505 lines
16 KiB
Ucode
505 lines
16 KiB
Ucode
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class StartWave extends KFMutator
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config(StartWave);
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/*********************************************************************************************************
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* Config properties
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*********************************************************************************************************/
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/** The wave that the match should start on. It is clamped between wave 1 and the boss wave. */
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var config int StartWave;
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/** The duration of the 'initial' trader (before the first wave). */
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var config int InitialTraderTime;
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/** The duration of standard trader (between waves). */
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var config int TraderTime;
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/** The starting dosh of players. */
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var config int Dosh;
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/** Whether an 'initial' trader time should occur before the first wave. */
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var config bool bStartWithTrader;
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/** Whether mod-specific events should be logged. */
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var config bool bUseDebug;
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/**
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* The boss override index. For the default boss list, 0-Hans, 1-Patty, 2-King FP, 3-Abomination. Negative
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* values can be used to keep the boss spawn random.
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*/
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var config int Boss;
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/*********************************************************************************************************
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* Instance variables
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*********************************************************************************************************/
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/** Used to determine whether the initial trader is still open / hasn't been closed. */
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var bool bInitialTrader;
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//These are used to determine whether everything in OverrideTimer has been done.
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/** Whether the difficulty settings have been overriden. */
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var bool bOverridenDifficultySettings;
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/** Whether the trader duration has been overriden. */
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var bool bOverridenTraderDuration;
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function InitMutator(string Options, out string ErrorMessage)
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{
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//This needs to be called first since KFMutator.InitMutator sets the MyKFGI reference.
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Super.InitMutator(Options, ErrorMessage);
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//Parse options entered via the launch command.
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//We further restrict StartWave later when we know the maximum wave number for the selected game length.
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StartWave = Max(class'GameInfo'.static.GetIntOption(Options, "StartWave", StartWave), 1);
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InitialTraderTime = Max(class'GameInfo'.static.GetIntOption(Options, "InitialTraderTime",
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InitialTraderTime), 1);
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TraderTime = Max(class'GameInfo'.static.GetIntOption(Options, "TraderTime", TraderTime), 1);
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Dosh = Max(class'GameInfo'.static.GetIntOption(Options, "Dosh", Dosh), 0);
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Boss = class'GameInfo'.static.GetIntOption(Options, "Boss", Boss);
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bStartWithTrader = GetBoolOption(Options, "bStartWithTrader", bStartWithTrader);
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bUseDebug = GetBoolOption(Options, "bUseDebug", bUseDebug);
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//DEBUG
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`log("StartWave: "$StartWave, bUseDebug, 'StartWave');
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`log("InitialTraderTime: "$InitialTraderTime, bUseDebug, 'StartWave');
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`log("TraderTime: "$TraderTime, bUseDebug, 'StartWave');
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`log("Dosh: "$Dosh, bUseDebug, 'StartWave');
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`log("Boss: "$Boss, bUseDebug, 'StartWave');
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`log("bStartWithTrader: "$bStartWithTrader, bUseDebug, 'StartWave');
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bOverridenDifficultySettings = false;
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bOverridenTraderDuration = false;
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SetTimer(0.1, false, nameof(OverrideTimer));
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//Override the boss with the boss corresponding to the specified boss index. -1 signifies random.
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if(Boss != -1)
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{
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SetTimer(0.1, false, nameof(OverrideBoss));
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}
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CheckForceInitialTrader();
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//We only care if this is the 'initial' trader time if we start with the trader active.
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bInitialTrader = bStartWithTrader;
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//If we want to start with the trader active or alter the starting wave number.
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if(bStartWithTrader || StartWave > 1)
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{
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`log("Calling StartWaveTimer() to alter the start wave or activate the trader initially.",
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bUseDebug, 'StartWave');
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SetTimer(0.2, false, nameof(StartWaveTimer));
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}
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//If we will need to alter TimeBetweenWaves for later activations of the trader.
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if(bStartWithTrader && InitialTraderTime != TraderTime)
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{
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`log("Calling UpdateTraderDurationTimer() to alter the trader duration later.", bUseDebug,
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'StartWave');
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SetTimer(1, true, nameof(UpdateTraderDurationTimer));
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}
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}
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/** Allows for handling player input in the console by the mutator. */
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function Mutate(string MutateString, PlayerController Sender)
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{
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local array<string> CommandBreakdown;
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if(MutateString == "")
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{
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return;
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}
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//Split the string on the space character.
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ParseStringIntoArray(MutateString, CommandBreakdown, " ", true);
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//The CheatManager check is equivalent to checking if cheats are enabled for that player.
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if(CommandBreakdown.Length > 1 && CommandBreakdown[0] == "setwave" && Sender.CheatManager != None &&
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MyKFGI.GetLivingPlayerCount() > 0)
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{
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//The setwave command should be: mutate setwave WaveNum bSkipTraderTime
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//where WaveNum is an integer (or byte) and bSkipTraderTime is a bool.
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if(CommandBreakdown.Length == 2)
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{
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SetWave(int(CommandBreakdown[1]), Sender);
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}
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else
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{
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SetWave(int(CommandBreakdown[1]), Sender, bool(CommandBreakdown[2]));
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}
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}
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Super.Mutate(MutateString, Sender);
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}
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/** Jumps to the specified wave, NewWaveNum, with trader time iff bSkipTraderTime is false. */
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function SetWave(int NewWaveNum, PlayerController PC, optional bool bSkipTraderTime)
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{
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if(NewWaveNum < 1)
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{
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`log("SetWave: new wave num must be > 0.", true, 'StartWave');
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return;
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}
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if(KFGameInfo_Endless(MyKFGI) != None)
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{
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//Jump straight to the final wave if the specified wave number is higher than wave max.
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if(NewWaveNum > 254)
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{
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NewWaveNum = 254;
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}
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}
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else
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{
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//Jump straight to the boss wave if the specified wave number is higher than wave max.
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if(NewWaveNum > KFGameInfo_Survival(MyKFGI).WaveMax)
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{
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NewWaveNum = KFGameInfo_Survival(MyKFGI).WaveMax+1;
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}
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}
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KFGameInfo_Survival(MyKFGI).WaveNum = NewWaveNum - 1;
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//Kill all zeds currently alive.
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PC.ConsoleCommand("KillZeds");
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//Clear any current objectives.
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MyKFGI.MyKFGRI.DeactivateObjective();
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if(bSkipTraderTime)
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{
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//Go to some unused state so that PlayingWave.BeginState is called when we go to PlayingWave.
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MyKFGI.GotoState('TravelTheWorld');
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UpdateEndlessDifficulty();
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//Go to PlayingWave to start the new wave.
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MyKFGI.GotoState('PlayingWave');
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}
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else
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{
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//Go to trader time before starting the new wave.
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MyKFGI.GotoState('TraderOpen');
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UpdateEndlessDifficulty();
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}
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MyKFGI.ResetAllPickups();
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}
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/**
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* Since the difficulty in Endless scales with the wave number, we need to update the difficulty when
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* jumping between wave numbers to match the expected difficulty.
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*/
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function UpdateEndlessDifficulty()
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{
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local KFGameInfo_Endless Endless;
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local int i;
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Endless = KFGameInfo_Endless(MyKFGI);
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if(Endless == None)
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{
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return;
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}
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//Reflects the difficulty update in KFGameInfo_Endless.SetWave.
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Endless.bIsInHoePlus = false;
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Endless.ResetDifficulty();
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Endless.SpawnManager.GetWaveSettings(Endless.SpawnManager.WaveSettings);
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Endless.UpdateGameSettings();
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//Don't bother iterating for i=0-4, no difficulty increment can occur.
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for(i = 5; i < Endless.WaveNum; ++i)
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{
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//Simulate the death of a boss. The difficulty is incremented after each boss round.
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if(i % 5 == 0)
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{
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Endless.IncrementDifficulty();
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}
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//This should happen at the end of each wave (if we're in HoE+). The check is handled internally.
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//We do this after the simulation of a boss death so that bIsInHoePlus can be set first.
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Endless.HellOnEarthPlusRoundIncrement();
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}
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}
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/** Checks whether we should force the initial trader, regardless of the config/command value. */
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function CheckForceInitialTrader()
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{
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//Force the initial trader for compatibility with holdout maps. Otherwise, zeds spawn in the wrong room.
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if(!bStartWithTrader && StartWave > 1)
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{
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bStartWithTrader = true;
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InitialTraderTime = 1.0;
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}
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}
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/** Overrides the boss to spawn if a valid boss index has been specified. */
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function OverrideBoss()
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{
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local bool bHalt;
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local byte MaxIters, i, MaxSameIters, PrevIndex, SameIters;
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//We need a valid KFGRI reference as we use its public BossIndex field.
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if(MyKFGI.MyKFGRI == None)
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{
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SetTimer(0.2, false, nameof(OverrideBoss));
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return;
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}
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//Unfortunately, we cannot directly set the boss index since KFGameInfo.BossIndex is protected. The only
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//way we can affect BossIndex is through KFGameInfo.SetBossIndex which randomly chooses a value in the
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//valid range. So we have to continue calling SetBossIndex until the desired index has been chosen. We
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//can verify this by checking KFGameReplicationInfo.BossIndex because that is public.
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i = 0;
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MaxIters = 100;
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//Since some events/maps could force a specific boss to be spawned (see KFGameInfo.SetBossIndex), we
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//should check whether the index hasn't changed after several iterations. If it stays the same for a
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//while we assume the index is forced, in which case we can't do anything about it.
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SameIters = 0;
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MaxSameIters = 10;
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PrevIndex = MyKFGI.MyKFGRI.BossIndex;
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bHalt = Boss < 0 || MyKFGI.MyKFGRI.BossIndex == Boss;
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while(!bHalt)
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{
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++i;
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//Randomly select a new boss.
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MyKFGI.SetBossIndex();
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//Track whether the boss index is changing.
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if(MyKFGI.MyKFGRI.BossIndex == PrevIndex)
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{
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++SameIters;
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}
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else
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{
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SameIters = 0;
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PrevIndex = MyKFGI.MyKFGRI.BossIndex;
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}
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//Halt if we have the desired index or we have tried enough times.
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bHalt = MyKFGI.MyKFGRI.BossIndex == Boss || SameIters >= MaxSameIters || i >= MaxIters;
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}
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if(MyKFGI.MyKFGRI.BossIndex == Boss)
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{
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`log("Successfully overrode boss index to "$Boss$" after "$i$" attempts.", bUseDebug, 'StartWave');
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}
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else
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{
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`log("Failed to override boss index after "$i$" attempts.", bUseDebug, 'StartWave');
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}
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}
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/** Overrides difficulty settings and trader duration when possible. */
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function OverrideTimer()
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{
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local KFGameInfo_Survival KFGI_Surv;
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//If we've overriden what we need to, don't call this timer again.
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if(bOverridenDifficultySettings && bOverridenTraderDuration)
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{
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`log("All settings have been overriden.", bUseDebug, 'StartWave');
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return;
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}
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if(!bOverridenDifficultySettings && MyKFGI.DifficultyInfo != None)
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{
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`log("Overriding difficulty settings...", bUseDebug, 'StartWave');
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bOverridenDifficultySettings = true;
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//Override starting dosh.
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MyKFGI.DifficultyInfo.Normal.StartingDosh = Dosh;
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MyKFGI.DifficultyInfo.Hard.StartingDosh = Dosh;
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MyKFGI.DifficultyInfo.Suicidal.StartingDosh = Dosh;
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MyKFGI.DifficultyInfo.HellOnEarth.StartingDosh = Dosh;
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`log("Starting dosh has been set to: "$Dosh$" dosh.", bUseDebug, 'StartWave');
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//We need to set the difficulty settings again - normally done in KFGameInfo.InitGame - to apply
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//these changes, since this happens after InitGame is executed.
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MyKFGI.DifficultyInfo.SetDifficultySettings(MyKFGI.GameDifficulty);
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}
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//Set the starting wave number.
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if(!bOverridenTraderDuration)
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{
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KFGI_Surv = KFGameInfo_Survival(MyKFGI);
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if(KFGI_Surv != None)
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{
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//We require the SpawnManager to be set, because this signifies that InitSpawnManager has been
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//executed, which sets WaveMax.
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if(MyKFGI.SpawnManager != None)
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{
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`log("Overriding trader duration...", bUseDebug, 'StartWave');
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bOverridenTraderDuration = true;
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//Since InitSpawnManager has been executed, then PreBeginPlay must have been executed. This
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//means that PostBeginPlay will have been executed as well since it happens straight after.
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//Now we can override TimeBetweenWaves.
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KFGI_Surv.TimeBetweenWaves = bInitialTrader ? InitialTraderTime : TraderTime;
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`log("Trader duration has been set to: "$KFGI_Surv.TimeBetweenWaves$" seconds.", bUseDebug,
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'StartWave');
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}
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else
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{
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`log("MyKFGI.SpawnManager hasn't been set yet. Calling StartWaveTimer again.", bUseDebug,
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'StartWave');
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//We don't know WaveMax yet, so we need to wait longer.
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SetTimer(0.1, false, nameof(StartWaveTimer));
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return;
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}
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}
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else
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{
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`warn("The game mode does not extend KFGameInfo_Survival. Most features of this mutator are not"
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$"compatible with non-wave-based game modes.", true, 'StartWave');
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}
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}
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//If the difficulty info isn't set yet, wait.
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SetTimer(0.1, false, nameof(OverrideTimer));
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}
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function StartWaveTimer()
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{
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local KFGameInfo_Survival KFGI_Surv;
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local PlayerController PC;
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//We need to wait for the wave to be active, as this will signify that StartMatch has been executed.
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if(!MyKFGI.IsWaveActive())
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{
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//If the wave isn't active yet (probably still in lobby), wait.
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SetTimer(0.1, false, nameof(StartWaveTimer));
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return;
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}
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KFGI_Surv = KFGameInfo_Survival(MyKFGI);
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if(KFGI_Surv == None)
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{
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return;
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}
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`log("Clearing the current wave.", bUseDebug, 'StartWave');
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//Clear the current wave.
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foreach WorldInfo.AllControllers(class'PlayerController', PC)
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{
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if (KFDemoRecSpectator(PC) == none)
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{
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PC.ConsoleCommand("KillZeds");
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break;
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}
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}
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//Set the starting wave number.
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//Keep the assignments separated so that we can used the restricted StartWave later if we want.
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StartWave = Min(StartWave, KFGI_Surv.WaveMax);
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//We need to subtract 1 because when the state is eventually reset to PlayingWave, this will be
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//incremented by 1.
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KFGI_Surv.WaveNum = StartWave - 1;
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`log("WaveNum set to: "$KFGI_Surv.WaveNum, bUseDebug, 'StartWave');
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if(bStartWithTrader)
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{
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`log("Switching to state: TraderOpen.", bUseDebug, 'StartWave');
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//We need to update GRI's WaveNum and update the HUD element that shows the last wave.
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MyKFGI.MyKFGRI.WaveNum = KFGI_Surv.WaveNum;
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MyKFGI.MyKFGRI.UpdateHUDWaveCount();
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//Start with the trader active.
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MyKFGI.GotoState('TraderOpen', 'Begin');
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}
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else
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{
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`log("Switching to state: PlayingWave.", bUseDebug, 'StartWave');
|
||
|
|
||
|
//Start with a wave as usual - but our StartWave number will be used.
|
||
|
MyKFGI.GotoState('PlayingWave');
|
||
|
}
|
||
|
|
||
|
//Since we've updated the wave number, we need to update the game settings (which includes the
|
||
|
//current wave number).
|
||
|
MyKFGI.UpdateGameSettings();
|
||
|
|
||
|
bInitialTrader = false;
|
||
|
}
|
||
|
|
||
|
/** Updates the trader duration. Waits until the initial trader has closed. */
|
||
|
function UpdateTraderDurationTimer()
|
||
|
{
|
||
|
//If the initial trader has already been opened, and the wave is now active.
|
||
|
if(!bInitialTrader && MyKFGI.IsWaveActive())
|
||
|
{
|
||
|
if(KFGameInfo_Survival(MyKFGI) != None)
|
||
|
{
|
||
|
`log("Updating trader duration to "$TraderTime$" seconds.", bUseDebug, 'StartWave');
|
||
|
//We can update TimeBetweenWaves to be the TraderTime we specified in the launch command.
|
||
|
KFGameInfo_Survival(MyKFGI).TimeBetweenWaves = TraderTime;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
`warn("The game mode does not extend KFGameInfo_Survival. Most features of this mutator are not"
|
||
|
$"compatible with non-wave-based game modes.", true, 'StartWave');
|
||
|
}
|
||
|
|
||
|
//We don't need to call this timer again.
|
||
|
ClearTimer(nameof(UpdateTraderDurationTimer));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* @brief Gets a bool from the launch command if available.
|
||
|
*
|
||
|
* @param Options - options passed in via the launch command
|
||
|
* @param ParseString - the variable we are looking for
|
||
|
* @param CurrentValue - the current value of the variable
|
||
|
* @return bool value of the option we are looking for
|
||
|
*/
|
||
|
static function bool GetBoolOption(string Options, string ParseString, bool CurrentValue)
|
||
|
{
|
||
|
local string InOpt;
|
||
|
|
||
|
//Find the value associated with this variable in the launch command.
|
||
|
InOpt = class'GameInfo'.static.ParseOption(Options, ParseString);
|
||
|
|
||
|
if(InOpt != "")
|
||
|
{
|
||
|
return bool(InOpt);
|
||
|
}
|
||
|
|
||
|
//If a value for this variable was not specified in the launch command, return the original value.
|
||
|
return CurrentValue;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* @brief Gets a string from the launch command if available.
|
||
|
*
|
||
|
* @param Options - options passed in via the launch command
|
||
|
* @param ParseString - the variable we are looking for
|
||
|
* @param CurrentValue - the current value of the variable
|
||
|
* @return string value of the option we are looking for
|
||
|
*/
|
||
|
static function string GetStringOption(string Options, string ParseString, string CurrentValue)
|
||
|
{
|
||
|
local string InOpt;
|
||
|
|
||
|
//Find the value associated with this variable in the launch command.
|
||
|
InOpt = class'GameInfo'.static.ParseOption(Options, ParseString);
|
||
|
|
||
|
if(InOpt != "")
|
||
|
{
|
||
|
return InOpt;
|
||
|
}
|
||
|
|
||
|
//If a value for this variable was not specified in the launch command, return the original value.
|
||
|
return CurrentValue;
|
||
|
}
|