1542 lines
44 KiB
Plaintext
1542 lines
44 KiB
Plaintext
-- Imports
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local abs = math.abs
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local acos = math.acos
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local asin = math.asin
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local cos = math.cos
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local deg = math.deg
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local max = math.max
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local min = math.min
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local sin = math.sin
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local sqrt = math.sqrt
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local floor = math.floor
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local huge = math.huge
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local random = math.random
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local tsort = table.sort
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local tinsert = table.insert
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local time_global = time_global
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local normalize = normalize
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local clamp = clamp
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local id = 69000
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local idOffset = 0
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local gizmos = {
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sphereStart = nil,
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sphereEnd = nil,
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rayLines = {},
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pathLines = {},
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climbNormal = nil,
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sphereInter = nil,
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sphereActor = nil,
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collisionLine = nil
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}
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local savedClimbPos
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local savedClimbNormal
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local savedInterPos
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local savedCollisionPos
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local savedActorPos
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local savedActorDir
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local savedJumpPressedTime = huge
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local savedCamY
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local savedSpeed = vector():set(0,0,0)
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local savedSpeedPos = vector():set(0,0,0)
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local climbActive = false
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hardcoreModeProperties = {
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maxClimbWeight = 90,
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maxClimbHealth = 0.6,
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}
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helmets = {}
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-- Settings
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local debugMode = false
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local drf = demonized_randomizing_functions
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local dgr = demonized_geometry_ray
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-- Postpone on next n tick
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local nextTick = _G.nextTick or function(f, n)
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n = floor(max(n or 1, 1))
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AddUniqueCall(function()
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if n == 1 then
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return f()
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else
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n = n - 1
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return false
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end
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end)
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end
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-- Linear inter/extrapolation
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local function lerp(a, b, f)
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return a + f * (b - a)
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end
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local function vecLerp(v1, v2, f)
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return vector():set(
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lerp(v1.x, v2.x, f),
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lerp(v1.y, v2.y, f),
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lerp(v1.z, v2.z, f)
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)
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end
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local function similar(a, b, eps)
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eps = eps or 0.00001
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return abs(a - b) < eps
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end
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local function vecSimilar(v1, v2, eps)
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return similar(v1.x, v2.x, eps) and similar(v1.y, v2.y, eps) and similar(v1.z, v2.z, eps)
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end
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local function cubicBezier(v1, v2, v3, v4, t)
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return vector():set(
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(1-t)^3*v1.x + 3*(1-t)^2*t*v2.x + 3*(1-t)*t^2*v3.x + t^3*v4.x,
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(1-t)^3*v1.y + 3*(1-t)^2*t*v2.y + 3*(1-t)*t^2*v3.y + t^3*v4.y,
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(1-t)^3*v1.z + 3*(1-t)^2*t*v2.z + 3*(1-t)*t^2*v3.z + t^3*v4.z
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)
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end
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local function cubicBezier2D(v1, v2, v3, v4, t)
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return vector():set(
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(1-t)^3*v1.x + 3*(1-t)^2*t*v2.x + 3*(1-t)*t^2*v3.x + t^3*v4.x,
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(1-t)^3*v1.y + 3*(1-t)^2*t*v2.y + 3*(1-t)*t^2*v3.y + t^3*v4.y,
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0
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)
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end
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local function mapRangeClamped(inVal, inMin, inMax, outMin, outMax)
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local k = min(1, normalize(inVal, inMin, inMax))
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return lerp(outMin, outMax, k)
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end
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local function array_keys(t, sorted, sort_func)
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local res = {}
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local res_count = 1
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for k, v in pairs(t) do
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res[res_count] = k
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res_count = res_count + 1
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end
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if sorted then
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if sort_func then
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tsort(res, sort_func)
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else
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tsort(res)
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end
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end
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return res
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end
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local function bisect_left(a, x, lo, hi)
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local lo = lo or 1
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local hi = hi or #a
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if lo < 0 then
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printf('bisect, lo must be non-negative')
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return
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end
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while lo < hi do
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local mid = floor((lo + hi) * 0.5)
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if a[mid] < x then
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lo = mid+1
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else
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hi = mid
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end
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end
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return lo
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end
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local function lookup(t, key, tkeys)
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if is_empty(t) then return 0 end
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tkeys = tkeys or array_keys(t, true)
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local tkeys_len = #tkeys
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if #tkeys == 1 then return tkeys[1], tkeys[1], tkeys[1] end
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if key <= tkeys[1] then return tkeys[1], tkeys[1], tkeys[2] end
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if key >= tkeys[tkeys_len] then return tkeys[tkeys_len], tkeys[tkeys_len - 1], tkeys[tkeys_len] end
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local where = bisect_left(tkeys, key)
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local lo = tkeys[where-1] or tkeys[where]
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local hi = tkeys[where]
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if lo == hi then return lo, lo, lo end
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local delta = (key - lo) / (hi - lo)
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return delta, lo, hi
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end
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local function randomFromArray(arr)
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return arr[random(#arr)]
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end
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local function randomPlusMinus(v)
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return random_float(-v, v)
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end
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-- MCM
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function load_defaults()
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local t = {}
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local op = demonized_ledge_grabbing_mcm.op
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for i, v in ipairs(op.gr) do
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if v.def ~= nil then
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t[v.id] = v.def
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end
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end
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return t
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end
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settings = load_defaults()
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function load_settings()
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settings = load_defaults()
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if ui_mcm then
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for k, v in pairs(settings) do
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settings[k] = ui_mcm.get("demonized_ledge_grabbing/" .. k)
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end
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end
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return settings
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end
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function speedSaver()
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local pos = db.actor:position()
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local speed = vector():set(pos):sub(savedSpeedPos):mul(1 / device().time_delta)
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savedSpeedPos = pos
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savedSpeed = speed
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end
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local gizmosInitialized = false
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function initializeGizmos()
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if gizmosInitialized then return end
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gizmosInitialized = true
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gizmos.sphereStart = debug_render.add_object(id + idOffset, DBG_ScriptObject.sphere):cast_dbg_sphere()
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idOffset = idOffset + 1
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gizmos.sphereEnd = debug_render.add_object(id + idOffset, DBG_ScriptObject.sphere):cast_dbg_sphere()
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idOffset = idOffset + 1
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gizmos.climbNormal = debug_render.add_object(id + idOffset, DBG_ScriptObject.line):cast_dbg_line()
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idOffset = idOffset + 1
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gizmos.collisionLine = debug_render.add_object(id + idOffset, DBG_ScriptObject.line):cast_dbg_line()
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idOffset = idOffset + 1
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gizmos.sphereInter = debug_render.add_object(id + idOffset, DBG_ScriptObject.sphere):cast_dbg_sphere()
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idOffset = idOffset + 1
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gizmos.sphereActor = debug_render.add_object(id + idOffset, DBG_ScriptObject.sphere):cast_dbg_sphere()
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idOffset = idOffset + 1
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for i = 1, 20 do
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gizmos.pathLines[i] = debug_render.add_object(id + idOffset, DBG_ScriptObject.line):cast_dbg_line()
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idOffset = idOffset + 1
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end
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end
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function actor_on_first_update()
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savedActorPos = db.actor:position()
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savedActorDir = db.actor:direction()
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savedSpeedPos = db.actor:position()
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savedCamY = device().cam_pos.y - savedActorPos.y
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-- Debug gizmos
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if debugMode then
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initializeGizmos()
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end
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-- Get helmet list
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empty_table(helmets)
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local ini_eff = ini_file("plugins\\actor_effects.ltx")
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local n = ini_eff:line_count("settings_helm")
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for i = 0, n - 1 do
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local result, id, value = ini_eff:r_line_ex("settings_helm",i,"","")
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if id and value then
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helmets[id] = true
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end
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end
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reset(nil, true)
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RegisterScriptCallback("actor_on_update", checkLedgeGrabbing)
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RegisterScriptCallback("actor_on_update", speedSaver)
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end
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function reset(gizmosArr, force)
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if debugMode or force then
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if gizmosArr then
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for i = 1, #gizmosArr do
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local gizmo = gizmosArr[i]
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if gizmos[gizmo] then
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local v = gizmos[gizmo]
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if type(v) == "table" then
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for i = 1, #v do
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local p = v[i]
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p.visible = false
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end
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else
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v.visible = false
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end
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end
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end
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else
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for k, v in pairs(gizmos) do
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if type(v) == "table" then
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for i = 1, #v do
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local p = v[i]
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p.visible = false
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end
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else
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v.visible = false
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end
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end
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end
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end
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savedClimbPos = nil
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end
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function getMaxClimbHeight()
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return 2.53
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end
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-- I suggest not monkey patch min climb or you'll make climbing small obstacles harder
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function getMinClimbHeight()
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return 1.4
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end
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function isWall(position, direction, targetAngle, initialRay)
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targetAngle = targetAngle or 10
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local normal = dgr.get_surface_normal(
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position,
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direction,
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{
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flags = 2,
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},
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nil,
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initialRay
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)
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if not normal then return end
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local angle = abs(deg(asin(normal.y)))
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return angle < targetAngle, normal
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end
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function isFlat(position, direction, targetAngle, initialRay)
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targetAngle = targetAngle or 30
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local normal = dgr.get_surface_normal(
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position,
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direction,
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{
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flags = 2,
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},
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nil,
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initialRay
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)
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if not normal then return end
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local angle = abs(deg(acos(normal.y)))
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return angle < targetAngle, normal
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end
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-- Get bezier curve points for procedural camera movement
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function getClimbPathEndPoints(actorPos, collisionPos, interPos, climbPos)
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local p1 = vector():set(actorPos)
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local p2 = vector():set(interPos.x, actorPos.y, interPos.z)
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local p3 = vector():set(
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lerp(actorPos.x, climbPos.x, 0.25),
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interPos.y,
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lerp(actorPos.z, climbPos.z, 0.25)
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)
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local p4 = vector():set(climbPos)
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return p1, p2, p3, p4
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end
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-- TODO: Fix to make it work with exactly (0, -1, 0)
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function getDownVector()
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local d = device().cam_dir
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d.y = 0
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d:normalize()
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d.y = -100
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d:normalize()
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return d
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end
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-- Patches
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-- FDDA
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local FDDAAnimPlaying = false
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if enhanced_animations then
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if enhanced_animations.anim_prepare then
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local eap = enhanced_animations.anim_prepare
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enhanced_animations.anim_prepare = function(...)
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FDDAAnimPlaying = true
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return eap(...)
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end
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end
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if enhanced_animations.stop_my_item_anim then
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local eap = enhanced_animations.stop_my_item_anim
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enhanced_animations.stop_my_item_anim = function(...)
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FDDAAnimPlaying = false
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return eap(...)
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end
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end
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if enhanced_animations.stop_my_monster_anim then
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local eap = enhanced_animations.stop_my_monster_anim
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enhanced_animations.stop_my_monster_anim = function(...)
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FDDAAnimPlaying = false
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return eap(...)
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end
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end
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if ea_callbacks and ea_callbacks.EA_SendScriptCallback and ea_callbacks.EA_RegisterScriptCallback then
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ea_callbacks.EA_RegisterScriptCallback("ea_on_item_use", function()
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FDDAAnimPlaying = true
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end)
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ea_callbacks.EA_RegisterScriptCallback("ea_on_item_anim_stop", function()
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FDDAAnimPlaying = false
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end)
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end
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end
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if zzz_skin and zzz_skin.stop_my_monster_anim then
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local eap = zzz_skin.stop_my_monster_anim
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zzz_skin.stop_my_monster_anim = function(...)
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FDDAAnimPlaying = false
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return eap(...)
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end
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end
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function checkClimbPrecondition()
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-- Disable when on ladder
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if IsMoveState("mcClimb") then return false end
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-- Disable if FDDA animation plays
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if FDDAAnimPlaying then return false end
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-- Disable if BHS is on and one of arms are broken
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if settings.BHSMode and zzz_player_injuries and zzz_player_injuries.health then
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local health = zzz_player_injuries.health
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if (health.leftarm and health.leftarm <= 0) or (health.rightarm and health.rightarm <= 0) then
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return false
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end
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end
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-- Hardcore mode
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if settings.hardcoreMode then
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local weight, minWeight, maxWeight = getActorWeights()
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if weight >= maxWeight then
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return false
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end
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local health = db.actor.health
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if health < hardcoreModeProperties.maxClimbHealth then
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return false
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end
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end
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return true
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end
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local tg = 0
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function checkLedgeGrabbing()
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if climbActive then return end
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if not settings.enable then return reset() end
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if not checkClimbPrecondition() then return reset() end
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local actorPos = vector():set(
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device().cam_pos.x,
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db.actor:position().y,
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device().cam_pos.z
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)
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local actorDir = device().cam_dir
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local realActorPos = db.actor:position()
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local realActorDir = db.actor:direction()
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if vecSimilar(realActorPos, savedActorPos, 0.02)
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and vecSimilar(realActorDir, savedActorDir, 0.02)
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and not settings.alternativeClimbDetection
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then
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return
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end
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savedActorPos = realActorPos
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savedActorDir = realActorDir
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-- Throttle
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local t = time_global()
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if t - tg < settings.throttleCheck then
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return
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end
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tg = max(t, tg + settings.throttleCheck)
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-- Check if player has possibility to initiate climb
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local collisionPos
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local collisionNormal
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local validCollisionPos = false
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local climbPos
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local climbNormal
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local pos = actorPos
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local maxY = actorPos.y + getMaxClimbHeight()
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local minY = actorPos.y + getMinClimbHeight()
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if settings.alternativeClimbDetection then
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local savedMaxY = maxY
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local devicePos = device().cam_pos
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local deviceDir = device().cam_dir
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local p = deviceDir:getP()
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if p < 0 then
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maxY = actorPos.y + savedCamY
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else
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local a = settings.climbTriggerDistance
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local c = a / cos(p)
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local v = vector():mad(devicePos, deviceDir, c)
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maxY = v.y
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end
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maxY = clamp(maxY, minY, savedMaxY)
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end
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local rayRange = maxY - minY
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-- print_tip(" minY %s \\n, maxY \\ %s, rayRange %s \\n", minY, maxY, rayRange)
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local dir = getDownVector()
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local results = {
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[0] = {vector():set(actorPos.x, maxY, actorPos.z):mad(dir, rayRange), vector():set(dir):invert()}
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}
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-- Shoot rays in array from max climb height to min climb height
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-- Then check if found surface is flat
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-- If all succeeds - found a point to climb to
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-- Collision point will be the previous ray result from climb point, it will determine a wall
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local rayStepDistance = settings.climbTriggerDistance / settings.raySteps
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local geometry_ray = dgr.geometry_ray
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for j = 1, settings.raySteps do
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local i = rayStepDistance * j
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local ray = geometry_ray({
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ray_range = rayRange,
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flags = 2,
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ignore_object = db.actor
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})
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local pos = vector():mad(actorPos, actorDir, i)
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pos.y = maxY
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local res = ray:get(pos, dir)
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if res.success then
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local flat, normal = isFlat(pos, dir, nil, res)
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if normal then
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if not collisionPos then
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collisionPos = results[j - 1][1]
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collisionNormal = results[j - 1][2]
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end
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if debugMode then
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if not gizmos.rayLines[j] then
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gizmos.rayLines[j] = debug_render.add_object(id + idOffset, DBG_ScriptObject.line):cast_dbg_line()
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idOffset = idOffset + 1
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end
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local p = gizmos.rayLines[j]
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p.visible = true
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p.color = fcolor():set(1,1,0,1)
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p.point_a = pos
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p.point_b = res.position
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end
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if flat then
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-- Player width check
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local playerWidthCheck = true
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if settings.playerWidthCheck then
|
|
local pos = vector():mad(res.position, actorDir, 0.08)
|
|
pos.y = maxY
|
|
|
|
local ray = geometry_ray({
|
|
ray_range = rayRange,
|
|
flags = 2,
|
|
ignore_object = db.actor
|
|
})
|
|
local r = ray:get(pos, dir)
|
|
if not r.success then
|
|
playerWidthCheck = true
|
|
else
|
|
playerWidthCheck = similar(res.position.y, r.position.y, 0.1)
|
|
end
|
|
end
|
|
if playerWidthCheck then
|
|
|
|
-- Player height check on climbPos
|
|
-- If height is not enough - stop checking next position, assume that you cant move further
|
|
local function posCheck(res)
|
|
local ray = geometry_ray({
|
|
ray_range = savedCamY,
|
|
flags = 2,
|
|
ignore_object = db.actor
|
|
})
|
|
local heightRes = ray:get(res.position, vector():set(0,1,0))
|
|
return not heightRes.success
|
|
end
|
|
|
|
local valid = posCheck(res)
|
|
|
|
-- Material check
|
|
local result = res.result
|
|
if result
|
|
and result.material_name
|
|
and result.material_shoot_factor
|
|
then
|
|
local name = result.material_name
|
|
local shoot_factor = result.material_shoot_factor
|
|
|
|
if false
|
|
or string.find(name, "bush")
|
|
or string.find(name, "water")
|
|
-- or self.ray:isMaterialFlag("flShootable") and shoot_factor <= 0.01
|
|
-- or (self.ray:isMaterialFlag("flBounceable") and not self.ray:isMaterialFlag("flPassable"))
|
|
then
|
|
valid = false
|
|
end
|
|
end
|
|
|
|
if debugMode then
|
|
local p = gizmos.rayLines[j]
|
|
p.color = valid and fcolor():set(0,1,0,1) or fcolor():set(1,0,0,1)
|
|
for k = j + 1, #gizmos.rayLines do
|
|
local x = gizmos.rayLines[k]
|
|
x.visible = false
|
|
end
|
|
end
|
|
|
|
validCollisionPos = valid
|
|
climbPos = res.position
|
|
climbNormal = normal
|
|
|
|
if not validCollisionPos then break end
|
|
|
|
-- Advance position a bit further and check it as well for better result
|
|
-- If successfull - use that, otherwise use result
|
|
for _, v in ipairs({0.05, 0.025}) do
|
|
local pos = vector():mad(actorPos, actorDir, i + v)
|
|
pos.y = maxY
|
|
|
|
local ray = geometry_ray({
|
|
ray_range = rayRange,
|
|
flags = 2,
|
|
ignore_object = db.actor
|
|
})
|
|
|
|
local res = ray:get(pos, dir)
|
|
if res.success then
|
|
local flat, normal = isFlat(pos, dir, nil, res)
|
|
if normal and flat then
|
|
local valid = posCheck(res)
|
|
if valid then
|
|
climbPos = res.position
|
|
climbNormal = normal
|
|
break
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
break
|
|
end
|
|
end
|
|
else
|
|
if debugMode then
|
|
if not gizmos.rayLines[j] then
|
|
gizmos.rayLines[j] = debug_render.add_object(id + idOffset, DBG_ScriptObject.line):cast_dbg_line()
|
|
idOffset = idOffset + 1
|
|
end
|
|
local p = gizmos.rayLines[j]
|
|
p.visible = true
|
|
p.color = fcolor():set(1,0,0,1)
|
|
p.point_a = pos
|
|
p.point_b = res.position
|
|
end
|
|
results[j] = {res.position, vector():set(dir):invert()}
|
|
end
|
|
else
|
|
if debugMode then
|
|
if not gizmos.rayLines[j] then
|
|
gizmos.rayLines[j] = debug_render.add_object(id + idOffset, DBG_ScriptObject.line):cast_dbg_line()
|
|
idOffset = idOffset + 1
|
|
end
|
|
local p = gizmos.rayLines[j]
|
|
p.visible = true
|
|
p.color = fcolor():set(1,0,0,1)
|
|
p.point_a = pos
|
|
p.point_b = vector():mad(pos, dir, rayRange)
|
|
end
|
|
collisionPos = nil
|
|
collisionNormal = nil
|
|
validCollisionPos = false
|
|
results[j] = {vector():mad(pos, dir, rayRange), vector():set(dir):invert()}
|
|
end
|
|
end
|
|
|
|
if not collisionPos then
|
|
reset()
|
|
return
|
|
end
|
|
|
|
-- Draw results
|
|
if debugMode then
|
|
gizmos.sphereStart.visible = true
|
|
gizmos.sphereStart.color = fcolor():set(1,0,0,1)
|
|
local scale_mat = matrix():identity():scale(0.1,0.1,0.1)
|
|
local pos_mat = matrix():translate(collisionPos)
|
|
local mat = matrix():mul(pos_mat, scale_mat)
|
|
gizmos.sphereStart.matrix = mat
|
|
end
|
|
|
|
if not validCollisionPos then
|
|
reset({"pathLines", "sphereEnd", "climbNormal", "sphereInter", "sphereActor"})
|
|
return
|
|
end
|
|
|
|
if not climbPos then
|
|
reset({"pathLines", "sphereEnd", "climbNormal", "sphereInter", "sphereActor"})
|
|
return
|
|
end
|
|
|
|
-- Compute climb path
|
|
-- Interpos is point that will aid in climb path computing and used as a collision check in order to not climb through walls mostly
|
|
local interPos = vector():set(
|
|
collisionPos.x,
|
|
climbPos.y + 0.15,
|
|
collisionPos.z
|
|
)
|
|
|
|
-- Don't init climb if points arent on the screen
|
|
local climbPosUi = game.world2ui(climbPos)
|
|
local interPosUi = game.world2ui(interPos)
|
|
|
|
if not ((climbPosUi.x > 0 and climbPosUi.x < 1024 and climbPosUi.y > 0 and climbPosUi.y < 768) or (interPosUi.x > 0 and interPosUi.y < 1024 and interPosUi.y > 0 and interPosUi.y < 768)) then
|
|
reset({"pathLines", "sphereEnd", "climbNormal", "sphereInter", "sphereActor"})
|
|
return
|
|
end
|
|
|
|
if debugMode then
|
|
gizmos.sphereEnd.visible = true
|
|
gizmos.sphereEnd.color = fcolor():set(0,1,0,1)
|
|
local scale_mat = matrix():identity():scale(0.1,0.1,0.1)
|
|
local pos_mat = matrix():translate(climbPos)
|
|
local mat = matrix():mul(pos_mat, scale_mat)
|
|
gizmos.sphereEnd.matrix = mat
|
|
|
|
gizmos.climbNormal.visible = true
|
|
gizmos.climbNormal.color = fcolor():set(0,1,0,1)
|
|
gizmos.climbNormal.point_a = climbPos
|
|
gizmos.climbNormal.point_b = vector():mad(climbPos, climbNormal, 1)
|
|
|
|
gizmos.sphereInter.visible = true
|
|
gizmos.sphereInter.color = fcolor():set(1,1,0,1)
|
|
local scale_mat = matrix():identity():scale(0.1,0.1,0.1)
|
|
local pos_mat = matrix():translate(interPos)
|
|
local mat = matrix():mul(pos_mat, scale_mat)
|
|
gizmos.sphereInter.matrix = mat
|
|
|
|
gizmos.sphereActor.visible = true
|
|
gizmos.sphereActor.color = fcolor():set(1,0,0,1)
|
|
local scale_mat = matrix():identity():scale(0.1,0.1,0.1)
|
|
local pos_mat = matrix():translate(actorPos)
|
|
local mat = matrix():mul(pos_mat, scale_mat)
|
|
gizmos.sphereActor.matrix = mat
|
|
end
|
|
|
|
-- Collision check for climb path - ray cast to interPos
|
|
local adjActorPos = vector():set(actorPos)
|
|
adjActorPos.y = adjActorPos.y + 0.02
|
|
local posToInterVec = vector():set(interPos):sub(adjActorPos)
|
|
local collisionCheckRay = geometry_ray({
|
|
ray_range = posToInterVec:magnitude(),
|
|
flags = 2,
|
|
ignore_object = db.actor
|
|
})
|
|
local pos = adjActorPos
|
|
local dir = vector():set(posToInterVec):normalize()
|
|
local res = collisionCheckRay:get(pos, dir)
|
|
local collisionCheck = not res.success
|
|
|
|
if collisionCheck then
|
|
-- Collision check for climb path - ray cast to climbPos from interPos
|
|
local posToInterVec = vector():set(
|
|
climbPos.x,
|
|
math.max(interPos.y, climbPos.y + 0.05),
|
|
climbPos.z
|
|
):sub(interPos)
|
|
local collisionCheckRay = geometry_ray({
|
|
ray_range = posToInterVec:magnitude(),
|
|
flags = 2,
|
|
ignore_object = db.actor
|
|
})
|
|
local pos = interPos
|
|
local dir = vector():set(posToInterVec):normalize()
|
|
local res = collisionCheckRay:get(pos, dir)
|
|
collisionCheck = not res.success
|
|
end
|
|
|
|
if debugMode then
|
|
local pathLinesNum = #gizmos.pathLines
|
|
local p1, p2, p3, p4 = getClimbPathEndPoints(actorPos, collisionPos, interPos, climbPos)
|
|
for i = 1, pathLinesNum do
|
|
local k = i / pathLinesNum - 1 / pathLinesNum
|
|
local nextK = (i+1) / pathLinesNum - 1 / pathLinesNum
|
|
local p = gizmos.pathLines[i]
|
|
p.visible = true
|
|
p.color = collisionCheck and fcolor():set(0,1,0,1) or fcolor():set(1,0,0,1)
|
|
p.point_a = cubicBezier(p1, p2, p3, p4, k)
|
|
p.point_b = cubicBezier(p1, p2, p3, p4, nextK)
|
|
end
|
|
gizmos.collisionLine.visible = true
|
|
gizmos.collisionLine.color = collisionCheck and fcolor():set(0,1,0,1) or fcolor():set(1,0,0,1)
|
|
gizmos.collisionLine.point_a = adjActorPos
|
|
gizmos.collisionLine.point_b = vector():mad(actorPos, vector():set(posToInterVec):normalize(), res.distance)
|
|
end
|
|
|
|
if not collisionCheck then
|
|
savedClimbPos = nil
|
|
return
|
|
end
|
|
|
|
savedCollisionPos = collisionPos
|
|
savedClimbPos = climbPos
|
|
savedInterPos = interPos
|
|
savedClimbNormal = climbNormal
|
|
|
|
if debugMode then
|
|
if onScreenCheck() then
|
|
gizmos.sphereInter.color = fcolor():set(0,1,0,1)
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Weight factor
|
|
-- Follows vanilla CoP behaviour (no penalty with less than 50% of weight)
|
|
-- The maxWeight is minumum 60 kg in order to give more stamina with starter equipment
|
|
function getActorMaxWalkWeight()
|
|
local maxWeight = db.actor:get_actor_max_walk_weight()
|
|
local outfit = db.actor:item_in_slot(7)
|
|
local backpack = db.actor:item_in_slot(13)
|
|
maxWeight = maxWeight + (outfit and outfit:get_additional_max_weight() or 0)
|
|
maxWeight = maxWeight + (backpack and backpack:get_additional_max_weight() or 0)
|
|
db.actor:iterate_belt(function(owner, obj)
|
|
local c_arty = obj:cast_Artefact()
|
|
maxWeight = maxWeight + (c_arty and c_arty:AdditionalInventoryWeight() or 0)
|
|
end)
|
|
if settings.hardcoreMode then
|
|
maxWeight = min(maxWeight, hardcoreModeProperties.maxClimbWeight)
|
|
end
|
|
return maxWeight
|
|
end
|
|
function getActorWeights()
|
|
local maxWeight = max(60, getActorMaxWalkWeight())
|
|
local minWeight = maxWeight / 2
|
|
local weight = db.actor:get_total_weight()
|
|
return weight, minWeight, maxWeight
|
|
end
|
|
|
|
-- Animation speed modifier
|
|
-- 33% speed reduction when player is at max weight
|
|
-- Full speed if weight is below half of max walk weight
|
|
-- Slight speed reduction at low stamina
|
|
function getAnimationSpeedModifier()
|
|
local weight, minWeight, maxWeight = getActorWeights()
|
|
local k = mapRangeClamped(weight, minWeight, maxWeight, 0, 0.33)
|
|
k = 1 - k
|
|
|
|
local staminaK = mapRangeClamped(db.actor.power, 0, 0.66, 0.87, 1)
|
|
k = k * staminaK
|
|
|
|
-- Reduce anim speed depending on outfit
|
|
local outfit = db.actor:item_in_slot(7)
|
|
if outfit then
|
|
local kind = SYS_GetParam(0, outfit:section(), "kind", -1)
|
|
local repair_type = SYS_GetParam(0, outfit:section(), "repair_type", -1)
|
|
if repair_type == "outfit_exo" then
|
|
k = k * 0.85
|
|
elseif kind == "o_heavy" then
|
|
k = k * 0.92
|
|
end
|
|
end
|
|
|
|
-- Randomize a bit
|
|
k = k * (1 + random_float(0, 0.12) * settings.animationRandomization)
|
|
|
|
-- print_tip(" weight: %s \\n minWeight: %s \\n maxWeight: %s \\n k %s \\n staminaK %s", weight, minWeight, maxWeight, k, staminaK)
|
|
return k
|
|
end
|
|
|
|
-- Stamina drain modifier
|
|
function getStaminaDrain()
|
|
local weight, minWeight, maxWeight = getActorWeights()
|
|
local k = mapRangeClamped(weight, minWeight, maxWeight, 0.1, settings.hardcoreMode and 0.7 or 0.55)
|
|
k = k * settings.staminaDrain
|
|
k = max(0.1, k)
|
|
-- print_tip(" weight: %s \\n minWeight: %s \\n maxWeight: %s \\n getStaminaDrain %s ", weight, minWeight, maxWeight, k)
|
|
return k
|
|
end
|
|
|
|
function getSatietyDrain()
|
|
local weight, minWeight, maxWeight = getActorWeights()
|
|
local k = mapRangeClamped(weight, minWeight, maxWeight, 0.001, 0.0045)
|
|
return k
|
|
end
|
|
|
|
-- Get sound for climbing
|
|
outfitSoundFolder = {
|
|
[0] = [[ledge_grabbing\vaulting\naked\]],
|
|
o_light = [[ledge_grabbing\vaulting\light\]],
|
|
o_medium = [[ledge_grabbing\vaulting\medium\]],
|
|
o_heavy = [[ledge_grabbing\vaulting\heavy\]],
|
|
outfit_exo = [[ledge_grabbing\vaulting\exo\]],
|
|
}
|
|
gruntSoundFolder = {
|
|
[0] = [[ledge_grabbing\grunts\naked\]],
|
|
mask = [[ledge_grabbing\grunts\mask\]],
|
|
}
|
|
soundFolderCache = {}
|
|
function populateSoundFolderCache(folder)
|
|
if not folder then
|
|
-- print_tip("![Ledge Grabbing.populateSoundFolderCache] invalid folder")
|
|
return {}
|
|
end
|
|
|
|
if folder:sub(-1) ~= [[\]] then
|
|
folder = folder .. [[\]]
|
|
end
|
|
|
|
local t = {}
|
|
local fileList = getFS():file_list_open("$game_sounds$", folder, bit_or(FS.FS_ListFiles, FS.FS_RootOnly))
|
|
local count = fileList and fileList:Size() or 0
|
|
for i = 0, count - 1 do
|
|
local fileExt = fileList:GetAt(i)
|
|
local file = fileExt:sub(1, -5)
|
|
local ext = (function()
|
|
local x = str_explode(fileExt, "%.")
|
|
if #x < 2 then return "" end
|
|
return x[#x]
|
|
end)()
|
|
if ext == "ogg" then
|
|
file = folder .. file
|
|
tinsert(t, file)
|
|
end
|
|
end
|
|
return t
|
|
end
|
|
|
|
function getSoundFromFolder(folder)
|
|
-- Get sound from a folder
|
|
if not soundFolderCache[folder] then
|
|
soundFolderCache[folder] = populateSoundFolderCache(folder)
|
|
end
|
|
local sound = randomFromArray(soundFolderCache[folder])
|
|
if not sound then
|
|
-- print_tip("![Ledge Grabbing.getSoundFromFolder] no sounds found in %s", folder)
|
|
return
|
|
end
|
|
local soundObj = xr_sound.get_safe_sound_object(sound)
|
|
return soundObj
|
|
end
|
|
|
|
function getOutfitSound()
|
|
-- Find folder by suit
|
|
local outfit = db.actor:item_in_slot(7)
|
|
local folder
|
|
|
|
if not outfit then
|
|
folder = outfitSoundFolder[0]
|
|
else
|
|
local kind = SYS_GetParam(0, outfit:section(), "kind", -1)
|
|
local repair_type = SYS_GetParam(0, outfit:section(), "repair_type", -1)
|
|
folder = outfitSoundFolder[repair_type] or outfitSoundFolder[kind] or outfitSoundFolder.o_medium
|
|
end
|
|
|
|
return getSoundFromFolder(folder)
|
|
end
|
|
|
|
function getGruntSound()
|
|
local outfit = db.actor:item_in_slot(7)
|
|
local helmet = db.actor:item_in_slot(12)
|
|
local folder
|
|
|
|
if (helmet and helmets[helmet:section()]) or (outfit and helmets[outfit:section()]) then
|
|
folder = gruntSoundFolder.mask
|
|
else
|
|
folder = gruntSoundFolder[0]
|
|
end
|
|
|
|
return getSoundFromFolder(folder)
|
|
end
|
|
|
|
function getSounds()
|
|
local o = getOutfitSound()
|
|
local g = getGruntSound()
|
|
return o, g
|
|
end
|
|
|
|
function canPlayGruntSound()
|
|
return random() < settings.gruntProbability
|
|
end
|
|
|
|
AddScriptCallback("actor_on_climb_start")
|
|
AddScriptCallback("actor_on_climb_end")
|
|
|
|
function amIStuck()
|
|
local geometry_ray = dgr.geometry_ray
|
|
local ray = geometry_ray({
|
|
ray_range = savedCamY,
|
|
flags = 2,
|
|
ignore_object = db.actor
|
|
})
|
|
local pos = db.actor:position()
|
|
local dir = VEC_Y
|
|
local res = ray:get(pos, dir)
|
|
if debugMode then
|
|
if res.success then
|
|
print_tip("stuck")
|
|
else
|
|
print_tip("not stuck")
|
|
end
|
|
end
|
|
return res.success
|
|
end
|
|
|
|
function tryToClimb(fromStanding)
|
|
if climbActive then return end
|
|
if not savedClimbPos then return end
|
|
|
|
-- Read animation data and set params
|
|
local animationSpeedModifier = getAnimationSpeedModifier()
|
|
local animationData = dup_table(demonized_ledge_grabbing_animation_data.data)
|
|
local animationSpeed = animationData.animationSpeed * animationSpeedModifier
|
|
local startTime = time_global()
|
|
local animationStartTime = 0
|
|
local animationEndTime = animationData.calculatedTime
|
|
local endTime = startTime + animationData.calculatedTime / animationSpeed * 1000
|
|
local animInTime = animationData.animInFrame / animationData.originalFps
|
|
local animOutTime = animationData.animOutFrame / animationData.originalFps
|
|
local animRotationModifier = animationData.rotationModifier
|
|
|
|
local gruntSoundTime = animationData.gruntSoundFrame / animationData.originalFps
|
|
local gruntSoundPlayed = false
|
|
|
|
-- Adjust hud motion
|
|
local hudMotionSpeed = animationData.hudMotionSpeed
|
|
local hudMotionStarted = false
|
|
|
|
-- Get positions
|
|
climbActive = true
|
|
local climbPos = vector():set(savedClimbPos)
|
|
local interPos = vector():set(savedInterPos)
|
|
local collisionPos = vector():set(savedCollisionPos)
|
|
local actorPos = db.actor:position()
|
|
|
|
-- Get difference from camera height to position
|
|
local camY = savedCamY
|
|
|
|
-- make playerPos during climb so it will stay there during camera anim
|
|
-- Adjust it to fit animation
|
|
local playerPosOffsetFromWall = 0.037
|
|
local playerPosOffset = vector():set(0, -0.024, 0)
|
|
local d = vector():set(collisionPos):sub(climbPos)
|
|
d.y = 0
|
|
d:normalize()
|
|
local playerPos = vector():set(
|
|
collisionPos.x,
|
|
climbPos.y - camY,
|
|
collisionPos.z
|
|
)
|
|
playerPos:mad(d, playerPosOffsetFromWall):add(playerPosOffset)
|
|
|
|
-- Adjusted positions by difference from camera
|
|
local adjustedClimbPos = vector():set(climbPos):add(vector():set(0, camY, 0))
|
|
local adjustedInterPos = vector():set(interPos):add(vector():set(0, camY, 0))
|
|
local adjustedCollisionPos = vector():set(collisionPos):add(vector():set(0, camY, 0))
|
|
local adjustedActorPos = vector():set(actorPos):add(vector():set(0, camY, 0))
|
|
|
|
local camDir = device().cam_dir
|
|
local camDirHPB = vector():set(
|
|
camDir:getH(),
|
|
camDir:getP(),
|
|
0
|
|
)
|
|
|
|
local p1, p2, p3, p4 = getClimbPathEndPoints(adjustedActorPos, adjustedCollisionPos, adjustedInterPos, adjustedClimbPos)
|
|
|
|
-- Distance from collision point to camera for better hands display
|
|
local startCameraDistance = 0.4
|
|
|
|
-- Camera offset
|
|
local startCameraOffset = vector():set(0, -0.5, 0)
|
|
|
|
-- Camera offset when in animIn state
|
|
local animInCameraOffset = vector():set(0, 0.1, 0)
|
|
|
|
local d = vector():set(collisionPos):sub(climbPos)
|
|
d.y = 0
|
|
d:normalize()
|
|
local p = vector():set(playerPos)
|
|
p.y = p.y + camY
|
|
local startCameraPos = vector():mad(p, d, startCameraDistance)
|
|
startCameraPos:add(startCameraOffset)
|
|
|
|
-- Randomize prebaked camera movement
|
|
local randomPositionOffset = randomPlusMinus(15) * settings.animationRandomization
|
|
local randomRotationCoeffX = 1 + random_float(-0.15, 0.25) * settings.animationRandomization
|
|
local randomRotationCoeffY = 1 + random_float(-0.15, 0.25) * settings.animationRandomization
|
|
local randomRotationCoeffZ = 1 + random_float(-0.15, 0.25) * settings.animationRandomization
|
|
|
|
-- print_tip("playerPos %s \\n camY %s", playerPos, camY)
|
|
|
|
-- Gameplay params
|
|
local staminaDrain = getStaminaDrain()
|
|
local staminaDrainPerMs = staminaDrain / (animationEndTime * 1000 / animationSpeed)
|
|
local initStamina = db.actor.power
|
|
local targetStamina = initStamina - staminaDrain
|
|
|
|
local satietyDrain = getSatietyDrain()
|
|
local satietyDrainPerMs = satietyDrain / (animationEndTime * 1000 / animationSpeed)
|
|
local initSatiety = db.actor:cast_Actor():conditions():GetSatiety()
|
|
local targetSatiety = initSatiety - satietyDrain
|
|
|
|
-- Hide detector and weapon immediately (move to ruck works)
|
|
local activeSlot = db.actor:active_slot()
|
|
local activeWpn = db.actor:active_item()
|
|
local activeDetector = db.actor:active_detector()
|
|
local activeWpnId
|
|
local activeDetectorId
|
|
if activeWpn or activeDetector then
|
|
if activeWpn then
|
|
db.actor:move_to_ruck(activeWpn)
|
|
activeWpnId = activeWpn:id()
|
|
end
|
|
if activeDetector then
|
|
db.actor:move_to_ruck(activeDetector)
|
|
activeDetectorId = activeDetector:id()
|
|
end
|
|
end
|
|
|
|
-- Uncrouch if was crouched
|
|
if IsMoveState("mcCrouch") then
|
|
if (get_console():get_bool("crouch_toggle")) then
|
|
level.press_action(bind_to_dik(key_bindings.kCROUCH))
|
|
else
|
|
level.release_action(bind_to_dik(key_bindings.kCROUCH))
|
|
end
|
|
end
|
|
|
|
local CubicEaseInOut = drf.CubicEaseInOut
|
|
local QuadraticEaseIn = drf.QuadraticEaseIn
|
|
local QuadraticEaseOut = drf.QuadraticEaseOut
|
|
local QuadraticEaseInOut = drf.QuadraticEaseInOut
|
|
local SineEaseOut = drf.SineEaseOut
|
|
local camSmoothing = fromStanding and CubicEaseInOut or SineEaseOut
|
|
|
|
-- Set actor properties
|
|
game.only_allow_movekeys(true)
|
|
game.set_actor_allow_ladder(false)
|
|
|
|
-- Callbacks
|
|
SendScriptCallback("actor_on_climb_start")
|
|
SetEvent("actor_climbing", true)
|
|
|
|
local firstUpdate = true
|
|
local savedHudWeapon = get_console_cmd(1, "hud_weapon")
|
|
|
|
-- 2 ticks required for hiding weapon forcefully with move to ruck for proper animation
|
|
nextTick(function()
|
|
local sound, gruntSound = getSounds()
|
|
if sound then
|
|
sound:play(db.actor, 0, sound_object.s2d)
|
|
sound.volume = settings.soundVolume
|
|
sound.frequency = animationSpeedModifier + randomPlusMinus(0.07)
|
|
end
|
|
local gruntSoundCanPlay = gruntSound and canPlayGruntSound()
|
|
|
|
local k = 0
|
|
local performClimb
|
|
performClimb = function()
|
|
-- If close to animation end - stop and give control to player
|
|
if k > 0.98 then
|
|
|
|
local p = cubicBezier(p1, p2, p3, p4, k)
|
|
p.y = p.y - camY + 0.07 -- Small offset for better collision handling
|
|
db.actor:set_actor_direction(-camDirHPB.x)
|
|
db.actor:set_actor_position(p)
|
|
level.remove_cam_custom_position_direction()
|
|
game.stop_hud_motion()
|
|
|
|
local unstuckFunc
|
|
unstuckFunc = function()
|
|
if not settings.unstuckCheck then
|
|
UnregisterScriptCallback("actor_on_update", unstuckFunc)
|
|
return
|
|
end
|
|
|
|
local stuck = amIStuck()
|
|
-- If height is too small for the player - push him upwards
|
|
if stuck then
|
|
if debugMode then
|
|
print_tip("height is too small")
|
|
end
|
|
local geometry_ray = dgr.geometry_ray
|
|
local ray = geometry_ray({
|
|
ray_range = getMaxClimbHeight(),
|
|
flags = 2,
|
|
ignore_object = db.actor
|
|
})
|
|
local pos = db.actor:position()
|
|
pos.y = pos.y + camY + 0.1
|
|
local dir = getDownVector()
|
|
local res = ray:get(pos, dir)
|
|
if res.success then
|
|
res.position.y = res.position.y + 0.07
|
|
db.actor:set_actor_position(res.position)
|
|
UnregisterScriptCallback("actor_on_update", unstuckFunc)
|
|
end
|
|
else
|
|
UnregisterScriptCallback("actor_on_update", unstuckFunc)
|
|
end
|
|
end
|
|
RegisterScriptCallback("actor_on_update", unstuckFunc)
|
|
|
|
-- Restore weapons if had
|
|
if activeWpnId or activeDetectorId then
|
|
if activeWpnId then
|
|
local obj = level.object_by_id(activeWpnId)
|
|
if obj then
|
|
db.actor:move_to_slot(obj, activeSlot)
|
|
nextTick(function()
|
|
db.actor:activate_slot(activeSlot)
|
|
return true
|
|
end, 2)
|
|
end
|
|
end
|
|
if activeDetectorId then
|
|
local obj = level.object_by_id(activeDetectorId)
|
|
if obj then
|
|
db.actor:move_to_slot(obj, 9)
|
|
|
|
-- Time event for proper animation play
|
|
CreateTimeEvent("ledge_grabbing", "activate_detector", 0.5, function()
|
|
obj:switch_state(1)
|
|
return true
|
|
end)
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Set actor properties
|
|
game.only_allow_movekeys(false)
|
|
game.set_actor_allow_ladder(true)
|
|
|
|
-- Callbacks
|
|
UnregisterScriptCallback("actor_on_update", performClimb)
|
|
|
|
-- Set flag after some time
|
|
CreateTimeEvent("ledge_grabbing", "reset", 0.5, function()
|
|
climbActive = false
|
|
SendScriptCallback("actor_on_climb_end")
|
|
SetEvent("actor_climbing", nil)
|
|
UnregisterScriptCallback("actor_on_update", unstuckFunc)
|
|
reset()
|
|
return true
|
|
end)
|
|
return
|
|
end
|
|
|
|
local animTime = (time_global() - startTime) / 1000 * animationSpeed
|
|
|
|
if gruntSoundCanPlay and not gruntSoundPlayed and animTime > gruntSoundTime then
|
|
gruntSoundPlayed = true
|
|
gruntSound:play(db.actor, 0, sound_object.s2d)
|
|
gruntSound.volume = settings.gruntVolume
|
|
gruntSound.frequency = 1 + randomPlusMinus(0.07)
|
|
end
|
|
|
|
-- Get camera params from animation data
|
|
local locationX = animationData.curves.locationX
|
|
local delta, lo, hi = lookup(locationX, animTime)
|
|
local locationXRes = cubicBezier2D(locationX[lo][1], locationX[lo][2], locationX[lo][3], locationX[lo][4], delta)
|
|
local animDelta, animLo, animHi = delta, lo, hi
|
|
|
|
local locationY = animationData.curves.locationY
|
|
local delta, lo, hi = lookup(locationY, animTime)
|
|
local locationYRes = cubicBezier2D(locationY[lo][1], locationY[lo][2], locationY[lo][3], locationY[lo][4], delta)
|
|
|
|
local locationZ = animationData.curves.locationZ
|
|
local delta, lo, hi = lookup(locationZ, animTime)
|
|
local locationZRes = cubicBezier2D(locationZ[lo][1], locationZ[lo][2], locationZ[lo][3], locationZ[lo][4], delta)
|
|
|
|
local rotationX = animationData.curves.rotation_eulerX
|
|
local delta, lo, hi = lookup(rotationX, animTime * hudMotionSpeed)
|
|
local rotationXRes = cubicBezier2D(rotationX[lo][1], rotationX[lo][2], rotationX[lo][3], rotationX[lo][4], delta)
|
|
|
|
local rotationY = animationData.curves.rotation_eulerY
|
|
local delta, lo, hi = lookup(rotationY, animTime * hudMotionSpeed)
|
|
local rotationYRes = cubicBezier2D(rotationY[lo][1], rotationY[lo][2], rotationY[lo][3], rotationY[lo][4], delta)
|
|
|
|
local rotationZ = animationData.curves.rotation_eulerZ
|
|
local delta, lo, hi = lookup(rotationZ, animTime * hudMotionSpeed)
|
|
local rotationZRes = cubicBezier2D(rotationZ[lo][1], rotationZ[lo][2], rotationZ[lo][3], rotationZ[lo][4], delta)
|
|
|
|
-- Get camera relative position from animation
|
|
local cameraOffset = vector():set(
|
|
locationXRes.y,
|
|
locationYRes.y,
|
|
locationZRes.y
|
|
)
|
|
|
|
-- Rotate relative position to player's direction
|
|
cameraOffset = vector_rotate_y(cameraOffset, deg(camDirHPB.x) + randomPositionOffset)
|
|
|
|
-- Set camera position
|
|
local cameraPos = vector():set(startCameraPos):add(cameraOffset)
|
|
|
|
-- Calculate procedural camera transform
|
|
k = normalize(time_global(), startTime, endTime)
|
|
k = min(1, k)
|
|
local cameraPos2 = cubicBezier(p1, p2, p3, p4, camSmoothing(k))
|
|
|
|
-- Interpolate between procedural and animation camera in animInTime
|
|
local animInK = min(1, normalize(animTime, 0, animInTime))
|
|
animInK = QuadraticEaseInOut(animInK)
|
|
local resultPosition = vecLerp(cameraPos2, cameraPos, animInK)
|
|
|
|
-- Move player with camera then stop it to playerPos
|
|
local currentPlayerPos = vecLerp(
|
|
vector():set(
|
|
resultPosition.x,
|
|
resultPosition.y - camY,
|
|
resultPosition.z
|
|
):sub(animInCameraOffset),
|
|
playerPos,
|
|
animInK
|
|
)
|
|
|
|
-- Calculate position when returning from animation to procedural
|
|
local animOutK = clamp(normalize(animTime, animOutTime, animationEndTime), 0, 1)
|
|
animOutK = QuadraticEaseInOut(animOutK)
|
|
resultPosition = vecLerp(
|
|
resultPosition,
|
|
cameraPos2,
|
|
animOutK
|
|
)
|
|
|
|
-- print_tip(" locationXRes: %s \\n locationYRes: %s \\n locationZRes: %s \\n delta %s \\n lo %s \\n hi %s \\n animInK %s \\n animOutK %s \\n animTime %s \\n modifier %s", locationXRes, locationYRes, locationZRes, animDelta, animLo, animHi, animInK, animOutK, animTime, animationSpeedModifier)
|
|
-- print_tip(" staminaDrain: %s \\n staminaDrainPerMs: %s \\n initStamina: %s \\n targetStamina: %s \\n currentStamina: %s \\n delta: %s ", staminaDrain, staminaDrainPerMs, initStamina, targetStamina, db.actor.power, db.actor.power - targetStamina)
|
|
|
|
-- Calculate rotations
|
|
-- Interpolate look to grab point
|
|
local dirFromActorPosToGrabPos = vector():set(
|
|
interPos.x - resultPosition.x,
|
|
climbPos.y - resultPosition.y,
|
|
interPos.z - resultPosition.z
|
|
):normalize()
|
|
dirFromActorPosToGrabPos = vector():set(
|
|
camDirHPB.x,
|
|
dirFromActorPosToGrabPos:getP(),
|
|
0
|
|
)
|
|
local cameraRot = vecLerp(
|
|
camDirHPB,
|
|
dirFromActorPosToGrabPos,
|
|
animInK
|
|
)
|
|
|
|
local animRotationK = clamp(normalize(animTime, animInTime, animOutTime), 0, 1)
|
|
animRotationK = QuadraticEaseInOut(animRotationK)
|
|
|
|
-- Interpolate look to climbPos
|
|
local dirFromActorPosToClimbPos = vector():set(
|
|
climbPos.x - resultPosition.x,
|
|
climbPos.y - resultPosition.y,
|
|
climbPos.z - resultPosition.z
|
|
):normalize()
|
|
dirFromActorPosToClimbPos = vector():set(
|
|
camDirHPB.x,
|
|
dirFromActorPosToClimbPos:getP() / 4,
|
|
0
|
|
)
|
|
cameraRot = vecLerp(
|
|
cameraRot,
|
|
dirFromActorPosToClimbPos,
|
|
animRotationK
|
|
)
|
|
|
|
-- Apply additive from prebaked animation
|
|
cameraRot = vector():set(
|
|
cameraRot.x + rotationXRes.y * animRotationModifier * randomRotationCoeffX,
|
|
cameraRot.y + rotationYRes.y * animRotationModifier * randomRotationCoeffY,
|
|
cameraRot.z + rotationZRes.y * animRotationModifier * randomRotationCoeffZ
|
|
)
|
|
|
|
-- Return to initial rotation when returning from animation to procedural
|
|
cameraRot = vecLerp(
|
|
cameraRot,
|
|
vector():set(
|
|
camDirHPB.x,
|
|
0,
|
|
0
|
|
),
|
|
animOutK
|
|
)
|
|
|
|
-- 1 frame camera delay hack fix
|
|
if firstUpdate then
|
|
exec_console_cmd("hud_weapon 0")
|
|
else
|
|
db.actor:set_actor_position(currentPlayerPos, true)
|
|
db.actor:set_actor_direction(-camDirHPB.x)
|
|
exec_console_cmd("hud_weapon " .. (savedHudWeapon and 1 or 0))
|
|
end
|
|
|
|
level.set_cam_custom_position_direction(resultPosition, cameraRot, 1, true, false)
|
|
|
|
-- Start hud motion on next tick
|
|
if not hudMotionStarted then
|
|
hudMotionStarted = true
|
|
nextTick(function()
|
|
game.play_hud_motion(2, "item_anm_ledge_grabbing", "anm_climb", true, animationSpeed * hudMotionSpeed)
|
|
return true
|
|
end)
|
|
end
|
|
|
|
-- Drain stamina
|
|
local staminaK = QuadraticEaseIn(k) + 1
|
|
db.actor:change_power(-staminaDrainPerMs * staminaK * device().time_delta)
|
|
|
|
-- Drain satiety
|
|
local satietyK = k + 1
|
|
db.actor:change_satiety(-satietyDrainPerMs * satietyK * device().time_delta)
|
|
|
|
firstUpdate = false
|
|
end
|
|
|
|
RegisterScriptCallback("actor_on_update", performClimb)
|
|
return true
|
|
end, 2)
|
|
return true
|
|
end
|
|
|
|
function onScreenCheck()
|
|
if not savedClimbPos then return end
|
|
if not savedInterPos then return end
|
|
|
|
-- Don't init climb if points arent on the screen
|
|
local climbPosUi = game.world2ui(savedClimbPos)
|
|
local interPosUi = game.world2ui(savedInterPos)
|
|
local topBorder = 768 * 1/3
|
|
local bottomBorder = 768 * 2/3
|
|
local leftBorder = 1024 * 1/3
|
|
local rightBorder = 1024 * 2/3
|
|
|
|
if (climbPosUi.x >= leftBorder and climbPosUi.x <= rightBorder and climbPosUi.y >= topBorder and climbPosUi.y <= bottomBorder)
|
|
or (interPosUi.x >= leftBorder and interPosUi.y <= rightBorder and interPosUi.y >= topBorder and interPosUi.y <= bottomBorder)
|
|
then
|
|
return true
|
|
end
|
|
return false
|
|
end
|
|
|
|
function checkJump(pressed)
|
|
if pressed == true then
|
|
-- If savedClimbPos is similar to camera height or below it - init climb immediately
|
|
if savedClimbPos and (savedClimbPos.y < device().cam_pos.y or similar(savedClimbPos.y, device().cam_pos.y, 0.35)) then
|
|
if tryToClimb(true) then
|
|
UnregisterScriptCallback("actor_on_update", checkJump)
|
|
end
|
|
elseif savedClimbPos and onScreenCheck() then
|
|
if tryToClimb(true) then
|
|
UnregisterScriptCallback("actor_on_update", checkJump)
|
|
end
|
|
end
|
|
elseif key_state(settings.keybind) == 1 then
|
|
-- Otherwise try after sometime
|
|
if (time_global() - savedJumpPressedTime) > settings.jumpTriggerTime then
|
|
if savedSpeed.y > -0.005 then
|
|
if tryToClimb(savedSpeed.y < 0.001) then
|
|
UnregisterScriptCallback("actor_on_update", checkJump)
|
|
return
|
|
end
|
|
else
|
|
-- print_tip("Not jumping stop check, %s", savedSpeed)
|
|
UnregisterScriptCallback("actor_on_update", checkJump)
|
|
return
|
|
end
|
|
end
|
|
else
|
|
UnregisterScriptCallback("actor_on_update", checkJump)
|
|
end
|
|
end
|
|
|
|
function toggleDebugMode()
|
|
debugMode = not debugMode
|
|
if debugMode then
|
|
initializeGizmos()
|
|
else
|
|
reset(nil, true)
|
|
end
|
|
end
|
|
|
|
function on_key_press(dik)
|
|
if (settings.inputMethod == "buttonPress" or settings.inputMethod == "both")
|
|
and dik == settings.keybind
|
|
and ui_mcm.get_mod_key(settings.second_key)
|
|
then
|
|
if settings.modifier == 1 then
|
|
if ui_mcm.double_tap("demonized_ledge_grabbing", dik) then
|
|
tryToClimb(savedSpeed.y < 0.001)
|
|
end
|
|
elseif settings.modifier == 0 then
|
|
tryToClimb(savedSpeed.y < 0.001)
|
|
end
|
|
end
|
|
|
|
if dik == DIK_keys.DIK_J then
|
|
-- toggleDebugMode()
|
|
end
|
|
|
|
if dik == settings.keybind
|
|
and ui_mcm.get_mod_key(settings.second_key)
|
|
and settings.inputMethod ~= "buttonPress"
|
|
then
|
|
savedJumpPressedTime = time_global()
|
|
checkJump(true)
|
|
RegisterScriptCallback("actor_on_update", checkJump)
|
|
end
|
|
end
|
|
|
|
function on_key_hold(dik)
|
|
if (settings.inputMethod == "buttonPress" or settings.inputMethod == "both")
|
|
and dik == settings.keybind
|
|
and ui_mcm.get_mod_key(settings.second_key)
|
|
then
|
|
if settings.modifier == 2 then
|
|
if ui_mcm.key_hold("demonized_ledge_grabbing", dik) then
|
|
tryToClimb()
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Prevent strike damage when climbing
|
|
function actor_on_before_hit(shit, bone_id, flags)
|
|
if not GetEvent("actor_climbing") then return end
|
|
if (not shit.draftsman or (shit.draftsman and (shit.draftsman:id() == 0 or shit.draftsman:id() == 65535 or shit.draftsman:id() == -1)))
|
|
and shit.type == hit.strike
|
|
then
|
|
shit.power = 0
|
|
flags.ret_value = false
|
|
end
|
|
end
|
|
|
|
function on_game_start()
|
|
assert(level.set_cam_custom_position_direction, "[Ledge Grabbing] Modded Exes are required for mod to work, download from https://github.com/themrdemonized/STALKER-Anomaly-modded-exes")
|
|
assert(debug_render, "[Ledge Grabbing] Modded Exes are required for mod to work, download from https://github.com/themrdemonized/STALKER-Anomaly-modded-exes")
|
|
RegisterScriptCallback("on_key_press", on_key_press)
|
|
RegisterScriptCallback("on_key_hold", on_key_hold)
|
|
RegisterScriptCallback("on_loading_screen_key_prompt", actor_on_first_update)
|
|
RegisterScriptCallback("actor_on_first_update", load_settings)
|
|
RegisterScriptCallback("on_option_change", load_settings)
|
|
RegisterScriptCallback("actor_on_before_hit", actor_on_before_hit)
|
|
end
|