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//============================================================================= // U2TeamGame.uc // $Author: Mfox $ // $Date: 9/13/02 11:02a $ // $Revision: 12 $ //============================================================================= class U2TeamGame extends U2DeathMatch config; var localized string StartupMessage; // var localized string StartupTeamMessage; // var localized string StartupTeamTralier; // terminator for StartupTeamMessage var localized string TeamChangeMessage; // var localized string TeamColor[MaxTeams]; // Red, Blue, Green, Gold var globalconfig bool bBalanceTeams; // bots should move to balance teams when players are added in AddToTeam() var globalconfig bool bPlayersBalanceTeams; // force players to join the smallest team when changing teams var() config int NumTeams; // number of teams used by game type var() config int MaxTeamSize; // max number of playes per team for gamet pe var() config bool bNoTeamChanges; // var() float Score_TeamKill; // var bool bSpawnInTeamArea; // var config bool bScoreTeamKills; // var int MaxAllowedTeams; // maximum number of teams for this game type (limited to 2 in CTF) var protected U2TeamInfo Teams[MaxTeams]; // var bool bBalancing; // flag to signal that balancing teams is in progress //!!mdf-obsolete? var int NumSupportingPlayer; // number of Bots supporting players -- //MDF this is never decremented! var int NextBotTeam; // var U2TeamInfo BestTeam; // used in EndGame logic to determine the camera information event PreBeginPlay() { local int i; super.PreBeginPlay(); // init GameReplicationInfo in GameInfo.uc PreBeginPlay() for( i = 0; i < NumTeams; i++ ) { Teams[i] = Spawn( class'U2TeamInfo' ); Teams[i].TeamIndex = i; Teams[i].TeamName = TeamColor[i]; Teams[i].Size = 0; Teams[i].Score = 0; U2GameReplicationInfo(GameReplicationInfo).SetTeam( i, Teams[i] ); DM( self @ i @ Teams[i] ); } } function int GetTeamNumber() { return CurrentID % NumTeams; // force each Bot to a unique team up to the NumTeams limit } function TeamInfo GetTeam( int InTeamNumber ) { if( InTeamNumber < 0 || InTeamNumber >= NumTeams ) return None; return Teams[ InTeamNumber ]; } function bool ValidTeam( int InTeamNumber ) { return InTeamNumber >= 0 && InTeamNumber < NumTeams; } event InitGame( string Options, out string Error ) { Super.InitGame( Options, Error ); NumTeams = Min( NumTeams, Min( MaxAllowedTeams, MaxTeams ) ); } function float RatePlayerStart( NavigationPoint N, byte Team, Controller Player ) { if( bSpawnInTeamArea && ( PlayerStart(N) == None || PlayerStart(N).TeamNumber != Team ) ) return 0; return Super.RatePlayerStart( N, Team, Player ); } function InitBot( U2NPCController NewBot ) { local int DesiredTeam, i, MinSize; if( bBalanceTeams ) { MinSize = Teams[0].Size; DesiredTeam = 0; for( i = 1; i < NumTeams; i++ ) { if( Teams[i].Size < MinSize ) { MinSize = Teams[i].Size; DesiredTeam = i; } } } else { DesiredTeam = NewBot.PlayerReplicationInfo.Team.TeamIndex; } NewBot.PlayerReplicationInfo.Team = None; if( DesiredTeam == 255 || !ChangeTeam( NewBot, DesiredTeam ) ) { ChangeTeam( NewBot, NextBotTeam ); NextBotTeam++; if( NextBotTeam >= NumTeams ) NextBotTeam = 0; } //!!mdf-tbd: SetBotOrders( NewBot ); Super.InitBot( NewBot ); } function PlayStartupMessage( PlayerController NewPlayer ) { local int i; NewPlayer.ClearProgressMessages(); NewPlayer.SetProgressMessage( i++, GameName, GetWhiteColor() ); if( bRequireReady && Level.NetMode != NM_Standalone ) NewPlayer.SetProgressMessage( i++, TourneyMessage, GetWhiteColor() ); else NewPlayer.SetProgressMessage( i++, StartupMessage, GetWhiteColor() ); if( GoalScore > 0 ) NewPlayer.SetProgressMessage( i++, GoalScore@GameGoal, GetWhiteColor() ); /* Fix ARL: Replace with cool UI stuff. if( NewPlayer.PlayerReplicationInfo.Team.TeamIndex < MaxTeams ) { NewPlayer.SetProgressColor( NewPlayer.PlayerReplicationInfo.Team.TeamColor, i ); NewPlayer.SetProgressMessage( i++, StartupTeamMessage @ NewPlayer.PlayerReplicationInfo.Team.TeamName $ StartupTeamTralier, GetWhiteColor() ); NewPlayer.SetProgressMessage( i++, TeamChangeMessage, GetWhiteColor() ); } */ if( Level.NetMode == NM_Standalone ) NewPlayer.SetProgressMessage( i++, SingleWaitingMessage, GetWhiteColor() ); } function bool ChangeTeam( Controller Other, int InTeamNumber ) { local int i; local Controller C; local TeamInfo SmallestTeam, NewTeam; // if leaving the team, do it now! if( InTeamNumber == 255 ) { Other.PlayerReplicationInfo.Team = None; /*ARL if( StatLog != None ) StatLog.LogTeamChange( Other ); */ return true; } // find a team with space remaining for( i = 0; i < NumTeams; i++ ) { if( SmallestTeam == None || SmallestTeam.Size > Teams[i].Size ) { SmallestTeam = Teams[i]; } } assert( SmallestTeam != None ); if( SmallestTeam.Size >= MaxTeamSize ) { return false; } // get the player's team request -- revert to SmallestTeam if team is full or unavailable NewTeam = GetTeam( InTeamNumber ); if( NewTeam == None || NewTeam.Size > MaxTeamSize ) { NewTeam = SmallestTeam; } // ignore the player's request if the server is balancing teams if( bPlayersBalanceTeams && Level.NetMode != NM_Standalone ) { for( C=Level.ControllerList; C!=None; C=C.NextController ) if( U2NPCController(C)!=None ) break; Other.PlayerReplicationInfo.Team = None; // join bot's team, because he will leave if( NumBots == 1 && C != None && C.PlayerReplicationInfo != None && C.PlayerReplicationInfo.Team.Size == SmallestTeam.Size ) { NewTeam = C.PlayerReplicationInfo.Team; } else if( NewTeam.Size > SmallestTeam.Size ) { NewTeam = SmallestTeam; } } if( Other.PlayerReplicationInfo.Team != None && ( Other.PlayerReplicationInfo.Team == NewTeam || bNoTeamChanges ) ) { return false; } if( Other.PlayerReplicationInfo.Team != None ) { //!!mdf-tbd: ClearOrders( Other.Pawn ); Other.PlayerReplicationInfo.Team.RemoveFromTeam( Other ); } NewTeam.AddToTeam( Other ); if( !bGameEnded && bBalanceTeams ) BalanceTeams(); return true; } function Logout( Controller Exiting ) { super.Logout( Exiting ); if( Exiting.IsA('PlayerController') && PlayerController(Exiting).bOnlySpectator ) return; //!!mdf-tbd: ClearOrders( Exiting.Pawn ); Exiting.PlayerReplicationInfo.Team.RemoveFromTeam( Exiting ); if( !bGameEnded && bBalanceTeams ) BalanceTeams(); } function BalanceTeams() { local int big, small, i, bigsize, smallsize; local Controller C, A; local U2NPCController B; if( bBalancing || NumBots == 0 ) return; big = 0; small = 0; bigsize = Teams[0].Size; smallsize = Teams[0].Size; for( i = 1; i < NumTeams; i++ ) { if( Teams[i].Size > bigsize ) { big = i; bigsize = Teams[i].Size; } else if( Teams[i].Size < smallsize ) { small = i; smallsize = Teams[i].Size; } } bBalancing = true; while( bigsize - smallsize > 1 ) { for( C=Level.ControllerList; C!=None; C=C.NextController ) { if( C.bIsPlayer && C.PlayerReplicationInfo.Team == Teams[ big ] && U2NPCController(C) != None ) { B = U2NPCController(C); break; } } if( B != None ) { B.Pawn.Health = 0; B.Pawn.Died( None, class'Suicided', B.Pawn.Location, vect(0,0,0) ); bigsize--; smallsize++; ChangeTeam( B, small ); } else { break; } } bBalancing = false; // re-assign orders to follower bots with no leaders // !!mdf-tbd: just send an event to the GameAIController and let it handle this for( C=Level.ControllerList; C!=None; C=C.NextController ) { if( C.bIsPlayer && U2NPCController(C)!=None && U2BotReplicationInfo(C.PlayerReplicationInfo).RealOrders == U2NPCController.OrdersFollow ) { A = Controller(U2NPCController(C).GetOrdersObject()); if( A == None || A.bDeleteMe || !A.IsPlayer() || !A.Pawn.SameTeam( C.Pawn ) ) { U2NPCController(C).SetOrders(); //!!mdf-tbd: SetBotOrders( U2NPCController(C) ); } } } } function bool CanSpectate( PlayerController Viewer, Actor ViewTarget ) { if( Controller(ViewTarget) != None ) return false; if( Viewer.PlayerReplicationInfo.bIsSpectator && Viewer.PlayerReplicationInfo.Team == None ) return true; return Pawn(ViewTarget) != None && Pawn(ViewTarget).IsPlayerPawn() && Pawn(ViewTarget).PlayerReplicationInfo.Team == Viewer.PlayerReplicationInfo.Team; } function int ReduceFriendlyDamage( int Damage, Pawn Injured, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ) { if( U2NPCController(Injured.Controller)!=None ) U2NPCController(Injured.Controller).YellAt( Instigator ); return Super.ReduceFriendlyDamage( Damage, Injured, Instigator, HitLocation, Momentum, DamageType ); } /*!!mdf-tbd function int ReduceDamage( int Damage, Pawn Injured, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ) { if( U2NPCController(Injured.Controller)!=None ) AssessBotDamage( Injured, Instigator ); return Super.ReduceDamage( Damage, Injured, Instigator, HitLocation, Momentum, DamageType ); } */ function ScoreKill( Controller Killer, Controller Other ) { if( bScoreTeamKills && FriendlyDamageScale > 0 ) { if( Killer == Other || Killer != None ) { if( Other.PlayerReplicationInfo != None ) Other.PlayerReplicationInfo.Team.Score += Score_Suicide; } else if( !Killer.Pawn.SameTeam( Other.Pawn ) ) { if( Killer.PlayerReplicationInfo != None ) Killer.PlayerReplicationInfo.Team.Score += Score_EnemyKill; } else { if( Killer.PlayerReplicationInfo != None ) { Killer.PlayerReplicationInfo.Team.Score += Score_TeamKill; Killer.PlayerReplicationInfo.Score += Score_TeamKill; } } } super.ScoreKill( Killer, Other ); } function bool IsTied() { local int i; BestTeam = GetBestTeam(); for( i = 0; i < NumTeams; i++ ) { if( Teams[i] != BestTeam && Teams[i].Score == BestTeam.Score ) { //ARL BroadcastLocalizedMessage( DMMessageClass, 0 ); return true; } } return false; } function bool GoalLimitMet() { BestTeam = GetBestTeam(); return GoalScore > 0 && BestTeam.Score >= GoalScore; } function U2TeamInfo GetBestTeam() { local U2TeamInfo ThisBestTeam; local int i; for( i = 0; i < NumTeams; i++ ) { if( ThisBestTeam == None || ThisBestTeam.Score < Teams[i].Score ) ThisBestTeam = Teams[i]; } return ThisBestTeam; } function actor GetWinnder() { return BestTeam; } function bool IsWinner( Controller Player ) { return Player.PlayerReplicationInfo.Team == BestTeam; } function SetEndGameCameras() { BestTeam = GetBestTeam(); Super.SetEndGameCameras(); } function LogGameParameters() { Super.LogGameParameters(); StatLog.LogEventString( StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"GoalScore"$Chr(9)$GoalScore ); StatLog.LogEventString( StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"FriendlyDamageScale"$Chr(9)$FriendlyDamageScale ); } function string GetRules() { local string ResultSet; ResultSet = Super.GetRules(); ResultSet = ResultSet$"\\numteams\\"$NumTeams; ResultSet = ResultSet$"\\balanceteams\\"$bBalanceTeams; ResultSet = ResultSet$"\\playersbalanceteams\\"$bPlayersBalanceTeams; ResultSet = ResultSet$"\\friendlydamagescale\\"$int(FriendlyDamageScale*100)$"%"; return ResultSet; } //----------------------------------------------------------------------------- // AI //----------------------------------------------------------------------------- function GameEvent( name EventName, Actor Instigator, optional Actor OtherActor, optional name OtherInfo ) { local int ii; // pass event on to controllers for all teams so these can react accordingly for( ii=0; ii<GameAIControllers.Length; ii++ ) GameAIControllers[ii].GameEvent( EventName, Instigator, OtherActor, OtherInfo ); } defaultproperties { StartupMessage="Work with your teammates against the other teams." StartupTeamMessage="You are on" StartupTeamTralier="." TeamChangeMessage="Use Options->Player Setup to change teams." TeamColor(0)="Red" TeamColor(1)="Blue" TeamColor(2)="Green" TeamColor(3)="Gold" bBalanceTeams=true NumTeams=2 MaxTeamSize=16 Score_TeamKill=-1.000000 bSpawnInTeamArea=true bScoreTeamKills=true MaxAllowedTeams=4 MultiplayerPlayerWait=17 bCanChangeSkin=false bTeamGame=true BeaconName="TDM" GameName="Team Deathmatch Game" UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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