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class RoundData extends Core.Object editinlinenew hidecategories(Object); var() float duration "The length of time in minutes that this round will last (-1 to ignore)"; var() float countdownDuration "The length of time in seconds that players must wait before the round starts (-1 to ignore)"; var() int scoreLimit "The number of points a team must accumulate in order to end this round (-1 to disable)"; var() int maxLives "The maximum number of lives allowed per player in this round (-1 to ignore)"; var() bool bAllowNewPlayers "Determines whether players can join a round in progress"; var() bool bKeepEquipmentDuringRound "Determines whether players keep their equipment between respawns NOT IMPLEMENTED"; var() bool bKeepEquipmentAfterRound "Determines whether players keep their equipment for the next round if they are alive at the end of the round NOT IMPLEMENTED"; var() bool bAllowEquipOnRespawn "Determines whether the player is presented with an inventory screen every time they spawn"; var() float respawnDelay "The length of time in seconds that players must wait before respawning in the round (0 to ignore)"; var() float respawnWaveInterval "If set, bypasses respawnDelay and causes players to respawn in waves at this interval (0 to ignore)"; var() int roundWinPoints "The number of team points awarded for winning this round by killing the other team. Only applies when maxLives is used."; var() float overtimeDuration "In the event of a tie in a game that uses maxLives, use an overtime of this duration (in minutes)"; var float startTime; var float playStartTime; var TeamInfo winningTeam; var float currentWaveTime; // start // call this when the round starts function start(float levelTime) { startTime = levelTime; playStartTime = levelTime + countdownDuration; } function end() { } // isCountdown // returns true if the round is in the countdown phase function bool isCountdown(float levelTime) { return countdownDuration != -1 && (levelTime - startTime) <= countdownDuration - 1; } function float timeLeft(Engine.LevelInfo level) { return (duration * 60) - (level.TimeSeconds - playStartTime); } // isFinished // returns true if the round is finished function bool isFinished(Engine.LevelInfo level) { local TeamInfo team, winningTeam; if (duration != -1) { // Check time limit if this round has a duration if (timeLeft(level) <= 0) { Log("Round finished due to time limit"); // If maxLives is set and time has run out, make the team with the most number of remaining players // alive the winners. If it's a tie, add a minute and don't end yet. if (maxLives >= 0) { ForEach Level.AllActors(class'TeamInfo', team) { if (winningTeam == None) winningTeam = team; else { if (team.numTotalLives() > winningTeam.numTotalLives()) winningTeam = team; else if (team.numTotalLives() == winningTeam.numTotalLives()) { // Tie game; add 1 minute overtime duration += overtimeDuration; return false; } } } winningTeam.Score += roundWinPoints; MultiplayerGameInfo(Level.Game).postTeamScored(winningTeam, roundWinPoints); setWinningTeam(level, winningTeam); } return true; } } return false; } function bool shouldEndAfterTeamScored(LevelInfo Level, TeamInfo t) { if (scoreLimit > 0) { // Check the team to see if they've reached the score limit, if applicable if (t.score >= scoreLimit) { Log("Round finished due to scoreLimit"); setWinningTeam(Level, t); return true; } } return false; } function bool shouldEndAfterDeathOf(LevelInfo Level, PlayerCharacterController c) { local bool bFinished; local TeamInfo team; local array<TeamInfo> teamArray; local int numTeamsLeft; local int i, teamWithPlayersLeftIndex; // If the dying player is the last player left on his team, and that team has no more carryables // left for respawning, the round should end team = tribesReplicationInfo(c.playerReplicationInfo).team; if (team.numActivePlayers() == 0 && team.bNoMoreCarryables) { //Log("Round "$self$" finished due to no more players and carryables on team "$team); return true; } // Otherwise the round can only end after a death if maxLives is used if (maxLives == -1) return false; // Store teams so we know how many there are, but only store a team if it actually has // any members ForEach Level.AllActors(class'TeamInfo', team) { if (team.numPlayers() > 0) teamArray[teamArray.Length] = team; } if (teamArray.Length == 0) { Log("Error: character died but there are no teams"); return false; } // If there is only one team, then the round is finished if that team has no active players left with respawns if (teamArray.Length == 1) { if (teamArray[0].numActivePlayers() <= 0 && teamArray[0].numTotalLives() == 0) { Log("Round "$self$" finished due to solo team running out of respawns"); return true; } else { Log("Solo team death detected, active = "$teamArray[0].numActivePlayers()$", totalRespawns = "$teamArray[0].numTotalLives()); } } else { // Otherwise, assume the round is finished, but if any two teams are left, // then mark the round as not finished (this should handle n teams) bFinished = true; for (i=0; i<teamArray.Length; i++) { // Probably need a better way than numActivePlayers() to determine if a team // still has players left in the current round if (teamArray[i].numActivePlayers() > 0 || teamArray[i].numTotalLives() > 0) { //Log("Team "$teamArray[i]$" was found to have players and/or lives left"); teamWithPlayersLeftIndex = i; numTeamsLeft++; } else { //Log("Team "$teamArray[i]$" has NO players and/or respawns left!"); } if (numTeamsLeft >= 2) { bFinished = false; break; } } if (bFinished) { //Log("Round "$self$" finished due to only one team having players left"); teamArray[teamWithPlayersLeftIndex].Score += roundWinPoints; MultiplayerGameInfo(Level.Game).postTeamScored(teamArray[teamWithPlayersLeftIndex], roundWinPoints); setWinningTeam(Level, teamArray[teamWithPlayersLeftIndex]); } } return bFinished; } function setWinningTeam(LevelInfo Level, TeamInfo winningTeam) { local TeamInfo team; self.winningTeam = winningTeam; ForEach Level.AllActors(class'TeamInfo', team) { if (team == winningTeam) team.bWonLastRound = true; else team.bWonLastRound = false; } } function float getRespawnDelay() { if (respawnWaveInterval > 0) return respawnWaveInterval - currentWaveTime; return respawnDelay; } function cleanup() { // Satisfy the garbage collector winningTeam = None; } function advanceWaveTime(float Delta) { currentWaveTime += Delta; if (currentWaveTime >= respawnWaveInterval) { currentWaveTime = 0; } } defaultproperties { duration = 20 countdownDuration = 5 scoreLimit = -1 maxLives = -1 bAllowNewPlayers = true bKeepEquipmentDuringRound = false bKeepEquipmentAfterRound = false bAllowEquipOnRespawn = false respawnDelay = 2 roundWinPoints = 0 overtimeDuration = 1 } |
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