aboutsummaryrefslogtreecommitdiff
path: root/Northstar.CustomServers/mod/scripts/vscripts/mp/_battery_port.gnut
blob: ea88c1bce4f0655a98882c82083dddacb512cee6 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
untyped
global function InitTurretBatteryPort // only for fw turrets!

void function InitTurretBatteryPort( entity batteryPort )
{
	
	batteryPort.s.beingUsed <- false                // bool
	batteryPort.s.hackAvaliable <- true            // bool, for controlling hacking avaliablity

	// SetUsableByGroup() updates is done in TurretStateWatcher()
	batteryPort.SetUsableByGroup( "pilot" ) // show hind to any pilots
	batteryPort.SetUsePrompts( "#RODEO_APPLY_BATTERY_HINT", "#RODEO_APPLY_BATTERY_HINT" ) // don't know what to use
	AddCallback_OnUseEntity( batteryPort, OnUseTurretBatteryPort )
}

function OnUseTurretBatteryPort( entBeingUse, user )
{
	expect entity( entBeingUse )
	expect entity( user )

	//print( "try to use batteryPort" )
	thread TryUseTurretBatteryPort( user, entBeingUse )
}

void function TryUseTurretBatteryPort( entity player, entity batteryPort )
{
	if( batteryPort.s.beingUsed ) // already being using
		return

	player.EndSignal( "OnDeath" )
	player.EndSignal( "OnDestroy" )
	player.EndSignal( "ScriptAnimStop" ) // so you can jump off animation
	AddButtonPressedPlayerInputCallback( player, IN_JUMP, ForceStopUseBatteryPort )

	OnThreadEnd(
		function():( player )
		{
			RemoveButtonPressedPlayerInputCallback( player, IN_JUMP, ForceStopUseBatteryPort )
		}
	)


	var BatteryPortUsable = batteryPort.s.isUsable

	if( expect bool( BatteryPortUsable( batteryPort, player ) ) )
	{
		// friendly try to apply one, or enemy try to hack this turret
		waitthread PlayerApplesBatteryPackToPort( player, batteryPort )
	}
}

void function ForceStopUseBatteryPort( entity player )
{
	player.Signal( "ScriptAnimStop" )
}

void function PlayerApplesBatteryPackToPort( entity player, entity batteryPort )
{
	table result = {}
	result.success <- false
	batteryPort.s.beingUsed = true

	BatteryPortSequenceStruct dataStruct = DisableCloakBeforeBatteryPortSequence( player )

	// these are from _rodeo_titan.gnut
	entity battery = GetBatteryOnBack( player )
	battery.Hide() //Hide it because the animation has a battery model already
	Battery_StopFX( battery )

	entity tempBattery3p
	tempBattery3p = CreatePropDynamic( RODEO_BATTERY_MODEL_FOR_RODEO_ANIMS )
	tempBattery3p.SetParent( player, "R_HAND", false, 0.0 )
	tempBattery3p.RemoveFromSpatialPartition()

	entity tempBattery1p
	tempBattery1p = CreatePropDynamic( RODEO_BATTERY_MODEL_FOR_RODEO_ANIMS )
	tempBattery1p.SetParent( player.GetFirstPersonProxy(), "R_HAND", false, 0.0 )
	tempBattery1p.RemoveFromSpatialPartition()

	player.p.rodeoAnimTempProps.append( tempBattery3p )
	player.p.rodeoAnimTempProps.append( tempBattery1p )

	OnThreadEnd(
		function() : ( battery, batteryPort, player, result, dataStruct )
		{
			if ( IsValid( battery ) ) // animation interrupted, otherwise the battery will be destroyed
			{
				battery.Show()
				Battery_StartFX( battery )
			}

			if ( IsValid( batteryPort ) )
			{
				batteryPort.s.beingUsed = false
				batteryPort.Anim_Stop()
			}

			if ( IsValid( player ) )
			{
				// restore control
				DeployAndEnableWeapons( player )
				//ViewConeFree( player ) // no need to lock viewcone

				// clean up
				ClearBatteryAnimTempProps( player )
				PutEntityInSafeSpot( player, player, null, player.GetOrigin() + <0, 0, 32>, player.GetOrigin() )

				CleanUpBatterySequenceForPlayer( player )
				RestoreCloakAfterBatteryPortSequence( player, dataStruct )
			}
		}
	)

	FirstPersonSequenceStruct sequence
	sequence.attachment = "REF" // only ref the batteryPort has

	sequence.thirdPersonAnim = "pt_mp_battery_port_insert" //"pt_rodeo_ride_r_return_battery"
	sequence.firstPersonAnim = "ptpov_mp_battery_port_insert" //"ptpov_rodeo_ride_r_return_battery"

	// player stats
	HolsterAndDisableWeapons( player )
	//ViewConeZero( player ) // no need to lock viewcone

	batteryPort.Anim_Play( "bp_mp_battery_port_insert" )

	thread WaitForActivateBattery( player, battery, batteryPort )
	waitthread FirstPersonSequence( sequence, player, batteryPort )
}

void function WaitForActivateBattery( entity player, entity battery, entity batteryPort )
{
	player.EndSignal( "OnDeath" )
	player.EndSignal( "OnDestroy" )
	player.EndSignal( "ScriptAnimStop" ) // so you can jump off animation
	battery.EndSignal( "OnDestroy" )

	player.WaitSignal( "BatteryActivate" ) // this is registered in _gamemode_fw.nut!
	ApplyBatteryToBatteryPort( player, batteryPort )
}

void function ApplyBatteryToBatteryPort( entity player, entity batteryPort )
{
	if ( player.GetPlayerNetInt( "batteryCount" ) <= 0 ) // player actually not carrying a battery
		return

	entity battery = Rodeo_TakeBatteryAwayFromPilot( player )
	if ( !IsValid( battery ) )
		return

	// player can apply battery

	// disable hacking
	batteryPort.s.hackAvaliable = false // can't be hacked again until completely killed


	var useBatteryPort = batteryPort.s.useBattery
	useBatteryPort( batteryPort, player )

	// all things done, destroy this batt
	battery.Destroy()
}

// for disabling cloak
struct BatteryPortSequenceStruct
{
	bool wasCloaked = false
	float cloakEndTime = 0.0
}

BatteryPortSequenceStruct function DisableCloakBeforeBatteryPortSequence( entity player )
{
	BatteryPortSequenceStruct dataStruct
	if ( !IsCloaked( player ) )
		return dataStruct // empty struct!

	dataStruct.wasCloaked = true
	dataStruct.cloakEndTime = player.GetCloakEndTime()
	DisableCloak( player, 0.0 )

	return dataStruct
}

bool function RestoreCloakAfterBatteryPortSequence( entity player, BatteryPortSequenceStruct dataStruct )
{
	if ( !IsAlive( player ) )
		return false

	if ( !dataStruct.wasCloaked  )
		return false

	if ( dataStruct.cloakEndTime <= 0.0 )
		return false

	float remainingCloakDuration = max( 0.0, dataStruct.cloakEndTime - Time() )
	if ( remainingCloakDuration <= CLOAK_FADE_IN ) //Has to be greater than 1.0 fade in duration, otherwise will cloak forever
		return false

	EnableCloak( player, remainingCloakDuration, CLOAK_FADE_IN )
	return true
}

void function CleanUpBatterySequenceForPlayer( entity player )
{
	ClearPlayerAnimViewEntity( player )
	player.AnimViewEntity_SetLerpOutTime( 0.4 ) // blend out the clear anim view entity
	player.ClearParent()
	player.Anim_Stop()
}

void function ClearBatteryAnimTempProps( entity player )
{
	foreach( tempProp in player.p.rodeoAnimTempProps )
	{
		if ( IsValid( tempProp ) )
			tempProp.Destroy()
	}

	player.p.rodeoAnimTempProps.clear()
}