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class ModeInfo extends MultiplayerGameInfo; var() Array< class<MPActor> > allowedMPActorList "List of allowed MPActors for this mode. All other MPActors will be filtered."; var() Array< class<BaseDevice> > baseDeviceObjectives "List of base devices that will appear as secondary objectives."; var() Array< class<BaseDevice> > baseDeviceExclusionList "List of base devices that will get filtered when this mode loads."; var StatTracker Tracker; var float speedCheckTime; var float speedCheckInterval; var float teamBalanceCheckTime; var config float teamBalanceCheckInterval; enum EProjectileDamageStat { PDS_HeadShot, PDS_Backstab, PDS_PlayerDamage, PDS_ObjectDamage, }; struct projectileDamageStat { var() class<DamageType> damageTypeClass; var() class<Stat> playerDamageStatClass; var() class<Stat> objectDamageStatClass; var() class<Stat> headShotStatClass; var() class<Stat> backstabStatClass; }; struct extendedProjectileDamageStat { var() class<DamageType> damageTypeClass; var() class<ExtendedStat> extendedStatClass; }; struct baseDeviceAreaStat { var() class<Stat> statClass; var() class<BaseDevice> baseDeviceClass; var() int radius; }; struct baseDeviceStat { var() class<Stat> statClass; var() class<BaseDevice> baseDeviceClass; }; // Some default stats var(Stats) class<Stat> suicideStat; var(Stats) class<Stat> killStat; var(Stats) class<Stat> deathStat; var(Stats) class<Stat> teamKillStat; var(Stats) class<Stat> rawDamageStat; var(Stats) class<Stat> highestSpeedStat; var(Stats) class<Stat> vehicleKillStat; var(Stats) class<Stat> vehicleTeamKillStat; var(Stats) array<projectileDamageStat> projectileDamageStats; var(Stats) array<extendedProjectileDamageStat> extendedProjectileDamageStats; var(Stats) array<baseDeviceAreaStat> baseDeviceAreaStats; var(Stats) array<baseDeviceStat> baseDeviceDestroyStats; var(Stats) array<baseDeviceStat> baseDeviceRepairStats; var array<MPActor> playerKillListeners; var localized string protectYourString "String used for base device objectives"; var localized string destroyTheirString "String used for base device objectives"; // PostBeginPlay function PostBeginPlay() { local MPActor a; local BoundaryVolume bv; local int i; local TeamInfo t; local BaseDevice bd; Tracker = new class'StatTracker'; Tracker.initialize(); // Register some default game stats Tracker.registerStat(killStat); Tracker.registerStat(suicideStat); Tracker.registerStat(teamKillStat); Tracker.registerStat(deathStat); Tracker.registerStat(highestSpeedStat); Tracker.registerStat(vehicleKillStat); Tracker.registerStat(vehicleTeamKillStat); registerDamageTypeStats(); registerBaseDeviceStats(); // Parent filters non-game objects first Super.PostBeginPlay(); // Filter MPActors based on ModeInfo // Also register stats for those that aren't filtered ForEach DynamicActors(class'MPActor', a) { if (!allowMPActorAtLoad(a)) { //Log("Filtering a "$a); // First manually destroy any dynamically spawned instances a.cleanup(); // Now filter the actor itself a.Destroy(); } else { // This isn't optimal since every instance will call registerStats() when really // only the first instances needs to call it. Couldn't get this working using // static functions due to designer classes not registering as default properties. a.registerStats(Tracker); // Every instance is given the chance to add objectives. Do it here so that // filtered mpactors don't add objectives. a.addDefaultObjectives(); } } // Filter boundary volumes by enabling/disabling ForEach DynamicActors(class'BoundaryVolume', bv) { if (allowObjectAtLoad(bv)) { //Log("Enabling "$bv); bv.EnableBoundary(true); } else { //Log("Disabling "$bv); bv.EnableBoundary(false); } } // Filter base devices ForEach AllActors(class'BaseDevice', bd) { if (!allowBaseDeviceAtLoad(bd)) { //Log("Filtering "$bd); bd.destroy(); } } // Create objectives ForEach DynamicActors(class'Teaminfo', t) { for(i=0; i<baseDeviceObjectives.Length; i++) { createFriendlyBaseDeviceObjectives(baseDeviceObjectives[i], t); createEnemyBaseDeviceObjectives(baseDeviceObjectives[i], t); } } // Old attempt to register mp stats using static function // Register stats for each MPActor class // for (i=0; i<allowedMPActorList.Length; i++) // { // allowedMPActorList[i].static.registerStats(Tracker); // } } // allowMPActorAtLoad // Returns true if the current game mode supports the given MPActor function bool allowMPActorAtLoad(MPActor a) { local int i; for (i=0; i<allowedMPActorList.Length; i++) { if (a.IsA(allowedMPActorList[i].Name)) return true; } return false; } function bool allowBaseDeviceAtLoad(BaseDevice bd) { local int i; for (i=0; i<baseDeviceExclusionList.Length; i++) { if (bd.IsA(baseDeviceExclusionList[i].Name)) return false; } return true; } function ScoreKill(Controller Killer, Controller Other) { local TribesReplicationInfo killerTRI, otherTRI; if (killer != None) killerTRI = TribesReplicationInfo(Killer.PlayerReplicationInfo); if (other != None) otherTRI = TribesReplicationInfo(Other.PlayerReplicationInfo); //Log("ScoreKill called with killer "$killer$" and other "$Other); if( (killer == Other) || (killer == None) ) { if ( Other!=None ) { Tracker.awardStat(Other, suicideStat); } } else if ( killerTRI.team != otherTRI.team ) { Killer.PlayerReplicationInfo.Kills++; Tracker.awardStat(Killer, killStat, Other); Tracker.awardStat(Other, deathStat); awardBaseDeviceAreaStats(Killer, Other); notifyPlayerKillListeners(Killer, Other); } else { // Teamkill Tracker.awardStat(Killer, teamkillStat, Other); } if ( GameRulesModifiers != None ) GameRulesModifiers.ScoreKill(Killer, Other); if ( (Killer != None) || (MaxLives > 0) ) CheckScore(Killer.PlayerReplicationInfo); } // PostLogin function PostLogin(PlayerController NewPlayer) { Super.PostLogin(NewPlayer); // Update TRI with stats used in this map TribesReplicationInfo(NewPlayer.PlayerReplicationInfo).updateStatData(); } function createWeaponKillStats() { // Create a stat for each weapon kill // Reference some sort of equipment registry? } function createWeaponDeathStats() { // Create a stat for each weapon death } function createFriendlyBaseDeviceObjectives(class<BaseDevice> bdc, TeamInfo t) { local int i; local ObjectiveActors oaFriendly; local array<BaseDevice> baseDeviceList; local BaseDevice bd; // Find all base devices of the specified class ForEach DynamicActors(class'BaseDevice', bd) { if (ClassIsChildOf(bd.Class, bdc) && bd.radarInfoClass != None) { baseDeviceList[baseDeviceList.Length] = bd; } } if (baseDeviceList.Length == 0) return; // Assume max ONE of these base devices per team for now. That way we can reference the objective's name by // using the base device instance's name oaFriendly = new class'objectiveActors'; for (i=0; i<baseDeviceList.Length; i++) { if (baseDeviceList[i].team() == t) { Log("Adding friendly objective named "$baseDeviceList[i].Name$" to team "$t); oaFriendly.objectiveActors[oaFriendly.objectiveActors.Length] = baseDeviceList[i]; break; } } t.objectives.addUsingString(baseDeviceList[i].Name, replaceStr(protectYourString, bdc.default.localizedName), ObjectiveStatus_Active, ObjectiveType_Secondary, oaFriendly); } function createEnemyBaseDeviceObjectives(class<BaseDevice> bdc, TeamInfo t) { local int i; local ObjectiveActors oaEnemy; local array<BaseDevice> baseDeviceList; local BaseDevice bd; // Find all base devices of the specified class ForEach DynamicActors(class'BaseDevice', bd) { if (ClassIsChildOf(bd.Class, bdc) && bd.radarInfoClass != None) { baseDeviceList[baseDeviceList.Length] = bd; } } if (baseDeviceList.Length == 0) return; // For each base device of the specified type, add objectives for the specified team oaEnemy = new class'objectiveActors'; for (i=0; i<baseDeviceList.Length; i++) { if (baseDeviceList[i].team() != t) { Log("Adding enemy objective named "$baseDeviceList[i].Name$" to team "$t); oaEnemy.objectiveActors[oaEnemy.objectiveActors.Length] = baseDeviceList[i]; break; } } t.objectives.addUsingString(baseDeviceList[i].Name, replaceStr(destroyTheirString, bdc.default.localizedName), ObjectiveStatus_Active, ObjectiveType_Secondary, oaEnemy); } function registerDamageTypeStats() { local int i; for (i=0; i<projectileDamageStats.Length; i++) { if (projectileDamageStats[i].headShotStatClass != None) Tracker.registerStat(projectileDamageStats[i].headShotStatClass); if (projectileDamageStats[i].playerDamageStatClass != None) Tracker.registerStat(projectileDamageStats[i].playerDamageStatClass); if (projectileDamageStats[i].objectDamageStatClass != None) Tracker.registerStat(projectileDamageStats[i].objectDamageStatClass); if (projectileDamageStats[i].backstabStatClass != None) Tracker.registerStat(projectileDamageStats[i].backstabStatClass); } for (i=0; i<extendedProjectileDamageStats.Length; i++) { if (extendedProjectileDamageStats[i].extendedStatClass != None) Tracker.registerStat(extendedProjectileDamageStats[i].extendedStatClass); } } function bool getProjectileDamageStat(class<DamageType> damageType, out projectileDamageStat pds, EProjectileDamageStat statType) { local int i; for (i=0; i<projectileDamageStats.Length; i++) { if (ClassIsChildOf(damageType, projectileDamageStats[i].damageTypeClass)) { pds = projectileDamageStats[i]; switch(statType) { case PDS_HeadShot: if (projectileDamageStats[i].headShotStatClass != None) return true; break; case PDS_Backstab: if (projectileDamageStats[i].backstabStatClass != None) return true; break; case PDS_PlayerDamage: if (projectileDamageStats[i].playerDamageStatClass != None) return true; break; case PDS_ObjectDamage: if (projectileDamageStats[i].objectDamageStatClass != None) return true; break; } } } return false; } function OnBaseDeviceOnline(BaseDevice bd, optional Character firstRepairer) { local ObjectiveInfo o; local TeamInfo t; local int i; //Log("OnBDOnline called with bd "$bd$" and repairer "$firstRepairer); // Award repair stat here, if applicable if (firstRepairer != None) { for (i=0; i<baseDeviceRepairStats.Length; i++) { if (ClassIsChildOf(bd.Class, baseDeviceRepairStats[i].baseDeviceClass)) { Tracker.awardStat(firstRepairer.Controller, baseDeviceRepairStats[i].statClass); } } } if (!isABaseDeviceObjective(bd)) return; // Set its objective state to non-flashing ForEach DynamicActors(class'TeamInfo', t) { o = t.objectives.objectiveFromName(bd.Name); if (o != None) { o.state = 0; } } // If bd is a power generator, stop showing emergency station icons for this team if (ClassIsChildOf(bd.Class, class'PowerGenerator')) setEmergencyIconVisibility(bd.team(), false); } function OnBaseDeviceOffline(BaseDevice bd, Pawn lastAttacker) { local ObjectiveInfo o; local TeamInfo t; local int i; // Award destruction stat here, if applicable for (i=0; i<baseDeviceDestroyStats.Length; i++) { if (ClassIsChildOf(bd.Class, baseDeviceDestroyStats[i].baseDeviceClass)) { Tracker.awardStat(lastAttacker.Controller, baseDeviceDestroyStats[i].statClass); } } //Log("Base device offline: "$bd); if (!isABaseDeviceObjective(bd)) return; // Set its objective state to flashing, if applicable ForEach DynamicActors(class'TeamInfo', t) { o = t.objectives.objectiveFromName(bd.Name); // Assume it has a flashing state if (o != None) { //Log("Setting flashing state for "$o); o.state = 1; } } // If bd is a power generator, show emergency station icons for this team if (ClassIsChildOf(bd.Class, class'PowerGenerator')) setEmergencyIconVisibility(bd.team(), true); } function OnHeadShot(Pawn instigatedBy, Pawn target, class<DamageType> damageType, float amount) { local projectileDamageStat pds; // Don't track friendly or weak head shots if (Rook(instigatedBy).team() == Rook(target).team() || amount < 40) return; if (getProjectileDamageStat(damageType, pds, PDS_Headshot)) Tracker.awardStat(instigatedBy.Controller, pds.headShotStatClass, target.Controller); } function OnBackstab(Pawn instigatedBy, Pawn target, class<DamageType> damageType, float amount) { local projectileDamageStat pds; // Don't track friendly or weak backstabs if (Rook(instigatedBy).team() == Rook(target).team() || amount < 30) return; if (getProjectileDamageStat(damageType, pds, PDS_Backstab)) Tracker.awardStat(instigatedBy.Controller, pds.backstabStatClass, target.Controller); } function OnPlayerDamage(Pawn instigatedBy, Pawn target, class<DamageType> damageType, float amount) { local projectileDamageStat pds; local int i; local class<ExtendedStat> extendedStatClass; // Don't award any stats if the damageType is the default class if (damageType == class'DamageType') return; // Don't award any stats if for some reason there was no target if (target == None) return; if (rawDamageStat != None) Tracker.awardStat(instigatedBy.Controller, rawDamageStat, target.Controller, int (amount)); if (getProjectileDamageStat(damageType, pds, PDS_PlayerDamage)) Tracker.awardStat(instigatedBy.Controller, pds.playerDamageStatClass, target.Controller, int (amount)); // Award any extended stats for (i=0; i<extendedProjectileDamageStats.Length; i++) { extendedStatClass = extendedProjectileDamageStats[i].extendedStatClass; if (ClassIsChildOf(extendedProjectileDamageStats[i].damageTypeClass, damageType) && extendedStatClass.static.isEligible(instigatedBy.Controller, target.Controller, amount)) { Tracker.awardStat(instigatedBy.Controller, extendedStatClass, target.Controller); } } } function OnBaseDeviceDamage(Pawn instigatedBy, Pawn target, class<DamageType> damageType, float amount) { local projectileDamageStat pds; if (getProjectileDamageStat(damageType, pds, PDS_ObjectDamage)) Tracker.awardStat(instigatedBy.Controller, pds.objectDamageStatClass, target.Controller, int (amount)); } function OnVehicleDestroyed(Pawn instigatedBy, Pawn target, class<DamageType> damageType) { if (Rook(instigatedBy).isFriendly(Rook(target))) { if (vehicleTeamKillStat != None) Tracker.awardStat(instigatedBy.Controller, vehicleTeamKillStat); } else { if (vehicleKillStat != None) Tracker.awardStat(instigatedBy.Controller, vehicleKillStat); } } function setEmergencyIconVisibility(TeamInfo t, bool on) { local EmergencyStation es; ForEach AllActors(class'EmergencyStation', es) { if (es.team() == t) { es.bForceIconVisible = true; } } } function bool isABaseDeviceObjective(BaseDevice bd) { local int i; for(i=0; i<baseDeviceObjectives.Length; i++) { if (ClassIsChildOf(bd.Class, baseDeviceObjectives[i])) return true; } return false; } function class<InventoryStationAccess> getInventoryStationAccessClass() { // Allow roundData overriding here (not yet implemented) return inventoryStationAccessClass; } function registerPlayerKillListener(MPActor listener) { local int i; // Don't allow duplicates for (i=0; i<playerKillListeners.Length; i++) { if (playerKillListeners[i] == listener) return; } playerKillListeners[playerKillListeners.Length] = listener; } function notifyPlayerKillListeners(Controller Killer, Controller Target) { local int i; // Don't allow duplicates for (i=0; i<playerKillListeners.Length; i++) { playerKillListeners[i].onPlayerKilled(Killer, Target); } } function awardBaseDeviceAreaStats(Controller Killer, Controller Target) { local int i; local BaseDevice bd; // Cycle through tracked base devices and see if they're close enough to award a stat. // Decided not to do this in the same way as MPActors because MPActors encapsulate all // their functionality, particulary game rules and scoring, whereas base devices are // more general in these respects. for (i=0; i<baseDeviceAreaStats.Length; i++) { ForEach Level.AllActors(class'BaseDevice', bd) { if (ClassIsChildOf(bd.Class, baseDeviceAreaStats[i].baseDeviceClass) && VDist(bd.location, Killer.Location) <= baseDeviceAreaStats[i].radius) { Tracker.awardStat(Killer, baseDeviceAreaStats[i].statClass); } } } } function registerBaseDeviceStats() { local int i; // Area stats for (i=0; i<baseDeviceAreaStats.Length; i++) { Tracker.registerStat(baseDeviceAreaStats[i].statClass); } // Damage stats for (i=0; i<baseDeviceDestroyStats.Length; i++) { Tracker.registerStat(baseDeviceDestroyStats[i].statClass); } // Repair stats for (i=0; i<baseDeviceRepairStats.Length; i++) { Tracker.registerStat(baseDeviceRepairStats[i].statClass); } } function bool GameInfoShouldTick() { return true; } function Tick(float Delta) { Super.Tick(Delta); speedCheckTime += Delta; if (highestSpeedStat != None && speedCheckTime > speedCheckInterval) { speedCheckTime = 0; updateSpeedStats(); } teamBalanceCheckTime += Delta; if (teamBalanceCheckInterval > 0 && teamBalanceCheckTime > teamBalanceCheckInterval) { teamBalanceCheckTime = 0; checkTeamBalance(); } } function updateSpeedStats() { local PlayerCharacterController PCC; local Character c; local TribesReplicationInfo TRI; ForEach DynamicActors(class'PlayerCharacterController', PCC) { c = Character(PCC.Pawn); if (c == None) continue; TRI = TribesReplicationInfo(c.PlayerReplicationInfo); if (c.movementHorizontalSpeed > TRI.getStatData(highestSpeedStat).amount) Tracker.setStat(PCC, highestSpeedStat, c.movementHorizontalSpeed); } } function checkTeamBalance() { local TeamInfo t, smallestTeam, largestTeam; // If there is more than a 1 player difference between teams, and the team with fewer players // is losing, broadcast a message ForEach AllActors(class'TeamInfo', t) { if (smallestTeam == None) smallestTeam = t; else { if (t.numPlayers() < smallestTeam.numPlayers()) { largestTeam = smallestTeam; smallestTeam = t; } else { largestTeam = t; } } } if (smallestTeam.numPlayers() + 1 < largestTeam.numPlayers() && smallestTeam.score < largestTeam.score) BroadcastLocalized(self, GameMessageClass, 23); } function OnGameEnd() { super.OnGameEnd(); // Notify stat tracker for cleanup and serialization Tracker.onMapEnd(); } // Hints static function array<string> GetAllLoadHints(optional bool bThisClassOnly) { local int i; local array<string> Hints; if ( !bThisClassOnly || default.gameHints.Length == 0 ) Hints = Super.GetAllLoadHints(); for ( i = 0; i < default.gameHints.Length; i++ ) Hints[Hints.Length] = default.gameHints[i]; return Hints; } defaultproperties { bLoggingGame = true bEnableStatLogging = true protectYourString = "Protect your %1" destroyTheirString = "Destroy their %1" speedCheckInterval = 1 teamBalanceCheckInterval = 30 } |
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