547 lines
15 KiB
Ucode
547 lines
15 KiB
Ucode
//=============================================================================
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// KFMapObjective_ActivateTrigger
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//=============================================================================
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// Objective for Biodome for Airship. The player has to activate a trigger n
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// times for the objective to be complete. Zeds in the volume will stop the
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// trigger from being activated.
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2018 Tripwire Interactive LLC
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//=============================================================================
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class KFMapObjective_ActivateTrigger extends KFMapObjective_AreaDefense;
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/** How many times the players have pulled the trigger. */
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var repnotify int TriggerPulls;
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/** How many times a trigger has to be pulled until the objective is complete, per number of players */
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var() const int TriggerPullsRequiredForPlayerCount[6];
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/** How many times a trigger has to be pulled until the objective is complete. */
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var int TriggerPullsRequired;
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/** Reference to the trigger that we may need to override. */
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var() KFTrigger_ObjectiveLever ObjectiveLever;
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/** A delay from the the start of an objective, so the player can't automatically pull the lever. */
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var() float ActivationDelay;
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/** A sound to play when the trigger is ready to be triggered (e.g. after activation delay or trigger reset delay) */
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var() array<AkEvent> TriggerReadySoundEvents;
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/** A sound to play when the trigger is pulled */
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var() array<AkEvent> TriggerPulledSoundEvents;
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/** A sound to play when the objective is fully complete */
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var() AkEvent SuccessSoundEvent100pct;
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/** A sound to play when the objective is mostly complete */
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var() AkEvent SuccessSoundEvent85pct;
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/** A sound to play when the objective is adequately complete */
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var() AkEvent SuccessSoundEvent50pct;
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/** A sound to play when the objective is barely complete */
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var() AkEvent SuccessSoundEvent25pct;
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/** Sound event to play when players are engaged with too many zeds in the zone */
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var() AkEvent TooManyZedsSoundEvent;
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/** Sound event to play when too few players are in the zone */
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var() AkEvent TooFewPlayersSoundEvent;
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/** How often to remind players about the objective if they aren't engaged in completing it */
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var() float RemindPlayersTime;
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/** A sound to play when enough players are in the zone, few enough zeds are in the zone, and players are still not pulling the readied trigger */
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var() array<AkEvent> TriggerReminderSoundEvents;
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/** How often to remind players that the trigger is ready to be pulled */
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var() float ReadyTriggerReminderTime;
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var transient bool bObjectiveLeverActiveBefore;
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var transient bool bObjectiveLeverBlessedBefore;
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/** Incremented whenever the lever gets activated, used to kick off a kismet node */
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var repnotify int nNumLeversActivated;
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/** Set to true whenever the lever is ready to be pulled */
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var bool bLeverReady;
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/** Whether any players are on the objective */
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var repnotify bool bNoPlayers;
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/** Color for the objective progress icon when it is ready/not ready */
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var const color ReadyIconColor;
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var const color NotReadyIconColor;
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/** Whether the trigger is allowed to be interacted with */
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var bool bInteractable;
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replication
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{
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if(bNetDirty)
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TriggerPulls, TriggerPullsRequired, nNumLeversActivated, bNoPlayers, bInteractable;
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}
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simulated event ReplicatedEvent(name VarName)
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{
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if (VarName == nameof(TriggerPulls))
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{
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if (TriggerPulls != 0)
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{
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TriggerObjectiveProgressEvent(EActivateTriggerProgressEvent_TriggerPulled, float(TriggerPulls)/float(TriggerPullsRequired));
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bLeverReady = false;
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}
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}
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else if (VarName == nameof(nNumLeversActivated))
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{
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TriggerObjectiveProgressEvent(EActivateTriggerProgressEvent_TriggerReady);
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bLeverReady = true;
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}
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else
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{
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super.ReplicatedEvent(VarName);
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}
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}
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simulated function ActivateObjective()
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{
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local int PlayerCount;
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if (ObjectiveLever != none)
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{
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ObjectiveLever.OwningObjective = self;
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}
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super.ActivateObjective();
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if (Role == ROLE_Authority)
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{
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TriggerPulls = 0;
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PlayerCount = Clamp(KFGameInfo(WorldInfo.Game).GetLivingPlayerCount(), 1, 6) - 1;
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TriggerPullsRequired = TriggerPullsRequiredForPlayerCount[PlayerCount];
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`log(self @ "-" @ GetFuncName() @ "- ActivationDelay:" @ ActivationDelay);
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if (ObjectiveLever != none)
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{
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ObjectiveLever.SetFathersBlessing(false);
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}
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bInteractable = false;
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if (ActivationDelay > 0.f)
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{
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SetTimer(ActivationDelay, false, 'ActivateTrigger');
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}
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else
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{
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ActivateTrigger();
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}
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CurrentRewardAmount = 0;
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bObjectiveLeverActiveBefore = false;
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bObjectiveLeverBlessedBefore = false;
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// don't allow "too few players" reminder to be played right away
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SetTimer(RemindPlayersTime, false, nameof(Timer_TooFewPlayersReminderCooldown));
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}
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if (WorldInfo.NetMode != NM_DedicatedServer)
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{
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CheckTriggerActivation();
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}
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}
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simulated function DeactivateObjective()
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{
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local KFPlayerController KFPC;
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local KFPawn_Human KFPH;
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super.DeactivateObjective();
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if (Role == ROLE_Authority)
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{
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ClearTimer('Timer_CheckObjective');
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bInteractable = false;
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if (ObjectiveLever != none)
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{
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// Lever should work as trap outside of objective.
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ObjectiveLever.SetFathersBlessing(true);
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}
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if (CurrentRewardAmount > 0)
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{
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foreach WorldInfo.AllPawns(class'KFPawn_Human', KFPH)
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{
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GrantReward(KFPlayerReplicationInfo(KFPH.PlayerReplicationInfo), KFPlayerController(KFPH.Controller));
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}
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}
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PlayDeactivationDialog();
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}
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KFPC = KFPlayerController(GetALocalPlayerController());
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if (KFPC != none && KFPC.MyGFxHUD != none)
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{
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KFPC.MyGFxHUD.WaveInfoWidget.ObjectiveContainer.SetFailState(CurrentRewardAmount <= 0);
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}
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}
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function PlayDeactivationDialog()
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{
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if (CurrentRewardAmount <= 0)
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{
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PlaySoundBase(FailureSoundEvent, false, WorldInfo.NetMode == NM_DedicatedServer);
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BroadcastLocalizedMessage(class'KFLocalMessage_Priority', GMT_ObjectiveLost);
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}
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else
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{
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if (GetProgress() <= JustWinThreshold)
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{
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PlaySoundBase(SuccessSoundEvent25pct, false, WorldInfo.NetMode == NM_DedicatedServer);
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}
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else if (GetProgress() <= StandardWinThreshold)
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{
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PlaySoundBase(SuccessSoundEvent50pct, false, WorldInfo.NetMode == NM_DedicatedServer);
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}
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else if (GetProgress() <= GoodWinThreshold)
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{
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PlaySoundBase(SuccessSoundEvent85pct, false, WorldInfo.NetMode == NM_DedicatedServer);
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}
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else
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{
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PlaySoundBase(SuccessSoundEvent100pct, false, WorldInfo.NetMode == NM_DedicatedServer);
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}
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}
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}
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simulated function ActivateTrigger()
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{
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local int PlayerCount;
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`log(self @ "-" @ GetFuncName());
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bInteractable = true;
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if (ObjectiveLever != none)
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{
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PlayerCount = Clamp(KFGameInfo(WorldInfo.Game).GetLivingPlayerCount(), 1, 6) - 1;
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ObjectiveLever.SetFathersBlessing(TouchingZeds.length < ZedThresholds[PlayerCount] && TouchingHumans.Length >= PlayerThresholds[PlayerCount]);
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}
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nNumLeversActivated++;
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TriggerObjectiveProgressEvent(EActivateTriggerProgressEvent_TriggerReady);
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SetTimer(0.25f, true, 'Timer_CheckObjective');
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// don't allow "trigger ready" reminder to play right away
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SetTimer(ReadyTriggerReminderTime, false, nameof(Timer_TriggerReadyReminderCooldown));
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}
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//-----------------------------------------------------------------------------
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// Volume
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//-----------------------------------------------------------------------------
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event Touch(Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal)
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{
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local int PlayerCount;
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super.Touch(Other, OtherComp, HitLocation, HitNormal);
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PlayerCount = Clamp(KFGameInfo(WorldInfo.Game).GetLivingPlayerCount(), 1, 6) - 1;
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if (TouchingZeds.Length >= ZedThresholds[PlayerCount])
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{
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if (ObjectiveLever != none && bActive && bInteractable)
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{
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ObjectiveLever.SetFathersBlessing(false);
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CheckTriggerActivation();
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}
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}
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else if (TouchingHumans.Length >= PlayerThresholds[PlayerCount])
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{
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if (ObjectiveLever != none && bActive && bInteractable)
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{
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ObjectiveLever.SetFathersBlessing(true);
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CheckTriggerActivation();
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}
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}
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}
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event UnTouch(Actor Other)
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{
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local int PlayerCount;
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super.UnTouch(Other);
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PlayerCount = Clamp(KFGameInfo(WorldInfo.Game).GetLivingPlayerCount(), 1, 6) - 1;
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if (TouchingHumans.Length < PlayerThresholds[PlayerCount])
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{
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if (ObjectiveLever != none && bActive && bInteractable)
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{
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ObjectiveLever.SetFathersBlessing(false);
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CheckTriggerActivation();
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}
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}
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else if (TouchingZeds.Length < ZedThresholds[PlayerCount])
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{
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if (ObjectiveLever != none && bActive && bInteractable)
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{
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ObjectiveLever.SetFathersBlessing(true);
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CheckTriggerActivation();
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}
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}
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}
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simulated function Timer_CheckObjective()
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{
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local int i, PlayerCount;
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for (i = 0; i < TouchingZeds.length; i++)
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{
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if (!IsValidZed(TouchingZeds[i]))
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{
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TouchingZeds.Remove(i, 1);
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}
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}
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PlayerCount = Clamp(KFGameInfo(WorldInfo.Game).GetLivingPlayerCount(), 1, 6) - 1;
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if (bActive && bInteractable && ObjectiveLever != none)
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{
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ObjectiveLever.SetFathersBlessing(TouchingZeds.length < ZedThresholds[PlayerCount] && TouchingHumans.Length >= PlayerThresholds[PlayerCount]);
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CheckTriggerActivation();
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}
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if(ObjectiveLever != none && ObjectiveLever.bAllowActivation && !bObjectiveLeverActiveBefore)
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{
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// reset reminder when the lever becomes ready again
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SetTimer(ReadyTriggerReminderTime, false, nameof(Timer_TriggerReadyReminderCooldown));
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if (TriggerReadySoundEvents.Length > TriggerPulls)
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{
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PlaySoundBase(TriggerReadySoundEvents[TriggerPulls], , WorldInfo.NetMode == NM_DedicatedServer);
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}
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}
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bObjectiveLeverActiveBefore = ObjectiveLever.bAllowActivation;
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if (Role == ROLE_Authority)
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{
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bNoPlayers = TouchingHumans.Length <= 0;
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if (bActive && bInteractable)
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{
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PlayerCount = Clamp(KFGameInfo(WorldInfo.Game).GetLivingPlayerCount(), 1, 6) - 1;
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if (TouchingHumans.Length < PlayerThresholds[PlayerCount])
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{
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if (!IsTimerActive(nameof(Timer_TooFewPlayersReminderCooldown)))
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{
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// trigger sound event
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if (TooFewPlayersSoundEvent != none)
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{
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PlaySoundBase(TooFewPlayersSoundEvent, , WorldInfo.NetMode == NM_DedicatedServer);
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}
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SetTimer(RemindPlayersTime, false, nameof(Timer_TooFewPlayersReminderCooldown));
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}
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}
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if (TouchingZeds.Length > ZedThresholds[PlayerCount])
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{
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if (!IsTimerActive(nameof(Timer_TooManyZedsReminderCooldown)))
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{
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if (TooManyZedsSoundEvent != none)
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{
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PlaySoundBase(TooManyZedsSoundEvent, , WorldInfo.NetMode == NM_DedicatedServer);
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}
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SetTimer(RemindPlayersTime, false, nameof(Timer_TooManyZedsReminderCooldown));
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}
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}
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bTooFewPlayers = TouchingHumans.Length < PlayerThresholds[PlayerCount];
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bTooManyZeds = TouchingZeds.Length > ZedThresholds[PlayerCount];
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if (ObjectiveLever != none && ObjectiveLever.bAllowActivation)
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{
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if (TriggerPulls < TriggerReminderSoundEvents.Length && TriggerReminderSoundEvents[TriggerPulls] != none && !IsTimerActive(nameof(Timer_TriggerReadyReminderCooldown)))
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{
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if (TriggerReminderSoundEvents[TriggerPulls] != none)
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{
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PlaySoundBase(TriggerReminderSoundEvents[TriggerPulls], , WorldInfo.NetMode == NM_DedicatedServer);
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}
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SetTimer(ReadyTriggerReminderTime, false, nameof(Timer_TriggerReadyReminderCooldown));
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}
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}
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}
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}
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}
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// These timer functions don't definitions, they just need to exist for SetTimer
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simulated function Timer_TooFewPlayersReminderCooldown();
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simulated function Timer_TooManyZedsReminderCooldown();
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simulated function Timer_TriggerReadyReminderCooldown();
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simulated function OnTriggerActivated()
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{
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local KFGameReplicationInfo KFGRI;
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if (!bActive || !bInteractable)
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{
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return;
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}
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TriggerPulls++;
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TriggerObjectiveProgressEvent(EActivateTriggerProgressEvent_TriggerPulled, float(TriggerPulls) / float(TriggerPullsRequired));
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if (Role == ROLE_Authority)
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{
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CurrentRewardAmount = GetMaxDoshReward() * GetProgress();
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if (TriggerPulls <= TriggerPulledSoundEvents.Length)
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{
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PlaySoundBase(TriggerPulledSoundEvents[TriggerPulls-1],, WorldInfo.NetMode == NM_DedicatedServer);
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}
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}
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if (GetProgress() >= 1.f)
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{
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KFGRI = KFGameReplicationInfo(WorldInfo.GRI);
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if (KFGRI != none)
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{
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KFGRI.DeactivateObjective();
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}
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}
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}
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simulated function OnTriggerReactivated()
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{
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CheckTriggerActivation();
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nNumLeversActivated++;
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TriggerObjectiveProgressEvent(EActivateTriggerProgressEvent_TriggerReady);
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}
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simulated function CheckTriggerActivation()
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{
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bDangerState = false;
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if (ObjectiveLever != none)
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{
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bDangerState = !ObjectiveLever.bFathersBlessing;
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UpdateMeshArrayState();
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ObjectiveLever.BroadcastInteractionMessages();
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}
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}
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simulated function float GetProgress()
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{
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if (TriggerPullsRequired == 0)
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{
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return 0;
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}
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return float(TriggerPulls) / float(TriggerPullsRequired);
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}
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simulated function bool IsComplete()
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{
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return GetProgress() >= 1.f;
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}
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simulated function string GetLocalizedRequirements()
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{
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return Localize("Objectives", default.RequirementsLocKey, "KFGame") @ TriggerPullsRequired;
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}
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simulated function string GetProgressText()
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{
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if (!bActive)
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{
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return "";
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}
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return TriggerPulls $ "/" $ TriggerPullsRequired;
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}
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simulated function GetLocalizedStatus(out string statusMessage, out int bWarning, out int bNotification)
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{
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statusMessage = "";
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super.GetLocalizedStatus(statusMessage, bWarning, bNotification);
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if (statusMessage == "")
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{
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if (ObjectiveLever.ReadyToActivate() || bLeverReady)
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{
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statusMessage = Localize("Objectives", "Ready", LocalizationPackageName);
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bNotification = 1;
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bWarning = 0;
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return;
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}
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else
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{
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statusMessage = Localize("Objectives", "NotReady", LocalizationPackageName);
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bNotification = 0;
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bWarning = 1;
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return;
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}
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}
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}
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simulated function color GetIconColor()
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{
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// want to show the not ready color if stopped for some reason
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if (bTooManyZeds || (bTooFewPlayers && !bNoPlayers))
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{
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return NotReadyIconColor;
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}
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// but want to show the normal color if exactly zero players on the objective
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if ((ROLE == ROLE_Authority && TouchingHumans.Length <= 0) || bNoPlayers)
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{
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return ObjectiveIconColor;
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}
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//otherwise if the lever is ready, choose that color
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if (ObjectiveLever.ReadyToActivate() || bLeverReady)
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{
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return ReadyIconColor;
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}
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return ObjectiveIconColor;
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}
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defaultproperties
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{
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DescriptionLocKey="DescriptionActivateTrigger"
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DescriptionShortLocKey = "DescriptionActivateTriggerShort"
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RequirementsLocKey="RequiredActivateTrigger"
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LocalizationKey="ActivateTrigger"
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NameShortLocKey="ActivateTrigger"
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GameModeBlacklist.Add(class'KFGameInfo_Endless')
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GameModeBlacklist.Add(class'KFGameInfo_WeeklySurvival')
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SupportedEvents.Add(class'KFSeqEvent_ActivateTriggerProgress')
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TriggerPullsRequired=6
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ActivationDelay=5.f
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PlayerThresholds[0]=1
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PlayerThresholds[1]=1
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PlayerThresholds[2]=2
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PlayerThresholds[3]=2
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PlayerThresholds[4]=3
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PlayerThresholds[5]=3
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ZedThresholds[0]=6
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ZedThresholds[1]=5
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ZedThresholds[2]=4
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ZedThresholds[3]=3
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ZedThresholds[4]=2
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ZedThresholds[5]=1
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RemindPlayersTime=30.f
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ObjectiveIcon=Texture2D'Objectives_UI.UI_Objectives_ObjectiveMode'
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ReadyIconColor=(R=0, G=255, B=0, A=255);
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NotReadyIconColor=(R=255, G=0, B=0, A=255);
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}
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