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|
global function TitanHealth_Init
global function Titan_PlayerTookDamage
global function Titan_NPCTookDamage
global function GetShieldRegenTime
global function GetShieldRegenDelay
global function PlayerHasAutoEject
global function SetTitanCoreTimer
global function GetTitanCoreTimer
global function AddCreditToTitanCoreBuilderForTitanDamageInflicted
global function AddCreditToTitanCoreBuilderForTitanDamageReceived
global function AddCreditToTitanCoreBuilderForDoomInflicted
global function AddCreditToTitanCoreBuilderForDoomEntered
global function AddCreditToTitanCoreBuilder
global function TitanShieldRegenThink
global function IsRodeoDamageFromBatteryPack
global function IsKillshot
global function DoomedHealthThink
global function UndoomTitan
global function RestoreTitan
global const SIGNAL_TITAN_HEALTH_REGEN = "BeginTitanHealthRegen"
global const SIGNAL_TITAN_SHIELD_REGEN = "BeginTitanShieldRegen"
global const TITAN_HEALTH_REGEN_DELAY_MAX = 0.7 // 2.2
#if MP
// PROTO : Was 99, 49 is for test
global const TITAN_REGEN_MIN_DAMAGE = 49
global const TITAN_REGEN_MIN_DAMAGE_DELAY = 0.5
#elseif SP
global const TITAN_REGEN_MIN_DAMAGE = 70
global const TITAN_REGEN_MIN_DAMAGE_DELAY = 0.5
#endif
// titan health system
const TITAN_HEALTH_HISTORY_FALLOFF_START = 0 // how many seconds until shield begins to regen
const float TITAN_HEALTH_HISTORY_FALLOFF_END = 4.0
struct
{
float earn_meter_titan_multiplier
} file
void function TitanHealth_Init()
{
RegisterSignal( SIGNAL_TITAN_HEALTH_REGEN )
RegisterSignal( SIGNAL_TITAN_SHIELD_REGEN )
RegisterSignal( "Doomed" )
RegisterSignal( "TitanUnDoomed" )
RegisterSignal( "StopShieldRegen" )
RegisterSignal( "WeakTitanHealthInitialized" )
file.earn_meter_titan_multiplier = GetCurrentPlaylistVarFloat( "earn_meter_titan_multiplier", 1.0 )
if ( IsMenuLevel() )
return
HealthRegenInit()
AddSoulInitFunc( TitanShieldRegenThink ) //This runs even if playlist var titan_shield_regen is set to 0 because it also does stuff like give friendly Pilots protection with shield, etc
AddSoulDeathCallback( Titan_MonarchCleanup )
}
void function UndoomTitan( entity titan, int numSegments )
{
entity soul = titan.GetTitanSoul()
string settings = GetSoulPlayerSettings( soul )
soul.DisableDoomed()
int maxHealth
int segmentHealth = GetSegmentHealthForTitan( titan )
if ( titan.IsNPC() )
{
maxHealth = int( GetPlayerSettingsFieldForClassName_Health( settings ) )
if ( titan.ai.titanSpawnLoadout.setFileMods.contains( "fd_health_upgrade" ) )
maxHealth += segmentHealth
if ( soul.soul.titanLoadout.setFileMods.contains( "core_health_upgrade" ) )
maxHealth += segmentHealth
}
else
{
maxHealth = int( titan.GetPlayerModHealth() )
}
titan.SetMaxHealth( maxHealth )
titan.SetHealth( segmentHealth * numSegments )
SetSoulBatteryCount( soul, numSegments )
titan.Signal( "TitanUnDoomed" )
UndoomTitan_Body( titan )
thread TitanShieldRegenThink( soul )
}
void function RestoreTitan( entity titan, float percent = 0.625 )
{
entity soul = titan.GetTitanSoul()
if ( soul.IsDoomed() )
UndoomTitan( titan, 1 )
soul.nextRegenTime = 0.0
soul.SetShieldHealth( soul.GetShieldHealthMax() )
int minHealth = int( titan.GetMaxHealth() * percent )
if ( titan.GetHealth() < minHealth )
{
titan.SetHealth( minHealth )
int segmentHealth = GetSegmentHealthForTitan( titan )
int segments = int( minHealth / float( segmentHealth ) )
SetSoulBatteryCount( soul, segments )
}
}
bool function IsRodeoDamage( entity soul, var damageInfo )
{
entity titan = soul.GetTitan()
entity attacker = DamageInfo_GetAttacker( damageInfo )
if ( !attacker.IsPlayer() )
{
entity rider = GetRodeoPilot( titan )
if ( rider == attacker )
return true
else
return false
}
if ( attacker.GetTitanSoulBeingRodeoed() != soul )
return false
return true
}
bool function IsCoopRodeoDamage( entity soul, var damageInfo )
{
entity titan = soul.GetTitan()
entity attacker = DamageInfo_GetAttacker( damageInfo )
entity rider = GetRodeoPilot( titan )
if ( rider == attacker )
return true
else
return false
unreachable
}
void function CheckRodeoRiderHitsTitan( entity soul, var damageInfo )
{
if ( IsRodeoDamage( soul, damageInfo ) )
{
//Set Last Attack Time so warning is triggered
soul.SetLastRodeoHitTime( Time() )
DamageInfo_AddCustomDamageType( damageInfo, DF_RODEO )
}
}
bool function ShouldMultiplyRodeoDamage( var damageInfo )
{
switch ( DamageInfo_GetDamageSourceIdentifier( damageInfo ) )
{
case eDamageSourceId.mp_weapon_smr:
case eDamageSourceId.mp_titanability_smoke:
return false
case eDamageSourceId.mp_weapon_defender :
return true
}
if ( DamageInfo_GetCustomDamageType( damageInfo ) & DF_EXPLOSION )
return false
return true
}
bool function IsRodeoDamageFromBatteryPack( entity soul, var damageInfo )
{
if ( !IsRodeoDamage( soul, damageInfo ) )
return false
if ( DamageInfo_GetCustomDamageType( damageInfo ) != damageTypes.rodeoBatteryRemoval )
return false
return true
}
int function ShieldHealthUpdate( entity titan, var damageInfo, bool critHit )
{
entity soul = titan.GetTitanSoul()
if ( DamageInfo_GetForceKill( damageInfo ) )
{
soul.SetShieldHealth( 0 )
return 0
}
if ( DamageInfo_GetCustomDamageType( damageInfo ) & DF_BYPASS_SHIELD )
return 0
float damage = DamageInfo_GetDamage( damageInfo )
int damageType = DamageInfo_GetCustomDamageType( damageInfo )
Assert( soul == titan.GetTitanSoul() )
int shieldHealth = soul.GetShieldHealth()
if ( soul.e.forcedRegenTime <= Time() )
soul.nextRegenTime = CalculateNextRegenTime( damage, damageType, critHit, expect float( soul.nextRegenTime ), GetShieldRegenDelay( soul ) )
int result = 0
if ( shieldHealth )
{
DamageInfo_AddCustomDamageType( damageInfo, DF_SHIELD_DAMAGE )
result = int( ShieldModifyDamage( titan, damageInfo ) )
}
else
{
TakeAwayFriendlyRodeoPlayerProtection( titan )
}
return result
}
void function PlayerOrNPCTitanTookDamage( entity titan, var damageInfo, bool critHit, TitanDamage titanDamage )
{
entity soul = titan.GetTitanSoul()
if ( !IsValid( soul ) ) //Defensive fix for transient times in frame where Titan can have no soul but be damaged, e.g. immediately after embark
return
// zero out small forces
if ( LengthSqr( DamageInfo_GetDamageForce( damageInfo ) ) < 30000 * 30000 )
DamageInfo_SetDamageForce( damageInfo, < 0, 0, 0 > )
titanDamage.shieldDamage = CheckSpecialCaseShieldDamage( soul, titan, damageInfo )
if ( titanDamage.shieldDamage < 0 )
{
CheckRodeoRiderHitsTitan( soul, damageInfo )
titanDamage.shieldDamage = ShieldHealthUpdate( titan, damageInfo, critHit )
}
HandleKillshot( titan, damageInfo, titanDamage )
// health regen based on how much damage dealt to titan
float damage = DamageInfo_GetDamage( damageInfo )
int damageType = DamageInfo_GetCustomDamageType( damageInfo )
bool rodeoDamage = ( ( DamageInfo_GetCustomDamageType( damageInfo ) & DF_RODEO ) > 0 )
if ( soul.e.forcedRegenTime <= Time() )
soul.nextHealthRegenTime = CalculateNextRegenTime( damage, damageType, critHit || rodeoDamage, expect float( soul.nextHealthRegenTime ), GetHealthRegenDelay( soul ) )
}
int function CheckSpecialCaseShieldDamage( entity soul, entity titan, var damageInfo )
{
if ( DamageInfo_GetDamageSourceIdentifier( damageInfo ) == damagedef_suicide )
return 0
// no protection from doomed health loss
if ( DamageInfo_GetCustomDamageType( damageInfo ) & DF_DOOMED_HEALTH_LOSS )
return 0
if ( IsTitanWithinBubbleShield( titan ) || TitanHasBubbleShieldWeapon( titan ) )
{
DamageInfo_SetDamage( damageInfo, 0 )
return 0
}
return -1
}
void function Titan_NPCTookDamage( entity titan, var damageInfo, TitanDamage titanDamage )
{
Assert( titan.IsTitan() )
Assert( DamageInfo_GetDamage( damageInfo ) > 0 )
// dead entities can take damage
if ( !IsAlive( titan ) )
return
entity soul = titan.GetTitanSoul()
if ( !IsValid( soul ) ) //Defensive fix for transient times in frame where Titan can have no soul but be damaged, e.g. immediately after embark
return
bool critHit = false
if ( CritWeaponInDamageInfo( damageInfo ) )
critHit = IsCriticalHit( DamageInfo_GetAttacker( damageInfo ), titan, DamageInfo_GetHitBox( damageInfo ), DamageInfo_GetDamage( damageInfo ), DamageInfo_GetDamageType( damageInfo ) )
if ( critHit )
DamageInfo_AddCustomDamageType( damageInfo, DF_CRITICAL )
entity attacker = DamageInfo_GetAttacker( damageInfo )
if ( HeavyArmorCriticalHitRequired( damageInfo ) && CritWeaponInDamageInfo( damageInfo ) && !critHit && IsValid( attacker ) && !attacker.IsTitan())
{
float shieldHealth = float( titan.GetTitanSoul().GetShieldHealth() )
float damage = DamageInfo_GetDamage( damageInfo )
if ( shieldHealth - damage <= 0 )
{
if ( shieldHealth > 0 )
DamageInfo_SetDamage( damageInfo, shieldHealth )
else
DamageInfo_SetDamage( damageInfo, 0 )
}
}
PlayerOrNPCTitanTookDamage( titan, damageInfo, critHit, titanDamage )
RecordDamageToNPCTitanSoul( soul, damageInfo )
entity owner = GetPetTitanOwner( titan )
if ( IsValid( owner ) )
AutoTitan_TryMultipleTitanCallout( titan, damageInfo )
if ( GetDoomedState( titan ) )
titanDamage.shieldDamage = 0
}
void function Titan_PlayerTookDamage( entity player, var damageInfo, entity attacker, bool critHit, TitanDamage titanDamage )
{
Assert( player.IsTitan() )
float damage = DamageInfo_GetDamage( damageInfo )
if ( !IsAlive( player ) )
return
entity soul = player.GetTitanSoul()
if ( !IsValid( soul ) ) //Defensive fix for transient times in frame where Titan can have no soul but be damaged, e.g. immediately after embark
return
if ( damage > 0 )
AdjustVelocityFromHit( player, damageInfo, attacker, damage, critHit )
if ( IsDemigod( player ) )
EntityDemigod_TryAdjustDamageInfo( player, damageInfo )
bool critHit = false
if ( CritWeaponInDamageInfo( damageInfo ) )
critHit = IsCriticalHit( attacker, player, DamageInfo_GetHitBox( damageInfo ), DamageInfo_GetDamage( damageInfo ), DamageInfo_GetDamageType( damageInfo ) )
if ( critHit )
DamageInfo_AddCustomDamageType( damageInfo, DF_CRITICAL )
#if MP
if ( HeavyArmorCriticalHitRequired( damageInfo ) && CritWeaponInDamageInfo( damageInfo ) && !critHit && IsValid( attacker ) && !attacker.IsTitan())
{
float shieldHealth = float( player.GetTitanSoul().GetShieldHealth() )
if ( shieldHealth - damage <= 0 )
{
if ( shieldHealth > 0 )
DamageInfo_SetDamage( damageInfo, shieldHealth )
else
DamageInfo_SetDamage( damageInfo, 0 )
}
}
#endif
PlayerOrNPCTitanTookDamage( player, damageInfo, critHit, titanDamage )
}
bool function IsKillshot( entity ent, var damageInfo, entity titanSoul )
{
float damage = DamageInfo_GetDamage( damageInfo )
int health = ent.GetHealth()
if ( health - damage > DOOMED_MIN_HEALTH )
return false
return true
}
bool function ShouldDoomTitan( entity ent, var damageInfo )
{
if ( DoomStateDisabled() )
return false
if ( GetDoomedState( ent ) )
return false
if ( DamageInfo_GetForceKill( damageInfo ) )
return false
float doomedHealth = GetTitanSoulDoomedHealth( ent.GetTitanSoul() )
if ( doomedHealth <= 0 )
return false
entity soul = ent.GetTitanSoul()
if ( soul.soul.skipDoomState )
return false
if ( DamageInfo_GetCustomDamageType( damageInfo ) & DF_SKIP_DAMAGE_PROT )
return doomedHealth > ( DamageInfo_GetDamage( damageInfo ) - ent.GetHealth() )
bool skipDoom = ( DamageInfo_GetCustomDamageType( damageInfo ) & DF_SKIPS_DOOMED_STATE ) > 0
return !skipDoom
}
bool function HandleKillshot( entity ent, var damageInfo, TitanDamage titanDamage )
{
#if NPC_TITAN_PILOT_PROTOTYPE
if ( TitanHasNpcPilot( ent ) ) //an npc titan that was dropped by an npc human
{
float damage = DamageInfo_GetDamage( damageInfo )
int health = ent.GetHealth()
if ( health - damage <= 0 )
{
DamageInfo_SetDamage( damageInfo, 0 )
thread TitanEjectPlayer( ent )
}
return
}
#endif
if ( ent.IsPlayer() && ent.IsBuddhaMode() )
return false
entity titanSoul = ent.GetTitanSoul()
if ( IsKillshot( ent, damageInfo, titanSoul ) )
{
entity boss = titanSoul.GetBossPlayer()
Soul_SetLastAttackInfo( titanSoul, damageInfo )
if ( ShouldDoomTitan( ent, damageInfo ) )
{
// Added via AddCallback_OnTitanDoomed
foreach ( callbackFunc in svGlobal.onTitanDoomedCallbacks )
{
callbackFunc( ent, damageInfo )
}
if ( IsMultiplayer() )
{
entity attacker = expect entity( expect table( titanSoul.lastAttackInfo ).attacker )
if ( IsValid( attacker ) )
{
entity bossPlayer = attacker.GetBossPlayer()
if ( attacker.IsNPC() && IsValid( bossPlayer ) )
attacker = bossPlayer
if ( attacker.IsPlayer() )
ScoreEvent_TitanDoomed( ent, attacker, damageInfo )
}
}
thread DoomedHealthThink( titanSoul, damageInfo )
titanDamage.doomedNow = true
titanDamage.doomedDamage = int( DamageInfo_GetDamage( damageInfo ) )
int health = ent.GetHealth()
DamageInfo_SetDamage( damageInfo, health - 1 )
return true
}
else
{
// handle auto eject here
if ( ent.IsPlayer() && PlayerHasAutoEject( ent ) )
{
int health = ent.GetHealth()
DamageInfo_SetDamage( damageInfo, health - 1 )
thread HandleAutoEject( ent, titanSoul )
return false
}
}
}
// Handle doom state damage
if ( GetDoomedState( ent ) )
{
// as long as we're dying but not yet ejecting, the last player to damage us gets credit
if ( titanSoul.IsEjecting() )
{
Soul_SetLastAttackInfo( titanSoul, damageInfo )
}
else if ( ent.IsPlayer() && PlayerHasAutoEject( ent ) ) //Handle auto eject for when the frame in which Titan became doomed was not valid for ejecting, e.g. melee
{
int health = ent.GetHealth()
DamageInfo_SetDamage( damageInfo, health - 1 )
thread HandleAutoEject( ent, titanSoul )
return false
}
// protect players who eject early
// if ( ent.IsPlayer() && IsEjectProtected( ent, damageInfo ) )
// DamageInfo_SetDamage( damageInfo, 0 )
// slight protection to prevent multiple rapid damage events from eating through doomed state health
if ( Time() - titanSoul.soul.doomedStartTime < TITAN_DOOMED_INVUL_TIME && !DamageInfo_GetForceKill( damageInfo ) )
DamageInfo_SetDamage( damageInfo, 0 )
}
else
{
Soul_SetLastAttackInfo( titanSoul, damageInfo )
}
return false
}
bool function PlayerHasAutoEject( entity player )
{
if ( player.IsBot() )
return false
if ( !PlayerHasPassive( player, ePassives.PAS_AUTO_EJECT ) )
return false
return true
}
void function AdjustVelocityFromHit( entity player, var damageInfo, entity attacker, float damage, bool critHit )
{
/*
if ( DamageInfo_GetDamageCriticalHitScale( damageInfo ) > 1.0 )
{
// if you can crit, you have to crit!
if ( !critHit )
return
}
*/
//printt( " " )
//printt( "damage: " + damage )
vector damageForward = DamageInfo_GetDamageForce( damageInfo )
damageForward.z = 0
//printt( "damageForward " + damageForward )
damageForward.Norm()
//vector org = DamageInfo_GetDamagePosition( damageInfo )
//DebugDrawLine( org, org + damageForward * 250, 255, 0, 0, true, 5.0 )
vector velocity = player.GetVelocity()
vector velForward = player.GetVelocity()
velForward.z = 0
velForward.Norm()
//DebugDrawLine( org, org + velForward * 250, 0, 255, 0, true, 5.0 )
float dot = DotProduct( velForward, damageForward )
// only stop from the ~front cone
if ( dot >= -0.5 )
return
float speedPercent
switch ( DamageInfo_GetDamageSourceIdentifier( damageInfo ) )
{
//case eDamageSourceId.mp_titanweapon_40mm:
// speedPercent = GraphCapped( damage, 0, 750, 1, 0 )
// break
case eDamageSourceId.mp_titanweapon_xo16:
speedPercent = 0.075
break
default:
speedPercent = GraphCapped( damage, 0, 2500, 0, 1.0 )
}
//float dif = GraphCapped( dot, -1, -0.5, 1, 0 )
//speedPercent = speedPercent * dif + ( 1.0 - dif )
speedPercent *= GraphCapped( dot, -1.0, -0.5, 1, 0 )
//printt( " " )
//printt( "Damage: " + damage )
//printt( "dot: " + dot )
//printt( "speedPercent: " + speedPercent )
speedPercent = 1.0 - speedPercent
// make the dot into a tighter range
//dot += 0.5
//dot *= -2.0
//printt( "modifier: " + ( speedPercent ) )
velocity *= ( speedPercent )
player.SetVelocity( velocity )
}
void function DoomedHealthThink( entity titanSoul, var damageInfo )
{
Assert( expect table( titanSoul.lastAttackInfo ).attacker, "Player entered reserve health with no attacker" )
entity soulOwner = titanSoul.GetTitan()
Assert( IsValid( soulOwner ), "Invalid owner " + soulOwner )
titanSoul.soul.doomedStartTime = Time()
// kill any existing health regen thread
titanSoul.Signal( SIGNAL_TITAN_HEALTH_REGEN )
titanSoul.Signal( SIGNAL_TITAN_SHIELD_REGEN )
titanSoul.EndSignal( "OnDestroy" )
titanSoul.EndSignal( "OnTitanDeath" )
float tickRate = 0.15
float maxDoomedHealth = GetTitanSoulDoomedHealth( titanSoul )
float doomedHealth = maxDoomedHealth
if ( DamageInfo_GetCustomDamageType( damageInfo ) & DF_SKIP_DAMAGE_PROT )
doomedHealth = min( doomedHealth + soulOwner.GetHealth() - DamageInfo_GetDamage( damageInfo ), doomedHealth )
float DPS = (doomedHealth / TITAN_DOOMED_MAX_DURATION )
titanSoul.EnableDoomed()
titanSoul.doomedTime = Time()
soulOwner.SetDoomed()
DoomTitan( soulOwner )
soulOwner.Signal( "Doomed" )
titanSoul.Signal( "Doomed" )
// allow the damage to go through before resetting the health, so that we get proper damage indicators, etc...
// this process should also be in code
WaitEndFrame()
// grab the soul owner again since there was a wait
soulOwner = titanSoul.GetTitan()
if ( !IsValid( soulOwner ) )
return
if ( PROTO_AlternateDoomedState() )
{
//printt( soulOwner.GetHealth() )
soulOwner.SetHealth( doomedHealth )
soulOwner.SetMaxHealth( maxDoomedHealth )
//soulOwner.SetHealthPerSegment( 0 )
soulOwner.ClearDoomed()
if ( soulOwner.IsPlayer() && PlayerHasAutoEject( soulOwner ) )
{
HandleAutoEject( soulOwner, titanSoul )
}
else
{
//If it's an auto-titan with auto-eject, this just instantly kills it.
var attacker = ( "attacker" in titanSoul.lastAttackInfo ) ? expect table( titanSoul.lastAttackInfo ).attacker : null
expect entity( attacker )
var inflictor = ( "inflictor" in titanSoul.lastAttackInfo ) ? expect table( titanSoul.lastAttackInfo ).inflictor : null
expect entity( inflictor )
var damageSource = ( "damageSourceId" in titanSoul.lastAttackInfo ) ? expect table( titanSoul.lastAttackInfo ).damageSourceId : -1
int damageFlags = expect int( expect table( titanSoul.lastAttackInfo ).scriptType )
if ( SoulHasPassive( titanSoul, ePassives.PAS_AUTO_EJECT ) )
{
int scriptDamageType = damageTypes.titanEjectExplosion | damageFlags
soulOwner.Die( attacker, inflictor, { scriptType = scriptDamageType, damageSourceId = damageSource } )
}
}
return
}
soulOwner.SetHealth( doomedHealth )
soulOwner.SetMaxHealth( maxDoomedHealth )
//soulOwner.SetHealthPerSegment( 0 )
string settings = GetSoulPlayerSettings( titanSoul )
float damageMod = 1.0
while ( true )
{
table lastAttackInfo = expect table( titanSoul.lastAttackInfo )
table extraDeathInfo = {}
extraDeathInfo.scriptType <- (DF_NO_INDICATOR | DF_DOOMED_HEALTH_LOSS)
if ( expect int( lastAttackInfo.scriptType ) & DF_BURN_CARD_WEAPON )
extraDeathInfo.scriptType = expect int( extraDeathInfo.scriptType ) | DF_BURN_CARD_WEAPON
if ( expect int( lastAttackInfo.scriptType ) & DF_VORTEX_REFIRE )
extraDeathInfo.scriptType = expect int( extraDeathInfo.scriptType ) | DF_VORTEX_REFIRE
extraDeathInfo.damageSourceId <- lastAttackInfo.damageSourceId
entity soulOwner = titanSoul.GetTitan()
if ( !IsValid( soulOwner ) )
return
if ( soulOwner.IsPlayer() )
{
//if ( PlayerHasPassive( soulOwner, ePassives.PAS_DOOMED_TIME ) )
// damageMod = 0.4
//else
// damageMod = 1.0
if ( PlayerHasAutoEject( soulOwner ) )
{
//printt( "About to Auto Eject" )
// do it in the loop cause player could somehow get in a titan in doomed state
HandleAutoEject( soulOwner, titanSoul )
}
}
float dmgAmount = DPS * tickRate * damageMod
soulOwner.TakeDamage( dmgAmount, expect entity( lastAttackInfo.attacker ), expect entity( lastAttackInfo.inflictor ), extraDeathInfo )
wait tickRate
}
}
void function HandleAutoEject( entity rider, entity soul )
{
soul.EndSignal( "OnDestroy" )
soul.EndSignal( "OnTitanDeath" )
thread TitanEjectPlayer( rider )
if ( soul.IsEjecting() )
{
// so we don't cloak the titan during the ejection animation
if ( GetNuclearPayload( rider ) > 0 )
wait 2.0
else
wait 1.0
EnableCloak( rider, 7.0 )
return
}
}
void function TitanShieldRegenThink( entity soul )
{
thread TitanShieldRegenThink_Internal( soul )
}
// HACK: this technically doesn't work properly because server framerate and all that jazz. Should really be in code.
void function TitanShieldRegenThink_Internal( entity soul )
{
soul.EndSignal( "OnDestroy" )
soul.EndSignal( "Doomed" )
soul.EndSignal( "StopShieldRegen" )
//Shield starts at 0 health for now
string settings = GetSoulPlayerSettings( soul )
bool hasShield = Dev_GetPlayerSettingByKeyField_Global( settings, "start_with_shields" ) == 1
if ( !hasShield )
soul.SetShieldHealth( 0 )
int lastShieldHealth = soul.GetShieldHealth()
bool shieldHealthSound = false
int maxShield = soul.GetShieldHealthMax()
float lastTime = Time()
while ( true )
{
entity titan = soul.GetTitan()
if ( !IsValid( titan ) )
return
int shieldHealth = soul.GetShieldHealth()
Assert( titan )
if ( lastShieldHealth <= 0 && shieldHealth && titan.IsPlayer() )
{
EmitSoundOnEntityOnlyToPlayer( titan, titan, "titan_energyshield_up_1P" )
shieldHealthSound = true
if ( titan.IsTitan() )
{
GiveFriendlyRodeoPlayerProtection( titan )
}
else
{
if ( titan.IsPlayer() )
{
printt( "Player was " + titan.GetPlayerSettings() )
}
printt( "ERROR! Expected Titan, but got " + titan )
}
}
else if ( shieldHealthSound && shieldHealth == soul.GetShieldHealthMax() )
{
shieldHealthSound = false
}
else if ( lastShieldHealth > shieldHealth && shieldHealthSound )
{
StopSoundOnEntity( titan, "titan_energyshield_up_1P" )
shieldHealthSound = false
}
if ( Time() >= soul.nextRegenTime && TitanHasRegenningShield( soul ) )
{
float shieldRegenRate = maxShield / ( GetShieldRegenTime( soul ) / SHIELD_REGEN_TICK_TIME )
if ( SoulHasPassive( soul, ePassives.PAS_SHIELD_BOOST ) )
shieldRegenRate = SHIELD_BEACON_REGEN_RATE
float frameTime = max( 0.0, Time() - lastTime )
shieldRegenRate = shieldRegenRate * frameTime / SHIELD_REGEN_TICK_TIME
// Faster shield recharge if we have Fusion Core active ability ( Stryder Signature )
//if ( titan.IsPlayer() && PlayerHasPassive( titan, ePassives.PAS_FUSION_CORE ) )
// shieldRegenRate *= 1.25
soul.SetShieldHealth( minint( soul.GetShieldHealthMax(), int( shieldHealth + shieldRegenRate ) ) )
}
lastShieldHealth = shieldHealth
lastTime = Time()
WaitFrame()
}
}
float function GetShieldRegenTime( entity soul )
{
float time
if ( SoulHasPassive( soul, ePassives.PAS_SHIELD_REGEN ) )
time = TITAN_SHIELD_REGEN_TIME * 0.5
else
time = TITAN_SHIELD_REGEN_TIME
return time
}
float function GetHealthRegenDelay( entity soul )
{
if ( GetDoomedState( soul.GetTitan() ) )
return TITAN_DOOMED_REGEN_DELAY
return GetShieldRegenDelay( soul )
}
float function GetShieldRegenDelay( entity soul )
{
float regenDelay = TITAN_SHIELD_REGEN_DELAY
string settings = GetSoulPlayerSettings( soul )
regenDelay = expect float( Dev_GetPlayerSettingByKeyField_Global( settings, "titan_regen_delay" ) )
float delay
if ( SoulHasPassive( soul, ePassives.PAS_SHIELD_REGEN ) )
delay = regenDelay - 1.0
else
delay = regenDelay
if ( SoulHasPassive( soul, ePassives.PAS_SHIELD_BOOST ) )
delay = 2.0
return delay
}
void function RecordDamageToNPCTitanSoul( entity soul, var damageInfo )
{
float damage = DamageInfo_GetDamage( damageInfo )
vector inflictOrigin = <0.0,0.0,0.0>
entity inflictor = DamageInfo_GetInflictor( damageInfo )
if ( IsValid( inflictor ) )
inflictOrigin = inflictor.GetOrigin()
entity attacker = DamageInfo_GetAttacker( damageInfo )
entity weapon = DamageInfo_GetWeapon( damageInfo )
array<string> weaponMods
if ( IsValid( weapon ) )
weaponMods = weapon.GetMods()
StoreDamageHistoryAndUpdate( soul, TITAN_HEALTH_HISTORY_FALLOFF_END, damage, inflictOrigin, DamageInfo_GetCustomDamageType( damageInfo ), DamageInfo_GetDamageSourceIdentifier( damageInfo ), attacker, weaponMods )
}
void function AutoTitan_TryMultipleTitanCallout( entity titan, var damageInfo )
{
array<entity> titans = GetTitansHitMeInTime( titan.GetTitanSoul(), 5 )
entity enemy = titan.GetEnemy()
if ( IsAlive( enemy ) && enemy.IsTitan() && !titans.contains( enemy ) )
titans.append( enemy )
int totalEngagedTitans = titans.len()
if ( totalEngagedTitans == 1 )
PlayAutoTitanConversation( titan, "autoEngageTitan" )
else if ( totalEngagedTitans > 1 )
PlayAutoTitanConversation( titan, "autoEngageTitans" )
}
float function CalculateNextRegenTime( float damage, int damageType, bool critHit, float oldNextRegenTime, float maxRegenDelay )
{
if ( damage >= TITAN_REGEN_MIN_DAMAGE || critHit || damageType & DF_STOPS_TITAN_REGEN )
{
if ( PROTO_VariableRegenDelay() )
{
// regen delay based on damage dealt
float minRegenDelay = 1.0
float regenDelay = GraphCapped( damage, 100, 1000, minRegenDelay, maxRegenDelay )
float nextRegenTime = oldNextRegenTime
float delayBasedOnCurrentTime = Time() + regenDelay
float delayBasedOnPreviousDelay = nextRegenTime + regenDelay
maxRegenDelay = Time() + maxRegenDelay
delayBasedOnCurrentTime = min( delayBasedOnCurrentTime, maxRegenDelay )
delayBasedOnPreviousDelay = min( delayBasedOnPreviousDelay, maxRegenDelay )
nextRegenTime = max( delayBasedOnCurrentTime, delayBasedOnPreviousDelay )
return nextRegenTime
}
else
{
// old style
return Time() + maxRegenDelay
}
}
else
{
float addTime = TITAN_REGEN_MIN_DAMAGE_DELAY
if ( oldNextRegenTime <= Time() + addTime )
return Time() + addTime
}
return oldNextRegenTime
}
void function AddCreditToTitanCoreBuilderForTitanDamageInflicted( entity titanAttacker, float damage )
{
Assert( TitanDamageRewardsTitanCoreTime() )
float rateRaw = CORE_BUILD_PERCENT_FROM_TITAN_DAMAGE_INFLICTED
float rate = (rateRaw * 0.01)
float credit = (rate * damage)
if ( credit > 0.0 )
AddCreditToTitanCoreBuilder( titanAttacker, credit )
}
void function AddCreditToTitanCoreBuilderForTitanDamageReceived( entity titanVictim, float damage )
{
Assert( TitanDamageRewardsTitanCoreTime() )
float rateRaw = CORE_BUILD_PERCENT_FROM_TITAN_DAMAGE_RECEIVED
float rate = (rateRaw * 0.01)
float credit = (rate * damage)
if ( credit > 0.0 )
AddCreditToTitanCoreBuilder( titanVictim, credit )
}
void function AddCreditToTitanCoreBuilderForDoomInflicted( entity titanAttacker )
{
Assert( TitanDamageRewardsTitanCoreTime() )
float valueRaw = CORE_BUILD_PERCENT_FROM_DOOM_INFLICTED
float credit = (valueRaw * 0.01)
if ( credit > 0.0 )
AddCreditToTitanCoreBuilder( titanAttacker, credit )
}
void function AddCreditToTitanCoreBuilderForDoomEntered( entity titanVictim )
{
Assert( TitanDamageRewardsTitanCoreTime() )
float valueRaw = CORE_BUILD_PERCENT_FROM_DOOM_ENTERED
float credit = (valueRaw * 0.01)
if ( credit > 0.0 )
AddCreditToTitanCoreBuilder( titanVictim, credit )
}
void function AddCreditToTitanCoreBuilder( entity titan, float credit )
{
Assert( TitanDamageRewardsTitanCoreTime() )
entity soul = titan.GetTitanSoul()
if ( !IsValid( soul ) )
return
entity bossPlayer = soul.GetBossPlayer()
if ( titan.IsPlayer() )
{
if ( !IsValid( bossPlayer ) )
return
if ( bossPlayer.IsTitan() && TitanCoreInUse( bossPlayer ) )
return
}
else
{
Assert( titan.IsNPC() )
if ( TitanCoreInUse( titan ) )
return
}
if ( !IsAlive( titan ) )
return
if ( SoulHasPassive( soul, ePassives.PAS_VANGUARD_COREMETER ) )
credit *= 1.10
credit *= file.earn_meter_titan_multiplier
#if MP
if ( titan.IsPlayer() )
{
float coreModifier = titan.GetPlayerNetFloat( "coreMeterModifier" )
if ( coreModifier >= 0.5 )
credit *= FD_HOT_STREAK_MULTIPLIER
}
#endif
bool coreWasAvailable = false
if ( IsValid( bossPlayer ) )
coreWasAvailable = IsCoreChargeAvailable( bossPlayer, soul )
float oldTotalCredit = SoulTitanCore_GetNextAvailableTime( soul )
float newTotalCredit = (credit + oldTotalCredit)
if ( newTotalCredit >= 0.998 ) //JFS - the rui has a +0.001 for showing the meter as full. This fixes the case where the core meter displays 100 but can't be fired.
newTotalCredit = 1.0
SoulTitanCore_SetNextAvailableTime( soul, newTotalCredit )
if ( IsValid( bossPlayer ) && !coreWasAvailable && IsCoreChargeAvailable( bossPlayer, soul ) )
{
AddPlayerScore( bossPlayer, "TitanCoreEarned" )
#if MP
UpdateTitanCoreEarnedStat( bossPlayer, titan )
PIN_PlayerAbilityReady( bossPlayer, "core" )
#endif
}
#if MP
if ( IsValid( bossPlayer ) )
JFS_PlayerEarnMeter_CoreRewardUpdate( titan, oldTotalCredit, newTotalCredit )
#endif
#if HAS_TITAN_TELEMETRY
if ( titan.IsPlayer() )
{
if ( IsCoreChargeAvailable( titan, soul ) )
{
TitanHints_TryShowHint( titan, [OFFHAND_EQUIPMENT] )
}
}
#endif
}
float function GetTitanCoreTimer( entity titan )
{
Assert( titan.IsTitan() )
entity soul = titan.GetTitanSoul()
Assert( soul )
return SoulTitanCore_GetNextAvailableTime( soul ) - Time()
}
void function SetTitanCoreTimer( entity titan, float timeDiff )
{
Assert( !TitanDamageRewardsTitanCoreTime() )
Assert( titan.IsTitan() )
entity soul = titan.GetTitanSoul()
Assert( soul )
float newTime = Time() + timeDiff
SoulTitanCore_SetNextAvailableTime( soul, max( Time() - 1, newTime ) )
}
void function Titan_MonarchCleanup( entity soul, var damageInfo )
{
entity titan = soul.GetTitan()
if ( !IsValid( titan ) )
return
int statesIndex = titan.FindBodyGroup( "states" )
if ( statesIndex <= -1 )
return
titan.SetBodygroup( statesIndex, 2 )
}
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