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//============================================================================== // ROVehicleFactory // Copyright (C) 2004 Jeffrey Nakai // // This class is currently a work-in-progress. It is based off the // ONSVehicleFactory class with certain undesireable features removed. This // class will be expanded as we get a better sense of how the RO vehicles are // going to work. We need to start twisting some arms soon to get vehicle // designs from Alan //============================================================================== class ROVehicleFactory extends SVehicleFactory abstract placeable; //=================================================================== // **Warning** This class, like many of the new vehicle classes // is pretty hacked together right now. Clean up right after alpha!!! // Ramm //=================================================================== // Carry overs from ONS incase we decide on some sort of spawn effect(not likely) var float PreSpawnEffectTime; var Emitter BuildEffect; var bool SpawningBuildEffects; var() float RespawnTime; var() bool bAllowVehicleRespawn; var() bool bUseBuildEffects; var bool bFactoryActive; // allows the other side to capture the factory and use the vehicles var() bool bAllowOpposingForceCapture; var Vehicle LastSpawnedVehicle; var float LastSpawnedTime; var int TotalSpawnedVehicles; var() int VehicleRespawnLimit; var() bool bDestroyVehicleWhenInactive; // Caues the vehicle at this factory to be destroyed when the factory becomes inactive // need to figure out if we really need this enum ROSideIndex { AXIS, ALLIES, NEUTRAL // either side can use this vehicle }; var() ROSideIndex TeamNum; var() bool bUsesSpawnAreas; // Actived by the spawn area simulated event PostBeginPlay() { Super.PostBeginPlay(); if ( Level.NetMode != NM_DedicatedServer ) VehicleClass.static.StaticPrecache(Level); } simulated function UpdatePrecacheMaterials() { VehicleClass.static.StaticPrecache(Level); // precache the BuildEffect if there is one } function PostNetBeginPlay() { // local GameObjective O, Best; // local float BestDist, NewDist; Super.PostNetBeginPlay(); //Legacy ONS code, kept here incase we want to tie factories to objectives /*if ( !bDeleteMe && !Level.Game.IsA('ROTeamGame') ) { foreach AllActors(class'GameObjective',O) { NewDist = VSize(Location - O.Location); if ( (Best == None) || (NewDist < BestDist) ) { Best = O; BestDist = NewDist; } } if ( Best != None ) Activate(Best.DefenderTeamIndex); } */ } function ActivatedBySpawn(int Team) { if( Team == AXIS_TEAM_INDEX ) { Activate(AXIS); } else if ( Team == ALLIES_TEAM_INDEX ) { Activate(ALLIES); } else { Activate(NEUTRAL); } } function Activate(ROSideIndex T) { if (!bFactoryActive || TeamNum != T) { TeamNum = T; bFactoryActive = True; SpawningBuildEffects = True; //SetTimer(0.1, false); Timer(); } } function Deactivate() { bFactoryActive = False; if (bDestroyVehicleWhenInactive && ROVehicle(LastSpawnedVehicle) != None ) { ROVehicle(LastSpawnedVehicle).ResetTime = Level.TimeSeconds + 1; } } event VehicleDestroyed(Vehicle V) { Super.VehicleDestroyed(V); ROTeamGame(Level.Game).LevelInfo.HandleDestroyedVehicle( class<ROVehicle>(VehicleClass) ); // Factory can't respawn the vehicle, return out if( !bAllowVehicleRespawn ) return; if( bUseBuildEffects ) { SpawningBuildEffects = true; if( TotalSpawnedVehicles < 1) { Timer(); } else { SetTimer(RespawnTime - PreSpawnEffectTime, False); } } else { if( TotalSpawnedVehicles < 1) { Timer(); } else { SetTimer(RespawnTime, false); } } } function Timer() { if (bFactoryActive && Level.Game.bAllowVehicles && VehicleCount < MaxVehicleCount && TotalSpawnedVehicles < VehicleRespawnLimit) { if( bUseBuildEffects && SpawningBuildEffects ) { SpawningBuildEffects = false; SpawnBuildEffect(); SetTimer(PreSpawnEffectTime, False); } else SpawnVehicle(); } } function SpawnVehicle() { local Pawn P; local bool bBlocked; local ROLevelInfo ROL; foreach CollidingActors(class'Pawn', P, VehicleClass.default.CollisionRadius * 1.25) { bBlocked = true; // MergeTODO:Replace this with a proper vehicle can't spawn message /* if (PlayerController(P.Controller) != None) PlayerController(P.Controller).ReceiveLocalizedMessage(class'ONSOnslaughtMessage', 11); */ } ROL = ROTeamGame(Level.Game).LevelInfo; // Don't spawn this vehicle if there are too many already if(!bBlocked && ROL != none && ROL.bUseVehicleTotalLimits && ROL.OverVehicleLimit( class<ROVehicle>(VehicleClass))) { bBlocked = true; } if (bBlocked) SetTimer(1, false); //try again later else { if( bAllowOpposingForceCapture && TeamNum == AXIS ) LastSpawnedVehicle = spawn(VehicleClass,,, Location, Rotation + rot(0,32768,0)); else LastSpawnedVehicle = spawn(VehicleClass,,, Location, Rotation); if (LastSpawnedVehicle != None ) { VehicleCount++; TotalSpawnedVehicles++; if( ROL != none ) ROL.HandleSpawnedVehicle( class<ROVehicle>(VehicleClass) ); LastSpawnedTime = Level.TimeSeconds; LastSpawnedVehicle.SetTeamNum(TeamNum); // Removed this since it was causing extra vehicle respawning, if we find a use for it revisit //LastSpawnedVehicle.Event = Tag; LastSpawnedVehicle.ParentFactory = Self; } else { log("Spawned vehicle failed for "$Self); } } } // Not used right now function SpawnBuildEffect() { } // Is RO gonna use Triggers event Trigger( Actor Other, Pawn EventInstigator ) { } simulated function Reset() { //log("Reset got called for "$self); if( !bUsesSpawnAreas ) { //log(self$" spawning vehicle because of reset"); SpawnVehicle(); TotalSpawnedVehicles=0; Activate(TeamNum); } else { TotalSpawnedVehicles=0; bFactoryActive=false; } } defaultproperties { PreSpawnEffectTime=2.000000 RespawnTime=15.000000 bAllowVehicleRespawn=True VehicleRespawnLimit=255 TeamNum=NEUTRAL DrawType=DT_Mesh } |
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