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|
untyped
global function GamemodeFW_Init
// spawn points
global function RateSpawnpointsPilot_FW
global function RateSpawnpointsTitan_FW
//global function RateSpawnpoints_FW
// for battery_port.gnut to work
global function FW_ReplaceMegaTurret
// fw specific titanfalls
global function FW_IsPlayerInFriendlyTerritory
global function FW_IsPlayerInEnemyTerritory
// Callbacks for mods to reduce harvester damage of modded weapons
global function FW_AddHarvesterDamageSourceModifier
global function FW_RemoveHarvesterDamageSourceModifier
// you need to deal this much damage to trigger "FortWarTowerDamage" score event
const int FW_HARVESTER_DAMAGE_SEGMENT = 5250
// basically needs to match "waves count - bosswaves count"
const int FW_MAX_LEVELS = 3
// to confirm it's a npc from camps..
const string FW_NPC_SCRIPTNAME = "fw_npcsFromCamp"
const int FW_AI_TEAM = TEAM_BOTH
const float WAVE_STATE_TRANSITION_TIME = 5.0
// from sh_gamemode_fw, if half of these npcs cleared in one camp, it gets escalate
const int FW_GRUNT_COUNT = 36//32
const int FW_SPECTRE_COUNT = 24
const int FW_REAPER_COUNT = 2
// max deployment each camp
const int FW_GRUNT_MAX_DEPLOYED = 8
const int FW_SPECTRE_MAX_DEPLOYED = 8
const int FW_REAPER_MAX_DEPLOYED = 1
// if other camps been cleaned many times, we levelDown
const int FW_CAMP_IGNORE_NEEDED = 2
// debounce for showing damaged infos
const float FW_HARVESTER_DAMAGED_DEBOUNCE = 5.0
const float FW_TURRET_DAMAGED_DEBOUNCE = 2.0
global HarvesterStruct& fw_harvesterMlt
global HarvesterStruct& fw_harvesterImc
// these are not using respawn's remaining code( sh_gamemode_fw.nut )!
// respawn already have a FW_TowerData struct! this struct is only for score events
struct HarvesterDamageStruct
{
float recentDamageTime
int storedDamage
}
struct TurretSiteStruct
{
entity site
entity turret
entity minimapstate
string turretflagid
}
// respawn already have a FW_CampData, FW_WaveOrigin and FW_SpawnData struct!
struct CampSiteStruct
{
entity camp
entity info
entity tracker
array<entity> validDropPodSpawns
array<entity> validTitanSpawns
string campId // "A", "B", "C"
int npcsAlive
int ignoredSinceLastClean
}
struct CampSpawnStruct
{
string spawnContent // what npcs to spawn
int maxSpawnCount // max spawn count on this camp
int countPerSpawn // how many npcs to deploy per spawn, for droppods most be 4
int killsToEscalate // how many kills needed to escalate
}
struct
{
array<HarvesterStruct> harvesters
// Stores damage source IDs and the modifier applied to them when they damage a harvester
table< int, float > harvesterDamageSourceMods
// save camp's info_target, we spawn camps after game starts, or player's first life won't show up correct camp icons
array<entity> camps
array<entity> fwTerritories
array<TurretSiteStruct> turretsites
array<CampSiteStruct> fwCampSites
// respawn already have a FW_TowerData struct! this table is only for score events
table< entity, HarvesterDamageStruct > playerDamageHarvester // team, table< player, time >
// this is for saving territory's connecting time, try not to make faction dialogues play together
table< int, float > teamTerrLastConnectTime // team, time
// unused
array<entity> etitaninmlt
array<entity> etitaninimc
entity harvesterMlt_info
entity harvesterImc_info
table<int, CampSpawnStruct> fwNpcLevel // basically use to powerup certian camp, sync with alertLevel
table< string, table< string, int > > trackedCampNPCSpawns
}file
void function GamemodeFW_Init()
{
// _battery_port.gnut needs this
RegisterSignal( "BatteryActivate" )
AiGameModes_SetNPCWeapons( "npc_soldier", [ "mp_weapon_rspn101", "mp_weapon_dmr", "mp_weapon_r97", "mp_weapon_lmg" ] )
AiGameModes_SetNPCWeapons( "npc_spectre", [ "mp_weapon_hemlok_smg", "mp_weapon_doubletake", "mp_weapon_mastiff" ] )
AddCallback_EntitiesDidLoad( LoadEntities )
AddCallback_GameStateEnter( eGameState.Prematch, OnFWGamePrematch )
AddCallback_GameStateEnter( eGameState.Playing, OnFWGamePlaying )
AddSpawnCallback( "item_powerup", FWAddPowerUpIcon )
AddSpawnCallback( "npc_turret_mega", OnFWTurretSpawned )
AddCallback_OnClientConnected( OnFWPlayerConnected )
AddCallback_PlayerClassChanged( OnFWPlayerClassChanged )
AddCallback_OnPlayerKilled( OnFWPlayerKilled )
AddCallback_OnPilotBecomesTitan( OnFWPilotBecomesTitan )
AddCallback_OnTitanBecomesPilot( OnFWTitanBecomesPilot )
ScoreEvent_SetupEarnMeterValuesForMixedModes()
SetRecalculateRespawnAsTitanStartPointCallback( FW_ForcedTitanStartPoint )
SetRecalculateTitanReplacementPointCallback( FW_ReCalculateTitanReplacementPoint )
SetRequestTitanAllowedCallback( FW_RequestTitanAllowed )
}
//////////////////////////
///// HACK FUNCTIONS /////
//////////////////////////
const array<string> HACK_CLEANUP_MAPS =
[
"mp_grave",
"mp_homestead",
"mp_complex3"
]
//if npcs outside the map try to fire( like in death animation ), it will cause a engine error
// in mp_grave, npcs will sometimes stuck underground
const float GRAVE_CHECK_HEIGHT = 1700 // the map's lowest ground is 1950+, npcs will stuck under -4000 or -400
// in mp_homestead, npcs will sometimes stuck in the sky
const float HOMESTEAD_CHECK_HIEGHT = 8000 // the map's highest part is 7868+, npcs will stuck above 13800+
// in mp_complex3, npcs will sometimes stuck in the sky
const float COMPLEX_CHECK_HEIGHT = 7000 // the map's highest part is 6716+, npcs will stuck above 9700+
// do a hack
void function HACK_ForceDestroyNPCs()
{
thread HACK_ForceDestroyNPCs_Threaded()
}
void function HACK_ForceDestroyNPCs_Threaded()
{
string mapName = GetMapName()
if( !( HACK_CLEANUP_MAPS.contains( mapName ) ) )
return
while( true )
{
if( mapName == "mp_grave" )
{
foreach( entity npc in GetNPCArray() )
{
if( npc.GetOrigin().z <= GRAVE_CHECK_HEIGHT )
{
npc.ClearParent()
npc.Destroy()
}
}
}
if( mapName == "mp_homestead" )
{
foreach( entity npc in GetNPCArray() )
{
// neither spawning from droppod nor hotdropping
if( !IsValid( npc.GetParent() ) && !npc.e.isHotDropping )
{
if( npc.GetOrigin().z >= HOMESTEAD_CHECK_HIEGHT )
{
npc.Destroy()
}
}
}
}
if( mapName == "mp_complex3" )
{
foreach( entity npc in GetNPCArray() )
{
// neither spawning from droppod nor hotdropping
if( !IsValid( npc.GetParent() ) && !npc.e.isHotDropping )
{
if( npc.GetOrigin().z >= COMPLEX_CHECK_HEIGHT )
{
npc.Destroy()
}
}
}
}
WaitFrame()
}
}
//////////////////////////////
///// HACK FUNCTIONS END /////
//////////////////////////////
////////////////////////////////
///// SPAWNPOINT FUNCTIONS /////
////////////////////////////////
void function RateSpawnpointsPilot_FW( int checkClass, array<entity> spawnpoints, int team, entity player )
{
array<entity> startSpawns = SpawnPoints_GetPilotStart( team )
RateSpawnpoints_FW( startSpawns, checkClass, spawnpoints, team, player )
}
void function RateSpawnpointsTitan_FW( int checkClass, array<entity> spawnpoints, int team, entity player )
{
array<entity> startSpawns = SpawnPoints_GetTitanStart( team )
RateSpawnpoints_FW( startSpawns, checkClass, spawnpoints, team, player )
}
void function RateSpawnpoints_FW( array<entity> startSpawns, int checkClass, array<entity> spawnpoints, int team, entity player )
{
if ( HasSwitchedSides() )
team = GetOtherTeam( team )
// average out startspawn positions
vector averageFriendlySpawns
foreach ( entity spawnpoint in startSpawns )
averageFriendlySpawns += spawnpoint.GetOrigin()
averageFriendlySpawns /= startSpawns.len()
entity friendlyTerritory
foreach ( entity territory in file.fwTerritories )
{
if ( team == territory.GetTeam() )
{
friendlyTerritory = territory
break
}
}
vector ratingPos
if ( IsValid( friendlyTerritory ) )
ratingPos = friendlyTerritory.GetOrigin()
else
ratingPos = averageFriendlySpawns
foreach ( entity spawnpoint in spawnpoints )
{
// idk about magic number here really
float rating = 1.0 - ( Distance2D( spawnpoint.GetOrigin(), ratingPos ) / 1000.0 )
spawnpoint.CalculateRating( checkClass, player.GetTeam(), rating, rating )
}
}
////////////////////////////////////
///// SPAWNPOINT FUNCTIONS END /////
////////////////////////////////////
//////////////////////////////
///// CALLBACK FUNCTIONS /////
//////////////////////////////
void function OnFWGamePrematch()
{
InitFWScoreEvents()
FW_createHarvester()
InitFWCampSites()
InitCampSpawnerLevel()
}
void function OnFWGamePlaying()
{
startFWHarvester()
FWAreaThreatLevelThink()
StartFWCampThink()
InitTurretSettings()
FWPlayerObjectiveState()
HACK_ForceDestroyNPCs()
}
void function OnFWPlayerConnected( entity player )
{
InitFWPlayers( player )
}
void function OnFWPlayerClassChanged( entity player )
{
// give player a friendly highlight
Highlight_SetFriendlyHighlight( player, "fw_friendly" )
}
void function OnFWPlayerKilled( entity victim, entity attacker, var damageInfo )
{
HandleFWPlayerKilledScoreEvent( victim, attacker )
}
void function OnFWPilotBecomesTitan( entity player, entity titan )
{
// objective stuff
SetTitanObjective( player, titan )
}
void function OnFWTitanBecomesPilot( entity player, entity titan )
{
// objective stuff
SetPilotObjective( player, titan )
}
//////////////////////////////////
///// CALLBACK FUNCTIONS END /////
//////////////////////////////////
/////////////////////////////////
///// SCORE EVENT FUNCTIONS /////
/////////////////////////////////
void function InitFWScoreEvents()
{
// common scoreEvents
ScoreEvent_SetEarnMeterValues( "KillHeavyTurret", 0.0, 0.20 ) // can only adds to titan's in this mode
// fw special: save for later use of scoreEvents
// combat
ScoreEvent_SetEarnMeterValues( "FortWarAssault", 0.0, 0.05, 0.0 ) // titans don't earn
ScoreEvent_SetEarnMeterValues( "FortWarDefense", 0.0, 0.05, 0.0 ) // titans don't earn
ScoreEvent_SetEarnMeterValues( "FortWarPerimeterDefense", 0.0, 0.05 ) // unused
ScoreEvent_SetEarnMeterValues( "FortWarSiege", 0.0, 0.05 ) // unused
ScoreEvent_SetEarnMeterValues( "FortWarSnipe", 0.0, 0.05 ) // unused
// constructions
ScoreEvent_SetEarnMeterValues( "FortWarBaseConstruction", 0.0, 0.15 )
ScoreEvent_SetEarnMeterValues( "FortWarForwardConstruction", 0.0, 0.15 )
ScoreEvent_SetEarnMeterValues( "FortWarInvasiveConstruction", 0.0, 0.25 ) // unused
ScoreEvent_SetEarnMeterValues( "FortWarResourceDenial", 0.0, 0.05 ) // unused
ScoreEvent_SetEarnMeterValues( "FortWarSecuringGatheredResources", 0.0, 0.05 ) // unused
// tower
ScoreEvent_SetEarnMeterValues( "FortWarTowerDamage", 0.0, 0.10, 0.0 ) // using the const FW_HARVESTER_DAMAGE_SEGMENT, titans don't earn
ScoreEvent_SetEarnMeterValues( "FortWarTowerDefense", 0.0, 0.10, 0.0 ) // titans don't earn
ScoreEvent_SetEarnMeterValues( "FortWarShieldDestroyed", 0.0, 0.15 )
// turrets
ScoreEvent_SetEarnMeterValues( "FortWarTeamTurretControlBonus_One", 0.0, 0.15, 0.5 ) // give more meter if no turret left
ScoreEvent_SetEarnMeterValues( "FortWarTeamTurretControlBonus_Two", 0.0, 0.15, 0.5 )
ScoreEvent_SetEarnMeterValues( "FortWarTeamTurretControlBonus_Three", 0.0, 0.10, 0.5 )
ScoreEvent_SetEarnMeterValues( "FortWarTeamTurretControlBonus_Four", 0.0, 0.10, 0.5 ) // give less meter if controlled most turrets
ScoreEvent_SetEarnMeterValues( "FortWarTeamTurretControlBonus_Five", 0.0, 0.05, 0.5 )
ScoreEvent_SetEarnMeterValues( "FortWarTeamTurretControlBonus_Six", 0.0, 0.05, 0.5 )
}
// consider this means victim recently damaged harvester
const float TOWER_DEFENSE_REQURED_TIME = 10.0
void function HandleFWPlayerKilledScoreEvent( entity victim, entity attacker )
{
// this function only handles player's kills
if( !attacker.IsPlayer() )
return
// suicide don't get scores
if( attacker == victim )
return
int attackerTeam = attacker.GetTeam()
int victimTeam = victim.GetTeam()
string scoreEvent = ""
int secondaryScore = 0
entity attackerHarvester = FW_GetTeamHarvesterProp( attackerTeam )
if( FW_IsPlayerInEnemyTerritory( victim ) ) // victim is in enemy territory
{
scoreEvent = "FortWarDefense" // enemy earn score from defense
secondaryScore = POINTVALUE_FW_DEFENSE
}
if( FW_IsPlayerInFriendlyTerritory( victim ) ) // victim is in friendly territory
{
scoreEvent = "FortWarAssault" // enemy earn score from assault
secondaryScore = POINTVALUE_FW_ASSAULT
}
if( victim in file.playerDamageHarvester ) // victim has damaged the harvester this life
{
float damageTime = file.playerDamageHarvester[ victim ].recentDamageTime
// is victim recently damaged havester?
if( damageTime + TOWER_DEFENSE_REQURED_TIME >= Time() )
{
scoreEvent = "FortWarTowerDefense" // you defend the tower!
secondaryScore = POINTVALUE_FW_TOWER_DEFENSE
}
}
if( scoreEvent != "" )
{
AddPlayerScore( attacker, scoreEvent, victim )
attacker.AddToPlayerGameStat( PGS_DEFENSE_SCORE, secondaryScore )
}
}
/////////////////////////////////////
///// SCORE EVENT FUNCTIONS END /////
/////////////////////////////////////
//////////////////////////////////////
///// FACTION DIALOGUE FUNCTIONS /////
//////////////////////////////////////
const float FW_TERRYTORY_DIALOGUE_DEBOUNCE = 5.0
// WORKING IN PROGRESS
bool function TryFWTerritoryDialogue( entity territory, entity player )
{
bool thisTimeIsTitan = player.IsTitan()
int terrTeam = territory.GetTeam()
int enemyTeam = GetOtherTeam( terrTeam )
bool sameTeam = terrTeam == player.GetTeam()
bool isInDebounce = file.teamTerrLastConnectTime[ terrTeam ] + FW_TERRYTORY_DIALOGUE_DEBOUNCE >= Time()
// the territory trigger will only save players and titans
array<entity> allEntsInside = GetAllEntitiesInTrigger( territory )
allEntsInside.removebyvalue( null ) // since we're using a fake trigger, need to check this
array<entity> friendliesInside // this means territory's friendly team
array<entity> enemiesInside // this means territory's enemy team
array<entity> enemyTitansInside
foreach( entity ent in allEntsInside )
{
if( !IsValid( ent ) ) // since we're using a fake trigger, need to check this
continue
if( ent.GetTeam() == terrTeam )
friendliesInside.append( ent )
}
foreach( entity ent in allEntsInside )
{
if( !IsValid( ent ) ) // since we're using a fake trigger, need to check this
continue
if( ent.GetTeam() != terrTeam )
enemiesInside.append( ent )
}
foreach( entity enemy in enemiesInside )
{
if( !IsValid( enemy ) ) // since we're using a fake trigger, need to check this
continue
if( enemy.IsTitan() )
enemyTitansInside.append( enemy )
}
print( "enemy in territory: " + string( enemiesInside.len() ) )
print( "friendly in territory: " + string( friendliesInside.len() ) )
print( "sameTeam: " + string( sameTeam ) )
print( "isInDebounce: " + string( isInDebounce ) )
print( "thisTimeIsTitan: " + string( thisTimeIsTitan ) )
if( enemiesInside.len() > 3 || friendliesInside.len() > 1 ) // already have some players triggered dialogue
return false
// notify player enemy's behaves
if( !sameTeam ) // player is not the same team as territory
{
// consider this means all enemies has left friendly territory, should use a debounce
if( enemiesInside.len() == 0 && !isInDebounce )
{
PlayFactionDialogueToTeam( "fortwar_terEnemyExpelled", terrTeam )
return true
}
// has more than 3 titans inside including new one, ignores debounce
else if( enemyTitansInside.len() >= 3 && thisTimeIsTitan )
{
PlayFactionDialogueToTeam( "fortwar_terPresentEnemyTitans", terrTeam )
return true
}
// only the player inside terrytory
else if( enemyTitansInside.len() == 1 )
{
// entered territory as titan, ignores debounce
if( thisTimeIsTitan )
{
PlayFactionDialogueToTeam( "fortwar_terEnteredEnemyPilot", terrTeam )
return true
}
// entered territory as pilot
else if( !isInDebounce )
{
PlayFactionDialogueToTeam( "fortwar_terEnteredEnemyPilot", terrTeam )
return true
}
}
// notify player friendly's behaves
// consider this means all friendlies has left enemy territory
if( friendliesInside.len() == 0 && !sameTeam && !isInDebounce )
{
PlayFactionDialogueToTeam( "fortwar_terFriendlyExpelled", terrTeam )
return true
}
}
return false
}
//////////////////////////////////////////
///// FACTION DIALOGUE FUNCTIONS END /////
//////////////////////////////////////////
/////////////////////////////////////////
///// GAMEMODE INITIALIZE FUNCTIONS /////
/////////////////////////////////////////
void function LoadEntities()
{
// info_target
foreach ( entity info_target in GetEntArrayByClass_Expensive( "info_target" ) )
{
if( info_target.HasKey( "editorclass" ) )
{
switch( info_target.kv.editorclass )
{
case "info_fw_team_tower":
if ( info_target.GetTeam() == TEAM_IMC )
{
file.harvesterImc_info = info_target
//print("fw_tower tracker spawned")
}
if ( info_target.GetTeam() == TEAM_MILITIA )
{
file.harvesterMlt_info = info_target
//print("fw_tower tracker spawned")
}
break
case "info_fw_camp":
file.camps.append( info_target )
//InitCampTracker( info_target )
//print("fw_camp spawned")
break
case "info_fw_turret_site":
string idString = expect string(info_target.kv.turretId)
int id = int( info_target.kv.turretId )
//print("info_fw_turret_siteID : " + idString )
// set this for replace function to find
TurretSiteStruct turretsite
file.turretsites.append( turretsite )
turretsite.site = info_target
// create turret, spawn with no team and set it after game starts
entity turret = CreateNPC( "npc_turret_mega", TEAM_UNASSIGNED, info_target.GetOrigin(), info_target.GetAngles() )
SetSpawnOption_AISettings( turret, "npc_turret_mega_fortwar" )
DispatchSpawn( turret )
turretsite.turret = turret
// init turret settings
turret.s.minimapstate <- null // entity, for saving turret's minimap handler
turret.s.baseTurret <- false // bool, is this turret from base
turret.s.turretflagid <- "" // string, turret's id like "1", "2", "3"
turret.s.lastDamagedTime <- 0.0 // float, for showing turret underattack icons
turret.s.relatedBatteryPort <- null // entity, corssfile
// minimap icons holder
entity minimapstate = CreateEntity( "prop_script" )
minimapstate.SetValueForModelKey( info_target.GetModelName() ) // these info must have model to work
minimapstate.Hide() // hide the model! it will still work on minimaps
minimapstate.SetOrigin( info_target.GetOrigin() )
minimapstate.SetAngles( info_target.GetAngles() )
//SetTeam( minimapstate, info_target.GetTeam() ) // setTeam() for icons is done in TurretStateWatcher()
minimapstate.kv.solid = SOLID_VPHYSICS
DispatchSpawn( minimapstate )
// show on minimaps
minimapstate.Minimap_AlwaysShow( TEAM_IMC, null )
minimapstate.Minimap_AlwaysShow( TEAM_MILITIA, null )
minimapstate.Minimap_SetCustomState( eMinimapObject_prop_script.FW_BUILDSITE_SHIELDED )
turretsite.minimapstate = minimapstate
turret.s.minimapstate = minimapstate
break
}
}
}
// script_ref
foreach ( entity script_ref in GetEntArrayByClass_Expensive( "script_ref" ) )
{
if( script_ref.HasKey( "editorclass" ) )
{
switch( script_ref.kv.editorclass )
{
case "info_fw_foundation_plate":
entity prop = CreatePropScript( script_ref.GetModelName(), script_ref.GetOrigin(), script_ref.GetAngles(), 6 )
break
case "info_fw_battery_port":
entity batteryPort = CreatePropScript( script_ref.GetModelName(), script_ref.GetOrigin(), script_ref.GetAngles(), 6 )
FW_InitBatteryPort(batteryPort)
break
}
}
}
// trigger_multiple
foreach ( entity trigger_multiple in GetEntArrayByClass_Expensive( "trigger_multiple" ) )
{
if( trigger_multiple.HasKey( "editorclass" ) )
{
switch( trigger_multiple.kv.editorclass )
{
case "trigger_fw_territory":
SetupFWTerritoryTrigger( trigger_multiple )
break
}
}
}
// maybe for tick_spawning reapers?
ValidateAndFinalizePendingStationaryPositions()
}
void function InitCampSpawnerLevel() // can edit this to make more spawns, alertLevel icons supports max to lv3( 0,1,2 )
{
// lv1 spawns: grunts
CampSpawnStruct campSpawnLv1
campSpawnLv1.spawnContent = "npc_soldier"
campSpawnLv1.maxSpawnCount = FW_GRUNT_MAX_DEPLOYED
campSpawnLv1.countPerSpawn = 4 // how many npcs to deploy per spawn, for droppods most be 4
campSpawnLv1.killsToEscalate = FW_GRUNT_COUNT / 2
file.fwNpcLevel[0] <- campSpawnLv1
// lv2 spawns: spectres
CampSpawnStruct campSpawnLv2
campSpawnLv2.spawnContent = "npc_spectre"
campSpawnLv2.maxSpawnCount = FW_SPECTRE_MAX_DEPLOYED
campSpawnLv2.countPerSpawn = 4 // how many npcs to deploy per spawn, for droppods most be 4
campSpawnLv2.killsToEscalate = FW_SPECTRE_COUNT / 2
file.fwNpcLevel[1] <- campSpawnLv2
// lv3 spawns: reapers
CampSpawnStruct campSpawnLv3
campSpawnLv3.spawnContent = "npc_super_spectre"
campSpawnLv3.maxSpawnCount = FW_REAPER_MAX_DEPLOYED
campSpawnLv3.countPerSpawn = 1 // how many npcs to deploy per spawn
campSpawnLv3.killsToEscalate = FW_REAPER_COUNT / 2 // only 1 kill needed to spawn the boss?
file.fwNpcLevel[2] <- campSpawnLv3
}
/////////////////////////////////////////////
///// GAMEMODE INITIALIZE FUNCTIONS END /////
/////////////////////////////////////////////
///////////////////////////////////////
///// PLAYER INITIALIZE FUNCTIONS /////
///////////////////////////////////////
void function InitFWPlayers( entity player )
{
HarvesterDamageStruct emptyStruct
file.playerDamageHarvester[ player ] <- emptyStruct
// objective stuff
player.s.notifiedTitanfall <- false
// notification stuff
player.s.lastTurretNotifyTime <- 0.0
}
///////////////////////////////////////////
///// PLAYER INITIALIZE FUNCTIONS END /////
///////////////////////////////////////////
/////////////////////////////
///// POWERUP FUNCTIONS /////
/////////////////////////////
void function FWAddPowerUpIcon( entity powerup )
{
powerup.Minimap_SetAlignUpright( true )
powerup.Minimap_SetZOrder( MINIMAP_Z_OBJECT )
powerup.Minimap_SetClampToEdge( false )
powerup.Minimap_AlwaysShow( TEAM_MILITIA, null )
powerup.Minimap_AlwaysShow( TEAM_IMC, null )
}
/////////////////////////////////
///// POWERUP FUNCTIONS END /////
/////////////////////////////////
/////////////////////////////
///// AICAMPS FUNCTIONS /////
/////////////////////////////
void function InitFWCampSites()
{
// init here
foreach( entity info_target in file.camps )
{
InitCampTracker( info_target )
}
// camps don't have a id, set them manually
foreach( int index, CampSiteStruct campsite in file.fwCampSites )
{
entity campInfo = campsite.camp
float radius = float( campInfo.kv.radius )
// get droppod spawns
foreach ( entity spawnpoint in SpawnPoints_GetDropPod() )
if ( Distance( campInfo.GetOrigin(), spawnpoint.GetOrigin() ) < radius )
campsite.validDropPodSpawns.append( spawnpoint )
// get titan spawns
foreach ( entity spawnpoint in SpawnPoints_GetTitan() )
if ( Distance( campInfo.GetOrigin(), spawnpoint.GetOrigin() ) < radius )
campsite.validTitanSpawns.append( spawnpoint )
if ( index == 0 )
{
campsite.campId = "A"
SetGlobalNetInt( "fwCampAlertA", 0 )
SetGlobalNetFloat( "fwCampStressA", 0.0 ) // start from empty
SetLocationTrackerID( campsite.tracker, 0 )
file.trackedCampNPCSpawns["A"] <- {}
continue
}
if ( index == 1 )
{
campsite.campId = "B"
SetGlobalNetInt( "fwCampAlertB", 0 )
SetGlobalNetFloat( "fwCampStressB", 0.0 ) // start from empty
SetLocationTrackerID( campsite.tracker, 1 )
file.trackedCampNPCSpawns["B"] <- {}
continue
}
if ( index == 2 )
{
campsite.campId = "C"
SetGlobalNetInt( "fwCampAlertC", 0 )
SetGlobalNetFloat( "fwCampStressC", 0.0 ) // start from empty
SetLocationTrackerID( campsite.tracker, 2 )
file.trackedCampNPCSpawns["C"] <- {}
continue
}
}
}
void function InitCampTracker( entity camp )
{
//print("InitCampTracker")
CampSiteStruct campsite
campsite.camp = camp
file.fwCampSites.append( campsite )
entity placementHelper = CreateEntity( "info_placement_helper" )
placementHelper.SetOrigin( camp.GetOrigin() ) // tracker needs a owner to display
campsite.info = placementHelper
DispatchSpawn( placementHelper )
float radius = float( camp.kv.radius ) // radius to show up icon and spawn ais
entity tracker = GetAvailableCampLocationTracker()
tracker.SetOwner( placementHelper )
campsite.tracker = tracker
SetLocationTrackerRadius( tracker, radius )
DispatchSpawn( tracker )
}
void function StartFWCampThink()
{
foreach( CampSiteStruct camp in file.fwCampSites )
{
//print( "has " + string( file.fwCampSites.len() ) + " camps in total" )
//print( "campId is " + camp.campId )
thread FWAiCampThink( camp )
}
}
// this is not using respawn's remaining code!
void function FWAiCampThink( CampSiteStruct campsite )
{
string campId = campsite.campId
string alertVarName = "fwCampAlert" + campId
string stressVarName = "fwCampStress" + campId
bool firstSpawn = true
while( GamePlayingOrSuddenDeath() )
{
wait WAVE_STATE_TRANSITION_TIME
int alertLevel = GetGlobalNetInt( alertVarName )
//print( "campsite" + campId + ".ignoredSinceLastClean: " + string( campsite.ignoredSinceLastClean ) )
if( campsite.ignoredSinceLastClean >= FW_CAMP_IGNORE_NEEDED && alertLevel > 0 ) // has been ignored many times, level > 0
alertLevel = 0 // reset level
else if( !firstSpawn ) // not the first spawn!
alertLevel += 1 // level up
if( alertLevel >= FW_MAX_LEVELS - 1 ) // reached max level?
alertLevel = FW_MAX_LEVELS - 1 // stay
// update netVars, don't know how client update these, sometimes they can't catch up
SetGlobalNetInt( alertVarName, alertLevel )
SetGlobalNetFloat( stressVarName, 1.0 ) // refill
// under attack, clean this
campsite.ignoredSinceLastClean = 0
CampSpawnStruct curSpawnStruct = file.fwNpcLevel[alertLevel]
string npcToSpawn = curSpawnStruct.spawnContent
int maxSpawnCount = curSpawnStruct.maxSpawnCount
int countPerSpawn = curSpawnStruct.countPerSpawn
int killsToEscalate = curSpawnStruct.killsToEscalate
// for this time's loop
file.trackedCampNPCSpawns[campId] = {}
int killsNeeded = killsToEscalate
int lastNpcLeft
while( true )
{
WaitFrame()
//print( alertVarName + " : " + string( GetGlobalNetInt( alertVarName ) ) )
//print( stressVarName + " : " + string( GetGlobalNetFloat( stressVarName ) ) )
//print( "campsite" + campId + ".ignoredSinceLastClean: " + string( campsite.ignoredSinceLastClean ) )
if( !( npcToSpawn in file.trackedCampNPCSpawns[campId] ) ) // init it
file.trackedCampNPCSpawns[campId][npcToSpawn] <- 0
int npcsLeft = file.trackedCampNPCSpawns[campId][npcToSpawn]
killsNeeded -= lastNpcLeft - npcsLeft
if( killsNeeded <= 0 ) // check if needs more kills
{
SetGlobalNetFloat( stressVarName, 0.0 ) // empty
AddIgnoredCountToOtherCamps( campsite )
break
}
// update stress bar
float campStressLeft = float( killsNeeded ) / float( killsToEscalate )
SetGlobalNetFloat( stressVarName, campStressLeft )
//print( "campStressLeft: " + string( campStressLeft ) )
if( maxSpawnCount - npcsLeft >= countPerSpawn && killsNeeded >= countPerSpawn ) // keep spawning
{
// spawn functions, for fw we only spawn one kind of enemy each time
// light units
if( npcToSpawn == "npc_soldier"
|| npcToSpawn == "npc_spectre"
|| npcToSpawn == "npc_stalker" )
thread FW_SpawnDroppodSquad( campsite, npcToSpawn )
// reapers
if( npcToSpawn == "npc_super_spectre" )
thread FW_SpawnReaper( campsite )
file.trackedCampNPCSpawns[campId][npcToSpawn] += countPerSpawn
// titans?
//else if( npcToSpawn == "npc_titan" )
//{
// file.trackedCampNPCSpawns[campId][npcToSpawn] += 4
//}
}
lastNpcLeft = file.trackedCampNPCSpawns[campId][npcToSpawn]
}
// first loop ends
firstSpawn = false
}
}
void function AddIgnoredCountToOtherCamps( CampSiteStruct senderCamp )
{
foreach( CampSiteStruct camp in file.fwCampSites )
{
//print( "senderCampId is: " + senderCamp.campId )
//print( "curCampId is " + camp.campId )
if( camp.campId != senderCamp.campId ) // other camps
{
camp.ignoredSinceLastClean += 1
}
}
}
// functions from at
void function FW_SpawnDroppodSquad( CampSiteStruct campsite, string aiType )
{
entity spawnpoint
if ( campsite.validDropPodSpawns.len() == 0 )
spawnpoint = campsite.tracker // no spawnPoints valid, use camp itself to spawn
else
spawnpoint = campsite.validDropPodSpawns.getrandom()
// add variation to spawns
wait RandomFloat( 1.0 )
AiGameModes_SpawnDropPod( spawnpoint.GetOrigin(), spawnpoint.GetAngles(), FW_AI_TEAM, aiType, void function( array<entity> guys ) : ( campsite, aiType )
{
FW_HandleSquadSpawn( guys, campsite, aiType )
})
}
void function FW_HandleSquadSpawn( array<entity> guys, CampSiteStruct campsite, string aiType )
{
foreach ( entity guy in guys )
{
guy.EnableNPCFlag( NPC_ALLOW_PATROL | NPC_ALLOW_HAND_SIGNALS | NPC_ALLOW_FLEE ) // NPC_ALLOW_INVESTIGATE is not allowed
guy.SetScriptName( FW_NPC_SCRIPTNAME ) // well no need
// show on minimap to let players kill them
guy.Minimap_AlwaysShow( TEAM_MILITIA, null )
guy.Minimap_AlwaysShow( TEAM_IMC, null )
// untrack them on death
thread FW_WaitToUntrackNPC( guy, campsite.campId, aiType )
}
// at least don't let them running around
thread FW_ForceAssaultInCamp( guys, campsite.camp )
}
void function FW_SpawnReaper( CampSiteStruct campsite )
{
entity spawnpoint
if ( campsite.validDropPodSpawns.len() == 0 )
spawnpoint = campsite.tracker // no spawnPoints valid, use camp itself to spawn
else
spawnpoint = campsite.validDropPodSpawns.getrandom()
// add variation to spawns
wait RandomFloat( 1.0 )
AiGameModes_SpawnReaper( spawnpoint.GetOrigin(), spawnpoint.GetAngles(), FW_AI_TEAM, "npc_super_spectre_aitdm",void function( entity reaper ) : ( campsite )
{
reaper.SetScriptName( FW_NPC_SCRIPTNAME ) // no neet rn
// show on minimap to let players kill them
reaper.Minimap_AlwaysShow( TEAM_MILITIA, null )
reaper.Minimap_AlwaysShow( TEAM_IMC, null )
// at least don't let them running around
thread FW_ForceAssaultInCamp( [reaper], campsite.camp )
// untrack them on death
thread FW_WaitToUntrackNPC( reaper, campsite.campId, "npc_super_spectre" )
})
}
// maybe this will make them stay around the camp
void function FW_ForceAssaultInCamp( array<entity> guys, entity camp )
{
while( true )
{
bool oneGuyValid = false
foreach( entity guy in guys )
{
if( IsValid( guy ) )
{
guy.AssaultPoint( camp.GetOrigin() )
guy.AssaultSetGoalRadius( float( camp.kv.radius ) ) // the camp's radius
guy.AssaultSetFightRadius( 0 )
oneGuyValid = true
}
}
if( !oneGuyValid ) // no guys left
return
wait RandomFloatRange( 10, 15 ) // make randomness
}
}
void function FW_WaitToUntrackNPC( entity guy, string campId, string aiType )
{
guy.WaitSignal( "OnDeath", "OnDestroy" )
if( aiType in file.trackedCampNPCSpawns[ campId ] ) // maybe escalated?
file.trackedCampNPCSpawns[ campId ][ aiType ]--
}
/////////////////////////////////
///// AICAMPS FUNCTIONS END /////
/////////////////////////////////
///////////////////////////////
///// TERRITORY FUNCTIONS /////
///////////////////////////////
void function SetupFWTerritoryTrigger( entity trigger )
{
//print("trigger_fw_territory detected")
file.fwTerritories.append( trigger )
trigger.ConnectOutput( "OnStartTouch", EntityEnterFWTrig )
trigger.ConnectOutput( "OnEndTouch", EntityLeaveFWTrig )
// respawn didn't leave a key for trigger's team, let's set it manually.
if( Distance( trigger.GetOrigin(), file.harvesterMlt_info.GetOrigin() ) > Distance( trigger.GetOrigin(), file.harvesterImc_info.GetOrigin() ) )
SetTeam( trigger, TEAM_IMC )
else
SetTeam( trigger, TEAM_MILITIA )
// init
file.teamTerrLastConnectTime[ trigger.GetTeam() ] <- 0.0
thread FWTerritoryTriggerThink( trigger )
}
// since we're using a trigger_multiple, needs this to remove invalid keys
void function FWTerritoryTriggerThink( entity trigger )
{
trigger.EndSignal( "OnDestroy" )
while( true )
{
if( null in trigger.e.scriptTriggerData.entities )
delete trigger.e.scriptTriggerData.entities[ null ]
WaitFrame()
}
}
void function EntityEnterFWTrig( entity trigger, entity ent, entity caller, var value )
{
if( !IsValid( ent ) ) // post-spawns
return
if( !ent.IsPlayer() && !ent.IsTitan() ) // no neet to add props and grunts i guess
return
// functions that trigger_multiple missing
if( IsValid( ent ) )
{
ScriptTriggerAddEntity( trigger, ent )
thread ScriptTriggerPlayerDisconnectThink( trigger, ent )
//TryFWTerritoryDialogue( trigger, ent ) // WIP
file.teamTerrLastConnectTime[ trigger.GetTeam() ] = Time()
}
if( !IsValid(ent) )
return
if ( ent.IsPlayer() ) // notifications for player
{
MessageToPlayer( ent, eEventNotifications.Clear ) // clean up last message
bool sameTeam = ent.GetTeam() == trigger.GetTeam()
if ( sameTeam )
{
Remote_CallFunction_NonReplay( ent , "ServerCallback_FW_NotifyEnterFriendlyArea" )
ent.SetPlayerNetInt( "indicatorId", 1 ) // 1 means "FRIENDLY TERRITORY"
}
else
{
Remote_CallFunction_NonReplay( ent , "ServerCallback_FW_NotifyEnterEnemyArea" )
ent.SetPlayerNetInt( "indicatorId", 2 ) // 2 means "ENEMY TERRITORY"
}
}
}
void function EntityLeaveFWTrig( entity trigger, entity ent, entity caller, var value )
{
if( !IsValid( ent ) ) // post-spawns
return
if( !ent.IsPlayer() && !ent.IsTitan() ) // no neet to add props and grunts i guess
return
// functions that trigger_multiple missing
if( IsValid( ent ) )
{
if( ent in trigger.e.scriptTriggerData.entities ) // need to check this!
{
ScriptTriggerRemoveEntity( trigger, ent )
//TryFWTerritoryDialogue( trigger, ent ) // WIP
file.teamTerrLastConnectTime[ trigger.GetTeam() ] = Time()
}
}
if( !IsValid(ent) )
return
if ( ent.IsPlayer() ) // notifications for player
{
MessageToPlayer( ent, eEventNotifications.Clear ) // clean up
bool sameTeam = ent.GetTeam() == trigger.GetTeam()
if ( sameTeam )
Remote_CallFunction_NonReplay( ent , "ServerCallback_FW_NotifyExitFriendlyArea" )
else
Remote_CallFunction_NonReplay( ent , "ServerCallback_FW_NotifyExitEnemyArea" )
ent.SetPlayerNetInt( "indicatorId", 4 ) // 4 means "NO MAN'S LAND"
}
}
// globlized!
bool function FW_IsPlayerInFriendlyTerritory( entity player )
{
foreach( entity trigger in file.fwTerritories )
{
if( trigger.GetTeam() == player.GetTeam() ) // is it friendly one?
{
if( GetAllEntitiesInTrigger( trigger ).contains( player ) ) // is player inside?
return true
}
}
return false // can't find the player
}
// globlized!
bool function FW_IsPlayerInEnemyTerritory( entity player )
{
foreach( entity trigger in file.fwTerritories )
{
if( trigger.GetTeam() != player.GetTeam() ) // is it enemy one?
{
if( GetAllEntitiesInTrigger( trigger ).contains( player ) ) // is player inside?
return true
}
}
return false // can't find the player
}
///////////////////////////////////
///// TERRITORY FUNCTIONS END /////
///////////////////////////////////
////////////////////////////////
///// TITANSPAWN FUNCTIONS /////
////////////////////////////////
// territory trigger don't have a kv.radius, let's use a const
// 2800 will pretty much get harvester's near titan startpoints
const float FW_SPAWNPOINT_SEARCH_RADIUS = 2800.0
Point function FW_ReCalculateTitanReplacementPoint( Point basePoint, entity player )
{
int team = player.GetTeam()
// find team's harvester
entity teamHarvester = FW_GetTeamHarvesterProp( team )
if ( !IsValid( teamHarvester ) ) // team's havester has been destroyed!
return basePoint // return given value
if( Distance2D( basePoint.origin, teamHarvester.GetOrigin() ) <= FW_SPAWNPOINT_SEARCH_RADIUS ) // close enough!
return basePoint // this origin is good enough
// if not close enough to base, re-calculate
array<entity> fortWarPoints = FW_GetTitanSpawnPointsForTeam( team )
entity validPoint = GetClosest( fortWarPoints, basePoint.origin )
basePoint.origin = validPoint.GetOrigin()
return basePoint
}
bool function FW_RequestTitanAllowed( entity player, array< string > args )
{
if( !FW_IsPlayerInFriendlyTerritory( player ) ) // is player in friendly base?
{
PlayFactionDialogueToPlayer( "tw_territoryNag", player ) // notify player
TryPlayTitanfallNegativeSoundToPlayer( player )
int objectiveID = 101 // which means "#FW_OBJECTIVE_TITANFALL"
Remote_CallFunction_NonReplay( player, "ServerCallback_FW_SetObjective", objectiveID )
return false
}
return true
}
bool function TryPlayTitanfallNegativeSoundToPlayer( entity player )
{
if( !( "lastNegativeSound" in player.s ) )
player.s.lastNegativeSound <- 0.0 // float
if( player.s.lastNegativeSound + 1.0 > Time() ) // in sound cooldown
return false
// use a sound to notify player they can't titanfall here
EmitSoundOnEntityOnlyToPlayer( player, player, "titan_dryfire" )
player.s.lastNegativeSound = Time()
return true
}
array<entity> function FW_GetTitanSpawnPointsForTeam( int team )
{
array<entity> validSpawnPoints
// find team's harvester
entity teamHarvester = FW_GetTeamHarvesterProp( team )
array<entity> allPoints
// same as _replacement_titans_drop.gnut does
allPoints.extend( GetEntArrayByClass_Expensive( "info_spawnpoint_titan" ) )
allPoints.extend( GetEntArrayByClass_Expensive( "info_spawnpoint_titan_start" ) )
allPoints.extend( GetEntArrayByClass_Expensive( "info_replacement_titan_spawn" ) )
// get valid points from all points
foreach( entity point in allPoints )
{
if( Distance2D( point.GetOrigin(), teamHarvester.GetOrigin() ) <= FW_SPAWNPOINT_SEARCH_RADIUS )
validSpawnPoints.append( point )
}
return validSpawnPoints
}
// some maps have reversed startpoints! we need a hack
const array<string> TITAN_POINT_REVERSED_MAPS =
[
"mp_grave"
]
// "Respawn as Titan" don't follow the rateSpawnPoints, fix it manually
entity function FW_ForcedTitanStartPoint( entity player, entity basePoint )
{
int team = player.GetTeam()
if ( TITAN_POINT_REVERSED_MAPS.contains( GetMapName() ) )
team = GetOtherTeam( player.GetTeam() )
array<entity> startPoints = SpawnPoints_GetTitanStart( team )
entity validPoint = startPoints[ RandomInt( startPoints.len() ) ] // choose a random( maybe not safe ) start point
return validPoint
}
////////////////////////////////////
///// TITANSPAWN FUNCTIONS END /////
////////////////////////////////////
/////////////////////////////////
///// THREATLEVEL FUNCTIONS /////
/////////////////////////////////
void function FWAreaThreatLevelThink()
{
thread FWAreaThreatLevelThink_Threaded()
}
void function FWAreaThreatLevelThink_Threaded()
{
entity imcTerritory
entity mltTerritory
foreach( entity territory in file.fwTerritories )
{
if( territory.GetTeam() == TEAM_IMC )
imcTerritory = territory
else
mltTerritory = territory
}
float lastWarningTime // for debounce
bool warnImcTitanApproach
bool warnMltTitanApproach
bool warnImcTitanInArea
bool warnMltTitanInArea
while( GamePlayingOrSuddenDeath() )
{
//print( " imc threat level is: " + string( GetGlobalNetInt( "imcTowerThreatLevel" ) ) )
//print( " mlt threat level is: " + string( GetGlobalNetInt( "milTowerThreatLevel" ) ) )
float imcLastDamage = fw_harvesterImc.lastDamage
float mltLastDamage = fw_harvesterMlt.lastDamage
bool imcShieldDown = fw_harvesterImc.harvesterShieldDown
bool mltShieldDown = fw_harvesterMlt.harvesterShieldDown
// imc threatLevel
if( imcLastDamage + FW_HARVESTER_DAMAGED_DEBOUNCE >= Time() && imcShieldDown )
SetGlobalNetInt( "imcTowerThreatLevel", 3 ) // 3 will show a "harvester being damaged" warning to player
else if( warnImcTitanInArea )
SetGlobalNetInt( "imcTowerThreatLevel", 2 ) // 2 will show a "titan in area" warning to player
else if( warnImcTitanApproach )
SetGlobalNetInt( "imcTowerThreatLevel", 1 ) // 1 will show a "titan approach" waning to player
else
SetGlobalNetInt( "imcTowerThreatLevel", 0 ) // 0 will hide all warnings
// militia threatLevel
if( mltLastDamage + FW_HARVESTER_DAMAGED_DEBOUNCE >= Time() && mltShieldDown )
SetGlobalNetInt( "milTowerThreatLevel", 3 ) // 3 will show a "harvester being damaged" warning to player
else if( warnMltTitanInArea )
SetGlobalNetInt( "milTowerThreatLevel", 2 ) // 2 will show a "titan in area" warning to player
else if( warnMltTitanApproach )
SetGlobalNetInt( "milTowerThreatLevel", 1 ) // 1 will show a "titan approach" waning to player
else
SetGlobalNetInt( "milTowerThreatLevel", 0 ) // 0 will hide all warnings
// clean it here
warnImcTitanInArea = false
warnMltTitanInArea = false
warnImcTitanApproach = false
warnMltTitanApproach = false
// get valid titans
array<entity> allTitans = GetNPCArrayByClass( "npc_titan" )
array<entity> allPlayers = GetPlayerArray()
foreach( entity player in allPlayers )
{
if( IsAlive( player ) && player.IsTitan() )
{
allTitans.append( player )
}
}
// check threats
array<entity> imcEntArray = GetAllEntitiesInTrigger( imcTerritory )
array<entity> mltEntArray = GetAllEntitiesInTrigger( mltTerritory )
imcEntArray.removebyvalue( null ) // since we're using a fake trigger, need to check this
mltEntArray.removebyvalue( null )
foreach( entity ent in imcEntArray )
{
//print( ent )
if( !IsValid( ent ) ) // since we're using a fake trigger, need to check this
continue
if( ent.IsPlayer() || ent.IsNPC() )
{
if( ent.IsTitan() && ent.GetTeam() != TEAM_IMC )
warnImcTitanInArea = true
}
}
foreach( entity ent in mltEntArray )
{
//print( ent )
if( !IsValid( ent ) ) // since we're using a fake trigger, need to check this
continue
if( ent.IsPlayer() || ent.IsNPC() )
{
if( ent.IsTitan() && ent.GetTeam() != TEAM_MILITIA )
warnMltTitanInArea = true
}
}
foreach( entity titan in allTitans )
{
if( !imcEntArray.contains( titan )
&& !mltEntArray.contains( titan )
&& titan.GetTeam() != TEAM_IMC
&& !titan.e.isHotDropping )
warnImcTitanApproach = true // this titan must be in natural space
if( !mltEntArray.contains( titan )
&& !imcEntArray.contains( titan )
&& titan.GetTeam() != TEAM_MILITIA
&& !titan.e.isHotDropping )
warnMltTitanApproach = true // this titan must be in natural space
}
WaitFrame()
}
}
/////////////////////////////////////
///// THREATLEVEL FUNCTIONS END /////
/////////////////////////////////////
////////////////////////////
///// TURRET FUNCTIONS /////
////////////////////////////
void function OnFWTurretSpawned( entity turret )
{
turret.EnableTurret() // always enabled
SetDefaultMPEnemyHighlight( turret ) // for sonar highlights to work
AddEntityCallback_OnDamaged( turret, OnMegaTurretDamaged )
thread FWTurretHighlightThink( turret )
}
// this will clear turret's highlight upon their death, for notifying players to fix them
void function FWTurretHighlightThink( entity turret )
{
turret.EndSignal( "OnDestroy" )
WaitFrame() // wait a frame for other turret spawn options to set up
Highlight_SetFriendlyHighlight( turret, "fw_friendly" ) // initialize the highlight, they will show upon player's next respawn
turret.WaitSignal( "OnDeath" )
Highlight_ClearFriendlyHighlight( turret )
}
// for battery_port, replace the turret with new one
entity function FW_ReplaceMegaTurret( entity perviousTurret )
{
if( !IsValid( perviousTurret ) ) // previous turret not exist!
return
entity turret = CreateNPC( "npc_turret_mega", perviousTurret.GetTeam(), perviousTurret.GetOrigin(), perviousTurret.GetAngles() )
SetSpawnOption_AISettings( turret, "npc_turret_mega_fortwar" )
DispatchSpawn( turret )
// apply settings to new turret, must up on date
turret.s.baseTurret <- perviousTurret.s.baseTurret
turret.s.minimapstate <- perviousTurret.s.minimapstate
turret.s.turretflagid <- perviousTurret.s.turretflagid
turret.s.lastDamagedTime <- perviousTurret.s.lastDamagedTime
turret.s.relatedBatteryPort <- perviousTurret.s.relatedBatteryPort
int maxHealth = perviousTurret.GetMaxHealth()
int maxShield = perviousTurret.GetShieldHealthMax()
turret.SetMaxHealth( maxHealth )
turret.SetHealth( maxHealth )
turret.SetShieldHealth( maxShield )
turret.SetShieldHealthMax( maxShield )
// update turretSiteStruct
foreach( TurretSiteStruct turretsite in file.turretsites )
{
if( turretsite.turret == perviousTurret )
{
turretsite.turret = turret // only changed this
}
}
perviousTurret.Destroy() // destroy previous one
return turret
}
// avoid notifications overrides itself
const float TURRET_NOTIFICATION_DEBOUNCE = 10.0
void function OnMegaTurretDamaged( entity turret, var damageInfo )
{
int damageSourceID = DamageInfo_GetDamageSourceIdentifier( damageInfo )
entity attacker = DamageInfo_GetAttacker( damageInfo )
float damageAmount = DamageInfo_GetDamage( damageInfo )
int scriptType = DamageInfo_GetCustomDamageType( damageInfo )
int turretTeam = turret.GetTeam()
if ( !damageSourceID && !damageAmount && !attacker )
return
if( turret.GetShieldHealth() - damageAmount <= 0 && scriptType != damageTypes.rodeoBatteryRemoval ) // this shot breaks shield
{
if ( !attacker.IsTitan() && !IsSuperSpectre( attacker ) )
{
if( attacker.IsPlayer() && attacker.GetTeam() != turret.GetTeam() ) // good to have
{
// avoid notifications overrides itself
if( attacker.s.lastTurretNotifyTime + TURRET_NOTIFICATION_DEBOUNCE < Time() )
{
MessageToPlayer( attacker, eEventNotifications.Clear ) // clean up last message
MessageToPlayer( attacker, eEventNotifications.TurretTitanDamageOnly )
attacker.s.lastTurretNotifyTime = Time()
}
}
DamageInfo_SetDamage( damageInfo, turret.GetShieldHealth() ) // destroy shields
return
}
}
// successfully damaged turret
turret.s.lastDamagedTime = Time()
if ( damageSourceID == eDamageSourceId.mp_titanweapon_heat_shield ||
damageSourceID == eDamageSourceId.mp_titanweapon_meteor_thermite ||
damageSourceID == eDamageSourceId.mp_titanweapon_flame_wall ||
damageSourceID == eDamageSourceId.mp_titanability_slow_trap ||
damageSourceID == eDamageSourceId.mp_titancore_flame_wave_secondary
) // scorch's thermite damages
DamageInfo_SetDamage( damageInfo, DamageInfo_GetDamage( damageInfo )/2 ) // nerf scorch
// faction dialogue
damageAmount = DamageInfo_GetDamage( damageInfo )
if( turret.GetHealth() - damageAmount <= 0 ) // turret killed this shot
{
if( GamePlayingOrSuddenDeath() )
PlayFactionDialogueToTeam( "fortwar_turretDestroyedFriendly", turretTeam )
}
}
void function InitTurretSettings()
{
foreach( TurretSiteStruct turretSite in file.turretsites )
{
entity turret = turretSite.turret
entity minimapstate = turretSite.minimapstate
int teamNum = turretSite.site.GetTeam()
int id = int( string( turretSite.site.kv.turretId ) )
string idString = string( id + 1 )
int team = int( string( turretSite.site.kv.teamnumber ) )
int stateFlag = 1 // netural
// spawn with teamNumber?
if( team == TEAM_IMC || team == TEAM_MILITIA )
turret.s.baseTurret = true
//SetTeam( minimapstate, team ) // setTeam() for icons is done in TurretStateWatcher()
SetTeam( turret, team )
//print( "Try to set globatNetEnt: " + "turretSite" + idString )
turret.s.turretflagid = idString
turretSite.turretflagid = idString
thread TurretStateWatcher( turretSite )
}
}
// about networkvar "turretStateFlags" value
// 1 means destoryed/netural
// 2 means imc turret
// 4 means mlt turret
// 10 means shielded imc turret
// 13 means shielded mlt turret
// 16 means destoryed/netural being attacked
// 18 means imc turret being attacked
// 20 means mlt turret being attacked
// 26 means shielded imc turret being attacked
// 28 means shielded mlt turret being attacked
// unsure:
// 24 means destroyed imc turret being attacked?
// 40 means destroyed imc turret?
// 48 means destroyed mlt turret being attacked?
const int TURRET_DESTROYED_FLAG = 1
const int TURRET_NATURAL_FLAG = 1
const int TURRET_IMC_FLAG = 2
const int TURRET_MLT_FLAG = 4
const int TURRET_SHIELDED_IMC_FLAG = 10
const int TURRET_SHIELDED_MLT_FLAG = 13
const int TURRET_UNDERATTACK_NATURAL_FLAG = 16
const int TURRET_UNDERATTACK_IMC_FLAG = 18
const int TURRET_UNDERATTACK_MLT_FLAG = 20
// natural turret noramlly can't get shielded
const int TURRET_SHIELDED_UNDERATTACK_IMC_FLAG = 26
const int TURRET_SHIELDED_UNDERATTACK_MLT_FLAG = 28
void function TurretStateWatcher( TurretSiteStruct turretSite )
{
entity mapIcon = turretSite.minimapstate
entity turret = turretSite.turret
entity batteryPort = expect entity( turret.s.relatedBatteryPort )
int turretHealth = GetCurrentPlaylistVarInt( "fw_turret_health", FW_DEFAULT_TURRET_HEALTH )
int turretShield = GetCurrentPlaylistVarInt( "fw_turret_shield", FW_DEFAULT_TURRET_SHIELD )
turret.SetMaxHealth( turretHealth )
turret.SetHealth( turretHealth )
turret.SetShieldHealthMax( turretShield )
string idString = turretSite.turretflagid
string siteVarName = "turretSite" + idString
string stateVarName = "turretStateFlags" + idString
// battery overlay icons holder
entity overlayState = CreateEntity( "prop_script" )
overlayState.SetValueForModelKey( $"models/communication/flag_base.mdl" ) // requires a model to show overlays
overlayState.Hide() // this can still show players overlay icons
overlayState.SetOrigin( batteryPort.GetOrigin() ) // tracking batteryPort's positions
overlayState.SetAngles( batteryPort.GetAngles() )
overlayState.kv.solid = SOLID_VPHYSICS
DispatchSpawn( overlayState )
svGlobal.levelEnt.EndSignal( "CleanUpEntitiesForRoundEnd" ) // end dialogues is good
mapIcon.EndSignal( "OnDestroy" ) // mapIcon should be valid all time, tracking it
batteryPort.EndSignal( "OnDestroy" ) // also track this
overlayState.EndSignal( "OnDestroy" )
SetGlobalNetEnt( siteVarName, overlayState ) // tracking batteryPort's positions and team
SetGlobalNetInt( stateVarName, TURRET_NATURAL_FLAG ) // init for all turrets
int lastFrameTeam
bool lastFrameIsAlive
while( true )
{
WaitFrame() // start of the loop
turret = turretSite.turret // need to keep updating, for sometimes it being replaced
if( !IsValid( turret ) ) // replacing turret this frame
continue // skip the loop once
bool isBaseTurret = expect bool( turret.s.baseTurret )
int turretTeam = turret.GetTeam()
bool turretAlive = IsAlive( turret )
bool changedTeamThisFrame = lastFrameTeam != turretTeam // turret has changed team?
bool killedThisFrame = lastFrameIsAlive != turretAlive // turret has no health left?
if( !turretAlive ) // turret down, waiting to be repaired
{
if( !isBaseTurret ) // never reset base turret's team
{
SetTeam( turret, TEAM_UNASSIGNED )
SetTeam( mapIcon, TEAM_UNASSIGNED )
SetTeam( batteryPort, TEAM_UNASSIGNED )
SetTeam( overlayState, TEAM_UNASSIGNED )
batteryPort.SetUsableByGroup( "pilot" ) // show hints to any pilot
}
SetGlobalNetInt( stateVarName, TURRET_DESTROYED_FLAG )
continue
}
// wrong dialogue, it will say "The turret you requested is on the way"
//if( changedTeamThisFrame ) // has been hacked!
// PlayFactionDialogueToTeam( "fortwar_turretDeployFriendly", turretTeam )
int iconTeam = turretTeam == TEAM_BOTH ? TEAM_UNASSIGNED : turretTeam // specific check
SetTeam( mapIcon, iconTeam ) // update icon's team
SetTeam( batteryPort, turretTeam ) // update batteryPort's team
SetTeam( overlayState, iconTeam ) // update overlayEnt's team
if( turretTeam != TEAM_BOTH && turretTeam != TEAM_UNASSIGNED ) // not a natural turret nor dead
batteryPort.SetUsableByGroup( "friendlies pilot" ) // only show hint to friendlies
float lastDamagedTime = expect float( turret.s.lastDamagedTime )
int stateFlag = TURRET_NATURAL_FLAG
// imc states
if( iconTeam == TEAM_IMC )
{
if( lastDamagedTime + FW_TURRET_DAMAGED_DEBOUNCE >= Time() ) // recent underattack
{
if( turret.GetShieldHealth() > 0 ) // has shields
stateFlag = TURRET_SHIELDED_UNDERATTACK_IMC_FLAG
else
stateFlag = TURRET_UNDERATTACK_IMC_FLAG
// these dialogue have 30s debounce inside
if( isBaseTurret )
PlayFactionDialogueToTeam( "fortwar_baseTurretsUnderAttack", TEAM_IMC )
else
PlayFactionDialogueToTeam( "fortwar_awayTurretsUnderAttack", TEAM_IMC )
}
else if( turret.GetShieldHealth() > 0 ) // has shields left
stateFlag = TURRET_SHIELDED_IMC_FLAG
else
stateFlag = TURRET_IMC_FLAG
}
// mlt states
if( iconTeam == TEAM_MILITIA )
{
if( lastDamagedTime + FW_TURRET_DAMAGED_DEBOUNCE >= Time() ) // recent underattack
{
if( turret.GetShieldHealth() > 0 ) // has shields
stateFlag = TURRET_SHIELDED_UNDERATTACK_MLT_FLAG
else
stateFlag = TURRET_UNDERATTACK_MLT_FLAG
// these dialogue have 30s debounce inside
if( isBaseTurret )
PlayFactionDialogueToTeam( "fortwar_baseTurretsUnderAttack", TEAM_MILITIA )
else
PlayFactionDialogueToTeam( "fortwar_awayTurretsUnderAttack", TEAM_MILITIA )
}
else if( turret.GetShieldHealth() > 0 ) // has shields left
stateFlag = TURRET_SHIELDED_MLT_FLAG
else
stateFlag = TURRET_MLT_FLAG
}
// natural states
if( iconTeam == TEAM_UNASSIGNED )
{
if( lastDamagedTime + FW_TURRET_DAMAGED_DEBOUNCE >= Time() ) // recent underattack
stateFlag = TURRET_UNDERATTACK_NATURAL_FLAG
else
stateFlag = TURRET_NATURAL_FLAG
}
SetGlobalNetInt( stateVarName, stateFlag )
// update these
lastFrameTeam = turretTeam
lastFrameIsAlive = turretAlive
WaitFrame()
}
}
////////////////////////////////
///// TURRET FUNCTIONS END /////
////////////////////////////////
///////////////////////////////
///// HARVESTER FUNCTIONS /////
///////////////////////////////
void function startFWHarvester()
{
thread HarvesterThink(fw_harvesterImc)
thread HarvesterAlarm(fw_harvesterImc)
thread UpdateHarvesterHealth( TEAM_IMC )
thread HarvesterThink(fw_harvesterMlt)
thread HarvesterAlarm(fw_harvesterMlt)
thread UpdateHarvesterHealth( TEAM_MILITIA )
}
entity function FW_GetTeamHarvesterProp( int team )
{
if( team == TEAM_IMC )
return fw_harvesterImc.harvester
else if( team == TEAM_MILITIA )
return fw_harvesterMlt.harvester
unreachable // crash the game
}
void function FW_createHarvester()
{
// imc havester spawn
fw_harvesterImc = SpawnHarvester( file.harvesterImc_info.GetOrigin(), file.harvesterImc_info.GetAngles(), GetCurrentPlaylistVarInt( "fw_harvester_health", FW_DEFAULT_HARVESTER_HEALTH ), GetCurrentPlaylistVarInt( "fw_harvester_shield", FW_DEFAULT_HARVESTER_SHIELD ), TEAM_IMC )
fw_harvesterImc.harvester.SetArmorType( ARMOR_TYPE_HEAVY )
fw_harvesterImc.harvester.Minimap_SetAlignUpright( true )
fw_harvesterImc.harvester.Minimap_AlwaysShow( TEAM_IMC, null )
fw_harvesterImc.harvester.Minimap_AlwaysShow( TEAM_MILITIA, null )
fw_harvesterImc.harvester.Minimap_SetHeightTracking( true )
fw_harvesterImc.harvester.Minimap_SetZOrder( MINIMAP_Z_OBJECT )
fw_harvesterImc.harvester.Minimap_SetCustomState( eMinimapObject_prop_script.FD_HARVESTER )
AddEntityCallback_OnFinalDamaged( fw_harvesterImc.harvester, OnHarvesterDamaged )
AddEntityCallback_OnPostDamaged( fw_harvesterImc.harvester, OnHarvesterPostDamaged )
// imc havester settings
// don't set this, or sonar pulse will try to find it and failed to set highlight
//fw_harvesterMlt.harvester.SetScriptName("fw_team_tower")
file.harvesters.append(fw_harvesterImc)
entity trackerImc = GetAvailableBaseLocationTracker()
trackerImc.SetOwner( fw_harvesterImc.harvester )
DispatchSpawn( trackerImc )
SetLocationTrackerRadius( trackerImc, 1 ) // whole map
// scores starts from 100, TeamScore means harvester health; TeamScore2 means shield bar
GameRules_SetTeamScore( TEAM_MILITIA , 100 )
GameRules_SetTeamScore2( TEAM_MILITIA , 100 )
// mlt havester spawn
fw_harvesterMlt = SpawnHarvester( file.harvesterMlt_info.GetOrigin(), file.harvesterMlt_info.GetAngles(), GetCurrentPlaylistVarInt( "fw_harvester_health", FW_DEFAULT_HARVESTER_HEALTH ), GetCurrentPlaylistVarInt( "fw_harvester_shield", FW_DEFAULT_HARVESTER_SHIELD ), TEAM_MILITIA )
fw_harvesterMlt.harvester.SetArmorType( ARMOR_TYPE_HEAVY )
fw_harvesterMlt.harvester.Minimap_SetAlignUpright( true )
fw_harvesterMlt.harvester.Minimap_AlwaysShow( TEAM_IMC, null )
fw_harvesterMlt.harvester.Minimap_AlwaysShow( TEAM_MILITIA, null )
fw_harvesterMlt.harvester.Minimap_SetHeightTracking( true )
fw_harvesterMlt.harvester.Minimap_SetZOrder( MINIMAP_Z_OBJECT )
fw_harvesterMlt.harvester.Minimap_SetCustomState( eMinimapObject_prop_script.FD_HARVESTER )
AddEntityCallback_OnFinalDamaged( fw_harvesterMlt.harvester, OnHarvesterDamaged )
AddEntityCallback_OnPostDamaged( fw_harvesterMlt.harvester, OnHarvesterPostDamaged )
// mlt havester settings
// don't set this, or sonar pulse will try to find it and failed to set highlight
//fw_harvesterImc.harvester.SetScriptName("fw_team_tower")
file.harvesters.append(fw_harvesterMlt)
entity trackerMlt = GetAvailableBaseLocationTracker()
trackerMlt.SetOwner( fw_harvesterMlt.harvester )
DispatchSpawn( trackerMlt )
SetLocationTrackerRadius( trackerMlt, 1 ) // whole map
// scores starts from 100, TeamScore means harvester health; TeamScore2 means shield bar
GameRules_SetTeamScore( TEAM_IMC , 100 )
GameRules_SetTeamScore2( TEAM_IMC , 100 )
InitHarvesterDamageMods()
}
void function FW_AddHarvesterDamageSourceModifier( int id, float mod )
{
if ( !( id in file.harvesterDamageSourceMods ) )
file.harvesterDamageSourceMods[id] <- 1.0
file.harvesterDamageSourceMods[id] *= mod
}
void function FW_RemoveHarvesterDamageSourceModifier( int id, float mod )
{
if ( !( id in file.harvesterDamageSourceMods ) )
return
file.harvesterDamageSourceMods[id] /= mod
if ( file.harvesterDamageSourceMods[id] == 1.0 )
delete file.harvesterDamageSourceMods[id]
}
void function InitHarvesterDamageMods()
{
// Damage balancing
const float CORE_DAMAGE_FRAC = 0.67
const float NUKE_EJECT_DAMAGE_FRAC = 0.25
const float DOT_DAMAGE_FRAC = 0.5
// Core balancing
FW_AddHarvesterDamageSourceModifier( eDamageSourceId.mp_titancore_laser_cannon, CORE_DAMAGE_FRAC )
FW_AddHarvesterDamageSourceModifier( eDamageSourceId.mp_titancore_salvo_core, CORE_DAMAGE_FRAC )
FW_AddHarvesterDamageSourceModifier( eDamageSourceId.mp_titanweapon_flightcore_rockets, CORE_DAMAGE_FRAC )
FW_AddHarvesterDamageSourceModifier( eDamageSourceId.mp_titancore_shift_core, CORE_DAMAGE_FRAC )
// Flame Core is not included since its single target damage is low compared to the others
// Nuke eject balancing
FW_AddHarvesterDamageSourceModifier( eDamageSourceId.damagedef_nuclear_core, NUKE_EJECT_DAMAGE_FRAC )
// Damage over time balancing
FW_AddHarvesterDamageSourceModifier( eDamageSourceId.mp_titanweapon_dumbfire_rockets, DOT_DAMAGE_FRAC )
FW_AddHarvesterDamageSourceModifier( eDamageSourceId.mp_titanweapon_meteor_thermite, DOT_DAMAGE_FRAC )
FW_AddHarvesterDamageSourceModifier( eDamageSourceId.mp_titanweapon_flame_wall, DOT_DAMAGE_FRAC )
FW_AddHarvesterDamageSourceModifier( eDamageSourceId.mp_titanability_slow_trap, DOT_DAMAGE_FRAC )
FW_AddHarvesterDamageSourceModifier( eDamageSourceId.mp_titancore_flame_wave_secondary, DOT_DAMAGE_FRAC )
FW_AddHarvesterDamageSourceModifier( eDamageSourceId.mp_titanweapon_heat_shield, DOT_DAMAGE_FRAC )
}
// this function can't handle specific damageSourceID, such as plasma railgun, but is the best to scale both shield and health damage
void function OnHarvesterDamaged( entity harvester, var damageInfo )
{
if ( !IsValid( harvester ) )
return
// Entities (non-Players and non-NPCs) don't consider damaged entity lists, which makes ground attacks (e.g. Arc Wave) and thermite hit more than they should
entity inflictor = DamageInfo_GetInflictor( damageInfo )
if ( IsValid( inflictor ) && ( inflictor.e.onlyDamageEntitiesOnce || inflictor.e.onlyDamageEntitiesOncePerTick ) )
{
if ( inflictor.e.damagedEntities.contains( harvester ) )
{
DamageInfo_SetDamage( damageInfo, 0 )
return
}
else
{
inflictor.e.damagedEntities.append( harvester )
}
}
int friendlyTeam = harvester.GetTeam()
int enemyTeam = GetOtherTeam( friendlyTeam )
int damageSourceID = DamageInfo_GetDamageSourceIdentifier( damageInfo )
HarvesterStruct harvesterstruct // current harveter's struct
if( friendlyTeam == TEAM_MILITIA )
harvesterstruct = fw_harvesterMlt
if( friendlyTeam == TEAM_IMC )
harvesterstruct = fw_harvesterImc
float damageAmount = DamageInfo_GetDamage( damageInfo )
if((harvester.GetShieldHealth()-damageAmount)<0)
{
if( !harvesterstruct.harvesterShieldDown )
{
PlayFactionDialogueToTeam( "fortwar_baseShieldDownFriendly", friendlyTeam )
PlayFactionDialogueToTeam( "fortwar_baseShieldDownEnemy", enemyTeam )
harvesterstruct.harvesterShieldDown = true // prevent shield dialogues from repeating
}
}
// always reset harvester's recharge delay
harvesterstruct.lastDamage = Time()
// Should be moved to a final damage callback once those are added
if ( damageSourceID in file.harvesterDamageSourceMods )
DamageInfo_ScaleDamage( damageInfo, file.harvesterDamageSourceMods[ damageSourceID ] )
}
void function OnHarvesterPostDamaged( entity harvester, var damageInfo )
{
if ( !IsValid( harvester ) )
return
int friendlyTeam = harvester.GetTeam()
int enemyTeam = GetOtherTeam( friendlyTeam )
GameRules_SetTeamScore( friendlyTeam , 1.0 * GetHealthFrac( harvester ) * 100 )
int damageSourceID = DamageInfo_GetDamageSourceIdentifier( damageInfo )
entity attacker = DamageInfo_GetAttacker( damageInfo )
int scriptType = DamageInfo_GetCustomDamageType( damageInfo )
float damageAmount = DamageInfo_GetDamage( damageInfo )
if(damageAmount == 0)
return
if ( !damageSourceID && !damageAmount && !attacker ) // actually not dealing any damage?
return
// prevent player from sniping the harvester cross-map
if ( attacker.IsPlayer() && !FW_IsPlayerInEnemyTerritory( attacker ) )
{
Remote_CallFunction_NonReplay( attacker , "ServerCallback_FW_NotifyNeedsEnterEnemyArea" )
DamageInfo_SetDamage( damageInfo, 0 )
DamageInfo_SetCustomDamageType( damageInfo, scriptType | DF_NO_INDICATOR ) // hide the hitmarker
return // these damage won't do anything to the harvester
}
HarvesterStruct harvesterstruct // current harveter's struct
if( friendlyTeam == TEAM_MILITIA )
harvesterstruct = fw_harvesterMlt
if( friendlyTeam == TEAM_IMC )
harvesterstruct = fw_harvesterImc
damageAmount = DamageInfo_GetDamage( damageInfo ) // get damageAmount again after all damage adjustments
if ( !attacker.IsTitan() )
{
if( attacker.IsPlayer() )
Remote_CallFunction_NonReplay( attacker , "ServerCallback_FW_NotifyTitanRequired" )
DamageInfo_SetDamage( damageInfo, harvester.GetShieldHealth() )
damageAmount = 0 // never damage haveter's prop
}
if( !harvesterstruct.harvesterShieldDown )
{
PlayFactionDialogueToTeam( "fortwar_baseShieldDownFriendly", friendlyTeam )
PlayFactionDialogueToTeam( "fortwar_baseShieldDownEnemy", enemyTeam )
harvesterstruct.harvesterShieldDown = true // prevent shield dialogues from repeating
}
harvesterstruct.harvesterDamageTaken = harvesterstruct.harvesterDamageTaken + damageAmount // track damage for wave recaps
float newHealth = harvester.GetHealth() - damageAmount
float oldhealthpercent = ( ( harvester.GetHealth().tofloat() / harvester.GetMaxHealth() ) * 100 )
float healthpercent = ( ( newHealth / harvester.GetMaxHealth() ) * 100 )
if (healthpercent <= 75 && oldhealthpercent > 75) // we don't want the dialogue to keep saying "Harvester is below 75% health" everytime they take additional damage
{
PlayFactionDialogueToTeam( "fortwar_baseDmgFriendly75", friendlyTeam )
PlayFactionDialogueToTeam( "fortwar_baseDmgEnemy75", enemyTeam )
}
if (healthpercent <= 50 && oldhealthpercent > 50)
{
PlayFactionDialogueToTeam( "fortwar_baseDmgFriendly50", friendlyTeam )
PlayFactionDialogueToTeam( "fortwar_baseDmgEnemy50", enemyTeam )
}
if (healthpercent <= 25 && oldhealthpercent > 25)
{
PlayFactionDialogueToTeam( "fortwar_baseDmgFriendly25", friendlyTeam )
PlayFactionDialogueToTeam( "fortwar_baseDmgEnemy25", enemyTeam )
}
if( newHealth <= 0 )
{
EmitSoundAtPosition(TEAM_UNASSIGNED,harvesterstruct.harvester.GetOrigin(),"coop_generator_destroyed")
newHealth = 0
harvesterstruct.rings.Destroy()
harvesterstruct.harvester.Dissolve( ENTITY_DISSOLVE_CORE, Vector( 0, 0, 0 ), 500 )
}
harvester.SetHealth( newHealth )
harvesterstruct.havesterWasDamaged = true
if ( attacker.IsPlayer() )
{
// dialogue for enemy attackers
if( !harvesterstruct.harvesterShieldDown )
PlayFactionDialogueToTeam( "fortwar_baseEnemyAllyAttacking", enemyTeam )
attacker.NotifyDidDamage( harvester, DamageInfo_GetHitBox( damageInfo ), DamageInfo_GetDamagePosition( damageInfo ), DamageInfo_GetCustomDamageType( damageInfo ), DamageInfo_GetDamage( damageInfo ), DamageInfo_GetDamageFlags( damageInfo ), DamageInfo_GetHitGroup( damageInfo ), DamageInfo_GetWeapon( damageInfo ), DamageInfo_GetDistFromAttackOrigin( damageInfo ) )
// get newest damage for adding score!
int scoreDamage = int( DamageInfo_GetDamage( damageInfo ) )
// score events
attacker.AddToPlayerGameStat( PGS_ASSAULT_SCORE, scoreDamage )
// add to player structs
file.playerDamageHarvester[ attacker ].recentDamageTime = Time()
file.playerDamageHarvester[ attacker ].storedDamage += scoreDamage
// enough to earn score?
if( file.playerDamageHarvester[ attacker ].storedDamage >= FW_HARVESTER_DAMAGE_SEGMENT )
{
AddPlayerScore( attacker, "FortWarTowerDamage", attacker )
attacker.AddToPlayerGameStat( PGS_DEFENSE_SCORE, POINTVALUE_FW_TOWER_DAMAGE )
file.playerDamageHarvester[ attacker ].storedDamage -= FW_HARVESTER_DAMAGE_SEGMENT // reset stored damage
}
}
// harvester down!
if ( harvester.GetHealth() == 0 )
{
// force deciding winner
SetWinner( enemyTeam )
//PlayFactionDialogueToTeam( "scoring_wonMercy", enemyTeam )
//PlayFactionDialogueToTeam( "fortwar_matchLoss", friendlyTeam )
GameRules_SetTeamScore2( friendlyTeam, 0 ) // force set score2 to 0( shield bar will empty )
GameRules_SetTeamScore( friendlyTeam, 0 ) // force set score to 0( health 0% )
}
}
void function HarvesterThink( HarvesterStruct fw_harvester )
{
entity harvester = fw_harvester.harvester
EmitSoundOnEntity( harvester, "coop_generator_startup" )
float lastTime = Time()
wait 4
int lastShieldHealth = harvester.GetShieldHealth()
generateBeamFX( fw_harvester )
generateShieldFX( fw_harvester )
EmitSoundOnEntity( harvester, "coop_generator_ambient_healthy" )
bool isRegening = false // stops the regenning sound to keep stacking on top of each other
while ( IsAlive( harvester ) )
{
float currentTime = Time()
float deltaTime = currentTime -lastTime
if ( IsValid( fw_harvester.particleShield ) )
{
vector shieldColor = GetShieldTriLerpColor( 1.0 - ( harvester.GetShieldHealth().tofloat() / harvester.GetShieldHealthMax().tofloat() ) )
EffectSetControlPointVector( fw_harvester.particleShield, 1, shieldColor )
}
if( IsValid( fw_harvester.particleBeam ) )
{
vector beamColor = GetShieldTriLerpColor( 1.0 - ( harvester.GetHealth().tofloat() / harvester.GetMaxHealth().tofloat() ) )
EffectSetControlPointVector( fw_harvester.particleBeam, 1, beamColor )
}
if ( fw_harvester.harvester.GetShieldHealth() == 0 )
if( IsValid( fw_harvester.particleShield ) )
fw_harvester.particleShield.Destroy()
if ( ( ( currentTime-fw_harvester.lastDamage ) >= GetCurrentPlaylistVarFloat( "fw_harvester_regen_delay", FW_DEFAULT_HARVESTER_REGEN_DELAY ) ) && ( harvester.GetShieldHealth() < harvester.GetShieldHealthMax() ) )
{
if( !IsValid( fw_harvester.particleShield ) )
generateShieldFX( fw_harvester )
if( harvester.GetShieldHealth() == 0 )
EmitSoundOnEntity( harvester, "coop_generator_shieldrecharge_start" )
if (!isRegening)
{
EmitSoundOnEntity( harvester, "coop_generator_shieldrecharge_resume" )
fw_harvester.harvesterShieldDown = false
isRegening = true
}
float newShieldHealth = ( harvester.GetShieldHealthMax() / GetCurrentPlaylistVarFloat( "fw_harvester_regen_time", FW_DEFAULT_HARVESTER_REGEN_TIME ) * deltaTime ) + harvester.GetShieldHealth()
// shield full
if ( newShieldHealth >= harvester.GetShieldHealthMax() )
{
StopSoundOnEntity( harvester, "coop_generator_shieldrecharge_resume" )
harvester.SetShieldHealth( harvester.GetShieldHealthMax() )
EmitSoundOnEntity( harvester, "coop_generator_shieldrecharge_end" )
PlayFactionDialogueToTeam( "fortwar_baseShieldUpFriendly", harvester.GetTeam() )
isRegening = false
}
else
{
harvester.SetShieldHealth( newShieldHealth )
}
}
else if ( ( ( currentTime-fw_harvester.lastDamage ) < GENERATOR_SHIELD_REGEN_DELAY ) && ( harvester.GetShieldHealth() < harvester.GetShieldHealthMax() ) )
{
isRegening = false
}
if ( ( lastShieldHealth > 0 ) && ( harvester.GetShieldHealth() == 0 ) )
{
EmitSoundOnEntity( harvester, "TitanWar_Harvester_ShieldDown" ) // add this
EmitSoundOnEntity( harvester, "coop_generator_shielddown" )
}
lastShieldHealth = harvester.GetShieldHealth()
lastTime = currentTime
WaitFrame()
}
}
void function HarvesterAlarm( HarvesterStruct fw_harvester )
{
while( IsAlive( fw_harvester.harvester ) )
{
if( fw_harvester.harvester.GetShieldHealth() == 0 )
{
wait EmitSoundOnEntity( fw_harvester.harvester, "coop_generator_underattack_alarm" )
}
else
{
WaitFrame()
}
}
}
void function UpdateHarvesterHealth( int team )
{
entity harvester
if( team == TEAM_MILITIA )
harvester = fw_harvesterMlt.harvester
if( team == TEAM_IMC )
harvester = fw_harvesterImc.harvester
while( true )
{
if( IsValid(harvester) )
{
GameRules_SetTeamScore2( team, 1.0 * harvester.GetShieldHealth() / harvester.GetShieldHealthMax() * 100 )
WaitFrame()
}
else // harvester down
{
int winnerTeam = GetOtherTeam(team)
SetWinner( winnerTeam )
//PlayFactionDialogueToTeam( "scoring_wonMercy", winnerTeam )
//PlayFactionDialogueToTeam( "fortwar_matchLoss", team )
GameRules_SetTeamScore2( team, 0 ) // force set score2 to 0( shield bar will empty )
GameRules_SetTeamScore( team, 0 ) // force set score to 0( health 0% )
break
}
}
}
///////////////////////////////////
///// HARVESTER FUNCTIONS END /////
///////////////////////////////////
//////////////////////////////////////
///// PLAYER OBJECTIVE FUNCTIONS /////
//////////////////////////////////////
const int APPLY_BATTERY_TEXT_INDEX = 96 // notify player to use batteries on turrets
const int EARN_TITAN_TEXT_INDEX = 100 // notify player to earn titans
const int CALL_IN_TITAN_TEXT_INDEX = 101 // notify player to call in titans in territory
const int EMBARK_TITAN_TEXT_INDEX = 102 // notify player to embark titans
const int ATTACK_HARVESTER_TEXT_INDEX = 103 // notify player to attack harvester
void function FWPlayerObjectiveState()
{
thread FWPlayerObjectiveState_Threaded()
}
void function FWPlayerObjectiveState_Threaded()
{
while( GamePlayingOrSuddenDeath() )
{
foreach( player in GetPlayerArray() )
{
entity petTitan = player.GetPetTitan()
entity titanSoul
if( IsValid( petTitan ) )
titanSoul = petTitan.GetTitanSoul()
if ( IsValid( GetBatteryOnBack( player ) ) )
player.SetPlayerNetInt( "gameInfoStatusText", APPLY_BATTERY_TEXT_INDEX )
else if ( IsTitanAvailable( player ) )
{
if( !player.s.notifiedTitanfall ) // first notification, also do a objective announcement
{
SetObjective( player, CALL_IN_TITAN_TEXT_INDEX )
player.s.notifiedTitanfall = true
}
else
player.SetPlayerNetInt( "gameInfoStatusText", CALL_IN_TITAN_TEXT_INDEX )
}
else if ( IsValid( petTitan ) )
player.SetPlayerNetInt( "gameInfoStatusText", EMBARK_TITAN_TEXT_INDEX )
else if ( IsAlive( player ) && !player.IsTitan() )
player.SetPlayerNetInt( "gameInfoStatusText", EARN_TITAN_TEXT_INDEX )
else if( !IsValid( titanSoul ) ) // titan died or player first embarked
player.s.notifiedTitanfall = false
if ( !IsAlive( player ) ) // don't show objetive for dying players
player.SetPlayerNetInt( "gameInfoStatusText", -1 )
}
WaitFrame()
}
// game entered other state, clean this
foreach( player in GetPlayerArray() )
{
player.SetPlayerNetInt( "gameInfoStatusText", -1 )
}
}
void function SetObjective( entity player, int stringid )
{
Remote_CallFunction_NonReplay( player, "ServerCallback_FW_SetObjective", stringid )
player.SetPlayerNetInt( "gameInfoStatusText", stringid )
}
void function SetTitanObjective( entity player, entity titan )
{
SetObjective( player, ATTACK_HARVESTER_TEXT_INDEX )
}
void function SetPilotObjective( entity player, entity titan )
{
if( titan.GetTitanSoul().IsEjecting() ) // this time titan is ejecting
{
SetObjective( player, EARN_TITAN_TEXT_INDEX )
player.s.notifiedTitanfall = false
}
else
player.SetPlayerNetInt( "gameInfoStatusText", EMBARK_TITAN_TEXT_INDEX )
}
//////////////////////////////////////////
///// PLAYER OBJECTIVE FUNCTIONS END /////
//////////////////////////////////////////
/////////////////////////////////
///// BatteryPort Functions /////
/////////////////////////////////
void function FW_InitBatteryPort( entity batteryPort )
{
batteryPort.kv.fadedist = 10000 // try not to fade
InitTurretBatteryPort( batteryPort )
batteryPort.s.relatedTurret <- null // entity, for saving batteryPort's nearest turret
entity turret = GetNearestMegaTurret( batteryPort ) // consider this is the port's related turret
bool isBaseTurret = expect bool( turret.s.baseTurret )
SetTeam( batteryPort, turret.GetTeam() )
batteryPort.s.relatedTurret = turret
batteryPort.s.isUsable <- FW_IsBatteryPortUsable
batteryPort.s.useBattery <- FW_UseBattery
if( isBaseTurret ) // this is a base turret!
{
batteryPort.s.hackAvaliable = false
batteryPort.SetUsableByGroup( "friendlies pilot" ) // only show hint to friendlies
} // it can never be hacked!
turret.s.relatedBatteryPort = batteryPort // do it here
}
function FW_IsBatteryPortUsable( batteryPortvar, playervar ) //actually bool function( entity, entity )
{
entity batteryPort = expect entity( batteryPortvar )
entity player = expect entity( playervar )
entity turret = expect entity( batteryPort.s.relatedTurret )
if( !IsValid( turret ) ) // turret has been destroyed!
return false
// get turret's settings, decide behavior
bool validTeam = turret.GetTeam() == player.GetTeam() || turret.GetTeam() == TEAM_BOTH || turret.GetTeam() == TEAM_UNASSIGNED
bool isBaseTurret = expect bool( turret.s.baseTurret )
// is this port able to be hacked
bool portHackAvaliable = expect bool( batteryPort.s.hackAvaliable )
// player has a battery, team valid or able to hack && not a base turret
return ( PlayerHasBattery( player ) && ( validTeam || ( portHackAvaliable && !isBaseTurret ) ) )
}
function FW_UseBattery( batteryPortvar, playervar ) //actually void function( entity, entity )
{
entity batteryPort = expect entity( batteryPortvar )
entity player = expect entity( playervar )
// change turret settings
entity turret = expect entity( batteryPort.s.relatedTurret ) // consider this is the port's related turret
int playerTeam = player.GetTeam()
bool turretReplaced = false
bool sameTeam = turret.GetTeam() == player.GetTeam()
if( !IsAlive( turret ) ) // turret has been killed!
{
turret = FW_ReplaceMegaTurret( turret )
if( !IsValid( turret ) ) // replace failed!
return
batteryPort.s.relatedTurret = turret
turretReplaced = true // if turret has been replaced, mostly reset team!
}
bool teamChanged = false
bool isBaseTurret = expect bool( turret.s.baseTurret )
if( ( !sameTeam || turretReplaced ) && !isBaseTurret ) // is there a need to change team?
{
SetTeam( turret, playerTeam )
teamChanged = true
}
// restore turret health
int newHealth = int ( min( turret.GetMaxHealth(), turret.GetHealth() + ( turret.GetMaxHealth() * GetCurrentPlaylistVarFloat( "fw_turret_fixed_health", TURRET_FIXED_HEALTH_PERCENTAGE ) ) ) )
if( turretReplaced || teamChanged ) // replaced/hacked turret will spawn with 50% health
newHealth = int ( turret.GetMaxHealth() * GetCurrentPlaylistVarFloat( "fw_turret_hacked_health", TURRET_HACKED_HEALTH_PERCENTAGE ) )
// restore turret shield
int newShield = int ( min( turret.GetShieldHealthMax(), turret.GetShieldHealth() + ( turret.GetShieldHealth() * GetCurrentPlaylistVarFloat( "fw_turret_fixed_shield", TURRET_FIXED_SHIELD_PERCENTAGE ) ) ) )
if( turretReplaced || teamChanged ) // replaced/hacked turret will spawn with 50% shield
newShield = int ( turret.GetShieldHealthMax() * GetCurrentPlaylistVarFloat( "fw_turret_hacked_shield", TURRET_HACKED_SHIELD_PERCENTAGE ) )
// only do team score event if turret's shields down, encourage players to hack more turrets
bool additionalScore = turret.GetShieldHealth() <= 0
// this can be too much powerful
turret.SetHealth( newHealth )
turret.SetShieldHealth( newShield )
// score event
string scoreEvent = "FortWarForwardConstruction"
int secondaryScore = POINTVALUE_FW_FORWARD_CONSTRUCTION
if( isBaseTurret ) // this is a base turret
{
scoreEvent = "FortWarBaseConstruction"
secondaryScore = POINTVALUE_FW_BASE_CONSTRUCTION
}
AddPlayerScore( player, scoreEvent, player ) // player themself gets more meter
player.AddToPlayerGameStat( PGS_DEFENSE_SCORE, secondaryScore )
// only do team score event if turret's shields down
if( additionalScore )
{
// get turrets alive, for adding scores
string teamTurretCount = GetTeamAliveTurretCount_ReturnString( playerTeam )
foreach( entity friendly in GetPlayerArrayOfTeam( playerTeam ) )
AddPlayerScore( friendly, "FortWarTeamTurretControlBonus_" + teamTurretCount, friendly )
PlayFactionDialogueToTeam( "fortwar_turretShieldedByFriendlyPilot", playerTeam )
}
}
// get nearest turret, consider it belongs to the port
entity function GetNearestMegaTurret( entity ent )
{
array<entity> allTurrets = GetNPCArrayByClass( "npc_turret_mega" )
entity turret = GetClosest( allTurrets, ent.GetOrigin() )
return turret
}
// this will get english name of the count, since the "FortWarTeamTurretControlBonus_" score event uses it
string function GetTeamAliveTurretCount_ReturnString( int team )
{
int turretCount
foreach( entity turret in GetNPCArrayByClass( "npc_turret_mega" ) )
{
if( turret.GetTeam() == team && IsAlive( turret ) )
turretCount += 1
}
switch( turretCount )
{
case 1:
return "One"
case 2:
return "Two"
case 3:
return "Three"
case 4:
return "Four"
case 5:
return "Five"
case 6:
return "Six"
}
return ""
}
/////////////////////////////////////
///// BatteryPort Functions End /////
/////////////////////////////////////
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