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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTMissionSelectionGame extends UTEntryGame dependson(UTMissionInfo, UTSeqObj_SPMission); enum ESinglePlayerMissionResult { ESPMR_None, ESPMR_Win, ESPMR_Loss }; var ESinglePlayerMissionResult LastMissionResult; var string NextMissionURL; var bool bNextMissionTeamGame; var UTPlayerController HostPlayer; var array<string> IronGuardPool; var array<string> IronGuardEnhancedPool; var array<string> LiandriPool; var array<string> LiandriEnhancedPool; /** This holds the set of bots that have been played from a card **/ var array<string> CardCharacters; /** This is the set of characters that should always be custom characters **/ var array<string> CharactersThatShouldAlwaysBeCustomCharacters; /** * Figure out if the last match was won or lost */ event InitGame( string Options, out string ErrorMessage ) { local string InOpt; MaxPlayers = GetIntOption(Options, "MaxPlayers", 4); GameDifficulty = FMax(0,GetIntOption(Options, "Difficulty", GameDifficulty)); BroadcastHandler = Spawn(BroadcastHandlerClass); if (WorldInfo.NetMode == NM_ListenServer || WorldInfo.NetMode == NM_DedicatedServer ) { AccessControl = Spawn(AccessControlClass); } InOpt = ParseOption( Options, "SPResult"); if ( InOpt != "" ) { LastMissionResult = bool(InOpt) ? ESPMR_Win : ESPMR_Loss; } else { LastMissionResult = ESPMR_None; } InOpt = ParseOption(Options,"SPI"); if ( InOpt != "" ) { SinglePlayerMissionID = int(InOpt); } else { SinglePlayerMissionID = INDEX_NONE; } // Cache a pointer to the online subsystem OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { // And grab one for the game interface since it will be used often GameInterface = OnlineSub.GameInterface; } } function InitGameReplicationInfo() { Super.InitGameReplicationInfo(); UTGameReplicationInfo(GameReplicationInfo).bStoryMode = true; } /** * A new player has joined the server. Figure out if that player * is the host. */ event PostLogin( PlayerController NewPlayer ) { Super.PostLogin(NewPlayer); ManageLogin(NewPlayer); } /** * A new player has returned to the server via Seamless travel. We need * to determine if they are the host and setup the PRI accordingly */ event HandleSeamlessTravelPlayer(out Controller C) { Super.HandleSeamlessTravelPlayer(C); if ( PlayerController(C) != none ) { ManageLogin( PlayerController(C) ); } else if ( UTBot(C) != none ) { KillBot( UTBot(C) ); } } function ManageLogin(PlayerController NewPlayer) { local UTMissionSelectionPRI PRI; local UTMissionGRI MGRI; MGRI= UTMissionGRI(GameReplicationInfo); PRI = UTMissionSelectionPRI(NewPlayer.PlayerReplicationInfo); if ( MGRI.HostPRI == None && PRI != None && LocalPlayer(NewPlayer.Player) != none ) { PRI.bIsHost = true; MGRI.HostPRI = PRI; HostPlayer = UTPlayerController(NewPlayer); // Yeah - We have a host, initialize the Mission System. InitializeMissionSystem(MGRI, NewPlayer); } } function byte PickTeam(byte num, Controller C) { if (PlayerController(C) != None) { return 0; } else { return Super.PickTeam(num, C); } } /** * Find the current Mission and look to see if we have a forced path. If we do, server travel */ function InitializeMissionSystem(UTMissionGRI MGRI,PlayerController Host) { local UTProfileSettings Profile; local int CMID; local int CMResult; local UTSeqObj_SPMission PreviousMissionObj, MissionObj; local int i, NoChildren; local EMissionCondition Condition; local EMissionInformation Mission; local bool bNeedsProfileSaved, bForceSaveProfile; local string work; local name Card; // `log("[SinglePlayer] InitializeMission:"@SinglePlayerMissionID@LastMissionResult); if ( Host == none ) { LogInternal("Error: Attempted to Check for Forced Transitions without a host. This should never happen."); return; } // Save the status to the profile Profile = UTProfileSettings( Host.OnlinePlayerData.ProfileProvider.Profile); // You always win the first mission if (SinglePlayerMissionID == 1) { LastMissionResult = ESPMR_Win; } if ( LastMissionResult != ESPMR_Win ) // Rising Sun always continues.... { // Is there a game in progress if ( Profile.bGameInProgress() ) { // `log("[SinglePlayer] Reloading last mission"); Profile.GetCurrentMissionData(CMID, CMResult); SinglePlayerMissionID = CMID; LastMissionResult = ESinglePlayerMissionResult(CMResult); } else { // `log("[SinglePlayer] New Mission"); SinglePlayerMissionID = 0; LastMissionResult = ESPMR_None; } } else // Continuing this session { Card = UTGameUISceneClient(class'UIRoot'.static.GetSceneClient()).LastModifierCardUsed; if (Card != '') { // If we have a modifier card in play, clear it here HostPlayer.UseModifierCard(Card); } CMResult = INT(LastMissionResult); Profile.SetCurrentMissionData( SinglePlayerMissionID, CMResult); bNeedsProfileSaved = true; CMID = SinglePlayerMissionID; // `log("[SinglePlayer] Continuing to next mission"); } // Look at all of the available missions for the last mission and fill out the GRI's array. // Also, check for CutSequences and Automatic Transitions here PreviousMissionObj = MGRI.GetMissionObj(CMID); if ( PreviousMissionObj != none ) { // Mark the mission's as being visited if ( MGRI.GetMission(PreviousMissionObj.MissionID, Mission) ) { Profile.BoneHasBeenVisited(Mission.GlobeBoneName); bNeedsProfileSaved = true; // If this was any of the containment maps, flag it if ( InStr(Mission.Map,"Containment") > INDEX_None || PreviousMissionObj.MissionID == 33 || PreviousMissionObj.MissionID == 143) { Profile.AddPersistentKey(ESPKey_DarkWalkerUnlock); Profile.AddPersistentKey(ESPKey_CanStealNecris); bForceSaveProfile = true; } } // If we aren't a cutsequence or the first mission, we need to save the profile for the the mission progress if (bForceSaveProfile || (!PreviousMissionObj.bCutSequence && PreviousMissionObj.MissionID != 0) ) { Profile.BoneHasBeenVisited(Mission.GlobeBoneName); bNeedsProfileSaved = true; } else { // Otherwise don't save the profile bNeedsProfileSaved = false; } // We have to subtract 1 from UnlockChapterIndex because Jim used 1-X instead of 0-X. // This is also done in Profile.UnlockChapter // Look to see if we need to unlock a chapter if ( LastMissionResult == ESPMR_Win && PreviousMissionObj.bUnlockChapterWhenCompleted ) { Profile.UnlockChapter(PreviousMissionObj.UnlockChapterIndex); work = Localize("Campaign","Chapter"$PreviousMissionObj.UnlockChapterIndex-1$"Unlock","UTGameUI"); class'UTUIScene'.static.ShowOnlineToast(Work); bNeedsProfileSaved = true; } // Look to see if we should be clearing the cards if ( PreviousMissionObj.bClearCards ) { Profile.ClearModifierCards(); bNeedsProfileSaved = true; } NoChildren = PreviousMissionObj.NumChildren(); for (i = 0; i < NoChildren; i++) { MissionObj = PreviousMissionObj.GetChild(i,Condition); if ( CheckMission(Profile, LastMissionResult, Condition) ) { // Check to see if we should auto-forward if ( MGRI.GetMission(MissionObj.MissionID, Mission) ) { if ( MissionObj.bCutSequence ) { HandleCutSequence(Mission, MissionObj); if (bNeedsProfileSaved) { SaveProfile(Host); } return; } if ( MissionObj.bAutomaticTransition ) { if (Mission.MissionID == 149) { ShowCredits(); } else { HandleForcedTravel(Mission.MissionID); if (bNeedsProfileSaved) { SaveProfile(Host); } } return; } // Add to the Available Missions List MGRI.AddAvailableMission(Mission); } } } } MGRI.LastMissionResult = LastMissionResult; MGRI.LastMissionID = SinglePlayerMissionID; MGRI.HostChapterMask = Profile.GetChapterMask(); // Open up the selection menu MGRI.ChangeMenuState(EMS_Selection); // Tell everyone which mission to select MGRI.ChangeMission(MGRI.AvailMissionList[0].MissionID); if (bNeedsProfileSaved) { SaveProfile(Host); } Profile.GetBoneMask(MGRI.BoneMask.A, MGRI.BoneMask.B); MGRI.ReplicatedEvent('BoneMask'); } function SaveProfile(PlayerController TargetPC) { UTPlayerController(TargetPC).SaveProfile(); } /** * Checks to see if a mission can be added to the mission list * * @param Profile The profile we are using * @param Result The result of the last match * @param Condition The conditions to check against * * @returns true if this mission is good to go */ function bool CheckMission(UTProfileSettings Profile, ESinglePlayerMissionResult Result, EMissionCondition Condition) { local int i; // Quick Win/Lost Short Circuit if ( (Condition.MissionResult == EMResult_Won && Result != ESPMR_Win) || (Condition.MissionResult == EMResult_Lost && Result != ESPMR_Loss) ) { return false; } // Check for any required persistent keys for (i=0;i<Condition.RequiredPersistentKeys.Length;i++) { if ( !Profile.HasPersistentKey(Condition.RequiredPersistentKeys[i]) ) { return false; } } // Check to see if we are restricted by a persistent key for (i=0;i<Condition.RequiredPersistentKeys.Length;i++) { if ( Profile.HasPersistentKey(Condition.RestrictedPersistentKeys[i]) ) { return false; } } // This mission is ok return true; } /** * Travel to a cut sequence */ function HandleCutSequence(EMissionInformation Mission, UTSeqObj_SPMission MissionObj) { local string URL; local UTMissionGRI MissionGRI; MissionGRI = UTMissionGRI(GameReplicationInfo); if ( MissionObj.bIsBinkSequence ) { // `log("[SinglePlayer] Executing a BINK cut sequence ("$Mission.Map$")"); MissionGRI.CurrentMissionID = Mission.MissionID; MissionGRI.PlayBinkMission = Mission.MissionID; MissionGRI.ReplicatedEvent('PlayBinkMission'); // Fake replication on listen server hosts MissionGRI.OnBinkMovieFinished = BinkMovieFinished; } else { // `log("[SinglePlayer] Executing a in-game cut sequence @"@WorldInfo.TimeSeconds); URL = Mission.Map $ Mission.URL $ "?SPI="$Mission.MissionID; WorldInfo.ServerTravel(URL); } } function BinkMovieFinished() { local UTMissionGRI MissionGRI; // `log("[SinglePlayer] Bink movie finished @"@WorldInfo.TimeSeconds@"continuing Re-initializing Mission System"); MissionGRI = UTMissionGRI(GameReplicationInfo); MissionGRI.PlayBinkMission = -1; LastMissionResult = ESPMR_WIN; SinglePlayerMissionID = MissionGRI.CurrentMissionID; InitializeMissionSystem(MissionGRI, HostPlayer); } /** * Create the URL and travel to a given mission. */ function HandleForcedTravel(int MissionID) { local EMissionInformation Mission; UTMissionGRI(GameReplicationInfo).CurrentMissionID = MissionID; UTMissionGRI(GameReplicationInfo).GetCurrentMission(Mission); // `log("[SinglePlayer] Force Travel to :"@MissionId@Mission.MissionId@Mission.Map); AcceptMission(); } function BriefMission() { local UTMissionGRI MGRI; MGRI = UTMissionGRI(GameReplicationInfo); MGRI.ChangeMenuState(EMS_Brief); } /** * The host has accepted a mission. Signal the clients to travel and wait for * them to sync up. */ function AcceptMission() { local UTMissionGRI MGRI; local string URL, GameType; local EMissionInformation Mission; local int i; local UTPlayerController PC; local UTProfileSettings Profile; local UTBot B; // Log any bots still hanging around foreach WorldInfo.AllControllers(class'UTBot', B) { WarnInternal("BOT STILL AROUND!" @ B.PlayerReplicationInfo.PlayerName @ B); //@hack: pretty sure the right fix is to prevent Logout() from adding a bot to replace an exiting human // when we haven't accepted the mission yet, but this is a safer fix at this point B.Destroy(); } MGRI = UTMissionGRI(GameReplicationInfo); if ( MGRI != none && MGRI.GetCurrentMission(Mission) ) { UTGameUISceneClient(class'UIRoot'.static.GetSceneClient()).MissionText = " DEBUG Prev. MissionID: "$SinglePlayerMissionID$" \n DEBUG MissionID: "$Mission.MissionID$" \n\ "$Mission.BriefingText; GameType = ParseOption(Mission.URL, "game"); // default to Team DM if no gametype specified for DM maps if (GameType == "" && Left(Mission.Map, 3) ~= "DM-") { Mission.URL $= "?game=UTGame.UTTeamGame"; bNextMissionTeamGame = true; } else { //@hack: we can't load the game class on console, so assume deathmatch is the only FFA type bNextMissionTeamGame = !(GameType ~= "utgame.utdeathmatch"); } Profile = UTProfileSettings( HostPlayer.OnlinePlayerData.ProfileProvider.Profile ); // Always read the skill level from the profile.... GameDifficulty = Profile.GetCampaignSkillLevel() * 2; URL = Mission.Map $ Mission.URL $ "?SPI="$Mission.MissionID$"?PlayersMustBeReady=1?Difficulty="$GameDifficulty$"?MaxPlayers="$MaxPlayers; if (InStr(Caps(URL), "?TIMELIMIT=") == INDEX_NONE) { URL $= "?TimeLimit=20"; } if ( Profile == none || !Profile.HasPersistentKey(ESPKey_CanStealNecris) ) { URL $= "?NecrisLocked=1"; } if (HostPlayer != None) { if ( Mission.MissionID == 149 ) // We won, clear out the mission data in the profile. { Profile.SetCurrentMissionData(INDEX_None, INDEX_None); } if (MGRI.GameModifierCard != '') { ProcessModifierCard(MGRI.GameModifierCard, Profile, URL, Mission); } // Clear Any Must use cards for (i=0;i<class'UTGameModifierCard'.default.Deck.Length; i++) { if (class'UTGameModifierCard'.default.Deck[i].bMustUse) { HostPlayer.UseModifierCard(class'UTGameModifierCard'.default.Deck[i].Tag); } } } // we need to call this twice so we first add all of the characters that must have customized meshes and then with everyone else AddBotsFromMissionData( Mission, TRUE ); AddBotsFromMissionData( Mission, FALSE ); // make sure all the humans are on the correct team foreach WorldInfo.AllControllers(class'UTPlayerController', PC) { SetTeam(PC, bNextMissionTeamGame ? Teams[0] : None, false); } NextMissionURL = URL; MGRI.ChangeMenuState(EMS_Launch); GotoState('SyncClients'); } else { LogInternal("Warning: The Single Play game could not accept a mission."); } } /** This will look down the list of chars that should always be custom and then return true of the passed in string is in that list **/ function bool IsACharacterThatShouldAlwaysBeCustom( string CharName ) { local bool Retval; local int i; for( i = 0; i < CharactersThatShouldAlwaysBeCustomCharacters.length; ++i ) { if( CharactersThatShouldAlwaysBeCustomCharacters[i] == CharName ) { Retval = TRUE; break; } } return Retval; } /** * This function is called when we are adding a character to the game. It is meant to be called twice. The first time * with bAddOnlyCustomizedCharacters being TRUE so all of the characters that we want customized will actually be that way. * And then with bAddOnlyCustomizedCharacters FALSE so we add all of the other characters into the world. * * The mission data has a number of ways in which it organizes that data so we need to do two passes over that data in order * to make certain that we get the most optimal set of customized characters. * * NOTE: this will just order the list with the "important to be customized" first. Machine settings could make it such that * only a subset actually get customized characters or that all of them do! * **/ function AddBotsFromMissionData( EMissionInformation Mission, bool bAddOnlyCustomizedCharacters ) { local int i; local UTBot B; // add any card characters first as they are important! for (i = 0; i < CardCharacters.length; i++) { if( IsACharacterThatShouldAlwaysBeCustom( CardCharacters[i] ) == bAddOnlyCustomizedCharacters ) { SinglePlayerAddBot(CardCharacters[i], true, 0); } } // spawn the bots in advance, so the custom mesh construction takes place while traveling for (i = 0; i < Mission.RequiredTeammates.length; i++) { if( IsACharacterThatShouldAlwaysBeCustom( Mission.RequiredTeammates[i] ) == bAddOnlyCustomizedCharacters ) { SinglePlayerAddBot(Mission.RequiredTeammates[i], true, 0); } } for (i = 0; i < Mission.RequiredOpponents.length; i++) { if( IsACharacterThatShouldAlwaysBeCustom( Mission.RequiredOpponents[i] ) == bAddOnlyCustomizedCharacters ) { SinglePlayerAddBot(Mission.RequiredOpponents[i], true, 1); } } for (i = 0; i < Mission.PrecachedTeammates.length; i++) { if( IsACharacterThatShouldAlwaysBeCustom( Mission.PrecachedTeammates[i] ) == bAddOnlyCustomizedCharacters ) { B = SinglePlayerAddBot(Mission.PrecachedTeammates[i], true, 0); if (B != None) { UTPlayerReplicationInfo(B.PlayerReplicationInfo).bPrecachedBot = true; } } } for (i = 0; i < Mission.PrecachedOpponents.length; i++) { if( IsACharacterThatShouldAlwaysBeCustom( Mission.PrecachedOpponents[i] ) == bAddOnlyCustomizedCharacters ) { B = SinglePlayerAddBot(Mission.PrecachedOpponents[i], true, 1); if (B != None) { UTPlayerReplicationInfo(B.PlayerReplicationInfo).bPrecachedBot = true; } } } } function ProcessModifierCard(name GameModifierCard, UTProfileSettings Profile, out string URL, out EMissionInformation Mission) { local int i,j,r, OldNum, RemoveCount; local array<string> Pool; URL = URL$Class'UTGameModifierCard'.static.GetURL(GameModifierCard); CardCharacters.Length = 0; // reset the CardCharacters if ( GameModifierCard == 'IronGuard' ) { if ( Profile.HasPersistentKey( class'UTGameModifierCard'.static.GetAltKey(GameModifierCard)) ) { i = CardCharacters.Length; CardCharacters.Length = i + 2; CardCharacters[i] = "Lauren"; j = Rand(IronGuardEnhancedPool.Length); CardCharacters[i+1] = IronGuardEnhancedPool[j]; } else { i = CardCharacters.Length; CardCharacters.Length = i + 2; for (j=0;j<2;j++) { r = Rand(IronGuardPool.Length); CardCharacters[i+j] = IronGuardPool[r]; IronGuardPool.Remove(r,1); } } } else if ( GameModifierCard == 'Liandri' ) { Pool = Profile.HasPersistentKey(class'UTGameModifierCard'.static.GetAltKey(GameModifierCard)) ? LiandriEnhancedPool : LiandriPool; // first, try to pick random characters and only choose those not already in the mission i = CardCharacters.Length; CardCharacters.Length = i + 2; while (i < CardCharacters.length && Pool.length > 0) { r = Rand(Pool.length); if (Mission.RequiredOpponents.Find(Pool[r]) == INDEX_NONE && Mission.PrecachedOpponents.Find(Pool[r]) == INDEX_NONE) { CardCharacters[i] = Pool[r]; i++; } Pool.Remove(r, 1); } if (i < CardCharacters.length) { // now just pick in order and don't care about duplicates Pool = Profile.HasPersistentKey(class'UTGameModifierCard'.static.GetAltKey(GameModifierCard)) ? LiandriEnhancedPool : LiandriPool; for (r = 0; r < Pool.length && i < CardCharacters.length; r++) { if (CardCharacters.Find(Pool[r]) == INDEX_NONE) { CardCharacters[i] = Pool[r]; i++; } } } } else if (GameModifierCard == 'TacticalDiversion') { if ( Mission.RequiredOpponents.length <= Mission.RequiredTeammates.length + 1 ) RemoveCount = Min(1, Mission.RequiredOpponents.length - 1); else RemoveCount = Min(2, Mission.RequiredOpponents.length - 1); if (RemoveCount > 0) { Mission.RequiredOpponents.Remove(Mission.RequiredOpponents.length - RemoveCount, RemoveCount); } else { RemoveCount = 0; } // also update the URL's number of players i = InStr(Caps(URL), "?NUMPLAY="); if (i != INDEX_NONE) { // we have to strip out the mapname for GetIntOption() to work OldNum = GetIntOption(Right(URL, Len(URL) - InStr(URL, "?")), "numplay", 0); URL = Left(URL, i) $ "?numplay=" $ (OldNum - RemoveCount) $ Right(URL, Len(URL) - i - 9 - ((OldNum >= 10) ? 2 : 1)); if (RemoveCount < 2) { URL $= "?diverted=" $ (2 - RemoveCount); } } } UTGameUISceneClient(class'UIRoot'.static.GetSceneClient()).LastModifierCardUsed = GameModifierCard; } function UTTeamInfo GetBotTeam(optional int TeamBots, optional bool bUseTeamIndex, optional int TeamIndex) { if (bNextMissionTeamGame) { return Super.GetBotTeam(TeamBots, bUseTeamIndex, TeamIndex); } else { EnemyRosterName = "UTGame.UTDMRoster"; return Super(UTGame).GetBotTeam(TeamBots, bUseTeamIndex, TeamIndex); } } function UTBot AddBot(optional string BotName, optional bool bUseTeamIndex, optional int TeamIndex) { local UTBot B; B = Super.AddBot(BotName, bUseTeamIndex, TeamIndex); if (B != None) { B.GotoState('RoundEnded'); } return B; } /** * We need to give clients time to bring the briefing menu up and become ready to travel. We do * this by pausing here and waiting for bReadyToPlay to be set for each player */ state SyncClients { // Check ready status 4x a second function BeginState(name PrevStateName) { Super.BeginState(PrevStateName); SetTimer(0.25, true); SetTimer(5.0, false, 'GiveUpWaiting'); } // Look at the PRI list and see if anyone still isn't ready. function Timer() { local int i; local bool bReadyToGo; local PlayerReplicationInfo PRI; bReadyToGo = true; for (i=0;i<GameReplicationInfo.PRIArray.Length;i++) { PRI = GameReplicationInfo.PRIArray[i]; if ( !PRI.bOnlySpectator && !PRI.bReadyToPlay && !PRI.bBot) { bReadyToGo = false; } } if (bReadyToGo) { ClearTimer(); ClearTimer('GiveUpWaiting'); WorldInfo.ServerTravel(NextMissionURL,true); } } function GiveUpWaiting() { ClearTimer(); WorldInfo.ServerTravel(NextMissionURL, true); } } function SetModifierCard(name Card) { UTMissionGRI(GameReplicationInfo).SetModifierCard(Card); } function bool TooManyBots(Controller botToRemove) { return false; } function bool NeedPlayers() { return false; } auto State PendingMatch { function bool MatchIsInProgress() { return false; } /** * Tells all of the currently connected clients to register with arbitration. * The clients will call back to the server once they have done so, which * will tell this state to see if it is time for the server to register with * arbitration. */ function StartMatch() { return; } } function ShowCredits() { WorldInfo.ServerTravel("UTCin-UT3Credits",true); } defaultproperties { IronGuardPool(0)="Cain" IronGuardPool(1)="Blackjack" IronGuardPool(2)="Johnson" IronGuardPool(3)="Kregore" IronGuardPool(4)="Talan" IronGuardEnhancedPool(0)="Barktooth" IronGuardEnhancedPool(1)="Harlin" IronGuardEnhancedPool(2)="Slain" IronGuardEnhancedPool(3)="Blain" LiandriPool(0)="Torque" LiandriPool(1)="Syntax" LiandriPool(2)="Raptor" LiandriPool(3)="Mihr" LiandriEnhancedPool(0)="Matrix" LiandriEnhancedPool(1)="Aspect" LiandriEnhancedPool(2)="Cathode" LiandriEnhancedPool(3)="Enigma" CharactersThatShouldAlwaysBeCustomCharacters(0)="Reaper" CharactersThatShouldAlwaysBeCustomCharacters(1)="Jester" CharactersThatShouldAlwaysBeCustomCharacters(2)="Othello" CharactersThatShouldAlwaysBeCustomCharacters(3)="Bishop" CharactersThatShouldAlwaysBeCustomCharacters(4)="Lauren" CharactersThatShouldAlwaysBeCustomCharacters(5)="Akasha" CharactersThatShouldAlwaysBeCustomCharacters(6)="Loque" CharactersThatShouldAlwaysBeCustomCharacters(7)="Matrix" CharactersThatShouldAlwaysBeCustomCharacters(8)="Scythe" CharactersThatShouldAlwaysBeCustomCharacters(9)="Alanna" CharactersThatShouldAlwaysBeCustomCharacters(10)="Arachne" CharactersThatShouldAlwaysBeCustomCharacters(11)="Ariel" CharactersThatShouldAlwaysBeCustomCharacters(12)="Avalon" CharactersThatShouldAlwaysBeCustomCharacters(13)="Cassidy" CharactersThatShouldAlwaysBeCustomCharacters(14)="Desiree" CharactersThatShouldAlwaysBeCustomCharacters(15)="Freylis" CharactersThatShouldAlwaysBeCustomCharacters(16)="Kai" CharactersThatShouldAlwaysBeCustomCharacters(17)="Kira" CharactersThatShouldAlwaysBeCustomCharacters(18)="Malise" CharactersThatShouldAlwaysBeCustomCharacters(19)="Metridia" CharactersThatShouldAlwaysBeCustomCharacters(20)="Raven" CharactersThatShouldAlwaysBeCustomCharacters(21)="Visse" ConsolePlayerControllerClass=Class'UTGame.UTMissionPlayerController' HUDType=None PlayerControllerClass=Class'UTGame.UTMissionPlayerController' PlayerReplicationInfoClass=Class'UTGame.UTMissionSelectionPRI' GameReplicationInfoClass=Class'UTGame.UTMissionGRI' Name="Default__UTMissionSelectionGame" ObjectArchetype=UTEntryGame'UTGame.Default__UTEntryGame' } |
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