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UT2k4Assault.ASVehicleFactory


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//=============================================================================
// ASVehicleFactory
//=============================================================================
// Created by Laurent Delayen
// © 2003, Epic Games, Inc.  All Rights Reserved
//=============================================================================
// Factory to spawn vehicles in Assault
// - Supports startup or trigger spawning
// - round reset
// - respawn when killed
// - progress respawn
// - ON/OFF triggering
//
// Note: Assault factories can only spawn and handle a single vehicle at a time
//=============================================================================

class ASVehicleFactory extends SVehicleFactory
    placeable;

var()   bool    bEnabled;
var()   bool    bVehicleTeamLock;       // Vehicle is locked to specific team.
var()   bool    bEnter_TeamUnlocks;     // When a player enters vehicle, it is unlocked.
var()   bool    bHUDTrackVehicle;   // If true, Vehicle will tracked on HUD. (For Objectives in Assault)
var()   bool    bRespawnWhenDestroyed;  // when vehicle is destroyed spawn a new one
var()   bool    bSpawnProtected;
var()   bool    bHighScoreKill;     // vehicle is considered important and awards 5 points upon destruction
var()   bool    bKeyVehicle;        // Hint for AI to hunt down vehicle (when vehicle is considered an objective like in Glacier or Junkyard)
var()   bool    bSpawnBuildEffect;

var     bool    BACKUP_bEnabled;
var     bool    bSoundsPrecached;
var     bool    bResetting;

var()   byte    VehicleTeam;
var()   enum EASVF_TriggeredFunction
{
    EAVSF_ToggleEnabled,
    EAVSF_TriggeredSpawn,
    EAVSF_SpawnProgress,
} TriggeredFunction;

// published
var()   name    VehicleTag;         // Tag to set on vehicle (to use with possess triggers for example)
var()   name    VehicleEvent;       // Event to set on vehicle (triggered when vehicle is destroyed)
var()   name    NextFactoryTag;     // next Factory to enable with Spawn Progress...
var()   name    VehiclePossessedEvent;
var()   String  VehicleClassStr;

var()   float   RespawnDelay;

var()   int     VehicleHealth;              // health vehicle gets (values <= 0 mean vehicle default)
var()   float   VehicleDriverDamageMult;    // multiplier to damage on vehicle's driver (applied to all positions vehicle has)
var()   float   VehicleDamageMomentumScale;
var()   float   VehicleLinkHealMult;

var()   Sound   Announcement_Destroyed;
var()   byte    VehicleAmbientGlow;

var()   float   AIVisibilityDist;   // AI Sight Radius

// internal
var     Vehicle             Child;
var     float               SpawnDelay;     // Spawn delay to avoid spawning vehicles during resetting...
var     ASVehicleFactory    NextFactory;
var()   int                 MaxSpawnBlockCount;
var     int                 BlockCount;

var     Emitter             BuildEffect;
var     class<Emitter>      BuildEffectClass;
var DestroyVehicleObjective MyDestroyVehicleObjective;


simulated function PostBeginPlay()
{
    if ( VehicleClass == None && VehicleClassStr != "" )
        VehicleClass = class<Vehicle>(DynamicLoadObject(VehicleClassStr, class'Class'));

    if ( Role == Role_Authority )
    {
        if ( NextFactoryTag != '' )
            ForEach AllActors(class'ASVehicleFactory', NextFactory, NextFactoryTag)
                break;

        BACKUP_bEnabled = bEnabled;

        // Should the vehicle spawn at startup ?
        if ( bEnabled && TriggeredFunction != EAVSF_TriggeredSpawn )
            SetTimer(SpawnDelay, false);
    }
}

simulated function UpdatePrecacheMaterials()
{
    if ( bSpawnBuildEffect )
    {
        Level.AddPrecacheMaterial( Material'VMParticleTextures.buildEffects.PC_buildBorderNew' );
        Level.AddPrecacheMaterial( Material'VMParticleTextures.buildEffects.PC_buildStreaks' );
    }
    
    if ( VehicleClass == None && VehicleClassStr != "" )
        VehicleClass = class<Vehicle>(DynamicLoadObject(VehicleClassStr, class'Class'));

    if ( VehicleClass != None )
        VehicleClass.static.StaticPrecache( Level );
    
    super.UpdatePrecacheMaterials();
}

simulated function UpdatePrecacheStaticMeshes()
{
    if ( bSpawnBuildEffect )
        Level.AddPrecacheStaticMesh( StaticMesh'VMStructures.CoreGroup.CoreShieldSM' );
    super.UpdatePrecacheStaticMeshes();
}



function bool SelfTriggered()
{
    return true;
}

event Trigger( Actor Other, Pawn EventInstigator )
{
    local Vehicle   AliveChild;

    if ( TriggeredFunction == EAVSF_TriggeredSpawn )
    {
        // if Factory already has a child, destroy it...
        if ( Child != None )
        {
            Child.Destroy();
            Child = None;
            return;
        }

        // Spawn vehicle
        SetTimer(SpawnDelay, false);
    }
    else
    {
        if ( bEnabled && TriggeredFunction == EAVSF_SpawnProgress && NextFactory != None )
        {
            // Spawn progress, we disable current vehicle factory and switch child to next one.
            if ( Child != None )
            {           
                AliveChild          = Child;
                Child.ParentFactory = NextFactory;
                NextFactory.Child   = Child;
                Child               = None;

                // If vehicle left alone at initial spawn location, make it respawn at new spawn location.
                if ( AliveChild.IsVehicleEmpty() 
                    && (VSize(AliveChild.Location - Location) > VSize(AliveChild.Location - NextFactory.Location) 
                    || !FastTrace(NextFactory.Location, AliveChild.Location)) )
                {
                    AliveChild.Destroy();
                    NextFactory.Child = None;
                }
            }

            NextFactory.SetEnabled( !NextFactory.bEnabled );
        }

        SetEnabled( !bEnabled );
    }
}

function SetEnabled( bool bNewEnabled )
{
    bEnabled = bNewEnabled;

    if ( bEnabled && (Child == None) && (TriggeredFunction != EAVSF_TriggeredSpawn) )
    {
        SetTimer(SpawnDelay, false);
    }
}

function ShutDown()
{
    SetEnabled( false );

    if ( Child != None )
    {
        if ( Child.Driver != None )
            Child.KDriverLeave( true );
        
        if ( !Child.bDeleteMe && !Child.IsInState('Dying') )
            Child.Destroy();

        Child = None;
    }
}

function SpawnVehicle()
{
    local Pawn      P;
    local bool      bBlocked;
    local Vehicle   CreatedVehicle;

    if ( !Level.Game.bAllowVehicles || VehicleClass == None )
        return;

    if ( BlockCount < MaxSpawnBlockCount )
    {
        foreach CollidingActors(class'Pawn', P, VehicleClass.default.CollisionRadius * 1.5)
        {
            bBlocked = true;
            if ( PlayerController(P.Controller) != None )
                PlayerController(P.Controller).ReceiveLocalizedMessage(class'Message_ASKillMessages', 2+BlockCount );
        }

        if ( bBlocked )
        {
            if ( bSpawnBuildEffect )
                SpawnBuildEffect();
            BlockCount++;
            SetTimer(1.5, false); //try again later
            return;
        }
    }
    
    CreatedVehicle = Spawn(VehicleClass,,, Location, Rotation);

    if ( CreatedVehicle != None )
    {
        BlockCount = 0;
        Child = CreatedVehicle;
        VehicleSpawned();
    }
    else
    {
        SetTimer(SpawnDelay, false);    // try again
        log("ASVehicleFactory::SpawnVehicle - Couldn't spawn vehicle"@String(VehicleClass));
    }
    
}

function SpawnBuildEffect()
{
    local rotator   YawRot;
    local int       TeamNum;

    TeamNum         = SetVehicleTeam();
    YawRot          = Rotation;
    YawRot.Roll     = 0;
    YawRot.Pitch    = 0;

    BuildEffect = Spawn(BuildEffectClass,,, Location, YawRot);
}

function VehicleSpawned()
{
    local Vehicle   V;

    // Make sure Vehicle is not destroyed when player exits
    if ( !Child.IsA('ASVehicle') )
    {
        Child.bEjectDriver      = true; // in Assault, force ejecting drivers when vehicle is destroyed
        Child.bSpawnProtected   = true; // Force spawn protection on ONS vehicles in Assault
    }
    else
        Child.bSpawnProtected   = bSpawnProtected;

    if ( VehicleTag != '' )
        Child.Tag = VehicleTag;

    if ( VehicleEvent != '' )
        Child.Event = VehicleEvent;

    if ( VehicleHealth < 1 )
        VehicleHealth = Child.Health;

    Child.Health = VehicleHealth;
    Child.HealthMax = Child.Health;

    if ( VehicleAmbientGlow > 0 )
        Child.AmbientGlow = VehicleAmbientGlow;

    Child.MomentumMult      *= VehicleDamageMomentumScale;
    Child.DriverDamageMult  *= VehicleDriverDamageMult;
    foreach Child.BasedActors(class'Vehicle', V)
    {
        V.DriverDamageMult  *= VehicleDriverDamageMult;
        V.MomentumMult      *= VehicleDamageMomentumScale;
        V.HealthMax = Child.HealthMax;
    }

    Child.LinkHealMult = VehicleLinkHealMult;

    Child.SetTeamNum( SetVehicleTeam() );
    Child.PrevTeam          = Child.Team;
    Child.bTeamLocked       = bVehicleTeamLock;     // Vehicle is locked to specific team.
    Child.bEnterringUnlocks = bEnter_TeamUnlocks;   // When a player enters vehicle, it is unlocked.
    Child.ParentFactory     = Self;
    Child.SightRadius       = AIVisibilityDist;
    Child.bHUDTrackVehicle  = bHUDTrackVehicle;
    Child.bKeyVehicle       = bKeyVehicle;
    Child.bHighScoreKill    = bHighScoreKill;
    Child.bNoFriendlyFire   = bHighScoreKill || bKeyVehicle || bHUDTrackVehicle;

    if ( bHUDTrackVehicle || MyDestroyVehicleObjective != None )
        Child.bAlwaysRelevant = true;

    if ( MyDestroyVehicleObjective != None )
        MyDestroyVehicleObjective.VehicleSpawned( Child );
}

function byte SetVehicleTeam()
{
    local byte DefendingTeam;

    // Set to defenders by default
    if ( VehicleTeam > 1 )
        VehicleTeam = 1;

    DefendingTeam = Level.Game.GetDefenderNum();

    // Check Attackers
    if ( VehicleTeam == 0 )
        return (1 - DefendingTeam);
    else
        return DefendingTeam;
}


function Reset()
{
    bResetting      = true;
    bEnabled        = BACKUP_bEnabled;
    BlockCount      = 0;

    // Force vehicle destruction at round reset
    if ( Child != None )
    {
        Child.Destroy();
        Child = None;
    }

    // Spawn at startup
    if ( bEnabled && TriggeredFunction != EAVSF_TriggeredSpawn )
        SetTimer(SpawnDelay, false);

    bResetting = false;
}

function Timer()
{
    if ( bResetting || !bEnabled )
        return;

    // Spawn vehicle
    if ( Child == None )
        SpawnVehicle();
}

event VehiclePossessed( Vehicle V )
{
    TriggerEvent(VehiclePossessedEvent, Self, V);
}

event VehicleDestroyed( Vehicle V )
{
    local Controller    C;

    Child = None;

    if ( !bEnabled || bResetting )
        return;

    if ( Role == Role_Authority && Announcement_Destroyed != None )
    {
        if ( Level.Game.IsA('ASGameInfo') )
            ASGameInfo(Level.Game).QueueAnnouncerSound( Announcement_Destroyed.Name, 1, 255 );
        else
        {
            for ( C = Level.ControllerList; C != None; C = C.NextController )
                if ( PlayerController(C) != None )
                    PlayerController(C).PlayStatusAnnouncement(Announcement_Destroyed.Name, 1, true);
        }
    }

    if ( bRespawnWhenDestroyed )
        SetTimer(RespawnDelay, false);
}

simulated function PrecacheAnnouncer(AnnouncerVoice V, bool bRewardSounds)
{
    if ( !bRewardSounds && !bSoundsPrecached && (Announcement_Destroyed != None) )
    {
        bSoundsPrecached = true;
        V.PrecacheSound(Announcement_Destroyed.Name);
    }
}

//=============================================================================
// defaultproperties
//=============================================================================

defaultproperties
{
     bEnabled=True
     bSpawnBuildEffect=True
     VehicleTeam=1
     RespawnDelay=3.000000
     VehicleDriverDamageMult=1.000000
     VehicleDamageMomentumScale=1.000000
     VehicleLinkHealMult=0.350000
     AIVisibilityDist=15000.000000
     SpawnDelay=0.150000
     MaxSpawnBlockCount=5
     BuildEffectClass=Class'UT2k4Assault.FX_ASVehicleBuildEffect'
     VehicleClass=Class'UT2k4Assault.ASTurret'
     bMovable=False
}

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Class file time: Tue 24/10/2006 17:00:14.000 - Creation time: Wed 7/2/2007 19:16:34.281 - Created with UnCodeX