KF2-Server-Extension/ServerExt/Classes/ExtSpawnPointHelper.uc

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// Helper actor to find all possible spawnpoints for humans on the map.
Class ExtSpawnPointHelper extends Info
transient;
var transient array<NavigationPoint> PendingList,CheckedList;
var array<Actor> ValidSpawnSpots;
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static final function ExtSpawnPointHelper FindHelper(WorldInfo Level)
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{
local ExtSpawnPointHelper H;
foreach Level.DynamicActors(class'ExtSpawnPointHelper',H)
return H;
return Level.Spawn(class'ExtSpawnPointHelper');
}
final function Actor PickBestSpawn()
{
local Actor N,BestN;
local KFPawn P;
local float Score,BestScore,Dist;
local KFPawn_Human H;
BestN = None;
BestScore = 0;
foreach ValidSpawnSpots(N)
{
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if(Rand(4)==0)
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{
Score = FRand();
foreach WorldInfo.AllPawns(class'KFPawn',P,N.Location,2000.f)
{
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if(!P.IsAliveAndWell())
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continue;
Dist = VSize(N.Location-P.Location);
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if(FastTrace(P.Location,N.Location))
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Dist*=0.75;
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if(P.IsA('KFPawn_Human'))
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Score+=(3000.f-Dist)/2000.f;
else Score-=(3500.f-Dist)/2500.f;
}
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if(BestN==None || Score>BestScore)
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{
BestN = N;
BestScore = Score;
}
}
}
// See if can spawn ontop of other players.
foreach WorldInfo.AllPawns(class'KFPawn_Human',H)
{
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if(!H.IsAliveAndWell() || H.Physics==PHYS_Falling || (ExtHumanPawn(H)!=None && ExtHumanPawn(H).bFeigningDeath))
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continue;
Score = FRand();
foreach WorldInfo.AllPawns(class'KFPawn',P,H.Location,2000.f)
{
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if(!P.IsAliveAndWell())
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continue;
Dist = VSize(H.Location-P.Location);
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if(FastTrace(P.Location,H.Location))
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Dist*=0.75;
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if(P.IsA('KFPawn_Human'))
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Score+=(3000.f-Dist)/3000.f;
else Score-=(3500.f-Dist)/3500.f;
}
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if(BestN==None || Score>BestScore)
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{
BestN = H;
BestScore = Score;
}
}
return BestN;
}
function PreBeginPlay()
{
SetTimer(0.2,false,'InitChecker');
}
function InitChecker()
{
local PlayerStart PS,Fallback;
foreach WorldInfo.AllNavigationPoints(class'PlayerStart',PS)
{
Fallback = PS;
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if(PS.bEnabled && PS.TeamIndex==0)
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{
CheckSpawn(PS);
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if(PendingList.Length!=0)
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break;
}
}
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if(PendingList.Length==0 && Fallback!=None)
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CheckSpawn(Fallback);
SetTimer(0.001,true,'NextCheck');
}
function NextCheck()
{
local NavigationPoint N;
local byte i;
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if(PendingList.Length!=0)
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{
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while(++i<5 && PendingList.Length!=0)
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{
N = PendingList[PendingList.Length-1];
PendingList.Remove(PendingList.Length-1,1);
CheckSpawn(N);
}
}
else
{
ClearTimer('NextCheck');
CheckedList.Length = 0;
}
}
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final function CheckSpawn(NavigationPoint N)
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{
local vector V;
local ReachSpec R;
local NavigationPoint E;
local KFPawnBlockingVolume P;
V = N.Location;
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if(N.MaxPathSize.Radius>30 && N.MaxPathSize.Height>80 && FindSpot(vect(36,36,86),V) && KFDoorMarker(N)==None && PickupFactory(N)==None)
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{
//DrawDebugLine(V,V+vect(0,0,50),255,255,255,true);
ValidSpawnSpots.AddItem(N);
}
CheckedList.AddItem(N);
foreach N.PathList(R)
{
E = R.GetEnd();
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if(E==None || R.CollisionRadius<30 || R.CollisionHeight<80 || R.Class==Class'ProscribedReachSpec')
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{
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//if(E!=None)
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// DrawDebugLine(E.Location,N.Location,255,255,0,true);
continue;
}
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if(CheckedList.Find(E)!=INDEX_NONE)
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continue;
// DO NOT go through any blocking volumes.
V = (N.Location+E.Location) * 0.5;
foreach OverlappingActors(class'KFPawnBlockingVolume',P,VSize(N.Location-V),V)
{
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if(P.bBlockPlayers && TraceComponent(V,V,P.CollisionComponent,E.Location,N.Location,vect(36,36,50)))
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break;
}
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if(P==None)
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{
//DrawDebugLine(E.Location,N.Location,0,255,0,true);
PendingList.AddItem(E);
}
//else DrawDebugLine(E.Location,N.Location,255,0,0,true);
}
}