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Botpack.TeamGamePlus


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//=============================================================================
// TeamGamePlus.
//=============================================================================
class TeamGamePlus extends DeathMatchPlus
    config;

#exec MESH IMPORT MESH=Flag1M ANIVFILE=MODELS\flag_a.3D DATAFILE=MODELS\flag_d.3D X=0 Y=0 Z=0 ZeroTex=1
#exec MESH ORIGIN MESH=Flag1M X=0 Y=100 Z=0 YAW=128 PITCH=0 ROLL=-64
#exec MESH SEQUENCE MESH=flag1M SEQ=All    STARTFRAME=0  NUMFRAMES=14
#exec MESH SEQUENCE MESH=flag1M SEQ=Wave  STARTFRAME=1  NUMFRAMES=13
#exec TEXTURE IMPORT NAME=JFlag11 FILE=MODELS\flag_red.PCX GROUP=Skins
#exec TEXTURE IMPORT NAME=JFlag12 FILE=MODELS\flag_blue.PCX GROUP=Skins
#exec TEXTURE IMPORT NAME=JFlag13 FILE=MODELS\flag_green.PCX GROUP=Skins
#exec TEXTURE IMPORT NAME=JFlag14 FILE=MODELS\flag_yellow.PCX GROUP=Skins
#exec TEXTURE IMPORT NAME=JFlag15 FILE=MODELS\flag3.PCX GROUP=Skins
#exec MESHMAP SCALE MESHMAP=flag1M X=0.1 Y=0.1 Z=0.2
#exec MESHMAP SETTEXTURE MESHMAP=flag1M NUM=0 TEXTURE=Jflag11
    
var()        bool   bSpawnInTeamArea;
var()        bool   bScoreTeamKills;
var() config bool   bNoTeamChanges;
var          int    NumSupportingPlayer; 
var globalconfig     bool   bBalanceTeams;  // bots balance teams
var globalconfig     bool   bPlayersBalanceTeams;   // players balance teams
var          bool   bBalancing;
var() config float  FriendlyFireScale; //scale friendly fire damage by this value
var() config int    MaxTeams; //Maximum number of teams allowed in (up to MaxAllowedTeams)
var          int    MaxAllowedTeams;
var TeamInfo Teams[4]; // Red, Blue, Green, Gold
var() config float  GoalTeamScore; //like fraglimit
var() config int    MaxTeamSize;
var  localized string StartUpTeamMessage, TeamChangeMessage,TeamPrefix;
var localized string TeamColor[4];

var     int         NextBotTeam;
var byte TEAM_Red, TEAM_Blue, TEAM_Green, TEAM_Gold;
var name CurrentOrders[4];
var int PlayerTeamNum;
var localized string StartupTeamTralier;

function PostBeginPlay()
{
    local int i;
    for (i=0;i<4;i++)
    {
        Teams[i] = Spawn(class'TeamInfo');
        Teams[i].Size = 0;
        Teams[i].Score = 0;
        Teams[i].TeamName = TeamColor[i];
        Teams[i].TeamIndex = i;
        TournamentGameReplicationInfo(GameReplicationInfo).Teams[i] = Teams[i];
    }
    
    Super.PostBeginPlay();

    if ( bRatedGame )
    {
        FriendlyFireScale = 0;
        MaxTeams = 2;
    }
}

event InitGame( string Options, out string Error )
{
    Super.InitGame(Options, Error);
    MaxTeams = Min(MaxTeams,MaxAllowedTeams);
}

function InitGameReplicationInfo()
{
    Super.InitGameReplicationInfo();

    TournamentGameReplicationInfo(GameReplicationInfo).GoalTeamScore = GoalTeamScore;
}

// Set game settings based on ladder information.
// Called when RatedPlayer logs in.
function InitRatedGame(LadderInventory LadderObj, PlayerPawn LadderPlayer)
{
    local class<RatedMatchInfo> RMI;
    local Weapon W;

    GoalTeamScore = LadderObj.CurrentLadder.Default.GoalTeamScore[IDnum];
    Super.InitRatedGame(LadderObj, LadderPlayer);   
    bCoopWeaponMode = true;
    FriendlyFireScale = 0.0;
    MaxTeams = 2;
    ForEach AllActors(class'Weapon', W)
        W.SetWeaponStay();
}

function CheckReady()
{
    if ( (TimeLimit == 0) && (GoalTeamScore == 0) )
    {
        TimeLimit = 20;
        RemainingTime = 60 * TimeLimit;
    }
}

event PostLogin( playerpawn NewPlayer )
{
    Super.PostLogin(NewPlayer);

    if ( Level.NetMode != NM_Standalone )
        NewPlayer.ClientChangeTeam(NewPlayer.PlayerReplicationInfo.Team);
}

function LogGameParameters(StatLog StatLog)
{
    if (StatLog == None)
        return;
    
    Super.LogGameParameters(StatLog);

    StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"GoalTeamScore"$Chr(9)$int(GoalTeamScore));
    StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"FriendlyFireScale"$Chr(9)$FriendlyFireScale);
}

function bool SetEndCams(string Reason)
{
    local TeamInfo BestTeam;
    local int i;
    local pawn P, Best;
    local PlayerPawn player;

    // find individual winner
    for ( P=Level.PawnList; P!=None; P=P.nextPawn )
        if ( P.bIsPlayer && ((Best == None) || (P.PlayerReplicationInfo.Score > Best.PlayerReplicationInfo.Score)) )
            Best = P;

    // find winner
    BestTeam = Teams[0];
    for ( i=1; i<MaxTeams; i++ )
        if ( Teams[i].Score > BestTeam.Score )
            BestTeam = Teams[i];

    for ( i=0; i<MaxTeams; i++ )
        if ( (BestTeam.TeamIndex != i) && (BestTeam.Score == Teams[i].Score) )
        {
            BroadcastLocalizedMessage( DMMessageClass, 0 );
            return false;
        }       

    GameReplicationInfo.GameEndedComments = TeamPrefix@BestTeam.TeamName@GameEndedMessage;

    EndTime = Level.TimeSeconds + 3.0;
    for ( P=Level.PawnList; P!=None; P=P.nextPawn )
    {
        player = PlayerPawn(P);
        if ( Player != None )
        {
            if (!bTutorialGame)
                PlayWinMessage(Player, (Player.PlayerReplicationInfo.Team == BestTeam.TeamIndex));
            player.bBehindView = true;
            if ( Player == Best )
                Player.ViewTarget = None;
            else
                Player.ViewTarget = Best;
            player.ClientGameEnded();
        }
        P.GotoState('GameEnded');
    }
    CalcEndStats();
    return true;
}

//------------------------------------------------------------------------------
// Player start functions

function PlayStartUpMessage(PlayerPawn NewPlayer)
{
    local int i;
    local color WhiteColor;

    NewPlayer.ClearProgressMessages();

    // GameName
    NewPlayer.SetProgressMessage(GameName, i++);
    if ( bRequireReady && (Level.NetMode != NM_Standalone) )
        NewPlayer.SetProgressMessage(TourneyMessage, i++);
    else
        NewPlayer.SetProgressMessage(StartUpMessage, i++);

    if ( GoalTeamScore > 0 )
        NewPlayer.SetProgressMessage(int(GoalTeamScore)@GameGoal, i++);

    if ( NewPlayer.PlayerReplicationInfo.Team < 4 )
    {
        NewPlayer.SetProgressColor(class'ChallengeTeamHUD'.Default.TeamColor[NewPlayer.PlayerReplicationInfo.Team], i);
        NewPlayer.SetProgressMessage(StartupTeamMessage@Teams[NewPlayer.PlayerReplicationInfo.Team].TeamName$StartupTeamTralier, i++);
        WhiteColor.R = 255;
        WhiteColor.G = 255;
        WhiteColor.B = 255;
        NewPlayer.SetProgressColor(WhiteColor, i);
        if ( !bRatedGame )
            NewPlayer.SetProgressMessage(TeamChangeMessage, i++);
    }

    if ( Level.NetMode == NM_Standalone )
        NewPlayer.SetProgressMessage(SingleWaitingMessage, i++);
}

function playerpawn Login
(
    string Portal,
    string Options,
    out string Error,
    class<playerpawn> SpawnClass
)
{
    local PlayerPawn newPlayer;
    local NavigationPoint StartSpot;

    newPlayer = Super.Login(Portal, Options, Error, SpawnClass);
    if ( newPlayer == None)
        return None;

    if ( bSpawnInTeamArea )
    {
        StartSpot = FindPlayerStart(NewPlayer,255, Portal);
        if ( StartSpot != None )
        {
            NewPlayer.SetLocation(StartSpot.Location);
            NewPlayer.SetRotation(StartSpot.Rotation);
            NewPlayer.ViewRotation = StartSpot.Rotation;
            NewPlayer.ClientSetRotation(NewPlayer.Rotation);
            StartSpot.PlayTeleportEffect( NewPlayer, true );
        }
    }
    PlayerTeamNum = NewPlayer.PlayerReplicationInfo.Team;
        
    return newPlayer;
}

function Logout(pawn Exiting)
{
    Super.Logout(Exiting);
    if ( Exiting.IsA('Spectator') || Exiting.IsA('Commander') )
        return;
    Teams[Exiting.PlayerReplicationInfo.Team].Size--;
    ClearOrders(Exiting);
    if ( !bGameEnded && bBalanceTeams && !bRatedGame )
        ReBalance();
}

// Find a team given its name
function byte FindTeamByName( string TeamName )
{
    local byte i;

    for ( i=0; i<MaxTeams; i++ )
        if ( Teams[i].TeamName == TeamName )
            return i;

    return 255; // No Team
}

// rebalance teams after player changes teams or leaves
// find biggest and smallest teams.  If 2 apart, move bot from biggest to smallest

function ReBalance()
{
    local int big, small, i, bigsize, smallsize;
    local Pawn P, A;
    local Bot B;

    if ( bBalancing || (NumBots == 0) )
        return;

    big = 0;
    small = 0;
    bigsize = Teams[0].Size;
    smallsize = Teams[0].Size;
    for ( i=1; i<MaxTeams; i++ )
    {
        if ( Teams[i].Size > bigsize )
        {
            big = i;
            bigsize = Teams[i].Size;
        }
        else if ( Teams[i].Size < smallsize )
        {
            small = i;
            smallsize = Teams[i].Size;
        }
    }
    
    bBalancing = true;
    while ( bigsize - smallsize > 1 )
    {
        for ( P=Level.PawnList; P!=None; P=P.NextPawn )
            if ( P.bIsPlayer && (P.PlayerReplicationInfo.Team == big)
                && P.IsA('Bot') )
            {
                B = Bot(P);
                break;
            }
        if ( B != None )
        {
            B.Health = 0;
            B.Died( None, 'Suicided', B.Location );
            bigsize--;
            smallsize++;
            ChangeTeam(B, small);
        }
        else
            Break;
    }
    bBalancing = false;

    // re-assign orders to follower bots with no leaders
    for ( P=Level.PawnList; P!=None; P=P.NextPawn )
        if ( P.bIsPlayer && P.IsA('Bot') && (BotReplicationInfo(P.PlayerReplicationInfo).RealOrders == 'Follow') )
        {
            A = Pawn(Bot(P).OrderObject);
            if ( (A == None) || A.bDeleteMe || !A.bIsPlayer || (A.PlayerReplicationInfo.Team != P.PlayerReplicationInfo.Team) )
            {
                Bot(P).OrderObject = None;
                SetBotOrders(Bot(P));
            }
        }

}
    
function NavigationPoint FindPlayerStart( Pawn Player, optional byte InTeam, optional string incomingName )
{
    local PlayerStart Dest, Candidate[16], Best;
    local float Score[16], BestScore, NextDist;
    local pawn OtherPlayer;
    local int i, num;
    local Teleporter Tel;
    local NavigationPoint N;
    local byte Team;

    if ( bStartMatch && (Player != None) && Player.IsA('TournamentPlayer') 
        && (Level.NetMode == NM_Standalone)
        && (TournamentPlayer(Player).StartSpot != None) )
        return TournamentPlayer(Player).StartSpot;

    if ( (Player != None) && (Player.PlayerReplicationInfo != None) )
        Team = Player.PlayerReplicationInfo.Team;
    else
        Team = InTeam;

    if( incomingName!="" )
        foreach AllActors( class 'Teleporter', Tel )
            if( string(Tel.Tag)~=incomingName )
                return Tel;

    if ( Team == 255 )
        Team = 0;
                
    //choose candidates	
    for ( N=Level.NavigationPointList; N!=None; N=N.nextNavigationPoint )
    {
        Dest = PlayerStart(N);
        if ( (Dest != None) && Dest.bEnabled
            && (!bSpawnInTeamArea || (Team == Dest.TeamNumber)) )
        {
            if (num<16)
                Candidate[num] = Dest;
            else if (Rand(num) < 16)
                Candidate[Rand(16)] = Dest;
            num++;
        }
    }

    if (num == 0 )
    {
        log("Didn't find any player starts in list for team"@Team@"!!!"); 
        foreach AllActors( class'PlayerStart', Dest )
        {
            if (num<16)
                Candidate[num] = Dest;
            else if (Rand(num) < 16)
                Candidate[Rand(16)] = Dest;
            num++;
        }
        if ( num == 0 )
            return None;
    }

    if (num>16) 
        num = 16;
    
    //assess candidates
    for (i=0;i<num;i++)
    {
        if ( Candidate[i] == LastStartSpot )
            Score[i] = -6000.0;
        else
            Score[i] = 4000 * FRand(); //randomize
    }       
    
    for ( OtherPlayer=Level.PawnList; OtherPlayer!=None; OtherPlayer=OtherPlayer.NextPawn)  
        if ( OtherPlayer.bIsPlayer && (OtherPlayer.Health > 0) && !OtherPlayer.IsA('Spectator') )
            for (i=0; i<num; i++)
                if ( OtherPlayer.Region.Zone == Candidate[i].Region.Zone ) 
                {
                    Score[i] -= 1500;
                    NextDist = VSize(OtherPlayer.Location - Candidate[i].Location);
                    if (NextDist < 2 * (CollisionRadius + CollisionHeight))
                        Score[i] -= 1000000.0;
                    else if ( (NextDist < 2000) && (OtherPlayer.PlayerReplicationInfo.Team != Team)
                            && FastTrace(Candidate[i].Location, OtherPlayer.Location) )
                        Score[i] -= (10000.0 - NextDist);
                }
    
    BestScore = Score[0];
    Best = Candidate[0];
    for (i=1; i<num; i++)
        if (Score[i] > BestScore)
        {
            BestScore = Score[i];
            Best = Candidate[i];
        }
    LastStartSpot = Best;
                
    return Best;
}

//-------------------------------------------------------------------------------------
// Level gameplay modification

//Use reduce damage for teamplay modifications, etc.
function int ReduceDamage(int Damage, name DamageType, pawn injured, pawn instigatedBy)
{
    Damage = Super.ReduceDamage(Damage, DamageType, injured, instigatedBy);
    
    if ( instigatedBy == None )
        return Damage;

    if ( (instigatedBy != injured) && injured.bIsPlayer && instigatedBy.bIsPlayer 
        && (injured.PlayerReplicationInfo.Team == instigatedBy.PlayerReplicationInfo.Team) )
    {
        if ( injured.IsA('Bot') )
            Bot(Injured).YellAt(instigatedBy);
        return (Damage * FriendlyFireScale);
    }
    else
        return Damage;
}

function ScoreKill(pawn Killer, pawn Other)
{
    if ( (Killer == None) || (Killer == Other) || !Other.bIsPlayer || !Killer.bIsPlayer 
        || (Killer.PlayerReplicationInfo.Team != Other.PlayerReplicationInfo.Team) )
        Super.ScoreKill(Killer, Other);

    if ( !bScoreTeamKills )
        return;
    if ( Other.bIsPlayer && ((Killer == None) || Killer.bIsPlayer) )
    {
        if ( (Killer == Other) || (Killer == None) )
            Teams[Other.PlayerReplicationInfo.Team].Score -= 1;
        else if ( Killer.PlayerReplicationInfo.Team != Other.PlayerReplicationInfo.Team )
            Teams[Killer.PlayerReplicationInfo.Team].Score += 1;
        else if ( FriendlyFireScale > 0 )
        {
            Teams[Other.PlayerReplicationInfo.Team].Score -= 1;
            Killer.PlayerReplicationInfo.Score -= 1;
        }
    }

    if ( (bOverTime || (GoalTeamScore > 0)) && Killer.bIsPlayer
        && (Teams[killer.PlayerReplicationInfo.Team].Score >= GoalTeamScore) )
        EndGame("teamscorelimit");
}

function bool ChangeTeam(Pawn Other, int NewTeam)
{
    local int i, Smallest, DesiredTeam;
    local pawn APlayer, P;
    local teaminfo SmallestTeam;

    if ( bRatedGame && (Other.PlayerReplicationInfo.Team != 255) )
        return false;
    if ( Other.IsA('Spectator') )
    {
        Other.PlayerReplicationInfo.Team = 255;
        if (LocalLog != None)
            LocalLog.LogTeamChange(Other);
        if (WorldLog != None)
            WorldLog.LogTeamChange(Other);
        return true;
    }

    // find smallest team
    Smallest = 0;
    for( i=1; i<MaxTeams; i++ )
        if ( Teams[Smallest].Size > Teams[i].Size )
            Smallest = i;

    if ( (NewTeam == 255) || (NewTeam >= MaxTeams) )
        NewTeam = Smallest;

    if ( bPlayersBalanceTeams && (Level.NetMode != NM_Standalone) )
    {
        if ( Teams[NewTeam].Size > Teams[Smallest].Size )
            NewTeam = Smallest;
        if ( NumBots == 1 )
        {
            // join bot's team if sizes are equal, because he will leave
            for ( P=Level.PawnList; P!=None; P=P.NextPawn )
                if ( P.IsA('Bot') )
                    break;
            
            if ( (P != None) && (P.PlayerReplicationInfo != None) && (P.PlayerReplicationInfo.Team != 255)
                && (Teams[P.PlayerReplicationInfo.Team].Size == Teams[Smallest].Size) )
                NewTeam = P.PlayerReplicationInfo.Team;
        }
    }

    if ( (Other.PlayerReplicationInfo.Team == NewTeam) && bNoTeamChanges )
        return false;

    if ( Other.IsA('TournamentPlayer') )
        TournamentPlayer(Other).StartSpot = None;

    if ( Other.PlayerReplicationInfo.Team != 255 )
    {
        ClearOrders(Other);
        Teams[Other.PlayerReplicationInfo.Team].Size--;
    }

    if ( Teams[NewTeam].Size < MaxTeamSize )
    {
        AddToTeam(NewTeam, Other);
        return true;
    }

    if ( Other.PlayerReplicationInfo.Team == 255 )
    {
        AddToTeam(Smallest, Other);
        return true;
    }

    return false;
}

function AddToTeam( int num, Pawn Other )
{
    local teaminfo aTeam;
    local Pawn P;
    local bool bSuccess;
    local string SkinName, FaceName;

    if ( Other == None )
    {
        log("Added none to team!!!");
        return;
    }

    aTeam = Teams[num];

    aTeam.Size++;
    Other.PlayerReplicationInfo.Team = num;
    Other.PlayerReplicationInfo.TeamName = aTeam.TeamName;
    if (LocalLog != None)
        LocalLog.LogTeamChange(Other);
    if (WorldLog != None)
        WorldLog.LogTeamChange(Other);
    bSuccess = false;
    if ( Other.IsA('PlayerPawn') )
    {
        Other.PlayerReplicationInfo.TeamID = 0;
        PlayerPawn(Other).ClientChangeTeam(Other.PlayerReplicationInfo.Team);
    }
    else
        Other.PlayerReplicationInfo.TeamID = 1;

    while ( !bSuccess )
    {
        bSuccess = true;
        for ( P=Level.PawnList; P!=None; P=P.nextPawn )
            if ( P.bIsPlayer && (P != Other) 
                && (P.PlayerReplicationInfo.Team == Other.PlayerReplicationInfo.Team) 
                && (P.PlayerReplicationInfo.TeamId == Other.PlayerReplicationInfo.TeamId) )
                bSuccess = false;
        if ( !bSuccess )
            Other.PlayerReplicationInfo.TeamID++;
    }

    BroadcastLocalizedMessage( DMMessageClass, 3, Other.PlayerReplicationInfo, None, aTeam );

    Other.static.GetMultiSkin(Other, SkinName, FaceName);
    Other.static.SetMultiSkin(Other, SkinName, FaceName, num);

    if ( bBalanceTeams && !bRatedGame )
        ReBalance();
}

function bool CanSpectate( pawn Viewer, actor ViewTarget )
{
    if ( ViewTarget.bIsPawn && (Pawn(ViewTarget).PlayerReplicationInfo != None)
        && Pawn(ViewTarget).PlayerReplicationInfo.bIsSpectator )
        return false;
    if ( Viewer.PlayerReplicationInfo.bIsSpectator && (Viewer.PlayerReplicationInfo.Team == 255) )
        return true;
    return ( (Pawn(ViewTarget) != None) && Pawn(ViewTarget).bIsPlayer 
        && (Pawn(ViewTarget).PlayerReplicationInfo.Team == Viewer.PlayerReplicationInfo.Team) );
}

function TeamInfo GetTeam(int TeamNum )
{
    if ( TeamNum < ArrayCount(Teams) )
        return Teams[TeamNum];
    else return None;
}

function bool IsOnTeam(Pawn Other, int TeamNum)
{
    if ( Other.PlayerReplicationInfo.Team == TeamNum )
        return true;

    return false;
}

function bool AddBot()
{
    local bot NewBot;
    local NavigationPoint StartSpot, OldStartSpot;
    local int DesiredTeam, i, MinSize;

    NewBot = SpawnBot(StartSpot);
    if ( NewBot == None )
    {
        log("Failed to spawn bot");
        return false;
    }

    if ( bBalanceTeams && !bRatedGame )
    {
        MinSize = Teams[0].Size;
        DesiredTeam = 0;
        for ( i=1; i<MaxTeams; i++ )
            if ( Teams[i].Size < MinSize )
            {
                MinSize = Teams[i].Size;
                DesiredTeam = i;
            }   
    }
    else
        DesiredTeam = NewBot.PlayerReplicationInfo.Team;
    NewBot.PlayerReplicationInfo.Team = 255;
    if ( (DesiredTeam == 255) || !ChangeTeam(NewBot, DesiredTeam) )
    {
        ChangeTeam(NewBot, NextBotTeam);
        NextBotTeam++;
        if ( NextBotTeam >= MaxTeams )
            NextBotTeam = 0;
    }

    if ( bSpawnInTeamArea )
    {
        OldStartSpot = StartSpot;
        StartSpot = FindPlayerStart(NewBot,255);
        if ( StartSpot != None )
        {
            NewBot.SetLocation(StartSpot.Location);
            NewBot.SetRotation(StartSpot.Rotation);
            NewBot.ViewRotation = StartSpot.Rotation;
            NewBot.SetRotation(NewBot.Rotation);
            StartSpot.PlayTeleportEffect( NewBot, true );
        }
        else
            StartSpot = OldStartSpot;
    }

    StartSpot.PlayTeleportEffect(NewBot, true);

    SetBotOrders(NewBot);

    // Log it.
    if (LocalLog != None)
    {
        LocalLog.LogPlayerConnect(NewBot);
        LocalLog.FlushLog();
    }
    if (WorldLog != None)
    {
        WorldLog.LogPlayerConnect(NewBot);
        WorldLog.FlushLog();
    }

    return true;
}

function SetBotOrders(Bot NewBot)
{
    local Pawn P, L;
    local int num, total;

    // only follow players, if there are any
    if ( (NumSupportingPlayer == 0)
         || (NumSupportingPlayer < Teams[NewBot.PlayerReplicationInfo.Team].Size/2 - 1) ) 
    {
        For ( P=Level.PawnList; P!=None; P= P.NextPawn )
            if ( P.IsA('PlayerPawn') && (P.PlayerReplicationInfo.Team == NewBot.PlayerReplicationInfo.Team)
                && !P.IsA('Spectator') )
        {
            num++;
            if ( (L == None) || (FRand() < 1.0/float(num)) )
                L = P;
        }

        if ( L != None )
        {
            NumSupportingPlayer++;
            NewBot.SetOrders('Follow',L,true);
            return;
        }
    }
    num = 0;
    For ( P=Level.PawnList; P!=None; P= P.NextPawn )
        if ( P.bIsPlayer && (P.PlayerReplicationInfo.Team == NewBot.PlayerReplicationInfo.Team) )
        {
            total++;
            if ( (P != NewBot) && P.IsA('Bot') && (Bot(P).Orders == 'FreeLance') )
            {
                num++;
                if ( (L == None) || (FRand() < 1/float(num)) )
                    L = P;
            }
        }
                
    if ( (L != None) && (FRand() < float(num)/float(total)) )
    {
        NewBot.SetOrders('Follow',L,true);
        return;
    }
    NewBot.SetOrders('Freelance', None,true);
}                

function byte AssessBotAttitude(Bot aBot, Pawn Other)
{
    if ( (Other.bIsPlayer && (aBot.PlayerReplicationInfo.Team == Other.PlayerReplicationInfo.Team))
        || (Other.IsA('TeamCannon') 
            && (StationaryPawn(Other).SameTeamAs(aBot.PlayerReplicationInfo.Team))) ) 
        return 3;
    else 
        return Super.AssessBotAttitude(aBot, Other);
}

function Actor SetDefenseFor(Bot aBot)
{
    return None;
}

function bool FindSpecialAttractionFor(Bot aBot)
{
    return false;
}

function SetAttractionStateFor(Bot aBot)
{
    if ( aBot.Enemy != None )
    {
        if ( !aBot.IsInState('FallBack') )
        {
            aBot.bNoClearSpecial = true;
            aBot.TweenToRunning(0.1);
            aBot.GotoState('FallBack','SpecialNavig');
        }
    }
    else if ( !aBot.IsInState('Roaming') )
    {
        aBot.bNoClearSpecial = true;
        aBot.TweenToRunning(0.1);
        aBot.GotoState('Roaming', 'SpecialNavig');
    }
}

function PickAmbushSpotFor(Bot aBot)
{
    local NavigationPoint N;

    for ( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint )
        if ( N.IsA('Ambushpoint') && !N.taken )
        {
            if ( aBot.Orders == 'Defend' )
            {
                if ( N.IsA('DefensePoint') && (DefensePoint(N).team == aBot.PlayerReplicationInfo.team) )
                {
                    if ( (DefensePoint(aBot.Ambushspot) == None)
                        || (DefensePoint(N).priority > DefensePoint(aBot.Ambushspot).priority) )
                        aBot.Ambushspot = Ambushpoint(N);
                    else if ( (DefensePoint(N).priority == DefensePoint(aBot.Ambushspot).priority)
                        && (FRand() < 0.4) ) 
                        aBot.Ambushspot = Ambushpoint(N);
                }       
                else if ( (DefensePoint(aBot.AmbushSpot) == None)
                        && (VSize(N.Location - aBot.OrderObject.Location) < 1500)
                        && FastTrace(aBot.OrderObject.Location, N.Location)
                        && ((aBot.Ambushspot == None) || (FRand() < 0.5)) )
                            aBot.Ambushspot = Ambushpoint(N);
            }
            else if ( (aBot.AmbushSpot == None)
                || (VSize(aBot.Location - aBot.Ambushspot.Location)
                     > VSize(aBot.Location - N.Location)) )
                aBot.Ambushspot = Ambushpoint(N);
        }
}

function byte PriorityObjective(Bot aBot)
{
    return 0;
}

function bool SuccessfulGame()
{
    local TeamInfo BestTeam;
    local int i;
    BestTeam = Teams[0];
    for ( i=1; i<MaxTeams; i++ )
        if ( Teams[i].Score > BestTeam.Score )
            BestTeam = Teams[i];

    bFulfilledSpecial = True; // Override and implement if you have a special condition.
    if (BestTeam.TeamIndex == RatedPlayer.PlayerReplicationInfo.Team)
        return ( bFulfilledSpecial && (BestTeam.Score >= GoalTeamScore) );
    else
        return false;
}

function ClearOrders(Pawn Leaving)
{
    local Pawn P;

    for ( P=Level.PawnList; P!=None; P=P.NextPawn )
        if ( P.IsA('Bot') && (Bot(P).OrderObject == Leaving) )
            Bot(P).SetOrders('Freelance', None);
}
function bool WaitForPoint(bot aBot)
{
    return false;
}

function bool SendBotToGoal(Bot aBot)
{
    return false;
}

function bool HandleTieUp(Bot Bumper, Bot Bumpee)
{
    return false;
}

//------------------------------------------------------------------------------
// Game Querying.

function string GetRules()
{
    local string ResultSet;
    ResultSet = Super(TournamentGameInfo).GetRules();

    ResultSet = ResultSet$"\\timelimit\\"$TimeLimit;
    ResultSet = ResultSet$"\\goalteamscore\\"$int(GoalTeamScore);
    Resultset = ResultSet$"\\minplayers\\"$MinPlayers;
    Resultset = ResultSet$"\\changelevels\\"$bChangeLevels;
    ResultSet = ResultSet$"\\maxteams\\"$MaxTeams;
    ResultSet = ResultSet$"\\balanceteams\\"$bBalanceTeams;
    ResultSet = ResultSet$"\\playersbalanceteams\\"$bPlayersBalanceTeams;
    ResultSet = ResultSet$"\\friendlyfire\\"$int(FriendlyFireScale*100)$"%";
    Resultset = ResultSet$"\\tournament\\"$bTournament;
    if(bMegaSpeed)
        Resultset = ResultSet$"\\gamestyle\\Turbo";
    else
    if(bHardcoreMode)
        Resultset = ResultSet$"\\gamestyle\\Hardcore";
    else
        Resultset = ResultSet$"\\gamestyle\\Classic";

    if(MinPlayers > 0)
        Resultset = ResultSet$"\\botskill\\"$class'ChallengeBotInfo'.default.Skills[Difficulty];

    return ResultSet;
}

defaultproperties
{
     bScoreTeamKills=True
     bBalanceTeams=True
     bPlayersBalanceTeams=True
     MaxTeams=2
     MaxAllowedTeams=4
     GoalTeamScore=30.000000
     MaxTeamSize=16
     StartUpTeamMessage="You are on"
     TeamChangeMessage="Use Options->Player Setup to change teams."
     TeamColor(0)="Red"
     TeamColor(1)="Blue"
     TeamColor(2)="Green"
     TeamColor(3)="Gold"
     TEAM_Blue=1
     TEAM_Green=2
     TEAM_Gold=3
     CurrentOrders(0)=Defend
     CurrentOrders(1)=Defend
     CurrentOrders(2)=Defend
     CurrentOrders(3)=Defend
     StartupTeamTralier="."
     StartUpMessage="Work with your teammates against the other teams."
     MaxCommanders=2
     bCanChangeSkin=False
     bTeamGame=True
     ScoreBoardType=Class'Botpack.TeamScoreBoard'
     RulesMenuType="UTMenu.UTTeamRSClient"
     SettingsMenuType="UTMenu.UTTeamSSClient"
     HUDType=Class'Botpack.ChallengeTeamHUD'
     BeaconName="TTeam"
     GameName="Tournament Team Game"
}

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Class file time: Do 19.5.2005 19:42:14.000 - Creation time: Fr 7.6.2013 13:16:03.292 - Created with UnCodeX