Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

KFStoryGame.KF_StoryWaveDesigner


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
00235
00236
00237
00238
00239
00240
00241
00242
00243
00244
00245
00246
00247
00248
00249
00250
00251
00252
00253
00254
00255
00256
00257
00258
00259
00260
00261
/*
	--------------------------------------------------------------
	KF_StoryWaveDesigner
	--------------------------------------------------------------

	This actor provides level designers with a method of settings up
	waves in story missions. It is used in conjunction with either
	KFZombieVolumes or KFStoryZombieVolumes.

	note : This class just serves as a front end for level designers
	and a place to declare structs.

    All of the heavy lifting is done in KF_Wave_Controller

	Author :  Alex Quick

	--------------------------------------------------------------
*/

class KF_StoryWaveDesigner extends Info
dependson(KFStoryGameInfo)
hidecategories(sound)
placeable;


enum ESpawnProgressionType
{
	Proceed_On_AllZEDSDead,
	Proceed_On_AllZEDsSpawned,
};



struct SWaveSpawn
{
    var()       array<string>                               SquadList;
    var         array<int>                                  SpawnedSquads;
    var         KFStoryGameInfo.SZEDSquadType               NextSpawnSquad;
    var   array<KFStoryGameInfo.SZEDSquadType>              AllSquads;
    var()       name                                        ZombieDeathEvent;
    var()       name                                        ZombieSpawnTag;
    var()       name                                        ZombieSpawnEvent;
    var()       float                                       SpawnInterval;
    var()       int                                         MaxZEDs;
    var()       bool                                        bNoDifficultyScaling;
    var()       bool                                        bRandomSquadsWithoutRepeats; // Squads will be used in a random order, but will use every squad in the list before starting to go through the list again
};

enum ESineWavePatternUsage
{
	SWP_StartAtMinRate,
	SWP_StartAtMaxRate,
	SWP_AlwaysFullSpeed,
};

struct SZEDWave
{
    var         bool                                        bKillStragglers;
    var()       array<name>                                 Wave_VolumeTags;
    var()       name                                        Wave_ActivationTag;
    var()       array<SWaveSpawn>                           Wave_Spawns;
    var         KF_Wave_Controller                          WaveController;
    var()       ESineWavePatternUsage                       SineWavePatternUsage;
};

/*==============================================================================*/

var  ()         array<SZEDWave>                             Waves;

var             int                                         CurrentWaveIdx;

enum EWaveProgressType
{
    Procceed_On_AllZEDsSpawned,
    Proceed_On_AllZEDsKilled,
};


var(Debug)        bool                                      bPrintDebugLogs;

/*==============================================================================*/




function Reset()
{
    local int i;

    for(i = 0 ; i < Waves.length ; i ++)
    {
        Waves[i].WaveController.Reset();
    }
}

function PostBeginPlay()
{
    if(KFStoryGameInfo(Level.Game) != none)
    {
        InitWaveControllers();
    }
}

function InitWaveControllers()
{
    local int i;

    for(i = 0 ; i < Waves.length ; i ++)
    {
       SpawnControllerForWave(i);
    }
}

function SpawnControllerForWave(int Index)
{
    Waves[Index].WaveController = Spawn(class 'KF_Wave_Controller',self);
    if(Waves[Index].WaveController != none)
    {
        Waves[Index].WaveController.SetOwningmanager() ;
        Waves[Index].WaveController.WaveIndex = Index ;
        Waves[Index].WaveController.Initialize();
    }
    else
    {
        log(" === WARNING === could not spawn a WaveController for : "@self@" at Wave Index : "@Index@"!",'Story_Debug');
    }
}


/*
==================================================================================
Handy functions ... mostly gonna query the Wave Controller here */

function  KF_Wave_Controller GetCurrentWaveController()
{
    return Waves[CurrentWaveIdx].WaveController ;
}

/* Returns the amount of time between ZED Spawns */
function float    GetAdjustedSpawninterval()
{
    return GetCurrentWaveController().GetSpawnInterval();
}

/* Grab the total number of ZEDs in the current wave */
function int     GetWaveMaxMonsters()
{
    return GetCurrentWaveController().GetMaxMonsters();
}

/* Grab the number of ZEDs left alive in the current wave */
function int     GetWaveRemainingMonsters()
{
    return GetCurrentWaveController().GetRemainingMonsters();
}

function bool    IsDirectingSpawnsFor( ZombieVolume TestVol)
{
    return GetCurrentWaveController().IsDirectingSpawnsFor(TestVol);
}

/*
function array<class <KFMonster> > GetCurrentZEDList()
{
    return GetCurrentWaveController().GetCurrentZEDList();
} */

function array<class <KFMonster> > GetNextSpawnSquad()
{
    return GetCurrentWaveController().NextSpawnSquad;
}

function int GetWaveByName(name WaveTag)
{
   local int i;

   for(i = 0 ; i < Waves.length ; i ++)
   {
      if(Waves[i].Wave_ActivationTag == WaveTag)
      {
         return i;
      }
   }

   return -1;
}



/*=====================================================================================
======================================================================================*/
// Events ==============================================================================


function Trigger( actor Other, pawn EventInstigator )
{
    GoToNextWave();
}

function GoToNextWave()
{
    if(CurrentWaveidx < Waves.length - 1)
    {
        GoToWave(Waves[CurrentWaveIdx + 1].Wave_ActivationTag);
    }
}

function GoToWave(name WaveTag)
{
    local int i;

    CurrentWaveIdx = GetWaveByName(WaveTag) ;

    /* Abort any other currently active waves in this designer*/
    for(i = 0 ; i < Waves.length ; i ++)
    {
        if(i != CurrentWaveIdx &&
        Waves[i].WaveController.bActive)
        {
            Waves[i].WaveController.AbortWave();
        }
    }
}

/*====================================================================================
======================================================================================*/


function GetEvents(out array<name> TriggeredEvents,  out array<name>  ReceivedEvents)
{
    local int i,idx;

    Super.GetEvents(TriggeredEvents,ReceivedEvents);

    for(i = 0 ; i < Waves.length ; i ++)
    {
        if(Waves[i].Wave_ActivationTag != '')
        {
            ReceivedEvents[ReceivedEvents.length] = Waves[i].Wave_ActivationTag ;
        }

        for(idx = 0 ; idx < Waves[i].Wave_Spawns.length ; idx ++)
        {
            if(Waves[i].Wave_Spawns[idx].ZombieSpawnEvent != '')
            {
                TriggeredEvents[TriggeredEvents.length] = Waves[i].Wave_Spawns[idx].ZombieSpawnEvent;
            }
            if(Waves[i].Wave_Spawns[idx].ZombieDeathEvent != '')
            {
                TriggeredEvents[TriggeredEvents.length] = Waves[i].Wave_Spawns[idx].ZombieDeathEvent;
            }
        }
    }
}

defaultproperties
{
     Texture=Texture'KFStoryGame_Tex.Editor.KF_StoryWaves_Ico'
     DrawScale=0.500000
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: Fri 13-10-2023 03:17:28.000 - Creation time: Fri 13-10-2023 03:19:04.680 - Created with UnCodeX