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NetworkProjectileSpawnerV2.NetworkProjectileSpawner


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/******************************************************************************
Advanced network-compatible projectile spawner.

Creation date: 2010-06-07 11:32
Last change: $Id$
Copyright © 2010, Wormbo
Website: http://www.koehler-homepage.de/Wormbo/
Feel free to reuse this code. Send me a note if you found it helpful or want
to report bugs/provide improvements.
Please ask for permission first, if you intend to make money off reused code.
******************************************************************************/

class NetworkProjectileSpawner extends Actor placeable;


const DEG_TO_RAD  = 0.0174532925;
const DEG_TO_UROT = 182.04444444;

var() const editconst string Build;

/** Initial enabled state for TriggerToggle and TriggerControl states. */
var() bool  bInitiallyEnabled;
/** Time between projectile spawns. */
var() range SpawnInterval;
/** Maximum number of projectiles to spawn in TriggerBurst state. */
var() int   MaxBurstAmount;
/** Maximum duration to spawn projectiles in TriggerBurst state. */
var() float MaxBurstDuration;
/**
Triggering immediately starts spawning.
Otherwise wait for spawn interval to pass.
*/
var() bool bStartSpawningImmediately;

/** Set the player who (un)triggered the spawner as projectile instigator. */
var(ProjectileProperties) bool bUseTriggerInstigator;
/**
A Tag value to assign to spawned projectiles,
e.g. if you want to destroy them via scripted actions. */
var(ProjectileProperties) name  ProjectileTag;
/** Whether projectiles should be net-temporary. */
var(ProjectileProperties) bool bProjectileNetTemporary;
/** Projectile life time. */
var(ProjectileProperties) float ProjectileLifeSpan;

var(ProjectileLook) float        ProjectileScale;
var(ProjectileLook) vector       ProjectileScale3D;
var(ProjectileLook) StaticMesh   ProjectileStaticMesh;
var(ProjectileLook) Mesh         ProjectileMesh;
var(ProjectileLook) Material     ProjectileSprite;
var(ProjectileLook) class<Actor> TrailEffectClass;
var(ProjectileLook) byte         ProjectileAmbientGlow;
var(ProjectileLook) array<Material> ProjectileSkins;
var(ProjectileLook) vector       ProjectilePrePivot;
var(ProjectileLook) ERenderStyle ProjectileRenderStyle;
var(ProjectileLook) bool         bProjectileUnlit;

var(ProjectileEffects) class<Actor>     SpawnEffectClass;
var(ProjectileEffects) class<Actor>     BounceEffectClass;
var(ProjectileEffects) class<Actor>     ExplosionEffectClass;
var(ProjectileEffects) class<Projector> ExplosionDecal;
var(ProjectileEffects) float            ExploWallOut;
var(ProjectileEffects) ELightEffect     ProjectileLightEffect;
var(ProjectileEffects) float            ProjectileLightRadius;
var(ProjectileEffects) float            ProjectileLightBrightness;
var(ProjectileEffects) byte             ProjectileLightHue;
var(ProjectileEffects) byte             ProjectileLightSaturation;

/** Projectile spawn sound. */
var(ProjectileSounds) Sound SpawnSound;
var(ProjectileSounds) float SpawnSoundVolume;
var(ProjectileSounds) float SpawnSoundRadius;
var(ProjectileSounds) float SpawnSoundPitch;
/** Projectile impact sound. */
var(ProjectileSounds) Sound ExplosionSound;
var(ProjectileSounds) float ExplosionSoundVolume;
var(ProjectileSounds) float ExplosionSoundRadius;
var(ProjectileSounds) float ExplosionSoundPitch;
/** Projectile impact sound. */
var(ProjectileSounds) Sound BounceSound;
var(ProjectileSounds) float BounceSoundVolume;
var(ProjectileSounds) float BounceSoundRadius;
var(ProjectileSounds) float BounceSoundPitch;
/** Projectile ambient sound. */
var(ProjectileSounds) Sound FlightAmbientSound;
var(ProjectileSounds) byte  FlightAmbientSoundVolume;
var(ProjectileSounds) byte  FlightAmbientSoundPitch;
var(ProjectileSounds) float FlightAmbientSoundRadius;

/**
Tag or name of a destination actor for spawned projectiles.
If not specified, spawner rotation is used instead.
*/
var(ProjectileDestination) name  DestinationTag;
/** Amount of randomness added to direction. (0.0-1.0) */
var(ProjectileDestination) float DirectionRandomness;
var(ProjectileDestination) bool  bRandomDestination;
var(ProjectileDestination) bool  bStartWithFirstDestination;
var(ProjectileDestination) bool  bUseInstigatorAsDestination;


/**
Initial projectile speed, relative to spawner rotation.
Negative X means move backwards, Y/Z move sideways.
*/
var(ProjectileMovement) rangevector InitialVelocityRange;
/** Projectile's maximum movement speed. */
var(ProjectileMovement) float  MaxSpeed;
/** Projectile acceleration. Negative means backwards. */
var(ProjectileMovement) float  AccelRate;
var(ProjectileMovement) bool   bApplyGravity;
var(ProjectileMovement) bool   bApplyTerminalVelocity;
var(ProjectileMovement) bool   bFaceMovementDirection;
var(ProjectileMovement) int    MaxNumBounces;
var(ProjectileMovement) bool   bApplyGravityAfterBounce;
var(ProjectileMovement) float  MinBounceSpeed;
var(ProjectileMovement) rotator ProjectileRotationRate;
var(ProjectileMovement) float  BounceDampenFactor;
var(ProjectileMovement) float  BounceDampenFactorParallel;


var(ProjectileDamage) class<DamageType> DamageType;
var(ProjectileDamage) int               Damage;
var(ProjectileDamage) float             DamageRadius;
var(ProjectileDamage) float             DamageMomentum;
var(ProjectileDamage) bool              bReflectableProjectile;
var(ProjectileDamage) int               ReflectionCost;


var array<Actor> DestinationActors;
var int CurrentDestination;
var int BurstAmount;
var float BurstDuration;
var bool bEnabled, bStopped;


function BeginPlay()
{
	local Actor Dest;
	
	// sanity checks
	DirectionRandomness = FClamp(DirectionRandomness, 0.0, 1.0);
	MaxSpeed            = FMax(MaxSpeed, VSize(InitialVelocity));
	
	if (DestinationTag != '') {
		foreach AllActors(class'Actor', Dest) {
			if (Dest.Name == destinationTag || Dest.Tag == DestinationTag)
				DestinationActors[DestinationActors.Length] = Dest;
		}
	}
}


function Reset()
{
	GotoState(, 'Begin');
}

/**
Returns whether the target offset is reachable, assuming clear shot.
Outputs the fire rotation that will get the shot to the desired target area.
*/
function bool GetFireDirection(vector TargetLocation, out vector TargetDirection, out float FireSpeedFactor)
{
	local float dxy, dz, g;
	local float vXY, vZ, bestV, thisV;
	local float bestVXY, bestVZ, stepXY;
	
	TargetDirection = TargetLocation - Location;
	g = PhysicsVolume.Gravity.Z;
	dz = TargetDirection.Z;
	TargetDirection.Z = 0;
	dxy = VSize(TargetDirection);
	
	bestVXY = InitialVelocityRange.X.Min;
	bestVZ = dz * bestVXY / dxy - 0.5 * g * dxy / bestVXY;
	bestV  = Sqrt(Square(bestVXY) + Square(bestVZ));
	stepXY = FMax((InitialVelocityRange.X.Max - InitialVelocityRange.X.Min) / 10.0, 10.0);
	
	for (vXY = bestVXY + stepXY; vXY <= InitialVelocityRange.X.Max; vXY += stepXY) {
		vZ = dz * vXY / dxy - 0.5 * g * dxy / vXY;
		thisV = Sqrt(Square(vXY) + Square(vZ));
		if (thisV < bestV) {
			bestVXY = vXY;
			bestVZ = vZ;
			bestV  = thisV;
		}
	}
	
	TargetDirection = Normal(TargetDirection) * bestVXY;
	TargetDirection.Z = bestVZ;
	FireSpeedFactor = FClamp((bestV - InitialVelocityRange.X.Min) / (InitialVelocityRange.X.Max - InitialVelocityRange.X.Min), 0.0, 1.0);
	
	return bestV <= InitialVelocityRange.X.Max;
}

function SpawnProjectile()
{
	local class<NetworkSpawnerProjectile> ProjClass;
	local NetworkSpawnerProjectile Proj;
	local int RandomIndex;
	local vector Dest, RandomV;
	local rotator Dir;
	
	Dest = vector(Rotation);
	if (bUseInstigatorAsDestination && Instigator != None)
	{
		Dest = Normal(Instigator.Location - Location);
	}
	if (bRandomDestination) {
		// pick a random destination
		while (DestinationActors.Length > 0) {
			RandomIndex = Rand(DestinationActors.Length);
			if (DestinationActors[RandomIndex] != None) {
				Dest = Normal(DestinationActors[RandomIndex].Location - Location);
				break;
			}
			// remove invalid destination actor
			DestinationActors.Remove(RandomIndex, 1);
		}
	}
	else {
		while (DestinationActors.Length > 0) {
			if (CurrentDestination >= DestinationActors.Length)
				CurrentDestination = 0;
			if (DestinationActors[CurrentDestination] != None) {
				Dest = Normal(DestinationActors[CurrentDestination].Location - Location);
				break;
			}
			// remove invalid destination actor
			DestinationActors.Remove(CurrentDestination, 1);
		}
		CurrentDestination++;
	}
	
	if (DirectionRandomness > 0.0) {
		RandomV = VRand();
		if (RandomV dot Dest < 0)
			RandomV *= -1;
		RandomV += Dest * (1.0 / DirectionRandomness - 1.0);
		Dir = rotator(RandomV);
	}
	else {
		Dir = rotator(Dest);
	}
	Dir.Roll = Rotation.Roll;
	
	if (bProjectileNetTemporary)
		ProjClass = class'NetworkSpawnerProjectile';
	else
		ProjClass = class'NetworkPersistentSpawnerProjectile';
	
	Proj = Spawn(ProjClass, self, ProjectileTag, Location, Dir);
	if (Proj != None) {
		Proj.bCanHitInstigator = True;
	}
	if (SpawnSound != None)
		PlaySound(SpawnSound,, SpawnSoundVolume,, SpawnSoundRadius, SpawnSoundPitch);
	if (SpawnEffectClass != None)
		Spawn(SpawnEffectClass, self, '', Location, Dir);
	TriggerEvent(Event, Self, Instigator);
}


function SetEnabled(bool bEnable)
{
	bEnabled = bEnable;
	if (bEnable && bStopped)
		GotoState(, 'Start');
}


state Spawning
{
Begin:
	bStopped = True;
	SetEnabled(bInitiallyEnabled);
	Stop;
	
Start:
	bStopped = False;
	if (bStartWithFirstDestination)
		CurrentDestination = 0;
	if (bStartSpawningImmediately)
		Goto 'Spawn';
Wait:
	Sleep(RandRange(SpawnInterval.Min, SpawnInterval.Max));
	if (!bEnabled) {
		bStopped = True;
		Stop;
	}
Spawn:
	SpawnProjectile();
	if (BurstAmount > 0 && --BurstAmount == 0) {
		bEnabled = False;
	}
	Goto 'Wait';
}

/**
Keep on spawning projectiles.
*/
auto state ConstantlySpawning extends Spawning
{
	function BeginState()
	{
		bInitiallyEnabled = True;
	}
}


/**
Triggering toggles spawning on/off.
*/
state() TriggerToggle extends Spawning
{
	function Trigger(Actor Other, Pawn EventInstigator)
	{
		if (bUseTriggerInstigator)
			Instigator = EventInstigator;
		SetEnabled(!bEnabled);
	}
}


/**
Triggering enables or disables if initially disabled or enabled respectively,
untriggering resets to initial enabled state.
*/
state() TriggerControl extends Spawning
{
	function Trigger(Actor Other, Pawn EventInstigator)
	{
		if (bUseTriggerInstigator)
			Instigator = EventInstigator;
		SetEnabled(!bInitiallyEnabled);
	}
	
	function UnTrigger(Actor Other, Pawn EventInstigator)
	{
		if (bUseTriggerInstigator)
			Instigator = EventInstigator;
		SetEnabled(bInitiallyEnabled);
	}
}


/**
Initially disabled. Triggering enables and spawns projectiles until either
maximum burst amount or duration is hit, then disables. Retriggering during
the burst restarts burst spawning with initial amount and duration.
*/
state() TriggerBurst extends Spawning
{
	function BeginState()
	{
		bInitiallyEnabled = False;
	}
	
	function Trigger(Actor Other, Pawn EventInstigator)
	{
		BurstAmount   = MaxBurstAmount;
		BurstDuration = MaxBurstDuration;
		
		if (bUseTriggerInstigator)
			Instigator = EventInstigator;
		SetEnabled(True);
	}
	
	function Tick(float DeltaTime)
	{
		if (BurstDuration > 0) {
			BurstDuration -= DeltaTime;
			if (BurstDuration <= 0)
				SetEnabled(false);
		}
	}
}


//=============================================================================
// Default values
//=============================================================================

defaultproperties
{
	Build = "%%%%-%%-%% %%:%%"
	
	bAlwaysRelevant = True
	bNoDelete       = True
	RemoteRole      = ROLE_DumbProxy
	Texture         = Texture'Engine.S_Emitter'
	bDirectional    = True
	bStopped        = True
	
	bInitiallyEnabled = False
	SpawnInterval     = (Min=1.0,Max=1.0)
	MaxBurstAmount    = 1
	MaxBurstDuration  = 1.0
	
	bProjectileNetTemporary = True
	ProjectileLifeSpan      = 10.0
	
	ProjectileScale       = 1.0
	ProjectileScale3D     = (X=1.0,Y=1.0,Z=1.0)
	ProjectileRenderStyle = STY_Normal
	bProjectileUnlit      = True
	
	SpawnSoundVolume =   0.3
	SpawnSoundRadius = 300.0
	SpawnSoundPitch  =   1.0
	ExplosionSoundVolume =   0.3
	ExplosionSoundRadius = 300.0
	ExplosionSoundPitch  =   1.0
	BounceSoundVolume =   0.3
	BounceSoundRadius = 300.0
	BounceSoundPitch  =   1.0
	FlightAmbientSoundVolume = 128
	FlightAmbientSoundPitch  =  64
	FlightAmbientSoundRadius =  64.0
	
	bRandomDestination = True
	
	InitialVelocityRange       = (X=(Min=1000.0,Max=1000.0))
	MaxSpeed                   = 2000.0
	bApplyTerminalVelocity     = True
	BounceDampenFactor         = 0.5
	BounceDampenFactorParallel = 0.8
	bFaceMovementDirection     = True
	
	DamageType     = class'DamageType'
	ReflectionCost = 10
}


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Class file time: So 1.12.2013 10:27:52.000 - Creation time: Do 14.8.2014 09:58:45.513 - Created with UnCodeX