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# Gameplay.MPActor

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    // MPActor
    // Base class for "UGM" objects as described in the Tribes3 design doc
    class MPActor extends Rook
    	native
    	dependsOn(ObjectiveInfo);

    cpptext
    {
    	// stats recording
    	virtual UBOOL Tick(float deltaSeconds, ELevelTick tickType);
    }

    // A localized name to uniquely identify this object in text messages
    var() localized string	localizedName;
    var() bool bAllowSpectators											"If true, spectators can switch to view this object";

    var(Objectives) localized String	primaryFriendlyObjectiveDesc	"The localized description of the primary objective";
    var(Objectives) localized String	primaryEnemyObjectiveDesc		"The localized description of the primary objective";
    var(Objectives) localized String	primaryNeutralObjectiveDesc		"The localized description of the primary objective";
    var(Stats) class<Stat>	defendStat									"The stat awarded for killing enemies near this object if it's on the same team";
    var(Stats) class<Stat>	attackStat									"The stat awarded for killing enemies near this object if it's on the enemy team";
    var(Stats) int			defendRadius								"Radius within which you're considered to be defending this object";
    var(Stats) int			attackRadius								"Radius within which you're considered to be attacking this object";

    var() Name							idleAnim						"An animation to play when this object is idle";
    var(LocalMessage) class<MPEventMessage>	secondaryMessageClass			"The class to use for secondary game event messages";

    var array<PlayerCharacterController> spectatorList;

    //function PreBeginPlay()
    //{
    //	registerMessage(class'MessageLevelStart', "GameInfo");
    //}

    simulated function PostBeginPlay()
    {
    	Super.PostBeginPlay();

    	if (DrawType == DT_Mesh && hasAnim(idleAnim))
    		LoopAnim(idleAnim);
    }

    // onMessage
    //function onMessage(Message msg)
    //{
    //	// add objectives on level start
    //	addDefaultObjectives();
    //}

    // PostTakeDamage
    // MPActors take no damage by default
    function PostTakeDamage( float Damage, Pawn instigatedBy, Vector hitlocation,
    						Vector momentum, class<DamageType> damageType, optional float projectileFactor)
    {
    }

    // Override cleanup() in base classes to manually destroy any dynamically created
    // instances.  This ensures that everything gets filtered properly on map load.
    function cleanup()
    {
    	removeDefaultObjectives();
    }

    // Override this function to register any stats with StatTracker
    function registerStats(StatTracker tracker)
    {
    	local ModeInfo mode;

    	tracker.registerStat(defendStat);
    	tracker.registerStat(attackStat);

    	mode = ModeInfo(Level.Game);

    	if (mode != None && (attackStat != None || defendStat != None))
    	{
    		mode.registerPlayerKillListener(self);
    	}
    }

    // Helper functions

    // getNearest
    // Gets the nearest rook of the given class
    function Rook getNearest(class<Rook> type, Vector from, optional TeamInfo onlyTeam)
    {
    	local float maxDist;
    	local float dist;
    	local Actor nearest;
    	local Actor a;
    	local Rook r;

    	maxDist = 9999999999;

    	ForEach DynamicActors(type, a)
    	{
    		r = Rook(a);

    		dist = VSize(r.Location - from);
            if (dist < maxDist && (onlyTeam == None || onlyTeam == r.Team()))
    		{
    			maxDist = dist;
    			nearest = r;
    		}
    	}

    	return r;
    }

    // scoreTeam
    // increments the score for the object's team, or an optional other team
    function scoreTeam(int amount, optional TeamInfo otherTeam)
    {
    	local TeamInfo scoringTeam;

    	if (otherTeam != None)
    	{
    		scoringTeam = otherTeam;
    	}
    	else if (team() != None)
    	{
    		scoringTeam = team();
    	}

    	dispatchMessage(new class'MessageTeamScored'(scoringTeam));

    	scoringTeam.score += amount;
    	if (MultiplayerGameInfo(Level.Game) != None)
    		MultiplayerGameInfo(Level.Game).postTeamScored(scoringTeam, amount, self);
    }

    // scoreIndividual
    // Sets an individual's score
    function scoreIndividual(Character who, int amount)
    {
    	if (who.tribesReplicationInfo != None)
    	{
    		who.tribesReplicationInfo.score += amount;
    		who.tribesReplicationInfo.offenseScore += amount;
    	}
    }

    function awardStat( Class<Stat> s, Character who, optional Controller target, optional int amount )
    {
    	local ModeInfo mode;

    	mode = ModeInfo(Level.Game);
    	if (mode != None && who != None)
    	{
    		mode.Tracker.awardStat(Controller(who.tribesReplicationInfo.Owner), s, target, amount);
    	}
    }

    function incrementStatAttempt( Class<Stat> s, Character who )
    {
    	local ModeInfo mode;

    	mode = ModeInfo(Level.Game);
    	if (mode != None && who != None)
    	{
    		mode.Tracker.incrementStatAttempt(who, s);
    	}
    }

    function onPlayerKilled(Controller Killer, Controller Target)
    {
    	local ModeInfo mode;

    	mode = ModeInfo(Level.Game);

    	if (mode == None)
    		return;

    	// Award defense stat; killer or target can be in radius
    	// TODO:  Distribute points according to who damaged Target the most?
    	if (defendStat != None && Rook(Killer.Pawn).team() == team() && Rook(Target.Pawn).team() != team() &&
    		(VDist(Location, Target.Location) <= defendRadius || VDist(Location, Killer.Location) <= defendRadius))
    	{
    		mode.Tracker.awardStat(Killer, defendStat, Target);
    	}
    	// Award attack stat; target must be in radius
    	else if (attackStat != None && Rook(Killer.Pawn).team() != team() && Rook(Target.Pawn).team() == team() &&
    		VDist(Location, Target.Location) <= attackRadius)
    	{
    		mode.Tracker.awardStat(Killer, attackStat, Target);
    	}
    }

    function addDefaultObjectives()
    {
    	if (primaryFriendlyObjectiveDesc != "")
    		addFriendlyObjective(primaryFriendlyObjectiveDesc);
    	if (primaryEnemyObjectiveDesc != "")
    		addEnemyObjective(primaryEnemyObjectiveDesc);
    	if (primaryNeutralObjectiveDesc != "")
    		addNeutralObjective(primaryNeutralObjectiveDesc);

    	evaluateObjectiveState();
    }

    function removeDefaultObjectives()
    {
    	local TeamInfo t;

    	// Quick and dirty...just try removing them from all TeamInfos
    	ForEach DynamicActors(class'TeamInfo', t)
    	{
    		if (t.objectives.remove(getUniqueObjectiveName()))
    			Log("Removing "$getUniqueObjectiveName()$" from "$t);
    	}

    	evaluateObjectiveState();
    }

    function removePersonalObjective(PlayerCharacterController c)
    {
    	c.objectives.remove(getPersonalObjectiveName());
    }

    function setPersonalObjective(PlayerCharacterController c, string desc, optional Actor other)
    {
    	local ObjectiveActors oa;

    	oa = new class'objectiveActors';

    	if (other != None)
    		oa.objectiveActors[0] = other;
    	else
    		oa.objectiveActors[0] = self;

    	// Only allow one personal objective
    	c.objectives.addUsingString(getPersonalObjectiveName(), desc, ObjectiveStatus_Active, ObjectiveType_Primary, oa);
    }

    function addFriendlyObjective(string desc, optional Actor other)
    {
    	local ObjectiveActors oa;
    	local TeamInfo t;

    	if (team() == None)
    		return;

    	oa = new class'objectiveActors';

    	if (other != None)
    		oa.objectiveActors[0] = other;
    	else
    		oa.objectiveActors[0] = self;

    	ForEach DynamicActors(class'TeamInfo', t)
    	{
    		if (t == team())
    		{
    			//Log("Adding friendly objective for "$self$" to team "$t$" using name "$getUniqueObjectiveName());
    			t.objectives.addUsingString(getUniqueObjectiveName(), desc, ObjectiveStatus_Active, ObjectiveType_Primary, oa);
    		}
    	}
    }

    function addEnemyObjective(string desc, optional Actor other)
    {
    	local ObjectiveActors oa;
    	local TeamInfo t;

    	if (team() == None)
    		return;

    	oa = new class'objectiveActors';

    	if (other != None)
    		oa.objectiveActors[0] = other;
    	else
    		oa.objectiveActors[0] = self;

    	ForEach DynamicActors(class'TeamInfo', t)
    	{
    		if (t != team())
    		{
    			//Log("Adding enemy objective for "$self$" to team "$t$" using name "$getUniqueObjectiveName());
    			t.objectives.addUsingString(getUniqueObjectiveName(), desc, ObjectiveStatus_Active, ObjectiveType_Primary, oa);
    		}
    	}
    }

    function addNeutralObjective(string desc, optional Actor other)
    {
    	local ObjectiveActors oa;
    	local TeamInfo t;

    	if (team() != None)
    		return;

    	oa =  new class'objectiveActors';

    	if (other != None)
    		oa.objectiveActors[0] = other;
    	else
    		oa.objectiveActors[0] = self;

    	ForEach DynamicActors(class'TeamInfo', t)
    	{
    		//Log("Adding neutral objective for "$self$" to team "$t$" using name "$getUniqueObjectiveName());
    		t.objectives.addUsingString(getUniqueObjectiveName(), desc, ObjectiveStatus_Active, ObjectiveType_Primary, oa);
    	}
    }

    function setObjectiveState(int i)
    {
    	local ObjectiveInfo o;
    	local TeamInfo t;

    	//log("Setting objective state "$i$" on "$self);

    	// set friendly and enemy states
    	ForEach DynamicActors(class'TeamInfo', t)
    	{
    		o = t.objectives.objectiveFromName(getUniqueObjectiveName());

    		if (o != None)
    		{
    			//Log("Setting objective state of "$o$" for team "$t$" to "$i);
    			o.state = i;
    		}
    	}
    }

    function setObjectiveTally(int num, int max)
    {
    	local ObjectiveInfo o;
    	local TeamInfo t;

    	ForEach DynamicActors(class'TeamInfo', t)
    	{
    		o = t.objectives.objectiveFromName(getUniqueObjectiveName());

    		if (o != None)
    		{
    			//Log("Setting objective state of "$o$" for team "$t$" to "$i);
    			o.UpdateTally(num, max);
    		}
    	}
    }

    function evaluateObjectiveState()
    {
    	// Overridden in subclasses
    }

    function name getUniqueObjectiveName()
    {
    	return self.Name;
    }

    function name getPersonalObjectiveName()
    {
    	return 'PersonalObjective';
    }

    simulated function string GetHumanReadableName()
    {
    	local string value;

    	value = localizedName;

    	if(value == "")
    		value = super.GetHumanReadableName();

    	if(value == "")
    		value = string(class.name);

    	return value;
    }

    simulated function expandLattice(TeamInfo t)
    {
    	local LatticeInfo l;

    	if (GameInfo(Level.Game) != None)
    	{
    		l = GameInfo(Level.Game).Lattice;
    		if (l != None)
    			l.makeNeighboursAvailable(self, t);
    	}
    }

    simulated function contractLattice(TeamInfo t)
    {
    	local LatticeInfo l;

    	if (GameInfo(Level.Game) != None)
    	{
    		l = GameInfo(Level.Game).Lattice;
    		if (l != None)
    			l.makeNeighboursUnavailable(self, t);
    	}
    }

    simulated function onAvailableToLattice()
    {
    	// Subclasses can provide code to support lattices
    }

    simulated function onUnavailableToLattice()
    {
    	// Subclasses can provide code to support lattices
    }

    function setSpectatorViewTarget(Pawn target)
    {
    	local Controller C;
    	local PlayerCharacterController pcc;

    	if (!bAllowSpectators)
    		return;

    	for (C=Level.ControllerList; C!=None; C=C.NextController)
    	{
    		pcc = PlayerCharacterController(C);
    		if (pcc == None || !pcc.playerReplicationInfo.bIsSpectator)
    			continue;

    		if (pcc.viewTarget == self)
    		{
    			pcc.SetViewTarget(target);
    			pcc.ClientSetViewTarget(target);

    			// Remember that this player was spectating self
    			addSpectator(pcc);
    		}
    	}
    }

    function addSpectator(PlayerCharacterController pcc)
    {
    	local int i;

    	// Don't allow duplicates
    	for (i=0; i<spectatorList.Length; i++)
    	{
    		if (spectatorList[i] == pcc)
    			return;
    	}

    	spectatorList[spectatorList.Length] = pcc;
    }

    function removeSpectator(PlayerCharacterController pcc)
    {
    	local int i;

    	for (i=0; i<spectatorList.Length; i++)
    	{
    		if (spectatorList[i] == pcc)
    		{
    			spectatorList.Remove(i, 1);
    			return;
    		}
    	}
    }

    function resetSpectatorViewTarget()
    {
    	local int i;
    	local PlayerCharacterController pcc;

    	if (!bAllowSpectators)
    		return;

    	// Force all remembered spectators back to viewing self
    	for (i=0; i<spectatorList.Length; i++)
    	{
    		pcc = spectatorList[i];

    		if (pcc == None || !pcc.playerReplicationInfo.bIsSpectator)
    			continue;

    		pcc.SetViewTarget(self);
    		pcc.ClientSetViewTarget(self);
    	}

    	// Clear the list
    	spectatorList.Length = 0;
    }

    function Pawn getViewTarget()
    {
    	return self;
    }

    // An GameOver state
    state GameOver
    {
    	// Don't do anything
    }

    defaultproperties
    {
    	bAIThreat								= false
    	bBlockKarma								= true
    	bTriggerEffectEventsBeforeGameStarts	= true
    	bCanBeSensed							= false
    	bUseCompressedPosition					= false
    	bSimulateGravity						= false
    	bCanBeDamaged							= false
    	bAllowSpectators						= true

    	bNeedPostRenderCallback = true	// required for DoIdentify to work
    }

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Class file time: ne 5.9.2004 15:53:16.000 - Creation time: st 23.5.2018 00:10:45.766 - Created with UnCodeX