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class MPCheckpoint extends MPArea; var() editcombotype(enumCheckpoints) Name nextCheckpointLabel "The next checkpoint"; var() bool bStartingPoint "Is this checkpoint the start of a lap?"; var() bool bFinishingPoint "Is this checkpoint the end of a lap?"; var() int numLapsToFinish "If bFinishingLine is true, specify the number of laps here"; var() int teamPointsPerLap "Number of points awarded to your team for each lap passed"; var() Name passAnimation "The name of the animation to play when this checkpoint gets passed"; var() bool bDontResetAfterPass "If true, the checkpoint won't reset itself after you pass it, so its effects will stay active"; var() bool bUsePersonalObjectives "If true, the player will automatically receive a personal objective for each checkpoint"; // Effect events var(EffectEvents) Name passedEffectEvent "The name of an effect event that plays once on the checkpoint when passed"; var(EffectEvents) Name failedEffectEvent "The name of an effect event that plays once on the checkpoint when failed"; var bool bPassedEffect; var bool bLocalPassedEffect; var Array<PlayerCharacterController> awaitingClientsList; var float startingTime; var MPCheckpoint nextCheckpoint; // Stats var(Stats) class<Stat> checkpointPassedStat; var(Stats) class<Stat> lapFinishedStat; var(Stats) class<Stat> raceFinishedStat; // Objectives var(Objectives) localized string selfCheckpointObjectiveDesc "A description that will show up as a personal objective for your next checkpoint."; var(LocalMessage) class<Engine.LocalMessage> CheckpointMessageClass "The class used for displaying messages and playing effects related to carryables."; struct ClientCheckpointData { var PlayerCharacterController client; var int lap; var float lastTimePassed; }; var Array<ClientCheckpointData> passedClientsList; replication { reliable if (Role == ROLE_Authority) bPassedEffect; } // PostBeginPlay function PostBeginPlay() { Super.PostBeginPlay(); if (bStartingPoint) { startingTime = Level.TimeSeconds; // Register interest in connect messages, but only if this is a starting point registerMessage(class'MessageClientConnected', "All"); } nextCheckpoint = MPCheckpoint(findByLabel(class'MPCheckpoint', nextCheckpointLabel)); // Register interest in disconnect and team change messages // This is needed in order to tidy up client lists registerMessage(class'MessageClientDisconnected', "All"); registerMessage(class'MessageClientChangedTeam', "All"); } simulated function PostNetReceive() { Super.PostNetReceive(); updateCheckpointEffects(); } simulated function updateCheckpointEffects() { if (bPassedEffect != bLocalPassedEffect) { bLocalPassedEffect = bPassedEffect; if (bPassedEffect) { TriggerEffectEvent(passedEffectEvent); PlayAnim(passAnimation); if (!bDontResetAfterPass) SetTimer(1, false); } else { // The passedEffectEvent wasn't intended to be looping but the artists have used it that way // so UnTrigger it here UnTriggerEffectEvent(passedEffectEvent); PlayAnim('Deactive'); } } } simulated event Timer() { // Temporary: restore checkpoint to its lowered location bPassedEffect = false; updateCheckpointEffects(); } function onMessage(Message msg) { if (MessageClientChangedTeam(msg) != None) { // Do cleanup here //Log("Checkpoint: Team change detected for "$MessageClientChangedTeam(msg).client); } else if (MessageClientConnected(msg) != None) { // If this message was received, we know this is a starting point, so // automatically advance to the next checkpoint advanceCheckpoint(MessageClientConnected(msg).client); } else if (MessageClientDisconnected(msg) != None) { // Ensure this client is removed from all client lists removeAwaitingClient(MessageClientDisconnected(msg).client); } } function OnAreaEntered(Character c) { // Use Owner instead of Controller to handle case where player is in a vehicle //Log(self$" entered by "$c$" with owner "$c.owner); if (isAwaitingClient(PlayerCharacterController(c.Owner))) passCheckpoint(PlayerCharacterController(c.Owner), c.team()); else if (team() == None || c.team() == team()) { failCheckpoint(c); } } function OnAreaExited(Character c) { // Do nothing } // Old approach was to touch the checkpoint /*function Touch(Actor Other) { local Character c; c = Character(Other); if (c == None) return; if (isAwaitingClient(PlayerCharacterController(c.Controller))) passCheckpoint(PlayerCharacterController(c.Controller), c.team()); else { //c.ClientMessage("This isn't your current checkpoint"); dispatchMessage(new class'MessageCheckpointFailed'(label, c.label, getTeamLabel() )); } }*/ function failCheckpoint(Character c) { //c.ClientMessage("This isn't your current checkpoint"); dispatchMessage(new class'MessageCheckpointFailed'(label, c.label, getTeamLabel() )); Level.Game.BroadcastLocalized(self, CheckpointMessageClass, 0, c.tribesReplicationInfo, self); } function passCheckpoint(PlayerCharacterController c, TeamInfo t) { local int p; bPassedEffect = true; updateCheckpointEffects(); //c.ClientMessage("Checkpoint passed! Proceed to next checkpoint"); dispatchMessage(new class'MessageCheckpointPassed'(label, c.label, getTeamLabel() )); Level.Game.BroadcastLocalized(self, CheckpointMessageClass, 1, c.playerReplicationInfo, self); //Log("CHECKPOINT: Checkpoint passed by "$c); // Could display lap time difference here p = getClientCheckpointDataIndex(c); // If the player hasn't already passed here, create a new entry if (p < 0) p = addPassedClient(c); // Advance the lap counter passedClientsList[p].lap = passedClientsList[p].lap + 1; // Set a timestamp passedClientsList[p].lastTimePassed = Level.TimeSeconds; // Advance the passed player's next checkpoint advanceCheckpoint(c); if (bFinishingPoint) { // Award a point for finishing the lap scoreTeam(teamPointsPerLap, t); // Check to see if this is the last lap if (passedClientsList[p].lap >= numLapsToFinish) { lastLapPassed(passedClientsList[p]); } // If it's not the last lap, inform the player else { //Log("CHECKPOINT: Lap completed, rank = "$getClientRank(passedClientsList[p])$", plap = "$passedClientsList[p].lap$", finish = "$numLapsToFinish); //c.ClientMessage("Lap completed! "$ (numLapsToFinish - passedClientsList[p].lap) $" laps to go"); //c.ClientMessage("Your rank: "$getClientRank(passedClientsList[p])); } } } function advanceCheckpoint(PlayerCharacterController c) { // This checkpoint is no longer awaiting this player removeAwaitingClient(c); // The next checkpoint is now awaiting this player if (nextCheckpoint != None) { nextCheckpoint.addAwaitingClient(c); // Add waypoint here if (bUsePersonalObjectives) setPersonalObjective(c, selfCheckpointObjectiveDesc, nextCheckpoint); } } function bool isAwaitingClient(PlayerCharacterController c) { local int i; for (i=0; i<awaitingClientsList.Length; i++) { if (awaitingClientsList[i] == c) return true; } return false; } function removeAwaitingClient(PlayerCharacterController c) { local int i; for (i=0; i<awaitingClientsList.Length; i++) { if (awaitingClientsList[i] == c) awaitingClientsList.Remove(i, 1); } } function addAwaitingClient(PlayerCharacterController c) { //Log("CHECKPOINT: Checkpoint "$self$" is now awaiting client "$c); awaitingClientsList[awaitingClientsList.Length] = c; } function int getClientCheckpointDataIndex(PlayerCharacterController c) { local int i; for (i=0; i<passedClientsList.Length; i++) { //Log("CHECKPOINT: "$passedClientsList[i].client$" == "$c$"?"); if (passedClientsList[i].client == c) return i; } return -1; } function int addPassedClient(PlayerCharacterController c) { passedClientsList.Length = passedClientsList.Length + 1; passedClientsList[passedClientsList.Length - 1].client = c; //Log("CHECKPOINT: Added passed client "$c); return passedClientsList.Length - 1; } function lastLapPassed(ClientCheckpointData p) { //p.client.ClientMessage("You finished the race! Final rank: "$getClientRank(p)); //Log("CHECKPOINT: FINISHED, rank = "$getClientRank(p)); if (bUsePersonalObjectives) removePersonalObjective(p.client); // Remove the client from the next checkpoint nextCheckpoint.removeAwaitingClient(p.client); } function int getClientRank(ClientCheckpointData p) { local int i; local int rank; local ClientCheckpointData compareClient; rank = 1; for (i=0; i<passedClientsList.Length; i++) { compareClient = passedClientsList[i]; if (compareClient == p) continue; if (compareClient.lap > p.lap) rank++; else if (compareClient.lap == p.lap) if (compareClient.lastTimePassed < p.lastTimePassed) rank++; } return rank; } function reset() { awaitingClientsList.Length = 0; if (bDontResetAfterPass) { bPassedEffect = false; updateCheckpointEffects(); } // Recurse along the list until the end of the race if (nextCheckpoint != None && !bFinishingPoint) { nextCheckpoint.reset(); } } function restartPlayer(PlayerCharacterController pcc) { advanceCheckpoint(pcc); } // enumCheckpoints function enumCheckpoints(Engine.LevelInfo l, out Array<Name> a) { local MPCheckpoint c; ForEach DynamicActors(class'MPCheckpoint', c) { // Valid next checkpoints need to be the same team, neutral team, or any team if this checkpoint // is a neutral checkpoint. Neutral checkpoints can be shared between teams. if (c.isA(Class.Name) && c != self && (c.team() == team() || team() == None || c.team() == None )) a[a.Length] = c.Label; } } defaultProperties { DrawType = DT_Mesh Mesh = Mesh'MPGameObjects.MPCheckpoint' bCollideActors = true bCollideWorld = true bMovable = false //bBlockPlayers = false bNetNotify = true NetUpdateFrequency = 2 selfCheckpointObjectiveDesc = "Proceed to the next Checkpoint." CheckpointMessageClass = class'MPCheckpointMessages' passedEffectEvent = Passed failedEffectEvent = Failed passAnimation = Activate teamPointsPerLap = 1 } |
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