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|
untyped // AddCallback_OnUseEntity() needs this
global function GamemodeAt_Init
global function RateSpawnpoints_AT
// Old bobr note which still applies after a year :)
// IMPLEMENTATION NOTES:
// bounty hunt is a mode that was clearly pretty heavily developed, and had alot of scrapped concepts (i.e. most wanted player bounties, turret bounties, collectable blackbox objectives)
// in the interest of time, this script isn't gonna support any of that atm
// alot of the remote functions also take parameters that aren't used, i'm not gonna populate these and just use default values for now instead
// however, if you do want to mess with this stuff, almost all the remote functions for this stuff are still present in cl_gamemode_at, and should work fine with minimal fuckery in my experience
// Bank settings
const float AT_BANKS_OPEN_DURATION = 45.0 // Bank open time
const int AT_BANK_DEPOSIT_RATE = 10 // Amount deposited per second
const int AT_BANK_DEPOSIT_RADIUS = 256 // bank radius for depositing
const float AT_BANK_FORCE_CLOSE_DELAY = 4.0 // If all bonus money has been deposited close the banks after this constant early
// TODO: The reference function no longer exists, check if this still holds true
// VoyageDB: HACK score events... respawn made things in AT_SetScoreEventOverride() really messed up, have to do some hack here
const array<string> AT_ENABLE_SCOREEVENTS =
[
// these are disabled in AT_SetScoreEventOverride(), but related scoreEvents are not implemented into gamemode
// needs to re-enable them
"DoomTitan",
"DoomAutoTitan"
]
const array<string> AT_DISABLE_SCOREEVENTS =
[
// these are missed in AT_SetScoreEventOverride(), but game actually used them
// needs to disable them
"KillStalker"
]
// Wave settings
// General
const int AT_AI_TEAM = TEAM_BOTH // Allow AI to attack and be attacked by both player teams
const float AT_FIRST_WAVE_START_DELAY = 10.0 // First wave has an extra delay before begining
const float AT_WAVE_TRANSITION_DELAY = 5.0 // Time between each wave and banks opening/closing
const float AT_WAVE_END_ANNOUNCEMENT_DELAY = 1.0 // Extra wait before announcing wave cleaned
// Squad settings
const int AT_DROPPOD_SQUADS_ALLOWED_ON_FIELD = 4 // default is 4 droppod squads on field, won't use if AT_USE_TOTAL_ALLOWED_ON_FIELD_CHECK turns on // TODO: verify this
// Titan bounty settings
const float AT_BOUNTY_TITAN_CHECK_DELAY = 10.0 // wait for bounty titans landing before we start checking their life state
const float AT_BOUNTY_TITAN_HEALTH_MULTIPLIER = 3 // TODO: Verify this
// Titan boss settings, check sh_gamemode_at.nut for more info
const array<string> AT_BOUNTY_TITANS_AI_SETTINGS =
[
"npc_titan_atlas_stickybomb_bounty",
"npc_titan_atlas_tracker_bounty",
"npc_titan_ogre_minigun_bounty",
"npc_titan_ogre_meteor_bounty",
"npc_titan_stryder_leadwall_bounty",
"npc_titan_stryder_sniper_bounty",
"npc_titan_atlas_vanguard_bounty"
]
// Extra
// Respawn didn't use the "totalAllowedOnField" for npc spawning, they only allow 1 squad to be on field for each type of npc. enabling this might cause too much npcs spawning and crash the game
const bool AT_USE_TOTAL_ALLOWED_ON_FIELD_CHECK = false
// Objectives
const int AT_OBJECTIVE_EMPTY = -1 // Remove objective
const int AT_OBJECTIVE_KILL_DZ = 104 // #AT_OBJECTIVE_KILL_DZ
const int AT_OBJECTIVE_KILL_DZ_MULTI = 105 // #AT_OBJECTIVE_KILL_DZ_MULTI
const int AT_OBJECTIVE_KILL_BOSS = 106 // #AT_OBJECTIVE_KILL_BOSS
const int AT_OBJECTIVE_KILL_BOSS_MULTI = 107 // #AT_OBJECTIVE_KILL_BOSS_MULTI
const int AT_OBJECTIVE_BANK_OPEN = 109 // #AT_BANK_OPEN_OBJECTIVE
// When a player tries to deposit when they have 0 bonus money
// we show a help mesage, this is the ratelimit for that message
// so that we dont spam it too much
const float AT_PLAYER_HUD_MESSAGE_COOLDOWN = 2.5
// Due to bad navmeshes NPCs may wonder off to bumfuck nowhere or the game
// might teleport them into the map while trying to correct their position
// This obviously breaks bounty hunt where the objective is to kill ALL ai
// so we try to cleanup the camps after a set amount of time of inactivity
const int AT_CAMP_BORED_NPCS_LEFT_TO_START_CLEANUP = 3
const float AT_CAMP_BORED_CLEANUP_WAIT = 60.0
struct
{
array<entity> banks
array<AT_WaveOrigin> camps
// Used to track ScriptmanagedEntArrays of ai squads
table< int, array<int> > campScriptEntArrays
table< entity, bool > titanIsBountyBoss
table< entity, int > bountyTitanRewards
table< entity, int > npcStolenBonus
table< entity, bool > playerBankUploading
table< entity, table<entity, int> > playerSavedBountyDamage
table< entity, float > playerHudMessageAllowedTime
} file
void function GamemodeAt_Init()
{
// wave
RegisterSignal( "ATWaveEnd" )
// camp
RegisterSignal( "ATCampClean" )
RegisterSignal( "ATAllCampsClean" )
// Set-up score callbacks
ScoreEvent_SetupEarnMeterValuesForMixedModes()
AddDamageFinalCallback( "npc_titan", OnNPCTitanFinalDamaged )
AddCallback_OnPlayerKilled( AT_PlayerOrNPCKilledScoreEvent )
AddCallback_OnNPCKilled( AT_PlayerOrNPCKilledScoreEvent )
// Set npc weapons
AiGameModes_SetNPCWeapons( "npc_soldier", [ "mp_weapon_rspn101", "mp_weapon_dmr", "mp_weapon_r97", "mp_weapon_lmg" ] )
AiGameModes_SetNPCWeapons( "npc_spectre", [ "mp_weapon_hemlok_smg", "mp_weapon_doubletake", "mp_weapon_mastiff" ] )
AiGameModes_SetNPCWeapons( "npc_stalker", [ "mp_weapon_hemlok_smg", "mp_weapon_lstar", "mp_weapon_mastiff" ] )
// Gamestate callbacks
AddCallback_GameStateEnter( eGameState.Prematch, OnATGamePrematch )
AddCallback_GameStateEnter( eGameState.Playing, OnATGamePlaying )
// Initilaze player
AddCallback_OnClientConnected( InitialiseATPlayer )
// Initilaze gamemode entities
AddCallback_EntitiesDidLoad( OnEntitiesDidLoad )
}
void function RateSpawnpoints_AT( int checkclass, array<entity> spawnpoints, int team, entity player )
{
RateSpawnpoints_Generic( checkclass, spawnpoints, team, player )
}
////////////////////////////////////////
///// GAMESTATE CALLBACK FUNCTIONS /////
////////////////////////////////////////
void function OnATGamePrematch()
{
AT_ScoreEventsValueSetUp()
}
void function OnATGamePlaying()
{
thread AT_GameLoop_Threaded()
}
////////////////////////////////////////////
///// GAMESTATE CALLBACK FUNCTIONS END /////
////////////////////////////////////////////
////////////////////////////
///// PLAYER FUNCTIONS /////
////////////////////////////
void function InitialiseATPlayer( entity player )
{
Remote_CallFunction_NonReplay( player, "ServerCallback_AT_OnPlayerConnected" )
player.SetPlayerNetInt( "AT_bonusPointMult", 1 )
file.playerBankUploading[ player ] <- false
file.playerSavedBountyDamage[ player ] <- {}
file.playerHudMessageAllowedTime[ player ] <- 0.0
thread AT_PlayerTitleThink( player )
thread AT_PlayerObjectiveThink( player )
}
void function AT_PlayerTitleThink( entity player )
{
player.EndSignal( "OnDestroy" )
while ( true )
{
if ( GetGameState() == eGameState.Playing )
{
// Set player money count
player.SetTitle( "$" + string( AT_GetPlayerBonusPoints( player ) ) )
}
else if ( GetGameState() >= eGameState.WinnerDetermined )
{
if ( player.IsTitan() )
player.SetTitle( GetTitanPlayerTitle( player ) )
else
player.SetTitle( "" )
return
}
WaitFrame()
}
}
string function GetTitanPlayerTitle( entity player )
{
entity soul = player.GetTitanSoul()
if ( !IsValid( soul ) )
return ""
string settings = GetSoulPlayerSettings( soul )
var title = GetPlayerSettingsFieldForClassName( settings, "printname" )
if ( title == null )
return ""
return expect string( title )
}
void function AT_PlayerObjectiveThink( entity player )
{
player.EndSignal( "OnDestroy" )
int curObjective = AT_OBJECTIVE_EMPTY
while ( true )
{
// game entered other state
if ( GetGameState() >= eGameState.WinnerDetermined )
{
player.SetPlayerNetInt( "gameInfoStatusText", AT_OBJECTIVE_EMPTY )
return
}
int nextObjective = AT_OBJECTIVE_EMPTY
// Determine objective text for player
if ( !IsAlive( player ) ) // Don't show objective to dead players
{
nextObjective = AT_OBJECTIVE_EMPTY
}
else // We're still alive
{
if ( GetGlobalNetBool( "banksOpen" ) )
{
nextObjective = AT_OBJECTIVE_BANK_OPEN
}
else if ( GetGlobalNetBool( "preBankPhase" ) )
{
nextObjective = AT_OBJECTIVE_EMPTY
}
else
{
// No checks have passed, try to do a "Kill all x near the marked dropzone" objective
int dropZoneActiveCount = 0
int bossAliveCount = 0
array<entity> campEnts
campEnts.append( GetGlobalNetEnt( "camp1Ent" ) )
campEnts.append( GetGlobalNetEnt( "camp2Ent" ) )
foreach ( entity ent in campEnts )
{
if ( IsValid( ent ) )
{
if ( ent.IsTitan() )
bossAliveCount += 1
else
dropZoneActiveCount += 1
}
}
switch( dropZoneActiveCount )
{
case 1:
nextObjective = AT_OBJECTIVE_KILL_DZ
break
case 2:
nextObjective = AT_OBJECTIVE_KILL_DZ_MULTI
break
}
switch( bossAliveCount )
{
case 1:
nextObjective = AT_OBJECTIVE_KILL_BOSS
break
case 2:
nextObjective = AT_OBJECTIVE_KILL_BOSS_MULTI
break
}
// We couldn't get an objective, set it to empty
if ( dropZoneActiveCount == 0 && bossAliveCount == 0 )
nextObjective = AT_OBJECTIVE_EMPTY
}
}
// Set the objective when changed
if ( curObjective != nextObjective )
{
player.SetPlayerNetInt( "gameInfoStatusText", nextObjective )
curObjective = nextObjective
}
WaitFrame()
}
}
////////////////////////////////
///// PLAYER FUNCTIONS END /////
////////////////////////////////
////////////////////////////////////////
///// GAMEMODE INITILAZE FUNCTIONS /////
////////////////////////////////////////
void function OnEntitiesDidLoad()
{
foreach ( entity info_target in GetEntArrayByClass_Expensive( "info_target" ) )
{
if( info_target.HasKey( "editorclass" ) )
{
switch( info_target.kv.editorclass )
{
case "info_attrition_bank":
entity bank = CreateEntity( "prop_script" )
bank.SetScriptName( "AT_Bank" ) // VoyageDB: don't know how to make client able to track it
bank.SetOrigin( info_target.GetOrigin() )
bank.SetAngles( info_target.GetAngles() )
DispatchSpawn( bank )
bank.kv.solid = SOLID_VPHYSICS
bank.SetModel( info_target.GetModelName() )
// Minimap icon init
bank.Minimap_SetCustomState( eMinimapObject_prop_script.AT_BANK )
bank.Minimap_SetAlignUpright( true )
bank.Minimap_SetZOrder( MINIMAP_Z_OBJECT )
bank.Minimap_Hide( TEAM_IMC, null )
bank.Minimap_Hide( TEAM_MILITIA, null )
// Create tracker ent
// we don't need to store these at all, client just needs to get them
DispatchSpawn( GetAvailableBankTracker( bank ) )
// Make sure the bank is in it's disabled pose
thread PlayAnim( bank, "mh_inactive_idle" )
// Set the bank usable
AddCallback_OnUseEntity( bank, OnPlayerUseBank )
bank.SetUsable()
bank.SetUsePrompts( "#AT_USE_BANK_CLOSED", "#AT_USE_BANK_CLOSED" )
file.banks.append( bank )
break;
case "info_attrition_camp":
AT_WaveOrigin campStruct
campStruct.ent = info_target
campStruct.origin = info_target.GetOrigin()
campStruct.radius = expect string( info_target.kv.radius ).tofloat()
campStruct.height = expect string( info_target.kv.height ).tofloat()
// Assumes every info_attrition_camp will have all 9 phases, possibly not a good idea?
// TODO: verify this on all vanilla maps before release
for ( int i = 0; i < 9; i++ )
campStruct.phaseAllowed.append( expect string( info_target.kv[ "phase_" + ( i + 1 ) ] ) == "1" )
// Get droppod spawns within the camp
foreach ( entity spawnpoint in SpawnPoints_GetDropPod() )
{
vector campPos = info_target.GetOrigin()
vector spawnPos = spawnpoint.GetOrigin()
if ( Distance( campPos, spawnPos ) < campStruct.radius )
campStruct.dropPodSpawnPoints.append( spawnpoint )
}
// Get titan spawns within the camp
foreach ( entity spawnpoint in SpawnPoints_GetTitan() )
{
vector campPos = info_target.GetOrigin()
vector spawnPos = spawnpoint.GetOrigin()
if ( Distance( campPos, spawnPos ) < campStruct.radius )
campStruct.titanSpawnPoints.append( spawnpoint )
}
file.camps.append( campStruct )
break;
}
}
}
}
////////////////////////////////////////////
///// GAMEMODE INITILAZE FUNCTIONS END /////
////////////////////////////////////////////
/////////////////////////////
///// SCORING FUNCTIONS /////
/////////////////////////////
// TODO: Don't reward in postmatch
// TODO: Dropping a titan on a bounty with it's dome-shield still up rewards you the bonus, but
// it doesn't actually damage the bounty titan
void function AT_ScoreEventsValueSetUp()
{
ScoreEvent_SetEarnMeterValues( "KillTitan", 0.10, 0.15 )
ScoreEvent_SetEarnMeterValues( "KillAutoTitan", 0.10, 0.15 )
ScoreEvent_SetEarnMeterValues( "AttritionTitanKilled", 0.10, 0.15 )
ScoreEvent_SetEarnMeterValues( "KillPilot", 0.10, 0.10 )
ScoreEvent_SetEarnMeterValues( "AttritionPilotKilled", 0.10, 0.10 )
ScoreEvent_SetEarnMeterValues( "AttritionBossKilled", 0.10, 0.20 )
ScoreEvent_SetEarnMeterValues( "AttritionGruntKilled", 0.02, 0.02, 0.5 )
ScoreEvent_SetEarnMeterValues( "AttritionSpectreKilled", 0.02, 0.02, 0.5 )
ScoreEvent_SetEarnMeterValues( "AttritionStalkerKilled", 0.02, 0.02, 0.5 )
ScoreEvent_SetEarnMeterValues( "AttritionSuperSpectreKilled", 0.10, 0.10, 0.5 )
// HACK
foreach ( string eventName in AT_ENABLE_SCOREEVENTS )
ScoreEvent_Enable( GetScoreEvent( eventName ) )
foreach ( string eventName in AT_DISABLE_SCOREEVENTS )
ScoreEvent_Disable( GetScoreEvent( eventName ) )
}
void function AT_PlayerOrNPCKilledScoreEvent( entity victim, entity attacker, var damageInfo )
{
if ( !IsValid( attacker ) )
return
// Suicide
if ( attacker == victim )
{
if ( victim.IsPlayer() )
AT_PlayerBonusLoss( victim, AT_GetPlayerBonusPoints( victim ) / 2 )
return
}
// NPC is the attacker
if ( !attacker.IsPlayer() )
{
if ( attacker.IsTitan() && IsValid( GetPetTitanOwner( attacker ) ) ) // Re-asign attacker
attacker = GetPetTitanOwner( attacker )
else // NPC steals money from player, killing it will award the stolen bonus + normal reward
AT_NPCTryStealBonusPoints( attacker, victim )
return
}
// Get event name
string eventName = GetAttritionScoreEventName( victim.GetClassName() )
if ( victim.IsTitan() ) // titan specific
eventName = GetAttritionScoreEventNameFromAI( victim )
if ( eventName == "" ) // no valid scoreEvent
return
int scoreVal = ScoreEvent_GetPointValue( GetScoreEvent( eventName ) )
// pet titan check
if ( victim.IsTitan() && IsValid( GetPetTitanOwner( victim ) ) )
{
if( GetPetTitanOwner( victim ) == attacker ) // Player ejected
return
if( GetPetTitanOwner( victim ).IsPlayer() ) // Killed player npc titan
return
scoreVal = ATTRITION_SCORE_TITAN_MIN
}
// killed npc
if ( victim.IsNPC() )
{
int bonusFromNPC = 0
// If NPC was carrying a bonus award it to the attacker
if ( victim in file.npcStolenBonus )
{
bonusFromNPC = file.npcStolenBonus[ victim ]
delete file.npcStolenBonus[ victim ]
}
AT_AddPlayerBonusPointsForEntityKilled( attacker, scoreVal, damageInfo, bonusFromNPC )
AddPlayerScore( attacker, eventName ) // we add scoreEvent here, since basic score events has been overwrited by sh_gamemode_at.nut
// update score difference and scoreboard
AT_AddToPlayerTeamScore( attacker, scoreVal )
}
// bonus stealing check
if ( victim.IsPlayer() )
AT_PlayerTryStealBonusPoints( attacker, victim, damageInfo )
}
bool function AT_NPCTryStealBonusPoints( entity attacker, entity victim )
{
// basic checks
if ( !attacker.IsNPC() )
return false
if ( !victim.IsPlayer() )
return false
int victimBonus = AT_GetPlayerBonusPoints( victim )
int bonusToSteal = victimBonus / 2 // npc always steal half the bonus from player, no extra bonus for killing the player
if ( bonusToSteal == 0 ) // player has no bonus!
return false
if ( !( attacker in file.npcStolenBonus ) ) // init
file.npcStolenBonus[ attacker ] <- 0
file.npcStolenBonus[ attacker ] += bonusToSteal
AT_PlayerBonusLoss( victim, bonusToSteal ) // tell victim of bonus stolen
if ( !( attacker in file.titanIsBountyBoss ) ) // if attacker npc is not a bounty titan, we make them highlighted
NPCBountyStolenHighlight( attacker )
return true
}
void function NPCBountyStolenHighlight( entity npc )
{
Highlight_SetEnemyHighlight( npc, "enemy_boss_bounty" )
}
bool function AT_PlayerTryStealBonusPoints( entity attacker, entity victim, var damageInfo )
{
// basic checks
if ( !attacker.IsPlayer() )
return false
if ( !victim.IsPlayer() )
return false
int victimBonus = AT_GetPlayerBonusPoints( victim )
int minScoreCanSteal = ATTRITION_SCORE_PILOT_MIN
if ( victim.IsTitan() )
minScoreCanSteal = ATTRITION_SCORE_TITAN_MIN
int bonusToSteal = victimBonus / 2
int attackerScore = bonusToSteal
bool realStealBonus = true
if ( bonusToSteal <= minScoreCanSteal ) // no enough bonus to steal
{
attackerScore = minScoreCanSteal // give attacker min bonus
realStealBonus = false // we don't do attacker steal events below, just half victim's bonus
}
// servercallback
int victimEHandle = victim.GetEncodedEHandle()
vector damageOrigin = DamageInfo_GetDamagePosition( damageInfo )
// only do attacker events if victim has enough bonus to steal
if ( realStealBonus )
{
Remote_CallFunction_NonReplay(
attacker,
"ServerCallback_AT_PlayerKillScorePopup",
bonusToSteal, // stolenScore
victimEHandle, // victimEHandle
damageOrigin.x, // x
damageOrigin.y, // y
damageOrigin.z // z
)
}
else // otherwise we do a normal entity killed scoreEvent
{
AT_AddPlayerBonusPointsForEntityKilled( attacker, attackerScore, damageInfo )
}
// update score difference and scoreboard
AT_AddToPlayerTeamScore( attacker, minScoreCanSteal )
// steal bonus
// only do attacker events if victim has enough bonus to steal
if ( realStealBonus )
{
AT_AddPlayerBonusPoints( attacker, bonusToSteal )
AddPlayerScore( attacker, "AttritionBonusStolen" )
}
// tell victim of bonus stolen
AT_PlayerBonusLoss( victim, bonusToSteal )
return realStealBonus
}
void function AT_PlayerBonusLoss( entity player, int bonusLoss )
{
AT_AddPlayerBonusPoints( player, -bonusLoss )
Remote_CallFunction_NonReplay(
player,
"ServerCallback_AT_ShowStolenBonus",
bonusLoss // stolenScore
)
}
// team score meter
void function AT_AddToPlayerTeamScore( entity player, int amount )
{
// do not award any score after the match is ended
if ( GetGameState() > eGameState.Playing )
return
// add to scoreboard
player.AddToPlayerGameStat( PGS_ASSAULT_SCORE, amount )
// Check score so we dont go over max
if ( GameRules_GetTeamScore(player.GetTeam()) + amount > GetScoreLimit_FromPlaylist() )
{
amount = GetScoreLimit_FromPlaylist() - GameRules_GetTeamScore(player.GetTeam())
}
// update score difference
AddTeamScore( player.GetTeam(), amount )
}
// bonus points, players earn from killing
void function AT_AddPlayerBonusPoints( entity player, int amount )
{
// do not award any score after the match is ended
if ( GetGameState() > eGameState.Playing )
return
// add to scoreboard
player.AddToPlayerGameStat( PGS_SCORE, amount )
AT_SetPlayerBonusPoints( player, player.GetPlayerNetInt( "AT_bonusPoints" ) + ( player.GetPlayerNetInt( "AT_bonusPoints256" ) * 256 ) + amount )
}
int function AT_GetPlayerBonusPoints( entity player )
{
return player.GetPlayerNetInt( "AT_bonusPoints" ) + player.GetPlayerNetInt( "AT_bonusPoints256" ) * 256
}
void function AT_SetPlayerBonusPoints( entity player, int amount )
{
// split into stacks of 256 where necessary
int stacks = amount / 256 // automatically rounds down because int division
player.SetPlayerNetInt( "AT_bonusPoints256", stacks )
player.SetPlayerNetInt( "AT_bonusPoints", amount - stacks * 256 )
}
// total points, the value player actually uploaded to team score
void function AT_AddPlayerTotalPoints( entity player, int amount )
{
// update score difference and scoreboard, calling this function meaning player has deposited their bonus to team score
AT_AddToPlayerTeamScore( player, amount )
AT_SetPlayerTotalPoints( player, player.GetPlayerNetInt( "AT_totalPoints" ) + ( player.GetPlayerNetInt( "AT_totalPoints256" ) * 256 ) + amount )
}
void function AT_SetPlayerTotalPoints( entity player, int amount )
{
// split into stacks of 256 where necessary
int stacks = amount / 256 // automatically rounds down because int division
player.SetPlayerNetInt( "AT_totalPoints256", stacks )
player.SetPlayerNetInt( "AT_totalPoints", amount - stacks * 256 )
}
// earn points, seems not used
void function AT_AddPlayerEarnedPoints( entity player, int amount )
{
AT_SetPlayerBonusPoints( player, player.GetPlayerNetInt( "AT_earnedPoints" ) + ( player.GetPlayerNetInt( "AT_earnedPoints256" ) * 256 ) + amount )
}
void function AT_SetPlayerEarnedPoints( entity player, int amount )
{
// split into stacks of 256 where necessary
int stacks = amount / 256 // automatically rounds down because int division
player.SetPlayerNetInt( "AT_earnedPoints256", stacks )
player.SetPlayerNetInt( "AT_earnedPoints", amount - stacks * 256 )
}
// damaging bounty
void function AT_AddPlayerBonusPointsForBossDamaged( entity player, entity victim, int amount, var damageInfo )
{
AT_AddPlayerBonusPoints( player, amount )
// update score difference and scoreboard
AT_AddToPlayerTeamScore( player, amount )
// send servercallback for damaging
int bossEHandle = victim.GetEncodedEHandle()
vector damageOrigin = DamageInfo_GetDamagePosition( damageInfo )
Remote_CallFunction_NonReplay(
player,
"ServerCallback_AT_BossDamageScorePopup",
amount, // damageScore
amount, // damageBonus
bossEHandle, // bossEHandle
damageOrigin.x, // x
damageOrigin.y, // y
damageOrigin.z // z
)
}
void function AT_AddPlayerBonusPointsForEntityKilled( entity player, int amount, var damageInfo, int extraBonus = 0 )
{
AT_AddPlayerBonusPoints( player, amount + extraBonus )
// send servercallback for damaging
int attackerEHandle = player.GetEncodedEHandle()
vector damageOrigin = DamageInfo_GetDamagePosition( damageInfo )
Remote_CallFunction_NonReplay(
player,
"ServerCallback_AT_ShowATScorePopup",
attackerEHandle, // attackerEHandle
amount, // damageScore
amount + extraBonus, // damageBonus
damageOrigin.x, // damagePosX
damageOrigin.y, // damagePosX
damageOrigin.z, // damagePosX
0 // damageType ( not used )
)
}
/////////////////////////////////
///// SCORING FUNCTIONS END /////
/////////////////////////////////
//////////////////////////////
///// GAMELOOP FUNCTIONS /////
//////////////////////////////
void function AT_GameLoop_Threaded()
{
svGlobal.levelEnt.EndSignal( "GameStateChanged" )
// game end func
// TODO: Cant seem to be able to get this crash ???
OnThreadEnd
(
function()
{
// prevent crash before entity creation on map change
if ( GetGameState() >= eGameState.Prematch )
{
SetGlobalNetBool( "preBankPhase", false )
SetGlobalNetBool( "banksOpen", false )
}
}
)
// Initial wait before first wave
wait AT_FIRST_WAVE_START_DELAY - AT_WAVE_TRANSITION_DELAY
int lastWaveId = -1
for ( int waveCount = 1; ; waveCount++ )
{
wait AT_WAVE_TRANSITION_DELAY
// cap to number of real waves
int waveId = ( waveCount - 1 ) / 2
int waveCapAmount = 2
waveId = int( min( waveId, GetWaveDataSize() - waveCapAmount ) )
// New wave dialogue
bool waveChanged = lastWaveId != waveId
if ( waveChanged )
{
PlayFactionDialogueToTeam( "bh_newWave", TEAM_IMC )
PlayFactionDialogueToTeam( "bh_newWave", TEAM_MILITIA )
}
else // same wave, second half
{
PlayFactionDialogueToTeam( "bh_incoming", TEAM_IMC )
PlayFactionDialogueToTeam( "bh_incoming", TEAM_MILITIA )
}
lastWaveId = waveId
SetGlobalNetInt( "AT_currentWave", waveId )
bool isBossWave = waveCount % 2 == 0 // even number waveCount means boss wave
// announce the wave
foreach ( entity player in GetPlayerArray() )
{
if ( isBossWave )
{
Remote_CallFunction_NonReplay( player, "ServerCallback_AT_AnnounceBoss" )
}
else
{
Remote_CallFunction_NonReplay(
player,
"ServerCallback_AT_AnnouncePreParty",
0.0, // endTime ( not used )
waveId // waveNum
)
}
}
wait AT_WAVE_TRANSITION_DELAY
// Run the wave
thread AT_CampSpawnThink( waveId, isBossWave )
if ( !isBossWave )
{
svGlobal.levelEnt.WaitSignal( "ATAllCampsClean" ) // signaled when all camps cleaned in spawn functions
}
else
{
wait AT_BOUNTY_TITAN_CHECK_DELAY
// wait until all bounty titans killed
while ( IsAlive( GetGlobalNetEnt( "camp1Ent" ) ) || IsAlive( GetGlobalNetEnt( "camp2Ent" ) ) )
WaitFrame()
}
// wave end, prebank phase
svGlobal.levelEnt.Signal( "ATWaveEnd" ) // defensive fix, destroy existing campEnts
SetGlobalNetBool( "preBankPhase", true )
wait AT_WAVE_END_ANNOUNCEMENT_DELAY
// announce wave end
foreach ( entity player in GetPlayerArray() )
{
Remote_CallFunction_NonReplay(
player,
"ServerCallback_AT_AnnounceWaveOver",
waveId, // waveNum ( not used )
0, // militiaDamageTotal ( not used )
0, // imcDamageTotal ( not used )
0, // milMVP ( not used )
0, // imcMVP ( not used )
0, // milMVPDamage ( not used )
0 // imcMVPDamage ( not used )
)
}
wait AT_WAVE_TRANSITION_DELAY
// banking phase
SetGlobalNetBool( "preBankPhase", false )
SetGlobalNetTime( "AT_bankStartTime", Time() )
SetGlobalNetTime( "AT_bankEndTime", Time() + AT_BANKS_OPEN_DURATION )
SetGlobalNetBool( "banksOpen", true )
foreach ( entity player in GetPlayerArray() )
Remote_CallFunction_NonReplay( player, "ServerCallback_AT_BankOpen" )
foreach ( entity bank in file.banks )
thread AT_BankActiveThink( bank )
float endTime = Time() + AT_BANKS_OPEN_DURATION
bool forceCloseTriggered = false
// wait until no player is holding bonus, or max wait time
while ( Time() <= endTime )
{
// If everyone has deposited their bonuses close the banks early
if ( !ATAnyPlayerHasBonus() && !forceCloseTriggered )
{
forceCloseTriggered = true
endTime = Time() + AT_BANK_FORCE_CLOSE_DELAY
}
WaitFrame()
}
SetGlobalNetBool( "banksOpen", false )
foreach ( entity player in GetPlayerArray() )
Remote_CallFunction_NonReplay( player, "ServerCallback_AT_BankClose" )
}
}
bool function ATAnyPlayerHasBonus()
{
foreach ( entity player in GetPlayerArray() )
{
if ( AT_GetPlayerBonusPoints( player ) )
return true
}
return false
}
//////////////////////////////////
///// GAMELOOP FUNCTIONS END /////
//////////////////////////////////
//////////////////////////
///// CAMP FUNCTIONS /////
//////////////////////////
void function AT_CampSpawnThink( int waveId, bool isBossWave )
{
AT_WaveData wave = GetWaveData( waveId )
array< array<AT_SpawnData> > campSpawnData
if ( isBossWave )
campSpawnData = wave.bossSpawnData
else
campSpawnData = wave.spawnDataArrays
array<AT_WaveOrigin> allCampsToUse
foreach ( AT_WaveOrigin campStruct in file.camps )
{
if ( campStruct.phaseAllowed[ waveId ] )
allCampsToUse.append( campStruct )
}
// HACK
// There's too many phase3 camps on exoplanet and rise, make sure we always have the correct count
int maxCampsForWave = waveId == 0 ? 1 : 2
while( allCampsToUse.len() > maxCampsForWave )
{
// Get the required number of camps
array<AT_WaveOrigin> tempCamps
for( int i = 0; i < maxCampsForWave; i++ )
tempCamps.append( allCampsToUse[RandomInt( allCampsToUse.len() )] )
// Check if they're intersecting, if they are, try again
bool intersecting = false
for( int i = 0; i < tempCamps.len(); i++ )
{
AT_WaveOrigin campA = tempCamps[i]
for( int j = 0; j < tempCamps.len(); j++ )
{
// Don't compare the same two camps
if( j == i )
continue
AT_WaveOrigin campB = tempCamps[j]
if( Distance( campA.origin, campB.origin ) < campA.radius + campB.radius )
intersecting = true
}
}
if( !intersecting )
allCampsToUse = tempCamps
// If we ever get really unlucky just wait a frame
WaitFrame()
}
foreach ( int spawnId, AT_WaveOrigin curCampData in allCampsToUse )
{
array<AT_SpawnData> curSpawnData = campSpawnData[ spawnId ]
int totalNPCsToSpawn = 0
// initialise pending spawns and get total npcs
foreach ( AT_SpawnData spawnData in curSpawnData )
{
spawnData.pendingSpawns = spawnData.totalToSpawn
// add to network variables
string npcNetVar = GetNPCNetVarName( spawnData.aitype, spawnId )
SetGlobalNetInt( npcNetVar, spawnData.totalToSpawn )
totalNPCsToSpawn += spawnData.totalToSpawn
}
if ( !isBossWave )
{
// camp Ent, boss wave will use boss themselves as campEnt
string campEntVarName = "camp" + string( spawnId + 1 ) + "Ent"
bool waveNotActive = GetGlobalNetBool( "preBankPhase" ) || GetGlobalNetBool( "banksOpen" )
if ( !IsValid( GetGlobalNetEnt( campEntVarName ) ) && !waveNotActive )
SetGlobalNetEnt( campEntVarName, CreateCampTracker( curCampData, spawnId ) )
array<AT_SpawnData> minionSquadDatas
foreach ( AT_SpawnData data in curSpawnData )
{
switch ( data.aitype )
{
case "npc_soldier":
case "npc_spectre":
case "npc_stalker":
if ( !AT_USE_TOTAL_ALLOWED_ON_FIELD_CHECK )
minionSquadDatas.append( data )
else
thread AT_DroppodSquadEvent_Single( curCampData, spawnId, data )
break
case "npc_super_spectre":
thread AT_ReaperEvent( curCampData, spawnId, data )
break
}
}
// minions squad spawn
if ( !AT_USE_TOTAL_ALLOWED_ON_FIELD_CHECK )
{
if ( minionSquadDatas.len() > 0 )
thread AT_DroppodSquadEvent( curCampData, spawnId, minionSquadDatas )
}
// use campProgressThink for handling wave state
thread CampProgressThink( spawnId, totalNPCsToSpawn )
}
else // bosswave spawn
{
foreach ( AT_SpawnData data in curSpawnData )
{
if( data.aitype != "npc_titan" )
continue
thread AT_BountyTitanEvent( curCampData, spawnId, data )
break
}
}
}
}
void function CampProgressThink( int spawnId, int totalNPCsToSpawn )
{
string campLetter = GetCampLetter( spawnId )
string campProgressName = campLetter + "campProgress"
string campEntVarName = "camp" + string( spawnId + 1 ) + "Ent"
// initial wait
SetGlobalNetFloat( campProgressName, 1.0 )
// TODO: random wait, make this a constant ??
wait 3.0
float cleanUpTime = -1.0
while ( true )
{
int npcsLeft
// get all npcs might be in this camp
for ( int i = 0; i < 5; i++ )
{
string netVarName = string( i + 1 ) + campLetter + "campCount"
int netVarValue = GetGlobalNetInt( netVarName )
if ( netVarValue >= 0 ) // uninitialized network var starts from -1, avoid checking them
npcsLeft += netVarValue
}
float campLeft = float( npcsLeft ) / float( totalNPCsToSpawn )
SetGlobalNetFloat( campProgressName, campLeft )
if( npcsLeft <= AT_CAMP_BORED_NPCS_LEFT_TO_START_CLEANUP && cleanUpTime < 0.0 )
{
cleanUpTime = Time() + AT_CAMP_BORED_CLEANUP_WAIT
print("Cleanup timer started!")
}
if( Time() > cleanUpTime && cleanUpTime > 0.0 && spawnId in file.campScriptEntArrays )
{
foreach( int handle in file.campScriptEntArrays[spawnId] )
{
array<entity> entities = GetScriptManagedEntArray( handle )
entities.removebyvalue( null )
foreach ( entity ent in entities )
{
if ( IsAlive( ent ) && ent.IsNPC() )
{
printt( "Killing bored AI " + ent.GetClassName() + " at " + ent.GetOrigin() )
ent.Die()
}
}
}
}
if ( campLeft <= 0.0 ) // camp wiped!
{
PlayFactionDialogueToTeam( "bh_cleared" + campLetter, TEAM_IMC )
PlayFactionDialogueToTeam( "bh_cleared" + campLetter, TEAM_MILITIA )
entity campEnt = GetGlobalNetEnt( campEntVarName )
if ( IsValid( campEnt ) )
campEnt.Signal( "ATCampClean" ) // destroy the camp ent
// check if both camps being destroyed
if ( !IsValid( GetGlobalNetEnt( "camp1Ent" ) ) && !IsValid( GetGlobalNetEnt( "camp2Ent" ) ) )
svGlobal.levelEnt.Signal( "ATAllCampsClean" ) // end the wave
return
}
WaitFrame()
}
}
// entity funcs
// camp
entity function CreateCampTracker( AT_WaveOrigin campData, int spawnId )
{
// store data
vector campOrigin = campData.origin
float campRadius = campData.radius
float campHeight = campData.height
// add a minimap icon
entity mapIconEnt = CreateEntity( "prop_script" )
DispatchSpawn( mapIconEnt )
mapIconEnt.SetOrigin( campOrigin )
mapIconEnt.DisableHibernation()
SetTeam( mapIconEnt, AT_AI_TEAM )
mapIconEnt.Minimap_AlwaysShow( TEAM_IMC, null )
mapIconEnt.Minimap_AlwaysShow( TEAM_MILITIA, null )
mapIconEnt.Minimap_SetCustomState( GetCampMinimapState( spawnId ) )
mapIconEnt.Minimap_SetAlignUpright( true )
mapIconEnt.Minimap_SetZOrder( MINIMAP_Z_OBJECT )
mapIconEnt.Minimap_SetObjectScale( campRadius / 16000.0 ) // proper icon on the map
// attach a location tracker
entity tracker = GetAvailableLocationTracker()
tracker.SetOwner( mapIconEnt ) // needs a owner to show up
tracker.SetOrigin( campOrigin )
SetLocationTrackerRadius( tracker, campRadius )
SetLocationTrackerID( tracker, spawnId )
DispatchSpawn( tracker )
thread TrackWaveEndForCampInfo( tracker, mapIconEnt )
return tracker
}
void function TrackWaveEndForCampInfo( entity tracker, entity mapIconEnt )
{
tracker.EndSignal( "OnDestroy" )
tracker.EndSignal( "ATCampClean" )
OnThreadEnd
(
function(): ( tracker, mapIconEnt )
{
// camp cleaned, wave or game ended, destroy the camp info
if ( IsValid( tracker ) )
tracker.Destroy()
if ( IsValid( mapIconEnt ) )
mapIconEnt.Destroy()
}
)
WaitSignal( svGlobal.levelEnt, "GameStateChanged", "ATWaveEnd" )
}
string function GetCampLetter( int spawnId )
{
return spawnId == 0 ? "A" : "B"
}
int function GetCampMinimapState( int id )
{
switch ( id )
{
case 0:
return eMinimapObject_prop_script.AT_DROPZONE_A
case 1:
return eMinimapObject_prop_script.AT_DROPZONE_B
case 2:
return eMinimapObject_prop_script.AT_DROPZONE_C
}
unreachable
}
//////////////////////////////
///// CAMP FUNCTIONS END /////
//////////////////////////////
//////////////////////////
///// BANK FUNCTIONS /////
//////////////////////////
void function AT_BankActiveThink( entity bank )
{
svGlobal.levelEnt.EndSignal( "GameStateChanged" )
bank.EndSignal( "OnDestroy" )
// Banks closed
OnThreadEnd
(
function(): ( bank )
{
if ( IsValid( bank ) )
{
// Update use prompt
if ( GetGameState() != eGameState.Playing )
bank.UnsetUsable()
else
bank.SetUsePrompts( "#AT_USE_BANK_CLOSED", "#AT_USE_BANK_CLOSED" )
thread PlayAnim( bank, "mh_active_2_inactive" )
FadeOutSoundOnEntity( bank, "Mobile_Hardpoint_Idle", 0.5 )
bank.Minimap_Hide( TEAM_IMC, null )
bank.Minimap_Hide( TEAM_MILITIA, null )
}
}
)
// Update use prompt to usable
bank.SetUsable()
bank.SetUsePrompts( "#AT_USE_BANK", "#AT_USE_BANK_PC" )
thread PlayAnim( bank, "mh_inactive_2_active" )
EmitSoundOnEntity( bank, "Mobile_Hardpoint_Idle" )
// Show minimap icon for bank
bank.Minimap_AlwaysShow( TEAM_IMC, null )
bank.Minimap_AlwaysShow( TEAM_MILITIA, null )
bank.Minimap_SetCustomState( eMinimapObject_prop_script.AT_BANK )
// Wait for bank close or game end
while ( GetGlobalNetBool( "banksOpen" ) )
WaitFrame()
}
function OnPlayerUseBank( bank, player )
{
// Banks are always usable so that we can show the use prompt
// Only allow deposit when banks are open
if ( !GetGlobalNetBool( "banksOpen" ) )
return
expect entity( bank )
expect entity( player )
// bank.SetUsableByGroup( "pilot" ) didn't seem to work so we just
// exit here if player is in a titan
if( player.IsTitan() )
return
// Player has no bonus, try to send a tip using SendHUDMessage
if ( AT_GetPlayerBonusPoints( player ) == 0 )
{
ATSendDepositTipToPlayer( player, "#AT_USE_BANK_NO_BONUS_HINT" )
return
}
// Prevent more than one instance of this thread running
if ( !file.playerBankUploading[ player ] )
thread PlayerUploadingBonus_Threaded( bank, player )
}
bool function ATSendDepositTipToPlayer( entity player, string message )
{
if ( Time() < file.playerHudMessageAllowedTime[ player ] )
return false
SendHudMessage( player, message, -1, 0.4, 255, 255, 255, 255, 0.5, 1.0, 0.5 )
file.playerHudMessageAllowedTime[ player ] = Time() + AT_PLAYER_HUD_MESSAGE_COOLDOWN
return true
}
struct AT_playerUploadStruct
{
bool uploadSuccess = false
int depositedPoints = 0
}
void function PlayerUploadingBonus_Threaded( entity bank, entity player )
{
bank.EndSignal( "OnDestroy" )
player.EndSignal( "OnDestroy" )
player.EndSignal( "OnDeath" )
file.playerBankUploading[ player ] = true
// this literally only exists because structs are passed by ref,
// and primitives like ints and bools are passed by val
// which meant that the OnThreadEnd was just getting 0 and false
AT_playerUploadStruct uploadInfo
// Cleanup and call finish deposit func
OnThreadEnd
(
function(): ( player, uploadInfo )
{
if ( IsValid( player ) )
{
file.playerBankUploading[ player ] = false
// Clean up looping sound
StopSoundOnEntity( player, "HUD_MP_BountyHunt_BankBonusPts_Ticker_Loop_1P" )
StopSoundOnEntity( player, "HUD_MP_BountyHunt_BankBonusPts_Ticker_Loop_3P" )
// Do medal event
// TODO: Check if vanilla actually do.s this every time you finish depositing???
AddPlayerScore( player, "AttritionCashedBonus" )
// Do server callback
Remote_CallFunction_NonReplay(
player,
"ServerCallback_AT_FinishDeposit",
uploadInfo.depositedPoints // deposit
)
player.SetPlayerNetBool( "AT_playerUploading", false )
if ( uploadInfo.uploadSuccess ) // Player deposited all remaining bonus
{
// Emit uploading successful sound
EmitSoundOnEntityOnlyToPlayer( player, player, "HUD_MP_BountyHunt_BankBonusPts_Deposit_End_Successful_1P" )
EmitSoundOnEntityExceptToPlayer( player, player, "HUD_MP_BountyHunt_BankBonusPts_Deposit_End_Successful_3P" )
// player is MVP
int ourScore = player.GetPlayerGameStat( PGS_ASSAULT_SCORE )
bool isMVP = true
foreach(teamPlayer in GetPlayerArrayOfTeam(player.GetTeam()))
{
if (ourScore < teamPlayer.GetPlayerGameStat( PGS_ASSAULT_SCORE ))
{
isMVP = false
break
}
}
if (isMVP)
PlayFactionDialogueToPlayer( "bh_mvp", player )
}
else // Player was killed or left the bank radius
{
// Emit uploading failed sound
EmitSoundOnEntityOnlyToPlayer( player, player, "HUD_MP_BountyHunt_BankBonusPts_Deposit_End_Unsuccessful_1P" )
EmitSoundOnEntityExceptToPlayer( player, player, "HUD_MP_BountyHunt_BankBonusPts_Deposit_End_Unsuccessful_3P" )
}
}
}
)
// Uploading start sound
EmitSoundOnEntityOnlyToPlayer( player, player, "HUD_MP_BountyHunt_BankBonusPts_Deposit_Start_1P" )
EmitSoundOnEntityExceptToPlayer( player, player, "HUD_MP_BountyHunt_BankBonusPts_Deposit_Start_3P" )
EmitSoundOnEntityOnlyToPlayer( player, player, "HUD_MP_BountyHunt_BankBonusPts_Ticker_Loop_1P" )
EmitSoundOnEntityExceptToPlayer( player, player, "HUD_MP_BountyHunt_BankBonusPts_Ticker_Loop_3P" )
player.SetPlayerNetBool( "AT_playerUploading", true )
// Upload bonus while the player is within range of the bank
while ( Distance( player.GetOrigin(), bank.GetOrigin() ) <= AT_BANK_DEPOSIT_RADIUS && GetGlobalNetBool( "banksOpen" ) )
{
// Calling this moves the "Uploading..." graphic to the same place it is
// in vanilla
Remote_CallFunction_NonReplay( player, "ServerCallback_AT_ShowRespawnBonusLoss" )
int bonusToUpload = int( min( AT_BANK_DEPOSIT_RATE, AT_GetPlayerBonusPoints( player ) ) )
// No more bonus to upload, return
if ( bonusToUpload == 0 )
{
uploadInfo.uploadSuccess = true
return
}
// Remove bonus points and add them to total poins
AT_AddPlayerBonusPoints( player, -bonusToUpload )
AT_AddPlayerTotalPoints( player, bonusToUpload )
uploadInfo.depositedPoints += bonusToUpload
WaitFrame()
}
}
//////////////////////////////
///// BANK FUNCTIONS END /////
//////////////////////////////
/////////////////////////
///// NPC FUNCTIONS /////
/////////////////////////
int function GetScriptManagedNPCArrayLength_Alive( int scriptManagerId )
{
array<entity> entities = GetScriptManagedEntArray( scriptManagerId )
entities.removebyvalue( null )
int npcsAlive = 0
foreach ( entity ent in entities )
{
if ( IsAlive( ent ) && ent.IsNPC() )
npcsAlive += 1
}
return npcsAlive
}
void function AT_DroppodSquadEvent( AT_WaveOrigin campData, int spawnId, array<AT_SpawnData> minionDatas )
{
svGlobal.levelEnt.EndSignal( "GameStateChanged" )
// create a script managed array for all handled minions
int eventManager = CreateScriptManagedEntArray()
if( !(spawnId in file.campScriptEntArrays) )
file.campScriptEntArrays[spawnId] <- []
file.campScriptEntArrays[spawnId].append(eventManager)
int totalAllowedOnField = SQUAD_SIZE * AT_DROPPOD_SQUADS_ALLOWED_ON_FIELD
while ( true )
{
foreach ( AT_SpawnData data in minionDatas )
{
string ent = data.aitype
waitthread AT_SpawnDroppodSquad( campData, spawnId, ent, eventManager )
data.pendingSpawns -= SQUAD_SIZE
if ( data.pendingSpawns <= 0 ) // current spawn data has reached max spawn amount
minionDatas.removebyvalue( data ) // remove this data
if ( GetScriptManagedNPCArrayLength_Alive( eventManager ) >= totalAllowedOnField ) // we have enough npcs on field?
break // stop following spawning functions
}
if ( minionDatas.len() == 0 ) // all spawn data has finished spawn
return
int npcOnFieldCount = GetScriptManagedNPCArrayLength_Alive( eventManager )
while ( npcOnFieldCount >= totalAllowedOnField - SQUAD_SIZE ) // wait until we have lost more than 1 squad
{
WaitFrame()
npcOnFieldCount = GetScriptManagedNPCArrayLength_Alive( eventManager )
}
}
}
// for AT_USE_TOTAL_ALLOWED_ON_FIELD_CHECK, handles a single spawndata
void function AT_DroppodSquadEvent_Single( AT_WaveOrigin campData, int spawnId, AT_SpawnData data )
{
svGlobal.levelEnt.EndSignal( "GameStateChanged" )
// get ent and create a script managed array for current event
string ent = data.aitype
int eventManager = CreateScriptManagedEntArray()
if( !(spawnId in file.campScriptEntArrays) )
file.campScriptEntArrays[spawnId] <- []
file.campScriptEntArrays[spawnId].append(eventManager)
int totalAllowedOnField = data.totalAllowedOnField // mostly 12 for grunts and spectres, too much!
// start spawner
while ( true )
{
waitthread AT_SpawnDroppodSquad( campData, spawnId, ent, eventManager )
data.pendingSpawns -= SQUAD_SIZE
if ( data.pendingSpawns <= 0 ) // we have reached max npcs
return // stop any spawning functions
int npcOnFieldCount = GetScriptManagedNPCArrayLength_Alive( eventManager )
while ( npcOnFieldCount >= totalAllowedOnField - SQUAD_SIZE ) // wait until we have less npcs than allowed count
{
WaitFrame()
npcOnFieldCount = GetScriptManagedNPCArrayLength_Alive( eventManager )
}
}
}
void function AT_SpawnDroppodSquad( AT_WaveOrigin campData, int spawnId, string aiType, int scriptManagerId )
{
entity spawnpoint
if ( campData.dropPodSpawnPoints.len() == 0 )
spawnpoint = campData.ent
else
spawnpoint = campData.dropPodSpawnPoints.getrandom()
// anti-crash
if ( !IsValid( spawnpoint ) )
spawnpoint = campData.ent
// add variation to spawns
wait RandomFloat( 1.0 )
AiGameModes_SpawnDropPod(
spawnpoint.GetOrigin(),
spawnpoint.GetAngles(),
AT_AI_TEAM,
aiType,
// squad handler
void function( array<entity> guys ) : ( campData, spawnId, aiType, scriptManagerId )
{
AT_HandleSquadSpawn( guys, campData, spawnId, aiType, scriptManagerId )
},
eDropPodFlag.DISSOLVE_AFTER_DISEMBARKS
)
}
void function AT_HandleSquadSpawn( array<entity> guys, AT_WaveOrigin campData, int spawnId, string aiType, int scriptManagerId )
{
foreach ( entity guy in guys )
{
// TODO: NPCs still seem to go outside their camp ???
//guy.EnableNPCFlag( NPC_ALLOW_PATROL | NPC_ALLOW_HAND_SIGNALS | NPC_ALLOW_FLEE )
// tracking lifetime
AddToScriptManagedEntArray( scriptManagerId, guy )
thread AT_TrackNPCLifeTime( guy, spawnId, aiType )
thread AT_ForceAssaultAroundCamp( guy, campData )
}
}
void function AT_ForceAssaultAroundCamp( entity guy, AT_WaveOrigin campData )
{
guy.EndSignal( "OnDestroy" )
guy.EndSignal( "OnDeath" )
// goal check
vector ornull goalPos = NavMesh_ClampPointForAI(campData.origin, guy)
goalPos = goalPos == null ? campData.origin : goalPos
expect vector(goalPos)
float goalRadius = campData.radius / 4
float guyGoalRadius = guy.GetMinGoalRadius()
if ( guyGoalRadius > goalRadius ) // this npc cannot use forced goal radius?
goalRadius = guyGoalRadius
while( true )
{
guy.AssaultPoint( goalPos )
guy.AssaultSetGoalRadius( goalRadius )
guy.AssaultSetFightRadius( 0 )
guy.AssaultSetArrivalTolerance( int(goalRadius) )
wait RandomFloatRange( 1, 5 )
}
}
void function AT_ReaperEvent( AT_WaveOrigin campData, int spawnId, AT_SpawnData data )
{
svGlobal.levelEnt.EndSignal( "GameStateChanged" )
// create a script managed array for current event
int eventManager = CreateScriptManagedEntArray()
if( !(spawnId in file.campScriptEntArrays) )
file.campScriptEntArrays[spawnId] <- []
file.campScriptEntArrays[spawnId].append(eventManager)
int totalAllowedOnField = 1 // 1 allowed at the same time for heavy armor units
if ( AT_USE_TOTAL_ALLOWED_ON_FIELD_CHECK )
totalAllowedOnField = data.totalAllowedOnField
while ( true )
{
waitthread AT_SpawnReaper( campData, spawnId, eventManager )
data.pendingSpawns -= 1
if ( data.pendingSpawns <= 0 ) // we have reached max npcs
return // stop any spawning functions
int npcOnFieldCount = GetScriptManagedNPCArrayLength_Alive( eventManager )
while ( npcOnFieldCount >= totalAllowedOnField ) // wait until we have less npcs than allowed count
{
WaitFrame()
npcOnFieldCount = GetScriptManagedNPCArrayLength_Alive( eventManager )
}
}
}
void function AT_SpawnReaper( AT_WaveOrigin campData, int spawnId, int scriptManagerId )
{
entity spawnpoint
if ( campData.dropPodSpawnPoints.len() == 0 )
spawnpoint = campData.ent
else
spawnpoint = campData.dropPodSpawnPoints.getrandom()
// anti-crash
if ( !IsValid( spawnpoint ) )
spawnpoint = campData.ent
// add variation to spawns
wait RandomFloat( 1.0 )
AiGameModes_SpawnReaper(
spawnpoint.GetOrigin(),
spawnpoint.GetAngles(),
AT_AI_TEAM,
"npc_super_spectre_aitdm",
// reaper handler
void function( entity reaper ) : ( campData, spawnId, scriptManagerId )
{
AT_HandleReaperSpawn( reaper, campData, spawnId, scriptManagerId )
}
)
}
void function AT_HandleReaperSpawn( entity reaper, AT_WaveOrigin campData, int spawnId, int scriptManagerId )
{
// tracking lifetime
AddToScriptManagedEntArray( scriptManagerId, reaper )
thread AT_TrackNPCLifeTime( reaper, spawnId, "npc_super_spectre" )
thread AT_ForceAssaultAroundCamp( reaper, campData )
}
void function AT_BountyTitanEvent( AT_WaveOrigin campData, int spawnId, AT_SpawnData data )
{
svGlobal.levelEnt.EndSignal( "GameStateChanged" )
// create a script managed array for current event
int eventManager = CreateScriptManagedEntArray()
int totalAllowedOnField = 1 // 1 allowed at the same time for heavy armor units
if ( AT_USE_TOTAL_ALLOWED_ON_FIELD_CHECK )
totalAllowedOnField = data.totalAllowedOnField
while ( true )
{
waitthread AT_SpawnBountyTitan( campData, spawnId, eventManager )
data.pendingSpawns -= 1
if ( data.pendingSpawns <= 0 ) // we have reached max npcs
return // stop any spawning functions
int npcOnFieldCount = GetScriptManagedNPCArrayLength_Alive( eventManager )
while ( npcOnFieldCount >= totalAllowedOnField ) // wait until we have less npcs than allowed count
{
WaitFrame()
npcOnFieldCount = GetScriptManagedNPCArrayLength_Alive( eventManager )
}
}
}
void function AT_SpawnBountyTitan( AT_WaveOrigin campData, int spawnId, int scriptManagerId )
{
entity spawnpoint
if ( campData.titanSpawnPoints.len() == 0 )
spawnpoint = campData.ent
else
spawnpoint = campData.titanSpawnPoints.getrandom()
// anti-crash
if ( !IsValid( spawnpoint ) )
spawnpoint = campData.ent
// add variation to spawns
wait RandomFloat( 1.0 )
// look up titan to use
int bountyID = 0
try
{
bountyID = ReserveBossID( AT_BOUNTY_TITANS_AI_SETTINGS.getrandom() )
}
catch ( ex ) {} // if we go above the expected wave count that vanilla supports, there's basically no way to ensure that this func won't error, so default 0 after that point
string aisettings = GetTypeFromBossID( bountyID )
string titanClass = expect string( Dev_GetAISettingByKeyField_Global( aisettings, "npc_titan_player_settings" ) )
AiGameModes_SpawnTitan(
spawnpoint.GetOrigin(),
spawnpoint.GetAngles(),
AT_AI_TEAM,
titanClass,
aisettings,
// titan handler
void function( entity titan ) : ( campData, spawnId, bountyID, scriptManagerId )
{
AT_HandleBossTitanSpawn( titan, campData, spawnId, bountyID, scriptManagerId )
}
)
}
void function AT_HandleBossTitanSpawn( entity titan, AT_WaveOrigin campData, int spawnId, int bountyID, int scriptManagerId )
{
// set the bounty to be campEnt, for client tracking
SetGlobalNetEnt( "camp" + string( spawnId + 1 ) + "Ent", titan )
// set up health
titan.SetMaxHealth( titan.GetMaxHealth() * AT_BOUNTY_TITAN_HEALTH_MULTIPLIER )
titan.SetHealth( titan.GetMaxHealth() )
// make minimap always show them and highlight them
titan.Minimap_AlwaysShow( TEAM_IMC, null )
titan.Minimap_AlwaysShow( TEAM_MILITIA, null )
thread BountyBossHighlightThink( titan )
// set up titan-specific death callbacks, mark it as bounty boss for finalDamageCallbacks to work
file.titanIsBountyBoss[ titan ] <- true
file.bountyTitanRewards[ titan ] <- ATTRITION_SCORE_BOSS_DAMAGE
AddEntityCallback_OnKilled( titan, OnBountyTitanKilled )
titan.GetTitanSoul().soul.skipDoomState = true
// i feel like this should be localised, but there's nothing for it in r1_english?
titan.SetTitle( GetNameFromBossID( bountyID ) )
// tracking lifetime
AddToScriptManagedEntArray( scriptManagerId, titan )
thread AT_TrackNPCLifeTime( titan, spawnId, "npc_titan" )
}
void function BountyBossHighlightThink( entity titan )
{
titan.EndSignal( "OnDestroy" )
titan.EndSignal( "OnDeath" )
while ( true )
{
Highlight_SetEnemyHighlight( titan, "enemy_boss_bounty" )
titan.WaitSignal( "StopPhaseShift" ) // prevent phase shift mess up highlights
}
}
void function OnNPCTitanFinalDamaged( entity titan, var damageInfo )
{
if ( titan in file.titanIsBountyBoss )
OnBountyTitanDamaged( titan, damageInfo )
}
void function OnBountyTitanDamaged( entity titan, var damageInfo )
{
entity attacker = DamageInfo_GetAttacker( damageInfo )
if ( !IsValid( attacker ) ) // delayed by projectile shots
return
// damaged by npc or something?
if ( !attacker.IsPlayer() )
{
attacker = GetBountyBossDamageOwner( attacker, titan )
if ( !IsValid( attacker ) || !attacker.IsPlayer() )
return
}
// respawn FUCKED UP pilot weapon against titan's damage calculation, have to copy-paste this check from Titan_NPCTookDamage()
if ( HeavyArmorCriticalHitRequired( damageInfo ) &&
CritWeaponInDamageInfo( damageInfo ) &&
!IsCriticalHit( attacker, titan, DamageInfo_GetHitBox( damageInfo ), DamageInfo_GetDamage( damageInfo ), DamageInfo_GetDamageType( damageInfo ) ) &&
IsValid( attacker ) &&
!attacker.IsTitan() )
return
int rewardSegment = ATTRITION_SCORE_BOSS_DAMAGE
int healthSegment = titan.GetMaxHealth() / rewardSegment
// sometimes damage is not enough to add 1 point, we save the damage for player's next attack
if ( !( titan in file.playerSavedBountyDamage[ attacker ] ) )
file.playerSavedBountyDamage[ attacker ][ titan ] <- 0
file.playerSavedBountyDamage[ attacker ][ titan ] += int( DamageInfo_GetDamage( damageInfo ) )
if ( file.playerSavedBountyDamage[ attacker ][ titan ] < healthSegment )
return // they can't earn reward from this shot
int damageSegment = file.playerSavedBountyDamage[ attacker ][ titan ] / healthSegment
int savedDamageLeft = file.playerSavedBountyDamage[ attacker ][ titan ] % healthSegment
file.playerSavedBountyDamage[ attacker ][ titan ] = savedDamageLeft
float damageFrac = float( damageSegment ) / rewardSegment
int rewardLeft = file.bountyTitanRewards[ titan ]
int reward = int( ATTRITION_SCORE_BOSS_DAMAGE * damageFrac )
if ( reward >= rewardLeft ) // overloaded shot?
reward = rewardLeft
file.bountyTitanRewards[ titan ] -= reward
if ( reward > 0 )
AT_AddPlayerBonusPointsForBossDamaged( attacker, titan, reward, damageInfo )
}
void function OnBountyTitanKilled( entity titan, var damageInfo )
{
entity attacker = DamageInfo_GetAttacker( damageInfo )
if ( !IsValid( attacker ) ) // delayed by projectile shots
return
// damaged by npc or something?
if ( !attacker.IsPlayer() )
{
attacker = GetBountyBossDamageOwner( attacker, titan )
if ( !IsValid( attacker ) || !attacker.IsPlayer() )
return
}
// add all remaining reward to attacker
// bounty killed bonus handled by AT_PlayerOrNPCKilledScoreEvent()
int rewardLeft = file.bountyTitanRewards[ titan ]
delete file.bountyTitanRewards[ titan ]
if ( rewardLeft > 0 )
AT_AddPlayerBonusPointsForBossDamaged( attacker, titan, rewardLeft, damageInfo )
// remove this bounty's damage saver
foreach ( entity player in GetPlayerArray() )
{
if ( titan in file.playerSavedBountyDamage[ player ] )
delete file.playerSavedBountyDamage[ player ][ titan ]
}
// faction dialogue
int team = attacker.GetTeam()
PlayFactionDialogueToPlayer( "bh_playerKilledBounty", attacker )
PlayFactionDialogueToTeamExceptPlayer( "bh_bountyClaimedByFriendly", team, attacker )
PlayFactionDialogueToTeam( "bh_bountyClaimedByEnemy", GetOtherTeam( team ) )
}
entity function GetBountyBossDamageOwner( entity attacker, entity titan )
{
if ( attacker.IsPlayer() ) // already a player
return attacker
if ( attacker.IsTitan() ) // attacker is a npc titan
{
// try to find it's pet titan owner
if ( IsValid( GetPetTitanOwner( attacker ) ) )
return GetPetTitanOwner( attacker )
}
// other damages or non-owner npcs, not sure how it happens, just use this titan's last attacker
return GetLatestAssistingPlayerInfo( titan ).player
}
void function AT_TrackNPCLifeTime( entity guy, int spawnId, string aiType )
{
guy.WaitSignal( "OnDeath", "OnDestroy" )
string npcNetVar = GetNPCNetVarName( aiType, spawnId )
SetGlobalNetInt( npcNetVar, GetGlobalNetInt( npcNetVar ) - 1 )
}
// network var
string function GetNPCNetVarName( string className, int spawnId )
{
string npcId = string( GetAiTypeInt( className ) + 1 )
string campLetter = GetCampLetter( spawnId )
if ( npcId == "0" ) // cannot find this ai support!
{
if ( className == "npc_super_spectre" ) // stupid, reapers are not handled by GetAiTypeInt(), but it must be 4
return "4" + campLetter + "campCount"
return ""
}
return npcId + campLetter + "campCount"
}
/////////////////////////////
///// NPC FUNCTIONS END /////
/////////////////////////////
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