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/** * Base class for the actor that LD can place into a map. * This factory, at runtime, will spawn the ControlPoint needed by the game. * * Writen by Brian 'Snake' Alexander. Copyright(c) 2007-2010 All Rights Reserved. */ class DominationFactory extends UTGameObjective abstract hidecategories(Collision); /** The displayed name of this point. ObjectiveName is localized and can also be used. */ var() string PointName; /** Reference to the ControlPoint or xDomPointA/B that is spawned during the begining of play */ var ControlPoint myControlPoint; /** ControlPoint class that will be spawned by this factory. * if LD require a way to control what point will be A or B in DoubleDom games, then use this. * NOTE: Set ONLY ONE ControlPointFactory actor to xDomPointA and there must also be another ControlPointFactory actor set to xDomPointB (ONLY ONE ACTOR). * All other ControlPointFactory actors must be set to none. */ var(Advanced) class<ControlPoint> ControlPointClass; /** Allows LD to specify the ControlPointClass to be used when testing the map in the Play-In-Editor gamemode. None=ControlPoint*/ var(Debug) class<ControlPoint> PIEControlPointClass; /** mesh that is only used with the UnrealEditor/Play in Editor, and should not be displayed during gameplay. */ var StaticMeshComponent EditorDomMesh; var PointLightComponent DomLight; var DynamicLightEnvironmentComponent LightEnvironment; /** whether to render this points name above this point on HUD beacon (using PostRenderFor()) */ var() bool bDrawBeaconName; replication { if (bNetInitial && (Role == ROLE_Authority)) PointName; if (Role==ROLE_Authority) myControlPoint; } simulated function PreBeginPlay() { Super.PreBeginPlay(); // Hide the EditorDomMesh for game play. if (EditorDomMesh != None) EditorDomMesh.SetHidden(True); if (ROLE == ROLE_Authority) SpawnControlPoint(); } /** * spawns the needed type of DominationObjective */ function SpawnControlPoint() { local int i; // if this is a Play-In-Editor game, force it to use class defined by the PIEControlPointClass setting if (WorldInfo != None && WorldInfo.IsPlayInEditor()) { if (PIEControlPointClass == None) PIEControlPointClass = class'UTDom.ControlPoint'; LogInternal("WorldInfo.IsPlayInEditor() is True! Setting ControlPointClass to "$string(PIEControlPointClass),); ControlPointClass = PIEControlPointClass; } if ( !bHidden ) { if (ControlPointClass != None && myControlPoint == None) { myControlPoint = Spawn(ControlPointClass, self); if (myControlPoint != None) { bIsActive = True; // Copy any properties that a LD may have set myControlPoint.PointName = GetHumanReadableName(); myControlPoint.HomeBase = self; myControlPoint.DefensePriority = DefensePriority; myControlPoint.bIsActive = bIsActive; myControlPoint.DefenderTeamIndex = DefenderTeamIndex; myControlPoint.MyBaseVolume = MyBaseVolume; myControlPoint.BaseRadius = BaseRadius; myControlPoint.AttackAnnouncement = AttackAnnouncement; myControlPoint.DefendAnnouncement = DefendAnnouncement; myControlPoint.bBlocked = bBlocked; myControlPoint.bOneWayPath = bOneWayPath; myControlPoint.bVehicleDestination = bVehicleDestination; myControlPoint.bMakeSourceOnly = bMakeSourceOnly; myControlPoint.bBlockedForVehicles = bBlockedForVehicles; myControlPoint.bPreferredVehiclePath = bPreferredVehiclePath; myControlPoint.ExtraCost = ExtraCost; myControlPoint.bDrawBeaconName = bDrawBeaconName; for (i=0; i < LocationSpeech.Length; i++) { myControlPoint.LocationSpeech.AddItem(LocationSpeech[i]); } for (i=0; i < VehicleParkingSpots.Length; i++) { myControlPoint.VehicleParkingSpots.AddItem(VehicleParkingSpots[i]); } DomLight.SetLightProperties(0.0); DomLight.SetEnabled(False); bForceNetUpdate = True; } } } else if (myControlPoint != None) { // we shouldn't have a DominationObjective in this case, so destroy it myControlPoint.Destroy(); } } simulated function string GetHumanReadableName() { if (PointName != "") return PointName; else return ObjectiveName; } simulated function bool PoweredBy(byte Team) { if (myControlPoint != None && myControlPoint.ControllingTeam != None) { if ( (myControlPoint.ControllingTeam.TeamIndex != 255 && Team == myControlPoint.ControllingTeam.TeamIndex) || (myControlPoint.ControllingTeam.TeamIndex != 4 && Team == myControlPoint.ControllingTeam.TeamIndex) ) return True; } return False; } static function byte IsValidDOMTeamID(byte TeamID) { // 255 is Neutral but we need a value between 0-5 if (TeamID > 5) return 4; return TeamID; } /** * this gets called by GetTeamNum() */ simulated event byte ScriptGetTeamNum() { local byte b; b = 254; if (myControlPoint != None) { if (myControlPoint.bIsDisabled) b = 5; else if (myControlPoint.ControllingTeam != None && myControlPoint.DefenderTeamIndex != 255) b = myControlPoint.ControllingTeam.TeamIndex; else b = 4; } if (b == 254) { if ( IsDisabled() ) b = 5; else if ( IsNeutral() || DefenderTeamIndex == 255 ) b = 4; else b = DefenderTeamIndex; } return IsValidDOMTeamID(b); } simulated function int GetControllingTeamNum() { if (myControlPoint != None) { if (myControlPoint.bIsDisabled) return 5; if (myControlPoint.ControllingTeam != None && myControlPoint.DefenderTeamIndex != 255) return myControlPoint.ControllingTeam.TeamIndex; } return 4; } simulated function bool IsNeutral() { if (myControlPoint != none && myControlPoint.bIsActive && myControlPoint.ControllingTeam != none) { if (myControlPoint.ControllingTeam.TeamIndex == 4 || myControlPoint.ControllingTeam.TeamIndex == 255) return True; } else if (DefenderTeamIndex == 4 || DefenderTeamIndex == 255) { return True; } return False; } simulated function bool IsDisabled() { if (myControlPoint == None) return True; if (myControlPoint != None) return (myControlPoint.bIsDisabled); else if (DefenderTeamIndex == 5) return True; return False; } /** * triggers all DOMSeqEvent_ControlPointEvent attached to this objective with the given Controlling Team event type * * @param TeamIndex The TeamID of the EventInstigator * @param EventInstigator The Controller that triggered this to go off */ function TriggerKismetEvent(byte TeamIndex, Controller EventInstigator) { local DOMSeqEvent_ControlPointEvent DomEvent; local int i; local name EventType; switch (TeamIndex) { case 0: EventType = 'Red'; break; case 1: EventType = 'Blue'; break; case 2: EventType = 'Green'; break; case 3: EventType = 'Gold'; break; case 5: EventType = 'Disabled'; break; default: EventType = 'Neutral'; break; } for (i = 0; i < GeneratedEvents.length; i++) { DomEvent = DOMSeqEvent_ControlPointEvent(GeneratedEvents[i]); if (DomEvent != None) DomEvent.Trigger(EventType, EventInstigator); } } /** * triggers all DOMSeqEvent_ControlPointEvent attached to this objective with the given flag event type */ function TriggerFlagEvent(name EventType, Controller EventInstigator) { local DOMSeqEvent_ControlPointEvent DOMEvent; local int i; for (i = 0; i < GeneratedEvents.length; i++) { DOMEvent = DOMSeqEvent_ControlPointEvent(GeneratedEvents[i]); if (DOMEvent != None) DOMEvent.Trigger(EventType, EventInstigator); } } /** * adds the given team static mesh to our list and initializes its team * 11/13/2008 - Changed to now use the AddItem() for adding to the TeamStaticMeshes array. * Safer then using TeamStaticMeshes[TeamStaticMeshes.length] */ simulated function AddTeamStaticMesh(UTTeamStaticMesh SMesh) { local int d; TeamStaticMeshes.AddItem(SMesh); d = DefenderTeamIndex; SMesh.SetTeamNum(d); } /** * updates TeamStaticMeshes array for a change in our team * 11/13/2008 - Removed the IsValidDOMTeamID checks and returned to the original logic in UTGameObjective.UpdateTeamStaticMeshes() */ simulated function UpdateTeamStaticMeshes() { local int i, d; d = DefenderTeamIndex; for (i = 0; i < TeamStaticMeshes.length; i++) { TeamStaticMeshes[i].SetTeamNum(d); } } /** * TellBotHowToDisable() * tell bot what to do to disable me. * * @return true if valid/useable instructions were given */ function bool TellBotHowToDisable(UTBot B) { local UTVehicle VehicleEnemy; /* The following variables are Not used. Kept for backwards conform compatibility */ local DOMSquadAI DOM_SquadAI; local UTBot OtherB; local bool bCloserTeammate; local float Dist; local DominationFactory DF; local Pawn Pw; local UTGameObjective SqOb; if (DefenderTeamIndex == B.Squad.Team.TeamIndex) return False; if (!PoweredBy(B.Squad.Team.TeamIndex)) return B.Squad.FindPathToObjective(B, self); //take out defensive turrets first VehicleEnemy = UTVehicle(B.Enemy); if ( VehicleEnemy != None && (VehicleEnemy.bStationary || VehicleEnemy.bIsOnTrack) && (VehicleEnemy.AIPurpose == AIP_Defensive || VehicleEnemy.AIPurpose == AIP_Any) && B.LineOfSightTo(B.Enemy) ) { return False; } if ( StandGuard(B) ) return TooClose(B); // The following code is never used. // This is only here so there are no compiler warnings if (DefenderTeamIndex == 142) { DOM_SquadAI = None; OtherB = None; bCloserTeammate = False; Dist = 0.0f; DF = None; Pw = None; SqOb = None; if (DOM_SquadAI != None && OtherB != None && bCloserTeammate && DF != None && Pw != None && SqOb != None && Dist != 0.0) return False; } } /** * if bot is in important vehicle, and other bots can do the dirty work, * return false if within get out distance * @note based from UTOnslaughtObjective */ function bool StandGuard(UTBot B) { local UTBot SquadMate; local float Dist; local int i; local UTVehicle BotVehicle; local UTVehicle_Deployable DeployableVehicle; if (DefenderTeamIndex != B.PlayerReplicationInfo.GetTeamNum() && DefenderTeamIndex < 2) { return False; } BotVehicle = UTVehicle(B.Pawn); if (BotVehicle != None && BotVehicle.ImportantVehicle()) { Dist = VSize(BotVehicle.Location - Location); if (ReachedParkingSpot(BotVehicle) || (Dist < BotVehicle.ObjectiveGetOutDist && B.LineOfSightTo(self))) { if (BotVehicle.bKeyVehicle && BotVehicle.CanAttack(self)) { DeployableVehicle = B.GetDeployableVehicle(); if (DeployableVehicle != None && DeployableVehicle.DeployedState == EDS_Undeployed) { DeployableVehicle.SetTimer(0.01, False, 'ServerToggleDeploy'); } return True; } if ( DefenderTeamIndex == B.PlayerReplicationInfo.Team.TeamIndex || (B.Enemy != None && WorldInfo.TimeSeconds - B.LastSeenTime < 2) ) { return True; } // check if there's a passenger if (BotVehicle.Seats.length > 1) { for (i = 1; i < BotVehicle.Seats.length; i++) { if (BotVehicle.Seats[i].SeatPawn != None) { SquadMate = UTBot(BotVehicle.Seats[i].SeatPawn.Controller); if (SquadMate != None) { BotVehicle.Seats[i].SeatPawn.DriverLeave(False); return True; } } } } // check if there's another bot around to do it for (SquadMate = B.Squad.SquadMembers; SquadMate != None; SquadMate = SquadMate.NextSquadMember) { if ( SquadMate.Pawn != None && (UTVehicle(SquadMate.Pawn) == None || !UTVehicle(SquadMate.Pawn).ImportantVehicle()) && VSize(SquadMate.Pawn.Location - Location) < Dist + 2000.0 && SquadMate.RouteGoal == self ) { return True; } } } } return False; } /** * @note based off UTOnslaughtObjective */ function bool TooClose(UTBot B) { local UTBot SquadMate; local int R; if ( (VSize(Location - B.Pawn.Location) < 2*B.Pawn.GetCollisionRadius()) && (PathList.Length > 1) ) { //standing right on top of it, move away a little B.GoalString = "Move away from "$self; R = Rand(PathList.Length-1); B.MoveTarget = PathList[R].End.Nav; for ( SquadMate=B.Squad.SquadMembers; SquadMate!=None; SquadMate=SquadMate.NextSquadMember ) { if ( (SquadMate.Pawn != None) && (VSize(SquadMate.Pawn.Location - B.MoveTarget.Location) < B.Pawn.GetCollisionRadius()) ) { B.MoveTarget = PathList[R+1].End.Nav; break; } } B.SetAttractionState(); return True; } return False; } function DisableThisPoint() { ControlPointClass = None; bIsActive = False; bIsDisabled = True; DomLight.SetLightProperties(0.0); SetHidden(True); SetCollision(false,false); DefenderTeamIndex = 255; bForceNetUpdate = TRUE; if (myControlPoint != none && myControlPoint.bIsActive) myControlPoint.DisableThisPoint(); GotoState('Disabled'); } State Disabled { ignores Touch; } function Reset() { super.Reset(); bIsActive = True; bIsDisabled = False; DefenderTeamIndex = 255; } DefaultProperties { Components.Remove(Sprite) GoodSprite=None Begin Object Name=Sprite2 Scale=0.85 End Object Begin Object Name=CollisionCylinder CollisionRadius=+60.0 CollisionHeight=+80.0 CollideActors=True BlockRigidBody=False End Object CollisionType=COLLIDE_TouchAll CollisionComponent=CollisionCylinder Components.Add(CollisionCylinder) Begin Object Class=DynamicLightEnvironmentComponent Name=DomPointLightEnvironment LightDesaturation=20.0 End Object LightEnvironment=DomPointLightEnvironment Components.Add(DomPointLightEnvironment) Begin Object Class=StaticMeshComponent Name=EditorStaticMeshComponent0 StaticMesh=StaticMesh'DOM_Content.Meshes.DomN' CastShadow=False bCastDynamicShadow=False bAcceptsLights=False bAcceptsDynamicLights=False LightEnvironment=DomPointLightEnvironment CollideActors=False CullDistance=7000 bUseAsOccluder=False BlockRigidBody=False HiddenEditor=False AlwaysLoadOnClient=False AlwaysLoadOnServer=False End Object EditorDomMesh=EditorStaticMeshComponent0 Components.Add(EditorStaticMeshComponent0) Begin Object Class=PointLightComponent Name=DomLightComponent Radius=400 Brightness=5.0 LightColor=(B=180,G=180,R=180) LightingChannels=(BSP=TRUE,Static=TRUE,Dynamic=TRUE,CompositeDynamic=TRUE) CastShadows=True UseDirectLightMap=False CastDynamicShadows=True bForceDynamicLight=True End Object DomLight=DomLightComponent Components.Add(DomLightComponent) bStatic=True bStasis=False bNoDelete=True bCollideActors=True bCollideWorld=True bWorldGeometry=False bPushedByEncroachers=False bCollideWhenPlacing=True bIgnoreEncroachers=True bPathColliding=True bDestinationOnly=True bNotBased=True bHasSensor=True bCanWalkOnToReach=True NetUpdateFrequency=1 bBlockActors=False bEdShouldSnap=True bAlwaysRelevant=True bGameRelevant=True bDrawBeaconName=True RemoteRole=ROLE_SimulatedProxy DrawScale=0.44 CameraViewDistance=320.0 DefenderTeamIndex=255 StartTeam=255 DefensePriority=2 PIEControlPointClass=class'UTDom.ControlPoint' SupportedEvents.Add(class'UTDom.DOMSeqEvent_ControlPointEvent') } |
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