internal void Update() { // TODO: need a reference to the whole base grid to properly determine ownership // TODO: use faction info from faction definition. if (!RemoteControl.IsControlledByFaction("GCORP")) { // return; // Maybe remove from list of bases? } // TODO: use faction info from faction definition. var player = DuckUtils.GetNearestPlayerToPosition(RemoteControl.GetPosition(), 1000); if (!DebugStopBackupGroups && player != null) { if (lastBackupRespondTime + BackupTimeDelay < MyAPIGateway.Session.GameDateTime) { // TODO: use faction info from faction definition. SpawnHelperPatrol(player); waitingOnBackup = true; lastBackupRespondTime = MyAPIGateway.Session.GameDateTime; // TODO: use faction info from faction definition. audioSystem.PlayAudio(CalAudioClip.FacilityDetectedHostile, CalAudioClip.GCorpFacilityThreatened); } } }
internal void UnlockTechGroupForAllPlayers(TechGroup techGroup) { if (UnlockedTechs.Contains(techGroup)) { return; // Already unlocked } HashSet <MyDefinitionId> technologies; if (!techsForGroup.TryGetValue(techGroup, out technologies)) { ModLog.Error("No technologies for group: " + techGroup); return; } var players = new List <IMyPlayer>(); MyAPIGateway.Players.GetPlayers(players); foreach (var player in players) { foreach (var technology in technologies) { MyVisualScriptLogicProvider.PlayerResearchUnlock(player.IdentityId, technology); } } UnlockedTechs.Add(techGroup); audioSystem.PlayAudio(GetAudioClipForTechGroup(techGroup)); }
private Action PlayAudioClip(IAudioClip clip) { return(() => { audioSystem.PlayAudio(clip); // ModLog.Info("PlayAudioClip(" + clip.Filename + ")"); }); }
internal void Update() { if (timeSinceSpoken == -2) { if (DuckUtils.GetNearestPlayerToPosition(speaker.GetPosition(), 3000) != null) { audioSystem.PlayAudio(CalAudioClip.GreetingsMartianColonists); timeSinceSpoken = -1; } return; } var playerVisiting = DuckUtils.GetNearestPlayerToPosition(speaker.GetPosition(), 50) != null; if (timeSinceSpoken == -1 && playerVisiting) { audioSystem.PlayAudio(CalAudioClip.WelcomeMikiScrap); timeSinceSpoken = AudioCommentTime; } else if (timeSinceSpoken >= 0 && timeSinceSpoken < AudioMaxTime) { timeSinceSpoken++; } else if (timeSinceSpoken == AudioMaxTime && playerVisiting) { audioSystem.PlayAudioRandomChance(1.0, CalAudioClip.TellAllFriends, CalAudioClip.TiredOfGrindingCrap, CalAudioClip.NewMikiScrapsOpen); timeSinceSpoken = AudioCommentTime; } var scrap = scrapIn.GetItemAmount(scrapMetal); if (scrap > 0) { ProcessScrap(scrap > 500 ? 500 : scrap); } if (playerVisiting) { UpdateFurnaceState(); } }
private void IncomingMessage(byte[] bytes) { try { var message = MyAPIGateway.Utilities.SerializeFromXML <Message>(Encoding.UTF8.GetString(bytes)); switch (message.MessageType) { case MessageType.ClientJoined: // Server only HandleClientJoinedMessage(message); break; case MessageType.ClearToolbar: StartWipeClientToolbar(); break; case MessageType.ToolbarClearedSuccessfully: RegisteredPlayers.Add(message.PlayerId); break; case MessageType.PlaySound: audio.PlayAudio(AudioClip.GetClipFromId(message.AudioClipId)); break; case MessageType.HackingProgress: hacking.ShowLocalHackingProgress(message.HackingProgressTicks); break; case MessageType.HackingSuccess: hacking.ShowLocalHackingSuccess(); break; case MessageType.HackingInterrupted: hacking.ShowLocalHackingInterrupted(); break; case MessageType.HackingInterruptStopped: hacking.ShowLocalHackingInterruptStopped(); break; default: throw new Exception("Unrecognised message type: " + message.MessageType); } } catch (Exception e) { ModLog.Error(e); } }
internal void UnlockTechGroupForAllPlayers(TechGroup techGroup) { if (UnlockedTechs.Contains(techGroup)) { // ModLog.Info("UTGFAP():" + UnlockedTechs.Count.ToString() + " unlocked groups. Already contains TechGroup:"+techGroup.ToString()); return; // Already unlocked } HashSet <MyDefinitionId> technologies; if (!techsForGroup.TryGetValue(techGroup, out technologies)) { ModLog.Error("No technologies for group: " + techGroup); return; } var players = new List <IMyPlayer>(); MyAPIGateway.Players.GetPlayers(players); foreach (var player in players) { foreach (var technology in technologies) { if (bNewResearch) { MyVisualScriptLogicProvider.ResearchListRemoveItem(technology); // SE 1.189 } else { // ModLog.Info("Old research Method: Unlock for player:" + player.IdentityId.ToString() + " tech=" + technology.ToString()); MyVisualScriptLogicProvider.PlayerResearchUnlock(player.IdentityId, technology); } } } UnlockedTechs.Add(techGroup); audioSystem.PlayAudio(GetAudioClipForTechGroup(techGroup)); }
internal override void Update() { if (!leader.IsControlledByFaction("GCORP")) { leader = null; GroupState = NpcGroupState.Disbanded; return; } // ModLog.Info("Backup:" + leader.EntityId.ToString() + " " + GroupState.ToString()); if ((GroupState == NpcGroupState.Travelling || GroupState == NpcGroupState.ReturningForRepairs) && Vector3D.DistanceSquared(Destination, leader.GetPosition()) < 40.0 * 40.0) { // it arrives at destination. and nothing... get rid of it. // ModLog.Info(" Backup arrived at base/target and nothing found. Disbanding"); GroupState = NpcGroupState.Disbanding; } if (GroupState == NpcGroupState.Disbanding) { var isArmed = leader.HasUsableGun(); if (AttemptDespawn(leader, 200)) //V26 { leader = null; GroupState = NpcGroupState.Disbanded; if (isArmed) { ArrivalObserver.GroupArrivedIntact(); } } return; } if (DuckUtils.IsAnyPlayerNearPosition(leader.GetPosition(), 2000) && //V29 1000->2000 Backups were getting disbanded when player between 1000 and max spawn distance. (GroupState == NpcGroupState.Travelling || GroupState == NpcGroupState.Disbanding)) { GroupState = NpcGroupState.InCombat; // ModLog.Info("Backup:" + leader.EntityId.ToString() + " Found Target:" + GroupState.ToString()); leader.SetLightingColors(Color.Red); leader.RemoveFromFirstBeaconName(ReturningToBase); leader.AppendToFirstBeaconName(InterceptingBeaconSuffix); audioSystem.PlayAudio(AudioClip.TargetFoundDronesAttack, AudioClip.TargetIdentifiedUnitsConverge); } // todo: if no player nearby go searching for player vehicles near base/convoy // todo: if can't target player after a delay (or player under cover?), search for player vehicles near current location if (GroupState == NpcGroupState.InCombat) { if (!leader.HasUsableGun()) { // GroupState = NpcGroupState.Disbanding; GroupState = NpcGroupState.ReturningForRepairs; //V29 // ModLog.Info("Backup:" + leader.EntityId.ToString() + " No Gun." + GroupState.ToString()); leader.SetLightingColors(GcorpBlue); leader.RemoveFromFirstBeaconName(" Investigating Backup Call"); // match text in NpcGroupManager leader.RemoveFromFirstBeaconName(InterceptingBeaconSuffix); leader.AppendToFirstBeaconName(ReturningToBase); leader.SendToPosition(Destination); audioSystem.PlayAudio(AudioClip.DroneDisarmed); // disbanding, but for backups we want to extra penalize for killing unit heat.BackupDisabled(); } else { var player = DuckUtils.GetNearestPlayerToPosition(leader.GetPosition(), 2000); //V29 1250->2000 if (player == null) { GroupState = NpcGroupState.Disbanding; // Return to normal, cowardly players have run off or died // ModLog.Info("Backup:" + leader.EntityId.ToString() + " No Players in range after Combat mode." + GroupState.ToString()); leader.SetLightingColors(GcorpBlue); leader.RemoveFromFirstBeaconName(InterceptingBeaconSuffix); leader.AppendToFirstBeaconName(ReturningToBase); leader.SendToPosition(Destination); audioSystem.PlayAudio(AudioClip.HostileDisappeared, AudioClip.TargetFleeingPursuit); } else { float heightModifier = 15; // Change from 2 pre V26 // Added V26 if (DuckUtils.IsPlayerUnderCover(player)) { heightModifier = 300; } leader.SendToPosition(player.GetPosition(), heightModifier); } } } }
internal override void Update() { CheckEscortsAlive(); if (!leader.IsControlledByNpcFaction()) { GroupState = NpcGroupState.Disbanding; InitiateDisbandProtocols(); } else if ((GroupState == NpcGroupState.Travelling || GroupState == NpcGroupState.InCombat) && Vector3D.DistanceSquared(Destination, leader.GetPosition()) < 200.0 * 200) // increase to 200 to allow for variations in height. // && Vector3D.Distance(Destination, leader.GetPosition()) < 100.0) { ArrivalObserver.GroupArrivedIntact(); audioSystem.PlayAudioRandomChance(0.1, CalAudioClip.ConvoyArrivedSafely); GroupState = NpcGroupState.Disbanding; InitiateDisbandProtocols(); ResetBeaconNames(); } if (GroupState == NpcGroupState.Disbanding) { AttemptDespawning(); return; } if (DuckUtils.IsAnyPlayerNearPosition(leader.GetPosition(), 1000) && GroupState == NpcGroupState.Travelling) { GroupState = NpcGroupState.InCombat; InitiateAttackProtocols(); } if (GroupState == NpcGroupState.InCombat) { var player = DuckUtils.GetNearestPlayerToPosition(leader.GetPosition(), 4000); if (player == null) { GroupState = NpcGroupState.Travelling; // Return to normal, cowardly players have run off or died ResetBeaconNames(); if (escortDic.Count > 0) //todo maybe check if the escorts are actually alive? Dunno if doing this already { audioSystem.PlayAudio(CalAudioClip.DisengagingFromHostile, CalAudioClip.TargetLost); } else { audioSystem.PlayAudio(CalAudioClip.PursuitEvaded, CalAudioClip.SensorsLostTrack); } } else { SendArmedEscortsNearPosition(player.GetPosition()); // Use same position as when escorting, to avoid collisions } } if (GroupState == NpcGroupState.Travelling) { foreach (var entry in escortDic) { SendEscortToGrid(entry.Key, entry.Value, leader); } } }
internal void Update() { if (!RemoteControl.IsControlledByFaction("GCORP")) { // V26 if (!bLostProcessed) { // first time processing bLostProcessed = true; // TODO: maybe do something else. // maybe turn OFF all turrets // explode all warheads? // if base is 'lost' increase heat level heatSystem.BaseCaptured(); // ?play audio (from mabel?) announcing base captured. } return; // Maybe remove from list of bases? } // TODO: get this value from base itself instead of hard-coding? var player = DuckUtils.GetNearestPlayerToPosition(RemoteControl.GetPosition(), 1300); // turn turrets off on bases if no player is nearby to save simspeed hits if (player != null) { foreach (var turret in turrets) { turret.Enabled = true; } } else { foreach (var turret in turrets) { turret.Enabled = false; } } int nPlayers = 0; // number of players in range var playerClose1 = DuckUtils.GetNearestPlayerToPosition(RemoteControl.GetPosition(), 1200, out nPlayers); if (!DebugStopBackupGroups && playerClose1 != null) { if (lastBackupRespondTime + BackupTimeDelay < MyAPIGateway.Session.GameDateTime) { // ModLog.Info("Heat Difficulty: " + heatSystem.HeatDifficulty); // TODO: if player is INSIDE base, then do something else? // V26: If player is underground, then do something else? var players = new List <IMyPlayer>(); MyAPIGateway.Players.GetPlayers(players); foreach (var aplayer in players) { // check each player var controlled = aplayer.Controller.ControlledEntity; if (controlled == null) { continue; } var distSq = Vector3D.DistanceSquared(RemoteControl.GetPosition(), controlled.Entity.GetPosition()); if (distSq < 100 * 100) //V29 { if (DuckUtils.IsPlayerUnderCover(aplayer)) { // player is under cover 'near' the base.. } } else if (distSq < 1000 * 1000) { // betwee 100->1000 if (DuckUtils.IsPlayerUnderground(aplayer)) { // player is underground if (heatSystem.HeatDifficulty > 1) { // only if difficulty is above default // ModLog.Info("Spawning Bomber"); SpawnUndergroundDefense(aplayer); // on top of player // if we do this, then ground has lost integrity.. make it into an air base if (RemoteControl.CustomName.Contains("GROUND")) { RemoteControl.CustomName.Replace("GROUND", "AIR"); } } } } } // ModLog.Info("Backup Player Close 1"); SpawnHelperPatrol(playerClose1); // if higher difficulty and player(s) get closer, then spawn more backup per backup event if (heatSystem.HeatDifficulty > 1 || (heatSystem.MultiplayerScaling && nPlayers > 1)) { var playerClose2 = DuckUtils.GetNearestPlayerToPosition(RemoteControl.GetPosition(), 800); if (playerClose2 != null) { SpawnHelperPatrol(playerClose2); // ModLog.Info("Backup Player Close 2"); } } if (heatSystem.HeatDifficulty > 3 || (heatSystem.MultiplayerScaling && nPlayers > 3)) { var playerClose3 = DuckUtils.GetNearestPlayerToPosition(RemoteControl.GetPosition(), 300); if (playerClose3 != null) { SpawnHelperPatrol(playerClose3); // ModLog.Info("Backup Player Close 4"); } } lastBackupRespondTime = MyAPIGateway.Session.GameDateTime; audioSystem.PlayAudio(AudioClip.FacilityDetectedHostile, AudioClip.GCorpFacilityThreatened); waitingOnBackup = true; } } }
internal override void Update() { if (!leader.IsControlledByNpcFaction()) { leader = null; GroupState = NpcGroupState.Disbanded; return; } if (GroupState == NpcGroupState.Travelling && Vector3D.Distance(Destination, leader.GetPosition()) < 40.0) { GroupState = NpcGroupState.Disbanding; } if (GroupState == NpcGroupState.Disbanding) { var isArmed = leader.HasUsableGun(); if (AttemptDespawn(leader)) { leader = null; GroupState = NpcGroupState.Disbanded; if (isArmed) { ArrivalObserver.GroupArrivedIntact(); } } return; } if (DuckUtils.IsAnyPlayerNearPosition(leader.GetPosition(), 1000) && (GroupState == NpcGroupState.Travelling || GroupState == NpcGroupState.Disbanding)) { GroupState = NpcGroupState.InCombat; leader.SetLightingColors(Color.Red); leader.RemoveFromFirstBeaconName(ReturningToBase); leader.AppendToFirstBeaconName(InterceptingBeaconSuffix); audioSystem.PlayAudio(CalAudioClip.TargetFoundDronesAttack, CalAudioClip.TargetIdentifiedUnitsConverge); } if (GroupState == NpcGroupState.InCombat) { if (!leader.HasUsableGun()) { GroupState = NpcGroupState.Disbanding; leader.SendToPosition(Destination); audioSystem.PlayAudio(CalAudioClip.DroneDisarmed); } else { var player = DuckUtils.GetNearestPlayerToPosition(leader.GetPosition(), 1250); if (player == null) { GroupState = NpcGroupState.Disbanding; // Return to normal, cowardly players have run off or died // TODO: get lighting per-faction leader.SetLightingColors(GcorpBlue); leader.RemoveFromFirstBeaconName(InterceptingBeaconSuffix); leader.AppendToFirstBeaconName(ReturningToBase); leader.SendToPosition(Destination); audioSystem.PlayAudio(CalAudioClip.HostileDisappeared, CalAudioClip.TargetFleeingPursuit); } else { leader.SendToPosition(player.GetPosition(), 2); } } } }
internal override void Update() { CheckEscortsAlive(); if (!leader.IsControlledByFaction("GCORP")) { GroupState = NpcGroupState.Disbanding; InitiateDisbandProtocols(); } else if ((GroupState == NpcGroupState.Travelling || GroupState == NpcGroupState.InCombat) && Vector3D.DistanceSquared(Destination, leader.GetPosition()) < 300.0 * 300) // increase to 300 to allow for variations in height. V26 // && Vector3D.DistanceSquared(Destination, leader.GetPosition()) < 200.0*200) // increase to 200 to allow for variations in height. // && Vector3D.Distance(Destination, leader.GetPosition()) < 100.0) { string sBeacons = ""; var slimBlocks2 = new List <IMySlimBlock>(); leader.GetBlocks(slimBlocks2, b => b.FatBlock is IMyBeacon); foreach (var slim2 in slimBlocks2) { var beacon = slim2.FatBlock as IMyBeacon; sBeacons += beacon.CustomName; } ModLog.Info("Group Arrived at destination: " + leader.CustomName + " " + sBeacons); ArrivalObserver.GroupArrivedIntact(); audioSystem.PlayAudioRandomChance(0.1, AudioClip.ConvoyArrivedSafely); GroupState = NpcGroupState.Disbanding; InitiateDisbandProtocols(); ResetBeaconNames(); } // ModLogs are for DEBUG nav script // ModLog.Info("Convoy update:" + leader.CustomName+" ID:"+leader.EntityId.ToString() + " State:"+GroupState.ToString()); if ((GroupState == NpcGroupState.Travelling)) { var currentTime = MyAPIGateway.Session.GameDateTime; if (GroupSpawnTime + convoyInitiateTime < currentTime) { leader.SetAllBeaconNames(null, 20000f); } bool bKeenAutopilotActive = false; var slimBlocks = new List <IMySlimBlock>(); leader.GetBlocks(slimBlocks, b => b.FatBlock is IMyRemoteControl); IMyRemoteControl remoteControl = null; foreach (var slim in slimBlocks) { remoteControl = slim.FatBlock as IMyRemoteControl; bKeenAutopilotActive = remoteControl.IsAutoPilotEnabled; // ModLog.Info("Keen Autopilot:" + bKeenAutopilotActive.ToString()); break; } slimBlocks.Clear(); leader.GetBlocks(slimBlocks, b => b.FatBlock is IMyProgrammableBlock); foreach (var slim in slimBlocks) { var block = slim.FatBlock as IMyProgrammableBlock; if (block == null) { continue; } if (block.CustomName.Contains("NAV")) { if (!bKeenAutopilotActive && GroupSpawnTime + convoyInitiateTime < currentTime // delay check for mode change. ) { if (//!bKeenAutopilotActive && block.DetailedInfo.Contains("mode=0") || block.DetailedInfo.Contains("mode=-1")) { if (remoteControl == null) { // nothing left to do. Remove it (and try again) GroupState = NpcGroupState.Inactive; // this will cause NpcGroupManager to spawn a new convoy to replace this one. return; } // force it to use Keen Autopilot remoteControl.ClearWaypoints(); remoteControl.AddWaypoint(Destination, "Target"); remoteControl.SpeedLimit = 10; remoteControl.SetAutoPilotEnabled(true); /* * // debug output * var slimBlocks2 = new List<IMySlimBlock>(); * leader.GetBlocks(slimBlocks2, b => b.FatBlock is IMyBeacon); * string sBeacons = ""; * foreach(var slim2 in slimBlocks2) * { * var beacon = slim2.FatBlock as IMyBeacon; * sBeacons += beacon.CustomName; * } * * // it didn't get the command! * // GroupState = NpcGroupState.Inactive; // this will cause NpcGroupManager to spawn a new convoy to replace this one. * ModLog.Info("Autopilot recovery because leader NAV not in correct mode: "+ sBeacons); */ } break; } // ModLog.Info("PB:"+block.CustomName+"\n"+"DetailedInfo=:\n" + block.DetailedInfo); } } // Following is just debug info /* * leader.GetBlocks(slimBlocks, b => b.FatBlock is IMyGyro); * foreach (var slim in slimBlocks) * { * var block = slim.FatBlock as IMyGyro; * if (block!=null && block.CustomName.Contains("NAV")) * { * ModLog.Info("G:"+block.CustomName + "\n"); * } * } */ } if (GroupState == NpcGroupState.Disbanding) { AttemptDespawning(); return; } if (DuckUtils.IsAnyPlayerNearPosition(leader.GetPosition(), 1000) && GroupState == NpcGroupState.Travelling) { GroupState = NpcGroupState.InCombat; InitiateAttackProtocols(); } if (GroupState == NpcGroupState.InCombat) { var player = DuckUtils.GetNearestPlayerToPosition(leader.GetPosition(), 4000); if (player == null) { GroupState = NpcGroupState.Travelling; // Return to normal, cowardly players have run off or died ResetBeaconNames(); if (escortDic.Count > 0) //todo maybe check if the escorts are actually alive? Dunno if doing this already { audioSystem.PlayAudio(AudioClip.DisengagingFromHostile, AudioClip.TargetLost); } else { audioSystem.PlayAudio(AudioClip.PursuitEvaded, AudioClip.SensorsLostTrack); } } else { SendArmedEscortsNearPosition(player.GetPosition()); // Use same position as when escorting, to avoid collisions } } if (GroupState == NpcGroupState.Travelling) { foreach (var entry in escortDic) { SendEscortToGrid(entry.Key, entry.Value, leader); } } }