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

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//=============================================================================
// KFGFxObject_TraderItems
//=============================================================================
// Class Description
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - Author 8/14/2013
//=============================================================================
class KFGFxObject_TraderItems extends Object
native(UI)
DependsOn(KFPlayerReplicationInfo, KFUnlockManager);
enum TraderWeaponStat
{
TWS_Damage,
TWS_Range,
TWS_Penetration,
TWS_RateOfFire,
TWS_Block,
TWS_Parry,
TWS_MagazineSize,
TWS_AmmoCapacity,
TWS_HealAmount,
TWS_RechargeTime
};
enum EFilterTypeUI
{
FT_Pistol,
FT_Shotgun,
FT_Rifle,
FT_Projectile,
FT_Flame,
FT_Electric,
FT_Explosive,
FT_Assault,
FT_Melee,
FT_SMG,
FT_None
};
struct native STraderItemWeaponStats
{
/** Enum for stat type so we can do a simple look up */
var TraderWeaponStat StatType;
/** Calculated value of stat */
var float StatValue;
};
// @todo: migrate these stats to the weapon def class
struct native STraderItem
{
/** Link to weapon defintion class */
var() class<KFWeaponDefinition> WeaponDef<AllowAbstract>;
/** The items class name */
var name ClassName;
/** The name of the item's single variant, if applicable */
var name SingleClassName;
/** The name of the item's dual variant, if applicable */
var name DualClassName;
/** The perk this weapon is tied to */
var array< Class<KFPerk> > AssociatedPerkClasses;
var int MaxSpareAmmo;
/** Trader image for secondary ammo type */
var string SecondaryAmmoImagePath;
/** The priority of the weapon within this group */
var float GroupPriority;
/** Dynamic array of stats to display. Each weapon has the opportunity to set its own stats. */
var() editconst array<STraderItemWeaponStats> WeaponStats;
var int WeaponUpgradeWeight[6];
var float WeaponUpgradeDmgMultiplier[6];
/** BYTES - For alignment */
var byte InitialSpareMags;
var byte MagazineCapacity;
var byte BlocksRequired;
var byte InitialSecondaryAmmo;
var byte MaxSecondaryAmmo;
/** Determine which group a weapon will show up for the weapon type filter */
var EFilterTypeUI TraderFilter;
var EFilterTypeUI AltTraderFilter;
/** The group that this weapon belongs to */
var byte InventoryGroup;
var int ItemID; //used since the list will be sorted.
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var bool bCanBuyAmmo;
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StructDefaultProperties
{
AltTraderFilter=FT_None
ItemID=-1
}
};
var() editoronly transient bool bBuildItemInfo;
/** main list of all items available for purchase at trader */
var() array<STraderItem> SaleItems;
/** Cost per 1 armor point */
var() int ArmorPrice;
/** Cost per 1 grenade */
var() int GrenadePrice;
/** default armor purchase details */
var class<KFWeaponDefinition> ArmorDef;
/** default knife stats for details pane */
var array<STraderItemWeaponStats> KnifeStats;
/** Icon for off-perk item filter */
var string OffPerkIconPath;
cpptext
{
// Update pickup paths in the editor
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
}
native function SetItemsInfo( out array<STraderItem> ItemArray );
native function SortItemsInfo(out array<STraderItem> ItemArray);
/** Get the list and item index for this particular weapon from the weapon calss name */
final function bool GetItemIndicesFromArche( out byte ItemIndex, name WeaponClassName )
{
local byte i;
for (i = 0; i < SaleItems.Length; i++)
{
if( WeaponClassName == SaleItems[i].ClassName )
{
ItemIndex = i;
return true;
}
}
return false;
}
DefaultProperties
{
ArmorPrice=3
GrenadePrice=40
OffPerkIconPath="UI_TraderMenu_TEX.UI_WeaponSelect_Trader_Perk"
ArmorDef=class'KFWeapDef_Armor';
KnifeStats=((StatType=TWS_Damage,StatValue=64),(StatType=TWS_RateOfFire,StatValue=100),(StatType=TWS_Range,StatValue=2)/*,(StatType=TWS_Penetration,StatValue=0),(StatType=TWS_Block,StatValue=0.5),(StatType=TWS_Parry,StatValue=0.3)*/)
}