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//============================================================================= // ASGameReplicationInfo. //============================================================================= class ASGameReplicationInfo extends GameReplicationInfo; var int RoundTimeLimit; // in seconds, unlike ASGameInfo.RoundTimeLimit which is in minutes var int RoundStartTime, CurrentRound, MaxRounds, ReinforcementCountDown, PracticeTimeLimit; var bool bTeamZeroIsAttacking; // true when Red Team is Attacking var int RoundOverTime; // time set when round is over (so all clients show the same time) var int MaxTeleportTime; // Objective Progress // Shown on HUD, and on briefing screen... var byte ObjectiveProgress, MaxObjectivePriority; var GameObjective Objectives; var GameObject GameObject; enum ERoundWinner { ERW_None, ERW_PracticeRoundEnded, ERW_RedAttacked, ERW_BlueAttacked, ERW_RedDefended, ERW_BlueDefended, ERW_RedMoreObjectives, ERW_BlueMoreObjectives, ERW_RedMoreProgress, ERW_BlueMoreProgress, ERW_RedGotSameOBJFaster, ERW_BlueGotSameOBJFaster, ERW_Draw, }; var ERoundWinner RoundWinner; var localized String ERW_PracticeRoundEndedStr, ERW_RedAttackedStr, ERW_BlueAttackedStr, ERW_RedDefendedStr, ERW_BlueDefendedStr; var localized String ERW_DefendersStr, ERW_AttackersStr, ERW_RedMoreObjectivesStr, ERW_BlueMoreObjectivesStr; var localized String ERW_RedMoreProgressStr, ERW_BlueMoreProgressStr, ERW_RedGotSameOBJFasterStr, ERW_BlueGotSameOBJFasterStr; var localized String ERW_DrawStr; replication { reliable if ( bNetDirty && (Role == ROLE_Authority) ) RoundStartTime, CurrentRound, bTeamZeroIsAttacking, ObjectiveProgress, ReinforcementCountDown, RoundWinner, GameObject, RoundTimeLimit, RoundOverTime; reliable if ( bNetInitial && (Role==ROLE_Authority) ) MaxRounds; } simulated function PreBeginPlay() { super.PreBeginPlay(); SecondCount = Level.TimeSeconds; SetTimer(1, true); } simulated function PostNetBeginPlay() { super.PostNetBeginPlay(); SetupAssaultObjectivePriority(); } /* Converts default objective DefensePriority ordering (downwards) to ordered upwards (without gaps) for easier handling 0 is the first objective, 1 the second and so on... */ simulated function SetupAssaultObjectivePriority() { local GameObjective GO, BestGO, NextBestGO; local byte CurrentPriority; log("## ASGRI::SetupAssaultObjectivePriority"); // Caching GameObjectives foreach AllActors(class'GameObjective', GO) { if ( GO.bBotOnlyObjective ) // ignore bot only objectives { GO.ObjectivePriority = 255; continue; } if ( BestGO == None || GO.DefensePriority > BestGO.DefensePriority ) BestGO = GO; } if ( BestGO == None ) return; // Building Assault Priority Order... do { NextBestGO = None; foreach AllActors(class'GameObjective', GO) { if ( GO.bBotOnlyObjective ) // ignore bot only objectives continue; // Current Assault Priority: Assign if ( GO.DefensePriority == BestGO.DefensePriority ) { log( " Assault Priority:" @ CurrentPriority @ "DefensePriority:" @ GO.DefensePriority @ "Info:" @ GO.Objective_Info_Attacker @ "Destruction:" @ GO.DestructionMessage ); GO.ObjectivePriority = CurrentPriority; } else if ( (GO.DefensePriority < BestGO.DefensePriority) && ( NextBestGO == None || GO.DefensePriority > NextBestGO.DefensePriority ) ) { NextBestGO = GO; // Next Assault priority ( for next cycle ) } } BestGO = NextBestGO; CurrentPriority++; } until ( NextBestGO == None ) MaxObjectivePriority = CurrentPriority - 1; } simulated function Timer() { if ( Level.NetMode != NM_DedicatedServer ) { if ( Level.TimeSeconds - SecondCount >= Level.TimeDilation ) { if ( ReinforcementCountDown > 0 ) // Reinforcements countdown.. ReinforcementCountDown--; } } super.Timer(); } /* round 0 is either practice round (in network) or intro cinematic (standalone only) */ simulated function bool IsPracticeRound() { return ( CurrentRound == 0 ); } simulated function bool IsDefender( byte Team ) { return ( Team == byte(bTeamZeroIsAttacking) ); } simulated function String GetRoundWinnerString() { switch ( RoundWinner ) { case ERW_None : return ""; case ERW_PracticeRoundEnded : return ERW_PracticeRoundEndedStr; case ERW_RedAttacked : return ERW_RedAttackedStr; case ERW_BlueAttacked : return ERW_BlueAttackedStr; case ERW_RedDefended : return ERW_RedDefendedStr; case ERW_BlueDefended : return ERW_BlueDefendedStr; case ERW_RedMoreObjectives : return ERW_RedMoreObjectivesStr; case ERW_BlueMoreObjectives : return ERW_BlueMoreObjectivesStr; case ERW_RedMoreProgress : return ERW_RedMoreProgressStr; case ERW_BlueMoreProgress : return ERW_BlueMoreProgressStr; case ERW_RedGotSameOBJFaster : return ERW_RedGotSameOBJFasterStr; case ERW_BlueGotSameOBJFaster : return ERW_BlueGotSameOBJFasterStr; case ERW_Draw : return ERW_DrawStr; } } defaultproperties { MaxTeleportTime=7 ERW_PracticeRoundEndedStr="Practice round over. Get ready!" ERW_RedAttackedStr="Red team successfully attacked!" ERW_BlueAttackedStr="Blue team successfully attacked!" ERW_RedDefendedStr="Red team successfully defended!" ERW_BlueDefendedStr="Blue team successfully defended!" ERW_RedMoreObjectivesStr="Red team scored (more objectives)." ERW_BlueMoreObjectivesStr="Blue team scored (more objectives)." ERW_RedMoreProgressStr="Red team scored (closer to completion)." ERW_BlueMoreProgressStr="Blue team scored (closer to completion)." ERW_RedGotSameOBJFasterStr="Red team scored (fastest)." ERW_BlueGotSameOBJFasterStr="Blue team scored (fastest)." ERW_DrawStr="Draw game." } |
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