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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTOnslaughtGame extends UTTeamGame abstract; var array<UTOnslaughtObjective> PowerNodes; var UTOnslaughtPowerCore PowerCore[2]; var float OvertimeCoreDrainPerSec; var config bool bSwapSidesAfterReset; var bool bSidesAreSwitched; var bool bSpawnNodeSelected; /** temporarily set true if player had chosen his start position, to prevent him from being teleported to a super vehicle */ /** Holds refs to the two orbs */ var UTOnslaughtFlag Orbs[2]; var UTGameObjective SelectedStartNode; function InitGameReplicationInfo() { local UTOnslaughtMapInfo OnslaughtInfo; Super.InitGameReplicationInfo(); // tell GRI what link setup we're using to replicate to clients OnslaughtInfo = UTOnslaughtMapInfo(WorldInfo.GetMapInfo()); if (OnslaughtInfo != None) { UTOnslaughtGRI(WorldInfo.GRI).LinkSetupName = OnslaughtInfo.GetActiveSetupName(); } } event PostLogin(PlayerController PC) { Super.PostLogin(PC); UpdateNodePlayerCountRequirements(false); } event Logout(Controller Exiting) { Super.Logout(Exiting); UpdateNodePlayerCountRequirements(false); } function UTBot AddBot(optional string BotName, optional bool bUseTeamIndex, optional int TeamIndex) { local UTBot B; B = Super.AddBot(BotName, bUseTeamIndex, TeamIndex); UpdateNodePlayerCountRequirements(false); return B; } function PostSeamlessTravel() { Super.PostSeamlessTravel(); UpdateNodePlayerCountRequirements(false); } function ViewObjective(PlayerController PC) { local UTOnslaughtFlag Orb; if ( Orbs[0] == None ) { ForEach DynamicActors(class'UTOnslaughtFlag', Orb) { if ( Orb.Team != None ) { Orbs[Orb.Team.TeamIndex] = Orb; } } } if ( (Orbs[0] == None) || (Orbs[1] == None) ) { return; } if (PC.ViewTarget != none && (PC.ViewTarget == Orbs[0] || (PC.ViewTarget == Orbs[0].Holder) || PC.ViewTarget == Orbs[0].HomeBase) ) { PC.SetViewTarget( Orbs[1].HomeBase.GetBestViewTarget() ); if ( UTPlayerController(PC) != None ) { UTPlayerController(PC).ClientSetBehindView(true); } } else { PC.SetViewTarget( Orbs[0].HomeBase.GetBestViewTarget() ); if ( UTPlayerController(PC) != None ) { UTPlayerController(PC).ClientSetBehindView(true); } } } /** update the state of nodes with player count requirements because the number of players in the game has changed */ function UpdateNodePlayerCountRequirements(bool bAllowDuringGame) { local int i; local UTOnslaughtNodeObjective Node; if (!GameReplicationInfo.bMatchHasBegun || bAllowDuringGame || WorldInfo.IsPlayInEditor()) { for (i = 0; i < PowerNodes.length; i++) { Node = UTOnslaughtNodeObjective(PowerNodes[i]); if (Node != None && !Node.IsA('UTOnslaughtPowerCore') && Node.MinPlayerCount > 0 && (Node.bStandalone || Node.NumLinks > 0)) { if (NumPlayers + NumBots >= Node.MinPlayerCount) { if (Node.bIsDisabled) { Node.SetInitialState(); } } else if (!Node.bIsDisabled) { Node.GotoState('DisabledNode'); } } } } } // Returns whether a mutator should be allowed with this gametype static function bool AllowMutator( string MutatorClassName ) { if (MutatorClassName ~= "UTGame.UTMutator_NoOrbs") { // No Orbs mutator only for Warfare return true; } if ( (MutatorClassName ~= "UTGame.UTMutator_Instagib") || (MutatorClassName ~= "UTGame.UTMutator_WeaponsRespawn") || (MutatorClassName ~= "UTGame.UTMutator_LowGrav") ) { return false; } return Super.AllowMutator(MutatorClassName); } function bool DominatingVictory() { if ( Teams[0].Score == 0 ) { return (PowerCore[1].Health >= PowerCore[1].default.DamageCapacity); } else if ( Teams[1].Score == 0 ) { return (PowerCore[0].Health >= PowerCore[0].default.DamageCapacity); } return false; } /** return a value based on how much this pawn needs help */ function int GetHandicapNeed(Pawn Other) { local int HealthDifference; if ( (Other.PlayerReplicationInfo == None) || (Other.PlayerReplicationInfo.Team == None) ) { return 0; } // base handicap on how far team is behind in powercore health HealthDifference = PowerCore[1 - Other.PlayerReplicationInfo.Team.TeamIndex].Health - PowerCore[Other.PlayerReplicationInfo.Team.TeamIndex].Health; if ( HealthDifference < 10 ) { // team is ahead, or close return 0; } return HealthDifference/10; } /** In Onslaught, vehicle factories are activated by active powernodes */ function ActivateVehicleFactory(UTVehicleFactory VF) { VF.bStartNeutral = false; } event InitGame(string Options, out string ErrorMessage) { local UTOnslaughtObjective O; local string LinkSetupName; local UTOnslaughtMapInfo OnslaughtInfo; Super.InitGame(Options, ErrorMessage); foreach AllActors(class'UTOnslaughtObjective', O) { // Register all the PowerNodes PowerNodes[PowerNodes.length] = O; } // set up startup link setup, if any OnslaughtInfo = UTOnslaughtMapInfo(WorldInfo.GetMapInfo()); if (OnslaughtInfo != None) { // if we are in the editor, use the LD specified preview setup if (OnslaughtInfo.EditorPreviewSetup != 'None') { OnslaughtInfo.ApplyLinkSetup(OnslaughtInfo.EditorPreviewSetup); } else { LinkSetupName = ParseOption(Options, "LinkSetup"); OnslaughtInfo.ApplyLinkSetup((LinkSetupName != "") ? name(LinkSetupName) : 'Default'); } } SetPowerCores(); FindCloseActors(); if (PowerNodes.Length == 0) { LogInternal("Onslaught: Level doesn't have any PowerNodes!",'Error'); } } function CreateTeam(int TeamIndex) { Super.CreateTeam(TeamIndex); if (TeamIndex < ArrayCount(Teams) && TeamIndex < ArrayCount(PowerCore)) { Teams[TeamIndex].HomeBase = PowerCore[TeamIndex]; } } /* FindCloseActors() Associate certain actor classes with neares Onslaught Objective */ function FindCloseActors() { local Actor A; local UTOnslaughtObjective O; local UTOnslaughtPowerCore ReverseCore; local UTOnslaughtNodeObjective Node; local int i; for (i = 0; i < PowerNodes.Length; i++) { PowerNodes[i].InitCloseActors(); } if ( PowerCore[0].bReverseForThisCore ) ReverseCore = PowerCore[0]; else if ( PowerCore[1].bReverseForThisCore ) ReverseCore = PowerCore[1]; ForEach AllActors(class 'Actor', A) { if ( PlayerStart(A) != None ) { O = ClosestObjectiveTo(A); O.PlayerStarts[O.PlayerStarts.Length] = PlayerStart(A); if ( UTOnslaughtNodeObjective(O) != None ) UTOnslaughtNodeObjective(O).bIsTeleportDestination = true; } else if ( UTVehicleFactory(A) != None ) { UTVehicleFactory(A).AddToClosestObjective(); UTVehicleFactory(A).ReverseObjective = ReverseCore; } else if (UTOnslaughtNodeEnhancement(A) != None) { if (UTOnslaughtNodeEnhancement(A).ControllingNode == None) { UTOnslaughtNodeEnhancement(A).SetControllingNode(ClosestNodeTo(A)); } } else if(UTDeployableNodeLocker(A) != none) { UTDeployableNodeLocker(A).AddToClosestObjective(); } else if (UTOnslaughtNodeTeleporter(A) != None) { Node = ClosestNodeTo(A); Node.NodeTeleporters[Node.NodeTeleporters.length] = UTOnslaughtNodeTeleporter(A); } } } /* SetPowerCores() Find the Red and Blue team PowerCores Set the distance in hops from every PowerNode to each powercore */ function SetPowerCores() { local int i; local int CoreCnt, PrefTeam; local UTOnslaughtPowerCore PC; local UTOnslaughtNodeObjective Node; local bool bTooManyCores; local byte MaxDistance, DesiredDistance; for (i = 0; i < ArrayCount(PowerCore); i++) { PowerCore[i] = None; } CoreCnt = 0; // Find the two powercores for (i=0; i<PowerNodes.Length; i++) { PC = UTOnslaughtPowerCore(PowerNodes[i]); if ( PC != None ) { if (CoreCnt < 2) { // figure out the team PrefTeam = bSidesAreSwitched ? 1 - CoreCnt : CoreCnt; // If this core's slot is taken, move the person there if ( PowerCore[PrefTeam] != None ) { PowerCore[1-PrefTeam] = PowerCore[PrefTeam]; PowerCore[1-PrefTeam].DefenderTeamIndex = 1-PrefTeam; } PowerCore[PrefTeam] = PC; PowerCore[PrefTeam].DefenderTeamIndex = PrefTeam; if (Teams[PrefTeam] != None) { Teams[PrefTeam].HomeBase = PC; } } else { // If we have more than 2 cores, flag it for a warning, but // also reset the core just in case :) bTooManyCores = true; PC.Reset(); } CoreCnt++; } // clear core distance - will be reinitialized in the PowerCores' InitializeForThisRound() PowerNodes[i].FinalCoreDistance[0] = 255; PowerNodes[i].FinalCoreDistance[1] = 255; // initialize links - make sure they are all two way Node = UTOnslaughtNodeObjective(PowerNodes[i]); if (Node != None) { Node.InitLinks(); } } PowerCore[0].Reset(); PowerCore[0].InitializeForThisRound(0); PowerCore[1].Reset(); PowerCore[1].InitializeForThisRound(1); // init core distance for standalone nodes using StandaloneSpawnPriority, since the cores won't be linked to us so it won't get set normally MaxDistance = Max(PowerCore[0].FinalCoreDistance[1], PowerCore[1].FinalCoreDistance[0]) - 1; for (i = 0; i < PowerNodes.length; i++) { Node = UTOnslaughtNodeObjective(PowerNodes[i]); if (Node != None && Node.bStandalone) { DesiredDistance = (Node.StandaloneSpawnPriority != 255) ? Node.StandaloneSpawnPriority : MaxDistance; Node.SetCoreDistance(0, DesiredDistance); Node.SetCoreDistance(1, DesiredDistance); } } if (bTooManyCores) { LogInternal("!! TOO MANY CORES FOUND IN MAP (found "$CoreCnt$" expect no more than 2) !!"); } } /* UpdateLinks() determine which powernodes are severed */ function UpdateLinks() { local int i; local UTOnslaughtNodeObjective N; for (i = 0; i < PowerNodes.Length; i++) { N = UTOnslaughtNodeObjective(PowerNodes[i]); if ( N != None ) { N.bWasSevered = N.bSevered; N.bSevered = !N.bStandalone; } } CheckSevering(PowerCore[0], 0); CheckSevering(PowerCore[1], 1); for (i = 0; i < PowerNodes.Length; i++) { N = UTOnslaughtNodeObjective(PowerNodes[i]); if ( N != None && N.bSevered && !N.bWasSevered ) N.Sever(); } } function CheckSevering(UTOnslaughtNodeObjective PC, int TeamIndex) { local int i; PC.bSevered = False; if ( !PC.IsActive() ) { return; } for (i = 0; i < PC.NumLinks; i++) { if (PC.LinkedNodes[i] != None && PC.LinkedNodes[i].bSevered && PC.LinkedNodes[i].DefenderTeamIndex == TeamIndex) { CheckSevering(PC.LinkedNodes[i], TeamIndex); } } } function UTOnslaughtNodeObjective ClosestNodeTo(Actor A) { local float Distance, BestDistance; local UTOnslaughtNodeObjective Node, Best; local int i; for (i = 0; i < PowerNodes.Length; i++) { Node = UTOnslaughtNodeObjective(PowerNodes[i]); if (Node != None) { Distance = VSize(A.Location - PowerNodes[i].Location); if (Best == None || Distance < BestDistance) { BestDistance = Distance; Best = Node; } } } return Best; } function UTOnslaughtObjective ClosestObjectiveTo(Actor A) { local float Distance, BestDistance; local UTOnslaughtObjective Best; local int i; for ( i=0; i<PowerNodes.Length; i++ ) { if ( PowerNodes[i].bAssociatePlayerStarts ) { Distance = VSize(A.Location - PowerNodes[i].Location); if ( (Best == None) || (Distance < BestDistance) ) { BestDistance = Distance; Best = PowerNodes[i]; } } } return Best; } function bool ShouldReset(Actor ActorToReset) { return ( Super.ShouldReset(ActorToReset) && !ActorToReset.IsA('UTOnslaughtObjective') && !ActorToReset.IsA('TeamInfo') && !ActorToReset.IsA('PlayerReplicationInfo') ); } function Reset() { local int i; local UTPlayerReplicationInfo PRI; // we reset PowerNodes and PowerCores after everything else because their reset might cause // vehiclefactories, etc to activate and spawn new actors that we don't want to affect if (bSwapSidesAfterReset && !PowerCore[0].bNoCoreSwitch && !PowerCore[1].bNoCoreSwitch) { bSidesAreSwitched = !bSidesAreSwitched; } SetPowerCores(); for (i = 0; i < PowerNodes.length; i++) { // powercores are reset in SetPowerCores() if (UTOnslaughtPowerCore(PowerNodes[i]) == None) { PowerNodes[i].Reset(); } } FindCloseActors(); UpdateNodePlayerCountRequirements(true); Super.Reset(); // reset per-life PRI properties for (i = 0; i < GameReplicationInfo.PRIArray.length; i++) { PRI = UTPlayerReplicationInfo(GameReplicationInfo.PRIArray[i]); if (PRI != None) { PRI.Spree = 0; PRI.ResetHero(); PRI.bHasBeenHero = false; } } for (i = 0; i < ArrayCount(Teams); i++) { Teams[i].AI.SetObjectiveLists(); } } State MatchInProgress { event Timer() { local int i, TeamNodes[2], TotalNodes; local float OvertimeDrain; if (bOverTime) { for (i = 0; i < PowerNodes.Length; i++) { if (UTOnslaughtPowerNode(PowerNodes[i]) != None && !PowerNodes[i].bIsDisabled) { if (PowerNodes[i].IsActive() && PowerNodes[i].DefenderTeamIndex < 2) { TeamNodes[PowerNodes[i].DefenderTeamIndex]++; } TotalNodes++; } } for (i = 0; i < ArrayCount(PowerCore); i++) { OvertimeDrain = OvertimeCoreDrainPerSec - (OvertimeCoreDrainPerSec * float(TeamNodes[i]) / float(TotalNodes)); PowerCore[i].Health -= OvertimeDrain; PowerCore[i].DamagePanels(OvertimeDrain, PowerCore[i].Location); PowerCore[i].UpdateDamageEffects(false); PowerCore[i].bForceNetUpdate = TRUE; } if ( (PowerCore[0].Health <= 0) && (PowerCore[1].Health <= 0) ) { // DRAW ScoreDraw(); } else { if (PowerCore[0].Health <= 0) { PowerCore[0].DisableObjective(None); } if (PowerCore[1].Health <= 0) { PowerCore[1].DisableObjective(None); } } } Super.Timer(); } } function ScoreDraw() { Teams[0].Score += 1; Teams[1].Score += 1; BroadcastLocalizedMessage( MessageClass, 4); CheckScore(PowerCore[0].LastDamagedBy); if ( !bGameEnded ) { EndRound(PowerCore[0]); } } function MainCoreDestroyed(byte T) { local int Score; Score = bOverTime ? 1 : 2; if (T == 1) { BroadcastLocalizedMessage( MessageClass, 0); Teams[0].Score += Score; Teams[0].bForceNetUpdate = TRUE; CheckScore(PowerCore[1].LastDamagedBy); } else { BroadcastLocalizedMessage( MessageClass, 1); Teams[1].Score += Score; Teams[1].bForceNetUpdate = TRUE; CheckScore(PowerCore[0].LastDamagedBy); } BroadcastLocalizedMessage( MessageClass, bOverTime ? 12 : 11); if ( !bGameEnded ) { EndRound(PowerCore[T]); } } state MatchOver { function FindNewObjectives(UTGameObjective DisabledObjective) {} function MainCoreDestroyed(byte T) {} } function bool CheckScore(PlayerReplicationInfo Scorer) { if (CheckMaxLives(Scorer)) { return false; } else if (GoalScore != 0 && (Teams[0].Score >= GoalScore || Teams[1].Score >= GoalScore)) { EndGame(Scorer,"teamscorelimit"); return true; } else { return false; } } function bool CheckEndGame(PlayerReplicationInfo Winner, string Reason) { local Controller P; if (Reason ~= "TimeLimit") { // if we are doing automated perf testing then we have reached the end of the match and watch to exit so the perf logs are saved out if( bAutomatedPerfTesting ) { if( bAutoContinueToNextRound == FALSE ) { ConsoleCommand("EXIT"); } foreach WorldInfo.AllControllers(class'Controller', P) { P.GameHasEnded(); } return TRUE; } if ( !bOverTimeBroadcast ) { StartupStage = 7; PlayStartupMessage(); bOverTimeBroadcast = true; } return false; } return Super.CheckEndGame(Winner, Reason); } function SetEndGameFocus(PlayerReplicationInfo Winner) { local Controller P; if ( Winner != None ) { if (Winner.Team.TeamIndex == 0) EndGameFocus = PowerCore[1]; else EndGameFocus = PowerCore[0]; } if ( EndGameFocus != None ) EndGameFocus.bAlwaysRelevant = true; foreach WorldInfo.AllControllers(class'Controller', P) { P.GameHasEnded(EndGameFocus, (P.PlayerReplicationInfo != None) && (P.PlayerReplicationInfo.Team == GameReplicationInfo.Winner) ); } } /** returns whether a node with a flag at it should be prioritized for spawning members of Team */ function bool ShouldPrioritizeNodeWithFlag(byte Team, byte EnemyTeam, bool bEnemyCanAttackCore, controller Player) { local UTPlayerController PC; PC = UTPlayerController(Player); if ( PC != None ) { if ( PC.bNotUsingOrb ) { return false; } if ( PC.AutoObjectivePreference == AOP_OrbRunner ) { return true; } if ( PC.AutoObjectivePreference == AOP_Defend ) { return PowerCore[EnemyTeam].PoweredBy(Team); } } return !PowerCore[EnemyTeam].PoweredBy(Team) && (UTBot(Player) != None || !TeamHasOrbRunner(Player)); } function bool TeamHasOrbRunner(Controller Player) { local Controller C; local UTPlayerReplicationInfo PRI; ForEach WorldInfo.AllControllers(class'Controller', C) { if ( WorldInfo.GRI.OnSameTeam(C, Player) ) { PRI = UTPlayerReplicationInfo(C.PlayerReplicationInfo); if ( (PRI != None) && PRI.bHasFlag ) { return true; } if ( UTBot(C) != None ) { if ( UTBot(C).GetOrders() == 'Attack' ) return true; } else if ( (UTPlayerController(C) != None) && (UTPlayerController(C).AutoObjectivePreference == AOP_OrbRunner) ) { return true; } } } return false; } /** ChoosePlayerStart() * Return the 'best' player start for this player to start from. PlayerStarts are rated by RatePlayerStart(). * @param Player is the controller for whom we are choosing a playerstart * @param InTeam specifies the Player's team (if the player hasn't joined a team yet) * @returns NavigationPoint chosen as player start (usually a PlayerStart) */ function PlayerStart ChoosePlayerStart( Controller Player, optional byte InTeam ) { local PlayerStart BestStart; local float CoreDistA, CoreDistB, BestRating, NewRating; local byte Team, EnemyTeam; local UTGameObjective SelectedPC; local int i; local bool bTeammateFound, bPrioritizeNodeWithFlag, bEnemyCanAttackCore; local controller C; local UTOnslaughtNodeObjective Node; if ( (Player != None) && (Player.PlayerReplicationInfo != None) ) { // use InTeam if player doesn't have a team yet Team = (Player.PlayerReplicationInfo.Team != None) ? byte(Player.PlayerReplicationInfo.Team.TeamIndex) : InTeam; //Use the powernode the player selected (if it's valid) if ( UTPlayerReplicationInfo(Player.PlayerReplicationInfo) != None ) { SelectedPC = UTPlayerReplicationInfo(Player.PlayerReplicationInfo).GetStartObjective(); } } else { Team = InTeam; } bSpawnNodeSelected = (SelectedPC != None); if (SelectedPC == None) { bEnemyCanAttackCore = PowerCore[Team].PoweredBy(1 - Team); EnemyTeam = Abs(Team - 1); bPrioritizeNodeWithFlag = ShouldPrioritizeNodeWithFlag(Team, EnemyTeam, bEnemyCanAttackCore, Player); if (bEnemyCanAttackCore && !bPrioritizeNodeWithFlag) { SelectedPC = PowerCore[Team]; } else { // Find the Closest Controlled Node(s) to Enemy PowerCore. BestRating = 256; for (i = 0; i < PowerNodes.Length; i++) { if ( PowerNodes[i].ValidSpawnPointFor(Team) ) { if (bPrioritizeNodeWithFlag) { // if Onslaught Flag sitting at a node with no teammate close by, chose that node Node = UTOnslaughtNodeObjective(PowerNodes[i]); if (Node != None && Node.FlagBase != None && Node.FlagBase.MyFlag != None && Node.FlagBase.MyFlag.IsNearlyHome()) { // check if nearby teammate bTeammateFound = false; ForEach WorldInfo.AllControllers(class'Controller', C) { if ( C.bIsPlayer && (C.Pawn != None) && WorldInfo.GRI.OnSameTeam(Player,C) && (VSizeSq(C.Pawn.Location - Node.FlagBase.Location) < 4000000) ) { bTeammateFound = true; break; } } if ( !bTeammateFound ) { SelectedPC = Node; bSpawnNodeSelected = true; break; } } } if (!bEnemyCanAttackCore) { // rating based first on link distance, then available vehicles NewRating = PowerNodes[i].GetSpawnRating(EnemyTeam); if ( NewRating < BestRating ) { BestRating = NewRating; SelectedPC = PowerNodes[i]; } else if ( NewRating == BestRating ) // If we have two nodes at equal link distance, we check geometric distance { CoreDistA = VSize(PowerCore[EnemyTeam].Location - PowerNodes[i].Location); CoreDistB = VSize(PowerCore[EnemyTeam].Location - SelectedPC.Location); if (CoreDistA < CoreDistB) { SelectedPC = PowerNodes[i]; } } } } } // If no valid power node found, set to power core. if (SelectedPC == None) { SelectedPC = PowerCore[Team]; } } } BestStart = BestPlayerStartAtNode(SelectedPC, Team, Player); if ( (BestStart == None) && (SelectedPC != PowerCore[Team]) ) { BestStart = BestPlayerStartAtNode(PowerCore[Team], Team, Player); } return BestStart; } function PlayerStart BestPlayerStartAtNode(UTGameObjective SelectedPC, byte Team, Controller Player) { local PlayerStart BestStart, P; local float BestRating, NewRating, GoodEnoughRating; local int i, RandStart; SelectedStartNode = SelectedPC; GoodEnoughRating = (SelectedPC.bUnderAttack) ? 60.0 : 30.0; // Avoid randomness for profiling. if( bFixedPlayerStart ) { RandStart = 0; } // start at random point to randomize finding "good enough" playerstart else { RandStart = Rand(SelectedPC.PlayerStarts.Length); } for ( i=RandStart; i<SelectedPC.PlayerStarts.Length; i++ ) { P = SelectedPC.PlayerStarts[i]; NewRating = RatePlayerStart(P,Team,Player); if (SelectedPC.bUnderAttack && P.IsA('UTWarfarePlayerStart') && UTWarfarePlayerStart(P).bPrioritizeWhenUnderAttack) { NewRating += 30.0; } if (NewRating >= GoodEnoughRating) { // this PlayerStart is good enough return P; } if ( NewRating > BestRating ) { BestRating = NewRating; BestStart = P; } } for ( i=0; i<RandStart; i++ ) { P = SelectedPC.PlayerStarts[i]; NewRating = RatePlayerStart(P,Team,Player); if (SelectedPC.bUnderAttack && P.IsA('UTWarfarePlayerStart') && UTWarfarePlayerStart(P).bPrioritizeWhenUnderAttack) { NewRating += 30.0; } if (NewRating >= GoodEnoughRating) { // this PlayerStart is good enough return P; } if ( NewRating > BestRating ) { BestRating = NewRating; BestStart = P; } } return BestStart; } function UTWeaponLocker GetBestLocker(Pawn PlayerPawn) { return (SelectedStartNode != None) ? SelectedStartNode.GetBestLocker() : None; } /** finds the closest node to the enemy powercore that has vehicles available according to the passed in array * may return None if no node with vehicles is available for that team * @param Player the Player we're choosing a node for * @param NumVehicleFactories */ function UTGameObjective GetClosestNodeToEnemyWithVehicles(Controller Player, const out array<int> NumVehicleFactories) { local float CoreDistA, CoreDistB, BestRating, NewRating; local byte Team, EnemyTeam; local UTGameObjective SelectedNode; local int i; local bool bPrioritizeNodeWithFlag; local UTOnslaughtNodeObjective Node; Team = Player.GetTeamNum(); EnemyTeam = Abs(Team - 1); bPrioritizeNodeWithFlag = ShouldPrioritizeNodeWithFlag(Team, EnemyTeam, false, Player); BestRating = 255; for (i = 0; i < PowerNodes.Length; i++) { if (NumVehicleFactories[i] > 0 && PowerNodes[i].ValidSpawnPointFor(Team)) { NewRating = PowerNodes[i].FinalCoreDistance[EnemyTeam]; if (bPrioritizeNodeWithFlag) { Node = UTOnslaughtNodeObjective(PowerNodes[i]); if (Node != None && Node.FlagBase != None && Node.FlagBase.myFlag != None && Node.FlagBase.myFlag.bHome) { NewRating -= 1000.0; } } if (NewRating < BestRating) { BestRating = NewRating; SelectedNode = PowerNodes[i]; } else if (NewRating == BestRating) // If we have two nodes at equal link distance, we check geometric distance { CoreDistA = VSize(PowerCore[EnemyTeam].Location - PowerNodes[i].Location); CoreDistB = VSize(PowerCore[EnemyTeam].Location - SelectedNode.Location); if (CoreDistA < CoreDistB) { SelectedNode = PowerNodes[i]; } } } } return SelectedNode; } function StartHumans() { // start everyone, including bots, in the same pass so we can count them and match them up with the number of vehicles at all starting nodes StartAllPlayers(); } function StartBots(); function StartAllPlayers() { local Controller C; local PlayerController PC; local array<int> NumVehicleFactories; local int i; local UTPlayerReplicationInfo PRI; local UTBot B; // construct an array containing the number of vehicle factories at each node for (i = 0; i < PowerNodes.Length; i++) { NumVehicleFactories[i] = PowerNodes[i].VehicleFactories.length; } // spawn players, prioritizing spawning them at a node that has a vehicle available foreach WorldInfo.AllControllers(class'Controller', C) { if (C.bIsPlayer && C.Pawn == None) { if (bGameEnded) { return; // telefrag ended the game with ridiculous frag limit } else { PC = PlayerController(C); if (PC == None || PC.CanRestartPlayer()) { PRI = UTPlayerReplicationInfo(C.PlayerReplicationInfo); if (PRI != None) { B = UTBot(C); // bots first try to spawn at their objective if ( B != None && B.Squad != None && B.Squad.SquadObjective != None && B.Squad.SquadObjective.ValidSpawnPointFor(B.GetTeamNum()) ) { PRI.TemporaryStartObjective = B.Squad.SquadObjective; i = PowerNodes.Find(UTOnslaughtNodeObjective(PRI.TemporaryStartObjective)); } // if player specified a start, just use that else if (PRI.StartObjective != None && PRI.StartObjective.ValidSpawnPointFor(C.GetTeamNum())) { i = PowerNodes.Find(UTOnslaughtNodeObjective(PRI.StartObjective)); } else if (ShouldSpawnAtStartSpot(C)) { i = PowerNodes.Find(ClosestNodeTo(C.StartSpot)); } else { // otherwise, set temporary start to a node with vehicles PRI.TemporaryStartObjective = GetClosestNodeToEnemyWithVehicles(C, NumVehicleFactories); i = PowerNodes.Find(UTOnslaughtNodeObjective(PRI.TemporaryStartObjective)); } if (i != INDEX_NONE) { NumVehicleFactories[i]--; } } if (PC != None || WorldInfo.NetMode == NM_Standalone) { RestartPlayer(C); } else { C.GotoState('Dead','MPStart'); } } } } } } function ShowPathTo(PlayerController P, int TeamNum) { local int i; local UTOnslaughtObjective Best; local float BestDist; for (i = 0; i < PowerNodes.Length; i++) { if ( (!PowerNodes[i].IsActive() || PowerNodes[i].DefenderTeamIndex != TeamNum) && PowerNodes[i].PoweredBy(TeamNum) && (Best == None || VSize(P.Pawn.Location - PowerNodes[i].Location) < BestDist) ) { Best = PowerNodes[i]; BestDist = VSize(P.Pawn.Location - PowerNodes[i].Location); } } if (Best != None) { for (i = 0; i < Best.ShootSpots.length; i++) { if (Best.ShootSpots[i] != None) { Best.ShootSpots[i].bTransientEndPoint = true; } } if (P.FindPathToward(Best, false) != None) { Spawn(class'UTWillowWhisp', P,, P.Pawn.Location); } } } function bool ChangeTeam(Controller Other, int num, bool bNewTeam) { local int i; local UTOnslaughtPRI PRI; local PlayerController PC; if (Super.ChangeTeam(Other, num, bNewTeam)) { ForEach LocalPlayerControllers(class'PlayerController', PC) { if ( Other == PC ) { //Update client side effects on PowerNodes to reflect which ones the player can go after changing teams for (i = 0; i < PowerNodes.length; i++) PowerNodes[i].UpdateEffects(false); } break; } PRI = UTOnslaughtPRI(Other.PlayerReplicationInfo); if (PRI != None) { PRI.StartObjective = None; PRI.TemporaryStartObjective = None; } return true; } return false; } function ScoreObjective(PlayerReplicationInfo Scorer, int Score) { AddObjectiveScore(Scorer,Score); } function ScoreFlag(Controller Scorer, UTOnslaughtFlag TheFlag) { local UTPlayerReplicationInfo ScorerPRI; ScorerPRI = UTPlayerReplicationInfo(Scorer.PlayerReplicationInfo); if (ScorerPRI.Team != TheFlag.Team) { BroadcastLocalizedMessage(TheFlag.MessageClass, 1 + 7 * TheFlag.Team.TeamIndex, ScorerPRI, None, TheFlag.Team); ScorerPRI.IncrementHeroMeter(2.0); ScorerPRI.IncrementEventStat('EVENT_RETURNEDORB'); } else { ScorerPRI.IncrementHeroMeter(2.0); ScorerPRI.IncrementEventStat('EVENT_SCOREDORB'); ScorerPRI.CheckHeroMeter(); } } function bool NearGoal(Controller C) { local UTOnslaughtPowerNode Node; Node = UTOnslaughtPowerNode(ClosestNodeTo(C.Pawn)); return (Node != None && Node.GetTeamNum() != C.GetTeamNum() && Node.PoweredBy(C.GetTeamNum()) && VSize(C.Pawn.Location - Node.Location) < 1000.0); } /** @return whether the given Pawn is touching/walking on an Actor that allows node teleporting */ function bool IsTouchingNodeTeleporter(Pawn P, optional out UTOnslaughtNodeTeleporter Teleporter) { local UTOnslaughtNodeTeleporter TestTeleporter; // allow if touching a teleporter TestTeleporter = UTOnslaughtNodeTeleporter(P.Base); if (TestTeleporter != None && WorldInfo.GRI.OnSameTeam(P, P.Base)) { Teleporter = TestTeleporter; return true; } foreach P.TouchingActors(class'UTOnslaughtNodeTeleporter', Teleporter) { if (WorldInfo.GRI.OnSameTeam(P, Teleporter)) { Teleporter = TestTeleporter; return true; } } return false; } function bool AllowClientToTeleport(UTPlayerReplicationInfo ClientPRI, Actor DestinationActor) { local bool IsTouchingTeleporter; local UTOnslaughtNodeTeleporter Tp; local UTOnslaughtNodeObjective Obj; local int i; IsTouchingTeleporter = IsTouchingNodeTeleporter(Controller(ClientPRI.Owner).Pawn, Tp); Obj = UTOnslaughtNodeObjective(DestinationActor); if (IsTouchingTeleporter && Tp!=none && Obj != none && Obj.ValidSpawnPointFor(ClientPRI.Team.TeamIndex) ) { for (i=0;i<Obj.NodeTeleporters.Length;i++) { if (Obj.NodeTeleporters[i] == tp) { return false; } } } return (Super.AllowClientToTeleport(ClientPRI, DestinationActor) && IsTouchingTeleporter); } function FindNewObjectives(UTGameObjective DisabledObjective) { local UTPlayerController PC; Super.FindNewObjectives(DisabledObjective); // check recommended objectives for human players foreach WorldInfo.AllControllers(class'UTPlayerController', PC) { if ( (PC.LastAutoObjective == DisabledObjective) && (PC.bWasDefendingObjective != WorldInfo.GRI.OnSameTeam(PC.LastAutoObjective, PC)) ) { PC.LastAutoObjective = None; } PC.CheckAutoObjective(true); } } /** * Adjust skill level in campaign based on relative health of cores */ function AdjustOnslaughtSkill() { if ( UTGameReplicationInfo(GameReplicationInfo).bStoryMode && (PowerCore[0].Health > 0) && (PowerCore[1].Health > 0) ) { AdjustedDifficulty = GameDifficulty + 1.25 * (PowerCore[0].Health - PowerCore[1].Health)/PowerCore[0].DamageCapacity; } } function Actor GetAutoObjectiveFor(UTPlayerController PC) { local UTTeamInfo Team; local UTOnslaughtFlag Flag; local UTPlayerReplicationInfo PRI; local int i; local UTOnslaughtPowerNode Node; local UTDeployable Deployable; local UTGameObjective Result, AltResult; local float BestDist, NewDist; local UTPickupFactory BestPickup, Pickup; local UTVehicle V; local UTWeapon Weap; local UTOnslaughtTeamAI TeamAI; PRI = UTPlayerReplicationInfo(PC.PlayerReplicationInfo); if (PRI != None) { Flag = UTOnslaughtFlag(PRI.GetFlag()); } // if carrying deployable, ask it to recommend an objective if ( PC.Pawn != None ) { Deployable = UTDeployable(PC.Pawn.Weapon); if ( Deployable != None ) { Result = Deployable.RecommendObjective(PC); if ( Result != None ) { return Result; } } } // ask the team AI for the best objective Team = UTTeamInfo(PC.PlayerReplicationInfo.Team); if ( Team != None ) { TeamAI = UTOnslaughtTeamAI(Team.AI); } if ( TeamAI != None ) { switch (PC.AutoObjectivePreference) { case AOP_Disabled: return None; case AOP_OrbRunner: Result = TeamAI.GetPriorityPlayerAttackObjectiveFor(PC); // override with node if ( UTOnslaughtPowerNode(Result) == None ) { AltResult = TeamAI.GetLeastDefendedPlayerObjective(PC); if ( UTOnslaughtPowerNode(AltResult) != None ) { return AltResult; } for (i = 0; i < PowerNodes.length; i++) { Node = UTOnslaughtPowerNode(PowerNodes[i]); if (Node != None && Node.PoweredBy(PRI.Team.TeamIndex) && !WorldInfo.GRI.OnSameTeam(Node, PC) && !Node.bIsDisabled ) { return Node; } } for (i = 0; i < PowerNodes.length; i++) { Node = UTOnslaughtPowerNode(PowerNodes[i]); if (Node != None && Node.PoweredBy(1 - PRI.Team.TeamIndex) && WorldInfo.GRI.OnSameTeam(Node, PC) && !Node.bIsDisabled ) { return Node; } } } return Result; case AOP_NoPreference: if ( (WorldInfo.TimeSeconds - PowerCore[Team.TeamIndex].LastDamagedTime < 5.0) && PowerCore[Team.TeamIndex].PoweredBy(1 - Team.TeamIndex) ) { // defend core if it is still vulnerable return PowerCore[Team.TeamIndex]; } case AOP_Attack: Result = TeamAI.GetPriorityPlayerAttackObjectiveFor(PC); // override with attackable node if player has orb if ( Flag != None ) { if ( UTOnslaughtPowerNode(Result) == None ) { for (i = 0; i < PowerNodes.length; i++) { Node = UTOnslaughtPowerNode(PowerNodes[i]); if (Node != None && Node.PoweredBy(PRI.Team.TeamIndex) && !WorldInfo.GRI.OnSameTeam(Node, PC) && !Node.bIsDisabled ) { Result = Node; break; } } if ( UTOnslaughtPowerCore(Result) != None ) { // defend the prime node instead AltResult = TeamAI.GetLeastDefendedPlayerObjective(PC); if ( (AltResult != None) && (UTOnslaughtPowerCore(AltResult) == None) ) { Result = AltResult; } } } } return Result; case AOP_SpecialOps: V = UTVehicle(PC.Pawn); if ( (Flag == None) && (PC.Pawn != None) && ((V == None) || (!V.bKeyVehicle && (UTVehicle_Deployable(V) == None))) ) { Weap = (Vehicle(PC.Pawn) == None) ? UTWeapon(PC.Pawn.Weapon) : UTWeapon(Vehicle(PC.Pawn).Driver.Weapon); if ( (Weap == None) || (!Weap.bSuperWeapon && (UTDeployable(Weap) == None)) ) { // look for super items, if not already holding one ForEach WorldInfo.AllNavigationPoints(class'UTPickupFactory', Pickup) { if ( Pickup.bIsSuperItem && ClassIsChildOf(Pickup.InventoryType, class'UTWeapon') && Pickup.ReadyToPickup(0) ) { NewDist = VSize(Pickup.Location - PC.Pawn.Location); if ( (BestPickup == None) || (NewDist < BestDist) ) { BestPickup = Pickup; BestDist = NewDist; } } } if ( BestPickup != None ) { return BestPickup; } // look for key vehicles ForEach WorldInfo.AllPawns(class'UTVehicle', V) { if ( (V.Driver == None) && V.bTeamLocked && (V.Health > 0) && (V.bKeyVehicle || (UTVehicle_Deployable(V) != None)) && Worldinfo.GRI.OnSameTeam(PC,V) ) { return V; } } } } if ( Flag == None ) { Result = TeamAI.GetPriorityStandaloneObjectiveFor(None, PC); } if ( Result == None ) { Result = TeamAI.GetPriorityPlayerAttackObjectiveFor(PC); // override with attackable node if player has orb if ( (Flag != None) && (UTOnslaughtPowerNode(Result) == None) ) { for (i = 0; i < PowerNodes.length; i++) { Node = UTOnslaughtPowerNode(PowerNodes[i]); if (Node != None && Node.PoweredBy(PRI.Team.TeamIndex) && !WorldInfo.GRI.OnSameTeam(Node, PC) && !Node.bIsDisabled ) { return Node; } } } } return Result; case AOP_Defend: Result = TeamAI.GetLeastDefendedPlayerObjective(PC); // override with defendable node if player has orb if ( (Flag != None) && (UTOnslaughtPowerNode(Result) == None) ) { for (i = 0; i < PowerNodes.length; i++) { Node = UTOnslaughtPowerNode(PowerNodes[i]); if (Node != None && !Node.bStandalone && Node.PoweredBy(1 - PRI.Team.TeamIndex) && WorldInfo.GRI.OnSameTeam(Node, PC) && !Node.bIsDisabled ) { return Node; } } } return Result; default: //`Warn("Unknown AutoObjectivePreference:" @ PC.AutoObjectivePreference); return None; } } else { return None; } } function int GetCurrentMapCycleIndex(const out array<string> MapList) { local int Index; if (UTOnslaughtGRI(WorldInfo.GRI) != None) { Index = MapList.Find(WorldInfo.GetPackageName() $ "?LinkSetup=" $ UTOnslaughtGRI(WorldInfo.GRI).LinkSetupName); if (Index != INDEX_NONE) { return Index; } } return Super.GetCurrentMapCycleIndex(MapList); } function string GetNextMap() { local string Result; // if we're going to a different map and a link setup wasn't specified, add 'Default' so the current URL isn't used Result = Super.GetNextMap(); if (Result != "" && InStr(Caps(Result), "?LINKSETUP=") == INDEX_NONE) { Result $= "?LinkSetup=Default"; } return Result; } defaultproperties { OvertimeCoreDrainPerSec=20.000000 bSwapSidesAfterReset=True bScoreTeamKills=False FlagKillMessageName="ORBKILL" bUndrivenVehicleDamage=True bStartWithLockerWeaps=True bAllowHoverboard=True bScoreDeaths=False bMidGameHasMap=True Acronym="WAR" Description="Create a power chain to the enemy Core by capturing Nodes in a 'connect the dots' fashion. Nodes at the end of a chain may be controlled by either team. Control Nodes for your team by touching them to start the build process (use the Link Gun alt-fire to speed things up). Once your team has a link to the enemy Core, attack and destroy it." ResetTimeDelay=18 MapPrefixes(0)="WAR" EndOfMatchRulesTemplateStr_Scoring="First team to score `g points wins" EndOfMatchRulesTemplateStr_ScoringSingle="First team to score one point wins" EndOfMatchRulesTemplateStr_Time="Team with most points in `t mins. wins" MidgameScorePanelTag="ONSPanel" GameName="Warfare" GoalScore=3 DeathMessageClass=Class'UTGame.UTTeamDeathMessage' OnlineStatsWriteClass=Class'UTGame.UTLeaderboardWriteWAR' OnlineGameSettingsClass=Class'UTGame.UTGameSettingsWAR' Name="Default__UTOnslaughtGame" ObjectArchetype=UTTeamGame'UTGame.Default__UTTeamGame' } |
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