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KF2-Dev-Scripts/KFGameContent/Classes/KFGameInfo_WeeklySurvival.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFGameInfo_WeeklySurvival
//=============================================================================
// Weekly variant of survival with runtime adjusted rule sets.
//=============================================================================
// Killing Floor 2
// Copyright (C) 2017 Tripwire Interactive LLC
// - Dan Weiss
//=============================================================================
class KFGameInfo_WeeklySurvival extends KFGameInfo_Survival;
/** Current frame booms */
var int CurrentFrameBooms;
/** Index of event to use as the default block */
var int ActiveEventIdx;
//-----------------------------------------------------------------------------
// Statics
static event class<GameInfo> SetGameType(string MapName, string Options, string Portal)
{
local KFGameEngine KGE;
KGE = KFGameEngine(class'Engine'.static.GetEngine());
if (KGE != none)
{
//Valid index
if (KGE.GetWeeklyEventIndex() >= 0)
{
return super.SetGameType(MapName, Options, Portal);
}
}
//Invalid state, set to normal survival
return class'KFGameInfo_Survival';
}
static function bool GametypeChecksDifficulty()
{
return false;
}
static function bool GametypeChecksWaveLength()
{
return false;
}
//-----------------------------------------------------------------------------
// Initialization
event InitGame( string Options, out string ErrorMessage )
{
Super.InitGame(Options, ErrorMessage);
//SetModifiedGameDifficulty();
SetPickupItemList();
SetZedTimeOverrides();
SetSpawnPointOverrides();
OutbreakEvent.SetWorldInfoOverrides();
}
event PreBeginPlay()
{
super.PreBeginPlay();
OutbreakEvent.UpdateGRI();
}
function CreateOutbreakEvent()
{
//The KFGameEngine at startup will store the week index of our current time
// Pull from there and figure out which event it corresponds to.
// The beginning of time to reset the loop can be changed in UKFGameEngine::UpdateTimedGameEvents
local KFGameEngine KGE;
super.CreateOutbreakEvent();
KGE = KFGameEngine(class'Engine'.static.GetEngine());
if (KGE != none)
{
ActiveEventIdx = KGE.GetWeeklyEventIndex() % OutbreakEvent.SetEvents.Length;
}
OutbreakEvent.SetActiveEvent(ActiveEventIdx);
}
function bool UsesModifiedDifficulty()
{
return true;
}
function SetModifiedGameDifficulty()
{
super.SetModifiedGameDifficulty();
if (OutbreakEvent == none)
{
CreateOutbreakEvent();
}
//Set game difficulty. super will create the intended DifficultyInfo object.
MinGameDifficulty = OutbreakEvent.ActiveEvent.EventDifficulty;
MaxGameDifficulty = OutbreakEvent.ActiveEvent.EventDifficulty;
GameDifficulty = Clamp(GameDifficulty, MinGameDifficulty, MaxGameDifficulty);
}
//for difficulty override
function bool UsesModifiedLength()
{
return true;
}
function SetModifiedGameLength()
{
GameLength = OutbreakEvent.ActiveEvent.GameLength;
}
/** Allow for updates to various game systems if we have an override allowable item list */
function SetPickupItemList()
{
local STraderItem TraderItem;
local KFPickupFactory_Item ItemFactory;
local int Idx;
//If we have an override weapon list, it's not enough to block trader and default inventory.
// Iterate through the item pickups in the map to trim their lists as well.
if (OutbreakEvent.ActiveEvent.TraderWeaponList != none)
{
//So many loops
foreach AllActors(class'KFPickupFactory_Item', ItemFactory)
{
foreach OutbreakEvent.ActiveEvent.TraderWeaponList.SaleItems(TraderItem)
{
for (Idx = ItemFactory.ItemPickups.Length - 1; Idx >= 0; --Idx)
{
if (ItemFactory.ItemPickups[Idx].ItemClass.Name != TraderItem.ClassName)
{
ItemFactory.ItemPickups.Remove(Idx, 1);
}
}
}
}
}
}
function SetZedTimeOverrides()
{
if (ZedTimeSlomoScale != OutbreakEvent.ActiveEvent.OverrideZedTimeSlomoScale)
{
ZedTimeSlomoScale = OutbreakEvent.ActiveEvent.OverrideZedTimeSlomoScale;
}
}
function SetSpawnPointOverrides()
{
local KFSpawnVolume KFSV;
foreach WorldInfo.AllActors(class'KFSpawnVolume', KFSV)
{
if (OutbreakEvent.ActiveEvent.OverrideSpawnDerateTime >= 0.f)
{
KFSV.SpawnDerateTime = OutbreakEvent.ActiveEvent.OverrideSpawnDerateTime;
}
if (OutbreakEvent.ActiveEvent.OverrideTeleportDerateTime >= 0.f)
{
KFSV.TeleportDerateTime = OutbreakEvent.ActiveEvent.OverrideTeleportDerateTime;
}
}
}
/** Enable some hax to permanently be in zed time */
function SetPermanentZedTime()
{
local KFPlayerController KFPC;
if (OutbreakEvent.ActiveEvent.bPermanentZedTime)
{
ZedTimeRemaining = 999999.f;
bZedTimeBlendingOut = false;
LastZedTimeEvent = WorldInfo.TimeSeconds;
SetZedTimeDilation(ZedTimeSlomoScale);
foreach WorldInfo.AllControllers(class'KFPlayerController', KFPC)
{
if (KFPC != none)
{
KFPC.EnterZedTime();
}
}
}
}
//Do a reset on the permanent zed time. Leaves us in zed time, but puts valid players into the partial mode.
function ResetPermanentZed()
{
local KFPlayerController KFPC;
local KFPawn KFP;
foreach WorldInfo.AllControllers(class'KFPlayerController', KFPC)
{
KFP = KFPawn(KFPC.Pawn);
if (KFPC != none && KFP != none)
{
KFP.bUnaffectedByZedTime = !KFPC.IsAffectedByZedTime();
if (KFP.bUnaffectedByZedTime)
{
KFPC.StartPartialZedTimeSightCounter();
}
KFPC.ClientEnterZedTime(KFP.bUnaffectedByZedTime);
}
}
}
function StartMatch()
{
super.StartMatch();
//Set timer for global ticking damage
if (OutbreakEvent.ActiveEvent.GlobalDamageTickRate > 0.f && OutbreakEvent.ActiveEvent.GlobalDamageTickAmount > 0.f)
{
SetTimer(OutbreakEvent.ActiveEvent.GlobalDamageTickRate, true, 'ApplyGlobalDamage', OutbreakEvent);
}
}
function CreateDifficultyInfo(string Options)
{
super.CreateDifficultyInfo(Options);
//If we want to use custom weapon respawn times, set them here
if (OutbreakEvent.ActiveEvent.bUseOverrideItemRespawnTime)
{
DifficultyInfo.NumPlayers_WeaponPickupRespawnTime = OutbreakEvent.ActiveEvent.OverrideItemRespawnTime;
}
//If we want to use custom ammo respawn times, set them here
if (OutbreakEvent.ActiveEvent.bUseOverrideAmmoRespawnTime)
{
DifficultyInfo.NumPlayers_AmmoPickupRespawnTime = OutbreakEvent.ActiveEvent.OverrideAmmoRespawnTime;
}
}
event PostLogin( PlayerController NewPlayer )
{
local KFPlayerController_WeeklySurvival KFPC;
local KFPawn_Customization KFCustomizePawn;
super.PostLogin(NewPlayer);
KFPC = KFPlayerController_WeeklySurvival(NewPlayer);
if (KFPC != none)
{
KFPC.bUsingPermanentZedTime = OutbreakEvent.ActiveEvent.bPermanentZedTime;
KFPC.ZedTimeRadius = OutbreakEvent.ActiveEvent.ZedTimeRadius * OutbreakEvent.ActiveEvent.ZedTimeRadius;
KFPC.ZedTimeBossRadius = OutbreakEvent.ActiveEvent.ZedTimeBossRadius * OutbreakEvent.ActiveEvent.ZedTimeBossRadius;
KFPC.ZedTimeHeight = OutbreakEvent.ActiveEvent.ZedTimeHeight;
KFPC.ZedRecheckTime = OutbreakEvent.ActiveEvent.PermanentZedResetTime;
//Handle any visual-related things for customization pawn so the pregame lobby has the fun things
KFCustomizePawn = KFPawn_Customization(KFPC.Pawn);
if (KFCustomizePawn != none)
{
KFCustomizePawn.IntendedHeadScale = OutbreakEvent.ActiveEvent.PlayerSpawnHeadScale;
KFCustomizePawn.SetHeadScale(KFCustomizePawn.IntendedHeadScale, KFCustomizePawn.CurrentHeadScale);
}
}
}
function SetBossIndex()
{
local BossSpawnReplacement Replacement;
local int ReplaceIdx;
BossIndex = Rand(default.AIBossClassList.Length);
//Search in the replacement list for the one that the game type wanted to use
// If we find it, grab the appropriate index into the original AI class list
// so we can properly cache it.
foreach OutbreakEvent.ActiveEvent.BossSpawnReplacementList(Replacement)
{
if (Replacement.SpawnEntry == BossIndex)
{
ReplaceIdx = AIBossClassList.Find(Replacement.NewClass);
if (ReplaceIdx != INDEX_NONE)
{
BossIndex = ReplaceIdx;
break;
}
}
}
MyKFGRI.CacheSelectedBoss(BossIndex);
}
//-----------------------------------------------------------------------------
// Ticking
function Tick(float DeltaTime)
{
CurrentFrameBooms = 0;
super.Tick(DeltaTime);
}
function TickZedTime( float DeltaTime )
{
super.TickZedTime(DeltaTime);
//If we're in permanent mode with a valid wave, set remaining time to a stupid value to stay in zed time
if (OutbreakEvent.ActiveEvent.bPermanentZedTime && IsWaveActive())
{
//Keep up the timer if we have enough zeds left or it's a boss phase
if (MyKFGRI.AIRemaining > OutbreakEvent.ActiveEvent.PermanentZedTimeCutoff || WaveNum == WaveMax)
{
ZedTimeRemaining = 999999.f;
}
//Else start the fade back to normal
else if (ZedTimeRemaining > ZedTimeBlendOutTime)
{
ZedTimeRemaining = ZedTimeBlendOutTime;
ClearZedTimePCTimers();
}
}
}
function WaveEnded(EWaveEndCondition WinCondition)
{
super.WaveEnded(WinCondition);
if (OutbreakEvent.ActiveEvent.bPermanentZedTime && ZedTimeRemaining > ZedTimeBlendOutTime)
{
ClearZedTimePCTimers();
ZedTimeRemaining = ZedTimeBlendOutTime;
}
}
function ClearZedTimePCTimers()
{
local KFPlayerController_WeeklySurvival KFPC;
foreach AllActors(class'KFPlayerController_WeeklySurvival', KFPC)
{
KFPC.ClearTimer('RecheckZedTime');
}
}
//-----------------------------------------------------------------------------
// Completion
function EndOfMatch(bool bVictory)
{
local KFPlayerController KFPC;
super.EndOfMatch(bVictory);
if (bVictory)
{
foreach WorldInfo.AllControllers(class'KFPlayerController', KFPC)
{
KFPC.CompletedWeeklySurvival();
}
}
}
function StartWave()
{
super.StartWave();
if (OutbreakEvent.ActiveEvent.bPermanentZedTime)
{
//If we're a boss wave, wait until the camera animation is going
if (WaveNum == WaveMax)
{
SetTimer(0.25f, true, nameof(BossCameraZedTimeRecheck));
}
else
{
//Enable permanent zed time
SetPermanentZedTime();
}
}
if (OutbreakEvent.ActiveEvent.AdditionalBossWaveInfo != none && WaveNum == WaveMax)
{
SetTimer(OutbreakEvent.ActiveEvent.AdditionalBossWaveStartDelay, true, nameof(SpawnBossWave));
}
}
function BossCameraZedTimeRecheck()
{
local KFPawn_Monster KFM;
local KFInterface_MonsterBoss BossRef;
foreach WorldInfo.AllPawns(class'KFPawn_Monster', KFM)
{
if (KFM.static.IsABoss())
{
BossRef = KFInterface_MonsterBoss(KFM);
if (BossRef != none)
{
if (BossRef.UseAnimatedBossCamera())
{
return;
}
//We have a boss that isn't animating. Go ahead and start zed time
else
{
ClearTimer(nameof(BossCameraZedTimeRecheck));
SetPermanentZedTime();
}
}
}
}
}
//Hijack existing boss summon functionality to spawn extra boss wave
function SpawnBossWave()
{
SetTimer(OutbreakEvent.ActiveEvent.AdditionalBossWaveFrequency, false, nameof(SpawnBossWave));
SpawnManager.SummonBossMinions(OutbreakEvent.ActiveEvent.AdditionalBossWaveInfo.Squads, GetAdditionalBossSpawns());
if (!OutbreakEvent.ActiveEvent.bContinuousAdditionalBossWave)
{
//Arbitrary time, but delay a bit for spawns to go through, then cut off additional boss wave spawning til next timer hit
SetTimer(2.f, false, nameof(PauseAdditionalBossWaves));
}
}
function PauseAdditionalBossWaves()
{
SpawnManager.StopSummoningBossMinions();
}
function byte GetAdditionalBossSpawns()
{
return byte(Lerp(OutbreakEvent.ActiveEvent.AdditionalBossSpawnCount.X, OutbreakEvent.ActiveEvent.AdditionalBossSpawnCount.Y,fMax(NumPlayers, 1) / float(MaxPlayers)));
}
function OpenTrader()
{
//If we're in permanent zed time, disable it for trader time
if (OutbreakEvent.ActiveEvent.bPermanentZedTime && ZedTimeRemaining > ZedTimeBlendOutTime)
{
ClearZedTimePCTimers();
ZedTimeRemaining = ZedTimeBlendOutTime;
}
if (!OutbreakEvent.ActiveEvent.bDisableTraders)
{
super.OpenTrader();
}
else if (KFGameReplicationInfo(GameReplicationInfo) != none)
{
KFGameReplicationInfo(GameReplicationInfo).StartScavengeTime(TimeBetweenWaves);
}
}
function SetupNextTrader()
{
if (!OutbreakEvent.ActiveEvent.bDisableTraders)
{
super.SetupNextTrader();
}
}
State TraderOpen
{
function BeginState( Name PreviousStateName )
{
super.BeginState(PreviousStateName);
//Adding the call here. Whether or not super gets called is based on ActiveEvent flag.
ResetAllPickups();
}
}
function InitAllPickups()
{
super.InitAllPickups();
//If this event is trying to do things to the pickup count, redo the init functionality
if (OutbreakEvent.ActiveEvent.OverrideItemPickupModifier >= 0.f || OutbreakEvent.ActiveEvent.OverrideAmmoPickupModifier >= 0.f)
{
NumWeaponPickups = ItemPickups.Length * (OutbreakEvent.ActiveEvent.OverrideItemPickupModifier >= 0.f ? OutbreakEvent.ActiveEvent.OverrideItemPickupModifier : DifficultyInfo.GetItemPickupModifier());
NumAmmoPickups = AmmoPickups.Length * (OutbreakEvent.ActiveEvent.OverrideAmmoPickupModifier >= 0.f ? OutbreakEvent.ActiveEvent.OverrideAmmoPickupModifier : DifficultyInfo.GetAmmoPickupModifier());
`if(`__TW_SDK_)
if( BaseMutator != none )
{
BaseMutator.ModifyPickupFactories();
}
`endif
ResetAllPickups();
}
}
function ResetAllPickups()
{
local bool bCallReset;
bCallReset = false;
switch(OutbreakEvent.ActiveEvent.PickupResetTime)
{
case PRS_Wave:
bCallReset = IsWaveActive();
break;
case PRS_Trader:
bCallReset = !IsWaveActive();
break;
case PRS_WaveAndTrader:
bCallReset = true;
break;
case PRS_Never:
bCallReset = false;
break;
}
if (bCallReset)
{
super.ResetAllPickups();
}
}
function ResetPickups( array<KFPickupFactory> PickupList, int NumPickups )
{
//If we're resetting ammo and in an ammo list, use that modifier
if (OutbreakEvent.ActiveEvent.WaveAmmoPickupModifiers.Length >= WaveMax && KFPickupFactory_Ammo(PickupList[0]) != none)
{
NumPickups *= OutbreakEvent.ActiveEvent.WaveAmmoPickupModifiers[WaveNum];
super(KFGameInfo).ResetPickups(PickupList, NumPickups);
}
//If we're resetting items and in an item list, use that modifier
else if (OutbreakEvent.ActiveEvent.WaveItemPickupModifiers.Length >= WaveMax && KFPickupFactory_Item(PickupList[0]) != none)
{
NumPickups *= OutbreakEvent.ActiveEvent.WaveItemPickupModifiers[WaveNum];
super(KFGameInfo).ResetPickups(PickupList, NumPickups);
}
//Otherwise, use normal path
else
{
super.ResetPickups(PickupList, NumPickups);
}
}
//-----------------------------------------------------------------------------
// Spawning
/** Allow specific game type to override the spawn class. Default implementation returns from the AI class list. */
function class<KFPawn_Monster> GetAISpawnType(EAIType AIType)
{
if (WaveNum < WaveMax || OutbreakEvent.ActiveEvent.bAllowSpawnReplacementDuringBossWave)
{
return OutbreakEvent.GetAISpawnOverrirde(AIType);
}
//No override, return default
return AIClassList[AIType];
}
/** Whether or not a specific primary weapon is allowed. Called at player spawn time while setting inventory. */
function bool AllowPrimaryWeapon(string ClassPath)
{
local STraderItem Item;
if (OutbreakEvent.ActiveEvent.SpawnWeaponList != none)
{
foreach OutbreakEvent.ActiveEvent.SpawnWeaponList.SaleItems(Item)
{
if (Item.ClassName == name(ClassPath))
{
return true;
}
}
return false;
}
return true;
}
/** Allows gametype to adjust starting grenade count. Called at player spawn time from GiveInitialGrenadeCount in the inventory. */
function int AdjustStartingGrenadeCount(int CurrentCount)
{
if (OutbreakEvent.ActiveEvent.bDisableGrenades)
{
return 0;
}
return CurrentCount;
}
function RestartPlayer(Controller NewPlayer)
{
local KFPawn_Human KFPH;
super.RestartPlayer(NewPlayer);
KFPH = KFPawn_Human(NewPlayer.Pawn);
OutbreakEvent.AdjustRestartedPlayer(KFPH);
}
function DoDeathExplosion(Pawn DeadPawn, KFGameExplosion ExplosionTemplate, class<KFPawn> ExplosionIgnoreClass)
{
local KFExplosionActorReplicated ExploActor;
if (CurrentFrameBooms < OutbreakEvent.ActiveEvent.MaxBoomsPerFrame)
{
ExploActor = Spawn(class'KFExplosionActorReplicated', DeadPawn, , DeadPawn.Location);
if (ExploActor != none)
{
ExploActor.InstigatorController = DeadPawn.Controller;
ExploActor.Instigator = DeadPawn;
ExploActor.Attachee = DeadPawn;
ExplosionTemplate.ActorClassToIgnoreForDamage = ExplosionIgnoreClass;
ExploActor.Explode(ExplosionTemplate, vect(0, 0, 1));
++CurrentFrameBooms;
}
}
}
defaultproperties
{
//Overrides
GameReplicationInfoClass=class'KFGameContent.KFGameReplicationInfo_WeeklySurvival'
PlayerControllerClass=class'KFGame.KFPlayerController_WeeklySurvival'
OutbreakEventClass=class'KFOutbreakEvent_Weekly'
}