global function ShBurnMeter_Init global function BurnReward_GetById global function BurnReward_GetByRef global function BurnReward_GetRandom global function GetSelectedBurnCardRef global function GetBoostSkin #if SERVER || CLIENT global function BurnMeterEnabled global function CanUseWeaponAsBurnCard global function TryUsingBurnCardWeapon global function TryUsingBurnCardWeaponInCriticalSection global function BurnMeterPlayer_CanUseEquipped global function OnWeaponAttemptOffhandSwitch_burncardweapon global function BurnMeterPlayer_CanUseReward global function BurnMeterPlayer_GetRewardOrGoal global function BurnReward_GetTopInventoryItemBurnCard global function OnWeaponPrimaryAttack_nuke_eject global function BurnMeter_HarvesterShieldCanUse #endif global function GetAllBoostTurretTypes global const BURN_METER_SMALL_POINT_VALUE = 1 global const BURN_METER_MID_POINT_VALUE = 2 global const BURN_METER_LARGE_POINT_VALUE = 5 global const BURN_METER_EXTRA_LARGE_POINT_VALUE = 10 global const BURN_METER_RADAR_JAMMER_PULSE_DURATION = 6.0 global const BURN_METER_RADAR_JAMMER_EASE_OFF_TIME = 1.0 global enum eBurnMeterRewardAvailableFor { PILOT_ONLY, TITAN_ONLY, PILOT_AND_TITAN, SPECIAL_PLAYERS_ONLY, } global struct BurnReward { int id = -1 string ref = "" string localizedName = "" string description = "" asset image = $"" float cost int userType = -1 int skinIndex = 0 string weaponName = "" string extraWeaponMod = "" string activationText = "" void functionref( entity ) ornull rewardAvailableCallback = null } global struct BurnStruct { table< string, BurnReward > burnRewards array< BurnReward > allCards //Kinda inefficient to store the same burn cards 3 times (once in burnRewards, once in foil/normal, once in allcards. Prefer speed over memory? ) array< BurnReward > allowedCards } global BurnStruct burn global table< string, bool functionref( entity ) > burnMeterCanUseFuncTable struct { bool shouldCycleOnRelease = false } file array turretBurnCards = [ "burnmeter_ap_turret_weapon", "burnmeter_at_turret_weapon", "burnmeter_ap_turret_weapon_infinite", "burnmeter_at_turret_weapon_infinite", ] void function ShBurnMeter_Init() { #if SERVER || CLIENT //burnMeterCanUseFuncTable[ "burnmeter_random_foil" ] <- BurnMeter_RandomFoilCanUse burnMeterCanUseFuncTable[ "burnmeter_emergency_titan" ] <- BurnMeter_EmergencyTitanCanUse burnMeterCanUseFuncTable[ "burnmeter_nuke_titan" ] <- BurnMeter_NukeTitanCanUse // burnMeterCanUseFuncTable[ "burnmeter_harvester_shield" ] <- BurnMeter_HarvesterShieldCanUse #endif var dataTable = GetDataTable( $"datatable/burn_meter_rewards.rpak" ) for ( int row = 0; row < GetDatatableRowCount( dataTable ); row++ ) { BurnReward burnReward burnReward.id = row burnReward.ref = GetDataTableString( dataTable, row, GetDataTableColumnByName( dataTable, BURN_REF_COLUMN_NAME ) ) burnReward.localizedName = GetDataTableString( dataTable, row, GetDataTableColumnByName( dataTable, BURN_NAME_COLUMN_NAME ) ) burnReward.description = GetDataTableString( dataTable, row, GetDataTableColumnByName( dataTable, BURN_DESCRIPTION_COLUMN_NAME ) ) burnReward.image = GetDataTableAsset( dataTable, row, GetDataTableColumnByName( dataTable, BURN_IMAGE_COLUMN_NAME ) ) burnReward.cost = GetDataTableFloat( dataTable, row, GetDataTableColumnByName( dataTable, BURN_COST_COLUMN_NAME ) ) string userType = GetDataTableString( dataTable, row, GetDataTableColumnByName( dataTable, BURN_AVAILABLE_COLUMN_NAME ) ) burnReward.userType = eBurnMeterRewardAvailableFor[userType] burnReward.weaponName = GetDataTableString( dataTable, row, GetDataTableColumnByName( dataTable, BURN_WEAPON_COLUMN_NAME ) ) burnReward.extraWeaponMod = GetDataTableString( dataTable, row, GetDataTableColumnByName( dataTable, BURN_EXTRA_WEAPON_MOD_NAME ) ) burnReward.activationText = GetDataTableString( dataTable, row, GetDataTableColumnByName( dataTable, "activationText" ) ) burnReward.skinIndex = GetDataTableInt( dataTable, row, GetDataTableColumnByName( dataTable, "skinIndex" ) ) if ( IsDisabledRef( burnReward.ref ) ) continue #if SERVER || CLIENT if ( burnReward.weaponName != "" ) PrecacheWeapon( burnReward.weaponName ) #endif burn.burnRewards[burnReward.ref] <- burnReward bool selectable = GetDataTableBool( dataTable, row, GetDataTableColumnByName( dataTable, "selectable" ) ) burn.allCards.append( burnReward ) if ( selectable ) burn.allowedCards.append( burnReward ) } #if CLIENT //Registering here instead of in CreateWeaponData() in _items.nut to remove dependence on HUD script with items. If more weapons other than smart pistol run into this problem, just add a column in burn_meter_rewards to specify we need to do this. ( ticks are fine because they have a damagedef associated with them ) RegisterWeaponDamageSourceName( "mp_weapon_smart_pistol", expect string( GetWeaponInfoFileKeyField_GlobalNotNull( "mp_weapon_smart_pistol", "shortprintname" ) ) ) RegisterConCommandTriggeredCallback( "-offhand4", CycleOnRelease ) #endif } #if SERVER || CLIENT bool function BurnMeterEnabled() { return Riff_BoostAvailability() != eBoostAvailability.Disabled } #endif BurnReward function BurnReward_GetById( int id ) { return burn.allCards[ id ] } BurnReward function BurnReward_GetByRef( string ref ) { Assert( ref in burn.burnRewards ) // more hacks for arena if ( !( ref in burn.burnRewards ) && GetCurrentPlaylistVarString( "boost_store_mode", "off" ) == "arena" ) return GetArenaLoadoutItemAsBurnReward( ref ) return burn.burnRewards[ref] } int function GetBoostSkin( string ref ) { BurnReward reward = BurnReward_GetByRef( ref ) //printt( "ref: " + ref + ", Boost skin: " + reward.skinIndex ) return reward.skinIndex } BurnReward function BurnReward_GetRandom() { return burn.allowedCards.getrandom() } string function GetSelectedBurnCardRef( entity player ) { int burnCardID = expect int ( player.GetPersistentVar( "burnmeterSlot" ) ) BurnReward burnCard = burn.allCards[ burnCardID ] string ref = burnCard.ref #if SERVER if ( GetItemDisplayData( ref ).hidden ) ClientCommand( player, "disconnect" ) #endif #if SERVER || CLIENT if ( Riff_TitanAvailability() == eTitanAvailability.Never ) { //JFS: Batteries and Titan turrets are useless in PvP, turn them into amped weapons instead. Not an elegant solution at all. Fix next game. (Make boosts editable mid-match? ) if ( ref == "burnmeter_emergency_battery" || ref == "burnmeter_at_turret_weapon" ) ref = "burnmeter_amped_weapons" } if ( GetCurrentPlaylistVarInt( "featured_mode_all_ticks", 0 ) >= 1 ) { if ( ref == "burnmeter_ticks" || ref == "burnmeter_random_foil" ) ref = "burnmeter_amped_weapons" } #endif return ref } #if SERVER || CLIENT bool function CanUseWeaponAsBurnCard( entity weapon, entity ownerPlayer ) { Assert( weapon.HasMod( "burn_card_weapon_mod" ) ) if ( !BurnMeterPlayer_CanUseEquipped( ownerPlayer ) ) { weapon.EmitWeaponSound( "CoOp_SentryGun_DeploymentDeniedBeep" ) return false } return true } bool function TryUsingBurnCardWeapon( entity weapon, entity ownerPlayer ) { Assert( weapon.HasMod( "burn_card_weapon_mod" ) ) if ( !CanUseWeaponAsBurnCard( weapon, ownerPlayer ) ) return false #if SERVER UseBurnCardWeapon( weapon, ownerPlayer ) #endif return true } bool function TryUsingBurnCardWeaponInCriticalSection( entity weapon, entity ownerPlayer ) { Assert( weapon.HasMod( "burn_card_weapon_mod" ) ) if ( !CanUseWeaponAsBurnCard( weapon, ownerPlayer ) ) return false #if SERVER UseBurnCardWeaponInCriticalSection( weapon, ownerPlayer ) #endif return true } bool function BurnMeterPlayer_CanUseReward( entity player, BurnReward burnReward ) { if ( !BurnMeterPlayer_CanUseGlobal( player ) ) return false switch( burnReward.userType ) { case eBurnMeterRewardAvailableFor.PILOT_ONLY: return !player.IsTitan() case eBurnMeterRewardAvailableFor.TITAN_ONLY: return player.IsTitan() case eBurnMeterRewardAvailableFor.PILOT_AND_TITAN: return true case eBurnMeterRewardAvailableFor.SPECIAL_PLAYERS_ONLY: return BurnMeterPlayer_CanUseSpecial( player, burnReward ) //TODO: Note that for the case of reaperfall we also send the message to the client if they can't summon reaper in the validation function. Not ideal... } unreachable } bool function BurnMeterPlayer_CanUseEquipped( entity player ) { BurnReward burnReward = BurnReward_GetTopInventoryItemBurnCard( player ) return BurnMeterPlayer_CanUseReward( player, burnReward ) } EarnObject function BurnMeterPlayer_GetRewardOrGoal( entity player ) { if ( PlayerEarnMeter_IsRewardEnabled( player ) ) // TODO: more robust return PlayerEarnMeter_GetReward( player ) else return PlayerEarnMeter_GetGoal( player ) unreachable } bool function BurnMeterPlayer_CanUseGlobal( entity player ) { if ( player.IsBot() ) return false if ( !IsAlive( player ) ) return false if ( player.IsPhaseShifted() ) return false if ( player.ContextAction_IsInVehicle() ) //no rewards when in dropship return false if ( !IsBurnMeterRewardAvailableForGameState() ) return false return true } bool function IsBurnMeterRewardAvailableForGameState() //Based off IsReplacementTitanAvailable { int currentGameState = GetGameState() switch ( currentGameState ) //need to add a new entry in here for every new game state we make { case eGameState.WaitingForCustomStart: case eGameState.WaitingForPlayers: case eGameState.PickLoadout: case eGameState.Prematch: case eGameState.SwitchingSides: case eGameState.Postmatch: return false case eGameState.Playing: case eGameState.SuddenDeath: return true case eGameState.WinnerDetermined: case eGameState.Epilogue: { if ( IsRoundBased() ) { // TODO: make this work on the client #if SERVER if ( !IsRoundBasedGameOver() ) return false if ( !ShouldRunEvac() ) return false #endif } return true } default: Assert( false, "Unknown Game State: " + currentGameState ) return false } unreachable } bool function OnWeaponAttemptOffhandSwitch_burncardweapon( entity weapon ) { entity ownerPlayer = weapon.GetWeaponOwner() Assert( ownerPlayer.IsPlayer() ) if ( ownerPlayer.IsUsingOffhandWeapon() ) return false if ( weapon.HasMod( "burn_card_weapon_mod" ) ) { bool canUse = BurnMeterPlayer_CanUseEquipped( ownerPlayer ) return canUse } else return true unreachable } BurnReward function BurnReward_GetTopInventoryItemBurnCard( entity player ) { int burnRewardID = player.GetPlayerNetInt( TOP_INVENTORY_ITEM_BURN_CARD_ID ) return BurnReward_GetById( burnRewardID ) } bool function BurnMeterPlayer_CanUseSpecial( entity player, BurnReward burnReward ) { Assert( burnReward.ref in burnMeterCanUseFuncTable ) return burnMeterCanUseFuncTable[ burnReward.ref ]( player ) } bool function BurnMeter_HarvesterShieldCanUse( entity player ) { // entity harvester = GetGlobalNetEnt( "FD_activeHarvester" ) bool canUse = GetGlobalNetTime( "FD_harvesterInvulTime" ) < Time() // harvester.GetShieldHealth() < harvester.GetShieldHealthMax() if ( !canUse ) { #if CLIENT AddPlayerHint( 3.0, 0.5, $"", "#HINT_HARVESTER_BOOST_CANT_USE" ) #endif } return canUse } bool function BurnMeter_NukeTitanCanUse( entity player ) { bool canUse = BurnMeter_EmergencyTitanCanUse( player ) if ( !canUse ) { #if CLIENT AddPlayerHint( 5.0, 0.5, $"", "#HINT_NUKE_TITAN_CANT_USE" ) #endif } return canUse } bool function BurnMeter_EmergencyTitanCanUse( entity player ) { if ( IsAlive( player.GetPetTitan() ) ) return false #if SERVER if ( !IsReplacementTitanAvailableForGameState() ) return false if ( player.isSpawning ) return false return true #endif #if CLIENT return true #endif } bool function BurnMeter_SummonReaperCanUse( entity player ) { array< entity > allReapers = GetNPCArrayByClass( "npc_super_spectre" ) int playerTeam = player.GetTeam() foreach( reaper in allReapers ) { if ( reaper.GetTeam() == playerTeam ) { #if SERVER MessageToPlayer( player, eEventNotifications.BurnMeter_CantSummonReaper ) #endif return false } } return true } var function OnWeaponPrimaryAttack_nuke_eject( entity weapon, WeaponPrimaryAttackParams attackParams ) { #if CLIENT entity weaponOwner = weapon.GetWeaponOwner() if ( weaponOwner.IsPlayer() && IsValid( weaponOwner.GetCockpit() ) ) { weaponOwner.ClientCommand( "TitanEject " + 3 ) PlayerEjects( weaponOwner, weaponOwner.GetCockpit() ) //Note that this can be run multiple times in a frame, e.g. get damaged by 4 pellets of a shotgun that brings the Titan into a doomed state with auto eject. Not ideal } #endif return 0 } #endif #if CLIENT void function CycleOnRelease( entity player ) { if ( file.shouldCycleOnRelease ) { CycleInventory( player ) file.shouldCycleOnRelease = false } } #endif array function GetAllBoostTurretTypes() { return turretBurnCards }