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global function GruntChatter_MP_Init
global function PlayGruntChatterMPLine

const float CHATTER_FRIENDLY_GRUNT_DOWN_DIST_MAX 		= 1100.0
const float CHATTER_SQUAD_DEPLETED_FRIENDLY_NEARBY_DIST = 650.0  // if any other friendly grunt is within this dist, squad deplete chatter won't play
const float CHATTER_ENEMY_TITAN_DOWN_DIST_MAX 			= 1500.0
const float CHATTER_NEARBY_GRUNT_TRACEFRAC_MIN 			= 0.95  // for when we need "LOS" trace

void function GruntChatter_MP_Init()
{
	Assert( IsMultiplayer(), "MP Grunt chatter is restricted to Multiplayer only." )
	
	AddCallback_OnPlayerKilled( GruntChatter_OnPlayerOrNPCKilled )
	AddCallback_OnNPCKilled( GruntChatter_OnPlayerOrNPCKilled )
}




/*=====================================================================================================================================================
   _____                      _      _____  _             _    _                __  __         _  _    _         _                           
  / ____|                    | |    / ____|| |           | |  | |              |  \/  |       | || |  (_)       | |                          
 | |  __  _ __  _   _  _ __  | |_  | |     | |__    __ _ | |_ | |_  ___  _ __  | \  / | _   _ | || |_  _  _ __  | |  __ _  _   _   ___  _ __ 
 | | |_ || '__|| | | || '_ \ | __| | |     | '_ \  / _` || __|| __|/ _ \| '__| | |\/| || | | || || __|| || '_ \ | | / _` || | | | / _ \| '__|
 | |__| || |   | |_| || | | || |_  | |____ | | | || (_| || |_ | |_|  __/| |    | |  | || |_| || || |_ | || |_) || || (_| || |_| ||  __/| |   
  \_____||_|    \__,_||_| |_| \__|  \_____||_| |_| \__,_| \__| \__|\___||_|    |_|  |_| \__,_||_| \__||_|| .__/ |_| \__,_| \__, | \___||_|   
                                                                                                         | |                __/ |            
                                                                                                         |_|               |___/             
/*===================================================================================================================================================*/
													   
void function PlayGruntChatterMPLine( entity grunt, string conversationType )
{
	#if !GRUNT_CHATTER_MP_ENABLED
		return
	#endif
	
	foreach ( entity player in GetPlayerArray() )
		if ( ShouldPlayGruntChatterMPLine( conversationType, player, grunt ) )
			Remote_CallFunction_Replay( player, "ServerCallback_PlayGruntChatterMP", GetConversationIndex( conversationType ), grunt.GetEncodedEHandle() )
}

void function GruntChatter_OnPlayerOrNPCKilled( entity deadGuy, entity attacker, var damageInfo )
{
	if ( !IsValid( deadGuy ) || !IsValid( attacker ) )
		return
	
	if( IsGrunt( attacker ) && IsPilot( deadGuy ) )
		PlayGruntChatterMPLine( attacker, "bc_killenemypilot" )
	else
		GruntChatter_TryEnemyTitanDown( deadGuy )
	
	if ( IsGrunt( deadGuy ) )
	{
		GruntChatter_TryFriendlyDown( deadGuy )
		GruntChatter_TrySquadDepleted( deadGuy )
	}
}

void function GruntChatter_TryFriendlyDown( entity deadGuy )
{
	entity closestGrunt = GruntChatter_FindClosestFriendlyHumanGrunt_LOS( deadGuy.GetOrigin(), deadGuy.GetTeam(), CHATTER_FRIENDLY_GRUNT_DOWN_DIST_MAX )
	if ( !closestGrunt )
		return
	
	if ( !GruntChatter_CanGruntChatterNow( closestGrunt ) )
		return
	
	PlayGruntChatterMPLine( closestGrunt, "bc_allygruntdown" )
}

void function GruntChatter_TrySquadDepleted( entity deadGuy )
{
	string deadGuySquadName = expect string( deadGuy.kv.squadname )
	if ( deadGuySquadName == "" )
		return

	array<entity> squad = GetNPCArrayBySquad( deadGuySquadName )
	entity lastSquadMember
	if ( squad.len() == 1 )
		lastSquadMember = squad[0]

	if ( !GruntChatter_CanGruntChatterNow( lastSquadMember ) )
		return

	if ( lastSquadMember.GetNPCState() == "idle" )
		return

	// if another grunt from another squad is nearby, don't chatter about being alone
	array<entity> nearbyGrunts = GetNearbyFriendlyGrunts( lastSquadMember.GetOrigin(), lastSquadMember.GetTeam(), CHATTER_SQUAD_DEPLETED_FRIENDLY_NEARBY_DIST )
	nearbyGrunts.fastremovebyvalue( lastSquadMember )
	if ( nearbyGrunts.len() )
		return

	PlayGruntChatterMPLine( lastSquadMember, "bc_squaddeplete" )
}

void function GruntChatter_TryEnemyTitanDown( entity deadGuy )
{
	if ( deadGuy.IsTitan() )
	{ 
		entity closestGrunt = GruntChatter_FindClosestEnemyHumanGrunt_LOS( deadGuy.GetOrigin(), deadGuy.GetTeam(), CHATTER_ENEMY_TITAN_DOWN_DIST_MAX )
		if ( !closestGrunt )
			return

		PlayGruntChatterMPLine( closestGrunt, "bc_enemytitandown" )
	}
}

entity function GruntChatter_FindClosestEnemyHumanGrunt_LOS( vector searchOrigin, int enemyTeam, float searchDist )
{
	array<entity> humanGrunts = GetNearbyEnemyHumanGrunts( searchOrigin, enemyTeam, searchDist )
	return GruntChatter_GetClosestGrunt_LOS( humanGrunts, searchOrigin )
}

entity function GruntChatter_FindClosestFriendlyHumanGrunt_LOS( vector searchOrigin, int friendlyTeam, float searchDist )
{
	array<entity> humanGrunts = GetNearbyFriendlyHumanGrunts( searchOrigin, friendlyTeam, searchDist )
	return GruntChatter_GetClosestGrunt_LOS( humanGrunts, searchOrigin )
}

entity function GruntChatter_GetClosestGrunt_LOS( array<entity> nearbyGrunts, vector searchOrigin )
{
	entity closestGrunt = null
	float closestDist = 10000

	foreach ( grunt in nearbyGrunts )
	{
		vector gruntOrigin = grunt.GetOrigin()

		// CanSee doesn't return true if the target is dead
		if ( !GruntChatter_CanGruntTraceToLocation( grunt, searchOrigin ) )
			continue

		if ( !closestGrunt )
		{
			closestGrunt = grunt
			continue
		}

		float distFromSearchOrigin = Distance( grunt.GetOrigin(), searchOrigin )

		if ( closestDist > distFromSearchOrigin )
			continue

		closestGrunt = grunt
		closestDist = distFromSearchOrigin
	}

	return closestGrunt
}

bool function GruntChatter_CanGruntTraceToLocation( entity grunt, vector traceEnd )
{
	float traceFrac = TraceLineSimple( grunt.GetOrigin(), traceEnd, grunt )
	return traceFrac > CHATTER_NEARBY_GRUNT_TRACEFRAC_MIN
}

array<entity> function GetNearbyFriendlyHumanGrunts( vector searchOrigin, int friendlyTeam, float ornull searchRange = null )
{
	array<entity> nearbyGrunts = GetNearbyFriendlyGrunts( searchOrigin, friendlyTeam, searchRange )
	array<entity> humanGrunts = []
	foreach ( grunt in nearbyGrunts )
	{
		if ( grunt.IsMechanical() )
			continue

		humanGrunts.append( grunt )
	}

	return humanGrunts
}

array<entity> function GetNearbyEnemyHumanGrunts( vector searchOrigin, int enemyTeam, float ornull searchRange = null )
{
	array<entity> nearbyGrunts = GetNearbyEnemyGrunts( searchOrigin, enemyTeam, searchRange )
	array<entity> humanGrunts = []
	foreach ( grunt in nearbyGrunts )
	{
		if ( grunt.IsMechanical() )
			continue

		humanGrunts.append( grunt )
	}

	return humanGrunts
}

bool function GruntChatter_CanGruntChatterNow( entity grunt )
{
	if ( !IsAlive( grunt ) )
		return false

	if ( !GruntChatter_IsGruntTypeEligibleForChatter( grunt ) )
		return false

	if ( grunt.ContextAction_IsMeleeExecution() )
		return false

	string squadname = expect string( grunt.kv.squadname )
	// we only care about this because the grunt conversation system wants it
	return squadname != ""
}

bool function GruntChatter_IsGruntTypeEligibleForChatter( entity grunt )
{
	if ( !IsGrunt( grunt ) )
		return false

	// mechanical grunts don't chatter
	return !grunt.IsMechanical()
}