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using System; using SampSharp.GameMode.API.NativeObjects; using SampSharp.GameMode.World; using SampSharp.GameMode.SAMP; using SampSharp.GameMode.Definitions; using SampSharp.GameMode; namespace SAMP.Include { class RNPC { #region Variables static public readonly string VERSION = "0.4.1"; static public readonly int BUILD = 14; static public readonly string DATE = "03.12.2014"; static public readonly string VERSION_DLPAGE = "www.mauzen.org/rnpc"; static public readonly string VERSION_STARTURL = "www.mauzen.org/rnpc/rnpc_start.php"; static public readonly string VERSION_UPDATEURL = "www.mauzen.org/rnpc/rnpc_update.php"; // Identify messages as RNPC commands // (alternative communication protocol for future versions) static public readonly int COMM_ID = 520; public enum RecordingType { None, Driver, OnFoot } static public readonly float SPEED_SPRINT = (0.0095f); static public readonly float SPEED_RUN = (0.0057f); static public readonly float SPEED_WALK = (0.0015f); // RNPC_PEND_ACTION defines (Connection relevant states) enum State { ActionReady = (-1), NotExisting = (0), ConnectionPending = (1), Connected = (2), Stopping = (4) // Stop-playback performed } // Adjustable stuff static public readonly float VEHICLE_DMG_MOD = (160.0f); // velocity * this value = vehicle hit damage // AddPause compatibility mode static public readonly bool PAUSE_COMP = false; static public readonly bool DEBUG = true; class NonPlayerStruct { public State State = State.NotExisting; public int CurrentSlot = 0; public bool IsAttackable = false; public float Health = 100.0f; public bool IsDead = false; public BasePlayer LastAssailant = null; public Weapon DamageReason = Weapon.None; public int VehicleHit = 0; } static NonPlayerStruct[] NonPlayerData = new NonPlayerStruct[BasePlayer.Max]; public delegate bool OnRNPCPlaybackFinished(BasePlayer npc); static public event OnRNPCPlaybackFinished OnPlaybackFinished; public delegate bool OnRNPCPlaybackStopped(BasePlayer npc); static public event OnRNPCPlaybackStopped OnPlaybackStopped; public delegate bool OnRNPCDeath(BasePlayer npc, BasePlayer assailant, Weapon reason); static public event OnRNPCDeath OnDeath; public delegate bool OnRNPCVehicleHit(BasePlayer npc, BasePlayer driver, BaseVehicle vehicle, int times); static public event OnRNPCVehicleHit OnVehicleHit; #endregion // Variables #region Functions static public bool Init() { BaseMode.Instance.PlayerConnected += (p, e) => { OnPlayerConnect((BasePlayer)p); }; BaseMode.Instance.PlayerDisconnected += (p, e) => { OnPlayerDisconnect((BasePlayer)p, e.Reason); }; BaseMode.Instance.PlayerSpawned += (p, e) => { OnPlayerSpawn((BasePlayer)p); }; BaseMode.Instance.PlayerStreamIn += (p, e) => { OnPlayerStreamIn((BasePlayer)p, e.Player); }; BaseMode.Instance.PlayerGiveDamage += (p, e) => { OnPlayerGiveDamage((BasePlayer)p, e.OtherPlayer, e.Amount, e.Weapon, e.BodyPart); }; BaseMode.Instance.PlayerCommandText += (p, e) => { OnPlayerCommandText((BasePlayer)p, e.Text); }; return true; } static public bool SetAutorepeat(BasePlayer npc, int slot) { return SendMessage(npc, -1, "RNPC:{0}", 110 + slot); } static public bool PauseRecordingPlayback(BasePlayer npc) { return SendMessage(npc, -1, "RNPC:103"); } static public bool ResumeRecordingPlayback(BasePlayer npc) { return SendMessage(npc, -1, "RNPC:104"); } static public bool ToggleVehicleCollisionCheck(BasePlayer npc, int slot) { return SendMessage(npc, -1, "RNPC:{0}", 115 + slot); } static public bool StopPlayback(BasePlayer npc) { return SendMessage(npc, -1, "RNPC:102"); } static public bool SetShootable(BasePlayer npc, bool toggle) { var npcData = GetData(npc); if (npcData == null) return false; npcData.IsAttackable = toggle; return true; } static public float GetHealth(BasePlayer npc) { var npcData = GetData(npc); if (npcData == null) return float.NaN; return npcData.Health; } static public bool IsValid(BasePlayer npc) { var npcData = GetData(npc); if (npcData == null) return false; return true; } static bool SendMessage(BasePlayer npc, Color color, string text) { var npcData = GetData(npc); if(npcData == null) return false; if (DEBUG == true) { Console.WriteLine("RNPC %d <-- [CMD] %s", npc.Id, text); } npc.SendClientMessage(color, text); return true; } static bool SendMessage(BasePlayer npc, Color color, string format, params object[] arguments) { return SendMessage(npc, color, string.Format(format, arguments)); } static NonPlayerStruct GetData(BasePlayer npc) { if(npc.IsNPC == false) return null; return NonPlayerData[npc.Id]; } static public BasePlayer Connect(string name) { BasePlayer npc = Server.ConnectNPC(name, "RNPC"); if(npc != null) { return null; } NonPlayerStruct npcData = new NonPlayerStruct(); npcData.State = State.ConnectionPending; NonPlayerData[npc.Id] = npcData; return npc; } static public bool Move(BasePlayer npc, float x, float y, float z, float speed, int useZMap = 0) { var npcData = GetData(npc); if(npcData == null) return false; RecordingType type = (npc.InAnyVehicle == true) ? RecordingType.Driver : RecordingType.OnFoot; Vector3 position = (npc.InAnyVehicle == true) ? npc.Vehicle.Position : npc.Position; int slot = CreateBuild(npc, type, 95); RNPCInternal.Instance.AddMovement(position.X, position.Y, position.Z, x, y, z, speed, useZMap); RNPCInternal.Instance.FinishBuild(); StartBuildPlayback(npc, slot); return true; } static public int CreateBuild(BasePlayer npc, RecordingType type, int slot = 0) { var npcData = GetData(npc); if (npcData == null) return -1; if(npcData.CurrentSlot == slot) { slot = (slot + 1) % 100; } RNPCInternal.Instance.CreateBuild(npc.Id, (int)type, slot); return slot; } static public bool StartPlayback(BasePlayer npc, string rec) { var npcData = GetData(npc); if(npcData == null) return false; SendMessage(npc, -1, "RNPC:109:%s", rec); return true; } static public bool StartBuildPlayback(BasePlayer npc, int slot = 0, BaseVehicle vehicle = null) { var npcData = GetData(npc); if(npcData == null) return false; // If enabled, wait a bit till the NPC actually entered the vehicle if(vehicle != null) { npc.PutInVehicle(vehicle, 0); Timer delayStart = new Timer(TimeSpan.FromMilliseconds(100), false); delayStart.Tick += (sender, e) => { npc.PutInVehicle(vehicle, 0); SendMessage(npc, -1, "RNPC:101:%d", slot); delayStart.Dispose(); }; } npcData.CurrentSlot = slot; SendMessage(npc, -1, "RNPC:101:%d", slot); return true; } static public bool SetHealth(BasePlayer npc, float health, BasePlayer assailant = null, Weapon reason = Weapon.Drown) { var npcData = GetData(npc); if(npcData == null) return false; npcData.Health = health; npcData.LastAssailant = assailant; npcData.DamageReason = reason; if(npcData.Health > 0.0f) { return true; } // Kill the NPC if hes not already dead if(npcData.IsDead == true) { return true; } // Stop playback StopPlayback(npc); // --> When stopped, apply death animation return true; } static public bool IsVehicleOnPlayer(BasePlayer npc, BaseVehicle vehicle) { if(npc.InAnyVehicle == true) { return false; } return (npc.Position.DistanceTo(vehicle.Position) <= 0.5); } #endregion // Functions #region "Callbacks" static public bool OnPlayerConnect(BasePlayer npc) { var npcData = GetData(npc); if(npcData == null) return false; npcData.State = State.Connected; npcData.IsAttackable = false; npcData.Health = 100.0f; npcData.IsDead = false; return true; } static public bool OnPlayerDisconnect(BasePlayer npc, DisconnectReason reason) { var npcData = GetData(npc); if (npcData == null) return false; npcData = null; return true; } static public bool OnPlayerSpawn(BasePlayer npc) { var npcData = GetData(npc); if (npcData == null) return false; npcData.Health = 100.0f; npcData.IsDead = false; return true; } static public bool OnPlayerGiveDamage(BasePlayer assailant, BasePlayer npc, float amount, Weapon weapon, BodyPart bodyPart) { var npcData = GetData(npc); if (npcData == null) return false; if (npcData.IsAttackable == false) return false; SetHealth(npc, npcData.Health - amount, assailant, weapon); return true; } static public bool OnPlayerStreamIn(BasePlayer npc, BasePlayer player) { var npcData = GetData(npc); if (npcData == null) return false; if (npcData.IsDead == false) return false; npc.ApplyAnimation("PED", "KO_skid_back", 4.1f, false, true, true, true, 0, true); return true; } static public bool OnPlayerCommandText(BasePlayer npc, string text) { var npcData = GetData(npc); if (npcData == null) return false; string command = text.Substring(1, 8); if(DEBUG == true) { Console.WriteLine("RNPC %d --> [CMD] %s", npc.Id, text); } // NPC finished playback if(command == "RNPC:002") { // Reset current slot for RNPC_CreateBuild_s npcData.CurrentSlot = -1; if(npcData.State != State.Stopping) { OnPlaybackFinished.Invoke(npc); return true; } // Call OnRNPCPlaybackStopped instead and reset state npcData.State = State.Connected; // Check if it was a stop caused by NPC death if(npcData.Health > 0.0 || npcData.IsDead == true) { // Dont call this for death-stops OnPlaybackStopped.Invoke(npc); return true; } // Mark as finally dead in include npcData.IsDead = true; // Tell NPC he's dead so he wont execute playbacks anymore SendMessage(npc, -1, "RNPC:112"); // if(OnDeath.Invoke(npc, npcData.LastAssailant, npcData.DamageReason) == false) { return true; } // Default behaviour if(npcData.DamageReason != Weapon.Vehicle) { // If killed by vehicle, animation is already played switch(new Random().Next(0, 4)) { case 0: npc.ApplyAnimation("PED", "KO_skid_back", 4.1f, false, true, true, true, 0, true); break; case 1: npc.ApplyAnimation("PED", "KO_skid_front", 4.1f, false, true, true, true, 0, true); break; case 2: npc.ApplyAnimation("PED", "KO_spin_L", 4.1f, false, true, true, true, 0, true); break; case 3: npc.ApplyAnimation("PED", "KO_spin_R", 4.1f, false, true, true, true, 0, true); break; } } // CallLocalFunction("OnPlayerDeath", "iii", playerid, rnpcData[playerid][RNPC_LAST_DAMAGER], rnpcData[playerid][RNPC_LAST_REASON]); Timer respawnNPC = new Timer(TimeSpan.FromSeconds(4), false); respawnNPC.Tick += (sender, e) => { npc.Spawn(); respawnNPC.Dispose(); }; return true; } // NPC stopped playback (manual abort) if(command == "RNPC:003") { // Reset onfoot movements after manual playback stop if (npc.InAnyVehicle == false) { return true; } // Create "blank" build and restore old static attributes RNPCInternal.Instance.CreateBuild(npc.Id, (int)RecordingType.OnFoot, 95); RNPCInternal.Instance.SetWeaponID((int)npc.Weapon); RNPCInternal.Instance.SetSpecialAction((int)npc.SpecialAction); RNPCInternal.Instance.SetAngleQuats(0.0f, 360.0f - npc.Angle, 0.0f); RNPCInternal.Instance.AddPause(5); RNPCInternal.Instance.FinishBuild(); // OnRNPCPlaybackStopped is called when the stop-playback is finished npcData.State = State.Stopping; StartBuildPlayback(npc, 95); return true; } // NPC reports possible run-over vehicle // Do exact check and handle run-over if(command == "RNPC:301") { /* BaseVehicle vehicle = npc.Vehicle; BasePlayer driver = npc.Vehicle.Driver; if(IsVehicleOnPlayer(npc, vehicle) == false) { return true; } #if !defined RNPC_DONT_PAUSE_ON_VEHICLEHIT // On the first hit, pause playback if (rnpcData[playerid][RNPC_VEHICLEHIT] == 0) { RNPC_PauseRecordingPlayback(playerid); } // Reset the reset timer if (rnpcData[playerid][RNPC_VEHICLEHIT_RESETTIMER] > 0) { KillTimer(rnpcData[playerid][RNPC_VEHICLEHIT_RESETTIMER]); } // Resets the vehicle hit status, even if the vehicle already is out of range rnpcData[playerid][RNPC_VEHICLEHIT_RESETTIMER] = SetTimerEx("ResetVehicleHit", 2200, 0, "i", playerid); #endif if (!CallLocalFunction("OnRNPCVehicleHit", "iiii", playerid, driverid, vehicleid, rnpcData[playerid][RNPC_VEHICLEHIT])) { // Default behaviour if (!rnpcData[playerid][RNPC_VEHICLEHIT]) { // Initial hit damage new Float:vx, Float: vy, Float: vz; GetVehicleVelocity(vehicleid, vx, vy, vz); SetRNPCHealth(playerid, GetRNPCHealth(playerid) - floatsqroot(vx * vx + vy * vy + vz * vz) * RNPC_VEHICLE_DMG_MOD, driverid, 49); } else { // Constant standing damage SetRNPCHealth(playerid, GetRNPCHealth(playerid) - 1.0, driverid, 49); } } rnpcData[playerid][RNPC_VEHICLEHIT]++; } /*else { // If vehicle just left the player, resume reset hitstate instantly // also setting up the stand-up resume timer if (rnpcData[playerid][RNPC_VEHICLEHIT] > 0) { // Reset the reset timer if ((rnpcData[playerid][RNPC_VEHICLEHIT_RESETTIMER] > 0) && 0) { KillTimer(rnpcData[playerid][RNPC_VEHICLEHIT_RESETTIMER]); } //ResetVehicleHit(playerid, RNPC_RESETVH_RESET); } } */ return true; } return true; } #endregion // "Callbacks" } public class RNPCInternal : NativeObjectSingleton<RNPCInternal> { // @since 0.2 [NativeMethod(Function = "RNPC_CreateBuild")] public virtual int CreateBuild(int npcId, int type, int slot = 0) { throw new NativeNotImplementedException(); } [NativeMethod(Function = "RNPC_FinishBuild")] public virtual int FinishBuild(int clear = 1) { throw new NativeNotImplementedException(); } [NativeMethod(Function = "RNPC_AddMovement")] public virtual int AddMovement(float startX, float startY, float startZ, float endX, float endY, float endZ, float speed = (0.0057f), int useZMap = 0) { throw new NativeNotImplementedException(); } [NativeMethod(Function = "RNPC_ConcatMovement")] public virtual int ConcatMovement(float x, float y, float z, float speed = (0.0057f), int useZMap = 0) { throw new NativeNotImplementedException(); } [NativeMethod(Function = "RNPC_AddPause")] public virtual int AddPause(int time, int comp = 0) { throw new NativeNotImplementedException(); } [NativeMethod(Function = "RNPC_SetUpdateRate")] public virtual int SetUpdateRate(int rate) { throw new NativeNotImplementedException(); } [NativeMethod(Function = "RNPC_SetLRKeys")] public virtual int SetLRKeys(int leftRight) { throw new NativeNotImplementedException(); } [NativeMethod(Function = "RNPC_SetUDKeys")] public virtual int SetUDKeys(int upDown) { throw new NativeNotImplementedException(); } [NativeMethod(Function = "RNPC_SetKeys")] public virtual int SetKeys(int keys) { throw new NativeNotImplementedException(); } [NativeMethod(Function = "RNPC_SetQuat1")] public virtual int SetQuat1(float w) { throw new NativeNotImplementedException(); } [NativeMethod(Function = "RNPC_SetQuat2")] public virtual int SetQuat2(float x) { throw new NativeNotImplementedException(); } [NativeMethod(Function = "RNPC_SetQuat3")] public virtual int SetQuat3(float y) { throw new NativeNotImplementedException(); } [NativeMethod(Function = "RNPC_SetQuat4")] public virtual int SetQuat4(float z) { throw new NativeNotImplementedException(); } [NativeMethod(Function = "RNPC_SetHealth")] public virtual int SetHealth(int health) { throw new NativeNotImplementedException(); } [NativeMethod(Function = "RNPC_SetArmour")] public virtual int SetArmour(int armour) { throw new NativeNotImplementedException(); } [NativeMethod(Function = "RNPC_SetSpecialAction")] public virtual int SetSpecialAction(int specialAction) { throw new NativeNotImplementedException(); } [NativeMethod(Function = "RNPC_SetWeaponID")] public virtual int SetWeaponID(int weaponId) { throw new NativeNotImplementedException(); } [NativeMethod(Function = "RNPC_SetAnimID")] public virtual int SetAnimID(int animationId) { throw new NativeNotImplementedException(); } [NativeMethod(Function = "RNPC_SetAnimParams")] public virtual int SetAnimParams(int parameters) { throw new NativeNotImplementedException(); } [NativeMethod(Function = "RNPC_SetAngleQuats")] public virtual int SetAngleQuats(float a, float h, float b) { throw new NativeNotImplementedException(); } // @since 0.2.1 [NativeMethod(Function = "RNPC_GetBuildLength")] public virtual int GetBuildLength() { throw new NativeNotImplementedException(); } // @since 0.3 [NativeMethod(Function = "RNPC_SetSirenState")] public virtual int SetSirenState(int state) { throw new NativeNotImplementedException(); } [NativeMethod(Function = "RNPC_SetDriverHealth")] public virtual int SetDriverHealth(int health) { throw new NativeNotImplementedException(); } [NativeMethod(Function = "RNPC_SetInternalPos")] public virtual int SetInternalPos(float x, float y, float z) { throw new NativeNotImplementedException(); } [NativeMethod(Function = "RNPC_SetAcceleration")] public virtual int SetAcceleration(float acceleration) { throw new NativeNotImplementedException(); } [NativeMethod(Function = "RNPC_SetDeceleration")] public virtual int SetDeceleration(float deceleration) { throw new NativeNotImplementedException(); } [NativeMethod(Function = "RNPC_AddMovementAlt")] public virtual int AddMovementAlt(float startX, float startY, float startZ, float endX, float endY, float endZ, float speed = (0.0057f), bool locked = true) { throw new NativeNotImplementedException(); } // @since 0.3.4 [NativeMethod(Function = "RNPC_CreateCustomBuild")] public virtual int CreateCustomBuild(int type, string name) { throw new NativeNotImplementedException(); } } }
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