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//============================================================================= // $Workfile: FieldGenerator.uc $ // Created By: Mark Poesch // Created On: 7/2/2001 // $Author: Sbrown $ // $Date: 12/15/02 0:22 $ // $Revision: 46 $ //============================================================================= class FieldGenerator extends DeployedUnit placeable; struct FGStruct { var FieldGenerator FG; var ForceWall FGEffect; }; var() float LinkRadius; var() int NumPrimaryLinks; var() int NumSecondaryLinks; var() float TraceTolerance; var() sound LinkSound; var() sound UnlinkSound; var() class<PulseLineGenerator> BeamClass; // ForceWall Properties var() int BeamCount; // The number of beams var() float ForceWallWidth; // The defined width of the wall var() float FieldHeight; var() float BottomOffset; var array<FGStruct> FGLinks; var FieldGenerator CurrentFGChoice; var float CosMinAngle; var bool bDidShutDownDestroy; // recursion lockout //----------------------------------------------------------------------------- function Initialize( bool AltActivate ) { Super.Initialize( AltActivate ); // Primary Activation if( !AltActivate ) { //DM( "*** " $ Self $ " has been Activated" ); FGLinks.Length = NumPrimaryLinks; Description = Description $ " (" $ NumPrimaryLinks $ ")"; } else // Secondary Activation { //DM( "*** " $ Self $ " has been AltActivated" ); FGLinks.Length = NumSecondaryLinks; Description = Description $ " (" $ NumSecondaryLinks $ ")"; } } //----------------------------------------------------------------------------- // This tests to see if this FG is linked to the FG being passed in as F. function int IsLinked( FieldGenerator F ) { local int i; local int Retval; Retval = -1; for( i=0; i<FGLinks.Length; i++ ) { if( FGLinks[i].FG == F ) { Retval = i; break; } } return Retval; } //----------------------------------------------------------------------------- // How many links does this FG have function int NumLinks() { local int i; local int Retval; Retval = 0; for( i=0; i<FGLinks.Length; i++ ) { if( FGLinks[i].FG != None ) Retval++; } return Retval; } //----------------------------------------------------------------------------- // How many free link slots does this FG have? function int NumFreeSlots() { local int i; local int Retval; Retval = 0; for( i=0; i<FGLinks.Length; i++ ) { if( FGLinks[i].FG == None ) Retval++; } return Retval; } //----------------------------------------------------------------------------- // What's the first free link slot? function int FirstFreeSlot() { local int i; local int Retval; Retval = -1; for( i=0; i<FGLinks.Length; i++ ) { if( FGLinks[i].FG == None ) { Retval = i; break; } } return Retval; } //----------------------------------------------------------------------------- // A debugging function to see what's happening on each slot function OutputLinks() { local int i; for( i=0; i<FGLinks.Length; i++ ) { DM( "### " $ Self $ " slot[" $ i $ "].FG = " $ FGLinks[i].FG ); DM( "### " $ Self $ " slot[" $ i $ "].FGEffect = " $ FGLinks[i].FGEffect ); } } //----------------------------------------------------------------------------- // The FG is shutdown. All links are severed, the VerticalBeam is destroyed and, // if given, a pickup version of the FG is spawned. function ShutDownDeployedUnit( bool bDestroyed, optional Pawn P ) { local int i; // Disconnect all links for( i=0; i<FGLinks.Length; i++ ) { if( FGLinks[i].FG != None ) { FGLinks[i].FG.Unlink( FGLinks[i].FG.IsLinked( Self ), false ); Unlink( i, true ); } } bDidShutDownDestroy = true; Super.ShutDownDeployedUnit( bDestroyed, P ); } //----------------------------------------------------------------------------- event Destroyed() { // make sure force field generator cleaned up if field generators destroyed (e.g. with killactor) if( !bDidShutDownDestroy ) ShutDownDeployedUnit( true ); Super.Destroyed(); } //----------------------------------------------------------------------------- function DisableUnit() { local int i; // Disable all links for( i=0; i<FGLinks.Length; i++ ) { if( FGLinks[i].FGEffect != None && FGLinks[i].FGEffect.IsEnabled() ) { FGLinks[i].FGEffect.DisableUnit(); } } Super.DisableUnit(); } //----------------------------------------------------------------------------- function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) { OnUse( Other ); } //----------------------------------------------------------------------------- // Handles the unlinking of the passed in slot and destroying the VerticalBeam // if necessary. function Unlink( int UnlinkSlot, bool bDestroyWall ) { // Unlinks the given slot FGLinks[UnlinkSlot].FG = None; if( bDestroyWall ) { FGLinks[UnlinkSlot].FGEffect.ShutDownForceWall(); } PlaySound( UnlinkSound, SLOT_None ); FGLInks[UnlinkSlot].FGEffect = None; } //----------------------------------------------------------------------------- // Set's the passed in link, sets up creation of the ForceWall, displays effects, // and plays sounds. function MakeLinks( FieldGenerator F, int LinkSlot ) { // Set up links FGLinks[ LinkSlot ].FG = F; F.FGLinks[ F.FirstFreeSlot() ].FG = Self; // Create ForceWalls Linkup( LinkSlot ); F.Linkup( F.IsLinked( Self ) ); } //----------------------------------------------------------------------------- function Linkup( int ActiveLink ) { CreateField( ActiveLink ); PlaySound( LinkSound, SLOT_None ); } //----------------------------------------------------------------------------- // Spawn's a ForceWall function CreateField( int ActiveLink ) { local int LinkedForceWallIndex; local vector ForceWallMidPoint; // Find out if the FG being linked to has already built a ForceWall to me LinkedForceWallIndex = FGLinks[ActiveLink].FG.ForceWallIndex( Self ); // if the answer is -1, then no, it hasn't, so build it if( LinkedForceWallIndex == -1) { ForceWallMidPoint = (Location + FGLinks[ActiveLink].FG.Location)/2; FGLinks[ActiveLink].FGEffect = Spawn( class'ForceWall', , , ForceWallMidPoint ); FGLinks[ActiveLink].FGEffect.SetTeam( GetTeam() ); FGLinks[ActiveLink].FGEffect.bFriendlyToPlayerTeam = bFriendlyToPlayerTeam; FGLinks[ActiveLink].FGEffect.StartActor = Self; FGLinks[ActiveLink].FGEffect.EndActor = FGLinks[ActiveLink].FG; FGLinks[ActiveLink].FGEffect.InitiateWall( FieldHeight, BottomOffset, CollisionRadius, BeamCount, ForceWallWidth, BeamClass ); } else // else, the FG being linked to does have a wall built to this FG, so just get a reference to the ForceWall { FGLinks[ActiveLink].FGEffect = FGLinks[ActiveLink].FG.FGLinks[LinkedForceWallIndex].FGEffect; } } //----------------------------------------------------------------------------- // This tests to see if the FG I am linked to has already created a ForceWall // linking to me. function int ForceWallIndex( FieldGenerator F ) { local int i; local int Retval; Retval = -1; for( i=0; i<FGLinks.Length; i++ ) { if( FGLinks[i].FG == F ) { if( FGLinks[i].FGEffect != None ) { Retval = i; break; } } } return Retval; } //----------------------------------------------------------------------------- // Location of the top of the field wall function vector GetTopLink( FieldGenerator F ) { local vector TopLink; TopLink = F.Location; TopLink.Z += F.FieldHeight+BottomOffset; return TopLink; } //----------------------------------------------------------------------------- // Location of the bottom of the field wall function vector GetBottomLink( FieldGenerator F ) { local vector BottomLink; BottomLink = F.Location; BottomLink.Z -= FieldHeight-BottomOffset; return BottomLink; } //----------------------------------------------------------------------------- function bool CanConnect( FieldGenerator TraceToFG ) { local vector HitLocation, HitNormal, Extent, StartLocation, EndLocation, EdgeVector; local vector SideVector; local actor HitActor; Extent.X = ForceWallWidth/2; Extent.Y = ForceWallWidth/2; Extent.Z = FieldHeight-TraceTolerance; EdgeVector = TraceToFG.Location - Location; EdgeVector.Z = 0; EdgeVector = Normal( EdgeVector ); StartLocation = Location + CollisionRadius * EdgeVector; StartLocation.Z += BottomOffset; EndLocation = TraceToFG.Location - TraceToFG.CollisionRadius * EdgeVector; EndLocation.Z += BottomOffset; /* SideVector = Normal( (EndLocation - StartLocation) cross vect(0,0,1) ); AddCylinder( StartLocation, Extent.X, Extent.Z, ColorYellow() ); AddLine( StartLocation+vect(0,0,1)*Extent.Z+SideVector*Extent.X, EndLocation+vect(0,0,1)*Extent.Z+SideVector*Extent.X, ColorBlue() ); AddLine( StartLocation+vect(0,0,1)*Extent.Z-SideVector*Extent.X, EndLocation+vect(0,0,1)*Extent.Z-SideVector*Extent.X, ColorBlue() ); AddLine( StartLocation-vect(0,0,1)*Extent.Z+SideVector*Extent.X, EndLocation-vect(0,0,1)*Extent.Z+SideVector*Extent.X, ColorBlue() ); AddLine( StartLocation-vect(0,0,1)*Extent.Z-SideVector*Extent.X, EndLocation-vect(0,0,1)*Extent.Z-SideVector*Extent.X, ColorBlue() ); AddCylinder( EndLocation, Extent.X, Extent.Z, ColorYellow() ); */ HitActor = Trace( HitLocation, HitNormal, EndLocation, StartLocation, false, Extent, , TRACE_World | TRACE_Volumes | TRACE_StopAtFirstHit ); //if( HitActor != None && FieldGenerator(HitActor) == None ) // DM( "%%% TestConnection between " $ Self $ " and " $ TraceToFG $ " failed. Reason: HitActor = " $ HitActor ); //if( VSize( HitLocation - TraceToFG.Location ) < VSize( TraceToFG.Location - Location ) ) // DM( "%%% TestConnection between " $ Self $ " and " $ TraceToFG $ " failed. Reason: LevelGeometry in the way" ); //DM( "*** HitActor = " $ HitActor ); return ( HitActor == None || HitActor == TraceToFG ); //( VSize( HitLocation - TraceToFG.Location ) >= VSize( TraceToFG.Location - Location ) ) || //( FieldGenerator(HitActor) != None) ); } //----------------------------------------------------------------------------- function bool FilterFG( FieldGenerator FG ) { local bool bValid; if( FG == Self ) { //DM( "***Self" ); return true; } if( !FG.bActive ) { //DM( "***bActive" ); return true; } if( !FG.bEnabled ) { //DM( "***bEnabled" ); return true; } if( FG.TeamNumber != TeamNumber ) { //DM( "***TeamNumber" ); return true; } // Check if FG has valid links before calling TestConnection if( FG.NumFreeSlots() <= 0 ) { //DM( "*** Slots: " $ FG.NumFreeSlots() ); return true; } // Am I already linked to this FG? if( IsLinked( FG ) != -1 ) { //DM( "*** IsLinked" ); return true; } //assert( FG.IsLinked( Self ) == -1 ); return !CanConnect( FG ); } //----------------------------------------------------------------------------- function bool AnglesOK( FieldGenerator SourceFG, FieldGenerator TargetFG ) { local vector ExistingVector, PossibleVector; local bool bAngleOK; local int i; PossibleVector = TargetFG.Location - SourceFG.Location; PossibleVector.Z = 0; PossibleVector = Normal( PossibleVector ); bAngleOK = true; for( i=0; i<SourceFG.FGLinks.Length; i++ ) { if( SourceFG.FGLinks[ i ].FG != None ) { ExistingVector = SourceFG.FGLinks[ i ].FG.Location - SourceFG.Location; ExistingVector.Z = 0; ExistingVector = Normal( ExistingVector ); //DM( "CosAngle: " $ ExistingVector dot PossibleVector ); //DM( "Angle: " $ Acos(ExistingVector dot PossibleVector) ); if( (ExistingVector dot PossibleVector) > CosMinAngle ) { bAngleOK = false; break; } } } return bAngleOK; } /*----------------------------------------------------------------------------- Uses the ActorTypes list to search for FGs in range. Performs a few tests on the FGs found and calls FindValidLink() to determine validity of the FG. If it is found to be valid, ScanArea returns an FG, otherwise it returns None. */ function ScanArea() { local int i,j; local FieldGenerator FG; local array<FieldGenerator> SortedFGs; local int CurrentCandidate; local vector CandidateVector; local float FGDistance; foreach VisibleCollidingActors( class'FieldGenerator', FG, LinkRadius ) { if( !FilterFG( FG ) ) { //DM( "Adding " $ FG ); // insert into array with closest first FGDistance = VSize(FG.Location - Location); i = 0; while( i < SortedFGs.Length && VSize( SortedFGs[ i ].Location - Location ) < FGDistance ) i++; // insert at i after moving everything else down SortedFGs.Length = SortedFGs.Length + 1; for( j=SortedFGs.Length-2; j>=i; j-- ) SortedFGs[ j+1 ] = SortedFGs[ j ]; SortedFGs[ i ] = FG; } } /* for( i=0; i<SortedFGs.Length; i++ ) { //DM( i $ ": " $ SortedFGs[ i ] ); if( i<SortedFGs.Length-1 ) assert( VSize(SortedFGs[ i ].Location - Location) <= VSize(SortedFGs[ i+1 ].Location - Location) ); } */ CurrentCandidate = 0; for( i=0; i<FGLinks.Length; i++ ) { if( FGLinks[ i ].FG == None ) { for( j=CurrentCandidate; j<SortedFGs.Length; j++ ) { CurrentCandidate = j+1; // check this possible link against all existing links in this FG and the opposite FG if( AnglesOK( Self, SortedFGs[ j ] ) && AnglesOK( SortedFGs[ j ], Self ) ) { // add it MakeLinks( SortedFGs[ j ], i ); break; } } } } } //----------------------------------------------------------------------------- /* function TakeDamage( int Damage, Pawn instigatedBy, vector hitlocation, vector momentum, class<DamageType> damageType) { Health -= Damage; // Can do some cool things here, varying color, size, vibration, add sparks... if( Health <= 0 ) { DM( "### TakeDamage - " $ Self $ " Calling ShutDownDeployedUnit()" ); ShutDownDeployedUnit( true ); } } */ //----------------------------------------------------------------------------- // Finds a valid link and sets up the connections function SetUpLink() { ScanArea(); } //----------------------------------------------------------------------------- function NotifyDeployed() { Super.NotifyDeployed(); SetUpLink(); } //----------------------------------------------------------------------------- // AI //----------------------------------------------------------------------------- function ModifyPaths( bool bEnabled ); // done via the ForceWall //----------------------------------------------------------------------------- function SpecialBumpHandling( Actor Other ) { local int i; Super.SpecialBumpHandling( Other ); for( i=0; i<FGLinks.Length; i++ ) { if( FGLinks[i].FGEffect != None ) FGLinks[i].FGEffect.HandleForceWallBump( Other ); } } //----------------------------------------------------------------------------- function bool ConsiderAttacking( Actor TargetActor, U2NPCController AttackingController ) { local int ii; local bool bFoundForceWall, bResult; // hand decision off to ForceWall(s) if( FGLinks.Length >= 1 ) { for( ii=0; ii<FGLinks.Length && !bResult; ii++ ) if( FGLinks[ ii ].FGEffect != None && FGLinks[ ii ].FGEffect.ConsiderAttacking( TargetActor, AttackingController ) ) { bFoundForceWall = true; bResult = true; } } if( !bFoundForceWall ) bResult = Super.ConsiderAttacking( TargetActor, AttackingController ); //DMTNS( "FieldGenerator.ConsiderAttacking returning " $ bResult $ " for should " $ AttackingController.Pawn $ " (" $ AttackingController.GetStateName() $ ")" $ " consider attacking " $ Self ); return bResult; } //----------------------------------------------------------------------------- defaultproperties { LinkRadius=1000.000000 NumPrimaryLinks=2 NumSecondaryLinks=1 TraceTolerance=16.000000 LinkSound=Sound'U2XMPA.FieldGenerator.FieldGeneratorLink' UnlinkSound=Sound'U2XMPA.FieldGenerator.FieldGeneratorUnlink' BeamClass=Class'U2XMP.ForceWallBeam' BeamCount=6 ForceWallWidth=10.000000 FieldHeight=60.000000 BottomOffset=10.000000 CosMinAngle=0.707000 PickupClass=Class'U2XMP.FieldGeneratorPickup' ExplosionEffect=ParticleSalamander'RocketEffects.ParticleSalamander2' ExplodeSound=Sound'U2XMPA.FieldGenerator.FieldGeneratorDestroyed' ShutdownSound=Sound'U2XMPA.FieldGenerator.FieldGeneratorShutdown' DestroyedAlertSound=Sound'U2XMPA.FieldGenerator.FieldGeneratorDestroyedAlert' DisabledSound=Sound'U2XMPA.FieldGenerator.FieldGeneratorDisabled' ReEnabledSound=Sound'U2XMPA.FieldGenerator.FieldGeneratorEnabled' DeploySound=Sound'U2XMPA.FieldGenerator.FieldGeneratorActivate' Description="Field Generator" bEnabled=true bSpecialEnemy=true Health=300 ControllerClass=Class'U2XMP.StationaryPawnControllerDefensive' DrawType=DT_StaticMesh StaticMesh=StaticMesh'343M.Assets.FieldGenerator' DrawScale=0.110000 PrePivot=(X=-10.000000,Y=-5.000000,Z=-20.000000) CollisionRadius=5.000000 CollisionHeight=55.000000 bNoStaticMeshCollide=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" UseReticleOnEvents(3)="UseReticleHealthBar" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleSideBars" } |
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