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class BaseDevice extends Rook native; var() editdisplay(displayActorLabel) editcombotype(enumBaseInfo) BaseInfo ownerBase "The BaseInfo that the device belongs to (mandatory). Used to power the device and define team ownership (the 'team' variable is ignored)"; var() Material DestroyedDiffuse "Diffuse material that gets swapped in when object is destroyed"; var() float functionalHealthThreshold "Percentage of health when the device ceases to function"; var() float damagedHealthThreshold "Percentage of health when the device plays 'damaged' effects"; var() class<Explosion> destroyedExplosionClass "Explosion to trigger when the device is destroyed"; var() class<MPBaseDeviceMessages> baseDeviceMessageClass "Messages used in multiplayer to communicate the state of base devices. Leave this blank if you don't want messages on this base device."; var() class<MPSecondaryMessage> secondaryBaseDeviceMessageClass "Secondary messages used in multiplayer to communicate the state of base devices. Leave this blank if you don't want messages on this base device."; var() localized string localizedName "The name that will be displayed when viewing this device"; var bool bInitialization; var protected bool bPowered; // indicates whether the device has a generator that is supplying power var protected bool m_bSwitchedOn; // if false, the base device will remain unpowered even if it has a generator var bool bWasDeployed; // set by Deployable when it deploys this object var bool bCurrentlyDeploying; // set while deployable is playing its starting fx, for clients var bool bHasOpenAnim; var Character deployer; // who deployed us var private int m_ownershipMaterialIdx; // the index of the material in the mesh that displays the ownership badge var int lastUnderAttackTime; // the last time this base device took damage var int lastOfflineTime; // the last time this base device was destroyed var int lastOnlineTime; // the last time this base device came online as a result of repairs var Pawn lastAttacker; // the last Pawn to damage this base device var Name savedAnim; var bool bLoopSavedAnim; var const int OWNERSHIP_MATERIAL_UNDISCOVERED; var const int OWNERSHIP_MATERIAL_NOT_FOUND; replication { reliable if (Role == ROLE_Authority) bPowered, bWasDeployed, bCurrentlyDeploying; } // for saving simulated function PlayBDAnim( name Sequence ) { savedAnim = Sequence; bLoopSavedAnim = false; PlayAnim(Sequence); } simulated function LoopBDAnim( name Sequence ) { savedAnim = Sequence; bLoopSavedAnim = true; LoopAnim(Sequence); } function PostLoadGame() { super.PostLoadGame(); if (!bLoopSavedAnim) PlayAnim(savedAnim); else LoopAnim(savedAnim); } // construct overloaded function construct(optional bool _bWasDeployed, optional Character _deployer, optional TeamInfo team, optional vector loc, optional Rotator rot) { bWasDeployed = _bWasDeployed; deployer = _deployer; super.construct(); SetLocation(loc); SetRotation(rot); if (team != None) setTeam(team); } // PostBeginPlay function PostBeginPlay() { Super.PostBeginPlay(); if (ownerBase == None && !bWasDeployed) LOG("NOTE: BaseDevice "$name$" does not belong to a base"); } simulated function float GetDamageComponentThresholdRange() { // damage component break threshold based on functionalHealthThreshold return (1 - functionalHealthThreshold) * healthMaximum; } // classConstruct function classConstruct() { bGroundNavigationObstruction = true; } // // Client CanBeUsedBy implementation. Checks for functionality of the device. // simulated function bool CanBeUsedBy(Character CharacterUser) { return super.CanBeUsedBy(characterUser) && IsFunctional(); } simulated function string GetHumanReadableName() { local string value; value = localizedName; if(value == "") value = super.GetHumanReadableName(); if(value == "") value = string(class.name); return value; } simulated event bool isAlive() { return !bDeleteMe && (!bWasDeployed || Health > 0); } // isActive simulated event bool isActive() { return IsInState('Active'); } // isDamagedAtThreshold simulated event bool isDamagedAtThreshold() { local float healthPercentage; healthPercentage = health / healthMaximum; return healthPercentage < damagedHealthThreshold; } // isDamaged simulated event bool isDamaged() { if(isFunctional()) { return isDamagedAtThreshold(); } else return false; } // isDisabled // // Returns true when the device health falls below // its functional threshold simulated event bool isDisabled() { local float healthPercentage; // check health healthPercentage = health / healthMaximum; if(healthPercentage < functionalHealthThreshold) return true; return false; } simulated function bool isFunctional() { if(isDisabled()) return false; // check power if(! isPowered()) return false; return true; } // enumBaseInfo function enumBaseInfo(Engine.LevelInfo l, Array<BaseInfo> a) { local BaseInfo b; ForEach DynamicActors(class'BaseInfo', b) { a[a.length] = b; } } function dispatchDeathMessage(Controller Killer) { local Rook killerRook; if (Killer != None && Killer.Pawn != None) { killerRook = Rook(Killer.Pawn); if (killerRook != None) dispatchMessage(new class'MessageDeath'(killerRook.getKillerLabel(), label, Killer.Pawn.playerReplicationInfo, None)); else dispatchMessage(new class'MessageDeath'(Killer.Pawn.label, label, Killer.Pawn.playerReplicationInfo, None)); } else dispatchMessage(new class'MessageDeath'(self.label, label, None, None)); } // Died function Died(Controller Killer, class<DamageType> damageType, vector HitLocation) { TriggerEffectEvent('Died'); dispatchDeathMessage(Killer); squadCleanupOnDeath( Killer.Pawn, damageType, HitLocation ); } function unifiedAddImpulseAtPosition(Vector impulse, Vector position) { // base devices aren't knocked around } function float getTeamDamagePercentage() { // Team damage on deployables can never be restricted (this would prevent people from correcting // mistakingly deployed deployables) if (bWasDeployed) return 0.0; // The BaseDevice's teamDamagePercentage setting overrides anything stored in the GameInfo if // it's anything other than -1% if (self.teamDamagePercentage != -1.0) return self.teamDamagePercentage; return GameInfo(Level.Game).baseDeviceTeamDamagePercentage; } function PostTakeDamage(float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor) { local bool bWasActive; local ModeInfo mode; local int positiveDamageAmount; if(! bCanBeDamaged) return; bWasActive = !isDisabled(); if (Health > 0) { // clear momentum Momentum = Vect(0, 0, 0); if (baseDeviceMessageClass != None && Level.TimeSeconds - lastUnderAttackTime > baseDeviceMessageClass.default.timeBetweenUnderAttackMessages) { lastUnderAttackTime = Level.TimeSeconds; Level.Game.BroadcastLocalized(self, baseDeviceMessageClass, 0, team()); } lastAttacker = EventInstigator; Super.PostTakeDamage(Damage, EventInstigator, HitLocation, Momentum, DamageType, projectileFactor); // Only report damage that brought health to 0 positiveDamageAmount = Damage; if (Health < 0) positiveDamageAmount += Health; mode = ModeInfo(Level.Game); if (mode != None && Rook(EventInstigator).team() != team()) { mode.OnBaseDeviceDamage(EventInstigator, self, DamageType, positiveDamageAmount); } if (bWasActive && isDisabled()) { dispatchDeathMessage(EventInstigator.Controller); } } if (Health < 0) Health = 0; } simulated function bool isOpenedAnimPlaying(Name animName) { return animName == 'Open'; } simulated latent function latentBeginActive() { local name animName; local float animFrame; local float animAlpha; GetAnimParams(0, animName, animFrame, animAlpha); if (!bWasDeployed) { if (!bInitialization) { if (!isOpenedAnimPlaying(animName)) { PlayBDAnim('Opening'); FinishAnim(); } } LoopBDAnim('Open'); } else { if (Level.NetMode != NM_Client) bCurrentlyDeploying = true; if (bCurrentlyDeploying) { TriggerEffectEvent('DeployStart'); TriggerEffectEvent('DeployLoop'); PlayBDAnim('Deploy'); FinishAnim(); UnTriggerEffectEvent('DeployLoop'); TriggerEffectEvent('DeployStop'); } LoopBDAnim('Deployed'); Sleep(0); bCurrentlyDeploying = false; } bInitialization = false; } simulated latent function latentExecuteActive() { } simulated latent function latentExecuteInitialization() { if(isDisabled()) { GotoState('Destructed'); } else if(!isPowered() && !bWasDeployed) { GotoState('UnPowered'); } else if(isDamaged()) { GotoState('Damaged'); } else { GotoState('Active'); } } // States auto simulated state Initialization { simulated function BeginState() { bInitialization = true; } Begin: latentExecuteInitialization(); } // State Active simulated state Active { simulated function Tick(float Delta) { Global.Tick(Delta); CheckChangeState(); } simulated function CheckChangeState() { // check if we need to go to Destructed or unpowered states if(!isPowered() && !bWasDeployed) GotoState('UnPowered'); else if(isDisabled()) GotoState('Destructed', 'Degenerating'); else if(isDamaged()) GotoState('Damaged', 'Degenerating'); } simulated function BeginState() { activatepersonalShield(); if (!bInitialization) TriggerEffectEvent('ActiveStart'); TriggerEffectEvent('ActiveLoop'); } simulated function EndState() { UnTriggerEffectEvent('ActiveLoop'); TriggerEffectEvent('ActiveStop'); } Begin: latentBeginActive(); Goto('ExecuteActive'); Regenerating: if (Level.NetMode != NM_Client) { if (baseDeviceMessageClass != None ) { if (Level.TimeSeconds - lastOnlineTime > baseDeviceMessageClass.default.timeBetweenOnlineMessages) { lastOnlineTime = Level.TimeSeconds; Level.Game.BroadcastLocalized(self, baseDeviceMessageClass, 2, team()); } } } RegeneratingWithoutAnnouncement: if (Level.NetMode != NM_Client) { if (ModeInfo(Level.Game) != None) { if (repairers.Length > 0) ModeInfo(Level.Game).OnBaseDeviceOnline(self, repairers[0]); else ModeInfo(Level.Game).OnBaseDeviceOnline(self); } } ExecuteActive: latentExecuteActive(); } // // Plays the effects for when the Device becomes damaged // simulated function PlayDamagedEnteredEffects() { if (!bInitialization) TriggerEffectEvent('DamagedStart'); TriggerEffectEvent('DamagedLoop'); } // // Plays the effects for when the Device becomes undamaged (degenerating or not) // simulated function PlayDamagedExitedEffects() { UnTriggerEffectEvent('DamagedLoop'); TriggerEffectEvent('DamagedStop'); } // // Plays the effects for when the Device becomes damaged when degenerating // simulated function PlayDamagedDegeneratingEffects() { TriggerEffectEvent('Damaged'); } // State Damaged, just like active, except an effect plays simulated state Damaged extends Active { simulated function CheckChangeState() { // check if we need to go to Destructed or unpowered states if(!isDamagedAtThreshold()) GotoState('Active', 'RegeneratingWithoutAnnouncement'); else if(!isPowered() && !bWasDeployed) GotoState('UnPowered'); else if(isDisabled()) { GotoState('Destructed', 'Degenerating'); } } simulated function BeginState() { PlayDamagedEnteredEffects(); } simulated function EndState() { PlayDamagedExitedEffects(); } Begin: latentBeginActive(); Goto('ExecuteActive'); Degenerating: PlayDamagedDegeneratingEffects(); ExecuteActive: latentExecuteActive(); } // State Unpowered simulated state Unpowered { simulated function Tick(float Delta) { Global.Tick(Delta); if(Health <= 0) { GotoState('Destructed'); return; } if(isDisabled()) GotoState('Destructed'); if (isPowered()) { if(isDamaged()) GotoState('Damaged'); else if(Health >= healthMaximum) GotoState('Active'); } } simulated function BeginState() { if (!bInitialization) TriggerEffectEvent('UnpoweredStart'); TriggerEffectEvent('UnpoweredLoop'); if(Mesh != None) { if (!bInitialization) { if(HasAnim('PowerLost')) PlayBDAnim('PowerLost'); else StopAnimating(); } else { PlayBDAnim('PowerLost'); SetAnimFrame(1000.0); } } deactivatepersonalShield(); dispatchMessage(new class'MessageBaseDevicePowerOff'(Label)); bInitialization = false; } simulated function EndState() { UnTriggerEffectEvent('UnpoweredLoop'); TriggerEffectEvent('UnpoweredStop'); dispatchMessage(new class'MessageBaseDevicePowerOn'(Label)); } } // // State Disabled // Currently not used // simulated state Disabled { simulated function Tick(float Delta) { Global.Tick(Delta); // return to active state if we are now functional // or unpowered if we are no longer disabled, but still unpowered if(isFunctional()) GotoState('Active', 'Regenerating'); else if(! isDisabled() && ! isPowered()) GotoState('Unpowered'); } simulated function BeginState() { TriggerEffectEvent('DisabledStart'); TriggerEffectEvent('DisabledLoop'); deactivatepersonalShield(); dispatchMessage(new class'MessageBaseDeviceDisabled'(Label)); } simulated function EndState() { UnTriggerEffectEvent('DisabledLoop'); TriggerEffectEvent('DisabledStop'); dispatchMessage(new class'MessageBaseDeviceEnabled'(Label)); } // Specifically call this state tag when we are // entering the state due to degeneration of the // devices health, to avoid destruction effects // when health is increasing Degenerating: TriggerEffectEvent('Disabled'); } // State Destructed - cant use destroyed simulated state Destructed { simulated function Tick(float Delta) { Global.Tick(Delta); if (!isDisabled()) { if(isPowered()) { if(isDisabled()) GotoState('Disabled'); else GotoState('Active', 'Regenerating'); } else { GotoState('Unpowered'); } } } simulated function BeginState() { if (!bWasDeployed) { // only play these effects if we weren't deployed if (!bInitialization) { TriggerEffectEvent('DestructedStart'); } TriggerEffectEvent('DestructedLoop'); bInitialization = false; if (Level.NetMode != NM_Client) Health = 0; deactivatepersonalShield(); StopAnimating(); } } simulated function EndState() { if (!bWasDeployed) { // only play these effects if we weren't deployed UnTriggerEffectEvent('DestructedLoop'); TriggerEffectEvent('DestructedStop'); } } // Specifically call this state tag when we are // entering the state due to degeneration of the // devices health, to avoid destruction effects // when health is increasing Degenerating: // spawn the explosion and trigger it if(destroyedExplosionClass != None) spawn(destroyedExplosionClass, , , Location, Rotation).Trigger(self, None); if (Level.NetMode != NM_Client) { if (baseDeviceMessageClass != None && Level.TimeSeconds - lastOfflineTime > baseDeviceMessageClass.default.timeBetweenOfflineMessages) { lastOfflineTime = Level.TimeSeconds; Level.Game.BroadcastLocalized(self, baseDeviceMessageClass, 1, team()); } if (secondaryBaseDeviceMessageClass != None && lastAttacker != None) Level.Game.BroadcastLocalized(self, secondaryBaseDeviceMessageClass, 0, lastAttacker.playerReplicationInfo); if (ModeInfo(Level.Game) != None) ModeInfo(Level.Game).OnBaseDeviceOffline(self, lastAttacker); } Begin: // if we were deployed, we get vapourised if (bWasDeployed) { bHidden = true; Health = 0; TriggerEffectEvent('Destroyed'); Sleep(0.5); Destroy(); } } simulated function onTeamChange() { super.onTeamChange(); if (!bInitialization) TriggerEffectEvent('TeamChanged'); } simulated event bool isPowered() { return bPowered && m_bSwitchedOn; } function setHasPower(bool b) { bPowered = b; } function setSwitchedOn(bool b) { m_bSwitchedOn = b; } defaultproperties { bStasis = false bNoDelete = false bUseCompressedPosition = false Mesh = SkeletalMesh'Editor_res.SkeletalDecoration' DrawType = DT_Mesh bEdShouldSnap = true bBlockKarma = true bBlockHavok = true bMovable = false functionalHealthThreshold = 0.5 damagedHealthThreshold = 0.75 teamDamagePercentage = -1.0 bCanBeSensed = false bPowered = true m_bSwitchedOn = true m_ownershipMaterialIdx = -1 OWNERSHIP_MATERIAL_UNDISCOVERED = -1 OWNERSHIP_MATERIAL_NOT_FOUND = -2 bNeedPostRenderCallback = true // required for DoIdentify to work } |
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