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Class Ext _TraitBase extends Object
abstract
config ( ServerExt )
DependsOn ( ExtWebAdmin _UI ) ;
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var localized string MaxLevelText ;
var localized string LevelCostText ;
var localized string MinPerkLevelText ;
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var array < FWebAdminConfigInfo > WebConfigs ;
var ( ) class < Ext _TGroupBase > TraitGroup ; // With groups you can prevent player from buying multiple traits of same group.
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var ( ) localized string TraitName , Description ; // UI name.
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var ( ) byte NumLevels ; // Maximum number of levels.
var config array < int > LevelCosts ;
var ( ) array < int > DefLevelCosts ; // Point price tag for each level.
var ( ) class < Ext _TraitDataStore > TraitData ; // Optional additional data that this trait requires for each player.
var config int MinLevel ; // Minimum perk level player needs to be in order to be allowed to get this trait.
var ( ) int DefMinLevel ;
var ( ) const byte LoadPriority ; // Order of loading the trait class, if for example one trait depends on progress of another trait.
var ( ) class < Ext _PerkBase > SupportedPerk ; // Only functions on this perk.
// Config init stuff.
var config int ConfigVersion ;
var const int CurrentConfigVer ;
var config bool bDisabled ; // This trait is currently disabled on server.
var ( ) bool bGroupLimitToOne , // TraitGroup should limit so you can only buy one of them.
bHighPriorityDeath , // Should receive PreventDeath call before any other trait.
bPostApplyEffect ; // Apply effects on second pass (relies on that another trait is activated first).
// Check if trait is enabled and usable on this perk.
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static function bool IsEnabled ( Ext _PerkBase Perk )
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{
return ! Default . bDisabled && ( Default . SupportedPerk == None || ClassIsChildOf ( Perk . Class , Default . SupportedPerk ) ) ;
}
// Check if player meets the requirements to buy this trait.
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static function bool MeetsRequirements ( byte Lvl , Ext _PerkBase Perk )
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{
// First check level.
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if ( Perk . CurrentLevel < Default . MinLevel )
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return false ;
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// Then check grouping.
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if ( Lvl == 0 && Default . TraitGroup != None && Default . TraitGroup . Static . GroupLimited ( Perk , Default . Class ) )
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return false ;
return true ;
}
// Return UI description player will see before bying this trait.
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function string GetPerkDescription ( )
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{
local string S ;
local byte i ;
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for ( i = 0 ; i < Default . NumLevels ; ++ i )
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{
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if ( i == 0 )
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S = string ( GetTraitCost ( i ) ) ;
else S $ = ", " $GetTraitCost ( i ) ;
}
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S = MaxLevelText @ "#{9FF781}" $Default . NumLevels$ "#{DEF}|" $LevelCostText @ "#{F3F781}" $S$ "#{DEF}" ;
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if ( Default . MinLevel > 0 )
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S = MinPerkLevelText @ "#{FF4000}" $Default . MinLevel$ "#{DEF}|" $S ;
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return Default . Description$ "||" $S ;
}
// Return tooltip description of this trait
static function string GetTooltipInfo ( )
{
return Default . TraitName$ "|" $Default . Description ;
}
// Return level specific trait prices.
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static function int GetTraitCost ( byte LevelNum )
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{
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if ( Default . LevelCosts . Length > 0 )
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{
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if ( LevelNum < Default . LevelCosts . Length )
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return Default . LevelCosts [ LevelNum ] ;
return Default . LevelCosts [ Default . LevelCosts . Length - 1 ] ;
}
return 5 ;
}
// Trait initialization/cleanup.
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static function Ext _TraitDataStore Initializefor ( Ext _PerkBase Perk , ExtPlayerController Player )
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{
local Ext _TraitDataStore T ;
T = None ;
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if ( Default . TraitData != None )
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{
T = Player . Spawn ( Default . TraitData , Player ) ;
T . Perk = Perk ;
T . PlayerOwner = Player ;
T . TraitClass = Default . Class ;
}
return T ;
}
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static function CleanupTrait ( ExtPlayerController Player , Ext _PerkBase Perk , optional Ext _TraitDataStore Data )
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{
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if ( Data != None )
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Data . Destroy ( ) ;
}
// Called when trait is first activated/deactivated (might even have a dead pawn).
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static function TraitActivate ( Ext _PerkBase Perk , byte Level , optional Ext _TraitDataStore Data ) ;
static function TraitDeActivate ( Ext _PerkBase Perk , byte Level , optional Ext _TraitDataStore Data ) ;
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// Called everytime player spawns in on the game (cancel effect is called on level up/level reset/perk change).
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static function ApplyEffectOn ( KFPawn _Human Player , Ext _PerkBase Perk , byte Level , optional Ext _TraitDataStore Data ) ;
static function CancelEffectOn ( KFPawn _Human Player , Ext _PerkBase Perk , byte Level , optional Ext _TraitDataStore Data ) ;
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// Owner died with this trait active.
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static function PlayerDied ( Ext _PerkBase Perk , byte Level , optional Ext _TraitDataStore Data ) ;
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// Prevent death.
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static function bool PreventDeath ( KFPawn _Human Player , Controller Instigator , Class < DamageType > DamType , Ext _PerkBase Perk , byte Level , optional Ext _TraitDataStore Data ) ;
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// Give/modify default inventory.
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static function AddDefaultInventory ( KFPawn Player , Ext _PerkBase Perk , byte Level , optional Ext _TraitDataStore Data ) ;
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// Data that server should replicate to client.
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static final function string IntToStr ( int Value , optional byte MaxVal ) // Helper function to put integer into one character of string.
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{
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switch ( MaxVal )
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{
case 0 : // 0-65535
return Chr ( Max ( Value , 0 ) + 1 ) ;
case 1 : // 0-1073741823
return Chr ( ( Value & 32767 ) + 1 ) $ Chr ( ( ( Value >> 15 ) & 32767 ) + 1 ) ;
}
}
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static final function string InlineString ( string Str ) // Helper function to append a string line to a text using a length char in front.
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{
return IntToStr ( Len ( Str ) ) $Str ;
}
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static final function int StrToInt ( out string Value , optional byte MaxVal ) // Reverse.
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{
local int Res ;
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switch ( MaxVal )
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{
case 0 : // 0-65535
Res = Asc ( Left ( Value , 1 ) ) - 1 ;
Value = Mid ( Value , 1 ) ;
break ;
case 1 : // 0-1073741823
Res = ( Asc ( Mid ( Value , 0 , 1 ) ) - 1 ) | ( ( Asc ( Mid ( Value , 1 , 1 ) ) << 15 ) - 1 ) ;
Value = Mid ( Value , 2 ) ;
break ;
}
return Res ;
}
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static final function string GetInlineStr ( out string S ) // Reverse.
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{
local int l ;
local string Res ;
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l = StrToInt ( S ) ;
Res = Left ( S , l ) ;
S = Mid ( S , l ) ;
return Res ;
}
static function string GetRepData ( )
{
local string S ;
local int i ;
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S = IntToStr ( Default . MinLevel ) $IntToStr ( Default . LevelCosts . Length ) ;
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for ( i = 0 ; i < Default . LevelCosts . Length ; ++ i )
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S $ = IntToStr ( Default . LevelCosts [ i ] ) ;
return S ;
}
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static function string ClientSetRepData ( string S )
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{
local int i ;
Default . MinLevel = StrToInt ( S ) ;
Default . LevelCosts . Length = StrToInt ( S ) ;
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for ( i = 0 ; i < Default . LevelCosts . Length ; ++ i )
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Default . LevelCosts [ i ] = StrToInt ( S ) ;
return S ;
}
// Configure initialization.
static function CheckConfig ( )
{
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if ( Default . ConfigVersion != Default . CurrentConfigVer )
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{
UpdateConfigs ( Default . ConfigVersion ) ;
Default . ConfigVersion = Default . CurrentConfigVer ;
StaticSaveConfig ( ) ;
}
}
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static function UpdateConfigs ( int OldVer )
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{
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if ( OldVer == 0 )
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{
Default . LevelCosts = Default . DefLevelCosts ;
Default . MinLevel = Default . DefMinLevel ;
}
}
// WebAdmin UI
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static function InitWebAdmin ( ExtWebAdmin _UI UI )
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{
UI . AddSettingsPage ( "Trait " $Default . TraitName , Default . Class , Default . WebConfigs , GetValue , ApplyValue ) ;
}
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static function string GetValue ( name PropName , int ElementIndex )
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{
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switch ( PropName )
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{
case 'MinLevel' :
return string ( Default . MinLevel ) ;
case 'LevelCosts' :
return ( ElementIndex == - 1 ? string ( Default . LevelCosts . Length ) : string ( Default . LevelCosts [ ElementIndex ] ) ) ;
case 'bDisabled' :
return string ( Default . bDisabled ) ;
}
}
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static function ApplyValue ( name PropName , int ElementIndex , string Value )
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{
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switch ( PropName )
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{
case 'MinLevel' :
Default . MinLevel = int ( Value ) ; break ;
case 'LevelCosts' :
Default . LevelCosts . Length = Default . DefLevelCosts . Length ;
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if ( Value != "#DELETE" && ElementIndex < Default . LevelCosts . Length )
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Default . LevelCosts [ ElementIndex ] = int ( Value ) ;
break ;
case 'bDisabled' :
Default . bDisabled = bool ( Value ) ; break ;
default :
return ;
}
StaticSaveConfig ( ) ;
}
defaultproperties
{
CurrentConfigVer = 1
DefLevelCosts . Add ( 5 )
NumLevels = 1
DefMinLevel = 0
WebConfigs . Add ( ( PropType = 1 , PropName = "bDisabled" , UIName = "Disabled" , UIDesc = "Disable this trait (hides from UI and makes it unusable)!" ) )
WebConfigs . Add ( ( PropType = 0 , PropName = "MinLevel" , UIName = "Minimum Level" , UIDesc = "Minimum Level required for this trait" ) )
WebConfigs . Add ( ( PropType = 0 , PropName = "LevelCosts" , UIName = "Level Costs" , UIDesc = "EXP cost for each trait level (array length is a constant)!" , NumElements = - 1 ) )
}