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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<string> 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<string> function GetAllBoostTurretTypes()
{
return turretBurnCards
}
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