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UnrealShare.TeamGame


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//=============================================================================
// TeamGame.
//=============================================================================
class TeamGame extends DeathMatchGame;

var() config bool   bSpawnInTeamArea;
var() config bool   bNoTeamChanges;
var() config float  FriendlyFireScale; //scale friendly fire damage by this value
var() config int    MaxTeams; //Maximum number of teams allowed in (up to 16)
var TeamInfo Teams[16]; 
var() config float  GoalTeamScore; //like fraglimit
var() config int    MaxTeamSize;
var  localized string NewTeamMessage;
var     int         NextBotTeam;
var byte TEAM_Red, TEAM_Blue, TEAM_Green, TEAM_Gold;
var localized string TeamColor[4];

function PostBeginPlay()
{
    local int i;
    for (i=0;i<4;i++)
    {
        Teams[i] = Spawn(class'TeamInfo');
        Teams[i].Size = 0;
        Teams[i].Score = 0;
        Teams[i].TeamName = TeamColor[i];
        Teams[i].TeamIndex = i;
    }
    Super.PostBeginPlay();
}

event InitGame( string Options, out string Error )
{
    Super.InitGame(Options, Error);
    GoalTeamScore = FragLimit;
}

//------------------------------------------------------------------------------
// Player start functions


//FindPlayerStart
//- add teamnames as new teams enter
//- choose team spawn point if bSpawnInTeamArea

function playerpawn Login
(
    string Portal,
    string Options,
    out string Error,
    class<playerpawn> SpawnClass
)
{
    local PlayerPawn newPlayer;
    local NavigationPoint StartSpot;

    newPlayer = Super.Login(Portal, Options, Error, SpawnClass);
    if ( newPlayer == None)
        return None;

    if ( bSpawnInTeamArea )
    {
        StartSpot = FindPlayerStart(newPlayer.PlayerReplicationInfo.Team, Portal);
        if ( StartSpot != None )
        {
            NewPlayer.SetLocation(StartSpot.Location);
            NewPlayer.SetRotation(StartSpot.Rotation);
            NewPlayer.ViewRotation = StartSpot.Rotation;
            NewPlayer.ClientSetRotation(NewPlayer.Rotation);
            StartSpot.PlayTeleportEffect( NewPlayer, true );
        }
    }
                
    return newPlayer;
}

function Logout(pawn Exiting)
{
    Super.Logout(Exiting);
    if ( Exiting.IsA('Spectator') )
        return;
    Teams[Exiting.PlayerReplicationInfo.Team].Size--;
}
    
function NavigationPoint FindPlayerStart( byte Team, optional string incomingName )
{
    local PlayerStart Dest, Candidate[4], Best;
    local float Score[4], BestScore, NextDist;
    local pawn OtherPlayer;
    local int i, num;
    local Teleporter Tel;
    local NavigationPoint N;

    if( incomingName!="" )
        foreach AllActors( class 'Teleporter', Tel )
            if( string(Tel.Tag)~=incomingName )
                return Tel;
            
    num = 0;
    //choose candidates	
    for ( N=Level.NavigationPointList; N!=None; N=N.nextNavigationPoint )
        if ( N.IsA('PlayerStart') 
            && (!bSpawnInTeamArea || (Team == PlayerStart(N).TeamNumber)) )
        {
            if (num<4)
                Candidate[num] = PlayerStart(N);
            else if (Rand(num) < 4)
                Candidate[Rand(4)] = PlayerStart(N);
            num++;
        }

    if (num == 0 )
    {
        foreach AllActors( class'PlayerStart', Dest )
        {
            if (num<4)
                Candidate[num] = Dest;
            else if (Rand(num) < 4)
                Candidate[Rand(4)] = Dest;
            num++;
        }
    }

    if (num>4) num = 4;
    else if (num == 0)
        return None;
        
    //assess candidates
    for (i=0;i<num;i++)
        Score[i] = 4000 * FRand(); //randomize
        
    for ( OtherPlayer=Level.PawnList; OtherPlayer!=None; OtherPlayer=OtherPlayer.NextPawn)  
        if ( OtherPlayer.bIsPlayer && (OtherPlayer.Health > 0) && !OtherPlayer.IsA('Spectator') )
            for (i=0;i<num;i++)
                if ( OtherPlayer.Region.Zone == Candidate[i].Region.Zone )
                {
                    NextDist = VSize(OtherPlayer.Location - Candidate[i].Location);
                    if (NextDist < CollisionRadius + CollisionHeight)
                        Score[i] -= 1000000.0;
                    else if ( (NextDist < 1400) && (Team != OtherPlayer.PlayerReplicationInfo.Team) && OtherPlayer.LineOfSightTo(Candidate[i]) )
                        Score[i] -= 10000.0;
                }
    
    BestScore = Score[0];
    Best = Candidate[0];
    for (i=1;i<num;i++)
    {
        if (Score[i] > BestScore)
        {
            BestScore = Score[i];
            Best = Candidate[i];
        }
    }           
                
    return Best;
}

function bool AddBot()
{
    local NavigationPoint StartSpot;
    local bots NewBot;
    local int BotN, DesiredTeam;

    BotN = BotConfig.ChooseBotInfo();
    
    // Find a start spot.
    StartSpot = FindPlayerStart(0);
    if( StartSpot == None )
    {
        log("Could not find starting spot for Bot");
        return false;
    }

    // Try to spawn the player.
    NewBot = Spawn(BotConfig.GetBotClass(BotN),,,StartSpot.Location,StartSpot.Rotation);

    if ( NewBot == None )
        return false;

    if ( (bHumansOnly || Level.bHumansOnly) && !NewBot.bIsHuman )
    {
        NewBot.Destroy();
        log("Failed to spawn bot");
        return false;
    }

    StartSpot.PlayTeleportEffect(NewBot, true);

    // Init player's information.
    BotConfig.Individualize(NewBot, BotN, NumBots);
    NewBot.ViewRotation = StartSpot.Rotation;

    // broadcast a welcome message.
    BroadcastMessage( NewBot.PlayerReplicationInfo.PlayerName$EnteredMessage, true );

    AddDefaultInventory( NewBot );
    NumBots++;

    DesiredTeam = BotConfig.GetBotTeam(BotN);
    if ( (DesiredTeam == 255) || !ChangeTeam(NewBot, DesiredTeam) )
    {
        ChangeTeam(NewBot, NextBotTeam);
        NextBotTeam++;
        if ( NextBotTeam >= MaxTeams )
            NextBotTeam = 0;
    }

    if ( bSpawnInTeamArea )
    {
        StartSpot = FindPlayerStart(newBot.PlayerReplicationInfo.Team);
        if ( StartSpot != None )
        {
            NewBot.SetLocation(StartSpot.Location);
            NewBot.SetRotation(StartSpot.Rotation);
            NewBot.ViewRotation = StartSpot.Rotation;
            NewBot.ClientSetRotation(NewBot.Rotation);
            StartSpot.PlayTeleportEffect( NewBot, true );
        }
    }

    return true;
}

//-------------------------------------------------------------------------------------
// Level gameplay modification

//Use reduce damage for teamplay modifications, etc.
function int ReduceDamage(int Damage, name DamageType, pawn injured, pawn instigatedBy)
{
    local int reducedDamage;

    if (injured.Region.Zone.bNeutralZone)
        return 0;
    
    if ( instigatedBy == None )
        return Damage;

    Damage *= instigatedBy.DamageScaling;

    if ( (instigatedBy != injured) 
        && (injured.PlayerReplicationInfo.Team ~= instigatedBy.PlayerReplicationInfo.Team) )
        return (Damage * FriendlyFireScale);
    else
        return Damage;
}

function Killed(pawn killer, pawn Other, name damageType)
{
    Super.Killed(killer, Other, damageType);

    if( (killer == Other) || (killer == None) )
        Teams[Other.PlayerReplicationInfo.Team].Score -= 1.0;
    else
        Teams[killer.PlayerReplicationInfo.Team].Score += 1.0;

    if ( (GoalTeamScore > 0) && (Teams[killer.PlayerReplicationInfo.Team].Score >= GoalTeamScore) )
        EndGame("teamscorelimit");
}

function bool ChangeTeam(Pawn Other, int NewTeam)
{
    local int i, s;
    local pawn APlayer;
    local teaminfo SmallestTeam;
    local string SkinName, FaceName;

    for( i=0; i<MaxTeams; i++ )
        if ( (Teams[i].Size < MaxTeamSize) 
                && ((SmallestTeam == None) || (SmallestTeam.Size > Teams[i].Size)) )
        {
            s = i;
            SmallestTeam = Teams[i];
        }

    if ( NewTeam == 255 )
        NewTeam = s;

    if ( Other.IsA('Spectator') )
    {
        Other.PlayerReplicationInfo.Team = NewTeam;
        Other.PlayerReplicationInfo.TeamName = Teams[NewTeam].TeamName;
        return true;
    }
    if ( Other.PlayerReplicationInfo.Team != 255 )
    {
        if ( bNoTeamChanges )
            return false;
        Teams[Other.PlayerReplicationInfo.Team].Size--; 
    }

    for( i=0; i<MaxTeams; i++ )
    {
        if ( i == NewTeam )
        {
            if (Teams[i].Size < MaxTeamSize)
            {
                AddToTeam(i, Other);
                return true;
            }
            else 
                break;
        }
    }

    if ( (SmallestTeam != None) && (SmallestTeam.Size < MaxTeamSize) )
    {
        AddToTeam(s, Other);
        return true;
    }

    return false;
}

function AddToTeam( int num, Pawn Other )
{
    local teaminfo aTeam;
    local Pawn P;
    local bool bSuccess;
    local string SkinName, FaceName;

    aTeam = Teams[num];

    aTeam.Size++;
    Other.PlayerReplicationInfo.Team = num;
    Other.PlayerReplicationInfo.TeamName = aTeam.TeamName;
    bSuccess = false;
    if ( Other.IsA('PlayerPawn') )
        Other.PlayerReplicationInfo.TeamID = 0;
    else
        Other.PlayerReplicationInfo.TeamID = 1;

    while ( !bSuccess )
    {
        bSuccess = true;
        for ( P=Level.PawnList; P!=None; P=P.nextPawn )
                        if ( P.bIsPlayer && (P != Other) 
                            && (P.PlayerReplicationInfo.Team == Other.PlayerReplicationInfo.Team) 
                            && (P.PlayerReplicationInfo.TeamId == Other.PlayerReplicationInfo.TeamId) )
                bSuccess = false;
        if ( !bSuccess )
            Other.PlayerReplicationInfo.TeamID++;
    }

    BroadcastMessage(Other.PlayerReplicationInfo.PlayerName$NewTeamMessage$aTeam.TeamName, false);

    Other.static.GetMultiSkin(Other, SkinName, FaceName);
    Other.static.SetMultiSkin(Other, SkinName, FaceName, num);
}

function bool CanSpectate( pawn Viewer, actor ViewTarget )
{
    return ( (Spectator(Viewer) != None) 
            || ((Pawn(ViewTarget) != None) && (Pawn(ViewTarget).PlayerReplicationInfo.Team == Viewer.PlayerReplicationInfo.Team)) );
}

defaultproperties
{
     MaxTeams=2
     MaxTeamSize=16
     NewTeamMessage=" is now on "
     TEAM_Blue=1
     TEAM_Green=2
     TEAM_Gold=3
     TeamColor(0)="Red"
     TeamColor(1)="Blue"
     TeamColor(2)="Green"
     TeamColor(3)="Gold"
     bCanChangeSkin=False
     bTeamGame=True
     ScoreBoardType=Class'UnrealShare.UnrealTeamScoreBoard'
     GameMenuType=Class'UnrealShare.UnrealTeamGameOptionsMenu'
     RulesMenuType="UMenu.UMenuTeamGameRulesSClient"
     HUDType=Class'UnrealShare.UnrealTeamHUD'
     BeaconName="Team"
     GameName="Team Game"
}

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Class file time: za 22-4-2006 13:06:32.000 - Creation time: za 22-4-2006 13:07:27.921 - Created with UnCodeX