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//============================================================================= // $Workfile: Replicator.uc $ // Created By: Mark Poesch // Created On: 6/22/2001 // $Author: Mfox $ // $Date: 1/29/03 4:25p $ // $Revision: 13 $ //============================================================================= class Replicator extends Actor placeable; //#exec OBJ LOAD File=..\StaticMeshes\XMPM.usx //#exec OBJ LOAD File=..\Textures\XMPT.utx #exec OBJ LOAD File=..\Sounds\U2XMPA.uax var() int TeamNumber; // var() string TeamRaceClass; // Marine, MercJap, MercFem var() int EnergyLevel; // base rate at which energy can be spent to produce an item (units / second) var() int ItemLimit; // max number of items that can be built concurrently var() struct S_ItemList // knowledge base for the Replicator { var() int ResearchTime; // time to take before Item is available (seconds), typically 60 to 600 var() string ItemName; // Weapons(?), Ammo(?), EnergyRelay, ForceFieldGenerator, Sensor, Camera, Turret, SecurityBot var() int EnergyCost; // quantity of energy required to produce this item var() int ItemsQueued; // item count to build var() int BuildPriority; // the priority level for the production of this item var bool bBuild; // when true, Replicator is working on this Item var float EnergySpent; // accumulates energy spent on Item var bool bAvailable; // set true when research is completed // Level of energy focused on production of this Item } ItemList[32]; var() bool bAutoConfigure; // set false as soon as the player adjusts the replicator var() float ResearchDelay; // var() float MinAutoAdjustmentDelay; // var() float MaxAutoAdjustmentDelay; // var() float ReplicationDelay; // var() int Health; // replicators can not be destroyed, but they stop functioning when Health < default.Health var() int RepairRate; // var() float PriorityMax; // max priority level available var() localized string Description; // var bool bEnabled; // set true when match starts, set false when Replicator Health is below normal var float ResearchStartTime; // var float NextResearchTime; // var float NextAdjustmentTime; // var float NextReplicationTime; // var bool bAccessed; // true when one of the team members is accessing the Replicator var float MinOperationalHealth; // var sound AccessingSound; // var sound RepairingSound; // var sound AccessDeniedSound; // var sound AccessCompleteSound; // var sound RegisterArtifactSound; // var sound ResearchCompleteSound; // var sound ProductionInitiatedSound; // var sound ProductionCompleteSound; // //----------------------------------------------------------------------------- event PostBeginPlay() { super.PostBeginPlay(); assert( TeamNumber >= 0 && TeamNumber < U2TeamGame(Level.Game).NumTeams ); // level-designers MUST set the Team bEnabled = false; bAutoConfigure = false; } //----------------------------------------------------------------------------- function MatchStarting() //not implemented: reimplement with invokation from U2XMPGameInfo or PostBeginPlay for SP games { local U2XMPGame XMP; XMP = U2XMPGame(Level.Game); if( XMP != None ) { if( XMP.EnergyLevel > 0 ) EnergyLevel = XMP.EnergyLevel; if( XMP.ItemLimit > 0 ) ItemLimit = XMP.ItemLimit; } bEnabled = true; ResearchStartTime = Level.TimeSeconds; NextResearchTime = Level.TimeSeconds; bAutoConfigure = true; ResetAdjustmentTime(); NextReplicationTime = Level.TimeSeconds; } //----------------------------------------------------------------------------- function ResetAdjustmentTime() { NextAdjustmentTime = Level.TimeSeconds + RandRange( MinAutoAdjustmentDelay, MaxAutoAdjustmentDelay ); } //----------------------------------------------------------------------------- function bool IsUsable( optional Actor Other ) { // 2003.01.29 (mdf) fix for adding timers (etc.) to invalid (e.g. deleted) actors if( bDeleteMe ) return false; assert( Controller(Other) != None ); return U2PlayerXMP(Controller(Other).Pawn) != None && U2PlayerXMP(Controller(Other).Pawn).CanAccessReplicator( TeamNumber ); } //----------------------------------------------------------------------------- function string GetDescription() { return Description $ TeamNumber; //localize } //----------------------------------------------------------------------------- function OnUse( Actor Other ) { // allow user to register their artifact (if it hasn't been registered) assert( Controller(Other) != None ); if( U2PlayerXMP(Controller(Other).Pawn) != None && U2PlayerXMP(Controller(Other).Pawn).HasUnregisteredArtfiact( TeamNumber ) ) { PlaySound( RegisterArtifactSound, SLOT_None ); U2PlayerXMP(Controller(Other).Pawn).RegisterArtifact( TeamNumber ); return; } // if replicator is in use, abort and play sound if( bAccessed ) { PlaySound( AccessDeniedSound, SLOT_None ); return; } // access replicator -- heal the replicator if it's damaged, otherwise, initiate control dialog bAccessed = true; if( Health < default.Health ) { PlaySound( RepairingSound, SLOT_None ); } else { PlaySound( AccessingSound, SLOT_None ); AdjustProductionAvailability(); //TBI initiate dialog } } //----------------------------------------------------------------------------- function OnUnuse( Actor Other ) { if( bAccessed ) { bAccessed = false; PlaySound( AccessCompleteSound, SLOT_None ); } } //----------------------------------------------------------------------------- function SetNewPriority( string ItemName, int NewPriority ) { local int i; for( i=0; i<ArrayCount(ItemList); i++ ) { if( ItemList[i].ItemName == ItemName ) { ItemList[i].BuildPriority = NewPriority; break; } } } //----------------------------------------------------------------------------- function SetNewQueue( string ItemName, int ModifyBy ) { local int i; for( i=0; i<ArrayCount(ItemList); i++ ) { if( ItemList[i].ItemName == ItemName ) { ItemList[i].ItemsQueued += ModifyBy; // Play ProductionInitiatedSound break; } } } //----------------------------------------------------------------------------- function int GetRelayEnergy() { local int RelayEnergy; local int i; local EnergyRelay ER; foreach allactors(class'EnergyRelay',ER) { if( ER.TeamNumber == TeamNumber ) { RelayEnergy += ER.GetEnergy(); } } return RelayEnergy; } //----------------------------------------------------------------------------- function int GetItemCount() { local int i; local int Items; for( i = 0; i < ArrayCount(ItemList); i++ ) { if( ItemList[i].bBuild && ItemList[i].ItemsQueued > 0 ) { Items++; } } return Items; } //----------------------------------------------------------------------------- function float CalcExtraEnergy( float BuildPriority ) { local float ModifiedExtraEnergy; local float TotalPriority; local float ItemCount; local int i; for( i=0; i< ArrayCount(ItemList); i++ ) { if( ItemList[i].bBuild && ItemList[i].ItemsQueued > 0 ) { TotalPriority += ItemList[i].BuildPriority; } } ItemCount = GetItemCount(); ModifiedExtraEnergy = (((ItemCount * PriorityMax) / TotalPriority) * GetRelayEnergy()) / ItemCount; return (BuildPriority / PriorityMax) * ModifiedExtraEnergy; } //----------------------------------------------------------------------------- function UpdateResearchStatus() { local float PctCompleted; local int i; for( i = 0; i < ArrayCount(ItemList); i++ ) { PctCompleted = PctResearchCompleted( i ); if( ItemList[i].ItemName != "" && !ItemList[i].bAvailable && PctCompleted >= 100 ) { //DM( " " $ Self $ " " $ ItemList[i].ItemName $ " available for construction!" ); ItemList[i].bAvailable = true; PlaySound( ResearchCompleteSound, SLOT_None ); //DM( " " $ Self $ " " $ " Setting " $ ItemList[i].ItemName $ " bAvailable = " $ ItemList[i].bAvailable ); } // else if( ItemList[i].ItemName != "" && !ItemList[i].bAvailable ) // DM( "*** " $ ItemList[i].ItemName $ " PctCompleted = " $ PctCompleted ); } } //----------------------------------------------------------------------------- function float PctResearchCompleted( int Index ) { local float ResearchTime; ResearchTime = Level.TimeSeconds - ResearchStartTime; return (ResearchTime / ItemList[Index].ResearchTime) * 100; } //----------------------------------------------------------------------------- function AdjustProductionAvailability() { local int i; for( i = 0; i < ArrayCount(ItemList); i++ ) { if( ItemList[i].bAvailable && !ItemList[i].bBuild && ItemList[i].ItemsQueued > 0 ) { //DM( Self $ " Constructing "$ ItemList[i].ItemName ); ItemList[i].bBuild = true; } } } //----------------------------------------------------------------------------- function bool Replicate( string ItemName ) { local bool bValid; local int i; local ReplicatorSpawnPoint RSP; foreach allactors(class'ReplicatorSpawnPoint',RSP) { bValid = RSP.IsAvailable( TeamNumber, ItemName ); if( bValid ) { RSP.SpawnActor( ItemName ); DM( "$$$ " $ Self $ " Construction of "$ ItemName $" complete at " $ RSP $ "!" ); PlaySound( ProductionCompleteSound, SLOT_None ); return bValid; } } // if( !bValid ) // DM( "!!! " $ Self $ " Construction failed, no spawn points available for " $ ItemName $ "." ); return bValid; } //----------------------------------------------------------------------------- function UpdateReplication( float DeltaTime ) { local float AvailableEnergy; local int i; local int ItemCount; local bool bReplicated; // compute energy available for each Item in production ItemCount = GetItemCount(); //DM( "@@@ " $ Self $ " ItemCount = " $ ItemCount ); AvailableEnergy = EnergyLevel * DeltaTime; if( ItemCount > 0 ) { AvailableEnergy /= ItemCount; } //DM( "*** AvailableEnergy for " $ Self $ " = " $ AvailableEnergy ); for( i = 0; i < ArrayCount(ItemList); i++ ) { // check if this item is ready to be replicated if( ItemList[i].bBuild && ItemList[i].ItemsQueued > 0 ) { if( ItemList[i].EnergySpent >= ItemList[i].EnergyCost ) { bReplicated = Replicate( ItemList[i].ItemName ); if( bReplicated ) { ItemList[i].ItemsQueued--; ItemList[i].EnergySpent = 0; } //DM( "*** " $ Self $ " " $ ItemList[i].ItemsQueued $ " " $ ItemList[i].ItemName $ " queued for construction." ); if( ItemList[i].ItemsQueued == 0 ) ItemList[i].bBuild = false; //DM( "*** " $ ItemList[i].ItemName $ " has finished being replicated." ); } else // apply energy { ItemList[i].EnergySpent += AvailableEnergy + CalcExtraEnergy( ItemList[i].BuildPriority ); //DM( "*** " $ Self $ " EnergySpent on " $ ItemList[i].ItemName $ " = " $ ItemList[i].EnergySpent ); DM( "*** " $ Self $ " Contributing " $ AvailableEnergy $ " Energy + " $ CalcExtraEnergy( ItemList[i].BuildPriority ) $ " (@BuildPriority=" $ ItemList[i].BuildPriority $ ") Extra Energy to " $ ItemList[i].ItemName $ ", " $ ItemList[i].EnergyCost - ItemList[i].EnergySpent $ " Energy needed to finish construction." ); } } } } //----------------------------------------------------------------------------- event Tick( float DeltaTime ) { if( Health < default.Health ) { if( bAccessed ) { Health += RepairRate * DeltaTime; if( Health >= default.Health ) { bEnabled = true; Health = default.Health; OnUnuse( self ); // stop healing } } } else if( bEnabled ) { if( Level.TimeSeconds > NextResearchTime ) { UpdateResearchStatus(); NextResearchTime = Level.TimeSeconds + ResearchDelay; } if( bAutoConfigure && Level.TimeSeconds > NextAdjustmentTime ) { AdjustProductionAvailability(); ResetAdjustmentTime(); } if( Level.TimeSeconds > NextReplicationTime ) { UpdateReplication( ReplicationDelay ); NextReplicationTime = Level.TimeSeconds + ReplicationDelay; } } } //----------------------------------------------------------------------------- function TakeDamage( int Damage, Pawn instigatedBy, vector hitlocation, vector momentum, class<DamageType> damageType) { if( Health > Damage ) Health -= Damage; else Health = 0; if( bEnabled && Health < MinOperationalHealth ) { U2GameInfo(Level.Game).ScoreReplicatorShutdown( instigatedBy ); bEnabled = false; } } //----------------------------------------------------------------------------- defaultproperties { TeamNumber=255 EnergyLevel=10000 ItemLimit=4 ItemList(0)=(ResearchTime=5,ItemName="U2XMP.EnergyRelayPickup",EnergyCost=1500,ItemsQueued=2,BuildPriority=1) ItemList(1)=(ResearchTime=60,ItemName="U2XMP.FieldGeneratorPickup",EnergyCost=5000,ItemsQueued=2,BuildPriority=1) ItemList(2)=(ResearchTime=90,ItemName="U2XMP.ProximitySensorPickup",EnergyCost=4000,ItemsQueued=2,BuildPriority=1) ItemList(3)=(ResearchTime=120,ItemName="U2XMP.AutoTurretPickup",EnergyCost=4500,ItemsQueued=2,BuildPriority=1) ItemList(4)=(ResearchTime=130,ItemName="U2XMP.CameraPickup",EnergyCost=3500,BuildPriority=1) ItemList(5)=(ResearchTime=180,ItemName="U2XMP.SecurityBotPickup",EnergyCost=3500,BuildPriority=1) ItemList(6)=(ItemName="U2XMP.AmmoPackLightPickup",EnergyCost=2500,ItemsQueued=2,BuildPriority=1) ItemList(7)=(ItemName="U2XMP.AmmoPackMediumPickup",EnergyCost=2500,ItemsQueued=2,BuildPriority=1) ItemList(8)=(ItemName="U2XMP.AmmoPackHeavyPickup",EnergyCost=2500,ItemsQueued=2,BuildPriority=1) bAutoConfigure=true ResearchDelay=5.000000 MinAutoAdjustmentDelay=20.000000 MaxAutoAdjustmentDelay=60.000000 ReplicationDelay=1.000000 Health=1000 RepairRate=100 PriorityMax=5.000000 Description="Replicator for Team " MinOperationalHealth=500.000000 AccessingSound=Sound'U2XMPA.Replicator.ReplicatorAccessing' RepairingSound=Sound'U2XMPA.Replicator.ReplicatorRepairing' AccessDeniedSound=Sound'U2XMPA.Replicator.ReplicatorAccessDenied' AccessCompleteSound=Sound'U2XMPA.Replicator.ReplicatorAccessComplete' RegisterArtifactSound=Sound'U2XMPA.Replicator.ReplicatorRegisterArtifact' ResearchCompleteSound=Sound'U2XMPA.Replicator.ReplicatorResearchComplete' ProductionInitiatedSound=Sound'U2XMPA.Replicator.ReplicatorProductionInitiated' ProductionCompleteSound=Sound'U2XMPA.Replicator.ReplicatorProductionComplete' DrawType=DT_None CollisionRadius=50.000000 CollisionHeight=60.000000 bCollideActors=true bBlockActors=true bBlockPlayers=true bProjTarget=true bNoStaticMeshCollide=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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