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path: root/Northstar.CustomServers/mod/scripts/vscripts/mp/_classic_mp_dropship_intro.gnut
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untyped
global function ClassicMP_DefaultDropshipIntro_Setup

const array<string> DROPSHIP_IDLE_ANIMS = [ "Classic_MP_flyin_exit_playerA_idle",
											"Classic_MP_flyin_exit_playerB_idle",
											"Classic_MP_flyin_exit_playerC_idle",
											"Classic_MP_flyin_exit_playerD_idle" ]

const array<string> DROPSHIP_IDLE_ANIMS_POV = [ "Classic_MP_flyin_exit_povA_idle",
                                                "Classic_MP_flyin_exit_povB_idle",
                                                "Classic_MP_flyin_exit_povC_idle",
                                                "Classic_MP_flyin_exit_povD_idle" ]

const array<string> DROPSHIP_JUMP_ANIMS = [	"Classic_MP_flyin_exit_playerA_jump",
                                          	"Classic_MP_flyin_exit_playerB_jump",
                                          	"Classic_MP_flyin_exit_playerC_jump",
                                          	"Classic_MP_flyin_exit_playerD_jump" ]

const array<string> DROPSHIP_JUMP_ANIMS_POV = [ "Classic_MP_flyin_exit_povA_jump",
                                                "Classic_MP_flyin_exit_povB_jump",
                                                "Classic_MP_flyin_exit_povC_jump",
                                                "Classic_MP_flyin_exit_povD_jump" ]
												
const int MAX_DROPSHIP_PLAYERS = 4


global const float DROPSHIP_INTRO_LENGTH = 15.0 // TODO tweak this

struct IntroDropship
{
	entity dropship

	int playersInDropship
	entity[MAX_DROPSHIP_PLAYERS] players
}

struct {
	// these used to be IntroDropship[2]s but i wanted to be able to use array.getrandom so they have to be actual arrays
	array<IntroDropship> militiaDropships
	array<IntroDropship> imcDropships
	
	float introStartTime
} file


void function ClassicMP_DefaultDropshipIntro_Setup()
{
	AddCallback_OnClientConnected( DropshipIntro_OnClientConnected )	
	AddCallback_GameStateEnter( eGameState.Prematch, OnPrematchStart )
}

void function DropshipIntro_OnClientConnected( entity player )
{
	if ( GetGameState() == eGameState.Prematch )
		thread SpawnPlayerIntoDropship( player )
}

void function OnPrematchStart()
{
	ClassicMP_OnIntroStarted()

	print( "starting dropship intro!" )
	file.introStartTime = Time()
	
	// make 2 empty dropship structs per team
	IntroDropship emptyDropship
	file.militiaDropships.clear()
	file.imcDropships.clear()
	
	array<entity> validDropshipSpawns
	array<entity> dropshipSpawns = GetEntArrayByClass_Expensive( "info_spawnpoint_dropship_start" )
	foreach ( entity dropshipSpawn in dropshipSpawns )
	{
		if ( dropshipSpawn.HasKey( "gamemode_" + GetSpawnpointGamemodeOverride() ) )
			if ( dropshipSpawn.kv[ "gamemode_" + GetSpawnpointGamemodeOverride() ] == "0" )
				continue
		
		validDropshipSpawns.append( dropshipSpawn )
	}
	
	// if no dropship spawns for this mode, just allow any dropship spawns
	if ( validDropshipSpawns.len() < 2 )
		validDropshipSpawns = dropshipSpawns
	
	// spawn dropships
	foreach ( entity dropshipSpawn in validDropshipSpawns )
	{
		// todo: possibly make this only spawn dropships if we've got enough players to need them
		int createTeam = HasSwitchedSides() ? dropshipSpawn.GetTeam() : GetOtherTeam( dropshipSpawn.GetTeam() )
		array<IntroDropship> teamDropships = createTeam == TEAM_MILITIA ? file.militiaDropships : file.imcDropships
		
		if ( teamDropships.len() >= 2 )
			continue

		// create entity
		entity dropship = CreateDropship( createTeam, dropshipSpawn.GetOrigin(), dropshipSpawn.GetAngles() )
		
		teamDropships.append( clone emptyDropship )
		teamDropships[ teamDropships.len() - 1 ].dropship = dropship
		
		AddAnimEvent( dropship, "dropship_warpout", WarpoutEffect )
		dropship.SetValueForModelKey( $"models/vehicle/crow_dropship/crow_dropship_hero.mdl" )
		dropship.SetModel( $"models/vehicle/crow_dropship/crow_dropship_hero.mdl" ) 
		
		DispatchSpawn( dropship )
		
		// have to do this after dispatch otherwise it won't work for some reason
		dropship.SetModel( $"models/vehicle/crow_dropship/crow_dropship_hero.mdl" )
		// could also use $"models/vehicle/goblin_dropship/goblin_dropship_hero.mdl", unsure which
		
		thread PlayAnim( dropship, "dropship_classic_mp_flyin" )
	}
	
	foreach ( entity player in GetPlayerArray() )
		thread SpawnPlayerIntoDropship( player )
	
	thread EndIntroWhenFinished()
}

void function EndIntroWhenFinished()
{
	wait 15.0
	ClassicMP_OnIntroFinished()
}

void function SpawnPlayerIntoDropship( entity player )
{
	player.EndSignal( "OnDestroy" )

	if ( IsAlive( player ) )
		player.Die() // kill them so we don't have any issues respawning them later
	
	player.s.dropshipIntroIsJumping <- false
	OnThreadEnd( function() : ( player )
	{	
		if ( IsValid( player ) )
		{
			player.ClearParent()
			ClearPlayerAnimViewEntity( player )
			
			if ( !player.s.dropshipIntroIsJumping )
			{
				player.MovementEnable()
				player.EnableWeaponViewModel()
				RemoveCinematicFlag( player, CE_FLAG_CLASSIC_MP_SPAWNING )
			}
		}
	})
	
	WaitFrame()

	player.EndSignal( "OnDeath" )
	
	// find the player's dropship and seat
	array<IntroDropship> teamDropships
	if ( player.GetTeam() == TEAM_MILITIA )
		teamDropships = file.militiaDropships
	else
		teamDropships = file.imcDropships
	
	IntroDropship playerDropship
	int playerDropshipIndex = -1
	foreach ( IntroDropship dropship in teamDropships )
		for ( int i = 0; i < dropship.players.len(); i++ )
			if ( dropship.players[ i ] == null )
			{
				playerDropship = dropship
				playerDropshipIndex = i
				
				dropship.players[ i ] = player
				break
			}
					
	if ( playerDropship.dropship == null )
	{
		// if we're at this point, we have more players than we do dropships, so just pick a random one
		playerDropship = teamDropships.getrandom()
		playerDropshipIndex = RandomInt( MAX_DROPSHIP_PLAYERS )
	}
	
	// respawn player and holster their weapons so they aren't out
	player.RespawnPlayer( null )
	HolsterAndDisableWeapons(player)
	player.DisableWeaponViewModel()
	
	// hide hud and fade screen out from black
	AddCinematicFlag( player, CE_FLAG_CLASSIC_MP_SPAWNING )
	ScreenFadeFromBlack( player, 0.5, 0.5 )
	// faction leaders are done clientside, spawn them here
	Remote_CallFunction_NonReplay( player, "ServerCallback_SpawnFactionCommanderInDropship", playerDropship.dropship.GetEncodedEHandle(), file.introStartTime )

	// do firstperson sequence	
	FirstPersonSequenceStruct idleSequence
	idleSequence.firstPersonAnim = DROPSHIP_IDLE_ANIMS_POV[ playerDropshipIndex ]
	idleSequence.thirdPersonAnim = DROPSHIP_IDLE_ANIMS[ playerDropshipIndex ]
	idleSequence.attachment = "ORIGIN"
	idleSequence.teleport = true
	idleSequence.viewConeFunction = ViewConeRampFree
	idleSequence.hideProxy = true
	idleSequence.setInitialTime = Time() - file.introStartTime
	thread FirstPersonSequence( idleSequence, player, playerDropship.dropship )
	WaittillAnimDone( player )
	
	// todo: possibly rework this to actually get the time the idle anim takes and start the starttime of the jump sequence for very late joiners using that
			
	// jump sequence
	FirstPersonSequenceStruct jumpSequence
	jumpSequence.firstPersonAnim = DROPSHIP_JUMP_ANIMS_POV[ playerDropshipIndex ]
	jumpSequence.thirdPersonAnim = DROPSHIP_JUMP_ANIMS[ playerDropshipIndex ]
	jumpSequence.attachment = "ORIGIN"
	jumpSequence.setInitialTime = max( 0.0, Time() - ( file.introStartTime + 11.0 ) )  // pretty sure you should do this with GetScriptedAnimEventCycleFrac?
	// idk unsure how to use that, all i know is getsequenceduration > the length it actually should be
	
	thread FirstPersonSequence( jumpSequence, player, playerDropship.dropship )
	WaittillAnimDone( player ) // somehow this is better than just waiting for the blocking FirstPersonSequence call?
	
	player.s.dropshipIntroIsJumping <- true
	thread PlayerJumpsFromDropship( player )
}

void function PlayerJumpsFromDropship( entity player )
{
	player.EndSignal( "OnDeath" )
	player.EndSignal( "OnDestroy" )

	OnThreadEnd( function() : ( player )
	{
		if ( IsValid( player ) )
		{
			// show weapon viewmodel and hud and let them move again
			player.MovementEnable()
			player.EnableWeaponViewModel()
			DeployAndEnableWeapons(player)
			RemoveCinematicFlag( player, CE_FLAG_CLASSIC_MP_SPAWNING )
		}
	})
		
	// wait for intro timer to be fully done
	wait ( file.introStartTime + DROPSHIP_INTRO_LENGTH ) - Time()
	player.MovementDisable() // disable all movement but let them look around still
	player.ConsumeDoubleJump() // movementdisable doesn't prevent double jumps
	
	// wait for player to hit the ground
	wait 0.1 // assume players will never actually hit ground before this
	while ( !player.IsOnGround() && !player.IsWallRunning() && !player.IsWallHanging() ) // todo this needs tweaking
		WaitFrame()
	
	TryGameModeAnnouncement( player )
}