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|
untyped
global const NPC_TITAN_PILOT_PROTOTYPE = 0
global function AiPilots_Init
global function CaptainThink
#if NPC_TITAN_PILOT_PROTOTYPE
global function NpcPilotCallTitanThink
global function NpcPilotStopCallTitanThink
global function NpcPilotCallsInAndEmbarksTitan
global function NpcPilotRunsToAndEmbarksFallingTitan
global function NpcPilotCallsInTitan
global function NpcPilotRunsToEmbarkTitan
global function NpcPilotEmbarksTitan
global function NpcPilotDisembarksTitan
global function NpcPilotBecomesTitan
global function NpcTitanBecomesPilot
global function TitanHasNpcPilot
global function NpcPilotGetPetTitan
global function NpcPilotSetPetTitan
#endif
global function NpcSetNextTitanRespawnAvailable
global function NpcResetNextTitanRespawnAvailable
global function AddCallback_OnNpcTitanBecomesPilot
global function AddCallback_OnNpcPilotBecomesTitan
global struct NPCPilotStruct
{
bool isValid = false
int team
int spawnflags
float accuracy
float proficieny
float health
float physDamageScale
string weapon
string squadName
asset modelAsset
string title
bool isInvulnerable
}
const NPC_NEXT_TITANTIME_RESET = -1
const NPC_NEXT_TITANTIME_MIN = 45
const NPC_NEXT_TITANTIME_MAX = 60
const NPC_NEXT_TITANTIME_INTERUPT = 15
function AiPilots_Init()
{
RegisterSignal( "grenade_throw" )
RegisterSignal( "NpcPilotBecomesTitan" )
RegisterSignal( "NpcTitanBecomesPilot" )
RegisterSignal( "StopCallTitanThink" )
RegisterSignal( "NpcTitanRespawnAvailableUpdated" )
level.onNpcPilotBecomesTitanCallbacks <- []
level.onNpcTitanBecomesPilotCallbacks <- []
}
function ScriptCallback_OnNpcPilotBecomesTitan( pilot, titan )
{
local result = { pilot = pilot, titan = titan }
Signal( pilot, "NpcPilotBecomesTitan", result )
Signal( titan, "NpcPilotBecomesTitan", result )
foreach ( callbackFunc in level.onNpcPilotBecomesTitanCallbacks )
{
callbackFunc( pilot, titan )
}
}
function ScriptCallback_OnNpcTitanBecomesPilot( pilot, titan )
{
local result = { pilot = pilot, titan = titan }
Signal( pilot, "NpcTitanBecomesPilot", result )
Signal( titan, "NpcTitanBecomesPilot", result )
foreach ( callbackFunc in level.onNpcTitanBecomesPilotCallbacks )
{
callbackFunc( pilot, titan )
}
}
function AddCallback_OnNpcPilotBecomesTitan( callbackFunc )
{
Assert( "onNpcPilotBecomesTitanCallbacks" in level )
AssertParameters( callbackFunc, 2, "pilotNPC, titanNPC" )
level.onNpcPilotBecomesTitanCallbacks.append( callbackFunc )
}
function AddCallback_OnNpcTitanBecomesPilot( callbackFunc )
{
Assert( "onNpcTitanBecomesPilotCallbacks" in level )
AssertParameters( callbackFunc, 2, "pilotNPC, titanNPC" )
level.onNpcTitanBecomesPilotCallbacks.append( callbackFunc )
}
function NpcSetNextTitanRespawnAvailable( npc, time )
{
Assert( "nextTitanRespawnAvailable" in npc.s )
npc.s.nextTitanRespawnAvailable = time
npc.Signal( "NpcTitanRespawnAvailableUpdated" )
}
function NpcResetNextTitanRespawnAvailable( npc )
{
Assert( "nextTitanRespawnAvailable" in npc.s )
npc.s.nextTitanRespawnAvailable = NPC_NEXT_TITANTIME_RESET
npc.Signal( "NpcTitanRespawnAvailableUpdated" )
}
function NpcPilotStopCallTitanThink( pilot )
{
pilot.Signal( "StopCallTitanThink" )
}
/************************************************************************************************\
######## #### ## ####### ######## ######## ## ## #### ## ## ## ##
## ## ## ## ## ## ## ## ## ## ## ### ## ## ##
## ## ## ## ## ## ## ## ## ## ## #### ## ## ##
######## ## ## ## ## ## ## ######### ## ## ## ## #####
## ## ## ## ## ## ## ## ## ## ## #### ## ##
## ## ## ## ## ## ## ## ## ## ## ### ## ##
## #### ######## ####### ## ## ## ## #### ## ## ## ##
\************************************************************************************************/
function CaptainThink( entity npc )
{
npc.EndSignal( "OnDestroy" )
npc.EndSignal( "OnDeath" )
Assert( !( "nextTitanRespawnAvailable" in npc.s ) )
Assert( !( "petTitan" in npc.s ) )
npc.s.petTitan <- null
npc.s.nextTitanRespawnAvailable <- null
//wait for in combat...
WaitForNpcInCombat( npc )
//... before we call in a titan
if ( npc.s.nextTitanRespawnAvailable == null )
npc.s.nextTitanRespawnAvailable = Time() + RandomFloatRange( 2, 10 )
WaitEndFrame() //wait a frame for things like petTitan and nextTitanRespawnAvailable to have a chance to be set from custom scripts
#if NPC_TITAN_PILOT_PROTOTYPE
thread NpcPilotCallTitanThink( npc )
#endif
}
#if NPC_TITAN_PILOT_PROTOTYPE
function NpcPilotCallTitanThink( entity pilot )
{
Assert( pilot.IsNPC() )
Assert( IsAlive( pilot ) )
Assert ( !pilot.IsTitan() )
pilot.EndSignal( "OnDestroy" )
pilot.EndSignal( "OnDeath" )
pilot.Signal( "StopCallTitanThink" )
pilot.EndSignal( "StopCallTitanThink" )
string title = pilot.GetTitle() + "'s Titan"
local count = 1 //1 titan call in at a time
while ( true ) //this loop usually only happens once, unless the titan called in is destroyed before the living pilot can get to it
{
entity titan = NpcPilotGetPetTitan( pilot )
if ( !IsAlive( titan ) )
{
//wait for ready titan
waitthread __WaitforTitanCallinReady( pilot )
//ready to call in - look for a good spot
SpawnPointFP spawnPoint
while ( true )
{
wait ( RandomFloatRange( 1, 2 ) )
//dont do stuff when animating on a parent
if ( pilot.GetParent() )
continue
//Don't deploy if too close to an enemy
if ( HasEnemyWithinDist( pilot, 300.0 ) )
continue
// DO the opposite - only deploy if has an enemy within this distance
// if ( !HasEnemyWithinDist( pilot, 2000.0 ) )
// continue
//don't do stuff if you dont have a spawnPoint
spawnPoint = FindSpawnPointForNpcCallin( pilot, TITAN_MEDIUM_AJAX_MODEL, HOTDROP_TURBO_ANIM )
if ( !spawnPoint.valid )
continue
break
}
//call in a titan, run to it, and embark
//in SP by default, the friendlys do NOT do the beacon tell
titan = NpcPilotCallsInAndEmbarksTitan( pilot, spawnPoint.origin, spawnPoint.angles )
titan.SetTitle( title )
}
else
{
Assert( IsAlive( titan ) )
if ( HasEnemyRodeo( titan ) )
{
while ( HasEnemyRodeo( titan ) )
{
WaitSignal( titan.GetTitanSoul(), "RodeoRiderChanged", "OnDestroy" )
}
wait 4 //don't pop back in immediately
}
if ( !IsAlive( titan ) )
continue //the titan didn't make it, lets loop back up and try again
if ( titan.GetTitanSoul().IsDoomed() )
{
titan.WaitSignal( "OnDestroy" )
continue //the titan didn't make it, lets loop back up and try again
}
//start running to titan as it kneels
thread NpcPilotRunsToEmbarkTitan( pilot, titan )
thread __TitanKneelsForPilot( pilot, titan )
wait 2.0 //wait for titan to be in position
if ( !IsAlive( titan ) )
continue //the titan didn't make it, lets loop back up and try again
//run to the titan
waitthread NpcPilotRunsToEmbarkTitan( pilot, titan )
if ( !IsAlive( titan ) )
continue //the titan didn't make it, lets loop back up and try again
//embark titan
thread NpcPilotEmbarksTitan( pilot, titan )
}
local result = WaitSignal( titan, "NpcPilotBecomesTitan", "OnDeath", "OnDestroy" )
if ( result.signal != "NpcPilotBecomesTitan" )
continue //the titan didn't make it, lets loop back up and try again
}
}
/************************************************************************************************\
###### ### ## ## #### ## ## ######## #### ######## ### ## ##
## ## ## ## ## ## ## ### ## ## ## ## ## ## ### ##
## ## ## ## ## ## #### ## ## ## ## ## ## #### ##
## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ##
## ######### ## ## ## ## #### ## ## ## ######### ## ####
## ## ## ## ## ## ## ## ### ## ## ## ## ## ## ###
###### ## ## ######## ######## #### ## ## ## #### ## ## ## ## ##
\************************************************************************************************/
entity function NpcPilotCallsInAndEmbarksTitan( entity pilot, vector origin, vector angles )
{
entity titan = NpcPilotCallsInTitan( pilot, origin, angles )
thread NpcPilotRunsToAndEmbarksFallingTitan( pilot, titan )
return titan
}
function NpcPilotRunsToAndEmbarksFallingTitan( entity pilot, entity titan )
{
titan.EndSignal( "OnDeath" )
//wait for it to land
waitthread WaitTillHotDropComplete( titan )
ShowName( titan )
if ( !IsAlive( titan ) )
return
titan.EndSignal( "OnDeath" )
//titan is alive on land so clean it up on thread end
OnThreadEnd(
function () : ( titan )
{
if ( !IsAlive( titan ) )
return
SetStanceStand( titan.GetTitanSoul() )
//the pilot never made it to embark - lets stand our titan up so he can fight
if ( !TitanHasNpcPilot( titan ) )
{
thread PlayAnimGravity( titan, "at_hotdrop_quickstand" )
HideName( titan )
}
}
)
//if the pilot has died, early out
if ( !IsAlive( pilot ) )
return
pilot.EndSignal( "OnDeath" )
//run to the titan
waitthread NpcPilotRunsToEmbarkTitan( pilot, titan )
//embark titan
waitthread NpcPilotEmbarksTitan( pilot, titan )
}
entity function NpcPilotCallsInTitan( entity pilot, vector origin, vector angles )
{
Assert( !pilot.IsTitan() )
Assert( IsAlive( pilot ) )
Assert( !NpcPilotGetPetTitan( pilot ) )
//reset the next titan callin timer
NpcResetNextTitanRespawnAvailable( pilot )
//spawn a titan
array<string> settingsArray = GetAllowedTitanAISettings()
string titanSettings = settingsArray.getrandom()
entity titan = CreateNPC( "npc_titan", pilot.GetTeam(), origin, angles )
SetSpawnOption_AISettings( titan, titanSettings )
DispatchSpawn( titan )
NpcPilotSetPetTitan( pilot, titan )
//call it in
thread NPCTitanHotdrops( titan, false, "at_hotdrop_drop_2knee_turbo_upgraded" )
thread __TitanKneelOrStandAfterDropin( titan, pilot )
//get the titan ready to be embarked
SetStanceKneel( titan.GetTitanSoul() )
titan.SetTitle( pilot.GetTitle() + "'s Titan" )
UpdateEnemyMemoryFromTeammates( titan )
return titan
}
void function __TitanKneelOrStandAfterDropin( entity titan, entity pilot )
{
Assert( IsAlive( titan ) )
titan.EndSignal( "OnDeath" )
titan.EndSignal( "OnDestroy" )
titan.WaitSignal( "TitanHotDropComplete" )
if ( IsAlive( pilot ) )
thread PlayAnimGravity( titan, "at_MP_embark_idle" )
//else the titan will automatically stand up
}
//HACK -> this behavior should be completely in code
void function NpcPilotRunsToEmbarkTitan( entity pilot, entity titan )
{
titan.EndSignal( "OnDeath" )
titan.EndSignal( "OnDestroy" )
pilot.EndSignal( "OnDeath" )
pilot.EndSignal( "OnDestroy" )
pilot.SetNoTarget( true )
pilot.Anim_Stop()
pilot.DisableNPCMoveFlag( NPCMF_INDOOR_ACTIVITY_OVERRIDE )
pilot.EnableNPCMoveFlag( NPCMF_IGNORE_CLUSTER_DANGER_TIME | NPCMF_PREFER_SPRINT )
pilot.DisableArrivalOnce( true )
bool canMoveAndShoot = pilot.GetCapabilityFlag( bits_CAP_MOVE_SHOOT )
pilot.SetCapabilityFlag( bits_CAP_MOVE_SHOOT, false )
OnThreadEnd(
function () : ( pilot, canMoveAndShoot )
{
if ( !IsAlive( pilot ) )
return
pilot.SetNoTarget( false )
pilot.EnableNPCMoveFlag( NPCMF_INDOOR_ACTIVITY_OVERRIDE )
pilot.DisableNPCMoveFlag( NPCMF_IGNORE_CLUSTER_DANGER_TIME | NPCMF_PREFER_SPRINT )
pilot.SetCapabilityFlag( bits_CAP_MOVE_SHOOT, canMoveAndShoot )
}
)
local titanSubClass = GetSoulTitanSubClass( titan.GetTitanSoul() )
local embarkSet = FindBestEmbarkForNpcAnim( pilot, titan )
string pilotAnim = GetAnimFromAlias( titanSubClass, embarkSet.animSet.thirdPersonKneelingAlias )
pilot.ClearAllEnemyMemory()
waitthread RunToAnimStartForced_Deprecated( pilot, pilotAnim, titan, "hijack" )
}
/************************************************************************************************\
###### ## ## #### ######## ###### ## ##
## ## ## ## ## ## ## ## ## ## ##
## ## ## ## ## ## ## ## ##
###### ## ## ## ## ## ## #########
## ## ## ## ## ## ## ## ##
## ## ## ## ## ## ## ## ## ## ##
###### ### ### #### ## ###### ## ##
\************************************************************************************************/
function NpcPilotEmbarksTitan( entity pilot, entity titan )
{
Assert( IsAlive( pilot ) )
Assert( IsAlive( titan ) )
Assert( !pilot.IsTitan() )
Assert( titan.IsTitan() )
titan.EndSignal( "OnDestroy" )
titan.EndSignal( "OnDeath" )
OnThreadEnd(
function () : ( titan, pilot )
{
if ( IsAlive( titan ) )
{
if ( titan.ContextAction_IsBusy() )
titan.ContextAction_ClearBusy()
titan.ClearInvulnerable()
Assert( !IsAlive( pilot ) )
}
}
)
local isInvulnerable = pilot.IsInvulnerable()
pilot.SetInvulnerable()
titan.SetInvulnerable()
local titanSubClass = GetSoulTitanSubClass( titan.GetTitanSoul() )
local embarkSet = FindBestEmbark( pilot, titan )
while ( embarkSet == null )
{
wait 1.0
embarkSet = FindBestEmbark( pilot, titan )
}
local pilotAnim = GetAnimFromAlias( titanSubClass, embarkSet.animSet.thirdPersonKneelingAlias )
local titanAnim = embarkSet.animSet.titanKneelingAnim
if ( !titan.ContextAction_IsBusy() ) //might be set from kneeling
titan.ContextAction_SetBusy()
pilot.ContextAction_SetBusy()
if ( IsCloaked( pilot ) )
pilot.SetCloakDuration( 0, 0, 1.5 )
//pilot.SetParent( titan, "hijack", false, 0.5 ) //the time is just in case their not exactly at the right starting position
EmitSoundOnEntity( titan, embarkSet.audioSet.thirdPersonKneelingAudioAlias )
thread PlayAnim( pilot, pilotAnim, titan, "hijack" )
waitthread PlayAnim( titan, titanAnim )
if ( !isInvulnerable )
pilot.ClearInvulnerable()
NpcPilotBecomesTitan( pilot, titan )
}
entity function NpcPilotDisembarksTitan( entity titan )
{
Assert( titan.IsTitan() )
Assert( TitanHasNpcPilot( titan ) )
entity pilot = NpcTitanBecomesPilot( titan )
Assert( !pilot.IsTitan() )
NpcPilotSetPetTitan( pilot, titan )
thread __NpcPilotDisembarksTitan( pilot, titan )
return pilot
}
function __NpcPilotDisembarksTitan( pilot, titan )
{
expect entity( pilot )
expect entity( titan )
titan.ContextAction_SetBusy()
pilot.ContextAction_SetBusy()
if ( pilot.GetTitle() != "" )
{
titan.SetTitle( pilot.GetTitle() + "'s Titan" )
}
local isInvulnerable = pilot.IsInvulnerable()
pilot.SetInvulnerable()
titan.SetInvulnerable()
local pilot3pAnim, pilot3pAudio, titanDisembarkAnim
local titanSubClass = GetSoulTitanSubClass( titan.GetTitanSoul() )
local standing = titan.GetTitanSoul().GetStance() >= STANCE_STANDING // STANCE_STANDING = 2, STANCE_STAND = 3
if ( standing )
{
titanDisembarkAnim = "at_dismount_stand"
pilot3pAnim = "pt_dismount_" + titanSubClass + "_stand"
pilot3pAudio = titanSubClass + "_Disembark_Standing_3P"
}
else
{
titanDisembarkAnim = "at_dismount_crouch"
pilot3pAnim = "pt_dismount_" + titanSubClass + "_crouch"
pilot3pAudio = titanSubClass + "_Disembark_Kneeling_3P"
}
// pilot.SetParent( titan, "hijack" )
EmitSoundOnEntity( titan, pilot3pAudio )
thread PlayAnim( titan, titanDisembarkAnim )
waitthread PlayAnim( pilot, pilot3pAnim, titan, "hijack" )
//pilot.ClearParent()
titan.ContextAction_ClearBusy()
pilot.ContextAction_ClearBusy()
if ( !isInvulnerable )
pilot.ClearInvulnerable()
titan.ClearInvulnerable()
if ( !standing )
SetStanceKneel( titan.GetTitanSoul() )
}
void function NpcPilotBecomesTitan( entity pilot, entity titan )
{
Assert( IsAlive( pilot ) )
Assert( IsAlive( titan ) )
Assert( IsGrunt( pilot ) || IsPilotElite( pilot ) )
Assert( titan.IsTitan() )
entity titanSoul = titan.GetTitanSoul()
titanSoul.soul.seatedNpcPilot.isValid = true
titanSoul.soul.seatedNpcPilot.team = pilot.GetTeam()
titanSoul.soul.seatedNpcPilot.spawnflags = expect int( pilot.kv.spawnflags )
titanSoul.soul.seatedNpcPilot.accuracy = expect float( pilot.kv.AccuracyMultiplier )
titanSoul.soul.seatedNpcPilot.proficieny = expect float( pilot.kv.WeaponProficiency )
titanSoul.soul.seatedNpcPilot.health = expect float( pilot.kv.max_health )
titanSoul.soul.seatedNpcPilot.physDamageScale = expect float( pilot.kv.physdamagescale )
titanSoul.soul.seatedNpcPilot.weapon = pilot.GetMainWeapons()[0].GetWeaponClassName()
titanSoul.soul.seatedNpcPilot.squadName = expect string( pilot.kv.squadname )
titanSoul.soul.seatedNpcPilot.modelAsset = pilot.GetModelName()
titanSoul.soul.seatedNpcPilot.title = pilot.GetTitle()
titanSoul.soul.seatedNpcPilot.isInvulnerable = pilot.IsInvulnerable()
titan.SetTitle( titanSoul.soul.seatedNpcPilot.title )
thread __TitanPilotRodeoCounter( titan )
ScriptCallback_OnNpcPilotBecomesTitan( pilot, titan )
pilot.Destroy()
}
entity function NpcTitanBecomesPilot( entity titan )
{
Assert( IsValid( titan ) )
Assert( titan.IsTitan() )
entity titanSoul = titan.GetTitanSoul()
titanSoul.soul.seatedNpcPilot.isValid = false
string weapon = titanSoul.soul.seatedNpcPilot.weapon
string squadName = titanSoul.soul.seatedNpcPilot.squadName
asset model = titanSoul.soul.seatedNpcPilot.modelAsset
string title = titanSoul.soul.seatedNpcPilot.title
int team = titanSoul.soul.seatedNpcPilot.team
vector origin = titan.GetOrigin()
vector angles = titan.GetAngles()
entity pilot = CreateElitePilot( team, origin, angles )
SetSpawnOption_Weapon( pilot, weapon )
SetSpawnOption_SquadName( pilot, squadName )
pilot.SetValueForModelKey( model )
DispatchSpawn( pilot )
pilot.SetModel( model ) // this is a hack, trying to avoid having a model spawn option because its easy to abuse
NpcPilotSetPetTitan( pilot, titan )
NpcResetNextTitanRespawnAvailable( pilot )
pilot.kv.spawnflags = titanSoul.soul.seatedNpcPilot.spawnflags
pilot.kv.AccuracyMultiplier = titanSoul.soul.seatedNpcPilot.accuracy
pilot.kv.WeaponProficiency = titanSoul.soul.seatedNpcPilot.proficieny
pilot.kv.health = titanSoul.soul.seatedNpcPilot.health
pilot.kv.max_health = titanSoul.soul.seatedNpcPilot.health
pilot.kv.physDamageScale = titanSoul.soul.seatedNpcPilot.physDamageScale
if ( titanSoul.soul.seatedNpcPilot.isInvulnerable )
pilot.SetInvulnerable()
titan.SetOwner( pilot )
NPCFollowsNPC( titan, pilot )
UpdateEnemyMemoryFromTeammates( pilot )
thread __TitanStanceThink( pilot, titan )
ScriptCallback_OnNpcTitanBecomesPilot( pilot, titan )
return pilot
}
bool function TitanHasNpcPilot( entity titan )
{
Assert( titan.IsTitan() )
entity titanSoul = titan.GetTitanSoul()
if ( !IsValid( titanSoul ) )
return false
if ( !titanSoul.soul.seatedNpcPilot.isValid )
return false
return true
}
entity function NpcPilotGetPetTitan( entity pilot )
{
Assert( !pilot.IsTitan() )
Assert( "petTitan" in pilot.s )
if ( !IsAlive( expect entity( pilot.s.petTitan ) ) )
return null
Assert( pilot.s.petTitan.IsTitan() )
return expect entity( pilot.s.petTitan )
}
void function NpcPilotSetPetTitan( entity pilot, entity titan )
{
Assert( !pilot.IsTitan() )
Assert( titan.IsTitan() )
Assert( "petTitan" in pilot.s )
pilot.s.petTitan = titan
pilot.Signal( "PetTitanUpdated" )
}
#endif // NPC_TITAN_PILOT_PROTOTYPE
function __TitanStanceThink( entity pilot, entity titan )
{
if ( !IsAlive( titan ) )
return
if ( titan.GetTitanSoul().IsDoomed() )
return
titan.EndSignal( "OnDeath" )
titan.EndSignal( "OnDestroy" )
titan.EndSignal( "NpcPilotBecomesTitan" )
WaittillAnimDone( titan ) //wait for disembark anim
// kneel in certain circumstances
while ( IsAlive( pilot ) )
{
if ( !ChangedStance( titan ) )
waitthread TitanWaitsToChangeStance_or_PilotDeath( pilot, titan )
}
if ( titan.GetTitanSoul().GetStance() < STANCE_STANDING )
{
while ( !TitanCanStand( titan ) )
wait 2
TitanStandUp( titan )
}
}
function TitanWaitsToChangeStance_or_PilotDeath( pilot, titan )
{
pilot.EndSignal( "OnDeath" )
pilot.EndSignal( "OnDestroy" )
TitanWaitsToChangeStance( titan )
}
/************************************************************************************************\
######## ####### ####### ## ######
## ## ## ## ## ## ## ##
## ## ## ## ## ## ##
## ## ## ## ## ## ######
## ## ## ## ## ## ##
## ## ## ## ## ## ## ##
## ####### ####### ######## ######
\************************************************************************************************/
function __WaitforTitanCallinReady( entity pilot )
{
pilot.EndSignal( "OnDeath" )
pilot.EndSignal( "OnDestroy" )
//HACK TODO: handle eTitanAvailability.Default vs custom and none, AND ALSO make a way to kill this thread
while ( true )
{
if ( pilot.s.nextTitanRespawnAvailable == NPC_NEXT_TITANTIME_RESET )
pilot.s.nextTitanRespawnAvailable = Time() + RandomFloatRange( NPC_NEXT_TITANTIME_MIN, NPC_NEXT_TITANTIME_MAX ) //this is just a random number - maybe in the future it will be based on the npc's kills...maybe also on the players if it's a slot
if ( pilot.s.nextTitanRespawnAvailable <= Time() )
break
float delay = max( pilot.s.nextTitanRespawnAvailable - Time(), 0.1 ) //make sure min delay of 0.1 to account for floating point error
thread SetSignalDelayed( pilot, "NpcTitanRespawnAvailableUpdated", delay )
pilot.WaitSignal( "NpcTitanRespawnAvailableUpdated" )
//keep looping backup just in case this value changes outside this function, we get an update
continue
}
Assert( Time() >= pilot.s.nextTitanRespawnAvailable )
Assert( pilot.s.nextTitanRespawnAvailable != NPC_NEXT_TITANTIME_RESET )
}
function __TitanKneelsForPilot( pilot, titan )
{
expect entity( pilot )
expect entity( titan )
pilot.EndSignal( "OnDeath" )
pilot.EndSignal( "OnDestroy" )
titan.EndSignal( "OnDeath" )
titan.EndSignal( "OnDestroy" )
OnThreadEnd(
function () : ( pilot, titan )
{
if ( !IsAlive( titan ) )
return
SetStanceStand( titan.GetTitanSoul() )
//the pilot never made it to embark - lets stand our titan up so he can fight
if ( !IsAlive( pilot ) )
{
thread PlayAnimGravity( titan, "at_hotdrop_quickstand" )
HideName( titan )
titan.ContextAction_ClearBusy()
}
}
)
if ( !titan.ContextAction_IsBusy() ) //might be set from kneeling
titan.ContextAction_SetBusy()
SetStanceKneel( titan.GetTitanSoul() )
waitthread PlayAnimGravity( titan, "at_MP_stand2knee_straight" )
waitthread PlayAnim( titan, "at_MP_embark_idle" )
}
function HasEnemyRodeo( titan )
{
expect entity( titan )
if ( !IsAlive( titan ) )
return false
if ( IsValid( GetEnemyRodeoPilot( titan ) ) )
return true
return false
}
function __TitanPilotRodeoCounter( entity titan )
{
titan.EndSignal( "OnDeath" )
titan.EndSignal( "OnDestroy" )
while ( true )
{
while ( !HasEnemyRodeo( titan ) )
titan.GetTitanSoul().WaitSignal( "RodeoRiderChanged" )
wait RandomFloatRange( 3, 6 ) //give some time for debounce in case the rider jumps right off
if ( !HasEnemyRodeo( titan ) )
continue
#if NPC_TITAN_PILOT_PROTOTYPE
thread NpcPilotDisembarksTitan( titan )
return
#endif
}
}
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