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Onslaught.ONSMineLayer


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//-----------------------------------------------------------
//
//-----------------------------------------------------------
class ONSMineLayer extends Weapon
    config(User);

#exec OBJ LOAD FILE=HudContent.utx

const NUM_BARRELS = 4;
const BARREL_ROTATION_RATE = 2.0;

var()   float   ReloadDelay;
var     float   BarrelRotation;
var     float   FinalRotation;
var     bool    bRotateBarrel;

var array<Projectile> Mines;
var int CurrentMines, MaxMines;
var color FadedColor;

replication
{
    reliable if (bNetOwner && bNetDirty && Role == ROLE_Authority)
        CurrentMines;
}

simulated function DrawWeaponInfo(Canvas Canvas)
{
    NewDrawWeaponInfo(Canvas, 0.705*Canvas.ClipY);
}

simulated function NewDrawWeaponInfo(Canvas Canvas, float YPos)
{
    local int i, Half;
    local float ScaleFactor;

    ScaleFactor = 99 * Canvas.ClipX/3200;
    Half = (MaxMines + 1) / 2;
    Canvas.Style = ERenderStyle.STY_Alpha;
    Canvas.DrawColor = class'HUD'.Default.WhiteColor;
    for (i = 0; i < Half; i++)
    {
        if (i >= CurrentMines)
            Canvas.DrawColor = FadedColor;
        Canvas.SetPos(Canvas.ClipX - (i+1) * ScaleFactor * 1.25, YPos);
        Canvas.DrawTile(Material'HudContent.Generic.HUD', ScaleFactor, ScaleFactor, 391, 383, 44, 49);
    }
    for (i = Half; i < MaxMines; i++)
    {
        if (i >= CurrentMines)
            Canvas.DrawColor = FadedColor;
        Canvas.SetPos(Canvas.ClipX - (i-Half+1) * ScaleFactor * 1.25, YPos - ScaleFactor);
        Canvas.DrawTile(Material'HudContent.Generic.HUD', ScaleFactor, ScaleFactor, 391, 383, 44, 49);
    }
}

simulated function bool HasAmmo()
{
    if (CurrentMines > 0)
        return true;

    return (FireMode[0] != None && AmmoAmount(0) >= FireMode[0].AmmoPerFire);
}

simulated function bool CanThrow()
{
    if ( AmmoAmount(0) <= 0 )
        return false;

    return Super.CanThrow();
}

simulated function Destroyed()
{
    local int x;

    if (Role == ROLE_Authority)
        for (x = 0; x < Mines.Length; x++)
            if (Mines[x] != None)
                Mines[x].Explode(Mines[x].Location, vect(0,0,1));

    Super.Destroyed();
}

// AI Interface
function float GetAIRating()
{
    local Bot B;
    local float EnemyDist;
    local vector EnemyDir;

    if ( AmmoAmount(0) <= 0 )
        return 0;

    B = Bot(Instigator.Controller);
    if (B == None)
        return AIRating;
    if (B.Enemy == None)
    {
        if (B.Formation() && B.Squad.SquadObjective != None && B.Squad.SquadObjective.BotNearObjective(B))
        {
            if ( DestroyableObjective(B.Squad.SquadObjective) != None && B.Squad.SquadObjective.TeamLink(B.Squad.Team.TeamIndex)
                 && DestroyableObjective(B.Squad.SquadObjective).Health < DestroyableObjective(B.Squad.SquadObjective).DamageCapacity )
                return 1.1; //hackish - don't want higher priority than anything that can heal objective

            return 1.5;
        }

        return AIRating;
    }

    // if retreating, favor this weapon
    EnemyDir = B.Enemy.Location - Instigator.Location;
    EnemyDist = VSize(EnemyDir);
    if ( EnemyDist > 1500 )
        return 0.1;
    if ( B.IsRetreating() )
        return (AIRating + 0.4);
    if ( -1 * EnemyDir.Z > EnemyDist )
        return AIRating + 0.1;
    if ( (B.Enemy.Weapon != None) && B.Enemy.Weapon.bMeleeWeapon )
        return (AIRating + 0.3);
    if ( EnemyDist > 1000 )
        return 0.35;
    return AIRating;
}

/* BestMode()
choose between regular or alt-fire
*/
function byte BestMode()
{
    local AIController C;

    C = AIController(Instigator.Controller);
    if (C == None || C.Enemy == None)
        return 0;

    if (CurrentMines < 2 || VSize(C.Enemy.Location - Instigator.Location) < 2500 || FRand() < 0.5)
        return 0;

    return 1;
}

function float SuggestAttackStyle()
{
    local Bot B;
    local float EnemyDist;

    B = Bot(Instigator.Controller);
    if ( (B == None) || (B.Enemy == None) )
        return 0.4;

    EnemyDist = VSize(B.Enemy.Location - Instigator.Location);
    if ( EnemyDist > 1500 )
        return 1.0;
    if ( EnemyDist > 1000 )
        return 0.4;
    return -0.4;
}

function float SuggestDefenseStyle()
{
    local Bot B;

    B = Bot(Instigator.Controller);
    if ( (B == None) || (B.Enemy == None) )
        return 0;

    if ( VSize(B.Enemy.Location - Instigator.Location) < 1600 )
        return -0.6;
    return 0;
}

function bool ShouldFireWithoutTarget()
{
    local ONSPowerCore OPC;
    if ( ShootTarget(Instigator.Controller.Target) != None )
    {
        OPC = ONSPowerCore(Instigator.Controller.Target.Owner);
        if ( (OPC != None) && !OPC.Shield.bHidden )
        {
            Instigator.Controller.Target = OPC.PathList[Rand(OPC.PathList.Length)].End;
            return ( Instigator.Controller.Target != None );
        }
    }
    if (CurrentMines < MaxMines)
        return true;

    return false;
}

// End AI Interface

simulated function PlayFiring(bool plunge)
{
    GotoState('AnimateLoad', 'Begin');
}

simulated function RotateBarrel()
{
    FinalRotation -= 65535.0 / NUM_BARRELS;
    if (FinalRotation <= 0.0)
    {
        FinalRotation += 65535.0;
        BarrelRotation += 65535.0;
    }
    bRotateBarrel = True;
}

simulated function UpdateBarrel(float dt)
{
    local Rotator R;

    BarrelRotation -= dt * 65535.0 * BARREL_ROTATION_RATE / NUM_BARRELS;
    if (BarrelRotation < FinalRotation)
    {
        BarrelRotation = FinalRotation;
        bRotateBarrel = False;
        GotoState('');
    }

    R.Roll = BarrelRotation;
    SetBoneRotation('drum', R, 0, 1);
}

simulated state AnimateLoad
{
    simulated function Tick(float dt)
    {
        if (bRotateBarrel)
            UpdateBarrel(dt);
    }

Begin:
    sleep(ReloadDelay);
    RotateBarrel();
    PlaySound(sound'PickupSounds.FlakAmmoPickup', SLOT_Misc);
    ClientPlayForceFeedback("FlakAmmoPickup");
}

defaultproperties
{
     ReloadDelay=0.400000
     MaxMines=8
     FadedColor=(B=128,G=128,R=128,A=160)
     FireModeClass(0)=Class'Onslaught.ONSMineThrowFire'
     FireModeClass(1)=Class'Onslaught.ONSMineLayerAltFire'
     PutDownAnim="PutDown"
     SelectAnimRate=2.000000
     PutDownAnimRate=4.000000
     PutDownTime=0.400000
     BringUpTime=0.350000
     SelectSound=Sound'WeaponSounds.FlakCannon.SwitchToFlakCannon'
     SelectForce="SwitchToFlakCannon"
     AIRating=0.550000
     CurrentRating=0.550000
     Description="The Spider Mine Layer is used for deploying spider mines, autonomous mobile mines that are highly effective against both foot soldiers and vehicles."
     EffectOffset=(X=100.000000,Y=32.000000,Z=-20.000000)
     DisplayFOV=45.000000
     Priority=5
     HudColor=(B=255,G=0,R=0)
     SmallViewOffset=(X=116.000000,Y=43.500000,Z=-40.500000)
     CustomCrosshair=14
     CustomCrossHairTextureName="ONSInterface-TX.MineLayerReticle"
     InventoryGroup=3
     GroupOffset=1
     PickupClass=Class'Onslaught.ONSMineLayerPickup'
     PlayerViewOffset=(X=100.000000,Y=35.500000,Z=-32.500000)
     BobDamping=2.200000
     AttachmentClass=Class'Onslaught.ONSMineLayerAttachment'
     IconMaterial=Texture'HUDContent.Generic.HUD'
     IconCoords=(X1=229,Y1=258,X2=296,Y2=307)
     ItemName="Mine Layer"
     Mesh=SkeletalMesh'ONSWeapons-A.MineLayer_1st'
     AmbientGlow=64
}

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Class file time: Fr 30.3.2007 08:43:52.000 - Creation time: Mo 16.4.2007 11:20:51.156 - Created with UnCodeX