From 207facbc402f5639cbcd31f079214351ef605cf2 Mon Sep 17 00:00:00 2001 From: BobTheBob <32057864+BobTheBob9@users.noreply.github.com> Date: Tue, 22 Jun 2021 14:30:49 +0100 Subject: initial commit after moving to new repo --- .../scripts/vscripts/weapons/_arc_cannon.nut | 1032 ++++++++++++++++++++ 1 file changed, 1032 insertions(+) create mode 100644 Northstar.CustomServers/scripts/vscripts/weapons/_arc_cannon.nut (limited to 'Northstar.CustomServers/scripts/vscripts/weapons/_arc_cannon.nut') diff --git a/Northstar.CustomServers/scripts/vscripts/weapons/_arc_cannon.nut b/Northstar.CustomServers/scripts/vscripts/weapons/_arc_cannon.nut new file mode 100644 index 000000000..1601330c8 --- /dev/null +++ b/Northstar.CustomServers/scripts/vscripts/weapons/_arc_cannon.nut @@ -0,0 +1,1032 @@ +untyped + +global function ArcCannon_Init + +global function ArcCannon_PrecacheFX +global function ArcCannon_Start +global function ArcCannon_Stop +global function ArcCannon_ChargeBegin +global function ArcCannon_ChargeEnd +global function FireArcCannon +global function ArcCannon_HideIdleEffect +#if SERVER + global function AddToArcCannonTargets + global function RemoveArcCannonTarget + global function ConvertTitanShieldIntoBonusCharge +#endif +global function GetArcCannonChargeFraction + +global function IsEntANeutralMegaTurret +global function CreateArcCannonBeam + + +// Aiming & Range +global const DEFAULT_ARC_CANNON_FOVDOT = 0.98 // First target must be within this dot to be zapped and start a chain +global const DEFAULT_ARC_CANNON_FOVDOT_MISSILE = 0.95 // First target must be within this dot to be zapped and start a chain ( if it's a missile, we allow more leaniency ) +global const ARC_CANNON_RANGE_CHAIN = 400 // Max distance we can arc from one target to another +global const ARC_CANNON_TITAN_RANGE_CHAIN = 900 // Max distance we can arc from one target to another +global const ARC_CANNON_CHAIN_COUNT_MIN = 5 // Max number of chains at no charge +global const ARC_CANNON_CHAIN_COUNT_MAX = 5 // Max number of chains at full charge +global const ARC_CANNON_CHAIN_COUNT_NPC = 2 // Number of chains when an NPC fires the weapon +global const ARC_CANNON_FORK_COUNT_MAX = 1 // Number of forks that can come out of one target to other targets +global const ARC_CANNON_FORK_DELAY = 0.1 + +global const ARC_CANNON_RANGE_CHAIN_BURN = 400 +global const ARC_CANNON_TITAN_RANGE_CHAIN_BURN = 900 +global const ARC_CANNON_CHAIN_COUNT_MIN_BURN = 100 // Max number of chains at no charge +global const ARC_CANNON_CHAIN_COUNT_MAX_BURN = 100 // Max number of chains at full charge +global const ARC_CANNON_CHAIN_COUNT_NPC_BURN = 10 // Number of chains when an NPC fires the weapon +global const ARC_CANNON_FORK_COUNT_MAX_BURN = 10 // Number of forks that can come out of one target to other targets +global const ARC_CANNON_BEAM_LIFETIME_BURN = 1 + +// Visual settings +global const ARC_CANNON_BOLT_RADIUS_MIN = 32 // Bolt radius at no charge ( not actually sure what this does to the beam lol ) +global const ARC_CANNON_BOLT_RADIUS_MAX = 640 // Bold radius at full charge ( not actually sure what this does to the beam lol ) +global const ARC_CANNON_BOLT_WIDTH_MIN = 1 // Bolt width at no charge +global const ARC_CANNON_BOLT_WIDTH_MAX = 26 // Bolt width at full charge +global const ARC_CANNON_BOLT_WIDTH_NPC = 8 // Bolt width when used by NPC +global const ARC_CANNON_BEAM_COLOR = "150 190 255" +global const ARC_CANNON_BEAM_LIFETIME = 0.75 + +// Player Effects +global const ARC_CANNON_TITAN_SCREEN_SFX = "Null_Remove_SoundHook" +global const ARC_CANNON_PILOT_SCREEN_SFX = "Null_Remove_SoundHook" +global const ARC_CANNON_EMP_DURATION_MIN = 0.1 +global const ARC_CANNON_EMP_DURATION_MAX = 1.8 +global const ARC_CANNON_EMP_FADEOUT_DURATION = 0.4 +global const ARC_CANNON_SCREEN_EFFECTS_MIN = 0.01 +global const ARC_CANNON_SCREEN_EFFECTS_MAX = 0.02 +global const ARC_CANNON_SCREEN_THRESHOLD = 0.3385 +global const ARC_CANNON_3RD_PERSON_EFFECT_MIN_DURATION = 0.2 + +// Damage +global const ARC_CANNON_DAMAGE_FALLOFF_SCALER = 0.75 // Amount of damage carried on to the next target in the chain lightning. If 0.75, then a target that would normally take 100 damage will take 75 damage if they are one chain deep, or 56 damage if 2 levels deep +global const ARC_CANNON_DAMAGE_CHARGE_RATIO = 0.85 // What amount of charge is required for full damage. +global const ARC_CANNON_DAMAGE_CHARGE_RATIO_BURN = 0.676 // What amount of charge is required for full damage. +global const ARC_CANNON_CAPACITOR_CHARGE_RATIO = 1.0 + +// Options +global const ARC_CANNON_TARGETS_MISSILES = 1 // 1 = arc cannon zaps missiles that are active, 0 = missiles are ignored by arc cannon + +//Mods +global const OVERCHARGE_MAX_SHIELD_DECAY = 0.2 +global const OVERCHARGE_SHIELD_DECAY_MULTIPLIER = 0.04 +global const OVERCHARGE_BONUS_CHARGE_FRACTION = 0.05 + +global const SPLITTER_DAMAGE_FALLOFF_SCALER = 0.6 +global const SPLITTER_FORK_COUNT_MAX = 10 + +global const ARC_CANNON_SIGNAL_DEACTIVATED = "ArcCannonDeactivated" +global const ARC_CANNON_SIGNAL_CHARGEEND = "ArcCannonChargeEnd" + +global const ARC_CANNON_BEAM_EFFECT = $"wpn_arc_cannon_beam" +global const ARC_CANNON_BEAM_EFFECT_MOD = $"wpn_arc_cannon_beam_mod" + +global const ARC_CANNON_FX_TABLE = "exp_arc_cannon" + +global const ArcCannonTargetClassnames = { + [ "npc_drone" ] = true, + [ "npc_dropship" ] = true, + [ "npc_marvin" ] = true, + [ "npc_prowler" ] = true, + [ "npc_soldier" ] = true, + [ "npc_soldier_heavy" ] = true, + [ "npc_soldier_shield" ] = true, + [ "npc_spectre" ] = true, + [ "npc_stalker" ] = true, + [ "npc_super_spectre" ] = true, + [ "npc_titan" ] = true, + [ "npc_turret_floor" ] = true, + [ "npc_turret_mega" ] = true, + [ "npc_turret_sentry" ] = true, + [ "npc_frag_drone" ] = true, + [ "player" ] = true, + [ "prop_dynamic" ] = true, + [ "prop_script" ] = true, + [ "grenade_frag" ] = true, + [ "rpg_missile" ] = true, + [ "script_mover" ] = true, + [ "turret" ] = true, +} + +struct { + array missileCheckTargetnames = [ + // "Arc Pylon", + "Arc Ball" + ] +} file; + +function ArcCannon_Init() +{ + RegisterSignal( ARC_CANNON_SIGNAL_DEACTIVATED ) + RegisterSignal( ARC_CANNON_SIGNAL_CHARGEEND ) + PrecacheParticleSystem( ARC_CANNON_BEAM_EFFECT ) + PrecacheParticleSystem( ARC_CANNON_BEAM_EFFECT_MOD ) + PrecacheImpactEffectTable( ARC_CANNON_FX_TABLE ) + + #if CLIENT + AddDestroyCallback( "mp_titanweapon_arc_cannon", ClientDestroyCallback_ArcCannon_Stop ) + #else + level._arcCannonTargetsArrayID <- CreateScriptManagedEntArray() + #endif + + PrecacheParticleSystem( $"impact_arc_cannon_titan" ) +} + +function ArcCannon_PrecacheFX() +{ + PrecacheParticleSystem( $"wpn_arc_cannon_electricity_fp" ) + PrecacheParticleSystem( $"wpn_arc_cannon_electricity" ) + + PrecacheParticleSystem( $"wpn_muzzleflash_arc_cannon_fp" ) + PrecacheParticleSystem( $"wpn_muzzleflash_arc_cannon" ) +} + +function ArcCannon_Start( weapon ) +{ + expect entity( weapon ) + if ( !IsPilot( weapon.GetWeaponOwner() ) ) + { + weapon.PlayWeaponEffectNoCull( $"wpn_arc_cannon_electricity_fp", $"wpn_arc_cannon_electricity", "muzzle_flash" ) + weapon.EmitWeaponSound( "arc_cannon_charged_loop" ) + } + else + { + weapon.EmitWeaponSound_1p3p( "Arc_Rifle_charged_Loop_1P", "Arc_Rifle_charged_Loop_3P" ) + } +} + +function ArcCannon_Stop( weapon, player = null ) +{ + expect entity( weapon ) + weapon.Signal( ARC_CANNON_SIGNAL_DEACTIVATED ) + + weapon.StopWeaponEffect( $"wpn_arc_cannon_electricity_fp", $"wpn_arc_cannon_electricity" ) + weapon.StopWeaponSound( "arc_cannon_charged_loop" ) +} + +function ArcCannon_ChargeBegin( entity weapon ) +{ + #if SERVER + if ( weapon.HasMod( "overcharge" ) ) + { + entity weaponOwner = weapon.GetWeaponOwner() + if ( weaponOwner.IsTitan() ) + { + entity soul = weaponOwner.GetTitanSoul() + thread ConvertTitanShieldIntoBonusCharge( soul, weapon ) + } + } + #endif + + #if CLIENT + if ( !weapon.ShouldPredictProjectiles() ) + return + + entity weaponOwner = weapon.GetWeaponOwner() + Assert( weaponOwner.IsPlayer() ) + weaponOwner.StartArcCannon(); + #endif +} + +function ArcCannon_ChargeEnd( entity weapon, entity player = null ) +{ + #if SERVER + if ( IsValid( weapon ) ) + weapon.Signal( ARC_CANNON_SIGNAL_CHARGEEND ) + #endif + + #if CLIENT + if ( weapon.GetWeaponOwner() == GetLocalViewPlayer() ) + { + entity weaponOwner + if ( player != null ) + weaponOwner = player + else + weaponOwner = weapon.GetWeaponOwner() + + if ( IsValid( weaponOwner ) && weaponOwner.IsPlayer() ) + weaponOwner.StopArcCannon() + } + #endif +} + +#if SERVER +function ConvertTitanShieldIntoBonusCharge( entity soul, entity weapon ) +{ + weapon.EndSignal( ARC_CANNON_SIGNAL_CHARGEEND ) + weapon.EndSignal( "OnDestroy" ) + + local maxShieldDecay = OVERCHARGE_MAX_SHIELD_DECAY + local bonusChargeFraction = OVERCHARGE_BONUS_CHARGE_FRACTION + local shieldDecayMultiplier = OVERCHARGE_SHIELD_DECAY_MULTIPLIER + int shieldHealthMax = soul.GetShieldHealthMax() + local chargeRatio = GetArcCannonChargeFraction( weapon ) + + while( 1 ) + { + if ( !IsValid( soul ) || !IsValid( weapon ) ) + break + + local baseCharge = GetWeaponChargeFrac( weapon ) // + GetOverchargeBonusChargeFraction() + local charge = clamp ( baseCharge * ( 1 / chargeRatio ), 0.0, 1.0 ) + if ( charge < 1.0 || maxShieldDecay > 0) + { + int shieldHealth = soul.GetShieldHealth() + + //Slight inconsistency in server updates, this ensures it never takes too much. + if ( shieldDecayMultiplier > maxShieldDecay ) + shieldDecayMultiplier = maxShieldDecay + maxShieldDecay -= shieldDecayMultiplier + + local shieldDecayAmount = shieldHealthMax * shieldDecayMultiplier + local newShieldAmount = shieldHealth - shieldDecayAmount + soul.SetShieldHealth( max( newShieldAmount, 0 ) ) + soul.nextRegenTime = Time() + GetShieldRegenTime( soul ) + + if ( shieldDecayAmount > shieldHealth ) + bonusChargeFraction = bonusChargeFraction * ( shieldHealth / shieldDecayAmount ) + weapon.SetWeaponChargeFraction( baseCharge + bonusChargeFraction ) + } + wait 0.1 + } +} +#endif + +function FireArcCannon( entity weapon, WeaponPrimaryAttackParams attackParams ) +{ + local weaponScriptScope = weapon.GetScriptScope() + local baseCharge = GetWeaponChargeFrac( weapon ) // + GetOverchargeBonusChargeFraction() + local charge = clamp( baseCharge * ( 1 / GetArcCannonChargeFraction( weapon ) ), 0.0, 1.0 ) + float newVolume = GraphCapped( charge, 0.25, 1.0, 0.0, 1.0 ) + + weapon.EmitWeaponNpcSound( LOUD_WEAPON_AI_SOUND_RADIUS_MP, 0.2 ) + + weapon.PlayWeaponEffect( $"wpn_muzzleflash_arc_cannon_fp", $"wpn_muzzleflash_arc_cannon", "muzzle_flash" ) + + local attachmentName = "muzzle_flash" + local attachmentIndex = weapon.LookupAttachment( attachmentName ) + Assert( attachmentIndex >= 0 ) + local muzzleOrigin = weapon.GetAttachmentOrigin( attachmentIndex ) + + //printt( "-------- FIRING ARC CANNON --------" ) + + table firstTargetInfo = GetFirstArcCannonTarget( weapon, attackParams ) + if ( !IsValid( firstTargetInfo.target ) ) + FireArcNoTargets( weapon, attackParams, muzzleOrigin ) + else + FireArcWithTargets( weapon, firstTargetInfo, attackParams, muzzleOrigin ) + + return 1 +} + +table function GetFirstArcCannonTarget( entity weapon, WeaponPrimaryAttackParams attackParams ) +{ + entity owner = weapon.GetWeaponOwner() + local coneHeight = weapon.GetMaxDamageFarDist() + + local angleToAxis = 2 // set this too high and auto-titans using it will error on FindVisibleEntitiesInCone + array ignoredEntities = [ owner, weapon ] + int traceMask = TRACE_MASK_SHOT + int flags = VIS_CONE_ENTS_TEST_HITBOXES + local antilagPlayer = null + if ( owner.IsPlayer() ) + { + angleToAxis = owner.GetAttackSpreadAngle() * 0.11 + antilagPlayer = owner + } + + int ownerTeam = owner.GetTeam() + + // Get a missile target and a non-missile target in the cone that the player can zap + // We do this in a separate check so we can use a wider cone to be more forgiving for targeting missiles + table firstTargetInfo = {} + firstTargetInfo.target <- null + firstTargetInfo.hitLocation <- null + + for ( int i = 0; i < 2; i++ ) + { + local missileCheck = i == 0 + local coneAngle = angleToAxis + if ( missileCheck && owner.IsPlayer() ) // missile check only if owner is player + coneAngle *= 8.0 + + coneAngle = clamp( coneAngle, 0.1, 89.9 ) + + array results = FindVisibleEntitiesInCone( attackParams.pos, attackParams.dir, coneHeight, coneAngle, ignoredEntities, traceMask, flags, antilagPlayer ) + foreach ( result in results ) + { + entity visibleEnt = result.ent + + if ( !IsValid( visibleEnt ) ) + continue + + if ( visibleEnt.IsPhaseShifted() ) + continue + + local classname = IsServer() ? visibleEnt.GetClassName() : visibleEnt.GetSignifierName() + + if ( !( classname in ArcCannonTargetClassnames ) ) + continue + + if ( "GetTeam" in visibleEnt ) + { + int visibleEntTeam = visibleEnt.GetTeam() + if ( visibleEntTeam == ownerTeam ) + continue + if ( IsEntANeutralMegaTurret( visibleEnt, ownerTeam ) ) + continue + } + + expect string( classname ) + string targetname = visibleEnt.GetTargetName() + + if ( missileCheck && ( classname != "rpg_missile" && !file.missileCheckTargetnames.contains( targetname ) ) ) + continue + + if ( !missileCheck && ( classname == "rpg_missile" || file.missileCheckTargetnames.contains( targetname ) ) ) + continue + + firstTargetInfo.target = visibleEnt + firstTargetInfo.hitLocation = result.visiblePosition + break + } + } + //Creating a whiz-by sound. + weapon.FireWeaponBullet_Special( attackParams.pos, attackParams.dir, 1, 0, true, true, true, true, true, false, false ) + + return firstTargetInfo +} + +function FireArcNoTargets( entity weapon, WeaponPrimaryAttackParams attackParams, muzzleOrigin ) +{ + Assert( IsValid( weapon ) ) + entity player = weapon.GetWeaponOwner() + local chargeFrac = GetWeaponChargeFrac( weapon ) + local beamVec = attackParams.dir * weapon.GetMaxDamageFarDist() + local playerEyePos = player.EyePosition() + TraceResults traceResults = TraceLineHighDetail( playerEyePos, (playerEyePos + beamVec), weapon, (TRACE_MASK_PLAYERSOLID_BRUSHONLY | TRACE_MASK_BLOCKLOS), TRACE_COLLISION_GROUP_NONE ) + local beamEnd = traceResults.endPos + + VortexBulletHit ornull vortexHit = VortexBulletHitCheck( player, playerEyePos, beamEnd ) + if ( vortexHit ) + { + expect VortexBulletHit( vortexHit ) + #if SERVER + entity vortexWeapon = vortexHit.vortex.GetOwnerWeapon() + string className = vortexWeapon.GetWeaponClassName() + if ( vortexWeapon && ( className == "mp_titanweapon_vortex_shield" || className == "mp_titanweapon_vortex_shield_ion" ) ) + { + // drain the vortex shield + VortexDrainedByImpact( vortexWeapon, weapon, null, null ) + } + else if ( IsVortexSphere( vortexHit.vortex ) ) + { + // do damage to vortex_sphere entities that isn't the titan "vortex shield" + local damageNear = weapon.GetWeaponInfoFileKeyField( "damage_near_value" ) + local damage = damageNear * GraphCapped( chargeFrac, 0, 0.5, 0.0, 1.0 ) * 10 // do more damage the more charged the weapon is. + VortexSphereDrainHealthForDamage( vortexHit.vortex, damage ) + } + #endif + beamEnd = vortexHit.hitPos + } + + float radius = Graph( chargeFrac, 0, 1, ARC_CANNON_BOLT_RADIUS_MIN, ARC_CANNON_BOLT_RADIUS_MAX ) + local boltWidth = Graph( chargeFrac, 0, 1, ARC_CANNON_BOLT_WIDTH_MIN, ARC_CANNON_BOLT_WIDTH_MAX ) + if ( player.IsNPC() ) + boltWidth = ARC_CANNON_BOLT_WIDTH_NPC + thread CreateArcCannonBeam( weapon, null, muzzleOrigin, beamEnd, player, ARC_CANNON_BEAM_LIFETIME, radius, boltWidth, 2, false, true ) + + #if SERVER + PlayImpactFXTable( expect vector( beamEnd ), player, ARC_CANNON_FX_TABLE, SF_ENVEXPLOSION_INCLUDE_ENTITIES ) + #endif +} + +function FireArcWithTargets( entity weapon, table firstTargetInfo, WeaponPrimaryAttackParams attackParams, muzzleOrigin ) +{ + local beamStart = muzzleOrigin + local beamEnd + entity player = weapon.GetWeaponOwner() + local chargeFrac = GetWeaponChargeFrac( weapon ) + float radius = Graph( chargeFrac, 0, 1, ARC_CANNON_BOLT_RADIUS_MIN, ARC_CANNON_BOLT_RADIUS_MAX ) + float boltWidth = Graph( chargeFrac, 0, 1, ARC_CANNON_BOLT_WIDTH_MIN, ARC_CANNON_BOLT_WIDTH_MAX ) + local maxChains + local minChains + + if ( weapon.HasMod( "burn_mod_titan_arc_cannon" ) ) + { + if ( player.IsNPC() ) + maxChains = ARC_CANNON_CHAIN_COUNT_NPC_BURN + else + maxChains = ARC_CANNON_CHAIN_COUNT_MAX_BURN + + minChains = ARC_CANNON_CHAIN_COUNT_MIN_BURN + } + else + { + if ( player.IsNPC() ) + maxChains = ARC_CANNON_CHAIN_COUNT_NPC + else + maxChains = ARC_CANNON_CHAIN_COUNT_MAX + + minChains = ARC_CANNON_CHAIN_COUNT_MIN + } + + if ( !player.IsNPC() ) + maxChains = Graph( chargeFrac, 0, 1, minChains, maxChains ) + + table zapInfo = {} + zapInfo.weapon <- weapon + zapInfo.player <- player + zapInfo.muzzleOrigin <- muzzleOrigin + zapInfo.radius <- radius + zapInfo.boltWidth <- boltWidth + zapInfo.maxChains <- maxChains + zapInfo.chargeFrac <- chargeFrac + zapInfo.zappedTargets <- {} + zapInfo.zappedTargets[ firstTargetInfo.target ] <- true + zapInfo.dmgSourceID <- weapon.GetDamageSourceID() + local chainNum = 1 + thread ZapTargetRecursive( expect entity( firstTargetInfo.target), zapInfo, zapInfo.muzzleOrigin, expect vector( firstTargetInfo.hitLocation ), chainNum ) +} + +function ZapTargetRecursive( entity target, table zapInfo, beamStartPos, vector ornull firstTargetBeamEndPos = null, chainNum = 1 ) +{ + if ( !IsValid( target ) ) + return + + if ( !IsValid( zapInfo.weapon ) ) + return + + Assert( target in zapInfo.zappedTargets ) + if ( chainNum > zapInfo.maxChains ) + return + vector beamEndPos + if ( firstTargetBeamEndPos == null ) + beamEndPos = target.GetWorldSpaceCenter() + else + beamEndPos = expect vector( firstTargetBeamEndPos ) + + waitthread ZapTarget( zapInfo, target, beamStartPos, beamEndPos, chainNum ) + + // Get other nearby targets we can chain to + #if SERVER + if ( !IsValid( zapInfo.weapon ) ) + return + + var noArcing = expect entity( zapInfo.weapon ).GetWeaponInfoFileKeyField( "disable_arc" ) + + if ( noArcing != null && noArcing == 1 ) + return // no chaining on new arc cannon + + // NOTE: 'target' could be invalid at this point (no corpse) + array chainTargets = GetArcCannonChainTargets( beamEndPos, target, zapInfo ) + foreach( entity chainTarget in chainTargets ) + { + local newChainNum = chainNum + if ( chainTarget.GetClassName() != "rpg_missile" ) + newChainNum++ + zapInfo.zappedTargets[ chainTarget ] <- true + thread ZapTargetRecursive( chainTarget, zapInfo, beamEndPos, null, newChainNum ) + } + + if ( IsValid( zapInfo.player ) && zapInfo.player.IsPlayer() && zapInfo.zappedTargets.len() >= 5 ) + { + #if HAS_STATS + if ( chainNum == 5 ) + UpdatePlayerStat( expect entity( zapInfo.player ), "misc_stats", "arcCannonMultiKills", 1 ) + #endif + } + #endif +} + +function ZapTarget( zapInfo, target, beamStartPos, beamEndPos, chainNum = 1 ) +{ + expect entity( target ) + expect vector( beamStartPos ) + expect vector( beamEndPos ) + + //DebugDrawLine( beamStartPos, beamEndPos, 255, 0, 0, true, 5.0 ) + local boltWidth = zapInfo.boltWidth + if ( zapInfo.player.IsNPC() ) + boltWidth = ARC_CANNON_BOLT_WIDTH_NPC + local firstBeam = ( chainNum == 1 ) + #if SERVER + if ( firstBeam ) + { + PlayImpactFXTable( beamEndPos, expect entity( zapInfo.player ), ARC_CANNON_FX_TABLE, SF_ENVEXPLOSION_INCLUDE_ENTITIES ) + } + #endif + + thread CreateArcCannonBeam( zapInfo.weapon, target, beamStartPos, beamEndPos, zapInfo.player, ARC_CANNON_BEAM_LIFETIME, zapInfo.radius, boltWidth, 5, true, firstBeam ) + + #if SERVER + local isMissile = ( target.GetClassName() == "rpg_missile" ) + if ( !isMissile ) + wait ARC_CANNON_FORK_DELAY + else + wait 0.05 + + local deathPackage = damageTypes.arcCannon + + float damageAmount + int damageMin + int damageMax + + int damageFarValue = eWeaponVar.damage_far_value + int damageNearValue = eWeaponVar.damage_near_value + int damageFarValueTitanArmor = eWeaponVar.damage_far_value_titanarmor + int damageNearValueTitanArmor = eWeaponVar.damage_near_value_titanarmor + if ( zapInfo.player.IsNPC() ) + { + damageFarValue = eWeaponVar.npc_damage_far_value + damageNearValue = eWeaponVar.npc_damage_near_value + damageFarValueTitanArmor = eWeaponVar.npc_damage_far_value_titanarmor + damageNearValueTitanArmor = eWeaponVar.npc_damage_near_value_titanarmor + } + + if ( IsValid( target ) && IsValid( zapInfo.player ) ) + { + bool hasFastPacitor = false + bool noArcing = false + + if ( IsValid( zapInfo.weapon ) ) + { + entity weap = expect entity( zapInfo.weapon ) + hasFastPacitor = weap.GetWeaponInfoFileKeyField( "push_apart" ) != null && weap.GetWeaponInfoFileKeyField( "push_apart" ) == 1 + noArcing = weap.GetWeaponInfoFileKeyField( "no_arcing" ) != null && weap.GetWeaponInfoFileKeyField( "no_arcing" ) == 1 + } + + if ( target.GetArmorType() == ARMOR_TYPE_HEAVY ) + { + if ( IsValid( zapInfo.weapon ) ) + { + entity weapon = expect entity( zapInfo.weapon ) + damageMin = weapon.GetWeaponSettingInt( damageFarValueTitanArmor ) + damageMax = weapon.GetWeaponSettingInt( damageNearValueTitanArmor ) + } + else + { + damageMin = 100 + damageMax = zapInfo.player.IsNPC() ? 1200 : 800 + } + } + else + { + if ( IsValid( zapInfo.weapon ) ) + { + entity weapon = expect entity( zapInfo.weapon ) + damageMin = weapon.GetWeaponSettingInt( damageFarValue ) + damageMax = weapon.GetWeaponSettingInt( damageNearValue ) + } + else + { + damageMin = 120 + damageMax = zapInfo.player.IsNPC() ? 140 : 275 + } + + if ( target.IsNPC() ) + { + damageMin *= 3 // more powerful against NPC humans so they die easy + damageMax *= 3 + } + } + + + local chargeRatio = GetArcCannonChargeFraction( zapInfo.weapon ) + if ( IsValid( zapInfo.weapon ) && !zapInfo.weapon.GetWeaponSettingBool( eWeaponVar.charge_require_input ) ) + { + // use distance for damage if the weapon auto-fires + entity weapon = expect entity( zapInfo.weapon ) + float nearDist = weapon.GetWeaponSettingFloat( eWeaponVar.damage_near_distance ) + float farDist = weapon.GetWeaponSettingFloat( eWeaponVar.damage_far_distance ) + + float dist = Distance( weapon.GetOrigin(), target.GetOrigin() ) + damageAmount = GraphCapped( dist, farDist, nearDist, damageMin, damageMax ) + } + else + { + // Scale damage amount based on how many chains deep we are + damageAmount = GraphCapped( zapInfo.chargeFrac, 0, chargeRatio, damageMin, damageMax ) + } + local damageFalloff = ARC_CANNON_DAMAGE_FALLOFF_SCALER + if ( IsValid( zapInfo.weapon ) && zapInfo.weapon.HasMod( "splitter" ) ) + damageFalloff = SPLITTER_DAMAGE_FALLOFF_SCALER + damageAmount *= pow( damageFalloff, chainNum - 1 ) + + local dmgSourceID = zapInfo.dmgSourceID + + // Update Later - This shouldn't be done here, this is not where we determine if damage actually happened to the target + // move to Damaged callback instead + if ( damageAmount > 0 ) + { + float empDuration = GraphCapped( zapInfo.chargeFrac, 0, chargeRatio, ARC_CANNON_EMP_DURATION_MIN, ARC_CANNON_EMP_DURATION_MAX ) + + if ( target.IsPlayer() && target.IsTitan() && !hasFastPacitor && !noArcing ) + { + float empViewStrength = GraphCapped( zapInfo.chargeFrac, 0, chargeRatio, ARC_CANNON_SCREEN_EFFECTS_MIN, ARC_CANNON_SCREEN_EFFECTS_MAX ) + + if ( target.IsTitan() && zapInfo.chargeFrac >= ARC_CANNON_SCREEN_THRESHOLD ) + { + Remote_CallFunction_Replay( target, "ServerCallback_TitanEMP", empViewStrength, empDuration, ARC_CANNON_EMP_FADEOUT_DURATION ) + EmitSoundOnEntityOnlyToPlayer( target, target, ARC_CANNON_TITAN_SCREEN_SFX ) + } + else if ( zapInfo.chargeFrac >= ARC_CANNON_SCREEN_THRESHOLD ) + { + StatusEffect_AddTimed( target, eStatusEffect.emp, empViewStrength, empDuration, ARC_CANNON_EMP_FADEOUT_DURATION ) + EmitSoundOnEntityOnlyToPlayer( target, target, ARC_CANNON_PILOT_SCREEN_SFX ) + } + } + + // Do 3rd person effect on the body + asset effect + string tag + target.TakeDamage( damageAmount, zapInfo.player, zapInfo.player, { origin = beamEndPos, force = Vector(0,0,0), scriptType = deathPackage, weapon = zapInfo.weapon, damageSourceId = dmgSourceID } ) + //vector dir = Normalize( beamEndPos - beamStartPos ) + //vector velocity = dir * 600 + //PushPlayerAway( target, velocity ) + //PushPlayerAway( expect entity( zapInfo.player ), -velocity ) + + if ( IsValid( zapInfo.weapon ) && hasFastPacitor ) + { + if ( IsAlive( target ) && IsAlive( expect entity( zapInfo.player ) ) && target.IsTitan() ) + { + float pushPercent = GraphCapped( damageAmount, damageMin, damageMax, 0.0, 1.0 ) + + if ( pushPercent > 0.6 ) + PushPlayersApart( target, expect entity( zapInfo.player ), pushPercent * 400.0 ) + } + } + + if ( zapInfo.chargeFrac < ARC_CANNON_SCREEN_THRESHOLD ) + empDuration = ARC_CANNON_3RD_PERSON_EFFECT_MIN_DURATION + else + empDuration += ARC_CANNON_EMP_FADEOUT_DURATION + + if ( target.GetArmorType() == ARMOR_TYPE_HEAVY ) + { + effect = $"impact_arc_cannon_titan" + tag = "exp_torso_front" + } + else + { + effect = $"P_emp_body_human" + tag = "CHESTFOCUS" + } + + if ( target.IsPlayer() ) + { + if ( target.LookupAttachment( tag ) != 0 ) + ClientStylePlayFXOnEntity( effect, target, tag, empDuration ) + } + + if ( target.IsPlayer() ) + EmitSoundOnEntityExceptToPlayer( target, target, "Titan_Blue_Electricity_Cloud" ) + else + EmitSoundOnEntity( target, "Titan_Blue_Electricity_Cloud" ) + + thread FadeOutSoundOnEntityAfterDelay( target, "Titan_Blue_Electricity_Cloud", empDuration * 0.6666, empDuration * 0.3333 ) + } + else + { + //Don't bounce if the beam is set to do 0 damage. + chainNum = zapInfo.maxChains + } + + if ( isMissile ) + { + if ( IsValid( zapInfo.player ) ) + target.SetOwner( zapInfo.player ) + target.MissileExplode() + } + } + #endif // SERVER +} + + +#if SERVER + +void function PushEntForTime( entity ent, vector velocity, float time ) +{ + ent.EndSignal( "OnDeath" ) + float endTime = Time() + time + float startTime = Time() + for ( ;; ) + { + if ( Time() >= endTime ) + break + float multiplier = Graph( Time(), startTime, endTime, 1.0, 0.0 ) + vector currentVel = ent.GetVelocity() + currentVel += velocity * multiplier + ent.SetVelocity( currentVel ) + WaitFrame() + } +} + +array function GetArcCannonChainTargets( vector fromOrigin, entity fromTarget, table zapInfo ) +{ + // NOTE: fromTarget could be null/invalid if it was a drone + array results = [] + if ( !IsValid( zapInfo.player ) ) + return results + + int playerTeam = expect entity( zapInfo.player ).GetTeam() + array allTargets = GetArcCannonTargetsInRange( fromOrigin, playerTeam, expect entity( zapInfo.weapon ) ) + allTargets = ArrayClosest( allTargets, fromOrigin ) + + local viewVector + if ( zapInfo.player.IsPlayer() ) + viewVector = zapInfo.player.GetViewVector() + else + viewVector = AnglesToForward( zapInfo.player.EyeAngles() ) + + local eyePosition = zapInfo.player.EyePosition() + + foreach ( ent in allTargets ) + { + local forkCount = ARC_CANNON_FORK_COUNT_MAX + if ( zapInfo.weapon.HasMod( "splitter" ) ) + forkCount = SPLITTER_FORK_COUNT_MAX + else if ( zapInfo.weapon.HasMod( "burn_mod_titan_arc_cannon" ) ) + forkCount = ARC_CANNON_FORK_COUNT_MAX_BURN + + if ( results.len() >= forkCount ) + break + + if ( ent.IsPhaseShifted() ) + continue + + if ( ent.IsPlayer() ) + { + // Ignore players that are passing damage to their parent. This is to address zapping a friendly rodeo player + local entParent = ent.GetParent() + if ( IsValid( entParent ) && ent.kv.PassDamageToParent.tointeger() ) + continue + + // only chains to other titan players for now + if ( !ent.IsTitan() ) + continue + } + + if ( ent.GetClassName() == "script_mover" ) + continue + + if ( IsEntANeutralMegaTurret( ent, playerTeam ) ) + continue + + if ( !IsAlive( ent ) ) + continue + + // Don't consider targets that already got zapped + if ( ent in zapInfo.zappedTargets ) + continue + + //Preventing the arc-cannon from firing behind. + local vecToEnt = ( ent.GetWorldSpaceCenter() - eyePosition ) + vecToEnt.Norm() + local dotVal = DotProduct( vecToEnt, viewVector ) + if ( dotVal < 0 ) + continue + + // Check if we can see them, they aren't behind a wall or something + local ignoreEnts = [] + ignoreEnts.append( zapInfo.player ) + ignoreEnts.append( ent ) + + foreach( zappedTarget, val in zapInfo.zappedTargets ) + { + if ( IsValid( zappedTarget ) ) + ignoreEnts.append( zappedTarget ) + } + + TraceResults traceResult = TraceLineHighDetail( fromOrigin, ent.GetWorldSpaceCenter(), ignoreEnts, (TRACE_MASK_PLAYERSOLID_BRUSHONLY | TRACE_MASK_BLOCKLOS), TRACE_COLLISION_GROUP_NONE ) + + // Trace failed, lets try an eye to eye trace + if ( traceResult.fraction < 1 ) + { + // 'fromTarget' may be invalid + if ( IsValid( fromTarget ) ) + traceResult = TraceLineHighDetail( fromTarget.EyePosition(), ent.EyePosition(), ignoreEnts, (TRACE_MASK_PLAYERSOLID_BRUSHONLY | TRACE_MASK_BLOCKLOS), TRACE_COLLISION_GROUP_NONE ) + } + + if ( traceResult.fraction < 1 ) + continue + + // Enemy is in visible, and within range. + if ( !results.contains( ent ) ) + results.append( ent ) + } + + //printt( "NEARBY TARGETS VALID AND VISIBLE:", results.len() ) + + return results +} +#endif // SERVER + +bool function IsEntANeutralMegaTurret( ent, int playerTeam ) +{ + expect entity( ent ) + + if ( ent.GetClassName() != "npc_turret_mega" ) + return false + int entTeam = ent.GetTeam() + if ( entTeam == playerTeam ) + return false + if ( !IsEnemyTeam( playerTeam, entTeam ) ) + return true + + return false +} + +function ArcCannon_HideIdleEffect( entity weapon, delay ) +{ + bool weaponOwnerIsPilot = IsPilot( weapon.GetWeaponOwner() ) + weapon.EndSignal( ARC_CANNON_SIGNAL_DEACTIVATED ) + if ( weaponOwnerIsPilot == false ) + { + weapon.StopWeaponEffect( $"wpn_arc_cannon_electricity_fp", $"wpn_arc_cannon_electricity" ) + weapon.StopWeaponSound( "arc_cannon_charged_loop" ) + } + wait delay + + if ( !IsValid( weapon ) ) + return + + entity weaponOwner = weapon.GetWeaponOwner() + //The weapon can be valid, but the player isn't a Titan during melee execute. + // JFS: threads with waits should just end on "OnDestroy" + if ( !IsValid( weaponOwner ) ) + return + + if ( weapon != weaponOwner.GetActiveWeapon() ) + return + + if ( weaponOwnerIsPilot == false ) + { + weapon.PlayWeaponEffectNoCull( $"wpn_arc_cannon_electricity_fp", $"wpn_arc_cannon_electricity", "muzzle_flash" ) + weapon.EmitWeaponSound( "arc_cannon_charged_loop" ) + } + else + { + weapon.EmitWeaponSound_1p3p( "Arc_Rifle_charged_Loop_1P", "Arc_Rifle_charged_Loop_3P" ) + } +} + +#if SERVER +void function AddToArcCannonTargets( entity ent ) +{ + AddToScriptManagedEntArray( level._arcCannonTargetsArrayID, ent ); +} + +function RemoveArcCannonTarget( ent ) +{ + RemoveFromScriptManagedEntArray( level._arcCannonTargetsArrayID, ent ) +} + +array function GetArcCannonTargets( vector origin, int team ) +{ + array targets = GetScriptManagedEntArrayWithinCenter( level._arcCannonTargetsArrayID, team, origin, ARC_CANNON_TITAN_RANGE_CHAIN ) + + if ( ARC_CANNON_TARGETS_MISSILES ) + targets.extend( GetProjectileArrayEx( "rpg_missile", TEAM_ANY, team, origin, ARC_CANNON_TITAN_RANGE_CHAIN ) ) + + return targets +} + +array function GetArcCannonTargetsInRange( vector origin, int team, entity weapon ) +{ + array allTargets = GetArcCannonTargets( origin, team ) + array targetsInRange + + float titanDistSq + float distSq + if ( weapon.HasMod( "burn_mod_titan_arc_cannon" ) ) + { + titanDistSq = ARC_CANNON_TITAN_RANGE_CHAIN_BURN * ARC_CANNON_TITAN_RANGE_CHAIN_BURN + distSq = ARC_CANNON_RANGE_CHAIN_BURN * ARC_CANNON_RANGE_CHAIN_BURN + } + else + { + titanDistSq = ARC_CANNON_TITAN_RANGE_CHAIN * ARC_CANNON_TITAN_RANGE_CHAIN + distSq = ARC_CANNON_RANGE_CHAIN * ARC_CANNON_RANGE_CHAIN + } + + foreach( target in allTargets ) + { + float d = DistanceSqr( target.GetOrigin(), origin ) + float validDist = target.IsTitan() ? titanDistSq : distSq + if ( d <= validDist ) + targetsInRange.append( target ) + } + + return targetsInRange +} +#endif // SERVER + +function CreateArcCannonBeam( weapon, target, startPos, endPos, player, lifeDuration = ARC_CANNON_BEAM_LIFETIME, radius = 256, boltWidth = 4, noiseAmplitude = 5, hasTarget = true, firstBeam = false ) +{ + Assert( startPos ) + Assert( endPos ) + + //************************** + // LIGHTNING BEAM EFFECT + //************************** + if ( weapon.HasMod( "burn_mod_titan_arc_cannon" ) ) + lifeDuration = ARC_CANNON_BEAM_LIFETIME_BURN + // If it's the first beam and on client we do a special beam so it's lined up with the muzzle origin + #if CLIENT + if ( firstBeam ) + thread CreateClientArcBeam( weapon, endPos, lifeDuration, target ) + #endif + + #if SERVER + // Control point sets the end position of the effect + entity cpEnd = CreateEntity( "info_placement_helper" ) + SetTargetName( cpEnd, UniqueString( "arc_cannon_beam_cpEnd" ) ) + cpEnd.SetOrigin( endPos ) + DispatchSpawn( cpEnd ) + + entity zapBeam = CreateEntity( "info_particle_system" ) + zapBeam.kv.cpoint1 = cpEnd.GetTargetName() + + zapBeam.SetValueForEffectNameKey( GetBeamEffect( weapon ) ) + + zapBeam.kv.start_active = 0 + zapBeam.SetOwner( player ) + zapBeam.SetOrigin( startPos ) + if ( firstBeam ) + { + zapBeam.kv.VisibilityFlags = (ENTITY_VISIBLE_TO_FRIENDLY | ENTITY_VISIBLE_TO_ENEMY) // everyone but owner + zapBeam.SetParent( player.GetActiveWeapon(), "muzzle_flash", false, 0.0 ) + } + DispatchSpawn( zapBeam ) + + zapBeam.Fire( "Start" ) + zapBeam.Fire( "StopPlayEndCap", "", lifeDuration ) + zapBeam.Kill_Deprecated_UseDestroyInstead( lifeDuration ) + cpEnd.Kill_Deprecated_UseDestroyInstead( lifeDuration ) + #endif +} + +function GetBeamEffect( weapon ) +{ + if ( weapon.HasMod( "burn_mod_titan_arc_cannon" ) ) + return ARC_CANNON_BEAM_EFFECT_MOD + + return ARC_CANNON_BEAM_EFFECT +} + +#if CLIENT +function CreateClientArcBeam( weapon, endPos, lifeDuration, target ) +{ + Assert( IsClient() ) + + local beamEffect = GetBeamEffect( weapon ) + + // HACK HACK HACK HACK + string tag = "muzzle_flash" + if ( weapon.GetWeaponInfoFileKeyField( "client_tag_override" ) != null ) + tag = expect string( weapon.GetWeaponInfoFileKeyField( "client_tag_override" ) ) + + local handle = weapon.PlayWeaponEffectReturnViewEffectHandle( beamEffect, $"", tag ) + if ( !EffectDoesExist( handle ) ) + return + + EffectSetControlPointVector( handle, 1, endPos ) + + if ( weapon.HasMod( "burn_mod_titan_arc_cannon" ) ) + lifeDuration = ARC_CANNON_BEAM_LIFETIME_BURN + + wait( lifeDuration ) + + if ( IsValid( weapon ) ) + weapon.StopWeaponEffect( beamEffect, $"" ) +} + +void function ClientDestroyCallback_ArcCannon_Stop( entity ent ) +{ + ArcCannon_Stop( ent ) +} +#endif // CLIENT + +function GetArcCannonChargeFraction( weapon ) +{ + if ( IsValid( weapon ) ) + { + local chargeRatio = ARC_CANNON_DAMAGE_CHARGE_RATIO + if ( weapon.HasMod( "capacitor" ) ) + chargeRatio = ARC_CANNON_CAPACITOR_CHARGE_RATIO + if ( weapon.GetWeaponSettingBool( eWeaponVar.is_burn_mod ) ) + chargeRatio = ARC_CANNON_DAMAGE_CHARGE_RATIO_BURN + return chargeRatio + } + + return 0 +} + +function GetWeaponChargeFrac( weapon ) +{ + if ( weapon.IsChargeWeapon() ) + return weapon.GetWeaponChargeFraction() + return 1.0 +} \ No newline at end of file -- cgit v1.2.3