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KF2-Dev-Scripts/Engine/Classes/InventoryManager.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// InventoryManager
// Base class to manage Pawn's inventory
// This provides a simple interface to control and interact with the Pawn's inventory,
// such as weapons, items and ammunition.
// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
//=============================================================================
class InventoryManager extends Actor
native;
/** First inventory item in inventory linked list */
var Inventory InventoryChain;
/**
* Player will switch to PendingWeapon, once the current weapon has been put down.
* @fixme laurent -- PendingWeapon should be made protected, because too many bugs result by setting this variable directly.
* It's only safe to read it, but to change it, SetCurrentWeapon() should be used.
*/
var Weapon PendingWeapon;
var Weapon LastAttemptedSwitchToWeapon;
/** if true, don't allow player to put down weapon without switching to another one */
var bool bMustHoldWeapon;
/** Holds the current "Fire" status for both firing modes */
var private Array<INT> PendingFire;
//
// Network replication.
//
replication
{
if ( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority) && bNetDirty && bNetOwner )
InventoryChain;
}
event PostBeginPlay()
{
Super.PostBeginPlay();
Instigator = Pawn(Owner);
}
simulated function INT GetPendingFireLength(Weapon InWeapon)
{
return PendingFire.Length;
}
simulated function SetPendingFire(Weapon InWeapon, int InFiringMode)
{
if( InFiringMode < PendingFire.Length )
{
PendingFire[InFiringMode] = 1;
}
}
simulated function ClearPendingFire(Weapon InWeapon, int InFiringMode)
{
if( InFiringMode < PendingFire.Length )
{
PendingFire[InFiringMode] = 0;
}
}
simulated final function bool IsPendingFire(Weapon InWeapon, INT InFiringMode)
{
return bool(PendingFire[InFiringMode]);
}
simulated function ClearAllPendingFire(Weapon InWeapon)
{
local int i;
for(i=0; i<PendingFire.length; i++)
{
PendingFire[i] = 0;
}
}
/**
* returns all Inventory Actors of class BaseClass
*
* @param BaseClass Inventory actors returned are of, or childs of, this base class.
* @output Inv Inventory actors returned.
* @note this iterator bails if it encounters more than 100 items, since temporary loops in linked list may sometimes be created
* on network clients while link pointers are being replicated. For performance reasons you shouldn't have that many inventory items anyway.
*/
native final iterator function InventoryActors( class<Inventory> BaseClass, out Inventory Inv );
/**
* Setup Inventory for Pawn P.
* Override this to change inventory assignment (from a pawn to another)
* Network: Server only
*/
function SetupFor(Pawn P)
{
Instigator = P;
SetOwner(P);
}
/** Event called when inventory manager is destroyed, called from Pawn.Destroyed() */
event Destroyed()
{
DiscardInventory();
}
/**
* Handle Pickup. Can Pawn pickup this item?
*
* @param ItemClass Class of Inventory our Owner is trying to pick up
* @param Pickup the Actor containing that item (this may be a PickupFactory or it may be a DroppedPickup)
*
* @return whether or not the Pickup actor should give its item to Other
*/
function bool HandlePickupQuery(class<Inventory> ItemClass, Actor Pickup)
{
local Inventory Inv;
if( InventoryChain == None )
{
return TRUE;
}
// Give other Inventory Items a chance to deny this pickup
ForEach InventoryActors(class'Inventory', Inv)
{
if( Inv.DenyPickupQuery(ItemClass, Pickup) )
{
return FALSE;
}
}
return TRUE;
}
/**
* returns the inventory item of the requested class if it exists in this inventory manager.
* @param DesiredClass class of inventory item we're trying to find.
* @param bAllowSubclass whether subclasses of the desired class are acceptable
* @return Inventory actor if found, None otherwise.
*/
simulated event Inventory FindInventoryType(class<Inventory> DesiredClass, optional bool bAllowSubclass)
{
local Inventory Inv;
ForEach InventoryActors(DesiredClass, Inv)
{
if (bAllowSubclass || Inv.Class == DesiredClass)
{
return Inv;
}
}
return None;
}
/**
* Spawns a new Inventory actor of NewInventoryItemClass type, and adds it to the Inventory Manager.
* @param NewInventoryItemClass Class of inventory item to spawn and add.
* @return Inventory actor, None if couldn't be spawned.
*/
simulated function Inventory CreateInventory(class<Inventory> NewInventoryItemClass, optional bool bDoNotActivate)
{
local Inventory Inv;
if( NewInventoryItemClass != None )
{
inv = Spawn(NewInventoryItemClass, Owner);
if( inv != None )
{
if( !AddInventory(Inv, bDoNotActivate) )
{
`warn("InventoryManager::CreateInventory - Couldn't Add newly created inventory" @ Inv);
Inv.Destroy();
Inv = None;
}
}
else
{
`warn("InventoryManager::CreateInventory - Couldn't spawn inventory" @ NewInventoryItemClass);
}
}
return Inv;
}
/**
* Adds an existing inventory item to the list.
* Returns true to indicate it was added, false if it was already in the list.
*
* @param NewItem Item to add to inventory manager.
* @return true if item was added, false otherwise.
*/
simulated function bool AddInventory(Inventory NewItem, optional bool bDoNotActivate)
{
local Inventory Item, LastItem;
// The item should not have been destroyed if we get here.
if( (NewItem != None) && !NewItem.bDeleteMe )
{
// if we don't have an inventory list, start here
if( InventoryChain == None )
{
InventoryChain = newItem;
}
else
{
// Skip if already in the inventory.
for (Item = InventoryChain; Item != None; Item = Item.Inventory)
{
if( Item == NewItem )
{
return FALSE;
}
LastItem = Item;
}
LastItem.Inventory = NewItem;
}
`LogInv("adding" @ NewItem @ "bDoNotActivate:" @ bDoNotActivate);
NewItem.SetOwner( Instigator );
NewItem.Instigator = Instigator;
NewItem.InvManager = Self;
NewItem.GivenTo( Instigator, bDoNotActivate);
// Trigger inventory event
Instigator.TriggerEventClass(class'SeqEvent_GetInventory', NewItem);
return TRUE;
}
return FALSE;
}
/**
* Attempts to remove an item from the inventory list if it exists.
*
* @param Item Item to remove from inventory
*/
simulated function RemoveFromInventory(Inventory ItemToRemove)
{
local Inventory Item;
local bool bFound;
if( ItemToRemove != None )
{
if( InventoryChain == ItemToRemove )
{
bFound = TRUE;
InventoryChain = ItemToRemove.Inventory;
}
else
{
// If this item is in our inventory chain, unlink it.
for(Item = InventoryChain; Item != None; Item = Item.Inventory)
{
if( Item.Inventory == ItemToRemove )
{
bFound = TRUE;
Item.Inventory = ItemToRemove.Inventory;
break;
}
}
}
if( bFound )
{
ItemToRemove.ItemRemovedFromInvManager();
ItemToRemove.SetOwner(None);
ItemToRemove.Inventory = None;
}
// make sure we don't have other references to the item
if( ItemToRemove == Instigator.Weapon )
{
Instigator.Weapon = None;
}
if (Instigator.Health > 0 && Instigator.Weapon == None)
{
if (PendingWeapon != None && PendingWeapon != ItemToRemove)
{
`LogInv("Removed current weapon while changing weapons, call ChangedWeapon");
ChangedWeapon();
}
else if(Instigator.Controller != None)
{
`LogInv("Calling ClientSwitchToBestWeapon to make sure a weapon is brought up");
Instigator.Controller.ClientSwitchToBestWeapon(TRUE);
}
}
}
}
/**
* Discard full inventory, generally because the owner died
*/
simulated event DiscardInventory()
{
local Inventory Inv;
local vector TossVelocity;
local bool bBelowKillZ;
`LogInv("");
// don't drop any inventory if below KillZ or out of world
bBelowKillZ = (Instigator == None) || (Instigator.Location.Z < WorldInfo.KillZ);
ForEach InventoryActors(class'Inventory', Inv)
{
if( Inv.bDropOnDeath && !bBelowKillZ )
{
TossVelocity = vector(Instigator.GetViewRotation());
TossVelocity = TossVelocity * ((Instigator.Velocity dot TossVelocity) + 500.f) + 250.f * VRand() + vect(0,0,250);
Inv.DropFrom(Instigator.Location, TossVelocity);
}
else
{
Inv.Destroy();
}
}
// Clear reference to Weapon
Instigator.Weapon = None;
// Clear reference to PendingWeapon
PendingWeapon = None;
}
/** called when our owner is killed */
function OwnerDied()
{
Destroy();
if (Instigator.InvManager == self)
{
Instigator.InvManager = None;
}
}
/**
* Hook called from HUD actor. Gives access to HUD and Canvas
*
* @param H HUD
*/
simulated function DrawHud( HUD H );
/**
* Returns a weight reflecting the desire to use the
* given weapon, used for AI and player best weapon
* selection.
*
* @param Weapon W
* @return Weapon rating (range -1.f to 1.f)
*/
simulated function float GetWeaponRatingFor( Weapon W )
{
local float Rating;
if ( !W.HasAnyAmmo() )
return -1;
if (!Instigator.IsHumanControlled())
{
Rating = W.GetAIRating();
// tend to stick with same weapon
if (W == Instigator.Weapon && Instigator.Controller != None && Instigator.Controller.Enemy != None)
{
Rating += 0.21;
}
}
else
{
Rating = 1;
}
return Rating;
}
/**
* returns the best weapon for this Pawn in loadout
*/
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simulated function Weapon GetBestWeapon( optional bool bForceADifferentWeapon, optional bool allow9mm )
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{
local Weapon W, BestWeapon;
local float Rating, BestRating;
ForEach InventoryActors( class'Weapon', W )
{
if( w.HasAnyAmmo() )
{
if( bForceADifferentWeapon &&
W == Instigator.Weapon )
{
continue;
}
Rating = W.GetWeaponRating();
if( BestWeapon == None ||
Rating > BestRating )
{
BestWeapon = W;
BestRating = Rating;
}
}
}
return BestWeapon;
}
/**
* Switch to best weapon available in loadout
* Network: LocalPlayer
*/
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simulated function SwitchToBestWeapon( optional bool bForceADifferentWeapon, optional bool check_9mm_logic = false )
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{
local Weapon BestWeapon;
`LogInv("bForceADifferentWeapon:" @ bForceADifferentWeapon);
// if we don't already have a pending weapon,
if( bForceADifferentWeapon ||
PendingWeapon == None ||
(AIController(Instigator.Controller) != None) )
{
// figure out the new weapon to bring up
BestWeapon = GetBestWeapon( bForceADifferentWeapon );
if( BestWeapon == None )
{
return;
}
// if it matches our current weapon then don't bother switching
if( BestWeapon == Instigator.Weapon )
{
BestWeapon = None;
PendingWeapon = None;
Instigator.Weapon.Activate();
}
}
// stop any current weapon fire
Instigator.Controller.StopFiring();
// and activate the new pending weapon
SetCurrentWeapon(BestWeapon);
}
/**
* Switches to Previous weapon
* Network: Client
*/
simulated function PrevWeapon()
{
local Weapon CandidateWeapon, StartWeapon, W;
StartWeapon = Instigator.Weapon;
if ( PendingWeapon != None )
{
StartWeapon = PendingWeapon;
}
// Get previous
ForEach InventoryActors( class'Weapon', W )
{
if ( W == StartWeapon )
{
break;
}
CandidateWeapon = W;
}
// if none found, get last
if ( CandidateWeapon == None )
{
ForEach InventoryActors( class'Weapon', W )
{
CandidateWeapon = W;
}
}
// If same weapon, do not change
if ( CandidateWeapon == Instigator.Weapon )
{
return;
}
SetCurrentWeapon(CandidateWeapon);
}
/**
* Switches to Next weapon
* Network: Client
*/
simulated function NextWeapon()
{
local Weapon StartWeapon, CandidateWeapon, W;
local bool bBreakNext;
StartWeapon = Instigator.Weapon;
if( PendingWeapon != None )
{
StartWeapon = PendingWeapon;
}
ForEach InventoryActors( class'Weapon', W )
{
if( bBreakNext || (StartWeapon == None) )
{
CandidateWeapon = W;
break;
}
if( W == StartWeapon )
{
bBreakNext = true;
}
}
if( CandidateWeapon == None )
{
ForEach InventoryActors( class'Weapon', W )
{
CandidateWeapon = W;
break;
}
}
// If same weapon, do not change
if( CandidateWeapon == Instigator.Weapon )
{
return;
}
SetCurrentWeapon(CandidateWeapon);
}
/**
* Set DesiredWeapon as Current (Active) Weapon.
* Network: LocalPlayer
*
* @param DesiredWeapon, Desired weapon to assign to player
*/
reliable client function SetCurrentWeapon(Weapon DesiredWeapon)
{
// Switch to this weapon
InternalSetCurrentWeapon(DesiredWeapon);
// Tell the server we have changed the pending weapon
if( Role < Role_Authority )
{
ServerSetCurrentWeapon(DesiredWeapon);
}
}
/**
* ServerSetCurrentWeapon begins the Putdown sequence on the server. This function makes
* the assumption that if TryPutDown succeeded on the client, it will succeed on the server.
* This function shouldn't be called from anywhere except SetCurrentWeapon
*
* Network: Dedicated Server
*/
reliable server function ServerSetCurrentWeapon(Weapon DesiredWeapon)
{
InternalSetCurrentWeapon(DesiredWeapon);
}
simulated private function InternalSetCurrentWeapon(Weapon DesiredWeapon)
{
local Weapon PrevWeapon;
PrevWeapon = Instigator.Weapon;
`LogInv("PrevWeapon:" @ PrevWeapon @ "DesiredWeapon:" @ DesiredWeapon);
// Make sure we are switching to a new weapon
// Handle the case where we're selecting again a weapon we've just deselected
if( PrevWeapon != None && DesiredWeapon == PrevWeapon && !PrevWeapon.IsInState('WeaponPuttingDown') )
{
if(!DesiredWeapon.IsInState('Inactive') && !DesiredWeapon.IsInState('PendingClientWeaponSet'))
{
`LogInv("DesiredWeapon == PrevWeapon - abort"@DesiredWeapon.GetStateName());
return;
}
}
// Set the new weapon as pending
SetPendingWeapon(DesiredWeapon);
// if there is an old weapon handle it first.
if( PrevWeapon != None && PrevWeapon != DesiredWeapon && !PrevWeapon.bDeleteMe && !PrevWeapon.IsInState('Inactive') )
{
// Try to put the weapon down.
`LogInv("Try to put down previous weapon first.");
PrevWeapon.TryPutdown();
}
else
{
// We don't have a weapon, force the call to ChangedWeapon
ChangedWeapon();
}
}
/**
* Set the pending weapon for switching.
* This shouldn't be called outside of SetCurrentWeapon()
*/
simulated function SetPendingWeapon(Weapon DesiredWeapon)
{
`LogInv("SetPendingWeapon to" @ DesiredWeapon);
// set the new weapon as pending
PendingWeapon = DesiredWeapon;
}
/** Prevents player from being without a weapon. */
simulated function bool CancelWeaponChange()
{
`LogInv(`showvar(PendingWeapon));
// if PendingWeapon is None, prevent instigator from having no weapon,
// so re-activate current weapon.
if( PendingWeapon == None && bMustHoldWeapon )
{
PendingWeapon = Instigator.Weapon;
}
return FALSE;
}
/** Clear pending weapon, put it in a good state. */
simulated function ClearPendingWeapon()
{
`LogInv(`showvar(PendingWeapon));
if (PendingWeapon != None)
{
PendingWeapon.GotoState('Inactive');
PendingWeapon = None;
}
}
/**
* ChangedWeapon is called when the current weapon is finished being deactivated
*/
simulated function ChangedWeapon()
{
local Weapon OldWeapon;
// Save current weapon as old weapon
OldWeapon = Instigator.Weapon;
// Make sure we can switch to a null weapon, otherwise, reactivate the current weapon
`LogInv(`showvar(PendingWeapon)@`showvar(bMustHoldWeapon));
if( PendingWeapon == None && bMustHoldWeapon )
{
if( OldWeapon != None )
{
OldWeapon.Activate();
PendingWeapon = OldWeapon;
}
}
`LogInv("switch from" @ OldWeapon @ "to" @ PendingWeapon);
// switch to Pending Weapon
Instigator.Weapon = PendingWeapon;
// Play any Weapon Switch Animations
Instigator.PlayWeaponSwitch(OldWeapon, PendingWeapon);
// If we are going to an actual weapon, activate it.
if( PendingWeapon != None )
{
// Setup the Weapon
PendingWeapon.Instigator = Instigator;
// Make some noise
if( WorldInfo.Game != None )
{
Instigator.MakeNoise( 0.1, 'ChangedWeapon' );
}
// Activate the Weapon
PendingWeapon.Activate();
PendingWeapon = None;
}
// Notify of a weapon change
if( Instigator.Controller != None )
{
Instigator.Controller.NotifyChangedWeapon(OldWeapon, Instigator.Weapon);
}
}
/**
* Weapon just given to a player, check if player should switch to this weapon
* Network: LocalPlayer
* Called from Weapon.ClientWeaponSet()
*/
simulated function ClientWeaponSet(Weapon NewWeapon, bool bOptionalSet, optional bool bDoNotActivate)
{
local Weapon OldWeapon;
`LogInv("NewWeapon:" @ NewWeapon @ "bOptionalSet:" @ bOptionalSet @ "bDoNotActivate:" @ bDoNotActivate);
if( !bDoNotActivate )
{
OldWeapon = Instigator.Weapon;
// If no current weapon, then set this one
if( OldWeapon == None || OldWeapon.bDeleteMe || OldWeapon.IsInState('Inactive') )
{
`LogInv("OldWeapon == None or Inactive - Set new weapon right away" @ NewWeapon);
SetCurrentWeapon(NewWeapon);
return;
}
if( OldWeapon == NewWeapon )
{
if( NewWeapon.IsInState('PendingClientWeaponSet') )
{
`LogInv("OldWeapon == NewWeapon - but in PendingClientWeaponSet, so reset." @ NewWeapon);
SetCurrentWeapon(NewWeapon);
}
else
{
`LogInv("OldWeapon == NewWeapon - abort" @ NewWeapon);
}
return;
}
if( bOptionalSet )
{
if( OldWeapon.DenyClientWeaponSet() ||
(Instigator.IsHumanControlled() && PlayerController(Instigator.Controller).bNeverSwitchOnPickup) )
{
`LogInv("bOptionalSet && (DenyClientWeaponSet() || bNeverSwitchOnPickup) - abort" @ NewWeapon);
LastAttemptedSwitchToWeapon = NewWeapon;
return;
}
}
if( PendingWeapon == None || !PendingWeapon.HasAnyAmmo() || PendingWeapon.GetWeaponRating() < NewWeapon.GetWeaponRating() )
{
// Compare switch priority and decide if we should switch to new weapon
if( !Instigator.Weapon.HasAnyAmmo() || Instigator.Weapon.GetWeaponRating() < NewWeapon.GetWeaponRating() )
{
`LogInv("Switch to new weapon:" @ NewWeapon);
SetCurrentWeapon(NewWeapon);
return;
}
}
}
`LogInv("Send to inactive state" @ NewWeapon);
NewWeapon.GotoState('Inactive');
}
simulated function UpdateController()
{
local Inventory Item;
local Weapon Weap;
for (Item = InventoryChain; Item != None; Item = Item.Inventory)
{
Weap = Weapon(Item);
if ( Weap != None )
{
Weap.CacheAIController();
}
}
}
defaultproperties
{
TickGroup=TG_DuringAsyncWork
bReplicateInstigator=TRUE
RemoteRole=ROLE_SimulatedProxy
bOnlyDirtyReplication=TRUE
bOnlyRelevantToOwner=TRUE
NetPriority=1.4
bHidden=TRUE
Physics=PHYS_None
bReplicateMovement=FALSE
bStatic=FALSE
bNoDelete=FALSE
}