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/* -------------------------------------------------------------- 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 } |
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