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//============================================================================= // $Workfile: U2XMPGame.uc $ // Created By: Mark Poesch // Created On: 6/22/2001 // $Author: Mfox $ // $Date: 6/28/02 5:37p $ // $Revision: 6 $ //============================================================================= class U2XMPGame extends U2TeamGame; const MaxArtifacts = 8; var() config string ArtifactList[MaxArtifacts]; // artifacts to spawn var() config int ArtifactCount; // number of artifacts to spawn per team (0, 1-8) var() config int ArtifactGoal; // must be less than or equal to the ArtifactCount*NumTeams (0, 2-16) // if GoalScore < 500, default to 1000, otherwise GoalScore ranges from 500-1000 var() config int EnergyLevel; // propogated to Replicators at game start (0, 100-10000) var() config int ItemLimit; // propogated to Replicators at game start (0, 1-10) var() float Score_TapEnergySource; //TBI var() float Score_DefendEnergyRelay; //TBI var() float Score_DestroyEnergyRelay; //TBI var() float Score_DefendReplicator; //TBI var() float Score_ShutdownEnemyReplicator; // var() float Score_KillEnemyWithArtifact; //TBI var() float Score_ArtifactCapture; // var() float Score_ArtifactGoalAchieved; // event PreBeginPlay() { super.PreBeginPlay(); //NEW MJL: levellists Spawn(class'XMPLevelListInfo'); //OLD if( GoalScore < 0.5 * default.GoalScore ) { GoalScore = default.GoalScore; } } function AdjustPawnClass( out string InClass ) { local class<Pawn> PawnClass; local class<Pawn> Light; local class<Pawn> Medium; local class<Pawn> Heavy; DM( self$"AdjustPawnClass IN: " $ InClass ); // constrain InClass to "U2Pawns.U2PlayerXMPLight", "U2Pawns.U2PlayerXMPMedium", or "U2Pawns.U2PlayerXMPHeavy" PawnClass = class<Pawn>( DynamicLoadObject( InClass, class'Class' ) ); Light = class<Pawn>( DynamicLoadObject( "U2XMP.U2PlayerXMPLight", class'Class' ) ); Medium = class<Pawn>( DynamicLoadObject( "U2XMP.U2PlayerXMPMedium", class'Class' ) ); Heavy = class<Pawn>( DynamicLoadObject( "U2XMP.U2PlayerXMPHeavy", class'Class' ) ); if( !ClassIsChildOf( PawnClass, Light ) && !ClassIsChildOf( PawnClass, Medium ) && !ClassIsChildOf( PawnClass, Heavy ) ) { InClass = "U2XMP.U2PlayerXMPMedium"; } DM( self$"AdjustPawnClass OUT: " $ InClass ); } function RestartPlayer( Controller aPlayer ) { super.RestartPlayer( aPlayer ); // if SP or 1:1 match, upgrade Pawn to Commander if( Level.NetMode == NM_Standalone || MaxPlayers == 2 ) { DM( aPlayer @ aPlayer.Pawn ); //MWP It looks like aPlayer can be None or will be none at the start of every match casuing // an accessed none. // assert( U2PlayerXMP(aPlayer.Pawn) != None ); U2PlayerXMP(aPlayer.Pawn).bCommander = true; } } function SpawnArtifacts() { local ArtifactSpawnPoint P; local int i; local int TeamNumber; //TBI find random spawn locations -- implement after Alpha testing is complete foreach AllActors( class'ArtifactSpawnPoint', P ) { P.Clear(); } for( i = 0; i < ArtifactCount; i++ ) { for( TeamNumber = 0; TeamNumber < NumTeams; TeamNumber++ ) { foreach AllActors( class'ArtifactSpawnPoint', P ) { // place the artifact at the first available spawn point if( P.IsAvailable( TeamNumber ) ) { P.SpawnActor( ArtifactList[i] ); break; } } } } } function StartMatch() { SpawnArtifacts(); super.StartMatch(); } function bool PickupQuery( Pawn Other, Pickup Item ) { local U2PlayerXMP P; // only U2PlayerXMP players can pickup anything P = U2PlayerXMP(Other); if( P == None ) return false; if( P.IgnorePickup( Item ) ) { return false; } return super.PickupQuery( Other, Item ); } function bool ShouldRespawn( Pickup Other ) { return false; } function Register( Artifact A, int InTeamNumber ) { ScoreArtifactCapture( A, InTeamNumber ); } function ScoreKill( Controller Killer, Controller Other ) { super.ScoreKill( Killer, Other ); //TBI: Notifications // "<pawn> killed <pawn> with <weapon>" // "<pawn> killed himself" // "<pawn> has your seal" // "<pawn> captured your seal" // "<team> wins!" // "<pawn> has entered your base" // "<pawn> damaged your replicator (it has been shut down)" // "<pawn> has tapped <energy source> for <team>" // "<pawn> damaged <team>'s Energy Relay" // "<pawn> destroyed <team>'s Energy Relay" } function ScoreReplicatorShutdown( Pawn P ) { P.PlayerReplicationInfo.Team.Score += Score_ShutdownEnemyReplicator; } function ScoreArtifactCapture( Artifact CapturedArtifact, int InTeamNumber ) { local U2XMPGame X; local int i; local int ArtifactCount[MaxTeams]; local Artifact A; if( ValidTeam( CapturedArtifact.TeamNumber ) ) { DM( "Team " $ InTeamNumber $ " stole the "$ CapturedArtifact.ItemName $" from Team "$ CapturedArtifact.TeamNumber ); Teams[InTeamNumber].Score += Score_ArtifactCapture; } DM( CapturedArtifact $ " registered for team "$ InTeamNumber ); CapturedArtifact.TeamNumber = Teams[InTeamNumber].TeamIndex; // determine if any team has achieved the ArtifactGoal foreach allactors(class'Artifact',A) { if( ValidTeam( A.TeamNumber ) ) { //MWP (mdf) use NumTeams (stronger assertion)? //assert( A.Team.TeamIndex < ArrayCount(ArtifactCount) ); assert( A.TeamNumber < NumTeams ); ArtifactCount[ A.TeamNumber ]++; } } //MWP (mdf) -- shouldn't ArrayCount(Teams) be replaced with NumTeams? // for( i = 0; i < ArrayCount(Teams); i++ ) for( i = 0; i < NumTeams; i++ ) { if( ArtifactCount[i] >= ArtifactGoal ) { Teams[i].Score += Score_ArtifactGoalAchieved; break; } } CheckForEndGame(); } function bool IsGameOver() { local int i; local int ArtifactCount[MaxTeams]; local Artifact A; if( super.IsGameOver() ) return true; // determine if any team has achieved the ArtifactGoal foreach allactors(class'Artifact',A) { if( ValidTeam( A.TeamNumber ) ) { //MWP (mdf) use NumTeams (stronger assertion)? //assert( A.Team.TeamIndex < ArrayCount(ArtifactCount) ); assert( A.TeamNumber < NumTeams ); ArtifactCount[ A.TeamNumber ]++; } } //MWP (mdf) -- shouldn't ArrayCount(Teams) be replaced with NumTeams? // for( i = 0; i < ArrayCount(Teams); i++ ) for( i = 0; i < NumTeams; i++ ) { if( ArtifactCount[i] >= ArtifactGoal ) { return true; } } return false; } defaultproperties { ArtifactList(0)="U2XMP.ArtifactArmor" ArtifactList(1)="U2XMP.ArtifactHealth" ArtifactList(2)="U2XMP.ArtifactInvisibility" ArtifactList(3)="U2XMP.ArtifactLocator" ArtifactList(4)="U2XMP.ArtifactSpeed" ArtifactList(5)="U2XMP.ArtifactWeaponDamage" ArtifactList(6)="U2XMP.ArtifactArmor" ArtifactList(7)="U2XMP.ArtifactHealth" ArtifactCount=6 ArtifactGoal=3 EnergyLevel=10000 ItemLimit=4 Score_TapEnergySource=5.000000 Score_DefendEnergyRelay=5.000000 Score_DestroyEnergyRelay=10.000000 Score_DefendReplicator=10.000000 Score_ShutdownEnemyReplicator=20.000000 Score_KillEnemyWithArtifact=50.000000 Score_ArtifactCapture=100.000000 Score_ArtifactGoalAchieved=1000.000000 GoalScore=1000 MinPlayers=2 GameAIControllerClasses(0)="U2XMP.GameAIControllerXMP" GameAIControllerClasses(1)="U2XMP.GameAIControllerXMP" UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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