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|
untyped
global function Rodeo_Init
global function CodeCallback_StartRodeo
global function CodeCallback_ForceEndRodeo
global function CodeCallback_EmbarkTitan
global function CodeCallback_EmbarkTitanFromGrapple
global function PlayerBeginsRodeo
global function WatchForPlayerJumpingOffRodeo
global function PlayerJumpsOffRodeoTarget
global function PlayerClimbsIntoRodeoPosition
global function rodeodebug
//-----------------------------------------------------------------------------
// _rodeo.nut
//
// The central location for rodeo, mostly a place to put code callbacks that
// then call other things in other files based on the thing being rodeod.
//
//-----------------------------------------------------------------------------
//
// HOW TO ADD A NEW RODEO TYPE
//
// Create a new file for the rodeo type like _rodeo_prowler.nut and:
// Implement "IsValid_NEWTYPE_RodeoTarget()"
// Implement "GetRodeoPackage_RIDER_to_NEWTYPE_()"
// Implement "_RIDER_Begins_NEWTYPE_Rodeo()"
// Implement "_RIDER_LerpsInto_NEWTYPE_Rodeo()"
//
// _RIDER_ is the rodeo rider type like "Player" or "Prowler"
// _NEWTYPE_ is the new kind of rodeo target like "SuperSpectre" or "Drone"
//
// In _rodeo_shared.nut:
// IncludeFile() the NEWTYPE file
// Add a hook for NEWTYPE in CodeCallback_OnRodeoAttach()
// Add a hook for NEWTYPE in CodeCallback_IsValidRodeoTarget()
// Add a hook for NEWTYPE in GetRodeoPackage() if needed
//
//-----------------------------------------------------------------------------
function Rodeo_Init()
{
RodeoShared_Init()
RodeoTitan_Init()
RegisterSignal( "RodeoPointOfNoReturn" )
AddCallback_OnTitanDoomed( OnTitanDoomed_Rodeo )
}
void function CodeCallback_EmbarkTitan( entity player, entity titan )
{
if ( player.Lunge_IsActive() && (titan == player.Lunge_GetTargetEntity()) )
{
if ( PlayerCanImmediatelyEmbarkTitan( player, titan ) )
{
table embarkDirection = expect table( FindBestEmbark( player, titan ) )
thread PlayerEmbarksTitan( player, titan, embarkDirection )
}
}
}
bool function CodeCallback_EmbarkTitanFromGrapple( entity player, entity titan )
{
Assert( player.IsHuman() )
Assert( titan.IsTitan() )
if ( !PlayerCanEmbarkIntoTitan( player, titan ) )
return false
table ornull embarkDirection = expect table ornull( FindBestEmbark( player, titan, false ) )
if ( !embarkDirection )
return false
expect table( embarkDirection )
thread PlayerEmbarksTitan( player, titan, embarkDirection )
return true
}
void function CodeCallback_StartRodeo( entity player, entity rodeoTarget )
{
if ( IsMenuLevel() )
return
// Review: Good to remove?
if ( GetBugReproNum() == 7205 )
{
thread RodeoTest( player, rodeoTarget )
return
}
thread PlayerBeginsRodeo( player, player.p.rodeoPackage, rodeoTarget )
}
void function CodeCallback_ForceEndRodeo( entity player )
{
ForceEndRodeo( player )
}
void function ForceEndRodeo( entity player )
{
player.Signal( "RodeoOver" )
}
function RodeoTest( player, rodeoTarget )
{
player.SetParent( rodeoTarget, "RODEO", false, 1 )
wait 5
player.ClearParent()
Rodeo_Detach( player )
}
function PlayerBeginsRodeo( entity player, RodeoPackageStruct rodeoPackage, entity rodeoTarget )
{
Assert( player.GetParent() == null )
player.Lunge_ClearTarget()
Assert( IsValid( player ) )
Assert( IsValid( rodeoTarget ) )
Assert( !player.IsTitan() )
if ( rodeoTarget.IsTitan() )
PlayerBeginsTitanRodeo( player, rodeoPackage, rodeoTarget )
else
PlayerBeginsNPCRodeo( player, rodeoPackage, rodeoTarget ) //Not tested very well since non-Titan Rodeo never really became a thing. Should work thought
}
function PlayerBeginsNPCRodeo( entity player, RodeoPackageStruct rodeoPackage, entity rodeoTarget )
{
bool sameTeam = player.GetTeam() == rodeoTarget.GetTeam()
bool playerWasEjecting = player.p.pilotEjecting // have to store this off here because the "RodeoStarted" signal below ends eject, so it will be too late to check it in actual rodeo function
player.Signal( "RodeoStarted" )
OnThreadEnd(
function () : ( player, rodeoTarget )
{
RodeoPackageStruct rodeoPackage = player.p.rodeoPackage
entity newRodeoTarget = rodeoTarget
if ( IsValid( player ) )
{
player.Signal( "RodeoOver" )
// Added via AddCallback_OnRodeoEnded
foreach ( callbackFunc in level.onRodeoEndedCallbacks ) //TODO: Remove this!
{
callbackFunc( player )
}
// show name of the pilot again
player.SetNameVisibleToFriendly( true )
player.SetNameVisibleToEnemy( true )
ClearPlayerAnimViewEntity( player )
// blend out the clear anim view entity
player.AnimViewEntity_SetLerpOutTime( 0.4 )
player.ClearParent()
player.Anim_Stop()
player.SetOneHandedWeaponUsageOff()
player.SetTitanSoulBeingRodeoed( null )
player.UnforceStand()
player.kv.PassDamageToParent = false
player.TouchGround() // so you can double jump off
StopSoundOnEntity( player, rodeoPackage.cockpitSound )
StopSoundOnEntity( player, rodeoPackage.worldSound )
if ( Rodeo_IsAttached( player ) )
{
Rodeo_Detach( player )
}
if ( IsAlive( player ) )
{
int attachIndex = newRodeoTarget.LookupAttachment( rodeoPackage.attachPoint )
vector startPos = newRodeoTarget.GetAttachmentOrigin( attachIndex )
if ( !PlayerCanTeleportHere( player, startPos, newRodeoTarget ) )
{
startPos = newRodeoTarget.GetOrigin()
if ( !PlayerCanTeleportHere( player, startPos, newRodeoTarget ) )
startPos = player.GetOrigin()
}
thread PlayerJumpsOffRodeoTarget( player, newRodeoTarget, startPos )
}
}
}
)
rodeoTarget.EndSignal( "OnDestroy" )
player.EndSignal( "OnDeath" )
player.EndSignal( "RodeoOver" )
string rodeoTargetType = rodeoPackage.rodeoTargetType
thread WatchForPlayerJumpingOffRodeo( player )
player.SetNameVisibleToFriendly( false ) // hide name of the pilot while he is rodeoing
player.SetNameVisibleToEnemy( false )
player.ForceStand()
HolsterAndDisableWeapons( player )
player.SetOneHandedWeaponUsageOn()
player.TouchGround() // so you can double jump off
waitthread PlayerClimbsIntoRodeoPosition( player, rodeoTarget, rodeoPackage, playerWasEjecting )
#if FACTION_DIALOGUE_ENABLED
if ( !sameTeam )
PlayFactionDialogueToPlayer( "kc_rodeo", player )
#endif
// Go straight into idle animations
FirstPersonSequenceStruct sequence
sequence.thirdPersonAnimIdle = GetAnimFromAlias( rodeoTargetType, "pt_rodeo_panel_aim_idle" )
sequence.firstPersonAnimIdle = GetAnimFromAlias( rodeoTargetType, "ptpov_rodeo_panel_aim_idle" )
if ( !rodeoPackage.useAttachAngles )
player.Anim_IgnoreParentRotation( true )
sequence.useAnimatedRefAttachment = true
thread FirstPersonSequence( sequence, player, rodeoTarget )
if ( sameTeam )
{
player.GetFirstPersonProxy().HideFirstPersonProxy()
OpenViewCone( player )
}
else
{
PlayerRodeoViewCone( player, rodeoTargetType ) // TODO: Add air_drone and make enum in this func()
}
// look! he rodeoed!
thread AIChatter( "aichat_rodeo_cheer", player.GetTeam(), player.GetOrigin() )
Rodeo_OnFinishClimbOnAnimation( player ) // This is to let code know the player has finished climbing on the rodeo and ready to fire
if ( sameTeam )
{
player.PlayerCone_Disable()
player.EnableWorldSpacePlayerEyeAngles()
}
DeployAndEnableWeapons( player )
WaitForever()
}
void function PlayerClimbsIntoRodeoPosition( entity player, entity rodeoTarget, RodeoPackageStruct rodeoPackage, bool playerWasEjecting = false ) //TODO: Rename this function since new style rodeo anims have climbing as part of the anim
{
player.EndSignal( "OnDeath" )
// The only thing that should have a soul is titans now. Legacy. Can't remove without major code feature work.
entity soul
if ( rodeoTarget.IsTitan() )
{
soul = rodeoTarget.GetTitanSoul()
soul.EndSignal( "OnTitanDeath" )
soul.EndSignal( "OnDestroy" )
}
else
{
rodeoTarget.EndSignal( "OnTitanDeath" )
rodeoTarget.EndSignal( "OnDestroy" )
}
FirstPersonSequenceStruct sequence
sequence.attachment = rodeoPackage.attachPoint
SetRodeoAnimsFromPackage( sequence, rodeoPackage )
switch ( rodeoPackage.method )
{
case RODEO_APPROACH_FALLING_FROM_ABOVE:
table animStartPos = player.Anim_GetStartForRefEntity_Old( sequence.thirdPersonAnim, rodeoTarget, rodeoPackage.attachPoint )
float dist = Distance( player.GetOrigin(), animStartPos.origin )
float speed = Length( player.GetVelocity() )
float fallTime = dist / speed
fallTime *= 0.95
sequence.blendTime = clamp( fallTime, 0.4, 1 )
break
case RODEO_APPROACH_JUMP_ON:
sequence.blendTime = 0.6
break
default:
Assert( 0, "Unhandled rodeo method " + rodeoPackage.method )
}
if ( !PlayerHasPassive( player, ePassives.PAS_STEALTH_MOVEMENT ) )
EmitDifferentSoundsOnEntityForPlayerAndWorld( rodeoPackage.cockpitSound, rodeoPackage.worldSound, player, rodeoTarget )
string titanType
// Titans only
if ( IsValid( soul ) )
{
if ( !( player in soul.rodeoRiderTracker ) )
{
soul.rodeoRiderTracker[ player ] <- true
if ( rodeoTarget.GetTeam() == player.GetTeam() )
{
AddPlayerScore( player, "HitchRide" )
AddPlayerScore( rodeoTarget, "GiveRide" )
}
else
{
AddPlayerScore( player, "RodeoEnemyTitan" )
#if HAS_STATS
UpdatePlayerStat( player, "misc_stats", "rodeos" )
if ( playerWasEjecting )
UpdatePlayerStat( player, "misc_stats", "rodeosFromEject" )
#endif
#if SERVER && MP
PIN_AddToPlayerCountStat( player, "rodeos" )
if ( rodeoTarget.IsPlayer() )
PIN_AddToPlayerCountStat( rodeoTarget, "rodeo_receives" )
#endif
}
}
titanType = GetSoulTitanSubClass( soul )
}
MessageToPlayer( player, eEventNotifications.Rodeo_HideBatteryHint )
float time = player.GetSequenceDuration( sequence.thirdPersonAnim )
if ( !rodeoPackage.useAttachAngles )
player.Anim_IgnoreParentRotation( true )
thread FirstPersonSequence( sequence, player, rodeoTarget )
wait time
}
void function WatchForPlayerJumpingOffRodeo( entity player )
{
player.EndSignal( "OnDeath" )
player.EndSignal( "RodeoOver" )
player.EndSignal( "RodeoPointOfNoReturn" )
wait 0.6 // debounce so you dont accihop
AddButtonPressedPlayerInputCallback( player, IN_JUMP, ForceEndRodeo )
OnThreadEnd(
function() : ( player )
{
//RodeoOver is signalled at the end of PlayerBeginsRodeo, so even if Rodeo ends via the Titan disconnecting etc this will run
RemoveButtonPressedPlayerInputCallback( player, IN_JUMP, ForceEndRodeo )
}
)
WaitForever()
}
void function PlayerJumpsOffRodeoTarget( entity player, entity rodeoTarget, vector startPos )
{
#if DEV
if ( GetDebugRodeoPrint() )
printt( "PlayerJumpsOffRodeoTarget, playerPos: " + player.GetOrigin() + " playerAngles: " + player.GetAngles() + " rodeoTargetPos: " + rodeoTarget.GetOrigin() + " rodeoTargetAngles: " + rodeoTarget.GetAngles() + ", startPos: " + startPos )
#endif
// ejected, or rip off battery, etc. Those adjust velocity for the rodeo player anyway, so don't do any more adjustments for them.
if ( player.p.rodeoShouldAdjustJumpOffVelocity == false )
return
if ( !IsValid( rodeoTarget ) )
{
PutEntityInSafeSpot( player, null, null, startPos, player.GetOrigin() )
#if DEV
if ( GetDebugRodeoPrint() )
printt( "PlayerJumpsOffRodeoTarget, playerPos after PutEntityInSafeSpot, !ISValid(rodeoTarget): " + player.GetOrigin() )
#endif
return
}
PutEntityInSafeSpot( player, rodeoTarget, null, startPos, player.GetOrigin() )
#if DEV
if ( GetDebugRodeoPrint() )
printt( "PlayerJumpsOffRodeoTarget, playerPos after PutEntityInSafeSpot, rodeoTarget valid: " + player.GetOrigin() )
#endif
EmitDifferentSoundsOnEntityForPlayerAndWorld( "Rodeo_Jump_Off_Interior", "Rodeo_Jump_Off", player, rodeoTarget )
vector forward = player.GetViewForward()
vector right = player.GetViewRight()
forward.z = 0
right.z = 0
// map the player's controls to his angles, and add that velocity
float xAxis = player.GetInputAxisRight()
float yAxis = player.GetInputAxisForward()
vector velocity
if ( fabs( xAxis ) < 0.2 && fabs( yAxis ) < 0.2 )
{
// no press = back press
velocity = Vector(0,0,0)
}
else
{
vector forwardVec = forward * yAxis
vector rightVec = right * xAxis
vector directionVec = ( rightVec + forwardVec )
//printt( "ForwardVec: " + forwardVec + ", rightVec: " + rightVec + ", directionVec :" + directionVec + ", directionVec scaled: " + (directionVec * 350 ) ) // for bug 123013
float speed = 350
velocity = directionVec * speed
}
// IMPORTANT: Don't give boost pilots too much vertical or they go sky high
if ( player.GetPlayerSettingsField( "boostEnabled" ).tointeger() > 0 )
velocity += Vector(0,0,200)
else
velocity += Vector(0,0,390 )
//printt( "Setting velocity to: " + velocity ) // for bug 123013
player.SetVelocity( velocity )
player.JumpedOffRodeo()
}
void function rodeodebug()
{
// console command for forcing rodeo amongst 2 players
thread makerodeothread()
}
void function makerodeothread()
{
array<entity> players = GetPlayerArray()
vector titanOrg
bool titanOrgSet = false
entity titan, pilot
for ( int i = players.len() - 1; i >= 0; i-- )
{
entity player = players[i]
if ( player.IsTitan() )
{
titan = player
}
else
{
pilot = player
}
}
if ( !titan )
{
for ( int i = players.len() - 1; i >= 0; i-- )
{
entity player = players[i]
if ( !player.IsTitan() )
{
player.SetPlayerSettings( "titan_atlas" )
titan = player
break
}
}
}
else
if ( !pilot )
{
for ( int i = players.len() - 1; i >= 0; i-- )
{
entity player = players[i]
if ( player.IsTitan() )
{
thread TitanEjectPlayer( player )
wait 1.5
pilot = player
break
}
}
}
for ( int i = players.len() - 1; i >= 0; i-- )
{
entity player = players[i]
if ( player.IsTitan() )
{
titanOrg = player.GetOrigin()
titanOrgSet = true
}
}
if ( !titanOrgSet )
return
for ( int i = players.len() - 1; i >= 0; i-- )
{
entity player = players[i]
if ( !player.IsTitan() )
{
vector angles = titan.GetAngles()
vector forward = AnglesToForward( angles )
titanOrg += forward * -100
titanOrg.z += 500
angles.x = 30
player.SetAngles( angles )
player.SetOrigin( titanOrg )
player.SetVelocity( Vector(0,0,0) )
break
}
}
}
void function OnTitanDoomed_Rodeo( entity titan, var damageInfo )
{
if ( !IsAlive( titan ) )
return
entity rodeoPilot = GetRodeoPilot( titan )
if ( !IsValid( rodeoPilot ) )
return
Remote_CallFunction_NonReplay( rodeoPilot, "ServerCallback_UpdateRodeoRiderHud" )
}
|