class StartWave extends Info config(StartWave); const OptionsParser = class'OptionsParser'; var private KFGameInfo KFGI; var private KFGameInfo_Survival KFGIS; var private KFGameInfo_Endless KFGIE; var private KFGI_Access KFGIA; var private KFGameReplicationInfo KFGRI; /********************************************************************************************************* * Config properties *********************************************************************************************************/ /** The wave that the match should start on. It is clamped between wave 1 and the boss wave. */ var config int StartWave; /** The duration of the 'initial' trader (before the first wave). */ var config int InitialTraderTime; /** The duration of standard trader (between waves). */ var config int TraderTime; /** The starting dosh of players. */ var config int Dosh; /** Whether an 'initial' trader time should occur before the first wave. */ var config bool bStartWithTrader; /** Log level. */ var config E_LogLevel LogLevel; /** *** The boss override index. For the default boss list, 0-Hans, 1-Patty, 2-King FP, 3-Abomination. *** Negative values can be used to keep the boss spawn random. ***/ var config int Boss; /********************************************************************************************************* * Instance variables *********************************************************************************************************/ /** Used to determine whether the initial trader is still open / hasn't been closed. */ var bool bInitialTrader; //These are used to determine whether everything in OverrideTimer has been done. /** Whether the difficulty settings have been overriden. */ var bool bOverridenDifficultySettings; /** Whether the trader duration has been overriden. */ var bool bOverridenTraderDuration; public simulated function bool SafeDestroy() { `Log_Trace(); return (bPendingDelete || bDeleteMe || Destroy()); } public event PreBeginPlay() { `Log_Trace(); if (WorldInfo.NetMode == NM_Client) { `Log_Fatal("Wrong NetMode:" @ WorldInfo.NetMode); SafeDestroy(); return; } Super.PreBeginPlay(); PreInit(); } public event PostBeginPlay() { `Log_Trace(); if (bPendingDelete || bDeleteMe) return; Super.PostBeginPlay(); PostInit(); } private function PreInit() { local String URL; local String Options; `Log_Trace(); URL = WorldInfo.GetLocalURL(); Options = Mid(URL, InStr(URL, "?")); //Parse options entered via the launch command. //We further restrict StartWave later when we know the maximum wave number for the selected game length. StartWave = OptionsParser.static.GetIntOption (Options, "StartWave", StartWave); InitialTraderTime = OptionsParser.static.GetIntOption (Options, "InitialTraderTime", InitialTraderTime); TraderTime = OptionsParser.static.GetIntOption (Options, "TraderTime", TraderTime); Dosh = OptionsParser.static.GetIntOption (Options, "Dosh", Dosh); Boss = OptionsParser.static.GetIntOption (Options, "Boss", Boss); bStartWithTrader = OptionsParser.static.GetBoolOption (Options, "bStartWithTrader", bStartWithTrader); LogLevel = OptionsParser.static.GetLogLevelOption(Options, "LogLevel", LogLevel); // Adjust values if needed StartWave = Max(StartWave, 1); InitialTraderTime = Max(InitialTraderTime, 1); TraderTime = Max(TraderTime, 1); Dosh = Max(Dosh, 0); //DEBUG `Log_Info("LogLevel:" @ LogLevel); `Log_Info("StartWave:" @ StartWave); `Log_Info("InitialTraderTime:" @ InitialTraderTime); `Log_Info("TraderTime:" @ TraderTime); `Log_Info("Dosh:" @ Dosh); `Log_Info("Boss:" @ Boss); `Log_Info("bStartWithTrader:" @ bStartWithTrader); bOverridenDifficultySettings = false; bOverridenTraderDuration = false; } private function PostInit() { `Log_Trace(); if (WorldInfo.Game == None || WorldInfo.GRI == None) { SetTimer(0.2, false, nameof(PostInit)); return; } KFGI = KFGameInfo(WorldInfo.Game); if (KFGI == None) { `Log_Fatal("Incompatible gamemode:" @ WorldInfo.Game $ ". Destroy..."); SafeDestroy(); return; } KFGIA = new(KFGI) class'KFGI_Access'; if (KFGIA == None) { `Log_Fatal("Can't create KFGI_Access object"); SafeDestroy(); return; } KFGIS = KFGameInfo_Survival(KFGI); if (KFGIS == None) { `Log_Warn("The game mode does not extend KFGameInfo_Survival. Most features of this mutator are not compatible with non-wave-based game modes."); } KFGIE = KFGameInfo_Endless(KFGIS); KFGRI = KFGameReplicationInfo(WorldInfo.GRI); if (KFGRI == None) { `Log_Fatal("Incompatible game replication info:" @ WorldInfo.GRI $ ". Destroy..."); SafeDestroy(); return; } SetTimer(0.1, false, nameof(OverrideTimer)); //Override the boss with the boss corresponding to the specified boss index. -1 signifies random. KFGIA.OverrideBossIndex(Boss); CheckForceInitialTrader(); //We only care if this is the 'initial' trader time if we start with the trader active. bInitialTrader = bStartWithTrader; //If we want to start with the trader active or alter the starting wave number. if (bStartWithTrader || StartWave > 1) { `Log_Debug("Calling StartWaveTimer() to alter the start wave or activate the trader initially."); SetTimer(0.2, false, nameof(StartWaveTimer)); } //If we will need to alter TimeBetweenWaves for later activations of the trader. if (bStartWithTrader && InitialTraderTime != TraderTime) { `Log_Debug("Calling UpdateTraderDurationTimer() to alter the trader duration later."); SetTimer(1, true, nameof(UpdateTraderDurationTimer)); } `Log_Info("Initialized."); } /** Allows for handling player input in the console by the mutator. */ public function Mutate(string MutateString, PlayerController Sender) { local array CommandBreakdown; `Log_Trace(); if (MutateString == "") { return; } //Split the string on the space character. ParseStringIntoArray(MutateString, CommandBreakdown, " ", true); //The CheatManager check is equivalent to checking if cheats are enabled for that player. if (CommandBreakdown.Length > 1&& CommandBreakdown[0] == "setwave" && Sender.CheatManager != None && KFGI.GetLivingPlayerCount() > 0) { //The setwave command should be: mutate setwave WaveNum bSkipTraderTime //where WaveNum is an integer (or byte) and bSkipTraderTime is a bool. if (CommandBreakdown.Length == 2) { SetWave(int(CommandBreakdown[1]), Sender); } else { SetWave(int(CommandBreakdown[1]), Sender, bool(CommandBreakdown[2])); } } } /** Jumps to the specified wave, NewWaveNum, with trader time iff bSkipTraderTime is false. */ private function SetWave(int NewWaveNum, PlayerController PC, optional bool bSkipTraderTime) { `Log_Trace(); if (NewWaveNum < 1) { `Log_Error("SetWave: new wave num must be > 0."); return; } if (KFGIE != None) { //Jump straight to the final wave if the specified wave number is higher than wave max. if (NewWaveNum > 254) { NewWaveNum = 254; } } else { //Jump straight to the boss wave if the specified wave number is higher than wave max. if (NewWaveNum > KFGIS.WaveMax) { NewWaveNum = KFGIS.WaveMax+1; } } if (KFGIS != None) { KFGIS.WaveNum = NewWaveNum - 1; } //Kill all zeds currently alive. KillZeds(); //Clear any current objectives. KFGRI.DeactivateObjective(); if (bSkipTraderTime) { //Go to some unused state so that PlayingWave.BeginState is called when we go to PlayingWave. KFGI.GotoState('TravelTheWorld'); UpdateEndlessDifficulty(); //Go to PlayingWave to start the new wave. KFGI.GotoState('PlayingWave'); } else { //Go to trader time before starting the new wave. KFGI.GotoState('TraderOpen'); UpdateEndlessDifficulty(); } KFGI.ResetAllPickups(); } /** *** Since the difficulty in Endless scales with the wave number, we need to update the difficulty when *** jumping between wave numbers to match the expected difficulty. ***/ private function UpdateEndlessDifficulty() { local int i; `Log_Trace(); if (KFGIE == None) { return; } // KFGIE.ResetDifficulty() does not reset ModifiedDifficulty, so do it manually KFGRI.SetModifiedGameDifficulty(0); KFGI.GameDifficultyModifier = 0; //Reflects the difficulty update in KFGameInfo_Endless.SetWave. KFGIE.bIsInHoePlus = false; KFGIE.ResetDifficulty(); KFGIE.SpawnManager.GetWaveSettings(KFGIE.SpawnManager.WaveSettings); KFGIE.UpdateGameSettings(); //Don't bother iterating for i=0-4, no difficulty increment can occur. for (i = 5; i <= KFGIE.WaveNum; ++i) { //Simulate the death of a boss. The difficulty is incremented after each boss round. if (i % 5 == 0) { KFGIE.IncrementDifficulty(); } //This should happen at the end of each wave (if we're in HoE+). The check is handled internally. //We do this after the simulation of a boss death so that bIsInHoePlus can be set first. KFGIE.HellOnEarthPlusRoundIncrement(); } `Log_Debug("Updated difficulty (Game + Modifier):" @ String(KFGRI.GameDifficulty) @ "+" @ String(KFGRI.GameDifficultyModifier)); } /** Checks whether we should force the initial trader, regardless of the config/command value. */ private function CheckForceInitialTrader() { `Log_Trace(); //Force the initial trader for compatibility with holdout maps. Otherwise, zeds spawn in the wrong room. if (!bStartWithTrader && StartWave > 1) { bStartWithTrader = true; InitialTraderTime = 1.0; } } /** Overrides difficulty settings and trader duration when possible. */ private function OverrideTimer() { local KFGameDifficulty_Endless KFGDE; local int i; `Log_Trace(); //If we've overriden what we need to, don't call this timer again. if (bOverridenDifficultySettings && bOverridenTraderDuration) { `Log_Debug("All settings have been overriden."); return; } if (!bOverridenDifficultySettings && KFGI.DifficultyInfo != None) { `Log_Debug("Overriding difficulty settings..."); bOverridenDifficultySettings = true; //Override starting dosh. KFGI.DifficultyInfo.Normal.StartingDosh = Dosh; KFGI.DifficultyInfo.Hard.StartingDosh = Dosh; KFGI.DifficultyInfo.Suicidal.StartingDosh = Dosh; KFGI.DifficultyInfo.HellOnEarth.StartingDosh = Dosh; if (KFGIE != None) { KFGDE = KFGameDifficulty_Endless(KFGIE.DifficultyInfo); if (KFGDE != None) { for (i = 0; i < KFGDE.CurrentDifficultyScaling.Difficulties.length; ++i) { KFGDE.CurrentDifficultyScaling.Difficulties[i].StartingDosh = Dosh; } } } `Log_Debug("Starting dosh has been set to:" @ Dosh @ "dosh."); //We need to set the difficulty settings again - normally done in KFGameInfo.InitGame - to apply //these changes, since this happens after InitGame is executed. KFGI.DifficultyInfo.SetDifficultySettings(KFGI.GameDifficulty); } //Set the starting wave number. if (!bOverridenTraderDuration) { if (KFGIS != None) { //We require the SpawnManager to be set, because this signifies that InitSpawnManager has been //executed, which sets WaveMax. if (KFGI.SpawnManager != None) { `Log_Debug("Overriding trader duration..."); bOverridenTraderDuration = true; //Since InitSpawnManager has been executed, then PreBeginPlay must have been executed. This //means that PostBeginPlay will have been executed as well since it happens straight after. //Now we can override TimeBetweenWaves. KFGIS.TimeBetweenWaves = bInitialTrader ? InitialTraderTime : TraderTime; `Log_Debug("Trader duration has been set to:" @ KFGIS.TimeBetweenWaves @ "seconds."); } else { `Log_Debug("KFGI.SpawnManager hasn't been set yet. Calling StartWaveTimer again."); //We don't know WaveMax yet, so we need to wait longer. SetTimer(0.1, false, nameof(StartWaveTimer)); return; } } } //If the difficulty info isn't set yet, wait. SetTimer(0.1, false, nameof(OverrideTimer)); } private function StartWaveTimer() { local PlayerController PC; `Log_Trace(); //We need to wait for the wave to be active, as this will signify that StartMatch has been executed. if (!KFGI.IsWaveActive()) { //If the wave isn't active yet (probably still in lobby), wait. SetTimer(0.1, false, nameof(StartWaveTimer)); return; } if (KFGIS == None) { return; } `Log_Debug("Clearing the current wave."); //Clear the current wave. foreach WorldInfo.AllControllers(class'PlayerController', PC) { if (KFDemoRecSpectator(PC) == none) { KillZeds(); break; } } //Set the starting wave number. //Keep the assignments separated so that we can used the restricted StartWave later if we want. StartWave = Min(StartWave, KFGIS.WaveMax); //We need to subtract 1 because when the state is eventually reset to PlayingWave, this will be //incremented by 1. KFGIS.WaveNum = StartWave - 1; UpdateEndlessDifficulty(); `Log_Info("WaveNum set to:" @ KFGIS.WaveNum); if (bStartWithTrader) { `Log_Debug("Switching to state: TraderOpen."); //We need to update GRI's WaveNum and update the HUD element that shows the last wave. KFGRI.WaveNum = KFGIS.WaveNum; KFGRI.UpdateHUDWaveCount(); //Start with the trader active. KFGI.GotoState('TraderOpen', 'Begin'); } else { `Log_Debug("Switching to state: PlayingWave."); //Start with a wave as usual - but our StartWave number will be used. KFGI.GotoState('PlayingWave'); } //Since we've updated the wave number, we need to update the game settings (which includes the //current wave number). KFGI.UpdateGameSettings(); bInitialTrader = false; } /** Updates the trader duration. Waits until the initial trader has closed. */ private function UpdateTraderDurationTimer() { `Log_Trace(); //If the initial trader has already been opened, and the wave is now active. if (!bInitialTrader && KFGI.IsWaveActive()) { if (KFGIS != None) { `Log_Debug("Updating trader duration to" @ TraderTime @ "seconds."); //We can update TimeBetweenWaves to be the TraderTime we specified in the launch command. KFGIS.TimeBetweenWaves = TraderTime; } //We don't need to call this timer again. ClearTimer(nameof(UpdateTraderDurationTimer)); } } private function KillZeds() { local KFPawn_Monster KFPM; foreach WorldInfo.AllPawns(class'KFPawn_Monster', KFPM) { if (!KFPM.IsAliveAndWell()) continue; if (KFPM.Health > 0 && PlayerController(KFPM.Controller) == None) { KFPM.Died(None, None, KFPM.Location); } } } defaultproperties { }