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//=============================================================================
// KFGameDifficulty_Endless
//=============================================================================
// Manages Zed adjustments used in any game mode with Outbreak waves..
//=============================================================================
// Killing Floor 2
// Copyright (C) 2017 Tripwire Interactive LLC
//=============================================================================
class KFOutbreakEvent extends Object
within KFGameInfo ;
//Overrides for when ResetAllPickups will properly function. PRS_Wave functions like base _Survival.
enum PickupResetTime
{
PRS _Wave , //Start of wave
PRS _Trader , //During trader time
PRS _WaveAndTrader , //During start of wave and start of trader time
PRS _Never , //Disable pickups entirely, works like bDisablePickups
} ;
enum BeefcakeType
{
EBT _Damage ,
EBT _Rally ,
EBT _Scream ,
EBT _StalkerPoison ,
} ;
/** Individual per-class adjustments to make after a zed spawns */
struct StatAdjustments
{
//Class to adjust
var ( ) class < KFPawn _Monster > ClassToAdjust ;
//Health percentage scale
var ( ) float HealthScale ;
//Scale for gore health of the head hit zone
var ( ) float HeadHealthScale ;
//Scale for shield for zeds that support this
var ( ) float ShieldScale ;
//Start enraged
var ( ) bool bStartEnraged ;
//Whether or not to explode on death
var ( ) bool bExplosiveDeath ;
//Template to use for explosion
var KFGameExplosion ExplosionTemplate ;
//Class to ignore on explosion
var class < KFPawn > ExplosionIgnoreClass ;
/** Amount to scale up per-beefcake application per-type */
var array < float > BeefcakeScaleIncreases ;
/** Amount to scale up per-beefcake application per-type */
var array < float > BeefcakeHealthIncreases ;
/** Max Beefcake Scale - This should probably never go > 1.5 for collision reasons */
var ( ) float MaxBeefcake ;
/** Max beefcake health scale - This can scale forever really since it's not tied to visual scale */
var ( ) float MaxBeefcakeHealth ;
/** Scale to all damage that has this zed as an instigator */
var ( ) float DamageDealtScale ;
/** Scale to all damage that has this zed as a victim */
var ( ) float DamageTakenScale ;
/** Override of the global deflation rate to define a different per-zed rate, LERP between X and Y by player count */
var ( ) Vector2D OverrideDeflationRate ;
/** Additional sub wave to use when one of this type of zed spawns */
var ( ) KFAIWaveInfo AdditionalSubSpawns ;
/** 1 to max player count range of how many AI should spawn during the sub wave */
var ( ) Vector2D AdditionalSubSpawnCount ;
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/** Ammount of health recovered to the player on kill */
var ( ) int HealByKill ;
/** Ammount of health recovered to the player on kill assistance */
var ( ) int HealByAssistance ;
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/** Killing the zed should give a different dosh amount than the standard. */
var ( ) int DoshGiven ;
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/** Speed modifier */
var ( ) float InitialGroundSpeedModifierScale ;
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/** Override HitZones Information */
var ( ) array < HitZoneInfo > HitZonesOverride ;
/** WeakPoints to show special VFX*/
var ( ) array < WeakPoint > WeakPoints ;
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/** Score given when killed on GunGame weekly */
var ( ) byte GunGameKilledScore ;
var ( ) byte GunGameAssistanceScore ;
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structdefaultproperties
{
HealthScale = 1. f ;
HeadHealthScale = 1. f ;
ShieldScale = 1. f ;
bExplosiveDeath = false
MaxBeefcake = 1.5
MaxBeefcakeHealth = 1.5
DamageDealtScale = 1.0
DamageTakenScale = 1.0
OverrideDeflationRate = ( X = 0.0 , Y = 0.0 )
AdditionalSubSpawnCount = ( X = 1 , Y = 1 )
DoshGiven = INDEX _NONE
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InitialGroundSpeedModifierScale = 1.0
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GunGameKilledScore = 0 ;
GunGameAssistanceScore = 0 ;
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}
} ;
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struct BossRushOverridesPerWave
{
var ( ) array < StatAdjustments > ZedsToAdjust ;
var ( ) array < SpawnReplacement > SpawnReplacementList ;
var ( ) float DoshOnKillGlobalModifier ;
var ( ) int ExtraDoshGrantedonWaveWon ;
structdefaultproperties
{
DoshOnKillGlobalModifier = 1.0 f
ExtraDoshGrantedonWaveWon = 0.0 f
}
} ;
struct BossRushOverrides
{
var ( ) array < BossRushOverridesPerWave > PerWaves ;
} ;
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struct GunGameLevel
{
var ( ) int RequiredScore ;
var ( ) array < class < KFWeaponDefinition > > GrantedWeapons ;
} ;
struct GunGameRespawnLevel
{
var ( ) int Wave ;
var ( ) int Level ;
} ;
struct GunGamePerkData
{
var ( ) array < GunGameLevel > GunGameLevels ;
var ( ) array < GunGameRespawnLevel > GunGameRespawnLevels ;
} ;
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/ * * I n d i v i d u a l p r o p e r t y o v e r r i d e s t h a t d r i v e o t h e r b e h a v i o r t o a l l o w f o r
* a large amount of variety in our weekly event mode .
* /
struct WeeklyOverrides
{
/** Difficulty to use for this event */
var ( ) int EventDifficulty ;
/** Length of game to use for this event */
var ( ) int GameLength ;
/** Only allow headshots */
var ( ) bool bHeadshotsOnly ;
/** Spawn rate multiplier. Modifies how KFAISpawnManager runs logic */
var ( ) float SpawnRateMultiplier ;
/** How often global damage should occur (0 = Off) */
var ( ) float GlobalDamageTickRate ;
/** How much damage should be applied by global tick */
var ( ) float GlobalDamageTickAmount ;
/** How much the cost of ammo should be scaled (Default 1.0) */
var ( ) float GlobalAmmoCostScale ;
/ * * I f t h i s a r r a y i s n o t e m p t y , m o d i f i e s t h e p a w n ' s D e f a u l t I n v e n t o r y
* array prior to calling in to P . AddDefaultInventory
* /
var ( ) KFGFxObject _TraderItems SpawnWeaponList ;
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/** Adds weapon spawn list to the player's loadout */
var ( ) bool bAddSpawnListToLoadout ;
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/** If this flag is set to true, the secondary weapon will be checked for availability in the current game mode */
var ( ) bool bSpawnWeaponListAffectsSecondaryWeapons ;
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/** If this array is not empty, modifies the trader's list of available weapons */
var ( ) KFGFxObject _TraderItems TraderWeaponList ;
/** Whether or not grenades are disabled at spawn and for purchase */
var ( ) bool bDisableGrenades ;
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/** If this array is not empty, modifies the list of perks available for this weekly mode */
var ( ) const array < class < KFPerk > > PerksAvailableList ;
/ * * A c t i v a t e s t h e s p e c i a l c o n d i t i o n s f o r t h e C o l l i s e u m W e e k l y M o d e
* 1 ) Disables Berserker lvl25 skills 2 ) Enables lvl25 battery ram skill of the swat
* /
var ( ) bool bColliseumSkillConditionsActive ;
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/ * * A c t i v a t e s t h e s p e c i a l c o n d i t i o n s f o r t h e W i l d W e s t W e e k l y M o d e
* 1 ) Disables Berserker lvl25 skills 2 ) Enables lvl25 battery ram skill of the swat
* /
var ( ) bool bWildWestSkillConditionsActive ;
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/** If this array is not empty, replaces AIClassList entries with a new spawn class */
var ( ) array < SpawnReplacement > SpawnReplacementList ;
/** Whether or not to use the spawn replacement list in the boss wave*/
var ( ) bool bAllowSpawnReplacementDuringBossWave ;
/** If this array is not empty, replaces AIClassList entries with a new spawn class */
var ( ) array < BossSpawnReplacement > BossSpawnReplacementList ;
/** If this array is not empty, properties set in ZedsToAdjust are used in AdjustSpawnedAIPawn */
var ( ) array < StatAdjustments > ZedsToAdjust ;
/** Whether or not to skip opening of the trader */
var ( ) bool bDisableTraders ;
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/** Whether or not to force show skip trader button */
var ( ) bool bForceShowSkipTrader ;
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/** When to reset pickups */
var ( ) PickupResetTime PickupResetTime ;
/** Override for the difficulty's item pickup modifier */
var ( ) float OverrideItemPickupModifier < ClampMax = 1.0 > ;
/** Overrride for the difficulty's ammo pickup modifier */
var ( ) float OverrideAmmoPickupModifier < ClampMax = 1.0 > ;
/** Overrides for the standard wave scale behavior of WaveNum / WaveMax */
var ( ) array < float > WaveItemPickupModifiers ;
var ( ) array < float > WaveAmmoPickupModifiers ;
/** Whether or not to use the override item pickup timings */
var ( ) bool bUseOverrideItemRespawnTime ;
/** Override timings for item pickup respawn */
var ( ) NumPlayerMods OverrideItemRespawnTime ;
/** Whether or not to use the override ammo pickup timings */
var ( ) bool bUseOverrideAmmoRespawnTime ;
/** Override timings for ammo pickup respawn */
var ( ) NumPlayerMods OverrideAmmoRespawnTime ;
/** Permanent zed time */
var ( ) bool bPermanentZedTime ;
/** Amount of pawns at which zed time will turn off */
var ( ) int PermanentZedTimeCutoff ;
/** Amount of time between checks to stay in full slomo. Note: Scaled by zed time dilation */
var ( ) float PermanentZedResetTime ;
/** Override time dilation for zed time */
var ( ) float OverrideZedTimeSlomoScale ;
/** Radius to use for kicking players out of partial zed time */
var ( ) float ZedTimeRadius ;
/** Radius to use specifically against bosses for partial zed time */
var ( ) Float ZedTimeBossRadius ;
/** Height to use for kicking players out of partial zed time */
var ( ) float ZedTimeHeight ;
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/** Use a new probability of getting a drama event when a Zed is killed on a 3m radius of the player */
var ( ) bool bModifyZedTimeOnANearZedKill ;
/** Percentage value (0...1) for the probability of getting a drama event when a Zed is killed on a 3m radius of the player */
var ( ) float ZedTimeOnANearZedKill ;
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/** Whether or not to use size scale on damage */
var ( ) bool bScaleOnHealth ;
/** Starting size scale (typically should be 1.0) */
var ( ) float StartingDamageSizeScale ;
/** Damage size scale at 0 health */
var ( ) float DeadDamageSizeScale ;
/** Global Override Spawn Derate Time */
var ( ) float OverrideSpawnDerateTime ;
/** Global Override Teleport Derate Time */
var ( ) float OverrideTeleportDerateTime ;
/** Global gravity override */
var ( ) float GlobalGravityZ ;
/** Turn on beef cake mode. We're going full Cartman. Pawn scales up when doing damage or being rallied by an alpha. */
var ( ) bool bUseBeefcakeRules ;
/** Per-player count percent to scale amount of AI in the wave by */
var ( ) array < float > WaveAICountScale ;
/** Head size */
var ( ) float ZedSpawnHeadScale ;
/** Player head size */
var ( ) float PlayerSpawnHeadScale ;
/** Allow human sprinting */
var ( ) bool bHumanSprintEnabled ;
/** Cost scale for weapons not on the user's active perk */
var ( ) float OffPerkCostScale ;
/** Whether or not we should allow ground speed to become sprint if the melee backup is active */
var ( ) bool bBackupMeleeSprintSpeed ;
/** Additional wave info to use during boss phase */
var ( ) KFAIWaveInfo AdditionalBossWaveInfo ;
/** Frequency of additional wave spawn */
var ( ) float AdditionalBossWaveFrequency ;
/** Delay until first wave. This should never be 0, and likely never less than ~5 seconds, it can potentially never spawn boss if it is. */
var ( ) float AdditionalBossWaveStartDelay ;
/** 1 to max player count range of how many AI should spawn during the additional waves */
var ( ) Vector2D AdditionalBossSpawnCount ;
/** Whether or not to spawn a continuous wave type every x seconds, or a single spawn every x seconds */
var ( ) bool bContinuousAdditionalBossWave ;
/** Scale to use to increase or decrease crush damage */
var ( ) float CrushScale ;
/** Scale to increase or decrease damage while jumping */
var ( ) float JumpDamageScale ;
/** Amount of jumps the player can take */
var ( ) int NumJumpsAllowed ;
/** Whether to turn on inflation rules within KFPawn_Monster */
var ( ) bool bUseZedDamageInflation ;
/** Maximum pawn inflation (0 health) */
var ( ) float ZeroHealthInflation ;
/** Deflation Percent Per Second */
var ( ) float GlobalDeflationRate ;
/** Inflation death gravity */
var ( ) float InflationDeathGravity ;
/** Inflation explosion timer */
var ( ) float InflationExplosionTimer ;
/** Disable headless mode on a pawn */
var ( ) bool bDisableHeadless ;
/** Maximum level of perk allowed to be in use. -1 = all off, 4 = level 25 */
var ( ) byte MaxPerkLevel ;
/** Boom performance optimization - Max booms in one frame (avoids big Demo spikes) */
var ( ) int MaxBoomsPerFrame ;
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/** Heal after kill */
var ( ) bool bHealAfterKill ;
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/** Only heal with headshots */
var ( ) bool bHealWithHeadshot ;
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/** Cannot be Healed*/
var ( ) bool bCannotBeHealed ;
/** Global Damage affects shield or ignores it */
var ( ) bool bGlobalDamageAffectsShield ;
/** Global Damage Should be applied during a boss wave*/
var ( ) bool bApplyGlobalDamageBossWave ;
/** Replenish player's health once a wave ends. */
var ( ) bool bHealPlayerAfterWave ;
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/** Can kill enemies by jumping on them */
var ( ) bool bGoompaJumpEnabled ;
/** Damage done when jumping over an enemy */
var ( ) int GoompaJumpDamage ;
/** Damage added per goompa streak */
var ( ) float GoompaStreakDamage ;
/** Max number of goompa jumps that counts for damage increase */
var ( ) int GoompaStreakMax ;
/** Impulse applied to the player when jumping over an enemy */
var ( ) float GoompaJumpImpulse ;
/** Duration of the goompa streak bonus */
var ( ) float GoompaBonusDuration ;
/** Z velocity for jumping */
var ( ) float JumpZ ;
/** Drop items lifespan */
var ( ) float DroppedItemLifespan ;
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/** Global modifier of dosh received by players when a zed is killed. Default value is 1.0 */
var ( ) float DoshOnKillGlobalModifier ;
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/** Disable Add Dosh */
var ( ) bool bDisableAddDosh ;
/** Disable Throw Weapon */
var ( ) bool bDisableThrowWeapon ;
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/** Delay After a wave starts for applying global damage. */
var ( ) float DamageDelayAfterWaveStarted ;
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/** If weapon pickups should spawn unfinitely */
var ( ) bool bUnlimitedWeaponPickups ;
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/** If another outbreak mode shares the same events, this will link the two to quicker UI lookup */
var ( ) int WeeklyOutbreakId ;
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/** If WWL music should be forced */
var ( ) bool bForceWWLMusic ;
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/** Boss classes availabled for boss rush mode */
var ( ) bool bBossRushMode ;
var ( ) BossRushOverrides BossRushOverrideParams ;
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/** */
var ( ) bool bGunGameMode ;
/** Information about each level in Gun Game Mode */
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var ( ) GunGamePerkData GunGamePerksData ;
/** VIP targetting */
var ( ) const array < class < KFPawn _Monster > > VIPTargetting ;
var ( ) bool bVIPGameMode ;
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/** Ignores damage caused by headshots. */
var ( ) bool bInvulnerableHeads ;
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/** Trade time override. */
var ( ) float TraderTimeModifier ;
/** Time between waves override. */
var ( ) float TimeBetweenWaves ;
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structdefaultproperties
{
GameLength = GL _Short
SpawnRateMultiplier = 1.0
GlobalAmmoCostScale = 1.0
PickupResetTime = PRS _Wave
OverrideItemPickupModifier = - 1.0
OverrideAmmoPickupModifier = - 1.0
PermanentZedResetTime = 1.0
OverrideZedTimeSlomoScale = 0.2
StartingDamageSizeScale = 1.0
DeadDamageSizeScale = 0.1
OverrideSpawnDerateTime = - 1. f ;
OverrideTeleportDerateTime = - 1. f
GlobalGravityZ = - 1150 //Matches WorldInfo.uc default
PlayerSpawnHeadScale = 1.0
ZedSpawnHeadScale = 1.0
bHumanSprintEnabled = true
OffPerkCostScale = 1.0
bBackupMeleeSprintSpeed = false
AdditionalBossWaveStartDelay = 15
bContinuousAdditionalBossWave = true
CrushScale = 1.0
JumpDamageScale = 1.0
NumJumpsAllowed = 1
ZeroHealthInflation = 1.0
GlobalDeflationRate = 0.1
InflationExplosionTimer = 3.0
InflationDeathGravity = - 0.1
MaxPerkLevel = 4
bAllowSpawnReplacementDuringBossWave = true
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bHealAfterKill = false
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bHealWithHeadshot = false
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bCannotBeHealed = false
bGlobalDamageAffectsShield = true
bApplyGlobalDamageBossWave = true
bHealPlayerAfterWave = false
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bGoompaJumpEnabled = false
bUnlimitedWeaponPickups = false
GoompaJumpDamage = 0 ;
GoompaStreakDamage = 0 ;
GoompaJumpImpulse = 0 ;
GoompaStreakMax = 0 ;
GoompaBonusDuration = 0.0 f ;
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DamageDelayAfterWaveStarted = 10.0 f
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WeeklyOutbreakId = INDEX _NONE
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bAddSpawnListToLoadout = false
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bSpawnWeaponListAffectsSecondaryWeapons = false
bColliseumSkillConditionsActive = false
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bWildWestSkillConditionsActive = false
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bModifyZedTimeOnANearZedKill = false
ZedTimeOnANearZedKill = 0.05
DoshOnKillGlobalModifier = 1.0 f
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JumpZ = - 1. f
DroppedItemLifespan = - 1.0 f
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bForceWWLMusic = false ;
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bBossRushMode = false ;
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bDisableAddDosh = false ;
bDisableThrowWeapon = false ;
bGunGameMode = false ;
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bVIPGameMode = false ;
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bInvulnerableHeads = false ;
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TraderTimeModifier = 1. f ;
TimeBetweenWaves = - 1. f ;
bForceShowSkipTrader = false ;
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}
} ;
struct CachedOutbreakInfo
{
var KFGFxObject _TraderItems TraderItems ;
var float GameAmmoCostScale ;
var bool bAllowGrenadePurchase ;
var bool bTradersEnabled ;
var byte MaxPerkLevel ;
var float CachedWorldGravityZ ;
var float CachedGlobalGravityZ ;
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var PerkAvailableData PerksAvailableData ;
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var bool bForceShowSkipTrader ;
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structdefaultproperties
{
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bTradersEnabled = true
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bAllowGrenadePurchase = true
GameAmmoCostScale = 1.0
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bForceShowSkipTrader = false
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}
} ;
/** List of events setup by design */
var array < WeeklyOverrides > SetEvents ;
/** List of events that are in progress or have yet to make the cut */
var array < WeeklyOverrides > TestEvents ;
/** Current event being used */
var WeeklyOverrides ActiveEvent ;
/** Stored values of World Info and GRI items incase we need to reset it. */
var CachedOutbreakInfo CachedItems ;
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function int SetActiveEvent ( int ActiveEventIdx )
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{
` if( ` notdefined ( ShippingPC ) )
local string LocalURL ;
` endif
` if( ` notdefined ( ShippingPC ) )
//Runtime override by URL options for testing purposes
LocalURL = WorldInfo . GetLocalURL ( ) ;
LocalURL = Split ( LocalURL , "?" ) ; //remove map name
ActiveEventIdx = GetIntOption ( LocalURL , "ActiveEventIdx" , ActiveEventIdx ) ;
//If our override is out of bounds, see if it's a valid test event
if ( ActiveEventIdx >= SetEvents . Length )
{
ActiveEventIdx -= SetEvents . Length ;
if ( ActiveEventIdx <= TestEvents . Length && ActiveEventIdx >= 0 )
{
ActiveEvent = TestEvents [ ActiveEventIdx ] ;
}
}
else
{
ActiveEvent = SetEvents [ ActiveEventIdx ] ;
}
` else
if ( ActiveEventIdx < SetEvents . length )
{
ActiveEvent = SetEvents [ ActiveEventIdx ] ;
}
` endif
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return ActiveEventIdx ;
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}
function ClearActiveEvent ( )
{
local WeeklyOverrides EmptyEvent ;
WorldInfo . WorldGravityZ = CachedItems . CachedWorldGravityZ ;
WorldInfo . GlobalGravityZ = CachedItems . CachedGlobalGravityZ ;
if ( GameReplicationInfo != none && KFGameReplicationInfo ( GameReplicationInfo ) != none )
{
if ( ActiveEvent . TraderWeaponList != none )
{
KFGameReplicationInfo ( GameReplicationInfo ) . TraderItems = CachedItems . TraderItems ;
}
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if ( ActiveEvent . PerksAvailableList . length > 0 )
{
KFGameReplicationInfo ( GameReplicationInfo ) . PerksAvailableData = CachedItems . PerksAvailableData ;
}
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KFGameReplicationInfo ( GameReplicationInfo ) . GameAmmoCostScale = CachedItems . GameAmmoCostScale ;
KFGameReplicationInfo ( GameReplicationInfo ) . bAllowGrenadePurchase = CachedItems . bAllowGrenadePurchase ;
KFGameReplicationInfo ( GameReplicationInfo ) . bTradersEnabled = CachedItems . bTradersEnabled ;
KFGameReplicationInfo ( GameReplicationInfo ) . MaxPerkLevel = CachedItems . MaxPerkLevel ;
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KFGameReplicationInfo ( GameReplicationInfo ) . bForceShowSkipTrader = CachedItems . bForceShowSkipTrader ;
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}
ActiveEvent = EmptyEvent ;
}
function CacheGRI ( )
{
CachedItems . CachedGlobalGravityZ = WorldInfo . GlobalGravityZ ;
CachedItems . CachedWorldGravityZ = WorldInfo . WorldGravityZ ;
if ( GameReplicationInfo != none && KFGameReplicationInfo ( GameReplicationInfo ) != none )
{
if ( ActiveEvent . TraderWeaponList != none )
{
CachedItems . TraderItems = KFGameReplicationInfo ( GameReplicationInfo ) . TraderItems ;
}
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if ( ActiveEvent . PerksAvailableList . length > 0 )
{
CachedItems . PerksAvailableData = KFGameReplicationInfo ( GameReplicationInfo ) . PerksAvailableData ;
}
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CachedItems . GameAmmoCostScale = KFGameReplicationInfo ( GameReplicationInfo ) . GameAmmoCostScale ;
CachedItems . bAllowGrenadePurchase = KFGameReplicationInfo ( GameReplicationInfo ) . bAllowGrenadePurchase ;
CachedItems . bTradersEnabled = KFGameReplicationInfo ( GameReplicationInfo ) . bTradersEnabled ;
CachedItems . MaxPerkLevel = KFGameReplicationInfo ( GameReplicationInfo ) . MaxPerkLevel ;
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CachedItems . bForceShowSkipTrader = KFGameReplicationInfo ( GameReplicationInfo ) . bForceShowSkipTrader ;
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}
}
function UpdateGRI ( )
{
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local int i ;
local KFGameReplicationInfo KFGRI ;
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CacheGRI ( ) ;
//This should have just been spawned in the super
if ( GameReplicationInfo != none && KFGameReplicationInfo ( GameReplicationInfo ) != none )
{
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KFGRI = KFGameReplicationInfo ( GameReplicationInfo ) ;
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if ( ActiveEvent . TraderWeaponList != none )
{
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KFGRI . TraderItems = ActiveEvent . TraderWeaponList ;
}
if ( ActiveEvent . PerksAvailableList . length > 0 )
{
KFGRI . PerksAvailableData . bPerksAvailableLimited = true ;
KFGRI . PerksAvailableData . bBerserkerAvailable = false ;
KFGRI . PerksAvailableData . bCommandoAvailable = false ;
KFGRI . PerksAvailableData . bSupportAvailable = false ;
KFGRI . PerksAvailableData . bFieldMedicAvailable = false ;
KFGRI . PerksAvailableData . bDemolitionistAvailable = false ;
KFGRI . PerksAvailableData . bFirebugAvailable = false ;
KFGRI . PerksAvailableData . bGunslingerAvailable = false ;
KFGRI . PerksAvailableData . bSharpshooterAvailable = false ;
KFGRI . PerksAvailableData . bSwatAvailable = false ;
KFGRI . PerksAvailableData . bSurvivalistAvailable = false ;
for ( i = 0 ; i < ActiveEvent . PerksAvailableList . length ; i ++ )
{
if ( ActiveEvent . PerksAvailableList [ i ] == class 'KFPerk_Berserker' ) KFGRI . PerksAvailableData . bBerserkerAvailable = true ;
else if ( ActiveEvent . PerksAvailableList [ i ] == class 'KFPerk_Commando' ) KFGRI . PerksAvailableData . bCommandoAvailable = true ;
else if ( ActiveEvent . PerksAvailableList [ i ] == class 'KFPerk_Support' ) KFGRI . PerksAvailableData . bSupportAvailable = true ;
else if ( ActiveEvent . PerksAvailableList [ i ] == class 'KFPerk_FieldMedic' ) KFGRI . PerksAvailableData . bFieldMedicAvailable = true ;
else if ( ActiveEvent . PerksAvailableList [ i ] == class 'KFPerk_Demolitionist' ) KFGRI . PerksAvailableData . bDemolitionistAvailable = true ;
else if ( ActiveEvent . PerksAvailableList [ i ] == class 'KFPerk_Firebug' ) KFGRI . PerksAvailableData . bFirebugAvailable = true ;
else if ( ActiveEvent . PerksAvailableList [ i ] == class 'KFPerk_Gunslinger' ) KFGRI . PerksAvailableData . bGunslingerAvailable = true ;
else if ( ActiveEvent . PerksAvailableList [ i ] == class 'KFPerk_Sharpshooter' ) KFGRI . PerksAvailableData . bSharpshooterAvailable = true ;
else if ( ActiveEvent . PerksAvailableList [ i ] == class 'KFPerk_Swat' ) KFGRI . PerksAvailableData . bSwatAvailable = true ;
else if ( ActiveEvent . PerksAvailableList [ i ] == class 'KFPerk_Survivalist' ) KFGRI . PerksAvailableData . bSurvivalistAvailable = true ;
}
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}
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KFGRI . GameAmmoCostScale = ActiveEvent . GlobalAmmoCostScale ;
KFGRI . bAllowGrenadePurchase = ! ActiveEvent . bDisableGrenades ;
KFGRI . bTradersEnabled = ! ActiveEvent . bDisableTraders ;
KFGRI . MaxPerkLevel = ActiveEvent . MaxPerkLevel ;
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KFGRI . bForceShowSkipTrader = ActiveEvent . bForceShowSkipTrader ;
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}
}
function ModifyGroundSpeed ( KFPawn PlayerPawn , out float GroundSpeed )
{
local KFWeapon KFW ;
local KFInventoryManager KFIM ;
if ( ActiveEvent . bBackupMeleeSprintSpeed )
{
KFW = KFWeapon ( PlayerPawn . Weapon ) ;
if ( KFW == none )
{
KFIM = KFInventoryManager ( PlayerPawn . InvManager ) ;
if ( KFIM != none && KFIM . PendingWeapon != none )
{
KFW = KFWeapon ( KFIM . PendingWeapon ) ;
}
}
if ( KFW != None && KFW . IsMeleeWeapon ( ) && KFW . bIsBackupWeapon )
{
GroundSpeed = PlayerPawn . default . SprintSpeed ;
}
}
}
//In our case, this should be better explained as a GameInfo-facing AdjustDamage. Things are being done here that would be incredibly invasive in other classes given the size of our code base.
function ReduceDamage ( out int Damage , Pawn Injured , Controller InstigatedBy , class < DamageType > DamageType , TraceHitInfo HitInfo )
{
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local int HitZoneIdx , WaveNum ;
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local KFPawn InstigatorPawn ;
//Some events can be headshot only. Do this only if the incoming damage is against a monster-derived class
// and it's one of our custom damage types. Keeps things like crush damage from being scaled to 0.
if ( ActiveEvent . bHeadshotsOnly && KFPawn _Monster ( Injured ) != none && ClassIsChildOf ( DamageType , class 'KFDamageType' ) )
{
HitZoneIdx = KFPawn _Monster ( Injured ) . HitZones . Find ( 'ZoneName' , HitInfo . BoneName ) ;
if ( HitZoneIdx != HZI _Head )
{
Damage = 0 ;
}
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}
else if ( ActiveEvent . bInvulnerableHeads && KFPawn _Monster ( Injured ) != none && ClassIsChildOf ( DamageType , class 'KFDamageType' ) )
{
HitZoneIdx = KFPawn _Monster ( Injured ) . HitZones . Find ( 'ZoneName' , HitInfo . BoneName ) ;
// Apply damage to head armor but not head.
if ( HitZoneIdx == HZI _Head && ! bool ( KFPawn _Monster ( Injured ) . ArmorZoneStatus & 1 ) )
{
Damage = 0 ;
}
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}
if ( InstigatedBy != none )
{
InstigatorPawn = KFPawn ( InstigatedBy . Pawn ) ;
//Do any instigator-based adjustments here
if ( InstigatorPawn != None )
{
if ( ActiveEvent . JumpDamageScale != 1.0 && InstigatorPawn . bJumping )
{
Damage *= ActiveEvent . JumpDamageScale ;
}
}
}
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if ( ! ActiveEvent . bBossRushMode )
{
AdjustDamageReduction ( Damage , Injured , InstigatedBy , InstigatorPawn , ActiveEvent . ZedsToAdjust ) ;
}
else
{
WaveNum = Outer . MyKFGRI . WaveNum - 1 ;
if ( WaveNum < ActiveEvent . BossRushOverrideParams . PerWaves . length )
{
AdjustDamageReduction ( Damage , Injured , InstigatedBy , InstigatorPawn , ActiveEvent . BossRushOverrideParams . PerWaves [ WaveNum ] . ZedsToAdjust ) ;
}
}
}
function AdjustDamageReduction ( out int Damage , Pawn Injured , Controller InstigatedBy , KFPawn InstigatorPawn , array < StatAdjustments > Adjustments )
{
local StatAdjustments ToAdjust ;
foreach Adjustments ( ToAdjust )
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{
//Injured zed reduction
if ( Injured . class == ToAdjust . ClassToAdjust )
{
Damage *= ToAdjust . DamageTakenScale ;
}
if ( InstigatorPawn != none && InstigatorPawn . class == ToAdjust . ClassToAdjust )
{
Damage *= ToAdjust . DamageDealtScale ;
}
}
}
//Become Cartman
function AdjustForBeefcakeRules ( Pawn Pawn , optional BeefcakeType Type = EBT _Damage )
{
local float CurrentScale , PercentIncrease ;
local KFPawn _Monster KFP ;
local StatAdjustments StatAdjust ;
local float IntendedHeadScaling ;
local float OldHealthMax ;
KFP = KFPawn _Monster ( Pawn ) ;
if ( KFP != none )
{
foreach ActiveEvent . ZedsToAdjust ( StatAdjust )
{
if ( Pawn . class == StatAdjust . ClassToAdjust )
{
CurrentScale = KFP . IntendedBodyScale ;
//Set new body scale based on whether or not we rallied
CurrentScale += StatAdjust . BeefcakeScaleIncreases [ Type ] ;
CurrentScale = FMin ( CurrentScale , StatAdjust . MaxBeefcake ) ;
KFP . IntendedBodyScale = CurrentScale ;
if ( StatAdjust . BeefcakeHealthIncreases [ Type ] > 0. f && ! KFP . IsABoss ( ) )
{
//Adjust their health by the specified amount
PercentIncrease = StatAdjust . BeefcakeHealthIncreases [ Type ] ;
OldHealthMax = KFP . HealthMax ;
KFP . HealthMax += KFP . default . Health * PercentIncrease ;
KFP . HealthMax = Min ( KFP . default . Health * StatAdjust . MaxBeefcakeHealth , KFP . HealthMax ) ;
//If we haven't capped health max, also adjust health
if ( OldHealthMax < KFP . HealthMax )
{
KFP . Health += KFP . default . Health * PercentIncrease ;
KFP . Health = Min ( KFP . Health , KFP . HealthMax ) ;
}
}
//Heads in beefcake are supposed to stay at the original scale. Do that here.
IntendedHeadScaling = 1.0 / CurrentScale ;
KFP . IntendedHeadScale = IntendedHeadScaling ;
KFP . SetHeadScale ( IntendedHeadScaling , KFP . CurrentHeadScale ) ;
}
}
}
}
function AdjustScoreDamage ( Controller InstigatedBy , Pawn DamagedPawn , class < DamageType > damageType )
{
if ( ActiveEvent . bScaleOnHealth )
{
AdjustPawnScale ( DamagedPawn ) ;
}
}
function AdjustPawnScale ( Pawn Pawn )
{
local float ScalePercent ;
local KFPawn _Monster MonsterPawn ;
local KFPawn _Human HumanPawn ;
local int CurrentHealth ;
MonsterPawn = KFPawn _Monster ( Pawn ) ;
HumanPawn = KFPawn _Human ( Pawn ) ;
CurrentHealth = Max ( Pawn . Health , 0 ) ;
if ( ActiveEvent . bScaleOnHealth )
{
if ( MonsterPawn != none )
{
ScalePercent = ActiveEvent . StartingDamageSizeScale - ( ActiveEvent . StartingDamageSizeScale - ActiveEvent . DeadDamageSizeScale ) * ( 1 - ( float ( CurrentHealth ) / float ( Pawn . HealthMax ) ) ) ;
MonsterPawn . IntendedBodyScale = ScalePercent ;
}
//Humans can go > 100 health, only scale down if they fall below the 100 threshold for starting health
else if ( HumanPawn != none )
{
if ( CurrentHealth > 100 )
{
ScalePercent = ActiveEvent . StartingDamageSizeScale ;
}
else
{
ScalePercent = ActiveEvent . StartingDamageSizeScale - ( ActiveEvent . StartingDamageSizeScale - ActiveEvent . DeadDamageSizeScale ) * ( 1 - ( float ( CurrentHealth ) / 100.0 ) ) ;
}
HumanPawn . IntendedBodyScale = ScalePercent ;
}
}
}
function AdjustMonsterDefaults ( out KFPawn _Monster P )
{
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local int WaveNum ;
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if ( P == none )
{
return ;
}
//Mode globals
P . IntendedHeadScale = ActiveEvent . ZedSpawnHeadScale ;
P . SetHeadScale ( P . IntendedHeadScale , P . CurrentHeadScale ) ;
P . CrushScale = ActiveEvent . CrushScale ;
P . bDisableHeadless = ActiveEvent . bDisableHeadless ;
if ( ActiveEvent . bUseZedDamageInflation )
{
P . bUseDamageInflation = true ;
P . ZeroHealthInflation = ActiveEvent . ZeroHealthInflation ;
P . DamageDeflationRate = ActiveEvent . GlobalDeflationRate ;
P . bDisableGoreMeshWhileAlive = true ;
P . InflationExplosionTimer = ActiveEvent . InflationExplosionTimer ;
P . InflateDeathGravity = ActiveEvent . InflationDeathGravity ;
}
//Per class overrides
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if ( ! ActiveEvent . bBossRushMode )
{
AdjustDefaults ( P , ActiveEvent . ZedsToAdjust ) ;
}
else
{
WaveNum = Outer . MyKFGRI . WaveNum - 1 ;
if ( WaveNum < ActiveEvent . BossRushOverrideParams . PerWaves . length )
{
AdjustDefaults ( P , ActiveEvent . BossRushOverrideParams . PerWaves [ WaveNum ] . ZedsToAdjust ) ;
}
}
}
function AdjustDefaults ( out KFPawn _Monster P , array < StatAdjustments > Adjustments )
{
local StatAdjustments ToAdjust ;
local HitZoneInfo OverrideHitZone ;
local array < WeakPoint > OverridenBones ;
local WeakPoint WeakPoint ;
local int i ;
foreach Adjustments ( ToAdjust )
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{
if ( P . class == ToAdjust . ClassToAdjust )
{
P . Health *= ToAdjust . HealthScale ;
P . HealthMax *= ToAdjust . HealthScale ;
P . HitZones [ HZI _HEAD ] . GoreHealth *= ToAdjust . HeadHealthScale ;
P . HitZones [ HZI _HEAD ] . MaxGoreHealth = P . HitZones [ HZI _HEAD ] . GoreHealth ;
P . SetShieldScale ( ToAdjust . ShieldScale ) ;
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P . HealByKill = ToAdjust . HealByKill ;
P . HealByAssistance = ToAdjust . HealByAssistance ;
P . InitialGroundSpeedModifier *= ToAdjust . InitialGroundSpeedModifierScale ;
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P . GunGameKilledScore = ToAdjust . GunGameKilledScore ;
P . GunGameAssistanceScore = ToAdjust . GunGameAssistanceScore ;
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if ( ToAdjust . bStartEnraged )
{
//If we aren't using the AI controller's spawn enrage, go into the pawn
if ( KFAIController ( P . Controller ) == none || ! KFAIController ( P . Controller ) . SpawnEnraged ( ) )
{
P . SetEnraged ( true ) ;
}
}
if ( ToAdjust . bExplosiveDeath && ToAdjust . ExplosionTemplate != none )
{
P . bUseExplosiveDeath = true ;
}
if ( ActiveEvent . bUseZedDamageInflation && ( ToAdjust . OverrideDeflationRate . X > 0.0 f || ToAdjust . OverrideDeflationRate . Y > 0.0 f ) )
{
P . DamageDeflationRate = Lerp ( ToAdjust . OverrideDeflationRate . X , ToAdjust . OverrideDeflationRate . Y , FMax ( NumPlayers , 1 ) / float ( MaxPlayers ) ) ;
}
if ( ToAdjust . AdditionalSubSpawns != none )
{
SpawnManager . SummonBossMinions ( ToAdjust . AdditionalSubSpawns . Squads , Lerp ( ToAdjust . AdditionalSubSpawnCount . X , ToAdjust . AdditionalSubSpawnCount . Y , FMax ( NumPlayers , 1 ) / float ( MaxPlayers ) ) ) ;
}
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if ( ToAdjust . HitZonesOverride . Length > 0 )
{
foreach ToAdjust . HitZonesOverride ( OverrideHitZone )
{
for ( i = 0 ; i < P . Hitzones . Length ; ++ i )
{
if ( OverrideHitZone . ZoneName == P . Hitzones [ i ] . ZoneName )
{
P . Hitzones [ i ] . DmgScale = OverrideHitZone . DmgScale ;
P . Hitzones [ i ] . GoreHealth = OverrideHitZone . GoreHealth ;
P . Hitzones [ i ] . MaxGoreHealth = OverrideHitZone . MaxGoreHealth ;
break ;
}
}
}
}
if ( ToAdjust . WeakPoints . Length > 0 )
{
OverridenBones . Length = 0 ;
foreach ToAdjust . WeakPoints ( WeakPoint )
{
OverridenBones . AddItem ( WeakPoint ) ;
}
if ( OverridenBones . Length > 0 )
{
P . ServerSpawnWeakPointVFX ( OverridenBones ) ;
}
}
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}
}
}
function AdjustRestartedPlayer ( out KFPawn _Human KFPH )
{
local KFInventoryManager KFIM ;
//Do human spawn time things
if ( KFPH != none )
{
KFPH . bAllowSprinting = ActiveEvent . bHumanSprintEnabled ;
KFPH . NumJumpsAllowed = ActiveEvent . NumJumpsAllowed ;
KFPH . IntendedHeadScale = ActiveEvent . PlayerSpawnHeadScale ;
KFPH . SetHeadScale ( KFPH . IntendedHeadScale , KFPH . CurrentHeadScale ) ;
KFPH . bDisableTraderDialog = ActiveEvent . bDisableTraders ;
KFIM = KFInventoryManager ( KFPH . InvManager ) ;
if ( KFIM != none )
{
KFIM . OffPerkCostScale = ActiveEvent . OffPerkCostScale ;
}
}
}
function OnScoreKill ( Pawn KilledPawn )
{
}
function ApplyGlobalDamage ( )
{
local KFPawn _Human Pawn ;
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local class < DamageType > DamageType ;
DamageType = ActiveEvent . bGlobalDamageAffectsShield ? class 'DmgType_Crushed' : class 'KFDT_Falling' ;
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foreach WorldInfo . AllPawns ( class 'KFPawn_Human' , Pawn )
{
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Pawn . TakeDamage ( OutbreakEvent . ActiveEvent . GlobalDamageTickAmount , none , Pawn . Location , vect ( 0 , 0 , 0 ) , DamageType ) ;
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}
}
function CacheWorldInfo ( )
{
if ( WorldInfo != none )
{
CachedItems . CachedGlobalGravityZ = WorldInfo . GlobalGravityZ ;
CachedItems . CachedWorldGravityZ = WorldInfo . WorldGravityZ ;
}
}
function SetWorldInfoOverrides ( )
{
CacheWorldInfo ( ) ;
if ( WorldInfo != None )
{
WorldInfo . GlobalGravityZ = OutbreakEvent . ActiveEvent . GlobalGravityZ ;
WorldInfo . WorldGravityZ = WorldInfo . GlobalGravityZ ;
}
}
function class < KFPawn _Monster > GetAISpawnOverrirde ( EAIType AIType )
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{
local int WaveNum ;
if ( ! ActiveEvent . bBossRushMode )
{
return GetAISpawnOverrideInner ( ActiveEvent . SpawnReplacementList , AIType ) ;
}
else
{
WaveNum = MyKFGRI . WaveNum - 1 ;
if ( WaveNum < ActiveEvent . BossRushOverrideParams . PerWaves . length )
{
return GetAISpawnOverrideInner ( ActiveEvent . BossRushOverrideParams . PerWaves [ WaveNum ] . SpawnReplacementList , AIType ) ;
}
}
return AIClassList [ AIType ] ;
}
function class < KFPawn _Monster > GetAISpawnOverrideInner ( array < SpawnReplacement > SpawnReplacementList , EAIType AIType )
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{
local SpawnReplacement Replacement ;
local float RandF ;
//Check if our current weekly event has any overrides available
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foreach SpawnReplacementList ( Replacement )
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{
if ( Replacement . SpawnEntry == AIType )
{
if ( Replacement . PercentChance < 1. f )
{
RandF = FRand ( ) ;
//Let loop continue in case we have multiple possible replacements.
if ( RandF > Replacement . PercentChance )
{
continue ;
}
}
if ( Replacement . NewClass . Length > 0 )
{
return Replacement . NewClass [ Rand ( Replacement . NewClass . Length ) ] ;
}
}
}
return AIClassList [ AIType ] ;
}
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// This will convert the provided Outbreak Index into an Id that corresponds to the Weekly Event.
static function int GetOutbreakId ( int SetEventsIndex ) ;
defaultproperties
{
}