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class EngineerPointsInv extends Inventory config(UT2004RPG); //this class is the summoning nexus for all things that can be summoned by Engineers in DruidsRPG var array<Pawn> SummonedTurrets; var array<int> SummonedTurretPoints; var int TotalTurretPoints; var int UsedTurretPoints; var array<Pawn> SummonedVehicles; var array<int> SummonedVehiclePoints; var int TotalVehiclePoints; var int UsedVehiclePoints; var array<Pawn> SummonedBuildings; var array<int> SummonedBuildingPoints; var int TotalBuildingPoints; var int UsedBuildingPoints; var config int MaxTurrets, MaxVehicles, MaxBuildings; var localized string NotEnoughAdrenalineMessage; var localized string NotEnoughPointsMessage; var localized string UnableToSpawnMessage; var localized string TooManyToSpawnMessage; //client side only var PlayerController PC; var Player Player; var EngineerInteraction Interaction; replication { reliable if (bNetOwner && bNetDirty && Role == ROLE_Authority) TotalTurretPoints, UsedTurretPoints, TotalVehiclePoints, UsedVehiclePoints, TotalBuildingPoints, UsedBuildingPoints; reliable if (bNetOwner && Role == ROLE_Authority) RemoveInteraction; } function PostBeginPlay() { if(Level.NetMode == NM_DedicatedServer || Level.NetMode == NM_ListenServer || Level.NetMode == NM_Standalone) setTimer(5, true); super.postBeginPlay(); if (!Level.Game.bAllowVehicles) Level.Game.bAllowVehicles = true; } simulated function PostNetBeginPlay() { if(Level.NetMode != NM_DedicatedServer) enable('Tick'); super.PostNetBeginPlay(); } simulated function Tick(float deltaTime) { local int x; if (Level.NetMode == NM_DedicatedServer || Interaction != None) { disable('Tick'); } else { PC = Level.GetLocalPlayerController(); if (PC != None) { Player = PC.Player; if(Player != None) { //first, find out if they have the interaction already. for(x = 0; x < Player.LocalInteractions.length; x++) { if(EngineerInteraction(Player.LocalInteractions[x]) != None) { Interaction = EngineerInteraction(Player.LocalInteractions[x]); Interaction.EInv = self; } } if(Interaction == None) //they dont have one AddInteraction(); } if(Interaction != None) disable('Tick'); } } } //not done through the interaction master, because that requires a string with a package name. simulated function AddInteraction() { Interaction = new class'EngineerInteraction'; if (Interaction != None) { Player.LocalInteractions.Length = Player.LocalInteractions.Length + 1; Player.LocalInteractions[Player.LocalInteractions.Length-1] = Interaction; Interaction.ViewportOwner = Player; // Initialize the Interaction Interaction.Initialize(); Interaction.Master = Player.InteractionMaster; Interaction.EInv = self; } else Log("Could not create EngineerInteraction"); } // AddInteraction function Vector GetSpawnHeight(Vector BeaconLocation) { // hack to ensure turrets aren't spawned too high in the air. local Vector DownEndLocation; local vector HitLocation; local vector HitNormal; local Actor AHit; DownEndLocation = BeaconLocation + vect(0,0,-30000); // See if we hit something. AHit = Trace(HitLocation, HitNormal, DownEndLocation, BeaconLocation, true); if (AHit == None) return vect(0,0,0); // invalid, nothing to spawn on else return HitLocation; } function ASVehicle_Sentinel SummonSentinel(class<Pawn> ChosenTurret, int Adrenaline, int TurretPoints, Pawn P, Vector SpawnLocation) { Local ASVehicle_Sentinel T; local rotator SpawnRotation; if(TotalTurretPoints - UsedTurretPoints < TurretPoints) { P.ReceiveLocalizedMessage(MessageClass, 2, None, None, Class); return None; } if(SummonedTurrets.length >= MaxTurrets) { P.ReceiveLocalizedMessage(MessageClass, 4, None, None, Class); return None; } if (P.Controller.Adrenaline < Adrenaline) { P.ReceiveLocalizedMessage(MessageClass, 1, None, None, Class); return None; } SpawnRotation = getSpawnRotator(SpawnLocation); SpawnLocation.z += 55; // lift just off ground T = ASVehicle_Sentinel(spawn(ChosenTurret,,, SpawnLocation, SpawnRotation)); if(T == None) { P.ReceiveLocalizedMessage(MessageClass, 3, None, None, Class); return None; } if (T.Controller != None) T.Controller.Destroy(); T.bAutoTurret=true; T.bNonHumanControl=true; P.Controller.Adrenaline -= Adrenaline; UsedTurretPoints += TurretPoints; SummonedTurrets[SummonedTurrets.length] = T; SummonedTurretPoints[SummonedTurretPoints.length] = TurretPoints; return T; } function ASTurret_LinkTurret SummonLinkSentinel(class<Pawn> ChosenTurret, int Adrenaline, int TurretPoints, Pawn P, Vector SpawnLocation) { Local ASTurret_LinkTurret T; local rotator SpawnRotation; if(TotalTurretPoints - UsedTurretPoints < TurretPoints) { P.ReceiveLocalizedMessage(MessageClass, 2, None, None, Class); return None; } if(SummonedTurrets.length >= MaxTurrets) { P.ReceiveLocalizedMessage(MessageClass, 4, None, None, Class); return None; } if (P.Controller.Adrenaline < Adrenaline) { P.ReceiveLocalizedMessage(MessageClass, 1, None, None, Class); return None; } SpawnRotation = getSpawnRotator(SpawnLocation); SpawnLocation.z += 70; // lift just off ground T = ASTurret_LinkTurret(spawn(ChosenTurret,,, SpawnLocation, SpawnRotation)); if(T == None) { P.ReceiveLocalizedMessage(MessageClass, 3, None, None, Class); return None; } if (T.Controller != None) T.Controller.Destroy(); T.bAutoTurret=true; T.bNonHumanControl=true; P.Controller.Adrenaline -= Adrenaline; UsedTurretPoints += TurretPoints; SummonedTurrets[SummonedTurrets.length] = T; SummonedTurretPoints[SummonedTurretPoints.length] = TurretPoints; return T; } function ASTurret SummonBaseSentinel(class<Pawn> ChosenTurret, int Adrenaline, int TurretPoints, Pawn P, Vector SpawnLocation) { Local ASTurret T; local rotator SpawnRotation; if(TotalTurretPoints - UsedTurretPoints < TurretPoints) { P.ReceiveLocalizedMessage(MessageClass, 2, None, None, Class); return None; } if(SummonedTurrets.length >= MaxTurrets) { P.ReceiveLocalizedMessage(MessageClass, 4, None, None, Class); return None; } if (P.Controller.Adrenaline < Adrenaline) { P.ReceiveLocalizedMessage(MessageClass, 1, None, None, Class); return None; } SpawnRotation = getSpawnRotator(SpawnLocation); SpawnLocation.z += 80; // lift just off ground T = ASTurret(spawn(ChosenTurret,,, SpawnLocation, SpawnRotation)); if(T == None) { P.ReceiveLocalizedMessage(MessageClass, 3, None, None, Class); return None; } if (T.Controller != None) T.Controller.Destroy(); T.bAutoTurret=true; T.bNonHumanControl=true; P.Controller.Adrenaline -= Adrenaline; UsedTurretPoints += TurretPoints; SummonedTurrets[SummonedTurrets.length] = T; SummonedTurretPoints[SummonedTurretPoints.length] = TurretPoints; return T; } function ASTurret SummonTurret(class<Pawn> ChosenTurret, int Adrenaline, int TurretPoints, Pawn P, Vector SpawnLocation) { Local ASTurret T; local rotator SpawnRotation; if(TotalTurretPoints - UsedTurretPoints < TurretPoints) { P.ReceiveLocalizedMessage(MessageClass, 2, None, None, Class); return None; } if(SummonedTurrets.length >= MaxTurrets) { P.ReceiveLocalizedMessage(MessageClass, 4, None, None, Class); return None; } if (P.Controller.Adrenaline < Adrenaline) { P.ReceiveLocalizedMessage(MessageClass, 1, None, None, Class); return None; } SpawnRotation = getSpawnRotator(SpawnLocation); SpawnLocation.z += 55; // lift just off ground T = ASTurret(spawn(ChosenTurret,,, SpawnLocation, SpawnRotation)); if(T == None) { P.ReceiveLocalizedMessage(MessageClass, 3, None, None, Class); return None; } if (T.Controller != None) T.Controller.Destroy(); P.Controller.Adrenaline -= Adrenaline; UsedTurretPoints += TurretPoints; SummonedTurrets[SummonedTurrets.length] = T; SummonedTurretPoints[SummonedTurretPoints.length] = TurretPoints; return T; } function Vehicle SummonVehicle(class<Pawn> ChosenVehicle, int Adrenaline, int VehiclePoints, Pawn P, Vector SpawnLocation) { Local Vehicle V; local rotator SpawnRotation; if(TotalVehiclePoints - UsedVehiclePoints < VehiclePoints) { P.ReceiveLocalizedMessage(MessageClass, 2, None, None, Class); return None; } if(SummonedVehicles.length >= MaxVehicles) { P.ReceiveLocalizedMessage(MessageClass, 4, None, None, Class); return None; } if (P.Controller.Adrenaline < Adrenaline) { P.ReceiveLocalizedMessage(MessageClass, 1, None, None, Class); return None; } SpawnRotation = getSpawnRotator(SpawnLocation); SpawnLocation.z += 55; // lift just off ground V = Vehicle(spawn(ChosenVehicle,,, SpawnLocation, SpawnRotation)); if(V == None) { P.ReceiveLocalizedMessage(MessageClass, 3, None, None, Class); return None; } if (V.Controller != None) V.Controller.Destroy(); P.Controller.Adrenaline -= Adrenaline; UsedVehiclePoints += VehiclePoints; SummonedVehicles[SummonedVehicles.length] = V; SummonedVehiclePoints[SummonedVehiclePoints.length] = VehiclePoints; return V; } function Vehicle SummonBuilding(class<Pawn> ChosenBuilding, int Adrenaline, int BuildingPoints, Pawn P, Vector SpawnLocation) { Local Vehicle B; local rotator SpawnRotation; if(TotalBuildingPoints - UsedBuildingPoints < BuildingPoints) { P.ReceiveLocalizedMessage(MessageClass, 2, None, None, Class); return None; } if(SummonedBuildings.length >= MaxBuildings) { P.ReceiveLocalizedMessage(MessageClass, 4, None, None, Class); return None; } if (P.Controller.Adrenaline < Adrenaline) { P.ReceiveLocalizedMessage(MessageClass, 1, None, None, Class); return None; } SpawnRotation = getSpawnRotator(SpawnLocation); SpawnLocation.z += 55; // lift just off ground B = Vehicle(spawn(ChosenBuilding,,, SpawnLocation, SpawnRotation)); if(B == None) { P.ReceiveLocalizedMessage(MessageClass, 3, None, None, Class); return None; } if (B.Controller != None) B.Controller.Destroy(); P.Controller.Adrenaline -= Adrenaline; UsedBuildingPoints += BuildingPoints; SummonedBuildings[SummonedBuildings.length] = B; SummonedBuildingPoints[SummonedBuildingPoints.length] = BuildingPoints; return B; } //timer checks for dead minions. function Timer() { local int i; for(i = 0; i < SummonedTurrets.length; i++) { if(SummonedTurrets[i] == None || SummonedTurrets[i].health <= 0) { UsedTurretPoints -= SummonedTurretPoints[i]; if(UsedTurretPoints < 0) { Warn("Turret Points less than zero!"); UsedTurretPoints = 0; //just an emergency checkertrap in case something interesting happens } SummonedTurrets.remove(i, 1); SummonedTurretPoints.remove(i, 1); i--; } } for(i = 0; i < SummonedVehicles.length; i++) { if(SummonedVehicles[i] == None || SummonedVehicles[i].health <= 0) { UsedVehiclePoints -= SummonedVehiclePoints[i]; if(UsedVehiclePoints < 0) { Warn("Vehicle Points less than zero!"); UsedVehiclePoints = 0; //just an emergency checkertrap in case something interesting happens } SummonedVehicles.remove(i, 1); SummonedVehiclePoints.remove(i, 1); i--; } } for(i = 0; i < SummonedBuildings.length; i++) { if(SummonedBuildings[i] == None || SummonedBuildings[i].health <= 0) { UsedBuildingPoints -= SummonedBuildingPoints[i]; if(UsedBuildingPoints < 0) { Warn("Building Points less than zero!"); UsedBuildingPoints = 0; //just an emergency checkertrap in case something interesting happens } SummonedBuildings.remove(i, 1); SummonedBuildingPoints.remove(i, 1); i--; } } } function rotator getSpawnRotator(Vector SpawnLocation) { local rotator SpawnRotation; SpawnRotation.Yaw = rotator(SpawnLocation - Instigator.Location).Yaw; return SpawnRotation; } function KillAllTurrets() { local int i; for(i = 0; i < 1000 && SummonedTurrets.length > 0; i++) KillFirstTurret(); } function KillFirstTurret() { if(SummonedTurrets.length == 0) return; //nothing to kill if(SummonedTurrets[0] != None) { if (Vehicle(SummonedTurrets[0]) != None && Vehicle(SummonedTurrets[0]).Driver != None) Vehicle(SummonedTurrets[0]).EjectDriver(); SummonedTurrets[0].Health = 0; SummonedTurrets[0].LifeSpan = 0.1 * SummonedTurrets.length; //so the server will do it in it's own time and not all at once... } UsedTurretPoints -= SummonedTurretPoints[0]; if(UsedTurretPoints < 0) { Warn("Turret Points less than zero!"); UsedTurretPoints = 0; //just an emergency checkertrap in case something interesting happens } SummonedTurrets.remove(0, 1); SummonedTurretPoints.remove(0, 1); } function KillAllVehicles() { local int i; for(i = 0; i < 1000 && SummonedVehicles.length > 0; i++) KillFirstVehicle(); } function KillFirstVehicle() { if(SummonedVehicles.length == 0) return; //nothing to kill if(SummonedVehicles[0] != None) { if (Vehicle(SummonedVehicles[0]) != None && Vehicle(SummonedVehicles[0]).Driver != None) Vehicle(SummonedVehicles[0]).EjectDriver(); SummonedVehicles[0].Health = 0; SummonedVehicles[0].LifeSpan = 0.1 * SummonedVehicles.length; //so the server will do it in it's own time and not all at once... } UsedVehiclePoints -= SummonedVehiclePoints[0]; if(UsedVehiclePoints < 0) { Warn("Vehicle Points less than zero!"); UsedVehiclePoints = 0; //just an emergency checkertrap in case something interesting happens } SummonedVehicles.remove(0, 1); SummonedVehiclePoints.remove(0, 1); } function KillAllBuildings() { local int i; for(i = 0; i < 1000 && SummonedBuildings.length > 0; i++) KillFirstBuilding(); } function KillFirstBuilding() { if(SummonedBuildings.length == 0) return; //nothing to kill if(SummonedBuildings[0] != None) { if (Vehicle(SummonedBuildings[0]) != None && Vehicle(SummonedBuildings[0]).Driver != None) Vehicle(SummonedBuildings[0]).EjectDriver(); SummonedBuildings[0].Health = 0; SummonedBuildings[0].LifeSpan = 0.1 * SummonedBuildings.length; //so the server will do it in it's own time and not all at once... } UsedBuildingPoints -= SummonedBuildingPoints[0]; if(UsedBuildingPoints < 0) { Warn("Building Points less than zero!"); UsedTurretPoints = 0; //just an emergency checkertrap in case something interesting happens } SummonedBuildings.remove(0, 1); SummonedBuildingPoints.remove(0, 1); } simulated function Destroyed() { if(Level.NetMode == NM_DedicatedServer || Level.NetMode == NM_ListenServer || Level.NetMode == NM_Standalone) { KillAllTurrets(); KillAllVehicles(); KillAllBuildings(); setTimer(0, false); } if(Interaction != None) { Interaction.EInv = None; //clear the reference. RemoveInteraction(); } super.Destroyed(); } simulated function RemoveInteraction() { if(Player != None && Player.InteractionMaster != None && Interaction != None) Player.InteractionMaster.RemoveInteraction(Interaction); if(Interaction != None) Interaction.Einv = None; Interaction = None; } static function string GetLocalString(optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2) { if (Switch == 1) return Default.NotEnoughAdrenalineMessage; if (Switch == 2) return Default.NotEnoughPointsMessage; if (Switch == 3) return Default.UnableToSpawnMessage; if (Switch == 4) return Default.TooManyToSpawnMessage; return Super.GetLocalString(Switch, RelatedPRI_1, RelatedPRI_2); } DefaultProperties { RemoteRole=ROLE_SimulatedProxy NotEnoughAdrenalineMessage="You do not have enough adrenaline to summon this." NotEnoughPointsMessage="Insufficent points available to summon this." TooManyToSpawnMessage="You have summoned too many of these. You must kill one before you can summon another one." UnableToSpawnMessage="Unable to spawn." bOnlyRelevantToOwner=True MessageClass=Class'UnrealGame.StringMessagePlus' MaxTurrets=3 MaxVehicles=2 MaxBuildings=1 } |
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