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path: root/Northstar.Client/mod/scripts/vscripts/client/cl_flyout.gnut
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global function ClWeaponFlyout_Init

global function WeaponFlyoutThink
global function ShouldShowWeaponFlyout
global function WeaponFlyoutRefresh
global function IsWeaponFlyoutVisible
global function DestroyWeaponFlyout
global function GetWeaponFlyoutAliveTime
global function GetWeaponFlyoutAliveTimeLeft
global function SetWeaponFlyoutRemainingTime

global function WeaponFlyout_SetLevelEnabled

const float FLYOUT_DURATION = 4.0
const float FLYOUT_DURATION_SHORT = 1.0
const vector FLYOUT_COLOR = <0.851, 0.976, 1.0>

struct
{
	var weaponRUI
	string weaponClassName
	float flyoutShowTime = -99.0
	float lastFlyoutDuration = FLYOUT_DURATION

	bool flyoutLevelEnabled = true

	table<string, asset> modImages
} file

void function ClWeaponFlyout_Init()
{
	AddOnDeathCallback( "player", WeaponFlyout_OnDeathCallback )
	AddCallback_OnSelectedWeaponChanged( OnSelectedWeaponChanged )

	var dataTable = GetDataTable( $"datatable/pilot_weapon_mods_common.rpak" )
	int numRows = GetDatatableRowCount( dataTable )

	for ( int i = 0; i < numRows; i++ )
	{
		string modRef = GetDataTableString( dataTable, i, PILOT_WEAPON_MOD_COMMON_COLUMN )
		asset modImage = GetDataTableAsset( dataTable, i, PILOT_WEAPON_MOD_COMMON_IMAGE_COLUMN )
		file.modImages[ modRef ] <- modImage
	}
}

void function WeaponFlyout_OnDeathCallback( entity player )
{
	if ( player == GetLocalViewPlayer() )
		DestroyWeaponFlyout()
}

void function WeaponFlyoutShow( entity weapon, string weaponClassName )
{
	if ( IsWatchingReplay() )
		return

	file.weaponClassName = weaponClassName

	entity player = GetLocalViewPlayer()
	if ( !IsValid( player ) )
		return

	entity viewModel = player.GetViewModelEntity()
	if ( !IsValid( viewModel ) )
		return

	if ( GetConVarInt( "hud_setting_showWeaponFlyouts" ) == 0 )
		return

	//file.weaponRUI = RuiCreate( $"ui/weapon_flyout.rpak", clGlobal.topoFullScreen, RUI_DRAW_HUD, 0 )
	file.weaponRUI = CreateCockpitRui( $"ui/weapon_flyout.rpak" )
	file.flyoutShowTime = Time()

	float flyoutDuration = IsPickupFlyoutValid() ? FLYOUT_DURATION_SHORT : FLYOUT_DURATION
	file.lastFlyoutDuration = flyoutDuration

	RuiSetGameTime( file.weaponRUI, "startTime", file.flyoutShowTime )
	RuiSetFloat( file.weaponRUI, "duration", file.lastFlyoutDuration )

	if ( IsMultiplayer() && file.flyoutLevelEnabled )
		WeaponFlyoutRefresh()

	if ( weapon.GetWeaponSettingBool( eWeaponVar.is_burn_mod ) )
		RuiSetFloat3( file.weaponRUI, "color", BURN_CARD_WEAPON_HUD_COLOR_VECTOR )

	string weaponPrintName = Localize( expect string( weapon.GetWeaponInfoFileKeyField( "shortprintname" ) ) )
	string weaponDescription = weapon.GetWeaponDescription() + "    "
	RuiSetString( file.weaponRUI, "titleText", weaponPrintName )
	RuiSetString( file.weaponRUI, "descriptionText", weaponDescription )

	int modNum = 1
	array<string> weaponMods = weapon.GetMods()
	foreach ( mod in weaponMods )
	{
		if ( modNum >= 5 ) // setting mod5 in the rui crashes client
			break
	
		if ( mod in file.modImages )
			RuiSetImage( file.weaponRUI, "mod" + modNum++, file.modImages[ mod ] )
	}

	RuiSetFloat( file.weaponRUI, "underlineHeight", 4.0 )
	RuiSetFloat( file.weaponRUI, "underlineWidth", 4.0 )

	int attachment = viewModel.LookupAttachment( "flyout" )
	if ( attachment <= 0 )
		attachment = viewModel.LookupAttachment( "shell" )

	RuiTrackFloat3( file.weaponRUI, "pos", viewModel, RUI_TRACK_POINT_FOLLOW, attachment )

	HidePickupFlyout( file.lastFlyoutDuration )

	#if SP
	ScriptCallback_UpdateOnscreenHint()
	#endif
}

void function WeaponFlyoutRefresh()
{
	entity player = GetLocalViewPlayer()
	if ( !IsValid( player ) )
		return

	if ( file.weaponRUI == null )
		return

	if ( file.flyoutShowTime + ( file.lastFlyoutDuration - 0.2 ) <= Time() )
		return

#if MP
	if ( !ShouldTrackXPForWeapon( file.weaponClassName ) )
		return

	string persistenceVar = GetItemPersistenceStruct( file.weaponClassName ) + ".weaponXP"
	int currentXP = player.GetPersistentVarAsInt( persistenceVar )

	RuiSetInt( file.weaponRUI, "numPips", WeaponGetNumPipsForXP( file.weaponClassName, currentXP ) )
	RuiSetInt( file.weaponRUI, "numFilledPips", WeaponGetFilledPipsForXP( file.weaponClassName, currentXP ) )
	RuiSetString( file.weaponRUI, "currentLevel", WeaponGetDisplayGenAndLevelForXP( file.weaponClassName, currentXP ) )
	RuiSetBool( file.weaponRUI, "showWeaponXP", true )
#endif
}

void function WeaponFlyoutThink( entity player )
{
	if ( !WEAPON_FLYOUTS_ENABLED )
		return

	entity currentWeapon = player.GetActiveWeapon()

	if ( !IsValid( currentWeapon ) )
		return

	string weaponClassName = currentWeapon.GetWeaponClassName()

	if ( currentWeapon == player.p.previousWeapon )
		return

	if ( !ShouldShowWeaponFlyout( player, currentWeapon, weaponClassName ) )
		return

	player.p.previousWeapon = currentWeapon

	WeaponFlyoutShow( currentWeapon, weaponClassName )
}

bool function ShouldShowWeaponFlyout( entity player, entity weapon, string weaponClassName )
{
	// Allow time for weapons to be disabled at level start
	if ( Time() < 2.0 )
		return false

	// No weapon
	if ( !IsValid( weapon ) )
		return false

	// MP can be dead with new weapon
	if ( !IsAlive( player ) )
		return false

	if ( weapon.IsWeaponOffhand() )
		return false

	if ( GetWeaponInfoFileKeyField_Global( weaponClassName, "flyoutEnabled" ) == 0 )
		return false

	if ( player.IsWeaponDisabled() )
		return false

	if ( player.IsInThirdPersonReplay() )
		return false

	if ( GetGameState() < eGameState.Playing )
		return false

	if ( player.IsTitan() && GameRules_GetGameMode() == FD )
		return false

	if( !player.GetPlayerNetBool( "shouldShowWeaponFlyout" ) )
		return false

	return true
}

void function OnSelectedWeaponChanged( entity selectedWeapon )
{
	DestroyWeaponFlyout()
}

void function DestroyWeaponFlyout()
{
	if ( file.weaponRUI != null )
	{
		RuiDestroyIfAlive( file.weaponRUI )
		file.weaponRUI = null
		file.flyoutShowTime = -99.0
	}

	#if SP
	ScriptCallback_UpdateOnscreenHint()
	#endif
}

float function GetWeaponFlyoutAliveTime()
{
	return Time() - file.flyoutShowTime
}

float function GetWeaponFlyoutAliveTimeLeft()
{
	return file.flyoutShowTime + file.lastFlyoutDuration - Time()
}

bool function IsWeaponFlyoutVisible()
{
	return ( file.weaponRUI != null && ( file.flyoutShowTime + file.lastFlyoutDuration > Time() ) )
}

void function WeaponFlyout_SetLevelEnabled( bool state )
{
	file.flyoutLevelEnabled = state
}

void function SetWeaponFlyoutRemainingTime( float time )
{
	if ( file.weaponRUI == null	)
		return

	file.flyoutShowTime = Time()
	file.lastFlyoutDuration = time

	RuiSetGameTime( file.weaponRUI, "startTime", file.flyoutShowTime )
	RuiSetFloat( file.weaponRUI, "duration", file.lastFlyoutDuration )
}