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|
global function GamemodeFD_Init
global function RateSpawnpoints_FD
global function startHarvester
global function GetTargetNameForID
global function DisableTitanSelection
global function DisableTitanSelectionForPlayer
global function EnableTitanSelection
global function EnableTitanSelectionForPlayer
struct player_struct_fd{
bool diedThisRound
int scoreThisRound
int totalMVPs
int mortarUnitsKilled
int moneySpend
int coresUsed
float longestTitanLife //not implemented yet
int turretsRepaired //not implemented yet
int moneyShared
float timeNearHarvester //dont know how to track
float longestLife
int heals //dont know what to track
int titanKills
float damageDealt
int harvesterHeals
float lastRespawn
}
global HarvesterStruct& fd_harvester
global vector shopPosition
global vector shopAngles = < 0, 0, 0 >
global table< string, array<vector> > routes
global array<entity> routeNodes
global array<entity> spawnedNPCs
struct {
array<entity> aiSpawnpoints
array<entity> smokePoints
array<float> harvesterDamageSource
bool havesterWasDamaged
bool harvesterShieldDown
float harvesterDamageTaken
table<entity,player_struct_fd> players
entity harvester_info
bool playersHaveTitans = false
}file
void function GamemodeFD_Init()
{
PrecacheModel( MODEL_ATTRITION_BANK )
PrecacheModel( $"models/humans/grunts/imc_grunt_shield_captain.mdl" )
PrecacheParticleSystem( $"P_smokescreen_FD" )
RegisterSignal( "SniperSwitchedEnemy" ) // for use in SniperTitanThink behavior.
RegisterSignal( "FD_ReachedHarvester" )
RegisterSignal( "OnFailedToPath" )
SetRoundBased( true )
SetShouldUseRoundWinningKillReplay( false )
Riff_ForceBoostAvailability( eBoostAvailability.Disabled )
PlayerEarnMeter_SetEnabled( false )
SetShouldUsePickLoadoutScreen( true )
SetGetDifficultyFunc( FD_GetDifficultyLevel )
TeamTitanSelectMenu_Init() // show the titan select menu in this mode
//general Callbacks
AddCallback_EntitiesDidLoad( LoadEntities )
AddCallback_GameStateEnter( eGameState.Prematch,FD_createHarvester )
AddCallback_GameStateEnter( eGameState.Playing, startMainGameLoop )
AddCallback_OnRoundEndCleanup( FD_NPCCleanup )
AddCallback_OnClientConnected( GamemodeFD_InitPlayer )
AddCallback_OnPlayerGetsNewPilotLoadout( FD_OnPlayerGetsNewPilotLoadout )
//Damage Callbacks
AddDamageByCallback( "player", FD_DamageByPlayerCallback)
AddDamageCallback( "player", DamageScaleByDifficulty )
AddDamageCallback( "npc_titan", DamageScaleByDifficulty )
AddDamageCallback( "npc_turret_sentry", DamageScaleByDifficulty )
AddDamageCallback( "npc_turret_sentry",RevivableTurret_DamageCallback)
//Spawn Callbacks
AddSpawnCallback( "npc_titan", HealthScaleByDifficulty )
AddSpawnCallback( "npc_super_spectre", HealthScaleByDifficulty )
AddCallback_OnPlayerRespawned( FD_PlayerRespawnCallback )
AddSpawnCallback("npc_turret_sentry", AddTurretSentry )
//death Callbacks
AddCallback_OnNPCKilled( OnNpcDeath )
AddCallback_OnPlayerKilled( GamemodeFD_OnPlayerKilled )
AddDeathCallback( "npc_frag_drone", OnTickDeath ) // ticks dont come up in the other callback because of course they dont
//Command Callbacks
AddClientCommandCallback( "FD_ToggleReady", ClientCommandCallbackToggleReady )
AddClientCommandCallback( "FD_UseHarvesterShieldBoost", useShieldBoost )
//shop Callback
SetBoostPurchaseCallback( FD_BoostPurchaseCallback )
SetTeamReserveInteractCallback( FD_TeamReserveDepositOrWithdrawCallback )
//earn meter
ScoreEvent_SetupEarnMeterValuesForMixedModes()
}
void function FD_BoostPurchaseCallback( entity player, BoostStoreData data )
{
file.players[player].moneySpend += data.cost
}
void function FD_PlayerRespawnCallback( entity player )
{
if( player in file.players )
file.players[player].lastRespawn = Time()
if( GetCurrentPlaylistVarInt( "fd_at_unlimited_ammo", 1 ) )
FD_GivePlayerInfiniteAntiTitanAmmo( player )
if ( !file.playersHaveTitans )
{
// why in the fuck do i need to WaitFrame() here, this sucks
thread PlayerEarnMeter_SetMode_Threaded( player, 0 )
}
}
void function PlayerEarnMeter_SetMode_Threaded( entity player, int mode )
{
WaitFrame()
if ( IsValid( player ) )
PlayerEarnMeter_SetMode( player, mode )
}
void function FD_OnPlayerGetsNewPilotLoadout( entity player, PilotLoadoutDef loadout )
{
if( GetCurrentPlaylistVarInt( "fd_at_unlimited_ammo", 1 ) )
FD_GivePlayerInfiniteAntiTitanAmmo( player )
}
void function FD_GivePlayerInfiniteAntiTitanAmmo( entity player )
{
array<entity> weapons = player.GetMainWeapons()
foreach ( entity weaponEnt in weapons )
{
if ( weaponEnt.GetWeaponType() != WT_ANTITITAN )
continue
if( !weaponEnt.HasMod( "at_unlimited_ammo" ) )
{
array<string> mods = weaponEnt.GetMods()
mods.append( "at_unlimited_ammo" )
weaponEnt.SetMods( mods )
}
}
}
void function FD_TeamReserveDepositOrWithdrawCallback( entity player, string action, int amount )
{
switch( action )
{
case"deposit":
file.players[player].moneyShared += amount
break
case"withdraw":
file.players[player].moneyShared -= amount
break
}
}
void function GamemodeFD_OnPlayerKilled( entity victim, entity attacker, var damageInfo )
{
file.players[victim].longestLife = Time() - file.players[victim].lastRespawn
file.players[victim].diedThisRound = true
array<entity> militiaplayers = GetPlayerArrayOfTeam( TEAM_MILITIA )
int deaths = 0
foreach ( entity player in militiaplayers )
if ( !IsAlive( player ) )
deaths++
foreach( entity player in GetPlayerArray() )
{
if ( player == victim || player.GetTeam() != TEAM_MILITIA )
continue
if ( deaths == 1 ) // only one pilot died
PlayFactionDialogueToPlayer( "fd_singlePilotDown", player )
else if ( deaths > 1 && deaths < militiaplayers.len() - 1 ) // multiple pilots died but at least one alive
PlayFactionDialogueToPlayer( "fd_multiPilotDown", player )
else if ( deaths == militiaplayers.len() - 1 ) // ur shit out of luck ur the only survivor
PlayFactionDialogueToPlayer( "fd_onlyPlayerIsAlive", player )
}
}
void function FD_UsedCoreCallback( entity titan, entity weapon )
{
if( !( titan in file.players ) )
{
return
}
file.players[titan].coresUsed += 1
}
void function GamemodeFD_InitPlayer( entity player )
{
player_struct_fd data
data.diedThisRound = false
file.players[player] <- data
thread SetTurretSettings_threaded( player )
// only start the highlight when we start playing, not during dropship
if ( GetGameState() >= eGameState.Playing )
Highlight_SetFriendlyHighlight( player, "sp_friendly_hero" )
if( file.playersHaveTitans ) // first wave is index 0
{
PlayerEarnMeter_AddEarnedAndOwned( player, 1.0, 1.0 )
}
// unfortunate that i cant seem to find a nice callback for them exiting that menu but thisll have to do
thread TryDisableTitanSelectionForPlayerAfterDelay( player, TEAM_TITAN_SELECT_DURATION_MIDGAME )
}
void function TryDisableTitanSelectionForPlayerAfterDelay( entity player, float waitAmount )
{
wait waitAmount
if ( file.playersHaveTitans )
DisableTitanSelectionForPlayer( player )
}
void function SetTurretSettings_threaded( entity player )
{ //has to be delayed because PlayerConnect callbacks get called in wrong order
WaitFrame()
DeployableTurret_SetAISettingsForPlayer_AP( player, "npc_turret_sentry_burn_card_ap_fd" )
DeployableTurret_SetAISettingsForPlayer_AT( player, "npc_turret_sentry_burn_card_at_fd" )
}
void function OnTickDeath( entity victim, var damageInfo )
{
int findIndex = spawnedNPCs.find( victim )
if ( findIndex != -1 )
{
spawnedNPCs.remove( findIndex )
SetGlobalNetInt( "FD_AICount_Ticks", GetGlobalNetInt( "FD_AICount_Ticks" ) -1 )
SetGlobalNetInt( "FD_AICount_Current", GetGlobalNetInt( "FD_AICount_Current" ) -1 )
}
}
void function OnNpcDeath( entity victim, entity attacker, var damageInfo )
{
if( victim.IsTitan() && attacker in file.players )
file.players[attacker].titanKills++
int victimTypeID = FD_GetAITypeID_ByString( victim.GetTargetName() )
if( ( victimTypeID == eFD_AITypeIDs.TITAN_MORTAR ) || ( victimTypeID == eFD_AITypeIDs.SPECTRE_MORTAR ) )
if( attacker in file.players )
file.players[attacker].mortarUnitsKilled++
int findIndex = spawnedNPCs.find( victim )
if ( findIndex != -1 )
{
spawnedNPCs.remove( findIndex )
string netIndex = GetAiNetIdFromTargetName( victim.GetTargetName() )
if( netIndex != "" )
SetGlobalNetInt( netIndex, GetGlobalNetInt( netIndex ) - 1 )
SetGlobalNetInt( "FD_AICount_Current", GetGlobalNetInt( "FD_AICount_Current" ) - 1 )
}
if ( victim.GetOwner() == attacker || !attacker.IsPlayer() || ( attacker == victim ) || ( victim.GetBossPlayer() == attacker ) || victim.GetClassName() == "npc_turret_sentry" )
return
int playerScore = 0
int money = 0
int scriptDamageType = DamageInfo_GetCustomDamageType( damageInfo )
int damageSourceId = DamageInfo_GetDamageSourceIdentifier( damageInfo )
if ( victim.IsNPC() )
{
string eventName = FD_GetScoreEventName( victim.GetClassName() )
playerScore = ScoreEvent_GetPointValue( GetScoreEvent( eventName ) )
switch ( victim.GetClassName() )
{
case "npc_soldier":
money = 5
break
case "npc_drone":
case "npc_spectre":
money = 10
break
case "npc_stalker":
money = 15
break
case "npc_super_spectre":
money = 20
break
default:
money = 0 // titans seem to total up to 50 money undoomed health
}
foreach( player in GetPlayerArray() )
Remote_CallFunction_NonReplay( player, "ServerCallback_OnTitanKilled", attacker.GetEncodedEHandle(), victim.GetEncodedEHandle(), scriptDamageType, damageSourceId )
}
if ( money != 0 )
AddMoneyToPlayer( attacker , money )
attacker.AddToPlayerGameStat( PGS_ASSAULT_SCORE, playerScore ) // seems to be how combat score is counted
file.players[attacker].scoreThisRound += playerScore
table<int, bool> alreadyAssisted
foreach( DamageHistoryStruct attackerInfo in victim.e.recentDamageHistory )
{
if ( !IsValid( attackerInfo.attacker ) || !attackerInfo.attacker.IsPlayer() || attackerInfo.attacker == victim )
continue
bool exists = attackerInfo.attacker.GetEncodedEHandle() in alreadyAssisted ? true : false
if( attackerInfo.attacker != attacker && !exists )
{
alreadyAssisted[attackerInfo.attacker.GetEncodedEHandle()] <- true
attackerInfo.attacker.AddToPlayerGameStat( PGS_DEFENSE_SCORE, playerScore ) // i assume this is how support score gets added
}
}
}
void function RateSpawnpoints_FD( int _0, array<entity> _1, int _2, entity _3 )
{
}
bool function useShieldBoost( entity player, array<string> args )
{
if( ( GetGlobalNetTime( "FD_harvesterInvulTime" ) < Time() ) && ( player.GetPlayerNetInt( "numHarvesterShieldBoost" ) > 0 ) )
{
fd_harvester.harvester.SetShieldHealth( fd_harvester.harvester.GetShieldHealthMax() )
SetGlobalNetTime( "FD_harvesterInvulTime", Time() + 5 )
MessageToTeam( TEAM_MILITIA,eEventNotifications.FD_PlayerHealedHarvester, null, player )
player.SetPlayerNetInt( "numHarvesterShieldBoost", player.GetPlayerNetInt( "numHarvesterShieldBoost" ) - 1 )
file.players[player].harvesterHeals += 1
}
return true
}
void function startMainGameLoop()
{
// only start the highlight when we start playing, not during dropship
foreach ( entity player in GetPlayerArray() )
Highlight_SetFriendlyHighlight( player, "sp_friendly_hero" )
thread mainGameLoop()
}
void function mainGameLoop()
{
startHarvester()
bool showShop = false
for( int i = GetGlobalNetInt( "FD_currentWave" ); i < waveEvents.len(); i++ )
{
if( !runWave( i, showShop ) )
break
if( i == 0 )
{
PlayerEarnMeter_SetEnabled( true )
showShop = true
foreach( entity player in GetPlayerArray() )
{
PlayerEarnMeter_SetMode( player, 1 ) // show the earn meter
PlayerEarnMeter_AddEarnedAndOwned( player, 1.0, 1.0 )
}
file.playersHaveTitans = true
DisableTitanSelection()
}
}
// end of game
EnableTitanSelection()
}
array<int> function getHighestEnemyAmountsForWave( int waveIndex )
{
table<int,int> npcs
npcs[eFD_AITypeIDs.TITAN] <- 0
npcs[eFD_AITypeIDs.TITAN_NUKE] <- 0
npcs[eFD_AITypeIDs.TITAN_ARC] <- 0
npcs[eFD_AITypeIDs.TITAN_MORTAR] <- 0
npcs[eFD_AITypeIDs.GRUNT] <- 0
npcs[eFD_AITypeIDs.SPECTRE] <- 0
npcs[eFD_AITypeIDs.SPECTRE_MORTAR] <- 0
npcs[eFD_AITypeIDs.STALKER] <- 0
npcs[eFD_AITypeIDs.REAPER] <- 0
npcs[eFD_AITypeIDs.TICK] <- 0
npcs[eFD_AITypeIDs.DRONE] <- 0
npcs[eFD_AITypeIDs.DRONE_CLOAK] <- 0
// npcs[eFD_AITypeIDs.RONIN] <- 0
// npcs[eFD_AITypeIDs.NORTHSTAR] <- 0
// npcs[eFD_AITypeIDs.SCORCH] <- 0
// npcs[eFD_AITypeIDs.LEGION] <- 0
// npcs[eFD_AITypeIDs.TONE] <- 0
// npcs[eFD_AITypeIDs.ION] <- 0
// npcs[eFD_AITypeIDs.MONARCH] <- 0
// npcs[eFD_AITypeIDs.TITAN_SNIPER] <- 0
foreach( WaveEvent e in waveEvents[waveIndex] )
{
if( e.spawnEvent.spawnAmount == 0 )
continue
switch( e.spawnEvent.spawnType )
{
case( eFD_AITypeIDs.TITAN ):
case( eFD_AITypeIDs.RONIN ):
case( eFD_AITypeIDs.NORTHSTAR ):
case( eFD_AITypeIDs.SCORCH ):
case( eFD_AITypeIDs.TONE ):
case( eFD_AITypeIDs.ION ):
case( eFD_AITypeIDs.MONARCH ):
case( eFD_AITypeIDs.LEGION ):
case( eFD_AITypeIDs.TITAN_SNIPER ):
npcs[eFD_AITypeIDs.TITAN] += e.spawnEvent.spawnAmount
break
default:
npcs[e.spawnEvent.spawnType] += e.spawnEvent.spawnAmount
}
}
array<int> ret = [ -1, -1, -1, -1, -1, -1, -1, -1, -1 ]
foreach( int key, int value in npcs )
{
if( value == 0 )
continue
int lowestArrayIndex = 0
bool keyIsSet = false
foreach( index, int arrayValue in ret )
{
if( arrayValue == -1 )
{
ret[index] = key
keyIsSet = true
break
}
if( npcs[ ret[lowestArrayIndex] ] > npcs[ ret[index] ] )
lowestArrayIndex = index
}
if( ( !keyIsSet ) && ( npcs[ ret[lowestArrayIndex] ] < value ) )
ret[lowestArrayIndex] = key
}
foreach( int val in ret )
{
printt( "ArrayVal", val )
}
return ret
}
void function SetEnemyAmountNetVars( int waveIndex )
{
int total = 0
table<int,int> npcs
npcs[eFD_AITypeIDs.TITAN] <- 0
npcs[eFD_AITypeIDs.TITAN_NUKE] <- 0
npcs[eFD_AITypeIDs.TITAN_ARC] <- 0
npcs[eFD_AITypeIDs.TITAN_MORTAR] <- 0
npcs[eFD_AITypeIDs.GRUNT] <- 0
npcs[eFD_AITypeIDs.SPECTRE] <- 0
npcs[eFD_AITypeIDs.SPECTRE_MORTAR] <- 0
npcs[eFD_AITypeIDs.STALKER] <- 0
npcs[eFD_AITypeIDs.REAPER] <- 0
npcs[eFD_AITypeIDs.TICK] <- 0
npcs[eFD_AITypeIDs.DRONE] <- 0
npcs[eFD_AITypeIDs.DRONE_CLOAK] <- 0
// npcs[eFD_AITypeIDs.RONIN] <- 0
// npcs[eFD_AITypeIDs.NORTHSTAR] <- 0
// npcs[eFD_AITypeIDs.SCORCH] <- 0
// npcs[eFD_AITypeIDs.LEGION] <- 0
// npcs[eFD_AITypeIDs.TONE] <- 0
// npcs[eFD_AITypeIDs.ION] <- 0
// npcs[eFD_AITypeIDs.MONARCH] <- 0
// npcs[eFD_AITypeIDs.TITAN_SNIPER] <- 0
foreach( WaveEvent e in waveEvents[waveIndex] )
{
if( e.spawnEvent.spawnAmount == 0 )
continue
switch( e.spawnEvent.spawnType )
{
case( eFD_AITypeIDs.TITAN ):
case( eFD_AITypeIDs.RONIN ):
case( eFD_AITypeIDs.NORTHSTAR ):
case( eFD_AITypeIDs.SCORCH ):
case( eFD_AITypeIDs.TONE ):
case( eFD_AITypeIDs.ION ):
case( eFD_AITypeIDs.MONARCH ):
case( eFD_AITypeIDs.LEGION ):
case( eFD_AITypeIDs.TITAN_SNIPER ):
npcs[eFD_AITypeIDs.TITAN] += e.spawnEvent.spawnAmount
break
default:
npcs[e.spawnEvent.spawnType] += e.spawnEvent.spawnAmount
}
total+= e.spawnEvent.spawnAmount
}
SetGlobalNetInt( "FD_AICount_Titan", npcs[eFD_AITypeIDs.TITAN] )
SetGlobalNetInt( "FD_AICount_Titan_Nuke", npcs[eFD_AITypeIDs.TITAN_NUKE] )
SetGlobalNetInt( "FD_AICount_Titan_Mortar", npcs[eFD_AITypeIDs.TITAN_MORTAR] )
SetGlobalNetInt( "FD_AICount_Titan_Arc", npcs[eFD_AITypeIDs.TITAN_ARC] )
SetGlobalNetInt( "FD_AICount_Grunt", npcs[eFD_AITypeIDs.GRUNT] )
SetGlobalNetInt( "FD_AICount_Spectre", npcs[eFD_AITypeIDs.SPECTRE] )
SetGlobalNetInt( "FD_AICount_Spectre_Mortar", npcs[eFD_AITypeIDs.SPECTRE_MORTAR] )
SetGlobalNetInt( "FD_AICount_Stalker", npcs[eFD_AITypeIDs.STALKER] )
SetGlobalNetInt( "FD_AICount_Reaper", npcs[eFD_AITypeIDs.REAPER] )
SetGlobalNetInt( "FD_AICount_Ticks", npcs[eFD_AITypeIDs.TICK] )
SetGlobalNetInt( "FD_AICount_Drone", npcs[eFD_AITypeIDs.DRONE] )
SetGlobalNetInt( "FD_AICount_Drone_Cloak", npcs[eFD_AITypeIDs.DRONE_CLOAK] )
SetGlobalNetInt( "FD_AICount_Current", total )
SetGlobalNetInt( "FD_AICount_Total", total )
}
bool function runWave( int waveIndex, bool shouldDoBuyTime )
{
SetGlobalNetInt( "FD_currentWave", waveIndex )
file.havesterWasDamaged = false
file.harvesterShieldDown = false
SetEnemyAmountNetVars( waveIndex )
for( int i = 0; i < 20; i++ )//Number of npc type ids
{
file.harvesterDamageSource.append( 0.0 )
}
foreach( entity player in GetPlayerArray() )
{
file.players[player].diedThisRound = false
file.players[player].scoreThisRound = 0
}
array<int> enemys = getHighestEnemyAmountsForWave( waveIndex )
foreach( entity player in GetPlayerArray() )
{
Remote_CallFunction_NonReplay( player, "ServerCallback_FD_AnnouncePreParty", enemys[0], enemys[1], enemys[2], enemys[3], enemys[4], enemys[5], enemys[6], enemys[7], enemys[8] )
}
if( shouldDoBuyTime )
{
SetGlobalNetInt( "FD_waveState", WAVE_STATE_BREAK )
OpenBoostStores()
foreach( entity player in GetPlayerArray() )
Remote_CallFunction_NonReplay( player, "ServerCallback_FD_NotifyStoreOpen" )
while( Time() < GetGlobalNetTime( "FD_nextWaveStartTime" ) )
{
if( allPlayersReady() )
SetGlobalNetTime( "FD_nextWaveStartTime", Time() )
WaitFrame()
}
CloseBoostStores()
MessageToTeam( TEAM_MILITIA, eEventNotifications.FD_StoreClosing )
}
//SetGlobalNetTime("FD_nextWaveStartTime",Time()+10)
wait 10
SetGlobalNetInt( "FD_waveState", WAVE_STATE_INCOMING )
foreach( entity player in GetPlayerArray() )
{
Remote_CallFunction_NonReplay( player, "ServerCallback_FD_ClearPreParty" )
player.SetPlayerNetBool( "FD_readyForNextWave", false )
}
SetGlobalNetBool( "FD_waveActive", true )
MessageToTeam( TEAM_MILITIA, eEventNotifications.FD_AnnounceWaveStart )
SetGlobalNetInt( "FD_waveState", WAVE_STATE_BREAK )
//main wave loop
thread SetWaveStateReady()
executeWave()
SetGlobalNetInt( "FD_waveState", WAVE_STATE_COMPLETE )
if( !IsAlive( fd_harvester.harvester ) )
{
float totalDamage = 0.0
array<float> highestDamage = [ 0.0, 0.0, 0.0 ]
array<int> highestDamageSource = [ -1, -1, -1 ]
foreach(index,float damage in file.harvesterDamageSource)
{
totalDamage += damage
if( highestDamage[0] < damage )
{
highestDamage[2] = highestDamage[1]
highestDamageSource[2] = highestDamageSource[1]
highestDamage[1] = highestDamage[0]
highestDamageSource[1] = highestDamageSource[0]
highestDamageSource[0] = index
highestDamage[0] = damage
}
else if( highestDamage[1] < damage )
{
highestDamage[2] = highestDamage[1]
highestDamageSource[2] = highestDamageSource[1]
highestDamage[1] = damage
highestDamageSource[1] = index
}
else if( highestDamage[2] < damage )
{
highestDamage[2] = damage
highestDamageSource[2] = index
}
}
foreach( entity player in GetPlayerArray() )
{
Remote_CallFunction_NonReplay( player, "ServerCallback_FD_DisplayHarvesterKiller", GetGlobalNetInt( "FD_restartsRemaining" ), getHintForTypeId( highestDamageSource[0] ), highestDamageSource[0], highestDamage[0] / totalDamage, highestDamageSource[1], highestDamage[1] / totalDamage , highestDamageSource[2], highestDamage[2] / totalDamage )
}
if( GetGlobalNetInt( "FD_restartsRemaining" ) > 0 )
FD_DecrementRestarts()
else
SetRoundBased(false)
SetWinner( TEAM_IMC )//restart round
spawnedNPCs = [] // reset npcs count
restetWaveEvents()
foreach( player in GetPlayerArray() )
PlayerEarnMeter_AddEarnedAndOwned( player, 1.0, 1.0 )
return false
}
wait 2
//wave end
SetGlobalNetBool( "FD_waveActive", false )
MessageToTeam( TEAM_MILITIA, eEventNotifications.FD_AnnounceWaveEnd )
if ( isFinalWave() && IsAlive( fd_harvester.harvester ) )
{
//Game won code
MessageToTeam( TEAM_MILITIA, eEventNotifications.FD_AnnounceWaveEnd )
foreach( entity player in GetPlayerArray() )
{
AddPlayerScore( player, "FDTeamWave" )
}
wait 1
int highestScore = 0;
entity highestScore_player = GetPlayerArray()[0]
foreach( entity player in GetPlayerArray() )
{
if( !file.players[player].diedThisRound )
AddPlayerScore( player, "FDDidntDie" )
if( highestScore < file.players[player].scoreThisRound )
{
highestScore = file.players[player].scoreThisRound
highestScore_player = player
}
}
file.players[highestScore_player].totalMVPs += 1
AddPlayerScore( highestScore_player, "FDWaveMVP" )
wait 1
foreach( entity player in GetPlayerArray() )
if( !file.havesterWasDamaged )
AddPlayerScore( player, "FDTeamFlawlessWave" )
SetRoundBased(false)
SetWinner(TEAM_MILITIA)
PlayFactionDialogueToTeam( "fd_matchVictory", TEAM_MILITIA )
return true
}
if(!file.havesterWasDamaged)
{
PlayFactionDialogueToTeam( "fd_waveRecapPerfect", TEAM_MILITIA )
wait 5
}
else
{
float damagepercent = ( ( file.harvesterDamageTaken / fd_harvester.harvester.GetMaxHealth().tofloat() ) * 100 )
float healthpercent = ( ( fd_harvester.harvester.GetHealth().tofloat() / fd_harvester.harvester.GetMaxHealth() ) * 100 )
if ( damagepercent < 5 ) // if less than 5% damage taken
PlayFactionDialogueToTeam( "fd_waveRecapNearPerfect", TEAM_MILITIA )
else if ( healthpercent < 15 ) // if less than 15% health remains and more than 5% damage taken
PlayFactionDialogueToTeam( "fd_waveRecapLowHealth", TEAM_MILITIA )
wait 5
}
if ( isSecondWave() )
{
// supposed to add dialogues like "GOOD WORK TEAM" then "YOUR TITAN IS READY"
// done ^
PlayFactionDialogueToTeam( "fd_titanReadyNag" , TEAM_MILITIA )
wait 5
}
//Player scoring
MessageToTeam( TEAM_MILITIA, eEventNotifications.FD_NotifyWaveBonusIncoming )
wait 2
foreach( entity player in GetPlayerArray() )
{
if ( isSecondWave() )
PlayFactionDialogueToPlayer( "fd_wavePayoutFirst", player )
else
PlayFactionDialogueToPlayer( "fd_wavePayoutAddtnl", player )
AddPlayerScore( player, "FDTeamWave" )
AddMoneyToPlayer( player, GetCurrentPlaylistVarInt( "fd_money_per_round", 600 ) )
// is this in the right place? do we want to be adding for each player?
// this function is called "Set" but in reality it is "Add"
SetJoinInProgressBonus( GetCurrentPlaylistVarInt( "fd_money_per_round" ,600 ) )
EmitSoundOnEntityOnlyToPlayer( player, player, "HUD_MP_BountyHunt_BankBonusPts_Deposit_Start_1P" )
}
wait 1
foreach( entity player in GetPlayerArray() )
{
if( !file.players[player].diedThisRound )
{
AddPlayerScore( player, "FDDidntDie" )
player.AddToPlayerGameStat( PGS_ASSAULT_SCORE, FD_SCORE_DIDNT_DIE )
}
AddMoneyToPlayer( player, 100 )
EmitSoundOnEntityOnlyToPlayer( player, player, "HUD_MP_BountyHunt_BankBonusPts_Deposit_Start_1P" )
}
wait 1
int highestScore = 0;
entity highestScore_player = GetPlayerArray()[0]
foreach( entity player in GetPlayerArray() )
{
if( highestScore < file.players[player].scoreThisRound )
{
highestScore = file.players[player].scoreThisRound
highestScore_player = player
}
}
file.players[highestScore_player].totalMVPs += 1
AddPlayerScore( highestScore_player, "FDWaveMVP" )
AddMoneyToPlayer( highestScore_player, 100 )
highestScore_player.AddToPlayerGameStat( PGS_ASSAULT_SCORE, FD_SCORE_MVP )
EmitSoundOnEntityOnlyToPlayer( highestScore_player, highestScore_player, "HUD_MP_BountyHunt_BankBonusPts_Deposit_Start_1P" )
foreach( entity player in GetPlayerArray() )
{
Remote_CallFunction_NonReplay( player, "ServerCallback_FD_NotifyMVP", highestScore_player.GetEncodedEHandle() )
}
wait 1
foreach( entity player in GetPlayerArray() )
{
if( !file.havesterWasDamaged )
{
AddPlayerScore( player, "FDTeamFlawlessWave" )
AddMoneyToPlayer( player, 100 )
player.AddToPlayerGameStat( PGS_ASSAULT_SCORE, FD_SCORE_TEAM_FLAWLESS_WAVE )
EmitSoundOnEntityOnlyToPlayer( player, player, "HUD_MP_BountyHunt_BankBonusPts_Deposit_Start_1P" )
}
}
wait 1
if( waveIndex<waveEvents.len() )
SetGlobalNetTime( "FD_nextWaveStartTime", Time() + 75 )
return true
}
void function SetWaveStateReady()
{
wait 5
SetGlobalNetInt( "FD_waveState", WAVE_STATE_IN_PROGRESS )
}
void function gameWonMedals()
{
table<string,entity> medals
//most mvps
}
void function OnHarvesterDamaged( entity harvester, var damageInfo )
{
if ( !IsValid( harvester ) )
return
if( fd_harvester.harvester != harvester )
return
if ( GetGlobalNetTime( "FD_harvesterInvulTime" ) > Time() )
{
harvester.SetShieldHealth( harvester.GetShieldHealthMax() )
return
}
int damageSourceID = DamageInfo_GetDamageSourceIdentifier( damageInfo )
entity attacker = DamageInfo_GetAttacker( damageInfo )
float damageAmount = DamageInfo_GetDamage( damageInfo )
if ( !damageSourceID && !damageAmount && !attacker )
return
fd_harvester.lastDamage = Time()
damageAmount = ( damageAmount * GetCurrentPlaylistVarFloat( "fd_player_damage_scalar", 1.0 ) )
float shieldPercent = ( ( harvester.GetShieldHealth().tofloat() / harvester.GetShieldHealthMax() ) * 100 )
if ( shieldPercent < 100 && !file.harvesterShieldDown )
PlayFactionDialogueToTeam( "fd_baseShieldTakingDmg", TEAM_MILITIA )
if ( shieldPercent < 35 && !file.harvesterShieldDown ) // idk i made this up
PlayFactionDialogueToTeam( "fd_baseShieldLow", TEAM_MILITIA )
if ( harvester.GetShieldHealth() == 0 )
{
if( !file.harvesterShieldDown )
{
PlayFactionDialogueToTeam( "fd_baseShieldDown", TEAM_MILITIA )
file.harvesterShieldDown = true // prevent shield dialogues from repeating
}
file.harvesterDamageTaken = file.harvesterDamageTaken + damageAmount // track damage for wave recaps
float newHealth = harvester.GetHealth() - damageAmount
float oldhealthpercent = ( ( harvester.GetHealth().tofloat() / harvester.GetMaxHealth() ) * 100 )
float healthpercent = ( ( newHealth / harvester.GetMaxHealth() ) * 100 )
if ( healthpercent <= 75 && oldhealthpercent > 75 ) // we don't want the dialogue to keep saying "Harvester is below 75% health" everytime they take additional damage
PlayFactionDialogueToTeam( "fd_baseHealth75", TEAM_MILITIA )
if ( healthpercent <= 50 && oldhealthpercent > 50 )
PlayFactionDialogueToTeam( "fd_baseHealth50", TEAM_MILITIA )
if ( healthpercent <= 25 && oldhealthpercent > 25 )
PlayFactionDialogueToTeam( "fd_baseHealth25", TEAM_MILITIA )
if( healthpercent <= 10 )
PlayFactionDialogueToTeam( "fd_baseLowHealth", TEAM_MILITIA )
if( newHealth <= 0 )
{
EmitSoundAtPosition( TEAM_UNASSIGNED, fd_harvester.harvester.GetOrigin(), "coop_generator_destroyed" )
newHealth = 0
PlayFactionDialogueToTeam( "fd_baseDeath", TEAM_MILITIA )
fd_harvester.rings.Anim_Stop()
}
harvester.SetHealth( newHealth )
file.havesterWasDamaged = true
}
if ( DamageInfo_GetDamageSourceIdentifier( damageInfo ) == eDamageSourceId.mp_titancore_laser_cannon )
DamageInfo_SetDamage( damageInfo, DamageInfo_GetDamage( damageInfo ) / 10 ) // laser core shreds super well for some reason
if ( attacker.IsPlayer() )
attacker.NotifyDidDamage( harvester, DamageInfo_GetHitBox( damageInfo ), DamageInfo_GetDamagePosition( damageInfo ), DamageInfo_GetCustomDamageType( damageInfo ), DamageInfo_GetDamage( damageInfo ), DamageInfo_GetDamageFlags( damageInfo ), DamageInfo_GetHitGroup( damageInfo ), DamageInfo_GetWeapon( damageInfo ), DamageInfo_GetDistFromAttackOrigin( damageInfo ) )
}
void function FD_NPCCleanup()
{
foreach ( entity npc in GetEntArrayByClass_Expensive( "C_AI_BaseNPC" ) )
if ( IsValid( npc ) )
npc.Destroy()
}
void function HarvesterThink()
{
entity harvester = fd_harvester.harvester
EmitSoundOnEntity( harvester, "coop_generator_startup" )
float lastTime = Time()
wait 4
int lastShieldHealth = harvester.GetShieldHealth()
generateBeamFX( fd_harvester )
generateShieldFX( fd_harvester )
EmitSoundOnEntity( harvester, "coop_generator_ambient_healthy" )
bool isRegening = false // stops the regenning sound to keep stacking on top of each other
while ( IsAlive( harvester ) )
{
float currentTime = Time()
float deltaTime = currentTime -lastTime
if ( IsValid( fd_harvester.particleShield ) )
{
vector shieldColor = GetShieldTriLerpColor( 1.0 - ( harvester.GetShieldHealth().tofloat() / harvester.GetShieldHealthMax().tofloat() ) )
EffectSetControlPointVector( fd_harvester.particleShield, 1, shieldColor )
}
if( IsValid( fd_harvester.particleBeam ) )
{
vector beamColor = GetShieldTriLerpColor( 1.0 - ( harvester.GetHealth().tofloat() / harvester.GetMaxHealth().tofloat() ) )
EffectSetControlPointVector( fd_harvester.particleBeam, 1, beamColor )
}
if ( fd_harvester.harvester.GetShieldHealth() == 0 )
if( IsValid( fd_harvester.particleShield ) )
fd_harvester.particleShield.Destroy()
if ( ( ( currentTime-fd_harvester.lastDamage ) >= GENERATOR_SHIELD_REGEN_DELAY ) && ( harvester.GetShieldHealth() < harvester.GetShieldHealthMax() ) )
{
if( !IsValid( fd_harvester.particleShield ) )
generateShieldFX( fd_harvester )
//printt((currentTime-fd_harvester.lastDamage))
if( harvester.GetShieldHealth() == 0 )
EmitSoundOnEntity( harvester, "coop_generator_shieldrecharge_start" )
if (!isRegening)
{
EmitSoundOnEntity( harvester, "coop_generator_shieldrecharge_resume" )
file.harvesterShieldDown = false
if (GetGlobalNetBool( "FD_waveActive" ) )
PlayFactionDialogueToTeam( "fd_baseShieldRecharging", TEAM_MILITIA )
else
PlayFactionDialogueToTeam( "fd_baseShieldRechargingShort", TEAM_MILITIA )
isRegening = true
}
float newShieldHealth = ( harvester.GetShieldHealthMax() / GENERATOR_SHIELD_REGEN_TIME * deltaTime ) + harvester.GetShieldHealth()
if ( newShieldHealth >= harvester.GetShieldHealthMax() )
{
StopSoundOnEntity( harvester, "coop_generator_shieldrecharge_resume" )
harvester.SetShieldHealth( harvester.GetShieldHealthMax() )
EmitSoundOnEntity( harvester, "coop_generator_shieldrecharge_end" )
if( GetGlobalNetBool( "FD_waveActive" ) )
PlayFactionDialogueToTeam( "fd_baseShieldUp", TEAM_MILITIA )
isRegening = false
}
else
{
harvester.SetShieldHealth( newShieldHealth )
}
} else if ( ( ( currentTime-fd_harvester.lastDamage ) < GENERATOR_SHIELD_REGEN_DELAY ) && ( harvester.GetShieldHealth() < harvester.GetShieldHealthMax() ) )
isRegening = false
if ( ( lastShieldHealth > 0 ) && ( harvester.GetShieldHealth() == 0 ) )
EmitSoundOnEntity( harvester, "coop_generator_shielddown" )
lastShieldHealth = harvester.GetShieldHealth()
lastTime = currentTime
WaitFrame()
}
}
void function startHarvester()
{
thread HarvesterThink()
thread HarvesterAlarm()
}
void function HarvesterAlarm()
{
while( IsAlive( fd_harvester.harvester ) )
{
if( fd_harvester.harvester.GetShieldHealth() == 0 )
{
wait EmitSoundOnEntity( fd_harvester.harvester, "coop_generator_underattack_alarm" )
}
else
{
WaitFrame()
}
}
}
void function initNetVars()
{
SetGlobalNetInt( "FD_totalWaves", waveEvents.len() )
SetGlobalNetInt( "burn_turretLimit", 2 )
if(!FD_HasRestarted())
{
bool showShop = false
SetGlobalNetInt( "FD_currentWave", 0 )
if( FD_IsDifficultyLevelOrHigher( eFDDifficultyLevel.INSANE ) )
FD_SetNumAllowedRestarts( 0 )
else
FD_SetNumAllowedRestarts( 2 )
}
}
void function FD_DamageByPlayerCallback(entity victim,var damageInfo)
{
entity player = DamageInfo_GetAttacker( damageInfo )
if( !( player in file.players ) )
return
float damage = DamageInfo_GetDamage( damageInfo )
file.players[player].damageDealt += damage
file.players[player].scoreThisRound += damage.tointeger() //TODO NOT HOW SCORE WORKS
if( victim.IsTitan() )
{
//TODO Money and score for titan damage
}
}
void function DamageScaleByDifficulty( entity ent, var damageInfo )
{
entity attacker = DamageInfo_GetAttacker( damageInfo )
if ( !attacker )
return
if ( ent.GetTeam() != TEAM_MILITIA )
return
int damageSourceID = DamageInfo_GetDamageSourceIdentifier( damageInfo )
float damageAmount = DamageInfo_GetDamage( damageInfo )
if ( !damageSourceID && !damageAmount )
return
if ( attacker.IsPlayer() && attacker.GetTeam() == TEAM_IMC ) // in case we ever want a PvP in Frontier Defense, don't scale their damage
return
if ( attacker == ent ) // dont scale self damage
return
DamageInfo_SetDamage( damageInfo, ( damageAmount * GetCurrentPlaylistVarFloat( "fd_player_damage_scalar", 1.0 ) ) )
}
void function HealthScaleByDifficulty( entity ent )
{
if ( ent.GetTeam() != TEAM_IMC )
return
if (ent.IsTitan()&& IsValid(GetPetTitanOwner( ent ) ) ) // in case we ever want pvp in FD
return
if ( ent.IsTitan() )
ent.SetMaxHealth( ent.GetMaxHealth() + GetCurrentPlaylistVarInt( "fd_titan_health_adjust", 0 ) )
else
ent.SetMaxHealth( ent.GetMaxHealth() + GetCurrentPlaylistVarInt( "fd_reaper_health_adjust", 0 ) )
if( GetCurrentPlaylistVarInt( "fd_pro_titan_shields", 0 ) && ent.IsTitan() )
{
entity soul = ent.GetTitanSoul()
if( IsValid( soul ) )
{
soul.SetShieldHealthMax( 2500 )
soul.SetShieldHealth( 2500 )
}
}
}
void function FD_createHarvester()
{
fd_harvester = SpawnHarvester( file.harvester_info.GetOrigin(), file.harvester_info.GetAngles(), GetCurrentPlaylistVarInt( "fd_harvester_health", 25000 ), GetCurrentPlaylistVarInt( "fd_harvester_shield", 6000 ), TEAM_MILITIA )
fd_harvester.harvester.Minimap_SetAlignUpright( true )
fd_harvester.harvester.Minimap_AlwaysShow( TEAM_IMC, null )
fd_harvester.harvester.Minimap_AlwaysShow( TEAM_MILITIA, null )
fd_harvester.harvester.Minimap_SetHeightTracking( true )
fd_harvester.harvester.Minimap_SetZOrder( MINIMAP_Z_OBJECT )
fd_harvester.harvester.Minimap_SetCustomState( eMinimapObject_prop_script.FD_HARVESTER )
AddEntityCallback_OnDamaged( fd_harvester.harvester, OnHarvesterDamaged )
}
bool function isFinalWave()
{
return ( ( GetGlobalNetInt( "FD_currentWave" ) + 1 ) == GetGlobalNetInt( "FD_totalWaves" ) )
}
bool function isSecondWave()
{
return ( (GetGlobalNetInt( "FD_currentWave" ) + 1 ) == 1 )
}
void function LoadEntities()
{
CreateBoostStoreLocation( TEAM_MILITIA, shopPosition, shopAngles )
foreach ( entity info_target in GetEntArrayByClass_Expensive( "info_target" ) )
{
if ( GameModeRemove( info_target ) )
continue
if( info_target.HasKey( "editorclass" ) )
{
switch( info_target.kv.editorclass )
{
case "info_fd_harvester":
file.harvester_info = info_target
break
case "info_fd_mode_model":
entity prop = CreatePropDynamic( info_target.GetModelName(), info_target.GetOrigin(), info_target.GetAngles(), 6 )
break
case "info_fd_ai_position":
AddStationaryAIPosition( info_target.GetOrigin(), int( info_target.kv.aiType ) )
break
case "info_fd_route_node":
routeNodes.append( info_target )
break
case "info_fd_smoke_screen":
file.smokePoints.append( info_target )
break
}
}
}
ValidateAndFinalizePendingStationaryPositions()
initNetVars()
SetTeam( GetTeamEnt( TEAM_IMC ), TEAM_IMC )
}
bool function allPlayersReady()
{
foreach( entity player in GetPlayerArray() )
{
if( !player.GetPlayerNetBool( "FD_readyForNextWave" ) )
return false
}
return true
}
void function CheckLastPlayerReady()
{
int readyplayers = 0
entity notready
foreach( entity player in GetPlayerArray() )
{
if( player.GetPlayerNetBool( "FD_readyForNextWave" ) )
readyplayers++
else
notready = player // keep a track of this player
}
if ( readyplayers == GetPlayerArray().len() - 1 )
PlayFactionDialogueToPlayer( "fd_playerNeedsToReadyUp", notready ) // ready up i swear there's one player like this in every match i've played
}
bool function ClientCommandCallbackToggleReady( entity player, array<string> args )
{
if( args[0] == "true" )
player.SetPlayerNetBool( "FD_readyForNextWave", true )
if( args[0] == "false" )
player.SetPlayerNetBool( "FD_readyForNextWave", false )
CheckLastPlayerReady()
return true
}
int function getHintForTypeId( int typeId )
{
//this is maybe a bit of an naive aproch
switch( typeId )
{
case eFD_AITypeIDs.TITAN_NUKE:
return ( 348 + RandomIntRangeInclusive( 0, 1 ) )
case eFD_AITypeIDs.TITAN_ARC:
return ( 350 + RandomIntRangeInclusive( 0, 1 ) )
case eFD_AITypeIDs.TITAN_MORTAR:
return ( 352 + RandomIntRangeInclusive( 0, 1 ) )
case eFD_AITypeIDs.GRUNT:
return 354
case eFD_AITypeIDs.SPECTRE:
return 355
case eFD_AITypeIDs.SPECTRE_MORTAR:
return ( 356 + RandomIntRangeInclusive( 0, 1 ) )
case eFD_AITypeIDs.STALKER:
if( RandomIntRangeInclusive( 0, 1 ) == 0 )
return 358
else
return 361
case eFD_AITypeIDs.REAPER:
return ( 359 + RandomIntRangeInclusive( 0, 1 ) )
case eFD_AITypeIDs.DRONE:
return 362
case eFD_AITypeIDs.TITAN_SNIPER:
return ( 371 + RandomIntRangeInclusive( 0, 2 ) )
default:
return ( 363 + RandomIntRangeInclusive( 0, 7 ) )
}
unreachable
}
string function GetTargetNameForID( int typeId )
{
switch( typeId )
{
case eFD_AITypeIDs.TITAN_NUKE:
return "npc_titan_nuke"
case eFD_AITypeIDs.LEGION:
return "npc_titan_ogre_minigun"
case eFD_AITypeIDs.TITAN_ARC:
return "empTitan"
case eFD_AITypeIDs.RONIN:
return "npc_titan_stryder_leadwall"
case eFD_AITypeIDs.TITAN_MORTAR:
return "npc_titan_mortar"
case eFD_AITypeIDs.TONE:
return "npc_titan_atlas_tracker"
case eFD_AITypeIDs.TITAN_SNIPER:
return "npc_titan_sniper"
case eFD_AITypeIDs.NORTHSTAR:
return "npc_titan_stryder_sniper"
case eFD_AITypeIDs.ION:
return "npc_titan_atlas_stickybomb"
case eFD_AITypeIDs.SCORCH:
return "npc_titan_ogre_meteor"
case eFD_AITypeIDs.MONARCH:
return "npc_titan_atlas_vanguard"
case eFD_AITypeIDs.GRUNT:
return "grunt"
case eFD_AITypeIDs.SPECTRE:
return "spectre"
case eFD_AITypeIDs.SPECTRE_MORTAR:
return "mortar_spectre"
case eFD_AITypeIDs.STALKER:
return "stalker"
case eFD_AITypeIDs.REAPER:
return "reaper"
case eFD_AITypeIDs.TICK:
return "tick"
case eFD_AITypeIDs.DRONE:
return "drone"
case eFD_AITypeIDs.DRONE_CLOAK:
return "Cloak Drone" // have to be like this for some reason in cl_gamemode_fd
default:
return "titan"
}
unreachable
}
string function GetAiNetIdFromTargetName( string targetName )
{
switch ( targetName )
{
case "titan":
case "sniperTitan":
case "npc_titan_ogre_meteor_boss_fd":
case "npc_titan_ogre_meteor":
case "npc_titan_ogre_minigun_boss_fd":
case "npc_titan_ogre_minigun":
case "npc_titan_atlas_stickybomb_boss_fd":
case "npc_titan_atlas_stickybomb":
case "npc_titan_atlas_tracker_boss_fd":
case "npc_titan_atlas_tracker":
case "npc_titan_stryder_leadwall_boss_fd":
case "npc_titan_stryder_leadwall":
case "npc_titan_stryder_sniper_boss_fd":
case "npc_titan_stryder_sniper":
case "npc_titan_sniper":
case "npc_titan_sniper_tone":
case "npc_titan_atlas_vanguard_boss_fd":
case "npc_titan_atlas_vanguard":
return "FD_AICount_Titan"
case "empTitan":
case "npc_titan_arc":
return "FD_AICount_Titan_Arc"
case "mortarTitan":
case "npc_titan_mortar":
return "FD_AICount_Titan_Mortar"
case "nukeTitan":
case "npc_titan_nuke":
return "FD_AICount_Titan_Nuke"
case "npc_soldier":
case "grunt":
return "FD_AICount_Grunt"
case "spectre":
return "FD_AICount_Spectre"
case "mortar_spectre":
return "FD_AICount_Spectre_Mortar"
case "npc_stalker":
case "stalker":
return "FD_AICount_Stalker"
case "npc_super_spectre":
case "reaper":
return "FD_AICount_Reaper"
case "npc_drone":
case "drone":
return "FD_AICount_Drone"
case "cloakedDrone":
case "Cloak Drone":
return "FD_AICount_Drone_Cloak"
case "tick":
return "FD_AICount_Ticks"
}
printt( "unknown target name ", targetName )
return ""
}
void function AddTurretSentry( entity turret )
{
turret.Minimap_AlwaysShow( TEAM_IMC, null )
turret.Minimap_AlwaysShow( TEAM_MILITIA, null )
turret.Minimap_SetHeightTracking( true )
turret.Minimap_SetCustomState( eMinimapObject_npc.FD_TURRET )
}
void function DisableTitanSelection()
{
foreach ( entity player in GetPlayerArray() )
{
DisableTitanSelectionForPlayer( player )
}
}
void function EnableTitanSelection()
{
foreach ( entity player in GetPlayerArray() )
{
EnableTitanSelectionForPlayer( player )
}
}
void function EnableTitanSelectionForPlayer( entity player )
{
int enumCount = PersistenceGetEnumCount( "titanClasses" )
for ( int i = 0; i < enumCount; i++ )
{
string enumName = PersistenceGetEnumItemNameForIndex( "titanClasses", i )
if ( enumName != "" )
player.SetPersistentVar( "titanClassLockState[" + enumName + "]", TITAN_CLASS_LOCK_STATE_AVAILABLE )
}
}
void function DisableTitanSelectionForPlayer( entity player )
{
int enumCount = PersistenceGetEnumCount( "titanClasses" )
for ( int i = 0; i < enumCount; i++ )
{
string enumName = PersistenceGetEnumItemNameForIndex( "titanClasses", i )
string selectedEnumName = PersistenceGetEnumItemNameForIndex( "titanClasses", player.GetPersistentVarAsInt("activeTitanLoadoutIndex") )
if ( enumName != "" && enumName != selectedEnumName )
player.SetPersistentVar( "titanClassLockState[" + enumName + "]", TITAN_CLASS_LOCK_STATE_LOCKED )
}
}
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