case "primary": + case "primaryAttachment": + case "primaryMod1": + case "primaryMod2": + case "primaryMod3": + case "secondary": + case "secondaryMod1": + case "secondaryMod2": + case "secondaryMod3": + case "weapon3": + case "weapon3Mod1": + case "weapon3Mod2": + case "weapon3Mod3": + case "ordnance": + case "special": + case "passive1": + case "passive2": + case "melee": + case "skinIndex": + case "camoIndex": + case "primarySkinIndex": + case "primaryCamoIndex": + case "secondarySkinIndex": + case "secondaryCamoIndex": + case "weapon3SkinIndex": + case "weapon3CamoIndex": + return true + } + + return false +} + +bool function IsValidTitanLoadoutProperty( string propertyName ) +{ + switch ( propertyName ) + { + case "name": + case "titanClass": + case "setFile": + case "primaryMod": + case "special": + case "antirodeo": + case "passive1": + case "passive2": + case "passive3": + case "passive4": + case "passive5": + case "passive6": + case "skinIndex": + case "camoIndex": + case "decalIndex": + case "primarySkinIndex": + case "primaryCamoIndex": + case "isPrime": + case "primeSkinIndex": + case "primeCamoIndex": + case "primeDecalIndex": + case "titanExecution": + case "showArmBadge": + return true + } + + return false +} + +var function GetPilotLoadoutPropertyEnum( string property ) +{ + switch ( property ) + { + case "suit": + return "pilotSuit" + + case "race": + return "pilotRace" + + case "primary": + case "secondary": + case "weapon3": + case "special": + case "ordnance": + case "melee": + return "loadoutWeaponsAndAbilities" + + case "primaryAttachment": + case "primaryMod1": + case "primaryMod2": + case "primaryMod3": + case "secondaryMod1": + case "secondaryMod2": + case "secondaryMod3": + case "weapon3Mod1": + case "weapon3Mod2": + case "weapon3Mod3": + return "pilotMod" + + case "passive1": + case "passive2": + return "pilotPassive" + + case "name": + default: + return null + } +} + +var function GetTitanLoadoutPropertyEnum( string property ) +{ + switch ( property ) + { + case "titanClass": + return "titanClasses" + case "primary": + case "special": + case "antirodeo": + case "ordnance": + return "loadoutWeaponsAndAbilities" + case "primaryMod": + return "titanMod" + case "passive1": + case "passive2": + case "passive3": + case "passive4": + case "passive5": + case "passive6": + return "titanPassive" + case "isPrime": + return "titanIsPrimeTitan" + case "name": + default: + return null + } +} + +int function GetItemTypeFromPilotLoadoutProperty( string loadoutProperty ) +{ + int itemType + + switch ( loadoutProperty ) + { + case "suit": + itemType = eItemTypes.PILOT_SUIT + break + + case "primary": + itemType = eItemTypes.PILOT_PRIMARY + break + + case "secondary": + case "weapon3": // Most cases need to treat as secondary, so don't return eItemTypes.PILOT_WEAPON3 here + itemType = eItemTypes.PILOT_SECONDARY + break + + case "special": + itemType = eItemTypes.PILOT_SPECIAL + break + + case "ordnance": + itemType = eItemTypes.PILOT_ORDNANCE + break + + case "passive1": + itemType = eItemTypes.PILOT_PASSIVE1 + break + + case "passive2": + itemType = eItemTypes.PILOT_PASSIVE2 + break + + case "primaryAttachment": + itemType = eItemTypes.PILOT_PRIMARY_ATTACHMENT + break + + case "primaryMod1": + case "primaryMod2": + itemType = eItemTypes.PILOT_PRIMARY_MOD + break + + case "secondaryMod1": + case "secondaryMod2": + case "weapon3Mod1": + case "weapon3Mod2": + itemType = eItemTypes.PILOT_SECONDARY_MOD + break + + case "primaryMod3": + case "secondaryMod3": + case "weapon3Mod3": + itemType = eItemTypes.PILOT_WEAPON_MOD3 + break + + case "race": + itemType = eItemTypes.RACE + break + + case "execution": + itemType = eItemTypes.PILOT_EXECUTION + break + + default: + Assert( false, "Invalid pilot loadout property!" ) + } + + return itemType +} + +int function GetItemTypeFromTitanLoadoutProperty( string loadoutProperty, string setFile = "" ) +{ + int itemType + + switch ( loadoutProperty ) + { + case "setFile": + itemType = eItemTypes.TITAN + break + + case "coreAbility": + itemType = eItemTypes.TITAN_CORE_ABILITY + break + + case "primary": + itemType = eItemTypes.TITAN_PRIMARY + break + + case "special": + itemType = eItemTypes.TITAN_SPECIAL + break + + case "ordnance": + itemType = eItemTypes.TITAN_ORDNANCE + break + + case "antirodeo": + itemType = eItemTypes.TITAN_ANTIRODEO + break + + case "passive1": + case "passive2": + case "passive3": + case "passive4": + case "passive5": + case "passive6": + Assert( setFile != "" ) + itemType = GetTitanLoadoutPropertyPassiveType( setFile, loadoutProperty ) + break + + case "titanExecution": + Assert( setFile != "" ) + itemType = GetTitanLoadoutPropertyExecutionType( setFile, loadoutProperty ) + break + + case "voice": + itemType = eItemTypes.TITAN_OS + break + + case "primaryMod": + itemType = eItemTypes.TITAN_PRIMARY_MOD + break + + default: + Assert( false, "Invalid titan loadout property!" ) + } + + return itemType +} + +string function GetLoadoutChildPropertyDefault( string loadoutType, string propertyName, string parentValue ) +{ + Assert( loadoutType == "pilot" || loadoutType == "titan" ) + + string resetValue = "" + + if ( loadoutType == "pilot" ) + { + switch ( propertyName ) + { + case "primaryAttachment": + case "primaryMod1": + case "primaryMod2": + case "primaryMod3": + case "secondaryMod1": + case "secondaryMod2": + case "secondaryMod3": + case "weapon3Mod1": + case "weapon3Mod2": + case "weapon3Mod3": + resetValue = GetWeaponBasedDefaultMod( parentValue, propertyName ) + break + + case "primaryCamoIndex": + case "primarySkinIndex": + case "secondaryCamoIndex": + case "secondarySkinIndex": + case "weapon3CamoIndex": + case "weapon3SkinIndex": + resetValue = "0" + break + } + } + + return resetValue +} + +// There's no great way to know the dependency heirarchy of persistent loadout data +array function GetChildLoadoutProperties( string loadoutType, string propertyName ) +{ + Assert( loadoutType == "pilot" || loadoutType == "titan" ) + + array childProperties + + if ( loadoutType == "pilot" ) + { + switch ( propertyName ) + { + /*case "suit": + childProperties.append( "passive1" ) + childProperties.append( "passive2" ) + break*/ + + case "primary": + childProperties.append( "primaryAttachment" ) + childProperties.append( "primaryMod1" ) + childProperties.append( "primaryMod2" ) + childProperties.append( "primaryMod3" ) + childProperties.append( "primaryCamoIndex" ) + childProperties.append( "primarySkinIndex" ) + break + + case "secondary": + childProperties.append( "secondaryMod1" ) + childProperties.append( "secondaryMod2" ) + childProperties.append( "secondaryMod3" ) + childProperties.append( "secondaryCamoIndex" ) + childProperties.append( "secondarySkinIndex" ) + break + + case "weapon3": + childProperties.append( "weapon3Mod1" ) + childProperties.append( "weapon3Mod2" ) + childProperties.append( "weapon3Mod3" ) + childProperties.append( "weapon3CamoIndex" ) + childProperties.append( "weapon3SkinIndex" ) + break + + /*case "melee": + childProperties.append( "meleeMods" ) // not in persistent data + break + + case "ordnance": + childProperties.append( "ordnanceMods" ) // not in persistent data + break*/ + } + } + else + { + switch ( propertyName ) + { + /*case "setFile": + childProperties.append( "setFileMods" ) // not in persistent data + break + + case "primary": + //childProperties.append( "primaryAttachment" ) // not in persistent data + childProperties.append( "primaryMod" ) + break + + case "special": + childProperties.append( "specialMods" ) // not in persistent data + break + + case "ordnance": + childProperties.append( "ordnanceMods" ) // not in persistent data + break + + case "antirodeo": + childProperties.append( "antirodeoMods" ) // not in persistent data + break*/ + } + } + + return childProperties +} + +// There's no great way to know the dependency heirarchy of persistent loadout data +string function GetParentLoadoutProperty( string loadoutType, string propertyName ) +{ + Assert( loadoutType == "pilot" || loadoutType == "titan" ) + + string parentProperty + + if ( loadoutType == "pilot" ) + { + switch ( propertyName ) + { + case "primaryAttachment": + case "primaryMod1": + case "primaryMod2": + case "primaryMod3": + case "primaryCamoIndex": + case "primarySkinIndex": + parentProperty = "primary" + break + + case "secondaryMod1": + case "secondaryMod2": + case "secondaryMod3": + case "secondaryCamoIndex": + case "secondarySkinIndex": + parentProperty = "secondary" + break + + case "weapon3Mod1": + case "weapon3Mod2": + case "weapon3Mod3": + case "weapon3CamoIndex": + case "weapon3SkinIndex": + parentProperty = "weapon3" + break + + case "passive1": + case "passive2": + parentProperty = "special" + break + + default: + Assert( 0, "Unknown loadout propertyName: " + propertyName ) + } + } + else + { + switch ( propertyName ) + { + case "passive1": + case "passive2": + case "passive3": + case "passive4": + case "passive5": + case "passive6": + parentProperty = "titanClass" + break + + default: + Assert( 0, "Unknown loadout propertyName: " + propertyName ) + } + } + + return parentProperty +} + +int function GetPersistentSpawnLoadoutIndex( entity player, string loadoutType ) +{ + int loadoutIndex = player.GetPersistentVarAsInt( loadoutType + "SpawnLoadout.index" ) + if ( loadoutType == "titan" && loadoutIndex >= NUM_PERSISTENT_TITAN_LOADOUTS ) + loadoutIndex = 0 + + return loadoutIndex +} + +#if SERVER +void function SetPersistentSpawnLoadoutIndex( entity player, string loadoutType, int loadoutIndex ) +{ + Assert( loadoutIndex >= 0 ) + player.SetPersistentVar( loadoutType + "SpawnLoadout.index", loadoutIndex ) +} +#endif // SERVER + +#if UI + void function SetEditLoadout( string loadoutType, int loadoutIndex ) + { + uiGlobal.editingLoadoutType = loadoutType + uiGlobal.editingLoadoutIndex = loadoutIndex + } + + void function ClearEditLoadout() + { + uiGlobal.editingLoadoutType = "" + uiGlobal.editingLoadoutIndex = -1 + } + + PilotLoadoutDef function GetPilotEditLoadout() + { + return GetCachedPilotLoadout( uiGlobal.editingLoadoutIndex ) + } + + TitanLoadoutDef function GetTitanEditLoadout() + { + return GetCachedTitanLoadout( uiGlobal.editingLoadoutIndex ) + } + + int function GetLoadoutIndexForTitanClass( string titanClass ) + { + for ( int loadoutIndex = 0; loadoutIndex < NUM_PERSISTENT_TITAN_LOADOUTS; loadoutIndex++ ) + { + TitanLoadoutDef loadout = GetCachedTitanLoadout( loadoutIndex ) + + if ( loadout.titanClass == titanClass ) + return loadoutIndex + } + + return -1 + } + + string function GetPilotLoadoutName( PilotLoadoutDef loadout ) + { + if ( IsTokenLoadoutName( loadout.name ) ) + return Localize( loadout.name ) + + return loadout.name + } + + string function GetTitanLoadoutName( TitanLoadoutDef loadout ) + { + if ( IsTokenLoadoutName( loadout.name ) ) + return Localize( loadout.name ) + + return loadout.name + } + + void function SetTextFromItemName( var element, string ref ) + { + string text = "" + + if ( ref != "" ) + text = GetItemName( ref ) + + Hud_SetText( element, text ) + } + + void function SetTextFromItemDescription( var element, string ref ) + { + string text = "" + + if ( ref != "" ) + text = GetItemDescription( ref ) + + Hud_SetText( element, text ) + } + + void function SetTextFromItemLongDescription( var element, string ref ) + { + string text = "" + + if ( ref != "" ) + text = GetItemLongDescription( ref ) + + Hud_SetText( element, text ) + } + + void function SetImageFromItemImage( var element, string ref ) + { + if ( ref != "" ) + { + Hud_SetImage( element, GetItemImage( ref ) ) + Hud_Show( element ) + } + else + { + Hud_Hide( element ) + } + } + + void function SetTextFromSubItemClipSize( var element, string ref, string modRef ) + { + Hud_SetText( element, "" ) + if ( ref != "" && modRef != "" ) + { + int clipDiff = GetSubItemClipSizeStat( ref, modRef ) + if ( clipDiff == 0 ) + return + + if ( clipDiff > 0 ) + { + Hud_SetColor( element, 141, 197, 84, 255 ) + Hud_SetText( element, "#MOD_CLIP_AMMO_INCREASE", string( clipDiff ) ) + } + else + { + Hud_SetColor( element, 211, 77, 61, 255 ) + Hud_SetText( element, "#MOD_CLIP_AMMO_DECREASE", string( abs( clipDiff ) ) ) + } + } + } + + void function SetTextFromSubitemName( var element, string parentRef, string childRef, string defaultText = "" ) + { + string text = defaultText + + if ( parentRef != "" && childRef != "" && childRef != "none" ) + text = GetSubitemName( parentRef, childRef ) + + Hud_SetText( element, text ) + } + + void function SetTextFromSubitemDescription( var element, string parentRef, string childRef, string defaultText = "" ) + { + string text = defaultText + + if ( parentRef != "" && childRef != "" && childRef != "none" ) + text = GetSubitemDescription( parentRef, childRef ) + + Hud_SetText( element, text ) + } + + void function SetTextFromSubitemLongDescription( var element, string parentRef, string childRef, string defaultText = "" ) + { + string text = defaultText + + if ( parentRef != "" && childRef != "" && childRef != "none" ) + text = GetSubitemLongDescription( parentRef, childRef ) + + Hud_SetText( element, text ) + } + + void function SetImageFromSubitemImage( var element, string parentRef, string childRef, asset defaultIcon = $"" ) + { + if ( parentRef != "" && childRef != "" && childRef != "none" ) + { + Hud_SetImage( element, GetSubitemImage( parentRef, childRef ) ) + Hud_Show( element ) + } + else + { + if ( defaultIcon != $"" ) + { + Hud_SetImage( element, defaultIcon ) + Hud_Show( element ) + } + else + { + Hud_Hide( element ) + } + } + } + + void function SetTextFromSubitemUnlockReq( var element, string parentRef, string childRef, string defaultText = "" ) + { + string text = defaultText + + if ( parentRef != "" && childRef != "" && childRef != "none" ) + text = GetItemUnlockReqText( childRef, parentRef ) + + Hud_SetText( element, text ) + } +#endif //UI + +#if UI || CLIENT + void function UpdateAllCachedPilotLoadouts() + { + int numLoadouts = shGlobal.cachedPilotLoadouts.len() + + for ( int i = 0; i < numLoadouts; i++ ) + UpdateCachedPilotLoadout( i ) + } + + void function UpdateAllCachedTitanLoadouts() + { + int numLoadouts = shGlobal.cachedTitanLoadouts.len() + + for ( int i = 0; i < numLoadouts; i++ ) + UpdateCachedTitanLoadout( i ) + } + + void function UpdateCachedPilotLoadout( int loadoutIndex ) + { + entity player + #if UI + player = GetUIPlayer() + #elseif CLIENT + player = GetLocalClientPlayer() + #endif + + if ( player == null ) + return + + PopulatePilotLoadoutFromPersistentData( player, shGlobal.cachedPilotLoadouts[ loadoutIndex ], loadoutIndex ) + } + + void function UpdateCachedTitanLoadout( int loadoutIndex ) + { + entity player + #if UI + player = GetUIPlayer() + #elseif CLIENT + player = GetLocalClientPlayer() + #endif + + if ( player == null ) + return + + PopulateTitanLoadoutFromPersistentData( player, shGlobal.cachedTitanLoadouts[ loadoutIndex ], loadoutIndex ) + } + + PilotLoadoutDef function GetCachedPilotLoadout( int loadoutIndex ) + { + Assert( loadoutIndex >= 0 && loadoutIndex < shGlobal.cachedPilotLoadouts.len() ) + + return shGlobal.cachedPilotLoadouts[ loadoutIndex ] + } + + TitanLoadoutDef function GetCachedTitanLoadout( int loadoutIndex ) + { + Assert( loadoutIndex >= 0 && loadoutIndex < shGlobal.cachedTitanLoadouts.len() ) + + return shGlobal.cachedTitanLoadouts[ loadoutIndex ] + } + + PilotLoadoutDef[ NUM_PERSISTENT_PILOT_LOADOUTS ] function GetAllCachedPilotLoadouts() + { + return shGlobal.cachedPilotLoadouts + } + + TitanLoadoutDef[ NUM_PERSISTENT_TITAN_LOADOUTS ] function GetAllCachedTitanLoadouts() + { + return shGlobal.cachedTitanLoadouts + } + + int function GetCachedTitanLoadoutCamoIndex( int loadoutIndex ) + { + TitanLoadoutDef cachedTitanLoadout = GetCachedTitanLoadout( loadoutIndex ) + return GetTitanCamoIndexFromLoadoutAndPrimeStatus( cachedTitanLoadout ) + } + + int function GetCachedTitanLoadoutSkinIndex( int loadoutIndex ) + { + TitanLoadoutDef cachedTitanLoadout = GetCachedTitanLoadout( loadoutIndex ) + return GetTitanSkinIndexFromLoadoutAndPrimeStatus( cachedTitanLoadout ) + } + + int function GetCachedTitanLoadoutDecalIndex( int loadoutIndex ) + { + TitanLoadoutDef cachedTitanLoadout = GetCachedTitanLoadout( loadoutIndex ) + return GetTitanDecalIndexFromLoadoutAndPrimeStatus( cachedTitanLoadout ) + } + + asset function GetCachedTitanLoadoutArmBadge( int loadoutIndex ) + { + TitanLoadoutDef cachedTitanLoadout = GetCachedTitanLoadout( loadoutIndex ) + return GetTitanArmBadgeFromLoadoutAndPrimeStatus( cachedTitanLoadout ) + } + + int function GetCachedTitanArmBadgeState( int loadoutIndex ) + { + TitanLoadoutDef cachedTitanLoadout = GetCachedTitanLoadout( loadoutIndex ) + return cachedTitanLoadout.showArmBadge + } + +#endif // UI || CLIENT + +#if UI + bool function IsTokenLoadoutName( string name ) + { + if ( name.find( "#DEFAULT_PILOT_" ) != null || name.find( "#DEFAULT_TITAN_" ) != null ) + return true + + return false + } +#endif // UI + +string function Loadouts_GetSetFileForRequestedClass( entity player ) +{ + int loadoutIndex = GetPersistentSpawnLoadoutIndex( player, "pilot" ) + + PilotLoadoutDef loadout + PopulatePilotLoadoutFromPersistentData( player, loadout, loadoutIndex ) + + return loadout.setFile +} + +#if SERVER + void function SetPersistentPilotLoadout( entity player, int loadoutIndex, PilotLoadoutDef loadout ) + { + SetPersistentLoadoutValue( player, "pilot", loadoutIndex, "name", loadout.name ) + SetPersistentLoadoutValue( player, "pilot", loadoutIndex, "suit", loadout.suit ) + SetPersistentLoadoutValue( player, "pilot", loadoutIndex, "race", loadout.race ) + SetPersistentLoadoutValue( player, "pilot", loadoutIndex, "primary", loadout.primary ) + SetPersistentLoadoutValue( player, "pilot", loadoutIndex, "primaryAttachment", loadout.primaryAttachment ) + SetPersistentLoadoutValue( player, "pilot", loadoutIndex, "primaryMod1", loadout.primaryMod1 ) + SetPersistentLoadoutValue( player, "pilot", loadoutIndex, "primaryMod2", loadout.primaryMod2 ) + SetPersistentLoadoutValue( player, "pilot", loadoutIndex, "primaryMod3", loadout.primaryMod3 ) + SetPersistentLoadoutValue( player, "pilot", loadoutIndex, "secondary", loadout.secondary ) + SetPersistentLoadoutValue( player, "pilot", loadoutIndex, "secondaryMod1", loadout.secondaryMod1 ) + SetPersistentLoadoutValue( player, "pilot", loadoutIndex, "secondaryMod2", loadout.secondaryMod2 ) + SetPersistentLoadoutValue( player, "pilot", loadoutIndex, "secondaryMod3", loadout.secondaryMod3 ) + SetPersistentLoadoutValue( player, "pilot", loadoutIndex, "weapon3", loadout.weapon3 ) + SetPersistentLoadoutValue( player, "pilot", loadoutIndex, "weapon3Mod1", loadout.weapon3Mod1 ) + SetPersistentLoadoutValue( player, "pilot", loadoutIndex, "weapon3Mod2", loadout.weapon3Mod2 ) + SetPersistentLoadoutValue( player, "pilot", loadoutIndex, "weapon3Mod3", loadout.weapon3Mod3 ) + SetPersistentLoadoutValue( player, "pilot", loadoutIndex, "ordnance", loadout.ordnance ) + SetPersistentLoadoutValue( player, "pilot", loadoutIndex, "passive1", loadout.passive1 ) + SetPersistentLoadoutValue( player, "pilot", loadoutIndex, "passive2", loadout.passive2 ) + } + + void function SetPersistentTitanLoadout( entity player, int loadoutIndex, TitanLoadoutDef loadout ) + { + SetPersistentLoadoutValue( player, "titan", loadoutIndex, "name", loadout.name ) + SetPersistentLoadoutValue( player, "titan", loadoutIndex, "titanClass", GetTitanCharacterNameFromSetFile( loadout.setFile ) ) + //SetPersistentLoadoutValue( player, "titan", loadoutIndex, "setFile", loadout.setFile ) + //SetPersistentLoadoutValue( player, "titan", loadoutIndex, "primaryMod", loadout.primaryMod ) + SetPersistentLoadoutValue( player, "titan", loadoutIndex, "special", loadout.special ) + SetPersistentLoadoutValue( player, "titan", loadoutIndex, "antirodeo", loadout.antirodeo ) + SetPersistentLoadoutValue( player, "titan", loadoutIndex, "passive1", loadout.passive1 ) + SetPersistentLoadoutValue( player, "titan", loadoutIndex, "passive2", loadout.passive2 ) + SetPersistentLoadoutValue( player, "titan", loadoutIndex, "passive3", loadout.passive3 ) + SetPersistentLoadoutValue( player, "titan", loadoutIndex, "passive4", loadout.passive4 ) + SetPersistentLoadoutValue( player, "titan", loadoutIndex, "passive5", loadout.passive5 ) + SetPersistentLoadoutValue( player, "titan", loadoutIndex, "passive6", loadout.passive6 ) + SetPersistentLoadoutValue( player, "titan", loadoutIndex, "titanExecution", loadout.titanExecution ) + } + + bool function PlayerIsInGracePeriod( entity player ) + { + if ( svGlobal.isInPilotGracePeriod && !player.IsTitan() ) + return true + + if ( player.s.inGracePeriod ) + return true + + if ( player.p.usingLoadoutCrate ) + return true + + return false + } + + bool function Loadouts_CanGivePilotLoadout( entity player ) + { + if ( !IsAlive( player ) ) + return false + + if ( !PlayerIsInGracePeriod( player ) ) + return false + + // hack for bug 114632, 167264. Real fix would be to make dropship spawn script not end on anim reset from model change. + if ( player.GetParent() != null ) + { + if ( HasCinematicFlag( player, CE_FLAG_INTRO ) ) + return false + + if ( HasCinematicFlag( player, CE_FLAG_CLASSIC_MP_SPAWNING ) ) + return false + + if ( HasCinematicFlag( player, CE_FLAG_WAVE_SPAWNING ) ) + return false + } + + if ( player.IsTitan() ) + return false + + return true + } + + bool function Loadouts_CanGiveTitanLoadout( entity player ) + { + // if ( GetPlayerBurnCardOnDeckIndex( player ) != null ) + // return false + + if ( HasCinematicFlag( player, CE_FLAG_INTRO ) ) + return false + + if ( HasCinematicFlag( player, CE_FLAG_CLASSIC_MP_SPAWNING ) ) + return false + + if ( !IsAlive( player ) ) + return false + + if ( !PlayerIsInGracePeriod( player ) ) + return false + + if ( player.isSpawningHotDroppingAsTitan ) + return false + + if ( !player.IsTitan() ) + return false + + // JFS: wargames round switch BS + if ( !IsValid( player.GetTitanSoul() ) ) + return false + + return true + } + + + string function Loadouts_GetSetFileForActiveClass( entity player ) + { + int loadoutIndex = GetActivePilotLoadoutIndex( player ) + + PilotLoadoutDef loadout + PopulatePilotLoadoutFromPersistentData( player, loadout, loadoutIndex ) + + return loadout.setFile + } + + + string function Loadouts_GetPilotRaceForActiveClass( entity player ) + { + int loadoutIndex = GetActivePilotLoadoutIndex( player ) + + PilotLoadoutDef loadout + PopulatePilotLoadoutFromPersistentData( player, loadout, loadoutIndex ) + + return loadout.race + } + + bool function Loadouts_TryGivePilotLoadout( entity player ) + { + if ( !Loadouts_CanGivePilotLoadout( player ) ) + return false + + PilotLoadoutDef loadout + + int loadoutIndex = GetPersistentSpawnLoadoutIndex( player, "pilot" ) + + #if DEV + if ( player.IsBot() && !player.IsPlayback() && GetConVarString( "bot_pilot_settings" ) == "random" ) + loadout = GetRandomPilotLoadout() + else + #endif + loadout = GetPilotLoadoutFromPersistentData( player, loadoutIndex ) + + UpdateDerivedPilotLoadoutData( loadout ) + + if ( player.IsBot() && !player.IsPlayback() ) + OverrideBotPilotLoadout( loadout ) + + GivePilotLoadout( player, loadout ) + SetActivePilotLoadout( player ) + SetActivePilotLoadoutIndex( player, loadoutIndex ) + + //PROTO_DisplayPilotLoadouts( player, loadout ) + + return true + } + + bool function Loadouts_TryGiveTitanLoadout( entity player ) + { + if ( !Loadouts_CanGiveTitanLoadout( player ) ) + return false + + Assert( IsMultiplayer(), "Spawning as a Titan is not supported in SP currently" ) + + entity soul = player.GetTitanSoul() + + TakeAllWeapons( player ) + TakeAllPassives( player ) + + soul.passives = arrayofsize( GetNumPassives(), false ) //Clear out passives on soul + + TitanLoadoutDef loadout + int loadoutIndex = GetPersistentSpawnLoadoutIndex( player, "titan" ) + + #if DEV + if ( player.IsBot() && !player.IsPlayback() ) + { + string botTitanSettings = GetConVarString( "bot_titan_settings" ) + loadout = GetRandomTitanLoadout( botTitanSettings ) + + array legalLoadouts = GetAllowedTitanSetFiles() + if ( legalLoadouts.contains( botTitanSettings ) ) + loadout.setFile = botTitanSettings //Overwrite just the setfile, mods etc will be random + } + else + #endif + loadout = GetTitanLoadoutFromPersistentData( player, loadoutIndex ) + + OverwriteLoadoutWithDefaultsForSetFile_ExceptSpecialAndAntiRodeo( loadout ) + + if ( player.IsBot() && !player.IsPlayback() ) + OverrideBotTitanLoadout( loadout ) + + ApplyTitanLoadoutModifiers( player, loadout ) + + player.SetPlayerSettingsFromDataTable( { playerSetFile = loadout.setFile, playerSetFileMods = loadout.setFileMods } ) + GiveTitanLoadout( player, loadout ) + SetActiveTitanLoadoutIndex( player, loadoutIndex ) + SetActiveTitanLoadout( player ) + //PROTO_DisplayTitanLoadouts( player, player, loadout ) + + string settings = GetSoulPlayerSettings( soul ) + var titanTint = Dev_GetPlayerSettingByKeyField_Global( settings, "titan_tint" ) + + if ( titanTint != null ) + { + expect string( titanTint ) + Highlight_SetEnemyHighlight( player, titanTint ) + } + else + { + Highlight_ClearEnemyHighlight( player ) + } + + var title = GetPlayerSettingsFieldForClassName( settings, "printname" ) + if ( title != null ) + { + player.SetTitle( expect string( title ) ) + } + + return true + } + + void function OverrideBotPilotLoadout( PilotLoadoutDef loadout ) + { + string bot_force_pilot_primary = GetConVarString( "bot_force_pilot_primary" ) + string bot_force_pilot_secondary = GetConVarString( "bot_force_pilot_secondary" ) + //string bot_force_pilot_weapon3 = GetConVarString( "bot_force_pilot_weapon3" ) // TODO: Convar needs to be added in code + string bot_force_pilot_ordnance = GetConVarString( "bot_force_pilot_ordnance" ) + string bot_force_pilot_ability = GetConVarString( "bot_force_pilot_ability" ) + + // Primary + if ( DevFindItemByName( eItemTypes.PILOT_PRIMARY, bot_force_pilot_primary ) ) + { + loadout.primary = bot_force_pilot_primary + loadout.primaryAttachment = "" + loadout.primaryAttachments = [] + loadout.primaryMod1 = "" + loadout.primaryMod2 = "" + loadout.primaryMod3 = "" + loadout.primaryMods = [] + } + + // Secondary + if ( DevFindItemByName( eItemTypes.PILOT_SECONDARY, bot_force_pilot_secondary ) ) + { + loadout.secondary = bot_force_pilot_secondary + loadout.secondaryMod1 = "" + loadout.secondaryMod2 = "" + loadout.secondaryMod3 = "" + loadout.secondaryMods = [] + } + + // Weapon3 + //if ( DevFindItemByName( eItemTypes.PILOT_SECONDARY, bot_force_pilot_weapon3 ) ) + //{ + // loadout.weapon3 = bot_force_pilot_weapon3 + // loadout.weapon3Mod1 = "" + // loadout.weapon3Mod2 = "" + // loadout.weapon3Mod3 = "" + // loadout.weapon3Mods = [] + //} + + // Ordnance/Offhand + if ( DevFindItemByName( eItemTypes.PILOT_ORDNANCE, bot_force_pilot_ordnance ) ) + { + loadout.ordnance = bot_force_pilot_ordnance + loadout.ordnanceMods = [] + } + + // Ability/Special + if ( DevFindItemByName( eItemTypes.PILOT_SPECIAL, bot_force_pilot_ability ) ) + { + loadout.special = bot_force_pilot_ability + loadout.specialMods = [] + } + } + + void function OverrideBotTitanLoadout( TitanLoadoutDef loadout ) + { + string bot_force_titan_primary = GetConVarString( "bot_force_titan_primary" ) + string bot_force_titan_ordnance = GetConVarString( "bot_force_titan_ordnance" ) + string bot_force_titan_ability = GetConVarString( "bot_force_titan_ability" ) + + // Primary + if ( DevFindItemByName( eItemTypes.TITAN_PRIMARY, bot_force_titan_primary ) ) + { + loadout.primary = bot_force_titan_primary + loadout.primaryMod = "" + loadout.primaryMods = [] + } + + // Ordnance/Offhand + if ( DevFindItemByName( eItemTypes.TITAN_ORDNANCE, bot_force_titan_ordnance ) ) + { + loadout.ordnance = bot_force_titan_ordnance + loadout.ordnanceMods = [] + } + + // Ability/Special + if ( DevFindItemByName( eItemTypes.TITAN_SPECIAL, bot_force_titan_ability ) ) + { + loadout.special = bot_force_titan_ability + loadout.specialMods = [] + } + } + + TitanLoadoutDef function GetTitanSpawnLoadout( entity player ) + { + int loadoutIndex = GetPersistentSpawnLoadoutIndex( player, "titan" ) + TitanLoadoutDef loadout = GetTitanLoadoutFromPersistentData( player, loadoutIndex ) + OverwriteLoadoutWithDefaultsForSetFile_ExceptSpecialAndAntiRodeo( loadout, player ) + + return loadout + } + + // TODO: make loadout crate stuff not update your requested loadout + void function Loadouts_OnUsedLoadoutCrate( entity player ) + { + int loadoutIndex = GetPersistentSpawnLoadoutIndex( player, "pilot" ) + + PilotLoadoutDef loadout = GetPilotLoadoutFromPersistentData( player, loadoutIndex ) + + GivePilotLoadout( player, loadout ) + } + + void function SetActivePilotLoadout( entity player ) + { + PilotLoadoutDef loadout = GetPilotLoadoutFromPersistentData( player, GetPersistentSpawnLoadoutIndex( player, "pilot" ) ) + + player.SetPersistentVar( "activePilotLoadout.name", loadout.name ) + player.SetPersistentVar( "activePilotLoadout.suit", loadout.suit ) + player.SetPersistentVar( "activePilotLoadout.race", loadout.race ) + player.SetPersistentVar( "activePilotLoadout.execution", loadout.execution ) + player.SetPersistentVar( "activePilotLoadout.primary", loadout.primary ) + player.SetPersistentVar( "activePilotLoadout.primaryAttachment", loadout.primaryAttachment ) + player.SetPersistentVar( "activePilotLoadout.primaryMod1", loadout.primaryMod1 ) + player.SetPersistentVar( "activePilotLoadout.primaryMod2", loadout.primaryMod2 ) + player.SetPersistentVar( "activePilotLoadout.primaryMod3", loadout.primaryMod3 ) + player.SetPersistentVar( "activePilotLoadout.secondary", loadout.secondary ) + player.SetPersistentVar( "activePilotLoadout.secondaryMod1", loadout.secondaryMod1 ) + player.SetPersistentVar( "activePilotLoadout.secondaryMod2", loadout.secondaryMod2 ) + player.SetPersistentVar( "activePilotLoadout.secondaryMod3", loadout.secondaryMod3 ) + player.SetPersistentVar( "activePilotLoadout.weapon3", loadout.weapon3 ) + player.SetPersistentVar( "activePilotLoadout.weapon3Mod1", loadout.weapon3Mod1 ) + player.SetPersistentVar( "activePilotLoadout.weapon3Mod2", loadout.weapon3Mod2 ) + player.SetPersistentVar( "activePilotLoadout.weapon3Mod3", loadout.weapon3Mod3 ) + player.SetPersistentVar( "activePilotLoadout.ordnance", loadout.ordnance ) + player.SetPersistentVar( "activePilotLoadout.passive1", loadout.passive1 ) + player.SetPersistentVar( "activePilotLoadout.passive2", loadout.passive2 ) + player.SetPersistentVar( "activePilotLoadout.skinIndex", loadout.skinIndex ) + player.SetPersistentVar( "activePilotLoadout.camoIndex", loadout.camoIndex ) + player.SetPersistentVar( "activePilotLoadout.primarySkinIndex", loadout.primarySkinIndex ) + player.SetPersistentVar( "activePilotLoadout.primaryCamoIndex", loadout.primaryCamoIndex ) + player.SetPersistentVar( "activePilotLoadout.secondarySkinIndex", loadout.secondarySkinIndex ) + player.SetPersistentVar( "activePilotLoadout.secondaryCamoIndex", loadout.secondaryCamoIndex ) + player.SetPersistentVar( "activePilotLoadout.weapon3SkinIndex", loadout.weapon3SkinIndex ) + player.SetPersistentVar( "activePilotLoadout.weapon3CamoIndex", loadout.weapon3CamoIndex ) + } + + void function SetActivePilotLoadoutIndex( entity player, int loadoutIndex ) + { + player.p.activePilotLoadoutIndex = loadoutIndex + player.SetPlayerNetInt( "activePilotLoadoutIndex", loadoutIndex ) + } + + void function SetActiveTitanLoadout( entity player ) + { + Assert( player.IsPlayer(), "Titan spawn loadout makes sense for players not NPCs") + TitanLoadoutDef loadout = GetTitanSpawnLoadout( player ) + + player.SetPersistentVar( "activeTitanLoadout.name", loadout.name ) + player.SetPersistentVar( "activeTitanLoadout.titanClass", loadout.titanClass ) + player.SetPersistentVar( "activeTitanLoadout.primaryMod", loadout.primaryMod ) + player.SetPersistentVar( "activeTitanLoadout.special", loadout.special ) + player.SetPersistentVar( "activeTitanLoadout.antirodeo", loadout.antirodeo ) + player.SetPersistentVar( "activeTitanLoadout.passive1", loadout.passive1 ) + player.SetPersistentVar( "activeTitanLoadout.passive2", loadout.passive2 ) + player.SetPersistentVar( "activeTitanLoadout.passive3", loadout.passive3 ) + player.SetPersistentVar( "activeTitanLoadout.passive4", loadout.passive4 ) + player.SetPersistentVar( "activeTitanLoadout.passive5", loadout.passive5 ) + player.SetPersistentVar( "activeTitanLoadout.passive6", loadout.passive6 ) + player.SetPersistentVar( "activeTitanLoadout.skinIndex", loadout.skinIndex ) + player.SetPersistentVar( "activeTitanLoadout.camoIndex", loadout.camoIndex ) + player.SetPersistentVar( "activeTitanLoadout.decalIndex", loadout.decalIndex ) + player.SetPersistentVar( "activeTitanLoadout.primarySkinIndex", loadout.primarySkinIndex ) + player.SetPersistentVar( "activeTitanLoadout.primaryCamoIndex", loadout.primaryCamoIndex ) + player.SetPersistentVar( "activeTitanLoadout.titanExecution", loadout.titanExecution ) + player.SetPersistentVar( "activeTitanLoadout.isPrime", loadout.isPrime ) + player.SetPersistentVar( "activeTitanLoadout.primeSkinIndex", loadout.primeSkinIndex ) + player.SetPersistentVar( "activeTitanLoadout.primeCamoIndex", loadout.primeCamoIndex ) + player.SetPersistentVar( "activeTitanLoadout.primeDecalIndex", loadout.primeDecalIndex ) + player.SetPersistentVar( "activeTitanLoadout.showArmBadge", loadout.showArmBadge ) + } + + void function SetActiveTitanLoadoutIndex( entity player, int loadoutIndex ) + { + //printt( ">>>>>>>>>>>>> SetActiveTitanLoadoutIndex() with index:", loadoutIndex ) + player.p.activeTitanLoadoutIndex = loadoutIndex + player.SetPlayerNetInt( "activeTitanLoadoutIndex", loadoutIndex ) + } + + void function PROTO_DisplayTitanLoadouts( entity player, entity titan, TitanLoadoutDef loadout ) + { + entity soul = titan.GetTitanSoul() + if ( soul.e.embarkCount > 0 ) + return + + if ( loadout.primary != "" ) + PROTO_PlayLoadoutNotification( loadout.primary, player ) + if ( loadout.ordnance != "" ) + PROTO_PlayLoadoutNotification( loadout.ordnance, player ) + if ( loadout.special != "" ) + PROTO_PlayLoadoutNotification( loadout.special, player ) + if ( loadout.passive1 != "" ) + PROTO_PlayLoadoutNotification( loadout.passive1, player ) + if ( loadout.passive2 != "" ) + PROTO_PlayLoadoutNotification( loadout.passive2, player ) + if ( loadout.passive3 != "" ) + PROTO_PlayLoadoutNotification( loadout.passive3, player ) + if ( loadout.passive4 != "" ) + PROTO_PlayLoadoutNotification( loadout.passive4, player ) + if ( loadout.passive5 != "" ) + PROTO_PlayLoadoutNotification( loadout.passive5, player ) + if ( loadout.passive6 != "" ) + PROTO_PlayLoadoutNotification( loadout.passive6, player ) + } + + void function PROTO_DisplayPilotLoadouts( entity player, PilotLoadoutDef loadout ) + { + if ( loadout.primary != "" ) + PROTO_PlayLoadoutNotification( loadout.primary, player ) + if ( loadout.secondary != "" ) + PROTO_PlayLoadoutNotification( loadout.secondary, player ) + if ( loadout.ordnance != "" ) + PROTO_PlayLoadoutNotification( loadout.ordnance, player ) + if ( loadout.special != "" ) + PROTO_PlayLoadoutNotification( loadout.special, player ) + if ( loadout.passive1 != "" ) + PROTO_PlayLoadoutNotification( loadout.passive1, player ) + if ( loadout.passive2 != "" ) + PROTO_PlayLoadoutNotification( loadout.passive2, player ) + } +#endif //SERVER + +#if !UI + PilotLoadoutDef function GetActivePilotLoadout( entity player ) + { + PilotLoadoutDef loadout + loadout.name = string( player.GetPersistentVar( "activePilotLoadout.name" ) ) + loadout.suit = string( player.GetPersistentVar( "activePilotLoadout.suit" ) ) + loadout.race = string( player.GetPersistentVar( "activePilotLoadout.race" ) ) + loadout.execution = string( player.GetPersistentVar( "activePilotLoadout.execution" ) ) + loadout.primary = string( player.GetPersistentVar( "activePilotLoadout.primary" ) ) + loadout.primaryAttachment = string( player.GetPersistentVar( "activePilotLoadout.primaryAttachment" ) ) + loadout.primaryMod1 = string( player.GetPersistentVar( "activePilotLoadout.primaryMod1" ) ) + loadout.primaryMod2 = string( player.GetPersistentVar( "activePilotLoadout.primaryMod2" ) ) + loadout.primaryMod3 = string( player.GetPersistentVar( "activePilotLoadout.primaryMod3" ) ) + loadout.secondary = string( player.GetPersistentVar( "activePilotLoadout.secondary" ) ) + loadout.secondaryMod1 = string( player.GetPersistentVar( "activePilotLoadout.secondaryMod1" ) ) + loadout.secondaryMod2 = string( player.GetPersistentVar( "activePilotLoadout.secondaryMod2" ) ) + loadout.secondaryMod3 = string( player.GetPersistentVar( "activePilotLoadout.secondaryMod3" ) ) + loadout.weapon3 = string( player.GetPersistentVar( "activePilotLoadout.weapon3" ) ) + loadout.weapon3Mod1 = string( player.GetPersistentVar( "activePilotLoadout.weapon3Mod1" ) ) + loadout.weapon3Mod2 = string( player.GetPersistentVar( "activePilotLoadout.weapon3Mod2" ) ) + loadout.weapon3Mod3 = string( player.GetPersistentVar( "activePilotLoadout.weapon3Mod3" ) ) + loadout.ordnance = string( player.GetPersistentVar( "activePilotLoadout.ordnance" ) ) + loadout.passive1 = string( player.GetPersistentVar( "activePilotLoadout.passive1" ) ) + loadout.passive2 = string( player.GetPersistentVar( "activePilotLoadout.passive2" ) ) + loadout.skinIndex = player.GetPersistentVarAsInt( "activePilotLoadout.skinIndex" ) + loadout.camoIndex = player.GetPersistentVarAsInt( "activePilotLoadout.camoIndex" ) + loadout.primarySkinIndex = player.GetPersistentVarAsInt( "activePilotLoadout.primarySkinIndex" ) + loadout.primaryCamoIndex = player.GetPersistentVarAsInt( "activePilotLoadout.primaryCamoIndex" ) + loadout.secondarySkinIndex = player.GetPersistentVarAsInt( "activePilotLoadout.secondarySkinIndex" ) + loadout.secondaryCamoIndex = player.GetPersistentVarAsInt( "activePilotLoadout.secondaryCamoIndex" ) + loadout.weapon3SkinIndex = player.GetPersistentVarAsInt( "activePilotLoadout.weapon3SkinIndex" ) + loadout.weapon3CamoIndex = player.GetPersistentVarAsInt( "activePilotLoadout.weapon3CamoIndex" ) + + UpdateDerivedPilotLoadoutData( loadout ) + + return loadout + } + + TitanLoadoutDef function GetActiveTitanLoadout( entity player ) + { + TitanLoadoutDef loadout + loadout.name = string( player.GetPersistentVar( "activeTitanLoadout.name" ) ) + loadout.titanClass = string( player.GetPersistentVar( "activeTitanLoadout.titanClass" ) ) + loadout.primaryMod = string( player.GetPersistentVar( "activeTitanLoadout.primaryMod" ) ) + loadout.special = string( player.GetPersistentVar( "activeTitanLoadout.special" ) ) + loadout.antirodeo = string( player.GetPersistentVar( "activeTitanLoadout.antirodeo" ) ) + loadout.passive1 = string( player.GetPersistentVar( "activeTitanLoadout.passive1" ) ) + loadout.passive2 = string( player.GetPersistentVar( "activeTitanLoadout.passive2" ) ) + loadout.passive3 = string( player.GetPersistentVar( "activeTitanLoadout.passive3" ) ) + loadout.passive4 = string( player.GetPersistentVar( "activeTitanLoadout.passive4" ) ) + loadout.passive5 = string( player.GetPersistentVar( "activeTitanLoadout.passive5" ) ) + loadout.passive6 = string( player.GetPersistentVar( "activeTitanLoadout.passive6" ) ) + loadout.titanExecution = string( player.GetPersistentVar( "activeTitanLoadout.titanExecution" ) ) + loadout.skinIndex = player.GetPersistentVarAsInt( "activeTitanLoadout.skinIndex" ) + loadout.camoIndex = player.GetPersistentVarAsInt( "activeTitanLoadout.camoIndex" ) + loadout.decalIndex = player.GetPersistentVarAsInt( "activeTitanLoadout.decalIndex" ) + loadout.primarySkinIndex = player.GetPersistentVarAsInt( "activeTitanLoadout.primarySkinIndex" ) + loadout.primaryCamoIndex = player.GetPersistentVarAsInt( "activeTitanLoadout.primaryCamoIndex" ) + loadout.isPrime = string( player.GetPersistentVar( "activeTitanLoadout.isPrime" ) ) + loadout.primeSkinIndex = player.GetPersistentVarAsInt( "activeTitanLoadout.primeSkinIndex" ) + loadout.primeCamoIndex = player.GetPersistentVarAsInt( "activeTitanLoadout.primeCamoIndex" ) + loadout.primeDecalIndex = player.GetPersistentVarAsInt( "activeTitanLoadout.primeDecalIndex" ) + loadout.showArmBadge = player.GetPersistentVarAsInt( "activeTitanLoadout.showArmBadge" ) + + UpdateDerivedTitanLoadoutData( loadout ) + OverwriteLoadoutWithDefaultsForSetFile_ExceptSpecialAndAntiRodeo( loadout, player ) + + //int loadoutIndex = GetActiveTitanLoadoutIndex( player ) + + //TitanLoadoutDef loadout = GetTitanLoadoutFromPersistentData( player, loadoutIndex ) + //OverwriteLoadoutWithDefaultsForSetFile_ExceptSpecialAndAntiRodeo( loadout ) + + return loadout + } + + // When possible use GetActivePilotLoadout() instead + int function GetActivePilotLoadoutIndex( entity player ) + { + #if SERVER + return player.p.activePilotLoadoutIndex + #else + return player.GetPlayerNetInt( "activePilotLoadoutIndex" ) + #endif + } + + int function GetActiveTitanLoadoutIndex( entity player ) + { + //printt( "<<<<<<<<<<<<< GetActiveTitanLoadoutIndex() with index:", player.p.activeTitanLoadoutIndex ) + #if SERVER + return player.p.activeTitanLoadoutIndex + #else + return player.GetPlayerNetInt( "activeTitanLoadoutIndex" ) + #endif + } +#endif + +// Added doOverrideCallback as a temporary measure to work around an issue the callback override added here is causing +// This is called in PopulateDefaultPilotLoadouts() which sets the data GetDefaultPilotLoadout() returns +// GetDefaultPilotLoadout() should never be returning overridden loadouts because it is used in many places to correct or reset persistent loadout data +void function UpdateDerivedPilotLoadoutData( PilotLoadoutDef loadout, bool doOverrideCallback = true ) +{ + loadout.setFile = GetSuitAndGenderBasedSetFile( loadout.suit, loadout.race ) + loadout.special = GetSuitBasedTactical( loadout.suit ) + loadout.primaryAttachments = [ loadout.primaryAttachment ] + loadout.primaryMods = [ loadout.primaryMod1, loadout.primaryMod2, loadout.primaryMod3 ] + loadout.secondaryMods = [ loadout.secondaryMod1, loadout.secondaryMod2, loadout.secondaryMod3 ] + loadout.weapon3Mods = [ loadout.weapon3Mod1, loadout.weapon3Mod2, loadout.weapon3Mod3 ] + loadout.setFileMods = GetSetFileModsForSettingType( "pilot", [ loadout.passive1, loadout.passive2 ] ) + + #if SERVER + if ( doOverrideCallback ) + { + foreach ( callbackFunc in svGlobal.onUpdateDerivedPilotLoadoutCallbacks ) + callbackFunc( loadout ) + } + #endif +} + +bool function TitanClassHasPrimeTitan( string titanClass ) +{ + string nonPrimeSetFile = GetSetFileForTitanClassAndPrimeStatus( titanClass, false ) + string primeSetFile = GetPrimeTitanSetFileFromNonPrimeSetFile( nonPrimeSetFile ) + + return primeSetFile != "" +} + +bool function IsTitanLoadoutPrime( TitanLoadoutDef loadout ) +{ + return loadout.isPrime == "titan_is_prime" +} + +bool function IsTitanClassPrime( entity player, string titanClass ) +{ + for ( int i = 0; i < NUM_PERSISTENT_TITAN_LOADOUTS; i++ ) + { + TitanLoadoutDef loadout = GetTitanLoadoutFromPersistentData( player, i ) + if ( loadout.titanClass == titanClass ) + { + if ( loadout.isPrime == "titan_is_prime" ) + return true + else + return false + } + } + + unreachable +} + +void function UpdateDerivedTitanLoadoutData( TitanLoadoutDef loadout ) +{ + bool isTitanLoadoutPrime = IsTitanLoadoutPrime( loadout ) + loadout.setFile = GetSetFileForTitanClassAndPrimeStatus( loadout.titanClass, IsTitanLoadoutPrime( loadout ) ) + loadout.primeTitanRef = GetPrimeTitanRefForTitanClass( loadout.titanClass ) +} + +void function PrintPilotLoadoutIndex( entity player, int index ) +{ + PrintPilotLoadout( GetPilotLoadoutFromPersistentData( player, index ) ) +} + +void function PrintTitanLoadoutIndex( entity player, int index ) +{ + PrintTitanLoadout( GetTitanLoadoutFromPersistentData( player, index ) ) +} + +void function PrintPilotLoadouts( entity player ) +{ + for ( int i = 0; i < NUM_PERSISTENT_PILOT_LOADOUTS; i++ ) + PrintPilotLoadoutIndex( player, i ) +} + +void function PrintTitanLoadouts( entity player ) +{ + for ( int i = 0; i < NUM_PERSISTENT_TITAN_LOADOUTS; i++ ) + PrintTitanLoadoutIndex( player, i ) +} + +void function PrintPilotLoadout( PilotLoadoutDef loadout ) +{ + printt( "PILOT LOADOUT:" ) + printt( " PERSISTENT DATA:" ) + printt( " name \"" + loadout.name + "\"" ) + printt( " suit \"" + loadout.suit + "\"" ) + printt( " race \"" + loadout.race + "\"" ) + printt( " execution \"" + loadout.execution + "\"" ) + printt( " primary \"" + loadout.primary + "\"" ) + printt( " primaryAttachment \"" + loadout.primaryAttachment + "\"" ) + printt( " primaryMod1 \"" + loadout.primaryMod1 + "\"" ) + printt( " primaryMod2 \"" + loadout.primaryMod2 + "\"" ) + printt( " primaryMod3 \"" + loadout.primaryMod3 + "\"" ) + printt( " primarySkinIndex " + loadout.primarySkinIndex ) + printt( " primaryCamoIndex " + loadout.primaryCamoIndex ) + printt( " secondary \"" + loadout.secondary + "\"" ) + printt( " secondaryMod1 \"" + loadout.secondaryMod1 + "\"" ) + printt( " secondaryMod2 \"" + loadout.secondaryMod2 + "\"" ) + printt( " secondaryMod3 \"" + loadout.secondaryMod3 + "\"" ) + printt( " secondarySkinIndex " + loadout.secondarySkinIndex ) + printt( " secondaryCamoIndex " + loadout.secondaryCamoIndex ) + printt( " weapon3 \"" + loadout.weapon3 + "\"" ) + printt( " weapon3Mod1 \"" + loadout.weapon3Mod1 + "\"" ) + printt( " weapon3Mod2 \"" + loadout.weapon3Mod2 + "\"" ) + printt( " weapon3Mod3 \"" + loadout.weapon3Mod3 + "\"" ) + printt( " weapon3SkinIndex " + loadout.weapon3SkinIndex ) + printt( " weapon3CamoIndex " + loadout.weapon3CamoIndex ) + printt( " ordnance \"" + loadout.ordnance + "\"" ) + printt( " special \"" + loadout.special + "\"" ) + printt( " passive1 \"" + loadout.passive1 + "\"" ) + printt( " passive2 \"" + loadout.passive2 + "\"" ) + printt( " skinIndex " + loadout.skinIndex ) + printt( " camoIndex " + loadout.camoIndex ) + printt( " DERIVED DATA:" ) + printt( " setFile \"" + loadout.setFile + "\"" ) + print( " setFileMods " ) + PrintStringArray( loadout.setFileMods ) + printt( " melee \"" + loadout.melee + "\"" ) + print( " meleeMods " ) + PrintStringArray( loadout.meleeMods ) + print( " primaryAttachments " ) + PrintStringArray( loadout.primaryAttachments ) + print( " primaryMods " ) + PrintStringArray( loadout.primaryMods ) + print( " secondaryMods " ) + PrintStringArray( loadout.secondaryMods ) + print( " weapon3Mods " ) + PrintStringArray( loadout.weapon3Mods ) + print( " specialMods " ) + PrintStringArray( loadout.specialMods ) + print( " ordnanceMods " ) + PrintStringArray( loadout.ordnanceMods ) +} + +void function PrintTitanLoadout( TitanLoadoutDef loadout ) +{ + printt( "TITAN LOADOUT:" ) + printt( " PERSISTENT DATA:" ) + printt( " name \"" + loadout.name + "\"" ) + printt( " titanClass \"" + loadout.titanClass + "\"" ) + printt( " setFile \"" + loadout.setFile + "\"" ) + printt( " primeTitanRef \"" + loadout.primeTitanRef + "\"" ) + printt( " primaryMod \"" + loadout.primaryMod + "\"" ) + printt( " special \"" + loadout.special + "\"" ) + printt( " antirodeo \"" + loadout.antirodeo + "\"" ) + printt( " passive1 \"" + loadout.passive1 + "\"" ) + printt( " passive2 \"" + loadout.passive2 + "\"" ) + printt( " passive3 \"" + loadout.passive3 + "\"" ) + printt( " passive4 \"" + loadout.passive4 + "\"" ) + printt( " passive5 \"" + loadout.passive5 + "\"" ) + printt( " passive6 \"" + loadout.passive6 + "\"" ) + printt( " voice \"" + loadout.voice + "\"" ) + printt( " skinIndex " + loadout.skinIndex ) + printt( " camoIndex " + loadout.camoIndex ) + printt( " decalIndex " + loadout.decalIndex ) + printt( " primarySkinIndex " + loadout.primarySkinIndex ) + printt( " primaryCamoIndex " + loadout.primaryCamoIndex ) + printt( " isPrime \"" + loadout.isPrime + "\"" ) + printt( " primeSkinIndex " + loadout.primeSkinIndex ) + printt( " primeCamoIndex " + loadout.primeCamoIndex ) + printt( " primeDecalIndex " + loadout.primeDecalIndex ) + printt( " DERIVED DATA:" ) + print( " setFileMods " ) + PrintStringArray( loadout.setFileMods ) + printt( " melee \"" + loadout.melee + "\"" ) + printt( " coreAbility \"" + loadout.coreAbility + "\"" ) + printt( " primary \"" + loadout.primary + "\"" ) + printt( " primaryAttachment \"" + loadout.primaryAttachment + "\"" ) + print( " primaryMods " ) + PrintStringArray( loadout.primaryMods ) + printt( " ordnance \"" + loadout.ordnance + "\"" ) + print( " ordnanceMods " ) + PrintStringArray( loadout.ordnanceMods ) + print( " specialMods " ) + PrintStringArray( loadout.specialMods ) + print( " antirodeoMods " ) + PrintStringArray( loadout.antirodeoMods ) +} + +void function PrintStringArray( array stringArray ) +{ + if ( stringArray.len() == 0 ) + { + print( "[]" ) + } + else + { + for ( int i = 0; i < stringArray.len(); i++ ) + { + if ( i == 0 ) + print( "[ " ) + + print( "\"" + stringArray[i] + "\"" ) + + if ( i+1 < stringArray.len() ) + print( ", " ) + else + print( " ]" ) + } + } + + print( "\n" ) +} + +string function GetSkinPropertyName( string camoPropertyName ) +{ + string skinPropertyName + + switch ( camoPropertyName ) + { + case "camoIndex": + skinPropertyName = "skinIndex" + break + + case "primeCamoIndex": + skinPropertyName = "primeSkinIndex" + break + + case "primaryCamoIndex": + skinPropertyName = "primarySkinIndex" + break + + case "secondaryCamoIndex": + skinPropertyName = "secondarySkinIndex" + break + + case "weapon3CamoIndex": + skinPropertyName = "weapon3SkinIndex" + break + + default: + Assert( false, "Unknown camoPropertyName: " + camoPropertyName ) + break + } + + return skinPropertyName +} + +int function GetSkinIndexForCamo( string modelType, string camoPropertyName, int camoIndex ) +{ + Assert( modelType == "pilot" || modelType == "titan" ) + Assert( camoPropertyName == "camoIndex" || camoPropertyName == "primeCamoIndex" || camoPropertyName == "primaryCamoIndex" || camoPropertyName == "secondaryCamoIndex" || camoPropertyName == "weapon3CamoIndex" ) + + int skinIndex = SKIN_INDEX_BASE + + if ( camoIndex > 0 ) + { + if ( camoPropertyName == "camoIndex" || camoPropertyName == "primeCamoIndex" ) + { + if ( modelType == "pilot" ) + skinIndex = PILOT_SKIN_INDEX_CAMO + else + skinIndex = TITAN_SKIN_INDEX_CAMO + } + else if ( camoPropertyName == "primaryCamoIndex" || camoPropertyName == "secondaryCamoIndex" || camoPropertyName == "weapon3CamoIndex" ) + { + skinIndex = WEAPON_SKIN_INDEX_CAMO + } + } + + return skinIndex +} + +#if SERVER +void function UpdateProScreen( entity player, entity weapon ) +{ + int proScreenKills = WeaponGetProScreenKills( player, weapon.GetWeaponClassName() ) + int previousProScreenKills = WeaponGetPreviousProScreenKills( player, weapon.GetWeaponClassName() ) + weapon.SetProScreenIntValForIndex( PRO_SCREEN_INT_LIFETIME_KILLS, proScreenKills ) + weapon.SetProScreenIntValForIndex( PRO_SCREEN_INT_MATCH_KILLS, proScreenKills - previousProScreenKills ) +} +#endif + +bool function IsValidPilotLoadoutIndex( int loadoutIndex ) +{ + if ( loadoutIndex < 0 ) + return false + + if( loadoutIndex >= NUM_PERSISTENT_PILOT_LOADOUTS ) + return false + + return true +} + +bool function IsValidTitanLoadoutIndex( int loadoutIndex ) +{ + if ( loadoutIndex < 0 ) + return false + + if( loadoutIndex >= NUM_PERSISTENT_TITAN_LOADOUTS ) + return false + + return true +} + +bool function HasPrimeToMatchExecutionType( entity player, int itemType ) +{ + if ( DevEverythingUnlocked() ) + return true + + switch( itemType ) + { + case eItemTypes.TITAN_RONIN_EXECUTION: + return !IsItemLocked( player, "ronin_prime" ) + case eItemTypes.TITAN_NORTHSTAR_EXECUTION: + return !IsItemLocked( player, "northstar_prime" ) + case eItemTypes.TITAN_ION_EXECUTION: + return !IsItemLocked( player, "ion_prime" ) + case eItemTypes.TITAN_TONE_EXECUTION: + return !IsItemLocked( player, "tone_prime" ) + case eItemTypes.TITAN_SCORCH_EXECUTION: + return !IsItemLocked( player, "scorch_prime" ) + case eItemTypes.TITAN_LEGION_EXECUTION: + return !IsItemLocked( player, "legion_prime" ) + case eItemTypes.TITAN_VANGUARD_EXECUTION: + return false + + default: + unreachable + } + unreachable +} + +bool function IsTitanLoadoutAvailable( entity player, string titanClass ) +{ + int titanClassLockState = player.GetPersistentVarAsInt( "titanClassLockState[" + titanClass + "]" ) + return (titanClassLockState == TITAN_CLASS_LOCK_STATE_AVAILABLE || titanClassLockState == TITAN_CLASS_LOCK_STATE_LEVELRECOMMENDED) +} + +int function GetTitanLoadAvailableState( entity player, string titanClass ) +{ + return player.GetPersistentVarAsInt( "titanClassLockState[" + titanClass + "]" ) +} + +#if UI || CLIENT +void function SwapSecondaryAndWeapon3LoadoutData( entity player, int loadoutIndex ) +{ + // Keep CLIENT matching UI + #if UI + RunClientScript( "SwapSecondaryAndWeapon3LoadoutData", player, loadoutIndex ) + #endif // UI + + string loadoutType = "pilot" + + PilotLoadoutDef loadout + loadout.secondary = shGlobal.cachedPilotLoadouts[ loadoutIndex ].secondary + loadout.secondaryMod1 = shGlobal.cachedPilotLoadouts[ loadoutIndex ].secondaryMod1 + loadout.secondaryMod2 = shGlobal.cachedPilotLoadouts[ loadoutIndex ].secondaryMod2 + loadout.secondaryMod3 = shGlobal.cachedPilotLoadouts[ loadoutIndex ].secondaryMod3 + loadout.secondarySkinIndex = shGlobal.cachedPilotLoadouts[ loadoutIndex ].secondarySkinIndex + loadout.secondaryCamoIndex = shGlobal.cachedPilotLoadouts[ loadoutIndex ].secondaryCamoIndex + + loadout.weapon3 = shGlobal.cachedPilotLoadouts[ loadoutIndex ].weapon3 + loadout.weapon3Mod1 = shGlobal.cachedPilotLoadouts[ loadoutIndex ].weapon3Mod1 + loadout.weapon3Mod2 = shGlobal.cachedPilotLoadouts[ loadoutIndex ].weapon3Mod2 + loadout.weapon3Mod3 = shGlobal.cachedPilotLoadouts[ loadoutIndex ].weapon3Mod3 + loadout.weapon3SkinIndex = shGlobal.cachedPilotLoadouts[ loadoutIndex ].weapon3SkinIndex + loadout.weapon3CamoIndex = shGlobal.cachedPilotLoadouts[ loadoutIndex ].weapon3CamoIndex + + SetPilotLoadoutValue( shGlobal.cachedPilotLoadouts[ loadoutIndex ], "secondary", loadout.weapon3 ) + SetPilotLoadoutValue( shGlobal.cachedPilotLoadouts[ loadoutIndex ], "secondaryMod1", loadout.weapon3Mod1 ) + SetPilotLoadoutValue( shGlobal.cachedPilotLoadouts[ loadoutIndex ], "secondaryMod2", loadout.weapon3Mod2 ) + SetPilotLoadoutValue( shGlobal.cachedPilotLoadouts[ loadoutIndex ], "secondaryMod3", loadout.weapon3Mod3 ) + SetPilotLoadoutValue( shGlobal.cachedPilotLoadouts[ loadoutIndex ], "secondarySkinIndex", string( loadout.weapon3SkinIndex ) ) + SetPilotLoadoutValue( shGlobal.cachedPilotLoadouts[ loadoutIndex ], "secondaryCamoIndex", string( loadout.weapon3CamoIndex ) ) + + SetPilotLoadoutValue( shGlobal.cachedPilotLoadouts[ loadoutIndex ], "weapon3", loadout.secondary ) + SetPilotLoadoutValue( shGlobal.cachedPilotLoadouts[ loadoutIndex ], "weapon3Mod1", loadout.secondaryMod1 ) + SetPilotLoadoutValue( shGlobal.cachedPilotLoadouts[ loadoutIndex ], "weapon3Mod2", loadout.secondaryMod2 ) + SetPilotLoadoutValue( shGlobal.cachedPilotLoadouts[ loadoutIndex ], "weapon3Mod3", loadout.secondaryMod3 ) + SetPilotLoadoutValue( shGlobal.cachedPilotLoadouts[ loadoutIndex ], "weapon3SkinIndex", string( loadout.secondarySkinIndex ) ) + SetPilotLoadoutValue( shGlobal.cachedPilotLoadouts[ loadoutIndex ], "weapon3CamoIndex", string( loadout.secondaryCamoIndex ) ) + + #if UI + ClientCommand( "SwapSecondaryAndWeapon3PersistentLoadoutData " + loadoutIndex ) + #endif // UI +} +#endif // UI || CLIENT -- cgit v1.2.3