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untyped

global function DialogueScheduleServer_Init

global function GetConversationIndex
global function PlaySquadConversationToPlayer
global function PlaySquadConversationToTeam
global function PlaySquadConversationToAll
global function PlaySpectreChatterToAll
global function PlaySpectreChatterToTeam
global function PlaySpectreChatterToPlayer
global function PlaySquadConversation
global function PlayConversationToPlayer
global function Delayed_PlayConversationToPlayer
global function PlayConversationToTeam
global function PlayConversationToAll
global function PlayConversationToAllExcept
global function PlayConversationToTeamExceptPlayer
global function ForcePlayConversationToPlayer
global function ForcePlayConversationToAll
global function ForcePlayConversationToTeam
global function SetGlobalForcedDialogueOnly
global function SetPlayerForcedDialogueOnly
global function CodeCallback_ScriptedDialogue
global function GetNearbyEnemyGrunts
global function GetNearbyFriendlyGrunts
global function CodeCallback_OnNPCLookAtHint

global function ScriptDialog_PilotCloaked

struct
{
	array< void functionref( entity ) > codeDialogueFunc

} file

void function DialogueScheduleServer_Init()
{
	#document( "PlayConversationToPlayer", " Play conversation passed in to player specified" )

	// dialogue that comes from ai schedule notifies

	// must match order of enum eCodeDialogueID
	file.codeDialogueFunc =	[
								CodeDialogue_ManDown,
								CodeDialogue_GruntSalute,
								CodeDialogue_EnemyContact, //As per Conger's advice: Don't depend on this one. Use WaitSignal( guy, "OnFoundEnemy", "OnSeeEnemy", "OnLostEnemy" )
								CodeDialogue_RunFromEnemy,
								CodeDialogue_Reload,
								CodeDialogue_MoveToAssault,
								CodeDialogue_MoveToSquadLeader,
								CodeDialogue_FanOut,
								CodeDialogue_TakeCoverFromEnemy,
								CodeDialogue_ChaseEnemy,
								CodeDialogue_GrenadeOut,
								CodeDialogue_DangerousAreaDisplace,
								CodeDialogue_ReactSurprised,
							]

	Assert( file.codeDialogueFunc.len() == eCodeDialogueID.DIALOGUE_COUNT )
}

void function ScriptDialog_PilotCloaked( entity guy, entity enemy )
{
	Assert( IsPilot( enemy ), "These dialog lines assume enemy is a pilot" )

	if ( NPC_GruntChatterSPEnabled( guy ) )
	{
		#if GRUNTCHATTER_ENABLED
			GruntChatter_TryCloakedPilotSpotted( guy, enemy )
		#endif
	}
	else
	{
		#if GRUNT_CHATTER_MP_ENABLED
			PlayGruntChatterMPLine( guy, "bc_engageenemycloakedpilot" )
		#endif
	}
}

void function CodeDialogue_GruntSalute( entity guy )
{
	//EmitSoundOnEntity( guy, "grunt_salute" )
	//PlaySquadConversationToAll( "grunt_salute" )
}

void function CodeDialogue_EnemyContact( entity guy ) //As per Conger's advice: Don't depend on this one. Use WaitSignal( guy, "OnFoundEnemy", "OnSeeEnemy", "OnLostEnemy" )
{
}


void function CodeDialogue_RunFromEnemy( entity guy )
{
	//MP and SP use different systems.
	#if GRUNT_CHATTER_MP_ENABLED
		//MP, use PlayOneLinerConversationOnEntWithPriority() as base function
		entity enemy = guy.GetEnemy()
		if ( !IsAlive( enemy ) )
			return

		if ( enemy.IsTitan() )
			PlayGruntChatterMPLine( guy, "bc_fleePlayerTitanCall" )
	#else
		//SP, use r1 style PlayConversation calls()
		// only imc has these currently
		if ( guy.GetTeam() != TEAM_IMC )
			return

		entity enemy = guy.GetEnemy()
		if ( !IsAlive( enemy ) )
			return

		if ( enemy.IsTitan() )
		{
			local squadName = guy.Get( "squadname" )

			bool isSquad = false

			if ( squadName != "" )
			{
				array<entity> squad = GetNPCArrayBySquad( squadName )
				isSquad = squad.len() > 1
			}

			if ( isSquad )
			{
				// has a safe hint? running to building
				if ( guy.GetSafeHint() )
					PlaySquadConversationToAll( "grunt_flees_titan_building", guy )
				else
					PlaySquadConversationToAll( "grunt_group_flees_titan", guy )
			}
			else
			{
				PlaySquadConversationToAll( "grunt_flees_titan", guy )
			}
		}
	#endif
}

void function CodeDialogue_Reload( entity guy )
{
	//PlaySquadConversationToAll( "aichat_reload", guy )
}

void function CodeDialogue_FanOut( entity guy )
{
}

void function CodeDialogue_MoveToSquadLeader( entity guy )
{
}

void function CodeDialogue_MoveToAssault( entity guy )
{
}

void function CodeDialogue_TakeCoverFromEnemy( entity guy )
{
	#if HAS_BOSS_AI
		if ( guy.IsTitan() )
			BossTitanRetreat( guy )
	#endif
}

void function CodeDialogue_ChaseEnemy( entity guy )
{
	#if HAS_BOSS_AI
		if ( guy.IsTitan() )
			BossTitanAdvance( guy )
	#endif
}

void function CodeDialogue_GrenadeOut( entity guy )
{
	if ( NPC_GruntChatterSPEnabled( guy ) )
	{
		#if GRUNTCHATTER_ENABLED
		// Ticks are actually thrown like grenades, but the callouts work differently because only Specialists use them
		// TODO- move this info to the weapon data file
		if ( guy.kv.grenadeWeaponName == "mp_weapon_frag_drone" )
			GruntChatter_TryFriendlyEquipmentDeployed( guy, "mp_weapon_frag_drone" )
		else
			GruntChatter_TryThrowingGrenade( guy )
		#endif
	}
	else
	{
		if ( IsSpectre( guy ) )
		{
			#if SPECTRE_CHATTER_MP_ENABLED
				PlaySpectreChatterMPLine( guy, "diag_imc_spectre_gs_grenadeout_01_1" )
			#else
				PlaySpectreChatterToAll( "spectre_gs_grenadeout_01_1", guy )

			#endif
		}
		else if ( IsGrunt( guy ) )
		{
			#if GRUNT_CHATTER_MP_ENABLED
				PlayGruntChatterMPLine( guy, "bc_grenadeOutCall" )
			#endif
		}
	}
}

void function CodeDialogue_DangerousAreaDisplace( entity guy )
{
	#if GRUNT_CHATTER_MP_ENABLED
		//MP ONly
		string dangerousAreaWeaponName = guy.GetDangerousAreaWeapon()
		//printt( "CodeDialogue_DangerousAreaDisplace, Dangerous weapon name: " + dangerousAreaWeaponName )
		string conversationName = ""
		switch ( dangerousAreaWeaponName ) //String comparison, not great...
		{
			case "mp_weapon_frag_grenade":
				conversationName = "bc_grenadecall"
				break

			case "mp_weapon_thermite_grenade":
				conversationName = "bc_reactGrenadeThermite"
				break

			case "mp_weapon_grenade_gravity": //By the time this triggers it looks like they're already being sucked in.
				conversationName = "bc_reactGrenadeGravity"
				break

			case "mp_weapon_grenade_electric_smoke":
				conversationName = "bc_reactGrenadeElecSmoke"
				break

			//Arc grenades have their dialogue triggered by PlayGruntChatterMP_DamagedByEMP() since arc grenades don't create dangerous areas
		}

		if( conversationName != "" )
			PlayGruntChatterMPLine( guy, conversationName )

	#endif
	#if GRUNTCHATTER_ENABLED
		//SP Only
	if ( NPC_GruntChatterSPEnabled( guy ) )
		GruntChatter_TryDisplacingFromDangerousArea( guy )
	#endif
}

void function CodeDialogue_ReactSurprised( entity guy )
{
	#if GRUNTCHATTER_ENABLED
	if ( NPC_GruntChatterSPEnabled( guy ) )
	{
		int aiSurprisedReactionType = guy.GetSurprisedReactionReason()

		switch ( aiSurprisedReactionType )
		{
			case RSR_SIDE_FLANK:
			case RSR_REAR_FLANK:
				GruntChatter_TryGruntFlankedByPlayer( guy, aiSurprisedReactionType )
				break
		}
	}
	#endif
}

void function CodeDialogue_ManDown( entity guy )
{
}

void function SetGlobalForcedDialogueOnly( bool value )
{
	level.nv.forcedDialogueOnly = value
}

void function SetPlayerForcedDialogueOnly( entity player, bool value )
{
	player.SetForcedDialogueOnly( value )
}

void function Delayed_PlayConversationToPlayer( string conversation, entity player, float delay )
{
	player.EndSignal( "OnDeath" )
	wait delay
	PlayConversationToPlayer( conversation, player )
}

void function PlayConversationToPlayer( string conversationType, entity player )
{
	if ( IsForcedDialogueOnly( player ) )
	{
		printt( "ForcedDialogueOnly, not playing conversationType: " + conversationType )
		return
	}

	PlayConversation_internal( conversationType, player )
}

void function PlayConversationToTeam( string conversationType, int team )
{
	array<entity> playerArr = GetPlayerArrayOfTeam( team )
	foreach( player in playerArr )
		PlayConversationToPlayer( conversationType, player )
}

void function PlayConversationToTeamExceptPlayer( string conversationType, int team, entity excludePlayer )
{
	array<entity> playerArr = GetPlayerArrayOfTeam( team )
	foreach( player in playerArr )
	{
		if ( player == excludePlayer )
			continue

		PlayConversation_internal( conversationType, player )
	}
}

void function PlayConversationToAll( string conversationType )
{
	array<entity> playerArr = GetPlayerArray()
	foreach( player in playerArr )
		PlayConversationToPlayer( conversationType, player )
}

void function PlayConversation_internal( string conversationType, entity player )
{
	#if FACTION_DIALOGUE_ENABLED
		return
	#endif

	int conversationID = GetConversationIndex( conversationType )
	Remote_CallFunction_NonReplay( player, "ServerCallback_PlayConversation", conversationID )
}

void function ForcePlayConversationToAll( string conversationType )
{
	array<entity> playerArr = GetPlayerArray()
	foreach( player in playerArr )
	{
		ForcePlayConversationToPlayer( conversationType, player )
	}
}

void function ForcePlayConversationToTeam( string conversationType, team )
{
	array<entity> playerArr = GetPlayerArrayOfTeam( team )
	foreach( player in playerArr )
	{
		ForcePlayConversationToPlayer( conversationType, player )
	}
}

//Like PlayConversation, but no checking for flags
void function ForcePlayConversationToPlayer( string conversationType, entity player )
{
	PlayConversation_internal( conversationType, player )
}

array<entity> function GetNearbyFriendlyGrunts( vector origin, int team, range = null )
{
	float searchRange = AI_CONVERSATION_RANGE
	if ( range != null )
		searchRange = expect float( range )

	array<entity> guys
	array<entity> ai = GetNPCArrayEx( "npc_soldier", team, TEAM_ANY, origin, searchRange )
	foreach ( guy in ai )
	{
		if ( IsAlive( guy ) )
			guys.append( guy )
	}

	return guys
}

array<entity> function GetNearbyEnemyGrunts( vector origin, int team, range = null )
{
	float searchRange = AI_CONVERSATION_RANGE
	if ( range != null )
		searchRange = expect float( range )

	array<entity> guys
	array<entity> ai = GetNPCArrayEx( "npc_soldier", TEAM_ANY, team, origin, searchRange )
	foreach ( guy in ai )
	{
		if ( IsAlive( guy ) )
			guys.append( guy )
	}

	return guys
}

bool function SquadExistsForConversation( entity ai, string conversationType )
{
	if ( !IsAlive( ai ) )
		return false

	// only soldiers play squad conversations
	if ( !IsGrunt( ai ) )
		return false

	//Squadless AI don't play squad conversations
	local squadName = ai.Get( "squadname" )
	if ( squadName == "" )
		return false

	// only all-soldier squads can use squad conversations
	array<entity> squad = GetNPCArrayBySquad( squadName )
	if ( !squad.len() )
		return false

	bool foundNonSoldier = false
	foreach ( guy in squad )
	{
		if ( !IsGrunt( guy ) )
		{
			foundNonSoldier = true
			break
		}
	}

	if ( !(DoesConversationExist( conversationType ) ))
	{
		printt( "*****CONVERSATION WARNING***** Conversation " + conversationType + " does not exist! Returning" )
		return false
	}

	return true
}

function GetSquadEHandles( ai )
{
	expect entity( ai )

	local aiHandles = [ null, null, null, null ]

	string squadName = expect string( ai.Get( "squadname" ) )

	if ( squadName == "" )
		return aiHandles

	array<entity> squad = GetNPCArrayBySquad( squadName )
	squad.fastremovebyvalue( ai )
	aiHandles[0] = ai.GetEncodedEHandle()

	int nextIdx = 1

	foreach ( guy in squad )
	{
		if ( !IsValid( guy ) )
			continue

		switch ( guy.GetClassName() )
		{
			case "npc_soldier":
				aiHandles[ nextIdx ] = guy.GetEncodedEHandle()
				++nextIdx
				break
		}

		if ( nextIdx >= aiHandles.len() )
			break
	}

	return aiHandles
}

void function PlaySquadConversationToPlayer( string conversationType, entity player, entity ai, float rangeSqr = AI_CONVERSATION_RANGE_SQR )
{
	if ( SquadExistsForConversation( ai, conversationType ) )
	{
		local aiHandles = GetSquadEHandles( ai )
		PlaySquadConversationToPlayer_Internal( conversationType, player, ai, rangeSqr, aiHandles )
	}
}

// All PlaySquadConversation functions eventually funnel down to this.
// Funciton is broken apart from PlaySquadConversationToPlayer since PlaySquadConversationToPlayer has
// a few expensive checks that only need to be run once for every conversation we're trying to play,
// as opposed to for every player we're trying to play a conversation to.
void function PlaySquadConversationToPlayer_Internal( string conversationType, entity player, entity ai, float rangeSqr, aiHandles )
{
	#if GRUNT_CHATTER_MP_ENABLED
		return
	#endif

	Assert( IsAlive( ai ), ai + " is dead." )
	Assert( aiHandles.len() == 4 )
	vector org = ai.GetOrigin()
	float debounceTime = GetConversationDebounce( conversationType )
	float allowedTime = Time() - debounceTime

	// tell client to play conversation
	int conversationID = GetConversationIndex( conversationType )
	if ( !ShouldPlaySquadConversation( player, conversationType, allowedTime, org, rangeSqr ) )
		return

	UpdateConversationTracking( player, conversationType, Time() )
	Remote_CallFunction_Replay( player, "ServerCallback_PlaySquadConversation", conversationID, aiHandles[0], aiHandles[1], aiHandles[2], aiHandles[3] )
}

void function PlaySquadConversation( string conversationType, entity ai )
{
	PlaySquadConversationToAll( conversationType, ai )
}

void function PlaySquadConversationToAll( string conversationType, entity ai, float rangeSqr = AI_CONVERSATION_RANGE_SQR )
{
	if ( !SquadExistsForConversation( ai, conversationType ) )
		return

	local aiHandles = GetSquadEHandles( ai )

	array<entity> players = GetPlayerArray()
	foreach ( player in players )
	{
		PlaySquadConversationToPlayer_Internal( conversationType, player, ai, rangeSqr, aiHandles )
	}
}

void function PlaySquadConversationToTeam( string conversationType, int team, entity ai, float rangeSqr = AI_CONVERSATION_RANGE_SQR )
{
	if ( !SquadExistsForConversation( ai, conversationType ) )
		return

	local aiHandles = GetSquadEHandles( ai )

	array<entity> players = GetPlayerArrayOfTeam( team )
	foreach ( player in players )
	{
		PlaySquadConversationToPlayer_Internal( conversationType, player, ai, rangeSqr, aiHandles )
	}
}

void function PlaySpectreChatterToAll( string conversationType, entity spectre, float rangeSqr = AI_CONVERSATION_RANGE_SQR )
{
	PlaySpectreChatterToTeam( conversationType, TEAM_IMC, spectre, rangeSqr )
	PlaySpectreChatterToTeam( conversationType, TEAM_MILITIA, spectre, rangeSqr )
}

void function PlaySpectreChatterToTeam( string conversationType, team, entity spectre, float rangeSqr = AI_CONVERSATION_RANGE_SQR )
{
	array<entity> players = GetPlayerArrayOfTeam( team )
	foreach ( player in players )
	{
		PlaySpectreChatterToPlayer( conversationType, player, spectre, rangeSqr )
	}
}

void function PlaySpectreChatterToPlayer( string conversationType, entity player, entity spectre, float rangeSqr = AI_CONVERSATION_RANGE_SQR )
{
	//PrintFunc()
	vector spectreOrigin = spectre.GetOrigin()
	float debounceTime = DEFAULT_CONVERSATION_DEBOUNCE_TIME  // Spectre conversations aren't as real as the Grunt ones- they don't get registered bc they just EmitSound
	float allowedTime = Time() - debounceTime

	string teamSpecificSoundAlias = GetSpectreTeamSpecificSoundAlias( spectre, conversationType )

	if ( teamSpecificSoundAlias == "" )
		// neutral AI don't have dialog
		return

	Assert( DoesAliasExist( teamSpecificSoundAlias ) )

	//printt( "Trying to play spectre chatter: " +  teamSpecificSoundAlias + " to player: " + player)
	if ( !ShouldPlaySquadConversation( player, teamSpecificSoundAlias, allowedTime, spectreOrigin, rangeSqr ) )
		return

	UpdateConversationTracking( player, teamSpecificSoundAlias, Time() )

	EmitSoundOnEntityOnlyToPlayer( spectre, player, teamSpecificSoundAlias )
}

string function GetSpectreTeamSpecificSoundAlias( entity spectre, string partialConversationAlias )
{
	int spectreTeam = spectre.GetTeam()

	if ( spectreTeam == TEAM_IMC )
		return "diag_imc_" + partialConversationAlias
	else if ( spectreTeam == TEAM_MILITIA )
		return "diag_militia_" + partialConversationAlias

	return ""
}

void function PlayConversationToAllExcept( string conversationType, array<entity> exceptions )
{
	array<entity> playerArr = GetPlayerArray()

	table<entity, int>  exceptionsTable
	foreach( exceptionPlayer in exceptions )
	{
		exceptionsTable[ exceptionPlayer ] <- 1
	}

	foreach ( player in playerArr )
	{
		if ( player in exceptionsTable )
			continue

		PlayConversationToPlayer( conversationType, player )
	}
}

void function CodeCallback_ScriptedDialogue( entity guy, int dialogueID )
{
	Assert( dialogueID < file.codeDialogueFunc.len() )

	if ( dialogueID in file.codeDialogueFunc )
	{
		file.codeDialogueFunc[ dialogueID ]( guy )
	}
}

function UpdateConversationTracking( player, conversationType, time )
{
	if ( !(conversationType in player.s.lastAIConversationTime) )
		player.s.lastAIConversationTime[ conversationType ] <- time
	else
		player.s.lastAIConversationTime[ conversationType ] = time
}

int function GetConversationIndex( string conversation )
{
	Assert( conversation != "", "No conversation specified." )
	Assert( typeof(conversation) == "string" )
	return GetConversationToIndexTable()[ conversation ]
}

void function CodeCallback_OnNPCLookAtHint( entity npc, entity hint )
{
}