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UnrealGame.DestroyableObjective


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class DestroyableObjective extends GameObjective;

// Trigger type.
var() enum EConstraintInstigator
{
    CI_All,             // Anything can deal damage to objective
    CI_PawnClass,       // Only Forced Pawn class can deal damage to objective
} ConstraintInstigator;

var()   class<Pawn> ConstraintPawnClass;

var()   int     DamageCapacity;         // amount of damage that can be taken before destroyed
var()   name    TakeDamageEvent;
var()   int     DamageEventThreshold;   // trigger damage event whenever this amount of damage is taken
var     int     AccumulatedDamage;
var     int     Health;
var     float   LinkHealMult;           // If > 0, Link Gun secondary heals an amount equal to its damage times this
var()   float   VehicleDamageScaling;
var()   vector  AIShootOffset; //adjust where AI should try to shoot this objective
var ShootTarget ShootTarget;

var()   bool    bCanDefenderDamage;     // can defender damage objective ?
var     bool    bReplicateHealth;
var bool        bMonitorUnderAttack;
var bool        bIsUnderAttack;
var VolumeTimer UnderAttackTimer;
var float       LastDamageTime;
var float       LastWarnTime;

replication
{
    reliable if ( bReplicateHealth && (Role == ROLE_Authority) )
        Health;

    unreliable if ( bMonitorUnderAttack && (Role==ROLE_Authority) && bReplicateObjective && bNetDirty )
        bIsUnderAttack;
}

function PostBeginPlay()
{
    super.PostBeginPlay();
    if (AIShootOffset != vect(0,0,0))
    {
        ShootTarget = spawn(class'ShootTarget', self,, Location + AIShootOffset);
        ShootTarget.SetBase(self);
    }
    Reset();
}

event int SpecialCost(Pawn Other, ReachSpec Path)
{
    return 0;
}

function SetDelayedDamageInstigatorController(Controller C)
{
    DelayedDamageInstigatorController = C;
}

function Destroyed()
{
    if ( UnderAttackTimer != None )
    {
        UnderAttackTimer.Destroy();
        UnderAttackTimer = None;
    }

    super.Destroyed();
}

simulated function bool TeamLink(int TeamNum)
{
    return ( LinkHealMult > 0 && (DefenderTeamIndex == TeamNum) );
}

function Actor GetShootTarget()
{
    if (ShootTarget != None)
        return ShootTarget;

    return self;
}

function bool KillEnemyFirst(Bot B)
{
    return false;
}

function bool LegitimateTargetOf(Bot B)
{
    if ( ConstraintInstigator == CI_PawnClass && !ClassIsChildOf(B.Pawn.Class, ConstraintPawnClass) )
        return false;

    if ( (DamageCapacity > 0) && bActive && !bDisabled )
        return true;
    return false;
}

/* TellBotHowToDisable()
tell bot what to do to disable me.
return true if valid/useable instructions were given
*/
function bool TellBotHowToDisable(Bot B)
{
    local int i;
    local float Best, Next;
    local vector Dir;
    local NavigationPoint BestPath;
    local bool bResult;

    // Only a specific Pawn can deal damage to objective ?
    if ( ConstraintInstigator == CI_PawnClass && !ClassIsChildOf(B.Pawn.Class, ConstraintPawnClass) )
        return false;

    if ( (B.Pawn.Physics == PHYS_Flying) && (B.Pawn.MinFlySpeed > 0) )
    {
        if ( (VehiclePath != None) && B.Pawn.ReachedDestination(VehiclePath) )
        {
            B.Pawn.AirSpeed = FMin(B.Pawn.AirSpeed, 1.05 * B.Pawn.MinFlySpeed);
            B.Pawn.bThumped = true;
            Dir = Normal(B.Pawn.Velocity);
            // go on to next pathnode past VehiclePath
            for ( i=0; i<VehiclePath.PathList.Length; i++ )
            {
                if ( BestPath == None )
                {
                    BestPath = VehiclePath.PathList[i].End;
                    Best = Dir Dot Normal(BestPath.Location - VehiclePath.Location);
                }
                else
                {
                    Next = Dir Dot Normal(VehiclePath.PathList[i].End.Location - VehiclePath.Location);
                    if ( Next > Best )
                    {
                        Best = Next;
                        BestPath = VehiclePath.PathList[i].End;
                    }
                }
            }
            if ( BestPath != None )
            {
                B.MoveTarget = BestPath;
                B.SetAttractionState();
                return true;
            }
        }
        if ( B.CanAttack(GetShootTarget()) )
        {
            B.Pawn.AirSpeed = FMin(B.Pawn.AirSpeed, 1.05 * B.Pawn.MinFlySpeed);
            B.Focus = self;
            B.FireWeaponAt(self);
            B.GoalString = "Attack Objective";
            if ( !B.Squad.FindPathToObjective(B,self) )
            {
                B.DoRangedAttackOn(GetShootTarget());
                B.Pawn.Acceleration = B.Pawn.AccelRate * Normal(Location - B.Pawn.Location);
            }
            else
                return true;
        }
        bResult = Super.TellBotHowToDisable(B);
        if ( bResult && (FlyingPathNode(B.MoveTarget) != None) && (B.MoveTarget.CollisionRadius < 1000) )
            B.Pawn.AirSpeed = FMin(B.Pawn.AirSpeed, 1.05 * B.Pawn.MinFlySpeed);
        else
            B.Pawn.AirSpeed = B.Pawn.Default.AirSpeed;
        return bResult;
    }
    else if ( !B.Pawn.bStationary && B.Pawn.TooCloseToAttack(GetShootTarget()) )
    {
        B.GoalString = "Back off from objective";
        B.RouteGoal = B.FindRandomDest();
        B.MoveTarget = B.RouteCache[0];
        B.SetAttractionState();
        return true;
    }
    else if ( B.CanAttack(GetShootTarget()) )
    {
        if (KillEnemyFirst(B))
            return false;

        B.GoalString = "Attack Objective";
        B.DoRangedAttackOn(GetShootTarget());
        return true;
    }

    return Super.TellBotHowToDisable(B);
}

function bool NearObjective(Pawn P)
{
    if ( P.CanAttack(GetShootTarget()) )
        return true;
    return Super.NearObjective(P);
}

/* TellBotHowToHeal()
tell bot what to do to heal me
return true if valid/useable instructions were given
*/
function bool TellBotHowToHeal(Bot B)
{
    local Vehicle OldVehicle;

    if (!TeamLink(B.GetTeamNum()) || Health >= DamageCapacity)
        return false;

    if (B.Squad.SquadObjective == None)
    {
        if (Vehicle(B.Pawn) != None)
            return false;
        //hack - if bot has no squadobjective, need this for SwitchToBestWeapon() so bot's weapons' GetAIRating()
        //has some way of figuring out bot is trying to heal me
        B.DoRangedAttackOn(self);
    }

    if (Vehicle(B.Pawn) != None && !Vehicle(B.Pawn).bKeyVehicle && (B.Enemy == None || (!B.EnemyVisible() && Level.TimeSeconds - B.LastSeenTime > 3)))
    {
        OldVehicle = Vehicle(B.Pawn);
        Vehicle(B.Pawn).KDriverLeave(false);
    }

    if (B.Pawn.Weapon != None && B.Pawn.Weapon.CanHeal(self))
    {
        if (!B.Pawn.CanAttack(GetShootTarget()))
        {
            //need to move to somewhere else near objective
            B.GoalString = "Can't shoot"@self@"(obstructed)";
            B.RouteGoal = B.FindRandomDest();
            B.MoveTarget = B.RouteCache[0];
            B.SetAttractionState();
            return true;
        }
        B.GoalString = "Heal "$self;
        B.DoRangedAttackOn(GetShootTarget());
        return true;
    }
    else
    {
        B.SwitchToBestWeapon();
        if (B.Pawn.PendingWeapon != None && B.Pawn.PendingWeapon.CanHeal(self))
        {
            if (!B.Pawn.CanAttack(GetShootTarget()))
            {
                //need to move to somewhere else near objective
                B.GoalString = "Can't shoot"@self@"(obstructed)";
                B.RouteGoal = B.FindRandomDest();
                B.MoveTarget = B.RouteCache[0];
                B.SetAttractionState();
                return true;
            }
            B.GoalString = "Heal "$self;
            B.DoRangedAttackOn(GetShootTarget());
            return true;
        }
        if (B.FindInventoryGoal(0.0005)) //try to find a weapon to heal the objective
        {
            B.GoalString = "Find weapon or ammo to heal "$self;
            B.SetAttractionState();
            return true;
        }
    }

    if (OldVehicle != None)
        OldVehicle.UsedBy(B.Pawn);

    return false;
}

/* Reset()
reset actor to initial state - used when restarting level without reloading.
*/
function Reset()
{
    Health              = DamageCapacity;
    AccumulatedDamage   = 0;
    bProjTarget         = true;
    bIsUnderAttack      = false;

    SetCollision(true, bBlockActors);

    if ( UnderAttackTimer != None )
    {
        UnderAttackTimer.Destroy();
        UnderAttackTimer = None;
    }

    super.Reset();
}

function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation,
                        Vector momentum, class<DamageType> damageType)
{
    local float         DamagePct, HealthTaken;
    local Controller    InstigatorController;
    local Pawn CurrentInstigator;

    if ( !bActive || bDisabled || (Damage <= 0) || !UnrealMPGameInfo(Level.Game).CanDisableObjective( Self ) )
        return;

    CurrentInstigator = InstigatedBy;
    if ( Vehicle(instigatedBy) != None )
        Damage *= VehicleDamageScaling;

    if ( damageType != None)
        Damage *= damageType.default.VehicleDamageScaling;

    if ( (instigatedBy == None || instigatedBy.Controller == None) && (DelayedDamageInstigatorController != None) )
    {
        instigatedBy            = DelayedDamageInstigatorController.Pawn;
        InstigatorController    = DelayedDamageInstigatorController;
    }

    if ( instigatedBy != None )
    {
        if ( InstigatedBy.Controller != None )
            InstigatorController = InstigatedBy.Controller;
        if ( instigatedBy.HasUDamage() )
            Damage *= 2;
        Damage *= instigatedBy.DamageScaling;
    }

    // Only a specific Pawn can deal damage to objective ?
    if ( ConstraintInstigator == CI_PawnClass
        && ((InstigatedBy == None) || !ClassIsChildOf(instigatedBy.Class, ConstraintPawnClass)) )
        return;

    // Can defenders damage Objective ?
    if ( !bCanDefenderDamage
        && ( (InstigatedBy != None && InstigatedBy.GetTeamNum() == DefenderTeamIndex)
        || (InstigatorController != None && InstigatorController.GetTeamNum() == DefenderTeamIndex) ) )
        return;

    Damage = UnrealMPGameInfo(Level.Game).AdjustDestroyObjectiveDamage( Damage, InstigatorController, Self );
    NetUpdateTime = Level.TimeSeconds - 1;
    AccumulatedDamage += Damage;
    if ( (DamageEventThreshold > 0) && (AccumulatedDamage >= DamageEventThreshold) )
    {
        TriggerEvent(TakeDamageEvent, Self, InstigatedBy);
        AccumulatedDamage = 0;
    }

    HealthTaken = Min(Damage, Health);
    Health  -= Damage;
    if ((DefenseSquad != None) && (CurrentInstigator != None) && (CurrentInstigator.Controller != None) && (Level.TimeSeconds - LastWarnTime > 0.5) )
    {
        LastWarnTime = Level.TimeSeconds;
        DefenseSquad.Team.AI.CriticalObjectiveWarning(self, CurrentInstigator);
    }

    // monitor percentage of damage done for score sharing
    DamagePct = HealthTaken / float(DamageCapacity);
    if ( InstigatedBy != None && InstigatedBy.Controller != None )
        AddScorer( InstigatedBy.Controller, DamagePct );
    else if ( DelayedDamageInstigatorController != None )
        AddScorer( DelayedDamageInstigatorController, DamagePct );

    if ( Health < 1 )
        DisableObjective( instigatedBy );
    else if ( bMonitorUnderAttack )
    {
        bIsUnderAttack   = true;
        LastDamageTime   = Level.TimeSeconds;
        CheckPlayCriticalAlarm();

        if ( UnderAttackTimer == None )
            UnderAttackTimer = Spawn(class'VolumeTimer', Self);
    }
}

/* Award Assault score to player(s) who completed the objective */
function AwardAssaultScore( int Score )
{
    ShareScore( Score, "Objective_Completed" );
}

function bool HealDamage(int Amount, Controller Healer, class<DamageType> DamageType)
{
    if ( !bActive || bDisabled || Health <= 0 || Health >= DamageCapacity || Amount <= 0
         || Healer == None || !TeamLink(Healer.GetTeamNum()) )
        return false;

    Health = Min(Health + (Amount * LinkHealMult), DamageCapacity);
    NetUpdateTime = Level.TimeSeconds - 1;
    return true;
}

function DisableObjective(Pawn Instigator)
{
    if ( !bActive || bDisabled || !UnrealMPGameInfo(Level.Game).CanDisableObjective( Self ) )
        return;

    SetCollision(false, bBlockActors);
    bProjTarget     = false;
    bIsUnderAttack  = false;

    if ( UnderAttackTimer != None )
    {
        UnderAttackTimer.Destroy();
        UnderAttackTimer = None;
    }

    super.DisableObjective(Instigator);
}

function TimerPop(VolumeTimer T)
{
    if ( bIsUnderAttack && Level.TimeSeconds > LastDamageTime + 4 )
    {
        bIsUnderAttack  = false;
        CheckPlayCriticalAlarm();

        if ( UnderAttackTimer != None )
        {
            UnderAttackTimer.Destroy();
            UnderAttackTimer = None;
        }
    }
}

/* DestroyableObjectives are in danger when CriticalVolume is breached or Objective is damaged
    (In case Objective can be damaged from a great distance */
simulated function bool IsCritical()
{
    return (IsActive() && (bIsCritical || bIsUnderAttack));
}

/* returns objective's progress status 1->0 (=disabled) */
simulated function float GetObjectiveProgress()
{
    if ( bDisabled )
        return 0;
    return (float(Health) / float(DamageCapacity));
}

defaultproperties
{
     ConstraintPawnClass=Class'Engine.Pawn'
     DamageCapacity=100
     VehicleDamageScaling=1.000000
     bReplicateHealth=Wahr
     bMonitorUnderAttack=Wahr
     bReplicateObjective=Wahr
     bPlayCriticalAssaultAlarm=Wahr
     ObjectiveName="Destroyable Objective"
     ObjectiveTypeIcon=FinalBlend'AS_FX_TX.Icons.OBJ_Destroy_FB'
     ObjectiveDescription="Destroy Objective to disable it."
     Objective_Info_Attacker="Destroy Objective"
     Objective_Info_Defender="Protect Objective"
     Announcer_DisabledObjective=Sound'AnnouncerAssault.Generic.Objective_destroyed'
     bNotBased=Wahr
     bDestinationOnly=Wahr
     bSpecialForced=Falsch
     bStatic=Falsch
     bAlwaysRelevant=Wahr
     bCanBeDamaged=Wahr
     bCollideActors=Wahr
     bProjTarget=Wahr
}

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Class file time: Fr 30.3.2007 08:43:40.000 - Creation time: Mo 16.4.2007 11:20:46.343 - Created with UnCodeX