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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" )
}