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aeonweapons.lua
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aeonweapons.lua
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----------------------------------------------------------------
-- File : /lua/aeonweapons.lua
-- Author(s): John Comes, David Tomandl, Gordon Duclos, Greg Kohne
-- Summary : Default definitions of Aeon weapons
-- Copyright © 2007 Gas Powered Games, Inc. All rights reserved.
-------------------------------------------------------------------
local WeaponFile = import('/lua/sim/DefaultWeapons.lua')
local CollisionBeamFile = import('defaultcollisionbeams.lua')
local DisruptorBeamCollisionBeam = CollisionBeamFile.DisruptorBeamCollisionBeam
local QuantumBeamGeneratorCollisionBeam = CollisionBeamFile.QuantumBeamGeneratorCollisionBeam
local PhasonLaserCollisionBeam = CollisionBeamFile.PhasonLaserCollisionBeam
local TractorClawCollisionBeam = CollisionBeamFile.TractorClawCollisionBeam
local Explosion = import('defaultexplosions.lua')
local KamikazeWeapon = WeaponFile.KamikazeWeapon
local BareBonesWeapon = WeaponFile.BareBonesWeapon
local DefaultProjectileWeapon = WeaponFile.DefaultProjectileWeapon
local DefaultBeamWeapon = WeaponFile.DefaultBeamWeapon
local EffectTemplate = import('/lua/EffectTemplates.lua')
local EffectUtil = import('EffectUtilities.lua')
AIFBallisticMortarWeapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = EffectTemplate.AIFBallisticMortarFlash02,
}
ADFReactonCannon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = {'/effects/emitters/reacton_cannon_muzzle_charge_01_emit.bp',
'/effects/emitters/reacton_cannon_muzzle_charge_02_emit.bp',
'/effects/emitters/reacton_cannon_muzzle_charge_03_emit.bp',
'/effects/emitters/reacton_cannon_muzzle_flash_01_emit.bp',
'/effects/emitters/reacton_cannon_muzzle_flash_02_emit.bp',
'/effects/emitters/reacton_cannon_muzzle_flash_03_emit.bp',
},
}
ADFOverchargeWeapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = EffectTemplate.ACommanderOverchargeFlash01,
}
ADFTractorClaw = Class(DefaultBeamWeapon) {
BeamType = TractorClawCollisionBeam,
FxMuzzleFlash = {},
PlayFxBeamStart = function(self, muzzle)
local target = self:GetCurrentTarget()
if not target or
EntityCategoryContains(categories.STRUCTURE, target) or
EntityCategoryContains(categories.COMMAND, target) or
EntityCategoryContains(categories.EXPERIMENTAL, target) or
EntityCategoryContains(categories.NAVAL, target) or
EntityCategoryContains(categories.SUBCOMMANDER, target) or
not EntityCategoryContains(categories.ALLUNITS, target) then
return
end
-- Can't pass recon blips down
target = self:GetRealTarget(target)
if self:IsTargetAlreadyUsed(target) then
return
end
-- Create vacuum suck up from ground effects on the unit targetted.
for _, v in EffectTemplate.ACollossusTractorBeamVacuum01 do
CreateEmitterAtEntity(target, target:GetArmy(), v):ScaleEmitter(0.25 * target:GetFootPrintSize()/0.5)
end
DefaultBeamWeapon.PlayFxBeamStart(self, muzzle)
self.TT1 = self:ForkThread(self.TractorThread, target)
self:ForkThread(self.TractorWatchThread, target)
end,
-- Override this function in the unit to check if another weapon already has this
-- unit as a target. Target argument should not be a recon blip
IsTargetAlreadyUsed = function(self, target)
local weap
for i = 1, self.unit:GetWeaponCount() do
weap = self.unit:GetWeapon(i)
if (weap ~= self) then
if self:GetRealTarget(weap:GetCurrentTarget()) == target then
return true
end
end
end
return false
end,
-- Recon blip check
GetRealTarget = function(self, target)
if target and not IsUnit(target) then
local unitTarget = target:GetSource()
local unitPos = unitTarget:GetPosition()
local reconPos = target:GetPosition()
local dist = VDist2(unitPos[1], unitPos[3], reconPos[1], reconPos[3])
if dist < 10 then
return unitTarget
end
end
return target
end,
OnLostTarget = function(self)
self:AimManipulatorSetEnabled(true)
DefaultBeamWeapon.OnLostTarget(self)
DefaultBeamWeapon.PlayFxBeamEnd(self, self.Beams[1].Beam)
end,
TractorThread = function(self, target)
self.unit.Trash:Add(target)
local beam = self.Beams[1].Beam
if not beam then return end
local muzzle = self:GetBlueprint().MuzzleSpecial
if not muzzle then return end
target:SetDoNotTarget(true)
local pos0 = beam:GetPosition(0)
local pos1 = beam:GetPosition(1)
local dist = VDist3(pos0, pos1)
self.Slider = CreateSlider(self.unit, muzzle, 0, 0, dist, -1, true)
WaitTicks(1)
WaitFor(self.Slider)
-- Just in case attach fails...
target:SetDoNotTarget(false)
target:AttachBoneTo(-1, self.unit, muzzle)
target:SetDoNotTarget(true)
self.AimControl:SetResetPoseTime(10)
self.Slider:SetSpeed(15)
self.Slider:SetGoal(0, 0, 0)
WaitTicks(1)
WaitFor(self.Slider)
if not target:IsDead() then
target.DestructionExplosionWaitDelayMin = 0
target.DestructionExplosionWaitDelayMax = 0
for kEffect, vEffect in EffectTemplate.ACollossusTractorBeamCrush01 do
CreateEmitterAtBone(self.unit, muzzle, self.unit:GetArmy(), vEffect)
end
target:Kill(self.unit, 'Damage', 100)
end
self.AimControl:SetResetPoseTime(2)
end,
TractorWatchThread = function(self, target)
while not target:IsDead() do
WaitTicks(1)
end
KillThread(self.TT1)
self.TT1 = nil
if self.Slider then
self.Slider:Destroy()
self.Slider = nil
end
self.unit:DetachAll(self:GetBlueprint().MuzzleSpecial or 0)
self:ResetTarget()
self.AimControl:SetResetPoseTime(2)
end,
}
ADFTractorClawStructure = Class(DefaultBeamWeapon) {
BeamType = TractorClawCollisionBeam,
FxMuzzleFlash = {},
}
ADFChronoDampener = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = EffectTemplate.AChronoDampener,
FxMuzzleFlashScale = 0.5,
RackSalvoFiringState = State(DefaultProjectileWeapon.RackSalvoFiringState) {
Main = function(self)
local bp = self:GetBlueprint()
-- Align to a tick which is a multiple of 50
WaitTicks(51 - math.mod(GetGameTick(), 50))
while true do
if bp.Audio.Fire then
self:PlaySound(bp.Audio.Fire)
end
self:DoOnFireBuffs()
self:PlayFxMuzzleSequence(1)
self:StartEconomyDrain()
self:OnWeaponFired()
WaitTicks(51)
end
end,
OnFire = function(self)
end,
OnLostTarget = function(self)
ChangeState(self, self.IdleState)
DefaultProjectileWeapon.OnLostTarget(self)
end,
},
CreateProjectileAtMuzzle = function(self, muzzle)
end,
}
ADFQuadLaserLightWeapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = {'/effects/emitters/flash_04_emit.bp'},
}
ADFLaserLightWeapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = {'/effects/emitters/flash_04_emit.bp'},
}
ADFSonicPulsarWeapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = {'/effects/emitters/flash_02_emit.bp'},
FxMuzzleFlashScale = 0.5,
}
ADFLaserHeavyWeapon = Class(DefaultProjectileWeapon) {
FxChargeMuzzleFlash = {},
}
ADFGravitonProjectorWeapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = EffectTemplate.AGravitonBolterMuzzleFlash01,
}
ADFDisruptorCannonWeapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = EffectTemplate.ADisruptorCannonMuzzle01,
}
ADFDisruptorWeapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = EffectTemplate.ASDisruptorCannonMuzzle01,
FxChargeMuzzleFlash = EffectTemplate.ASDisruptorCannonChargeMuzzle01,
}
ADFCannonQuantumWeapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = EffectTemplate.AQuantumCannonMuzzle01,
}
ADFCannonOblivionWeapon = Class(DefaultProjectileWeapon) {
FxChargeMuzzleFlash = {
'/effects/emitters/oblivion_cannon_flash_01_emit.bp',
'/effects/emitters/oblivion_cannon_flash_02_emit.bp',
'/effects/emitters/oblivion_cannon_flash_03_emit.bp',
},
}
ADFCannonOblivionWeapon02 = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = EffectTemplate.AOblivionCannonMuzzleFlash02,
FxChargeMuzzleFlash = EffectTemplate.AOblivionCannonChargeMuzzleFlash02,
}
AIFMortarWeapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = {},
}
AIFBombGravitonWeapon = Class(DefaultProjectileWeapon) {}
AIFArtilleryMiasmaShellWeapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = {},
CreateProjectileForWeapon = function(self, bone)
local proj = self:CreateProjectile(bone)
local damageTable = self:GetDamageTable()
local blueprint = self:GetBlueprint()
local data = {
Instigator = self.unit,
Damage = blueprint.DoTDamage,
Duration = blueprint.DoTDuration,
Frequency = blueprint.DoTFrequency,
Radius = blueprint.DamageRadius,
Type = 'Normal',
DamageFriendly = blueprint.DamageFriendly,
}
if proj and not proj:BeenDestroyed() then
proj:PassDamageData(damageTable)
proj:PassData(data)
end
return proj
end,
}
AIFArtillerySonanceShellWeapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = {
'/effects/emitters/aeon_sonance_muzzle_01_emit.bp',
'/effects/emitters/aeon_sonance_muzzle_02_emit.bp',
'/effects/emitters/aeon_sonance_muzzle_03_emit.bp',
},
}
AIFBombQuarkWeapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = {'/effects/emitters/antiair_muzzle_fire_02_emit.bp', },
}
AANDepthChargeBombWeapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = {'/effects/emitters/antiair_muzzle_fire_02_emit.bp', },
CreateProjectileForWeapon = function(self, bone)
local proj = self:CreateProjectile(bone)
local damageTable = self:GetDamageTable()
local blueprint = self:GetBlueprint()
local data = {
Army = self.unit:GetArmy(),
Instigator = self.unit,
StartRadius = blueprint.DOTStartRadius,
EndRadius = blueprint.DOTEndRadius,
DOTtype = blueprint.DOTtype,
Damage = blueprint.DoTDamage,
Duration = blueprint.DoTDuration,
Frequency = blueprint.DoTFrequency,
Type = 'Normal',
}
if proj and not proj:BeenDestroyed() then
proj:PassDamageData(damageTable)
proj:PassData(data)
end
return proj
end,
}
AANTorpedoCluster = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = {'/effects/emitters/aeon_torpedocluster_flash_01_emit.bp', },
CreateProjectileForWeapon = function(self, bone)
local proj = self:CreateProjectile(bone)
local damageTable = self:GetDamageTable()
local blueprint = self:GetBlueprint()
local data = {
Army = self.unit:GetArmy(),
Instigator = self.unit,
StartRadius = blueprint.DOTStartRadius,
EndRadius = blueprint.DOTEndRadius,
DOTtype = blueprint.DOTtype,
Damage = blueprint.DoTDamage,
Duration = blueprint.DoTDuration,
Frequency = blueprint.DoTFrequency,
Type = 'Normal',
}
if proj and not proj:BeenDestroyed() then
proj:PassDamageData(damageTable)
proj:PassData(data)
end
return proj
end,
}
AIFSmartCharge = Class(DefaultProjectileWeapon) {
CreateProjectileAtMuzzle = function(self, muzzle)
local proj = DefaultProjectileWeapon.CreateProjectileAtMuzzle(self, muzzle)
local tbl = self:GetBlueprint().DepthCharge
proj:AddDepthCharge(tbl)
end,
}
AANChronoTorpedoWeapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = {
'/effects/emitters/default_muzzle_flash_01_emit.bp',
'/effects/emitters/default_muzzle_flash_02_emit.bp',
'/effects/emitters/torpedo_underwater_launch_01_emit.bp',
},
}
AIFQuasarAntiTorpedoWeapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = EffectTemplate.AQuasarAntiTorpedoFlash,
}
AKamikazeWeapon = Class(KamikazeWeapon) {
FxMuzzleFlash = {},
}
AIFQuantumWarhead = Class(DefaultProjectileWeapon) {
}
ACruiseMissileWeapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = {'/effects/emitters/aeon_missile_launch_01_emit.bp', },
}
ADFLaserHighIntensityWeapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = EffectTemplate.AHighIntensityLaserFlash01,
}
AAATemporalFizzWeapon = Class(DefaultProjectileWeapon) {
FxChargeEffects = {'/effects/emitters/temporal_fizz_muzzle_charge_01_emit.bp', },
FxMuzzleFlash = {'/effects/emitters/temporal_fizz_muzzle_flash_01_emit.bp', },
ChargeEffectMuzzles = {},
PlayFxRackSalvoChargeSequence = function(self)
DefaultProjectileWeapon.PlayFxRackSalvoChargeSequence(self)
local army = self.unit:GetArmy()
for _, v in self.ChargeEffectMuzzles do
for i, j in self.FxChargeEffects do
CreateAttachedEmitter(self.unit, v, army, j)
end
end
end,
}
AAASonicPulseBatteryWeapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = {'/effects/emitters/sonic_pulse_muzzle_flash_01_emit.bp', },
}
AAAZealotMissileWeapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = EffectTemplate.CZealotLaunch01,
}
AAAZealot02MissileWeapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = {'/effects/emitters/flash_04_emit.bp'},
}
AAALightDisplacementAutocannonMissileWeapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = EffectTemplate.ALightDisplacementAutocannonMissileMuzzleFlash,
}
AAAAutocannonQuantumWeapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = {'/effects/emitters/quantum_displacement_cannon_flash_01_emit.bp', },
}
AIFMissileTacticalSerpentineWeapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = {'/effects/emitters/aeon_missile_launch_02_emit.bp', },
}
AIFMissileTacticalSerpentine02Weapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = EffectTemplate.ASerpFlash01,
}
AQuantumBeamGenerator = Class(DefaultBeamWeapon) {
BeamType = QuantumBeamGeneratorCollisionBeam,
FxUpackingChargeEffects = {},
FxUpackingChargeEffectScale = 1,
PlayFxWeaponUnpackSequence = function(self)
local army = self.unit:GetArmy()
local bp = self:GetBlueprint()
for _, v in self.FxUpackingChargeEffects do
for i, j in bp.RackBones[self.CurrentRackSalvoNumber].MuzzleBones do
CreateAttachedEmitter(self.unit, j, army, v):ScaleEmitter(self.FxUpackingChargeEffectScale)
end
end
DefaultBeamWeapon.PlayFxWeaponUnpackSequence(self)
end,
}
AAMSaintWeapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = EffectTemplate.ASaintLaunch01,
}
AAMWillOWisp = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = EffectTemplate.AAntiMissileFlareFlash,
}
ADFPhasonLaser = Class(DefaultBeamWeapon) {
BeamType = CollisionBeamFile.PhasonLaserCollisionBeam,
FxMuzzleFlash = {},
FxChargeMuzzleFlash = {},
FxUpackingChargeEffects = EffectTemplate.CMicrowaveLaserCharge01,
FxUpackingChargeEffectScale = 1,
PlayFxWeaponUnpackSequence = function(self)
if not self.ContBeamOn then
local army = self.unit:GetArmy()
local bp = self:GetBlueprint()
for _, v in self.FxUpackingChargeEffects do
for i, j in bp.RackBones[self.CurrentRackSalvoNumber].MuzzleBones do
CreateAttachedEmitter(self.unit, j, army, v):ScaleEmitter(self.FxUpackingChargeEffectScale)
end
end
DefaultBeamWeapon.PlayFxWeaponUnpackSequence(self)
end
end,
}
ADFQuantumAutogunWeapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = EffectTemplate.Aeon_DualQuantumAutoGunMuzzleFlash,
}
ADFHeavyDisruptorCannonWeapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = EffectTemplate.Aeon_HeavyDisruptorCannonMuzzleFlash,
FxChargeMuzzleFlash = EffectTemplate.Aeon_HeavyDisruptorCannonMuzzleCharge,
}
AIFQuanticArtillery = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = EffectTemplate.Aeon_QuanticClusterMuzzleFlash,
FxChargeMuzzleFlash = EffectTemplate.Aeon_QuanticClusterChargeMuzzleFlash,
}