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global function AiGameModes_Init

global function AiGameModes_SetGruntWeapons
global function AiGameModes_SetSpectreWeapons

global function AiGameModes_SpawnDropShip
global function AiGameModes_SpawnDropPod
global function AiGameModes_SpawnReaper
global function AiGameModes_SpawnTitan

global function GetValidIntroDropShipSpawn


const INTRO_DROPSHIP_CUTOFF = 2000

struct
{
	array< string > gruntWeapons = [ "mp_weapon_rspn101" ]
	array< string > spectreWeapons = [ "mp_weapon_hemlok_smg" ]
} file

void function AiGameModes_Init()
{

}

//------------------------------------------------------

void function AiGameModes_SetGruntWeapons( array< string > weapons )
{
	file.gruntWeapons = weapons
}

void function AiGameModes_SetSpectreWeapons( array< string > weapons )
{
	file.spectreWeapons = weapons
}

//------------------------------------------------------

void function AiGameModes_SpawnDropShip( vector pos, vector rot, int team, int count, void functionref( array<entity> guys ) squadHandler = null )
{  
	string squadName = MakeSquadName( team, UniqueString( "" ) )

	CallinData drop
	drop.origin 		= pos
	drop.yaw 			  = rot.y
	drop.dist 			= 768
	drop.team 			= team
	drop.squadname 	= squadName
	SetDropTableSpawnFuncs( drop, CreateSoldier, count )
	SetCallinStyle( drop, eDropStyle.ZIPLINE_NPC )
  
	thread RunDropshipDropoff( drop )
	
	WaitSignal( drop, "OnDropoff" )
	
	array< entity > guys = GetNPCArrayBySquad( squadName )
	
	foreach ( guy in guys )
	{
		ReplaceWeapon( guy, file.gruntWeapons[ RandomInt( file.gruntWeapons.len() ) ], [] )
		guy.EnableNPCFlag( NPC_ALLOW_PATROL | NPC_ALLOW_INVESTIGATE | NPC_ALLOW_HAND_SIGNALS | NPC_ALLOW_FLEE )
	}
	
	if ( squadHandler != null )
		thread squadHandler( guys )
}


void function AiGameModes_SpawnDropPod( vector pos, vector rot, int team, string content /*( ͡° ͜ʖ ͡°)*/, void functionref( array<entity> guys ) squadHandler = null )
{
	string squadName = MakeSquadName( team, UniqueString( "" ) )
	array<entity> guys
	
	entity pod = CreateDropPod( pos, <0,0,0> )
	
	InitFireteamDropPod( pod )
	
	for ( int i = 0; i < 4 ;i++ )
	{
		entity npc = CreateNPC( content, team, pos,<0,0,0> )
		DispatchSpawn( npc )
		SetSquad( npc, squadName )
		
		switch ( content )
		{
			case "npc_soldier":
				ReplaceWeapon( npc, file.gruntWeapons[ RandomInt( file.gruntWeapons.len() ) ], [] )
				break
				
			case "npc_spectre":
				ReplaceWeapon( npc, file.spectreWeapons[ RandomInt( file.spectreWeapons.len() ) ], [] )
				break
		}
		
		npc.SetParent( pod, "ATTACH", true )
		
		npc.EnableNPCFlag( NPC_ALLOW_PATROL | NPC_ALLOW_INVESTIGATE | NPC_ALLOW_HAND_SIGNALS | NPC_ALLOW_FLEE )
		guys.append( npc )
	}
	
	// The order here is different so we can show on minimap while were still falling
	if ( squadHandler != null )
		thread squadHandler( guys )
		
	waitthread LaunchAnimDropPod( pod, "pod_testpath", pos, rot )
	
	ActivateFireteamDropPod( pod, guys )
}

void function AiGameModes_SpawnReaper( vector pos, vector rot, int team, string aiSettings = "", void functionref( entity reaper ) reaperHandler = null )
{
	thread Reaper_Spawnpoint( pos, team, 11.2 )

	wait 10
	// spawn reapers right before it warpfalls, or round_end clean up will crash the game
	entity reaper = CreateSuperSpectre( team, pos, rot )
	// reaper highlight
	Highlight_SetFriendlyHighlight( reaper, "sp_enemy_pilot" )
	reaper.Highlight_SetParam( 1, 0, < 3,3,3 > )
	Highlight_SetEnemyHighlight( reaper, "enemy_titan" )

	SetSpawnOption_Titanfall( reaper )
	SetSpawnOption_Warpfall( reaper )
	
	if ( aiSettings != "" )
		SetSpawnOption_AISettings( reaper, aiSettings )
	
	DispatchSpawn( reaper )
	
	
	if ( reaperHandler != null )
		thread reaperHandler( reaper )
}

// copied from cl_replacement_titan_hud.gnut
void function Reaper_Spawnpoint( vector origin, int team, float impactTime, bool hasFriendlyWarning = false )
{
	array<entity> targetEffects = []
	vector surfaceNormal = < 0, 0, 1 >

	int index = GetParticleSystemIndex( $"P_ar_titan_droppoint" )

	if( hasFriendlyWarning )
	{
		entity effectFriendly = StartParticleEffectInWorld_ReturnEntity( index, origin, surfaceNormal )
		SetTeam( effectFriendly, team )
		EffectSetControlPointVector( effectFriendly, 1, < 128,188,255 > )
		effectFriendly.kv.VisibilityFlags = ENTITY_VISIBLE_TO_FRIENDLY
		targetEffects.append( effectFriendly )
	}

	entity effectEnemy = StartParticleEffectInWorld_ReturnEntity( index, origin, surfaceNormal )
	SetTeam( effectEnemy, team )
	EffectSetControlPointVector( effectEnemy, 1, < 255,99,0 > )
	effectEnemy.kv.VisibilityFlags = ENTITY_VISIBLE_TO_ENEMY
	targetEffects.append( effectEnemy )
	
	wait impactTime

	foreach( entity targetEffect in targetEffects )
	{
		if ( IsValid( targetEffect ) )
			EffectStop( targetEffect )
	}
}

// including aisettings stuff specifically for at bounty titans
void function AiGameModes_SpawnTitan( vector pos, vector rot, int team, string setFile, string aiSettings = "", void functionref( entity titan ) titanHandler = null )
{
	entity titan = CreateNPCTitan( setFile, TEAM_BOTH, pos, rot )
	SetSpawnOption_Titanfall( titan )
	SetSpawnOption_Warpfall( titan )
	
	if ( aiSettings != "" )
		SetSpawnOption_AISettings( titan, aiSettings )
	
	DispatchSpawn( titan )
	
	if ( titanHandler != null )
		thread titanHandler( titan )
}

// entity.ReplaceActiveWeapon gave grunts archers sometimes, this is my replacement for it
void function ReplaceWeapon( entity guy, string weapon, array<string> mods )
{
	guy.TakeActiveWeapon()
	guy.GiveWeapon( weapon, mods )
	guy.SetActiveWeaponByName( weapon )
}

// Checks if we can spawn a dropship at a node, this should guarantee dropship ziplines
array<entity> function GetValidIntroDropShipSpawn( array<entity> introNodes )
{
	array<entity> introShipSpawns
	
	if ( GetZiplineDropshipSpawns().len() == 0 )
		return []
	
	foreach ( node in introNodes )
	{
		entity closestNode = GetClosest( GetZiplineDropshipSpawns(), node.GetOrigin() )
		SetTeam( closestNode, node.GetTeam() )
		
		if ( Distance( closestNode.GetOrigin(), node.GetOrigin() ) < INTRO_DROPSHIP_CUTOFF )
			introShipSpawns.append( closestNode )
	}
	
	return introShipSpawns
}