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global function SuicideSpectres_Init
global function MakeSuicideSpectre
global function SpectreSuicideOnDamaged
global function GetNPCAttackerEnt
const FX_SPECTRE_EXPLOSION = $"P_drone_frag_exp"
//
// Suicide spectre script
//
const SPECTRE_EXPLOSION_DELAY = 0.25 // Delay for the first spectre in a chain to start exploding.
const SPECTRE_DAMAGE_MULTIPLIER_BODY = 1.5
const SPECTRE_DAMAGE_MULTIPLIER_HEAD = 6.0
const SPECTRE_DAMAGE_MULTIPLIER_SMART_PISTOL = 2.0
const SPECTRE_HEADSHOT_KEEP_WALKING_CHANCE = 100 // 35% chance to keep walking after a headshot to add variety
struct
{
int chainExplosionIndex
float lastChainExplosionTime
table< string, array<string> > spectreAnims
float nextOverloadTime
} file
const SFX_TICK_OVERLOAD = "corporate_spectre_overload_beep"
const SFX_TICK_EXPLODE = "corporate_spectre_death_explode"
const SFX_FRAGDRONE_OVERLOAD = "weapon_sentryfragdrone_preexplo"
const SFX_FRAGDRONE_EXPLODE = "weapon_sentryfragdrone_explo"
const SFX_FRAGDRONE_SUPERPURSUIT = "weapon_sentryfragdrone_superpursuit"
const CHAIN_EXPLOSION_MAXINDEX = 10
void function SuicideSpectres_Init()
{
RegisterSignal( "SuicideSpectreForceExplode" )
RegisterSignal( "SuicideSpectreExploding" )
RegisterSignal( "SuicideGotEnemy" )
RegisterSignal( "SuicideLostEnemy" )
PrecacheParticleSystem( FX_SPECTRE_EXPLOSION )
file.spectreAnims[ "spectreSearch" ] <- []
file.spectreAnims[ "spectreSearch" ].append( "sp_suicide_spectre_search" )
file.spectreAnims[ "spectreSearch" ].append( "sp_suicide_spectre_search_B" )
file.spectreAnims[ "spectreSearch" ].append( "sp_suicide_spectre_search_C" )
AddDamageCallback( "npc_frag_drone", SpectreSuicideOnDamaged_Callback )
AddDeathCallback( "npc_frag_drone", FragDroneDeath )
}
/************************************************************************************************\
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\************************************************************************************************/
void function MakeSuicideSpectre( entity spectre )
{
spectre.SetAimAssistAllowed( true )
spectre.SetAllowMelee( false )
DisableLeeching( spectre )
spectre.SetNPCMoveSpeedScale( 1.0 )
spectre.EnableNPCMoveFlag( NPCMF_IGNORE_CLUSTER_DANGER_TIME | NPCMF_PREFER_SPRINT )
spectre.DisableNPCMoveFlag( NPCMF_FOLLOW_SAFE_PATHS | NPCMF_INDOOR_ACTIVITY_OVERRIDE )
spectre.kv.allowShoot = 0
// Frag drones do suicide spectre behavior but we don't want them doing the enemy changed sounds so filter them out
if ( !IsFragDrone( spectre ) && !IsTick( spectre ) )
spectre.SetEnemyChangeCallback( SuicideSpectreEnemyChanged )
spectre.SetLookDistOverride( SPECTRE_MAX_SIGHT_DIST )
//spectre.SetHearingSensitivity( 10 ) //1 is default
spectre.EnableNPCFlag( NPC_MUTE_TEAMMATE )
spectre.ai.suicideSpectreExplosionDelay = -1
thread SpectreWaitToExplode( spectre )
AddAnimEvent( spectre, "frag_drone_armed", FragDroneArmed )
}
void function FragDroneArmed( entity npc )
{
npc.ai.fragDroneArmed = true
}
void function FragDroneDeath( entity spectre, var damageInfo )
{
FragDroneDeath_Think( spectre, damageInfo )
}
// for reloadscripts
void function FragDroneDeath_Think( entity spectre, var damageInfo )
{
vector pos = spectre.GetOrigin()
int tagID = spectre.LookupAttachment( "CHESTFOCUS" )
vector fxOrg = spectre.GetAttachmentOrigin( tagID )
string expSFX
if ( spectre.mySpawnOptions_aiSettings == "npc_frag_drone_throwable" )
expSFX = SFX_FRAGDRONE_EXPLODE
else
expSFX = SFX_TICK_EXPLODE
int expFX = GetParticleSystemIndex( FX_SPECTRE_EXPLOSION )
entity attacker = DamageInfo_GetAttacker( damageInfo )
entity attackerEnt = GetNPCAttackerEnt( spectre, attacker )
int team = GetExplosionTeamBasedOnGamemode( spectre )
int damageDef = GetDamageDefForFragDrone( spectre )
RadiusDamage_DamageDefSimple( damageDef, pos, attackerEnt, spectre, 0 )
EmitSoundAtPosition( spectre.GetTeam(), pos, expSFX )
CreateShake( pos, 10, 105, 1.25, 768 )
StartParticleEffectInWorld( expFX, fxOrg, Vector( 0, 0, 0 ) )
spectre.Gib( <0, 0, 100> ) //Used to do .Destroy() on the frag drones immediately, but this meant you can't display the obiturary correctly. Instead, since it's dead already just hide it
}
entity function GetNPCAttackerEnt( entity npc, entity attacker )
{
entity owner = npc.GetBossPlayer()
bool ownerIsPlayer = owner != null && owner.IsPlayer()
if ( IsMultiplayer() )
return ownerIsPlayer ? owner : npc
if ( !IsAlive( attacker ) )
return npc
// dont give player credit, since that does some bad things
if ( ownerIsPlayer )
return owner
if ( attacker.IsPlayer() )
return GetEnt( "worldspawn" )
return attacker
}
int function GetDamageDefForFragDrone( entity drone )
{
var damageDef = drone.Dev_GetAISettingByKeyField( "damageDefOverride" )
if ( damageDef != null )
{
expect string( damageDef )
return eDamageSourceId[ damageDef ]
}
entity owner = drone.GetBossPlayer()
if ( owner != null && owner.IsPlayer() )
return damagedef_frag_drone_throwable_PLAYER
return damagedef_frag_drone_throwable_NPC
}
void function SuicideSpectreEnemyChanged( entity spectre )
{
// Spectre "Speaks"
if ( ( RandomFloat( 1.0 ) ) < 0.02 )
EmitSoundOnEntity( spectre, "diag_imc_spectre_gs_spotenemypilot_01_1" )
}
/************************************************************************************************\
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\************************************************************************************************/
void function SpectreWaitToExplode( entity spectre )
{
Assert( spectre.IsNPC() )
spectre.EndSignal( "OnDeath" )
waitthread SuicideSpectre_WaittillNearEnemyOrExploding( spectre )
if ( spectre.ai.suicideSpectreExplodingAttacker == null )
{
// not exploding, so overload
spectre.ai.suicideSpectreExplosionDelay = GetSpectreExplosionTime( spectre )
waitthread SpectreOverloads( spectre )
}
if ( spectre.ai.suicideSpectreExplosionDelay > 0 )
wait spectre.ai.suicideSpectreExplosionDelay
entity attacker = spectre.ai.suicideSpectreExplodingAttacker
if ( !IsValid( attacker ) )
{
entity lastAttacker = GetLastAttacker( spectre )
if ( IsValid( lastAttacker ) )
{
attacker = lastAttacker
}
else
{
attacker = spectre
}
}
vector force = GetDeathForce()
Assert( !attacker.IsProjectile(), "Suicide Spectre attacker was a projectile! Type: " + attacker.ProjectileGetWeaponClassName() )
// JFS: sometimes the attacker is a projectile, which can cause a script error.
// The real solution is to figure out which weapon is passing in the projectile as the attacker and correct that.
if ( attacker.IsProjectile() )
{
attacker = spectre
}
spectre.Die( attacker, attacker, { force = force, scriptType = DF_DOOMED_HEALTH_LOSS, damageSourceId = eDamageSourceId.suicideSpectreAoE } )
}
void function SetSuicideSpectreExploding( entity spectre, entity attacker, float explodingTime )
{
Assert( spectre.ai.suicideSpectreExplodingAttacker == null )
spectre.ai.suicideSpectreExplodingAttacker = attacker
spectre.ai.suicideSpectreExplosionDelay = explodingTime
spectre.Signal( "SuicideSpectreExploding" )
}
float function GetSpectreExplosionTime( entity spectre )
{
if ( Time() - file.lastChainExplosionTime > 1.0 )
file.chainExplosionIndex = 0
float waitTime = file.chainExplosionIndex * 0.14 // RandomFloatRange( CHAIN_EXPLOSION_INTERVALMIN, CHAIN_EXPLOSION_INTERVALMAX )
file.lastChainExplosionTime = Time()
file.chainExplosionIndex++
return waitTime
}
void function SuicideSpectre_WaittillNearEnemyOrExploding( entity spectre )
{
spectre.EndSignal( "OnDeath" )
spectre.EndSignal( "SuicideSpectreExploding" )
spectre.EndSignal( "SuicideSpectreForceExplode" )
bool pursuitSoundPlaying = false
float minScale = expect float( spectre.Dev_GetAISettingByKeyField( "minSpeedScale" ) )
float maxScale = expect float( spectre.Dev_GetAISettingByKeyField( "maxSpeedScale" ) )
while ( true )
{
wait 0.1
if ( !spectre.ai.fragDroneArmed )
continue
if ( spectre.ai.suicideSpectreExplodingAttacker != null )
return
//If spectre is not interrruptable, don't bother
if ( !spectre.IsInterruptable() )
continue
//If spectre is parented, don't bother
if ( IsValid( spectre.GetParent() ) )
continue
// speed up when near enemy
entity enemy = spectre.GetEnemy()
if ( IsAlive( enemy ) )
{
float dist = Distance( enemy.GetOrigin(), spectre.GetOrigin() )
float maxDist = 850
if ( spectre.mySpawnOptions_aiSettings == "npc_frag_drone_throwable" )
{
if ( dist < maxDist )
{
if ( pursuitSoundPlaying == false )
{
EmitSoundOnEntity( spectre, SFX_FRAGDRONE_SUPERPURSUIT )
pursuitSoundPlaying = true
}
}
else
{
if ( pursuitSoundPlaying == true )
{
StopSoundOnEntity( spectre, SFX_FRAGDRONE_SUPERPURSUIT )
pursuitSoundPlaying = false
}
}
}
float speed = GraphCapped( dist, 200, 850, maxScale, minScale )
spectre.SetNPCMoveSpeedScale( speed )
}
// offset the overload time
if ( Time() < file.nextOverloadTime )
continue
entity attacker = SuicideSpectre_NearEnemy( spectre )
if ( attacker != null )
{
//SetSuicideSpectreOverloading( spectre, attacker )
//Assert( 0 ) // never reached
return
}
}
}
entity function SuicideSpectre_NearEnemy( entity spectre )
{
// See if any player is close eneough to trigger self-destruct
array<entity> enemies
entity closestEnemy = spectre.GetClosestEnemy()
if ( closestEnemy )
enemies.append( closestEnemy )
entity currentEnemy = spectre.GetEnemy()
if ( currentEnemy && currentEnemy != closestEnemy )
enemies.append( currentEnemy )
vector origin = spectre.GetOrigin()
float dist = expect float( spectre.Dev_GetAISettingByKeyField( "suicideExplosionDistance" ) )
foreach ( enemy in enemies )
{
if ( !IsAlive( enemy ) )
continue
if ( enemy.IsCloaked( true ) )
continue
if ( enemy.GetNoTarget() )
continue
if ( enemy.IsPlayer() && enemy.IsPhaseShifted() )
continue
vector enemyOrigin = enemy.GetOrigin()
if ( Distance( origin, enemyOrigin ) > dist )
continue
float heightDiff = enemyOrigin.z - origin.z
// dont explode because you jump over me or I am on the floor above you
if ( fabs( heightDiff ) > 40 )
{
// unless enemy is standing on something slightly above you and there is a clear trace
float curTime = Time()
float timeDiff = curTime - spectre.ai.suicideSpectreExplosionTraceTime
const float TRACE_INTERVAL = 2
if ( heightDiff > 0 && timeDiff > TRACE_INTERVAL && enemy.IsOnGround() && spectre.CanSee( enemy ) )
{
spectre.ai.suicideSpectreExplosionTraceTime = curTime
float frac = TraceHullSimple( origin, < origin.x, origin.y, enemyOrigin.z >, spectre.GetBoundingMins(), spectre.GetBoundingMaxs(), spectre )
if ( frac == 1.0 )
return enemy
}
continue
}
return enemy
}
return null
}
void function SpectreOverloads( entity spectre )
{
spectre.EndSignal( "SuicideSpectreExploding" )
file.nextOverloadTime = Time() + 0.05
#if MP
var chaseTime = spectre.Dev_GetAISettingByKeyField( "SuicideChaseTime" )
if ( chaseTime != null )
{
float maxScale = expect float( spectre.Dev_GetAISettingByKeyField( "maxSpeedScale" ) )
spectre.SetNPCMoveSpeedScale( maxScale )
expect float( chaseTime )
float endChaseTime = Time() + chaseTime
for ( ;; )
{
if ( Time() >= endChaseTime )
break
if ( !IsAlive( spectre.GetEnemy() ) )
break
entity nearEnemy = SuicideSpectre_NearEnemy( spectre )
if ( IsAlive( nearEnemy ) )
{
if ( nearEnemy.IsTitan() && spectre.IsInterruptable() )
{
JumpAtTitan( spectre, nearEnemy )
spectre.ai.suicideSpectreExplosionDelay = 0.0
return
}
break
}
WaitFrame()
}
}
#endif
for ( ;; )
{
#if SP
if ( spectre.IsInterruptable() && !spectre.Anim_IsActive() )
break
#elseif MP
if ( spectre.IsInterruptable() && !spectre.Anim_IsActive() && spectre.IsOnGround() )
break
#endif
WaitFrame()
}
string overloadSF
bool isFragDrone = spectre.mySpawnOptions_aiSettings == "npc_frag_drone_throwable"
if ( isFragDrone )
overloadSF = SFX_FRAGDRONE_OVERLOAD
else
overloadSF = SFX_TICK_OVERLOAD
// Overload Sound
EmitSoundOnEntity( spectre, overloadSF )
AI_CreateDangerousArea_DamageDef( damagedef_frag_drone_explode, spectre, TEAM_INVALID, true, false )
// Cleanup on thread end
OnThreadEnd(
function() : ( spectre, overloadSF )
{
if ( IsValid( spectre ) )
{
StopSoundOnEntity( spectre, overloadSF )
}
}
)
bool jumpAtTitans = spectre.Dev_GetAISettingByKeyField( "JumpAtTitans" ) == null || spectre.Dev_GetAISettingByKeyField( "JumpAtTitans" ) == 1
entity enemy = spectre.GetEnemy()
if ( enemy && enemy.IsTitan() && jumpAtTitans && !spectre.IsInterruptable() )
{
JumpAtTitan( spectre, enemy )
}
else
{
string anim = "sp_suicide_spectre_explode_stand"
var overrideAnim = spectre.Dev_GetAISettingByKeyField( "OverrideOverloadAnim" )
if ( overrideAnim != null )
{
anim = expect string( overrideAnim )
}
waitthread PlayAnim( spectre, anim )
if ( !isFragDrone )
wait 0.25
}
}
void function JumpAtTitan( entity spectre, entity enemy )
{
vector myOrigin = spectre.GetOrigin()
vector dirToEnemy = enemy.EyePosition() - myOrigin
float dist = Length( dirToEnemy )
if ( dist > 0 )
{
const float MAX_DIST = 100
dirToEnemy *= min( MAX_DIST, dist ) / dist
}
vector refOrigin = myOrigin + Vector( dirToEnemy.x, dirToEnemy.y, 256 )
vector refAngles = spectre.GetAngles() + Vector( 0, 180, 0 )
spectre.Anim_ScriptedPlayWithRefPoint( "sd_jump_explode", refOrigin, refAngles, 0.3 )
WaittillAnimDone( spectre )
return
}
int function GetExplosionTeamBasedOnGamemode( entity spectre )
{
return spectre.GetTeam()
}
/************************************************************************************************\
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\************************************************************************************************/
void function SpectreSuicideOnDamaged_Callback( entity spectre, var damageInfo )
{
SpectreSuicideOnDamaged( spectre, damageInfo )
}
void function SpectreSuicideOnDamaged( entity spectre, var damageInfo )
{
//Assert( IsSuicideSpectre( spectre ) )
int damageType = DamageInfo_GetCustomDamageType( damageInfo )
DamageInfo_SetCustomDamageType( damageInfo, damageType )
if ( !IsAlive( spectre ) )
return
entity attacker = DamageInfo_GetAttacker( damageInfo )
entity inflictor = DamageInfo_GetInflictor( damageInfo )
float damage = DamageInfo_GetDamage( damageInfo )
int damageSourceId = DamageInfo_GetDamageSourceIdentifier( damageInfo )
// Calculate build time credit
if ( attacker.IsPlayer() )
{
if ( GameModeRulesShouldGiveTimerCredit( attacker, spectre, damageInfo ) && !TitanDamageRewardsTitanCoreTime() )
{
float timerCredit = CalculateBuildTimeCredit( attacker, spectre, damage, spectre.GetHealth(), spectre.GetMaxHealth(), "spectre_kill_credit", 9 )
if ( timerCredit )
DecrementBuildTimer( attacker, timerCredit )
}
}
// No pain anims for suicide spectres
DamageInfo_AddDamageFlags( damageInfo, DAMAGEFLAG_NOPAIN )
spectre.Signal( "SuicideSpectreExploding" )
if ( !IsValid( inflictor ) || !inflictor.IsPlayer() )
{
if ( spectre.ai.suicideSpectreExplodingAttacker == null )
{
if ( spectre.GetHealth() - damage <= 0 || ( IsValid( inflictor ) && IsTick( inflictor ) ) )
{
float explosionTime = GetSpectreExplosionTime( spectre )
SetSuicideSpectreExploding( spectre, attacker, explosionTime )
DamageInfo_SetDamage( damageInfo, 0 )
return
}
}
else
{
// already exploding
DamageInfo_SetDamage( damageInfo, 0 )
return
}
DamageInfo_SetDamage( damageInfo, damage )
}
}
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