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global function GamemodeInfection_Init

struct {
	bool hasHadFirstInfection = false
	bool hasHadLastInfection = false
	array<entity> playersToNotifyOfInfection
} file

void function GamemodeInfection_Init()
{
	SetSpawnpointGamemodeOverride( FFA )
	SetLoadoutGracePeriodEnabled( false ) // prevent modifying loadouts with grace period
	SetWeaponDropsEnabled( false )
	SetShouldUseRoundWinningKillReplay( true )
	Riff_ForceTitanAvailability( eTitanAvailability.Never )
	Riff_ForceBoostAvailability( eBoostAvailability.Disabled )
	ClassicMP_ForceDisableEpilogue( true )

	SetShouldPlayerStartBleedoutFunc( InfectionShouldPlayerStartBleedout )
	AddCallback_OnClientConnected( InfectionInitPlayer )
	AddCallback_OnPlayerKilled( InfectionOnPlayerKilled )
	AddCallback_OnPlayerRespawned( RespawnInfected )
	AddCallback_GameStateEnter( eGameState.Playing, SelectFirstInfected )

	SetTimeoutWinnerDecisionFunc( TimeoutCheckSurvivors )

	AddCallback_GameStateEnter( eGameState.WinnerDetermined, OnWinnerDetermined )
}

void function InfectionInitPlayer( entity player )
{
	if ( GetGameState() < eGameState.Playing || !file.hasHadFirstInfection ) // per Gecko's suggestion, make anyone joining before first infected to stay as survivor instead
		SetTeam( player, INFECTION_TEAM_SURVIVOR )
	else
		InfectPlayer( player )
}

void function SelectFirstInfected()
{
	thread SelectFirstInfectedDelayed()
}

void function SelectFirstInfectedDelayed()
{
	wait 10.0 + RandomFloat( 5.0 )

	array<entity> players = GetPlayerArray()

	// End game if server empty on selecting infected
	if ( !players.len() )
	{
		printt( "Couldn't select first infected: player array was empty" )
		SetWinner( INFECTION_TEAM_SURVIVOR )
		return
	}

	entity infected = players[ RandomInt( players.len() ) ]

	InfectPlayer( infected )
	RespawnInfected( infected )
}

void function InfectionOnPlayerKilled( entity victim, entity attacker, var damageInfo )
{
	if ( !victim.IsPlayer() || GetGameState() != eGameState.Playing )
		return

	if ( victim.GetTeam() == INFECTION_TEAM_SURVIVOR )
		InfectPlayer( victim )

	if ( attacker.IsPlayer() ) {
		attacker.SetPlayerGameStat( PGS_ASSAULT_SCORE, attacker.GetPlayerGameStat( PGS_ASSAULT_SCORE ) + 1 )
		SetRoundWinningKillReplayAttacker(attacker)
	}
}

void function InfectPlayer( entity player )
{
	SetTeam( player, INFECTION_TEAM_INFECTED )
	player.SetPlayerGameStat( PGS_ASSAULT_SCORE, 0 ) // reset kills
	file.playersToNotifyOfInfection.append( player )

	// check how many survivors there are
	array<entity> survivors = GetPlayerArrayOfTeam( INFECTION_TEAM_SURVIVOR )
	if ( survivors.len() == 0 )
		SetWinner( INFECTION_TEAM_INFECTED )
	else if ( survivors.len() == 1 && !file.hasHadLastInfection )
		SetLastSurvivor( survivors[ 0 ] )

	if ( !file.hasHadFirstInfection )
	{
		file.hasHadFirstInfection = true

		foreach ( entity otherPlayer in GetPlayerArray() )
			if ( player != otherPlayer )
				Remote_CallFunction_NonReplay( otherPlayer, "ServerCallback_AnnounceFirstInfected", player.GetEncodedEHandle() )

		PlayMusicToAll( eMusicPieceID.GAMEMODE_1 )
	}
}

void function RespawnInfected( entity player )
{
	if ( player.GetTeam() != INFECTION_TEAM_INFECTED )
		return

	// notify newly infected players of infection
	if ( file.playersToNotifyOfInfection.contains( player ) )
	{
		Remote_CallFunction_NonReplay( player, "ServerCallback_YouAreInfected" )
		file.playersToNotifyOfInfection.remove( file.playersToNotifyOfInfection.find( player ) )
	}

	// set camo to pond scum
	player.SetSkin( 1 )
	player.SetCamo( 110 )

	// if human, remove helmet bodygroup, human models have some weird bloody white thing underneath their helmet that works well for this, imo
	if ( !player.IsMechanical() )
		player.SetBodygroup( player.FindBodyGroup( "head" ), 1 )

	// stats for infected
	StimPlayer( player, 9999.9 ) // can't do endless since we don't get the visual effect in endless

	// scale health with num of infected, with 50 as base health
	player.SetMaxHealth( ( GetPlayerArrayOfTeam( INFECTION_TEAM_SURVIVOR ).len() + 1 ) * 10 )

	// set loadout
	foreach ( entity weapon in player.GetMainWeapons() )
		player.TakeWeaponNow( weapon.GetWeaponClassName() )

	foreach ( entity weapon in player.GetOffhandWeapons() )
		player.TakeWeaponNow( weapon.GetWeaponClassName() )

	// TEMP: give archer so player so player has a weapon which lets them use offhands
	// need to replace this with a custom empty weapon at some point
	//player.GiveWeapon( "mp_weapon_rocket_launcher" )
	player.GiveWeapon( "mp_weapon_mgl" )
	player.GiveOffhandWeapon( "melee_pilot_emptyhanded", OFFHAND_MELEE )

	thread GiveAirAccel(player)
	thread PlayInfectedSounds( player )
}

void function GiveAirAccel(entity player)
{
	WaitFrame()
	if (GetCurrentPlaylistVarInt( "custom_air_accel_pilot", int( player.GetPlayerSettingsField( "airAcceleration" ) ) ) < 2500)
		player.kv.airAcceleration = 2500 // prevents sh_custom_air_accel from not giving infected air acceleration.
	else
		player.kv.airAcceleration = GetCurrentPlaylistVarInt( "custom_air_accel_pilot", int( player.GetPlayerSettingsField( "airAcceleration" ) ) )
}

void function PlayInfectedSounds( entity player )
{
	player.EndSignal( "OnDeath" )
	player.EndSignal( "OnDestroy" )

	float nextRandomSound
	while ( true )
	{
		WaitFrame()

		int meleeState = player.PlayerMelee_GetState()
		if ( nextRandomSound < Time() || meleeState != 0 )
		{
			string selectedSound
			if ( CoinFlip() )
				selectedSound = "prowler_vocal_attack"
			else
				selectedSound = "prowler_vocal_attackmiss"

			bool canSeeSurvivor
			foreach ( entity survivor in GetPlayerArrayOfTeam( INFECTION_TEAM_SURVIVOR ) )
				if ( TraceLineSimple( player.GetOrigin(), survivor.GetOrigin(), survivor ) == 1.0 )
					canSeeSurvivor = true

			// _int sounds are less agressive so only play them if we aren't in some sorta fight
			if ( player.GetHealth() == player.GetMaxHealth() || !canSeeSurvivor || meleeState != 0 )
				selectedSound += "_int"

			EmitSoundOnEntity( player, selectedSound )

			nextRandomSound = Time() + max( 2.5, RandomFloat( 12.0 ) )
			while ( player.PlayerMelee_GetState() != 0 ) // need to ensure this is updated
				WaitFrame()
		}
	}
}

void function SetLastSurvivor( entity player )
{
	foreach ( entity otherPlayer in GetPlayerArray() )
		Remote_CallFunction_NonReplay( otherPlayer, "ServerCallback_AnnounceLastSurvivor", player.GetEncodedEHandle() )

	Highlight_SetEnemyHighlight( player, "enemy_sonar" )
	StatusEffect_AddEndless( player, eStatusEffect.sonar_detected, 1.0 ) // sonar is better here so the player themselves see the SONAR DETECTED warning.

	if ( SpawnPoints_GetTitan().len() > 0 )
		thread CreateTitanForPlayerAndHotdrop( player, GetTitanReplacementPoint( player, false ) )

	if ( GameTime_TimeLeftSeconds() > 45 )
		SetServerVar( "gameEndTime", Time() + 45.0 )

	file.hasHadLastInfection = true
}

int function TimeoutCheckSurvivors()
{
	if ( GetPlayerArrayOfTeam( INFECTION_TEAM_SURVIVOR ).len() > 0 )
		return INFECTION_TEAM_SURVIVOR

	return INFECTION_TEAM_INFECTED
}

bool function InfectionShouldPlayerStartBleedout( entity player, var damageInfo )
{
	return player.GetTeam() != INFECTION_TEAM_INFECTED
}

void function OnWinnerDetermined()
{
	SetRespawnsEnabled( false )
	SetKillcamsEnabled( false )
}