103 lines
2.9 KiB
Ucode
103 lines
2.9 KiB
Ucode
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//=============================================================================
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// KFGameplayPoolManager
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//=============================================================================
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// Manages pools for puke mines, c4, etc... Unlike most pools this
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// is managed server-side, typically for replicated actors.
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2016 Tripwire Interactive LLC
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// - Matt 'Squirrlz' Farber
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//=============================================================================
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class KFGameplayPoolManager extends Actor;
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enum eProjectilePoolType
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{
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PPT_C4,
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PPT_PukeMine
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};
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/** The maximum global number of C4 that can be active in play */
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var protected const byte MAX_ACTIVE_C4;
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/** The maximum global number of puke mines that can be active in play */
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var protected const byte MAX_ACTIVE_PUKE_MINES;
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/** C4 spawned by players */
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var transient protected array<KFProjectile> ActiveC4;
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/** Puke mines spawned by players */
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var transient protected array<KFProjectile> ActivePukeMines;
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/** Returns instance to the pool manager */
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static function KFGameplayPoolManager GetPoolManager()
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{
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return KFGameplayPoolManager( class'WorldInfo'.static.GetWorldInfo().MyGameplayPoolManager );
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}
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/** Determines the pool type and adds a new projectile to that pool */
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function AddProjectileToPool( KFProjectile Proj, eProjectilePoolType PoolType )
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{
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switch( PoolType )
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{
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case PPT_C4:
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AddProjectileToPool_Internal( ActiveC4, Proj, MAX_ACTIVE_C4 );
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break;
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case PPT_PukeMine:
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AddProjectileToPool_Internal( ActivePukeMines, Proj, MAX_ACTIVE_PUKE_MINES );
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break;
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}
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}
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/** Determines the pool type and removes a projectile from the pool */
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function RemoveProjectileFromPool( KFProjectile Proj, eProjectilePoolType PoolType )
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{
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switch( PoolType )
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{
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case PPT_C4:
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RemoveProjectileFromPool_Internal( ActiveC4, Proj );
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break;
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case PPT_PukeMine:
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RemoveProjectileFromPool_Internal( ActivePukeMines, Proj );
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break;
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}
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}
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/** Add a projectile to its respective pool, removing the oldest if we are at the pool limit */
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private function AddProjectileToPool_Internal( out array<KFProjectile> PoolProjectiles, KFProjectile Proj, byte MaxActiveProjectiles )
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{
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if( PoolProjectiles.Length == MaxActiveProjectiles )
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{
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if( PoolProjectiles[0] != none )
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{
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PoolProjectiles[0].Detonate();
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}
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PoolProjectiles.Remove( 0, 1 );
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}
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PoolProjectiles.AddItem( Proj );
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}
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/** Remove a projectile from the pool (it's been destroyed) */
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private function RemoveProjectileFromPool_Internal( out array<KFProjectile> PoolProjectiles, KFProjectile Proj )
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{
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PoolProjectiles.RemoveItem( Proj );
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}
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/** Clears the pool arrays */
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event Reset()
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{
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ActivePukeMines.Length = 0;
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ActiveC4.Length = 0;
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}
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defaultproperties
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{
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bTickIsDisabled=true
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Physics=PHYS_None
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RemoteRole=ROLE_None
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MAX_ACTIVE_C4=24
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MAX_ACTIVE_PUKE_MINES=24
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}
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