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untyped

globalize_all_functions

//=========================================================
//	_global_entities
//  Create/initialize various global entities
//=========================================================


// if you set this to zero, various things that spam developer 2 won't run
const SPAMS_DEVELOPER2 = 1

void function MP_PlayerPostInit( entity self )
{
	entity player = self
	Assert( !player.hasSpawned )

	player.InitMPClasses()

	player.hasSpawned = true
}

array _PlayerDidSpawnCallbacks = []

function __PlayerDidSpawn( entity player )
{
	if ( player.GetPlayerName() == "Replay" )
		return

	foreach( callback in _PlayerDidSpawnCallbacks )
	{
		thread callback()
	}

	svGlobal.levelEnt.Signal( "PlayerDidSpawn", { player=player } )
	FlagSet( "PlayerDidSpawn" )
}

function AddCallback_PlayerDidSpawn( callback )
{
	_PlayerDidSpawnCallbacks.append( callback )
}

function ClientCommand( client, command, delay = 0 )
{
	EntFireByHandle( _cc, "Command", command, delay, client, null )
}

function ServerCommand( command, delay = 0 )
{
	EntFireByHandle( _sc, "Command", command, delay, null, null )
}

table __trackedRefs = {}

function AddTrackRef( ref )
{
	//printl( "Adding ref for: " + string( ref ) )
	__trackedRefs[string( ref )] <- ref.weakref()
}

function RefTrackerThink()
{
	foreach ( refName, entity refObj in __trackedRefs )
	{
		if ( !refObj || !refObj.ref() )
		{
			delete __trackedRefs[refName]
			if ( SPAMS_DEVELOPER2 )
				svGlobal.levelEnt.Fire( "CallScriptFunction", "RefTrackerThink", 0.033 )
			return
		}

		if ( IsValid_ThisFrame( refObj ) )
			continue

		printl( "UNFREED REFERENCE (use weakref for entities): " + refName )
		__trackedRefs[ refName ] = null
	}

	if ( SPAMS_DEVELOPER2 )
		svGlobal.levelEnt.Fire( "CallScriptFunction", "RefTrackerThink", 2.0 )
}

function DumpTrackRefs()
{
	foreach ( refName, refObj in __trackedRefs )
	{
		if ( !refObj || !refObj.ref() )
			continue

		printl( "TRACKREF: " + refName + " " + refObj.ref() )

	}
}

function MapRequiresFullFlightpathSupport()
{
	return false //GetMapName().find( "mp_" ) == 0
}

function AINFileIsUpToDate_Wrapper()
{
	if ( GetAINScriptVersion() != AIN_REV )
		return false

	return AINFileIsUpToDate()
}


function Hud_Hide( __t__, __tt__ )
{
}

function Hud_Show( __t__, __tt__ )
{
}

function PathsOutOfDate( player )
{
	SendHudMessage( player, "Paths Out of Date. Type buildainfile at console.", -1, 0.4, 255, 255, 0, 255, 0.0, 0.5, 0.0 )
	//	, x_pos, y_pos, R, G, B, A, fade_in_time, hold_time, fade_out_time )
}

function NavmeshOutOfDate( player )
{
	SendHudMessage( player, "Navmesh Out of Date. Build in LevelEd", -1, 0.6, 192, 255, 0, 255, 0.0, 0.5, 0.0 )
	//	, x_pos, y_pos, R, G, B, A, fade_in_time, hold_time, fade_out_time )
}


function NavmeshUpToDateCheck()
{
	FlagWait( "PlayerDidSpawn" )

	if ( NavMesh_IsUpToDate() )
		return

	for ( int i = 0; i < 5; i++ )
	{
		wait 1

		array<entity> players = GetPlayerArray()
		// let's not spam the whole server
		if ( players.len() )
			NavmeshOutOfDate( players[0] )
	}
}


// paths out of date
function AINFileIsUpToDateCheck()
{
	FlagWait( "PlayerDidSpawn" )

	if ( AINFileIsUpToDate_Wrapper() )
		return

	if ( !AINExists() )
		return

	for ( int i = 0; i < 5; i++ )
	{
		wait 1

		array<entity> players = GetPlayerArray()
		// let's not spam the whole server
		if ( players.len() )
			PathsOutOfDate( players[0] )
	}
}

function PlayerSeesGraphWarning( player )
{
	player.EndSignal( "OnDestroy" )
	local i
	float minWait = 0.03
	float maxWait = 0.7
	local result
	int max = 15
	for ( i = 0; i < max; i++ )
	{
		result = Graph( i, 0, max, maxWait, minWait )

		wait result
		if ( !IsValid( player ) )
			return

		if ( GetNPCArray().len() == 0 )
			continue

		wait result * 0.5
		if ( !IsValid( player ) )
			return

		PathsOutOfDate( player )
	}

	for ( ;; )
	{
		wait 0.5
		if ( !IsValid( player ) )
			return

		if ( GetNPCArray().len() == 0 )
			continue

		wait 0.3
		if ( !IsValid( player ) )
			return

		PathsOutOfDate( player )
	}
}



// Look up and set damageSourceIds for environmental damage triggers
// This works this way so maps don't have to be recompiled if any damageSourceIds change
void function InitDamageTriggers( entity self )
{
	if ( !self.HasKey( "damageSourceName" ) )
		return

	switch ( self.GetValueForKey( "damageSourceName" ) )
	{
		case "fall":
			self.kv.damageSourceId = eDamageSourceId.fall
			break

		case "splat":
			self.kv.damageSourceId = eDamageSourceId.splat
			break

		case "burn":
			self.kv.damageSourceId = eDamageSourceId.burn
			break

		case "submerged":
			self.kv.damageSourceId = eDamageSourceId.submerged
			break

		case "electric_conduit":
			self.kv.damageSourceId = eDamageSourceId.electric_conduit
			break

		case "turbine":
			self.kv.damageSourceId = eDamageSourceId.turbine
			break

		case "lasergrid":
			self.kv.damageSourceId = eDamageSourceId.lasergrid
			break

		case "crush":
			self.kv.damageSourceId = eDamageSourceId.damagedef_crush
			break

		case "toxic_sludge":
			self.kv.damageSourceId = eDamageSourceId.toxic_sludge
			break

		default:
			Assert( false, "Unsupported damage source name on trigger_hurt: " + self.GetValueForKey( "damageSourceName" ) )
	}
}

bool function IsDamageFromDamageTrigger( damageInfo )
{
	switch ( DamageInfo_GetDamageSourceIdentifier( damageInfo ) )
	{
		case eDamageSourceId.fall:
		case eDamageSourceId.splat:
		case eDamageSourceId.burn:
		case eDamageSourceId.submerged:
			return true
	}

	return false
}

function ScriptLeakDetector()
{
	svGlobal.levelEnt.Signal( "GameEnd" )
	OnThreadEnd(
		function() : ()
		{
			TotalEnts()
		}
	)

	WaitFrame()
	TotalEnts()

	for ( ;; )
	{
		wait 60
		TotalEnts()
	}
}

void function NavmeshSeparatorThink( entity separator )
{
	bool connected = true
	if ( separator.HasKey( "startDisconnected" ) && separator.kv.startDisconnected == "1" )
		connected = false

	ToggleNPCPathsForEntity( separator, connected )
	if ( connected )
		separator.NotSolid()
	else
		separator.Solid()

	if ( separator.HasKey( "script_flag" ) && separator.kv.script_flag != "" )
	{
		string flag = string( separator.kv.script_flag )
		FlagInit( flag, connected )

		while( IsValid( separator ) )
		{
			if ( connected )
				FlagWaitClear( flag )
			else
				FlagWait( flag )

			connected = !connected
			ToggleNPCPathsForEntity( separator, connected )
			if ( connected )
				separator.NotSolid()
			else
				separator.Solid()
		}
	}
}

void function DevDebugText( entity node )
{
	Assert( node.HasKey( "text" ) && node.kv.text != "", "info_debug_text at " + node.GetOrigin() + " doesn't have text set on it." )
	// Debug text doesn't work right away becuase of code, this delay makes them show up
	wait 3.0
	DebugDrawText( node.GetOrigin(), string( node.kv.text ), true, 999999.9 )
}