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KF2-Dev-Scripts/KFGame/Classes/KFGameConductor.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFGameConductor
//=============================================================================
// Game conductor which dynamically manages the difficulty and fun of the game
//=============================================================================
// Killing Floor 2
// Copyright (C) 2016 Tripwire Interactive LLC
// John "Ramm-Jaeger" Gibson
//=============================================================================
class KFGameConductor extends Object within KFGameInfo
config(Game);
/*********************************************************************************************
* @name Player Status
********************************************************************************************* */
/** Represents the health status of all the human team players on the server */
var float PlayersHealthStatus;
/** Represents the ammo status of all the human team players on the server */
var float PlayersAmmoStatus;
/** Represents the player status of all the human team players on the server */
var float AggregatePlayersStatus;
/** Team low health threshold for determining gameplay changes */
var() float PlayersLowHealthThreshold;
/*********************************************************************************************
* @name Skill Tracking
********************************************************************************************* */
/** How long are zeds living on average after they have seen an enemy */
var float ZedVisibleAverageLifespan;
/** Total time zeds are living after they have seen an enemy */
var float TotalZedVisibleLifespan;
/** How many zeds have been killed during this match */
var int TotalZedsKilled;
/** How long are zeds living on average after they have seen an enemy, for the current wave */
var float CurrentWaveZedVisibleAverageLifeSpan;
/** Total time zeds are living after they have seen an enemy, for the current wave */
var float CurrentWaveTotalZedVisibleLifeSpan;
/** How many zeds have been killed during this wave */
var int CurrentWaveTotalZedsKilled;
/** How long are zeds living on average after they have seen an enemy, for the last 10 seconds */
var float RecentZedVisibleAverageLifeSpan;
/** Total time zeds are living after they have seen an enemy, for the last 10 seconds */
var float RecentTotalZedVisibleLifeSpan;
/** How many zeds have been killed during tlast 10 seconds */
var int RecentTotalZedsKilled;
/** Keep track of the zed lifespan totals over the last 10 seconds */
var float RecentZedLifeSpanTotalTracker[10];
/** Keep track of the zed kill totals over the last 10 seconds */
var float RecentZedKillTotalTracker[10];
/** Represents the player skill level off all the human team players on the server */
var float AggregatePlayerSkill;
/** Represents the average shooting accuracy of all the human team players on the server */
var float PlayersAverageAccuracy;
/** Represents the average headshot accuracy of all the human team players on the server */
var float PlayersAverageHeadshotAccuracy;
/** What we expect the average player shot accuracy to be */
var float ParShotAccuracy;
/** What we expect the average player shot accuracy to be */
var float ParHeadshotAccuracy;
/** What percentage above BaseLinePlayerShootingSkill to consider a players shooting accuracy "highly skilled" */
var() float HighlySkilledAccuracyMod;
/** What percentage above BaseLinePlayerShootingSkill to use as the max value for calculating the skill modifer */
var() float HighlySkilledAccuracyModMax;
/** What percentage below BaseLinePlayerShootingSkill to consider a players shooting accuracy "less skilled" */
var() float LessSkilledAccuracyMod;
/** What percentage below BaseLinePlayerShootingSkill to use as the min value for calculating the skill modifer */
var() float LessSkilledAccuracyModMin;
/** What is the baseline player shooting skill value */
var float BaseLinePlayerShootingSkill;
/** What percentage weight should general shooting accuracy have for the BaseLinePlayerShootingSkill */
var() float ShootingAccuracySkillWeight;
/** What percentage weight should headshot accuracy have for the BaseLinePlayerShootingSkill */
var() float HeadShootingAccuracySkillWeight;
/** What we expect the average zed lifespan to be, by difficulty */
var float ParZedLifeSpan[4];
/** What we expect the average zed lifespan to be, by difficulty on solo*/
var float ParZedLifeSpanSolo[4];
/** What percentage of ParZedLifeSpan to consider how quickly zeds are being killed as "highly skilled" */
var() float ZedLifeSpanHighlySkilledThreshold;
/** What percentage of ParZedLifeSpan to use as the min value for calculating the skill modife */
var() float ZedLifeSpanHighlySkilledThresholdMin;
/** What percentage of ParZedLifeSpan to consider how quickly zeds are being killed as "less skilled" */
var() float ZedLifeSpanLessSkilledThreshold;
/** What percentage of ParZedLifeSpan to use as the max value for calculating the skill modifer */
var() float ZedLifeSpanLessSkilledThresholdMax;
/** The overall modifier to use based on the players' perk rank and playing skill */
var float OverallRankAndSkillModifier;
/** What percentage of OverallRankAndSkillModifier does PerkRank count toward */
var() float PerkRankPercentOfOverallSkill;
/** What percentage of OverallRankAndSkillModifier does shooting accuracy count toward */
var() float AccuracyPercentOfOverallSkill;
/** What percentage of OverallRankAndSkillModifier does zed lifespan count toward */
var() float ZedLifeSpanPercentOfOverallSkill;
/*********************************************************************************************
* @name Game Status
**********************************************************************************************/
enum EGameConductorStatus
{
GCS_Normal,
GCS_ForceLull
};
/** Current overall status of the game conductor */
var EGameConductorStatus GameConductorStatus;
/** How long to force a low intensity lull for if a player dies */
var() float PlayerDeathForceLullLength;
/** When we lasted forced a low intensity lull for a player dying */
var() float PlayerDeathForceLullTime;
/** How long to force a low intensity lull for if a solo player is surrounded */
var() float SoloPlayerSurroundedForceLullLength;
/** When we lasted forced a low intensity lull for a surrounded solo player */
var() float SoloPlayerSurroundedForceLullTime;
/*********************************************************************************************
* @name Player Experience Level
**********************************************************************************************/
/** The average of the perk rank for all the players on the server */
var float AveragePlayerPerkRank;
/** The target perk range for each difficulty level */
var() vector2d TargetPerkRankRange[4];
/** What is the median target perk rank for the current game */
var float CurrentTargetPerkRank;
/*********************************************************************************************
* @name Gameplay modification
********************************************************************************************* */
/** Struct containing settings for the lull state */
struct sLullInfo
{
/** Maximum allowed lull duration */
var float MaxDuration;
/** Cooldown until next lull period is allowed */
var float Cooldown;
};
/** How much the spawn rate can be modified by difficulty based on perk rank and how well the team is doing. At 0 it will be as slow is you want it to go, at 1.0 as fast as you want it to go, and at 0.5 should be no change */
var() InterpCurveFloat SpawnRateModificationRangeCurve[4];
/** Current spawn rate modification */
var() float CurrentSpawnRateModification;
/**
* What percentage of the difference between the zed movement speed on the current
* difficulty, and the zed movement speed on the next highest difficulty, do we want
* to add/subtract to the movement speed based on how well/poorly a team is doing.
* X = the % difference to use for slowing zeds down if a team is doing poorly,
* Y = the % difference to use for speeding up zeds if the team is doing well.
* Valid values for X are between 0 (no change) and 0.9. Valid values for Y are
* between 0 (no change) and 1.0. For example, using 0.5 for X and Y would give
* you an increase or decrease in movement speed halfway in between the speed of
* the zeds on the current difficulty, and the speed of the zeds on the next higher
* difficulty.
*/
var() vector2d AIMovementSpeedModificationRange[4];
/** Current AI Movement speed modifier */
var float CurrentAIMovementSpeedMod;
/** Current modification the game conductor is making to versus player zed health */
var float CurrentVersusZedHealthMod;
/** Current modification the game conductor is making to versus player zed damage */
var float CurrentVersusZedDamageMod;
/** Whether or not this game difficulty allows low intensity zed mode when players get low on health, forced lull, etc */
var() int AllowLowIntensityZedModeByDifficulty[4];
/** Per-difficulty settings for the lull state */
var() array<sLullInfo> LullSettings;
/** Last time the lull cooldown was triggered */
var transient float LullCooldownStartTime;
/*********************************************************************************************
* @name Logging and debugging
********************************************************************************************* */
/** Whether or not to log Game Conductor activity */
var() bool bLogGameConductor;
/** When true bypass the game conductor making any adjustments */
var() bool bBypassGameConductor;
/*********************************************************************************************
* @name Player Status
********************************************************************************************* */
/** Initialize the game conductor */
function Initialize()
{
BaseLinePlayerShootingSkill = ParShotAccuracy * ShootingAccuracySkillWeight + ParHeadshotAccuracy * HeadShootingAccuracySkillWeight;
}
/*********************************************************************************************
* @name Skill Tracking
********************************************************************************************* */
/** Update stats when a zed is killed */
function HandleZedKill( float ZedVisibleTimeAlive )
{
TotalZedsKilled++;
TotalZedVisibleLifespan += ZedVisibleTimeAlive;
ZedVisibleAverageLifespan = TotalZedVisibleLifespan/float(TotalZedsKilled);
CurrentWaveTotalZedsKilled++;
CurrentWaveTotalZedVisibleLifeSpan += ZedVisibleTimeAlive;
CurrentWaveZedVisibleAverageLifeSpan = CurrentWaveTotalZedVisibleLifeSpan/float(CurrentWaveTotalZedsKilled);
RecentTotalZedsKilled++;
RecentTotalZedVisibleLifeSpan += ZedVisibleTimeAlive;
//`log("TotalZedsKilled = "$TotalZedsKilled$" TotalZedVisibleLifespan = "$TotalZedVisibleLifespan$" ZedVisibleAverageLifespan = "$ZedVisibleAverageLifespan$" seconds");
//`log("CurrentWaveTotalZedsKilled = "$CurrentWaveTotalZedsKilled$" CurrentWaveZedVisibleAverageLifeSpan = "$CurrentWaveZedVisibleAverageLifeSpan$" CurrentWaveZedVisibleAverageLifeSpan = "$CurrentWaveZedVisibleAverageLifeSpan$" seconds");
}
/** Let the game conductor know a human team pawn just died */
function NotifyHumanTeamPlayerDeath()
{
if( !MyKFGRI.IsBossWave() )
{
`log("Human team player died, forcing a lull for "$PlayerDeathForceLullLength$" seconds!", bLogGameConductor);
GameConductorStatus = GCS_ForceLull;
PlayerDeathForceLullTime = WorldInfo.TimeSeconds;
}
}
/** Let the game conductor know that the solo player has been surrounded */
function NotifySoloPlayerSurrounded()
{
if( !MyKFGRI.IsBossWave() && GameConductorStatus != GCS_ForceLull )
{
`log("Human solo player surrounded, forcing a lull for "$SoloPlayerSurroundedForceLullLength$" seconds!", bLogGameConductor);
GameConductorStatus = GCS_ForceLull;
SoloPlayerSurroundedForceLullTime = WorldInfo.TimeSeconds;
}
}
/** Reset stats that are collected for a single wave */
function ResetWaveStats()
{
CurrentWaveTotalZedsKilled=0;
CurrentWaveTotalZedVisibleLifeSpan=0;
CurrentWaveZedVisibleAverageLifeSpan=0;
}
/** Update the average perk rank of the players on the server */
function UpdateAveragePerkRank()
{
local KFPlayerController KFPC;
local KFPerk MyPerk;
local int NumHumanTeamPlayers;
local float TotalPerkRank;
foreach WorldInfo.AllControllers( class'KFPlayerController', KFPC )
{
if( KFPC.GetTeamNum() == 0 )
{
MyPerk = KFPC.CurrentPerk;
if( MyPerk != none )
{
//`log(KFPC$" MyPerk = "$MyPerk$" MyPerk.GetLevel() = "$MyPerk.GetLevel());
NumHumanTeamPlayers++;
TotalPerkRank += Float(MyPerk.GetLevel());
}
}
}
if( NumHumanTeamPlayers > 0 )
{
AveragePlayerPerkRank = TotalPerkRank/NumHumanTeamPlayers;
//`log(self@GetFuncName()$" AveragePlayerPerkRank = "$AveragePlayerPerkRank$" TotalPerkRank = "$TotalPerkRank$" NumHumanTeamPlayers = "$NumHumanTeamPlayers);
}
else
{
AveragePlayerPerkRank = 0;
//`log(self@GetFuncName()$" AveragePlayerPerkRank = "$AveragePlayerPerkRank$" TotalPerkRank = "$TotalPerkRank$" NumHumanTeamPlayers = "$NumHumanTeamPlayers);
}
}
/** Handle someone switching teams */
function HandlePlayerChangedTeam()
{
// Perk levels are now valid handle that
UpdateAveragePerkRank();
}
/** Called once per second to evaluate changes to gameplay */
function TimerUpdate()
{
UpdatePlayerAccuracyStats();
UpdateZedLifespanStats();
UpdatePlayersStatus();
UpdatePlayersAggregateSkill();
UpdateOverallStatus();
EvaluateSpawnRateModification();
EvaluateAIMovementSpeedModification();
}
/** Update the tracking of the status of the players on the server */
function UpdatePlayersStatus()
{
local Controller C;
local KFPawn_Human KFP;
local float TotalHealth, TotalAmmo, TotalMaxAmmo;
local KFInventoryManager KFIM;
local int i;
local KFPlayerReplicationInfo KFPRI;
local float NumHumanPlayers;
UpdateAveragePerkRank();
foreach WorldInfo.AllControllers( class'Controller', C )
{
if( C.GetTeamNum() == 0 )
{
// Add up the health of living players
if( C.Pawn != none )
{
KFP = KFPawn_Human(C.Pawn);
if( KFP != none && KFPawn_Customization(KFP) == none )
{
TotalHealth += Float(KFP.Health)/Float(KFP.HealthMax);
NumHumanPlayers += 1.0;
//`log("C = "$C$" KFP.Health = "$KFP.Health$" KFP.HealthMax = "$KFP.HealthMax$" C.Pawn = "$C.Pawn);
KFIM = KFInventoryManager(KFP.InvManager);
if (KFIM !=none)
{
TotalAmmo += KFIM.GetPrimaryAmmoPercentage();
TotalMaxAmmo += 1.0;
}
}
}
// Add up the health (or lack thereof) of players that don't have a pawn, so have
// already died. Doesn't count newly joined players waiting to spawn.
else if( C.PlayerReplicationInfo != none && !C.PlayerReplicationInfo.bOnlySpectator &&
!C.PlayerReplicationInfo.bWaitingPlayer )
{
KFPRI = KFPlayerReplicationInfo(C.PlayerReplicationInfo);
if( KFPRI != none )
{
//`log("C = "$C$" KFPRI.PlayerHealthPercent = "$ByteToFloat(KFPRI.PlayerHealthPercent)$" KFP.HealthMax = 100");
TotalHealth += ByteToFloat(KFPRI.PlayerHealthPercent);
NumHumanPlayers += 1.0;
}
}
}
}
if( NumHumanPlayers > 0 )
{
PlayersHealthStatus = TotalHealth/NumHumanPlayers;
}
else
{
PlayersHealthStatus = 0;
}
if( TotalMaxAmmo > 0 )
{
PlayersAmmoStatus = TotalAmmo/TotalMaxAmmo;
}
else
{
PlayersAmmoStatus = 0;
}
// Aggregates all player status variables into one value
AggregatePlayersStatus = (PlayersHealthStatus * 0.5) + (PlayersAmmoStatus * 0.5);
//`log("PlayersHealthStatus = "$PlayersHealthStatus$" PlayersAmmoStatus = "$PlayersAmmoStatus$" AggregatePlayerStatus = "$AggregatePlayersStatus);
for( i = 0; i < (ArrayCount(MyKFGRI.PlayersHealthStatusTracker) - 1); i++ )
{
MyKFGRI.PlayersHealthStatusTracker[i] = MyKFGRI.PlayersHealthStatusTracker[i+1];
MyKFGRI.PlayersAmmoStatusTracker[i] = MyKFGRI.PlayersAmmoStatusTracker[i+1];
MyKFGRI.AggregatePlayersStatusTracker[i] = MyKFGRI.AggregatePlayersStatusTracker[i+1];
}
MyKFGRI.PlayersHealthStatusTracker[ArrayCount(MyKFGRI.PlayersHealthStatusTracker) -1] = PlayersHealthStatus;
MyKFGRI.PlayersAmmoStatusTracker[ArrayCount(MyKFGRI.PlayersAmmoStatusTracker) -1] = PlayersAmmoStatus;
MyKFGRI.AggregatePlayersStatusTracker[ArrayCount(MyKFGRI.AggregatePlayersStatusTracker) -1] = AggregatePlayersStatus;
}
/** Update the tracking of the status of the players on the server */
function UpdatePlayersAggregateSkill()
{
local int i;
// Heuristic for how players are performing.
AggregatePlayerSkill = PlayersAverageAccuracy * 0.25 + PlayersAverageHeadshotAccuracy * 0.75;
for( i = 0; i < (ArrayCount(MyKFGRI.AggregatePlayerSkillTracker) - 1); i++ )
{
MyKFGRI.AggregatePlayerSkillTracker[i] = MyKFGRI.AggregatePlayerSkillTracker[i+1];
}
MyKFGRI.AggregatePlayerSkillTracker[ArrayCount(MyKFGRI.AggregatePlayerSkillTracker) -1] = AggregatePlayerSkill;
}
/** Update the accuracy stats of the players on the server */
function UpdatePlayerAccuracyStats()
{
local KFPlayerController KFPC;
local int NumHumanTeamPlayers;
local float TotalAccuracy, TotalHeadShotAccuracy;
local int i;
foreach WorldInfo.AllControllers( class'KFPlayerController', KFPC )
{
if( KFPC.GetTeamNum() == 0 && KFPC.GetPerk() != none )
{
NumHumanTeamPlayers++;
if( KFPC.ShotsFired > 0 )
{
TotalAccuracy += (Float(KFPC.ShotsHit)/Float(KFPC.ShotsFired) * 100.0) + KFPC.GetPerk().HitAccuracyHandicap;
TotalHeadShotAccuracy += (Float(KFPC.ShotsHitHeadshot)/Float(KFPC.ShotsFired) * 100.0) + KFPC.GetPerk().HeadshotAccuracyHandicap;
}
}
}
for( i = 0; i < (ArrayCount(MyKFGRI.PlayerAccuracyTracker) - 1); i++ )
{
MyKFGRI.PlayerAccuracyTracker[i] = MyKFGRI.PlayerAccuracyTracker[i+1];
MyKFGRI.PlayerHeadshotAccuracyTracker[i] = MyKFGRI.PlayerHeadshotAccuracyTracker[i+1];
}
if( NumHumanTeamPlayers > 0 )
{
PlayersAverageAccuracy = TotalAccuracy/float(NumHumanTeamPlayers);
PlayersAverageHeadshotAccuracy = TotalHeadShotAccuracy/float(NumHumanTeamPlayers);
MyKFGRI.PlayerAccuracyTracker[ArrayCount(MyKFGRI.PlayerAccuracyTracker) -1] = PlayersAverageAccuracy;
MyKFGRI.PlayerHeadshotAccuracyTracker[ArrayCount(MyKFGRI.PlayerHeadshotAccuracyTracker) -1] = PlayersAverageHeadshotAccuracy;
}
}
/** Update the stats on how long zeds are surviving on the server */
function UpdateZedLifespanStats()
{
local int i;
local float CurrentTotalLifeSpan;
local int CurrentTotalKills;
local float TotalRecentAverageLifespan;
for( i = 0; i < (ArrayCount(MyKFGRI.TotalZedLifeSpanAverageTracker) - 1); i++ )
{
CurrentTotalLifeSpan += RecentZedLifeSpanTotalTracker[i];
CurrentTotalKills += RecentZedKillTotalTracker[i];
if( i > 6 )
{
TotalRecentAverageLifespan += MyKFGRI.RecentZedLifeSpanAverageTracker[i+1];
}
MyKFGRI.TotalZedLifeSpanAverageTracker[i] = MyKFGRI.TotalZedLifeSpanAverageTracker[i+1];
MyKFGRI.CurrentWaveZedLifeSpanAverageTracker[i] = MyKFGRI.CurrentWaveZedLifeSpanAverageTracker[i+1];
MyKFGRI.RecentZedLifeSpanAverageTracker[i] = MyKFGRI.RecentZedLifeSpanAverageTracker[i+1];
RecentZedKillTotalTracker[i] = RecentZedKillTotalTracker[i+1];
RecentZedLifeSpanTotalTracker[i] = RecentZedLifeSpanTotalTracker[i+1];
}
MyKFGRI.TotalZedLifeSpanAverageTracker[ArrayCount(MyKFGRI.TotalZedLifeSpanAverageTracker) -1] = ZedVisibleAverageLifespan;
MyKFGRI.CurrentWaveZedLifeSpanAverageTracker[ArrayCount(MyKFGRI.CurrentWaveZedLifeSpanAverageTracker) -1] = CurrentWaveZedVisibleAverageLifeSpan;
// Keep track of recent kills
CurrentTotalLifeSpan += RecentTotalZedVisibleLifeSpan;
CurrentTotalKills += RecentTotalZedsKilled;
RecentZedLifeSpanTotalTracker[ArrayCount(RecentZedLifeSpanTotalTracker) -1] = RecentTotalZedVisibleLifeSpan;
RecentZedKillTotalTracker[ArrayCount(RecentZedKillTotalTracker) -1] = RecentTotalZedsKilled;
if( CurrentTotalKills > 0 )
{
RecentZedVisibleAverageLifeSpan = CurrentTotalLifeSpan/float(CurrentTotalKills);
TotalRecentAverageLifespan += RecentZedVisibleAverageLifeSpan;
// Smooth the value with an average over the last 3 values
MyKFGRI.RecentZedLifeSpanAverageTracker[ArrayCount(MyKFGRI.RecentZedLifeSpanAverageTracker) -1] = TotalRecentAverageLifespan/3.0;
}
else
{
// No recent kills, just populate with the last checks values
RecentZedVisibleAverageLifeSpan = MyKFGRI.RecentZedLifeSpanAverageTracker[ArrayCount(MyKFGRI.RecentZedLifeSpanAverageTracker) -2];
MyKFGRI.RecentZedLifeSpanAverageTracker[ArrayCount(MyKFGRI.RecentZedLifeSpanAverageTracker) -1] = RecentZedVisibleAverageLifeSpan;
}
// Clear the recent kill/lifespawn info
RecentTotalZedVisibleLifeSpan = 0;
RecentTotalZedsKilled = 0;
}
/** Returns what we expect the average zed lifespan to be, by difficulty */
function float GetParZedLifeSpan()
{
if( !bOnePlayerAtStart )
{
return ParZedLifeSpan[GameDifficulty];
}
else
{
return ParZedLifeSpanSolo[GameDifficulty];
}
}
/** Calculate the overall status of the player's rank and performance */
function UpdateOverallStatus()
{
local float PerkRankModifier;
local float SkillModifier;
local float LifeSpanModifier;
local float HighlySkilledAccuracy, LessSkilledAccuracy;
local float HighlySkilledZedLifespan, LessSkilledZedLifespan;
local bool bPlayerHealthLow;
local int i;
// Take us out of a forced lull if the time is up
if( GameConductorStatus == GCS_ForceLull
&& `TimeSince(PlayerDeathForceLullTime) > PlayerDeathForceLullLength
&& `TimeSince(SoloPlayerSurroundedForceLullTime) > SoloPlayerSurroundedForceLullLength )
{
GameConductorStatus = GCS_Normal;
`log("Forced lull completed", bLogGameConductor);
}
MyKFGRI.CurrentGameConductorStatus = GameConductorStatus;
MyKFGRI.CurrentParZedLifeSpan = GetParZedLifeSpan();
for( i = 0; i < (ArrayCount(MyKFGRI.OverallRankAndSkillModifierTracker) - 1); i++ )
{
MyKFGRI.OverallRankAndSkillModifierTracker[i] = MyKFGRI.OverallRankAndSkillModifierTracker[i+1];
}
// Bypassing making game conductor adjustments
if( bBypassGameConductor || MyKFGRI.IsBossWave() )
{
OverallRankAndSkillModifier = 0.5;
`log("Bypassing GameConductor adjustment OverallRankAndSkillModifier = "$OverallRankAndSkillModifier, bLogGameConductor);
MyKFGRI.OverallRankAndSkillModifierTracker[ArrayCount(MyKFGRI.OverallRankAndSkillModifierTracker) -1] = OverallRankAndSkillModifier;
return;
}
// Forced lull, or most of the team dead, or single player nearly dead, so slow things down
bPlayerHealthLow = PlayersHealthStatus < PlayersLowHealthThreshold;
if( GameConductorStatus == GCS_ForceLull
|| (bPlayerHealthLow && (LullCooldownStartTime == 0.f || `TimeSince(LullCooldownStartTime) > LullSettings[GameDifficulty].Cooldown)) )
{
OverallRankAndSkillModifier = 0.0;
`log("Players low on health PlayersHealthStatus: "$PlayersHealthStatus$" chilling things out, OverallRankAndSkillModifier= "$OverallRankAndSkillModifier, bLogGameConductor);
MyKFGRI.OverallRankAndSkillModifierTracker[ArrayCount(MyKFGRI.OverallRankAndSkillModifierTracker) -1] = OverallRankAndSkillModifier;
// Start the lull timer. Don't allow lulls to last too long
if( bPlayerHealthLow && !MyKFGRI.IsTimerActive(nameOf(Timer_EndLull), self) )
{
MyKFGRI.SetTimer( LullSettings[GameDifficulty].MaxDuration, false, nameOf(Timer_EndLull), self );
}
return;
}
// No longer in a lull, reset duration timer
MyKFGRI.ClearTimer( nameOf(Timer_EndLull), self );
if( WithinRange(TargetPerkRankRange[GameDifficulty],AveragePlayerPerkRank) )
{
PerkRankModifier = GetRangePctByValue( TargetPerkRankRange[GameDifficulty], AveragePlayerPerkRank );
}
else if( AveragePlayerPerkRank < TargetPerkRankRange[GameDifficulty].X )
{
PerkRankModifier = 0;
}
else
{
PerkRankModifier = 1;
}
// Evaluate player skill if its greater than 15 seconds into the match,
// so you have some data to go by
if( MyKFGRI != none && MyKFGRI.ElapsedTime > 15 && AggregatePlayerSkill != 0 )
{
HighlySkilledAccuracy = BaseLinePlayerShootingSkill * HighlySkilledAccuracyMod;
LessSkilledAccuracy = BaseLinePlayerShootingSkill * LessSkilledAccuracyMod;
if( AggregatePlayerSkill > HighlySkilledAccuracy )
{
// Highly skilled players
SkillModifier = Lerp(0.51,1.0, FMin(1.0,(AggregatePlayerSkill - HighlySkilledAccuracy)/((BaseLinePlayerShootingSkill * HighlySkilledAccuracyModMax) - HighlySkilledAccuracy)));
}
else if( AggregatePlayerSkill < LessSkilledAccuracy )
{
// Less skilled players
SkillModifier = Lerp(0.49,0.0, FMax(0,(LessSkilledAccuracy - AggregatePlayerSkill)/(LessSkilledAccuracy - (BaseLinePlayerShootingSkill * LessSkilledAccuracyModMin))));
}
else
{
// Standard skilled players
SkillModifier = 0.5;
}
}
else
{
// Standard skilled players
SkillModifier = 0.5;
}
if( RecentZedVisibleAverageLifeSpan > 0 )
{
HighlySkilledZedLifespan = GetParZedLifeSpan() * ZedLifeSpanHighlySkilledThreshold;
LessSkilledZedLifespan = GetParZedLifeSpan() * ZedLifeSpanLessSkilledThreshold;
if( RecentZedVisibleAverageLifeSpan < HighlySkilledZedLifespan )
{
// Highly skilled players
LifeSpanModifier = Lerp(0.51,1.0, FMin(1.0,(HighlySkilledZedLifespan - RecentZedVisibleAverageLifeSpan)/( HighlySkilledZedLifespan - (GetParZedLifeSpan() * ZedLifeSpanHighlySkilledThresholdMin))));
}
else if( RecentZedVisibleAverageLifeSpan > LessSkilledZedLifespan )
{
// Less skilled players
LifeSpanModifier = Lerp(0.49,0.0, FMin(1.0,(RecentZedVisibleAverageLifeSpan - LessSkilledZedLifespan)/((GetParZedLifeSpan() * ZedLifeSpanLessSkilledThresholdMax) - LessSkilledZedLifespan)));
}
else
{
// Standard skilled players
LifeSpanModifier = 0.5;
}
}
else
{
// Standard skilled players
LifeSpanModifier = 0.5;
}
OverallRankAndSkillModifier = PerkRankModifier * PerkRankPercentOfOverallSkill + SkillModifier * AccuracyPercentOfOverallSkill + LifeSpanModifier * ZedLifeSpanPercentOfOverallSkill;
MyKFGRI.OverallRankAndSkillModifierTracker[ArrayCount(MyKFGRI.OverallRankAndSkillModifierTracker) -1] = OverallRankAndSkillModifier;
`log("PerkRankModifier = "$PerkRankModifier$" SkillModifier = "$SkillModifier$" LifeSpanModifier = "$LifeSpanModifier$" OverallRankAndSkillModifier= "$OverallRankAndSkillModifier$" GetParZedLifeSpan() = "$GetParZedLifeSpan(), bLogGameConductor);
}
/** Called when a zed does an attack to give an opportunity to scale their attack cooldowns */
function UpdateOverallAttackCoolDowns(KFAIController KFAIC)
{
local bool bAllowLowZedIntensity;
if( GameDifficulty < ArrayCount(AllowLowIntensityZedModeByDifficulty) )
{
bAllowLowZedIntensity = (AllowLowIntensityZedModeByDifficulty[GameDifficulty] == 1);
}
else
{
bAllowLowZedIntensity = (AllowLowIntensityZedModeByDifficulty[ArrayCount(AllowLowIntensityZedModeByDifficulty) - 1] == 1);
}
if( !bBypassGameConductor && bAllowLowZedIntensity && !MyKFGRI.IsBossWave() )
{
if( GameConductorStatus == GCS_ForceLull || OverallRankAndSkillModifier == 0 )
{
KFAIC.SetOverallCooldownTimer(KFAIC.LowIntensityAttackCooldown);
}
else
{
KFAIC.SetOverallCooldownTimer(0.0);
}
}
}
/** Potentially modify the spawn rate based on various factors */
function EvaluateSpawnRateModification()
{
local int i;
CurrentSpawnRateModification = EvalInterpCurveFloat(SpawnRateModificationRangeCurve[GameDifficulty], OverallRankAndSkillModifier);
if( MyKFGRI.bGameConductorGraphingEnabled )
{
for( i = 0; i < (ArrayCount(MyKFGRI.ZedSpawnRateModifierTracker) - 1); i++ )
{
MyKFGRI.ZedSpawnRateModifierTracker[i] = MyKFGRI.ZedSpawnRateModifierTracker[i+1];
MyKFGRI.ZedSpawnRateTracker[i] = MyKFGRI.ZedSpawnRateTracker[i+1];
}
MyKFGRI.ZedSpawnRateModifierTracker[ArrayCount(MyKFGRI.ZedSpawnRateModifierTracker) -1] = CurrentSpawnRateModification;
MyKFGRI.ZedSpawnRateTracker[ArrayCount(MyKFGRI.ZedSpawnRateTracker) -1] = MyKFGRI.CurrentNextSpawnTime;
}
`log("CurrentSpawnRateModification = "$CurrentSpawnRateModification$" MyKFGRI.ElapsedTime "$MyKFGRI.ElapsedTime, bLogGameConductor);
}
/** Potentially modify the AI movement speed based on various factors */
function EvaluateAIMovementSpeedModification()
{
local float DifficultySpeedAdjustMod, BaseGroundSpeedMod;
local KFPawn_Monster KFPM;
local float UsedMovementSpeedPercentIncrease, UsedMovementSpeedPercentDecrease;
local float UsedMovementSpeedPercent;
local int i;
if( GameDifficulty < ArrayCount(AIMovementSpeedModificationRange) )
{
UsedMovementSpeedPercentDecrease = AIMovementSpeedModificationRange[GameDifficulty].X;
UsedMovementSpeedPercentIncrease = AIMovementSpeedModificationRange[GameDifficulty].Y;
}
else
{
UsedMovementSpeedPercentDecrease = AIMovementSpeedModificationRange[ArrayCount(AIMovementSpeedModificationRange) - 1].X;
UsedMovementSpeedPercentIncrease = AIMovementSpeedModificationRange[ArrayCount(AIMovementSpeedModificationRange) - 1].Y;
}
// Clamp the values to reasonable settings
UsedMovementSpeedPercentDecrease = FClamp( UsedMovementSpeedPercentDecrease, 0.0, 0.9 );
UsedMovementSpeedPercentIncrease = FClamp( UsedMovementSpeedPercentIncrease, 0.0, 1.0 );
BaseGroundSpeedMod = DifficultyInfo.GetAIGroundSpeedMod();
if( OverallRankAndSkillModifier < 0.5 )
{
UsedMovementSpeedPercent = UsedMovementSpeedPercentDecrease;
}
else if( OverallRankAndSkillModifier > 0.5 )
{
UsedMovementSpeedPercent = UsedMovementSpeedPercentIncrease;
}
else
{
UsedMovementSpeedPercent = 0;
}
if( UsedMovementSpeedPercent > 0 )
{
if( GameDifficulty <= 0 ) // Normal
{
DifficultySpeedAdjustMod = (DifficultyInfo.Hard.MovementSpeedMod - DifficultyInfo.Normal.MovementSpeedMod) * UsedMovementSpeedPercent;
}
else if( GameDifficulty <= 1 ) // Hard
{
DifficultySpeedAdjustMod = (DifficultyInfo.Suicidal.MovementSpeedMod - DifficultyInfo.Hard.MovementSpeedMod) * UsedMovementSpeedPercent;
}
else // Suicidal and HOE
{
DifficultySpeedAdjustMod = (DifficultyInfo.HellOnEarth.MovementSpeedMod - DifficultyInfo.Suicidal.MovementSpeedMod) * UsedMovementSpeedPercent;
}
if( OverallRankAndSkillModifier < 0.5 )
{
CurrentAIMovementSpeedMod = BaseGroundSpeedMod - (DifficultySpeedAdjustMod * (0.5 - OverallRankAndSkillModifier) * 2.0);
}
else if( OverallRankAndSkillModifier > 0.5 )
{
CurrentAIMovementSpeedMod = BaseGroundSpeedMod + (DifficultySpeedAdjustMod * (OverallRankAndSkillModifier - 0.5) * 2.0);
}
else
{
CurrentAIMovementSpeedMod = BaseGroundSpeedMod;
}
}
else
{
CurrentAIMovementSpeedMod = BaseGroundSpeedMod;
}
if( MyKFGRI.bGameConductorGraphingEnabled )
{
for( i = 0; i < (ArrayCount(MyKFGRI.ZedMovementSpeedModifierTracker) - 1); i++ )
{
MyKFGRI.ZedMovementSpeedModifierTracker[i] = MyKFGRI.ZedMovementSpeedModifierTracker[i+1];
}
MyKFGRI.ZedMovementSpeedModifierTracker[ArrayCount(MyKFGRI.ZedMovementSpeedModifierTracker) -1] = CurrentAIMovementSpeedMod;
}
// Adjust the speed of the currently living pawns
foreach WorldInfo.AllPawns( class'KFPawn_Monster', KFPM )
{
if( KFPM.Health > 0 )
{
KFPM.AdjustMovementSpeed(CurrentAIMovementSpeedMod);
`log("Adjust KFPM.default.GroundSpeed = "$KFPM.default.GroundSpeed$" CurrentAIMovementSpeedMod = "$CurrentAIMovementSpeedMod$" percent of default = "$(KFPM.default.GroundSpeed * CurrentAIMovementSpeedMod)/KFPM.default.GroundSpeed, bLogGameConductor);
}
}
`log("CurrentAIMovementSpeedMod = "$CurrentAIMovementSpeedMod$" DifficultyInfo.GetAIGroundSpeedMod() = "$DifficultyInfo.GetAIGroundSpeedMod(), bLogGameConductor);
}
function bool WithinRange( vector2d Range, float TestValue )
{
if( TestValue >= Range.X && TestValue <= Range.Y )
{
return true;
}
return false;
}
/** Ends the lull period and puts it on cooldown */
function Timer_EndLull()
{
LullCooldownStartTime = WorldInfo.TimeSeconds;
}
defaultproperties
{
TargetPerkRankRange(`DIFFICULTY_NORMAL) =(X=0,Y=7)
TargetPerkRankRange(`DIFFICULTY_HARD) =(X=0,Y=12)
TargetPerkRankRange(`DIFFICULTY_SUICIDAL) =(X=12,Y=25)
TargetPerkRankRange(`DIFFICULTY_HELLONEARTH)=(X=24.999,Y=25)
SpawnRateModificationRangeCurve(`DIFFICULTY_NORMAL) =(Points=((InVal=0.f,OutVal=1.25f),(InVal=0.5f, OutVal=1.0),(InVal=1.f, OutVal=0.75f)))
SpawnRateModificationRangeCurve(`DIFFICULTY_HARD) =(Points=((InVal=0.f,OutVal=1.25f),(InVal=0.5f, OutVal=1.0),(InVal=1.f, OutVal=0.75f)))
SpawnRateModificationRangeCurve(`DIFFICULTY_SUICIDAL) =(Points=((InVal=0.f,OutVal=1.25f),(InVal=0.5f, OutVal=1.0),(InVal=1.f, OutVal=0.5f)))
SpawnRateModificationRangeCurve(`DIFFICULTY_HELLONEARTH)=(Points=((InVal=0.f,OutVal=1.0f),(InVal=0.5f, OutVal=1.0),(InVal=1.f, OutVal=0.75f)))
AIMovementSpeedModificationRange(`DIFFICULTY_NORMAL) =(X=0.5,Y=0.5)
AIMovementSpeedModificationRange(`DIFFICULTY_HARD) =(X=0.5,Y=0.5)
AIMovementSpeedModificationRange(`DIFFICULTY_SUICIDAL) =(X=0.5,Y=0.65)
AIMovementSpeedModificationRange(`DIFFICULTY_HELLONEARTH) =(X=0.0,Y=0.0)
AllowLowIntensityZedModeByDifficulty(`DIFFICULTY_NORMAL) =1
AllowLowIntensityZedModeByDifficulty(`DIFFICULTY_HARD) =1
AllowLowIntensityZedModeByDifficulty(`DIFFICULTY_SUICIDAL) =1
AllowLowIntensityZedModeByDifficulty(`DIFFICULTY_HELLONEARTH) =0
CurrentSpawnRateModification=1.0
CurrentAIMovementSpeedMod=1.0
CurrentVersusZedHealthMod=1.0
CurrentVersusZedDamageMod=1.0
ParShotAccuracy=48.0
ParHeadshotAccuracy=10.0
ParZedLifeSpan(`DIFFICULTY_NORMAL) =35.0
ParZedLifeSpan(`DIFFICULTY_HARD) =32.0
ParZedLifeSpan(`DIFFICULTY_SUICIDAL) =28.0
ParZedLifeSpan(`DIFFICULTY_HELLONEARTH) =22.0
ParZedLifeSpanSolo(`DIFFICULTY_NORMAL) =23.0
ParZedLifeSpanSolo(`DIFFICULTY_HARD) =23.0
ParZedLifeSpanSolo(`DIFFICULTY_SUICIDAL) =22.0
ParZedLifeSpanSolo(`DIFFICULTY_HELLONEARTH) =17.0
HighlySkilledAccuracyMod=1.25
HighlySkilledAccuracyModMax=1.5
LessSkilledAccuracyMod=0.75
LessSkilledAccuracyModMin=0.5
ZedLifeSpanHighlySkilledThreshold=0.75
ZedLifeSpanLessSkilledThreshold=1.25
ZedLifeSpanHighlySkilledThresholdMin=0.5
ZedLifeSpanLessSkilledThresholdMax=1.5
ShootingAccuracySkillWeight=0.25
HeadShootingAccuracySkillWeight=0.75
PerkRankPercentOfOverallSkill=0.25
AccuracyPercentOfOverallSkill=0.25
ZedLifeSpanPercentOfOverallSkill=0.5
PlayersLowHealthThreshold=0.5
LullSettings(`DIFFICULTY_NORMAL) ={(MaxDuration=10.0, Cooldown=12.0)}
LullSettings(`DIFFICULTY_HARD) ={(MaxDuration=8.0, Cooldown=14.0)}
LullSettings(`DIFFICULTY_SUICIDAL) ={(MaxDuration=6.0, Cooldown=16.0)}
LullSettings(`DIFFICULTY_HELLONEARTH) ={(MaxDuration=5.0, Cooldown=18.0)}
bLogGameConductor=false
bBypassGameConductor=false
GameConductorStatus=GCS_Normal
PlayerDeathForceLullLength=15.0
SoloPlayerSurroundedForceLullLength=10.0
}