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class xUtil extends Object native; cpptext { static class UDecoText* LoadDecoText( const TCHAR* TextName, INT ColumnCount = DECO_TEXT_MAX_COLUMNS ); void GetPlayerList(); } var() protected const string SectionName; var() protected const string FileExtension; struct native init PlayerRecord { var() String DefaultName; // Character's name, also used as selection tag var() class<SpeciesType> Species; // Species var() String MeshName; // Mesh type var() String BodySkinName; // Body texture name var() String FaceSkinName; // Face texture name var() Material Portrait; // Menu picture var() String TextName; // Decotext reference var() String VoiceClassName; // voice pack class name - overrides species default var string Sex; var string Accuracy; var string Aggressiveness; var string StrafingAbility; var string CombatStyle; var string Tactics; var string ReactionTime; var string Jumpiness; var string Race; var string FavoriteWeapon; var string Menu; // info for menu displaying characters var string Skeleton; // skeleton mesh, if it differs from the species default var() const int RecordIndex; var string Ragdoll; var byte BotUse; // weighting for use by bots var bool UseSpecular; var bool TeamFace; var bool ZeroWeaponOffsets; }; struct MutatorRecord { var() const class<Mutator> mutClass; var() const string ClassName; var() const string FriendlyName; var() const string Description; var() const string IconMaterialName; var() const string ConfigMenuClassName; var() const string GroupName; var() const int RecordIndex; var const byte bActivated; }; var() private const transient CachePlayers CachedPlayerList; var localized string NoPreference, FavoriteWeapon; var localized string AgilityString,TacticsString,AccuracyString,AggressivenessString; native(562) final simulated static function GetPlayerList(out array<PlayerRecord> PlayerRecords); native(563) final simulated static function PlayerRecord GetPlayerRecord(int index); native(564) final simulated static function PlayerRecord FindUPLPlayerRecord(string charName); native final static function DecoText LoadDecoText(string PackageName, string DecoTextName, optional int ColumnCount); // Deprecated - use CacheManager.GetMutatorList instead. final static function GetMutatorList( array<MutatorRecord> MutatorRecords ) { } final simulated static function PlayerRecord FindPlayerRecord(string charName) { local PlayerRecord PRE; local class<PlayerRecordClass> PRClass; PRE = FindUPLPlayerRecord(charName); if ( PRE.DefaultName != charName ) { // try to dynamic load downloaded character class object PRClass = class<PlayerRecordClass>(DynamicLoadObject(charname$"mod."$charName,class'Class',true)); if ( PRClass != None ) { PRE = PRClass.Static.FillPlayerRecord(); PRE.DefaultName = charname; } } return PRE; } final simulated static function int GetSalaryFor(PlayerRecord PRE) { local float Salary; Salary = 500; if ( PRE.FavoriteWeapon == "" ) Salary += 5; Salary += 30 * float(PRE.Jumpiness); Salary += 150 * float(PRE.Accuracy); if ( float(PRE.Accuracy) > 0.3 ) Salary += 250 * (float(PRE.Accuracy) - 0.3); Salary += 70 * float(PRE.Tactics); if ( float(PRE.Tactics) > 0.5 ) Salary += 100 * (float(PRE.Tactics) - 0.5); Salary += 100 * float(PRE.StrafingAbility); if ( float(PRE.StrafingAbility) > 0.5 ) Salary += 100 * (float(PRE.StrafingAbility) - 0.5); Salary -= 5 * Abs(float(PRE.Aggressiveness)); Salary -= 5 * Abs(float(PRE.CombatStyle)); return int(Salary); } // returns human-readable version of the favorite weapon, or 'no preference' final simulated static function string GetFavoriteWeaponFor(PlayerRecord PRE) { local class<Weapon> WeaponClass; if ( PRE.FavoriteWeapon != "" ) { WeaponClass = class<Weapon>(DynamicLoadObject(PRE.FavoriteWeapon, class'Class')); if (WeaponClass != None) return Default.FavoriteWeapon@WeaponClass.default.ItemName; } return Default.NoPreference; } final simulated static function int RatingModifier(string CharacterName) { local int Hash; Hash = Asc(CharacterName); if ( Hash == 2 ) Hash = 1; return ( Hash%5 - 2); } final simulated static function int AccuracyRating(PlayerRecord PRE) { if ( 2 * float(PRE.Accuracy) < -1 ) return ( 55 + 8 * FMax(-7,2 * float(PRE.Accuracy)) ); if ( 2 * float(PRE.Accuracy) == 0 ) return ( 75 - RatingModifier(PRE.DefaultName) ); if ( 2 * float(PRE.Accuracy) < 1 ) return ( 75 + 20 * 2 * float(PRE.Accuracy) - 0.5 * RatingModifier(PRE.DefaultName) ); return Min(100, 95 + 2 * float(PRE.Accuracy) ); } final simulated static function int AgilityRating(PlayerRecord PRE) { local float Add; Add = 3 * float(PRE.Jumpiness); if ( float(PRE.StrafingAbility) < -1 ) return ( Add + 58 + 8 * FMax(-7,float(PRE.StrafingAbility)) ); if ( (Add == 0) && (float(PRE.StrafingAbility) == 0) ) return ( 75 + 0.5 * RatingModifier(PRE.DefaultName) ); if ( float(PRE.StrafingAbility) < 1 ) return ( Add + 75 + 17 * float(PRE.StrafingAbility) - 0.5 * RatingModifier(PRE.DefaultName) ); return Min(100, Add + 92 + float(PRE.StrafingAbility) ); } final simulated static function int TacticsRating(PlayerRecord PRE) { if ( float(PRE.Tactics) < -1 ) return ( 55 + 8 * FMax(-7,float(PRE.Tactics)) ); if ( float(PRE.Tactics) == 0 ) return ( 75 + RatingModifier(PRE.DefaultName) ); if ( float(PRE.Tactics) < 1 ) return ( 75 + 20 * float(PRE.Tactics) + 0.5 * RatingModifier(PRE.DefaultName) ); return Min(100, 95 + float(PRE.Tactics) ); } final simulated static function int AggressivenessRating(PlayerRecord PRE) { return Clamp(73 + 25 * (float(PRE.Aggressiveness) + float(PRE.CombatStyle)) + 0.5 * RatingModifier(PRE.DefaultName),0,100); } ///////////////////// TEAM EVALUATION FUNCTIONS ///////////////////// // These functions used to provide average values for team, or just lineup // if optional bool is set final simulated static function int TeamAccuracyRating ( GameProfile GP, optional int lineupsize) { local int retval; local float count; local int i; local PlayerRecord PR; local int numchars; numchars = Max(GP.LINEUP_SIZE, lineupsize); count = 0; retval = 0; for ( i=0; i < numchars; i++ ) { count+=1.0; retval += AccuracyRating(FindPlayerRecord(GP.PlayerTeam[i])); } if ( count > 0 ) { retval = retval / count; } else { retval = AccuracyRating(PR); // purposefully uninitialized } return retval; } final simulated static function int TeamInfoAccuracyRating ( UnrealTeamInfo UT, optional int lineupsize) { local int retval; local float count; local int i; local PlayerRecord PR; local int numchars; numchars = Max(UT.RosterNames.Length, lineupsize); count = 0; retval = 0; for ( i=0; i < numchars; i++ ) { count+=1.0; retval += AccuracyRating(FindPlayerRecord(UT.RosterNames[i])); } if ( count > 0 ) { retval = retval / count; } else { retval = AccuracyRating(PR); // purposefully uninitialized } return retval; } final simulated static function int TeamArrayAccuracyRating ( array<string> Players ) { local int retval; local float count; local int i; local PlayerRecord PR; count = 0; retval = 0; for ( i=0; i < Players.length; i++ ) { count+=1.0; retval += AccuracyRating(FindPlayerRecord(Players[i])); } if ( count > 0 ) { retval = retval / count; } else { retval = AccuracyRating(PR); // purposefully uninitialized } return retval; } final simulated static function int TeamAggressivenessRating ( GameProfile GP, optional int lineupsize ) { local int retval; local float count; local int i; local PlayerRecord PR; local int numchars; numchars = Max(GP.LINEUP_SIZE, lineupsize); count = 0; retval = 0; for ( i=0; i < numchars; i++ ) { count+=1.0; retval += AggressivenessRating(FindPlayerRecord(GP.PlayerTeam[i])); } if ( count > 0 ) { retval = retval / count; } else { retval = AggressivenessRating(PR); // purposefully uninitialized } return retval; } final simulated static function int TeamInfoAggressivenessRating ( UnrealTeamInfo UT, optional int lineupsize ) { local int retval; local float count; local int i; local PlayerRecord PR; local int numchars; numchars = Max(UT.RosterNames.Length, lineupsize); count = 0; retval = 0; for ( i=0; i < numchars; i++ ) { count+=1.0; retval += AggressivenessRating(FindPlayerRecord(UT.RosterNames[i])); } if ( count > 0 ) { retval = retval / count; } else { retval = AggressivenessRating(PR); // purposefully uninitialized } return retval; } final simulated static function int TeamArrayAggressivenessRating ( array<string> Players ) { local int retval; local float count; local int i; local PlayerRecord PR; count = 0; retval = 0; for ( i=0; i < Players.length; i++ ) { count+=1.0; retval += AggressivenessRating(FindPlayerRecord(Players[i])); } if ( count > 0 ) { retval = retval / count; } else { retval = AggressivenessRating(PR); // purposefully uninitialized } return retval; } final simulated static function int TeamAgilityRating ( GameProfile GP, optional int lineupsize ) { local int retval; local float count; local int i; local PlayerRecord PR; local int numchars; numchars = Max(GP.LINEUP_SIZE, lineupsize); count = 0; retval = 0; for ( i=0; i < numchars; i++ ) { count+=1.0; retval += AgilityRating(FindPlayerRecord(GP.PlayerTeam[i])); } if ( count > 0 ) { retval = retval / count; } else { retval = AgilityRating(PR); // purposefully uninitialized } return retval; } final simulated static function int TeamInfoAgilityRating ( UnrealTeamInfo UT, optional int lineupsize ) { local int retval; local float count; local int i; local PlayerRecord PR; local int numchars; numchars = Max(UT.RosterNames.Length, lineupsize); count = 0; retval = 0; for ( i=0; i < numchars; i++ ) { count+=1.0; retval += AgilityRating(FindPlayerRecord(UT.RosterNames[i])); } if ( count > 0 ) { retval = retval / count; } else { retval = AgilityRating(PR); // purposefully uninitialized } return retval; } final simulated static function int TeamArrayAgilityRating ( array<string> Players ) { local int retval; local float count; local int i; local PlayerRecord PR; count = 0; retval = 0; for ( i=0; i < Players.length; i++ ) { count+=1.0; retval += AgilityRating(FindPlayerRecord(Players[i])); } if ( count > 0 ) { retval = retval / count; } else { retval = AgilityRating(PR); // purposefully uninitialized } return retval; } final simulated static function int TeamTacticsRating ( GameProfile GP, optional int lineupsize ) { local int retval; local float count; local int i; local PlayerRecord PR; local int numchars; numchars = Max(GP.LINEUP_SIZE, lineupsize); count = 0; retval = 0; for ( i=0; i < numchars; i++ ) { count+=1.0; retval += TacticsRating(FindPlayerRecord(GP.PlayerTeam[i])); } if ( count > 0 ) { retval = retval / count; } else { retval = TacticsRating(PR); // purposefully uninitialized } return retval; } final simulated static function int TeamInfoTacticsRating ( UnrealTeamInfo UT, optional int lineupsize ) { local int retval; local float count; local int i; local PlayerRecord PR; local int numchars; numchars = Max(UT.RosterNames.Length, lineupsize); count = 0; retval = 0; for ( i=0; i < numchars; i++ ) { count+=1.0; retval += TacticsRating(FindPlayerRecord(UT.RosterNames[i])); } if ( count > 0 ) { retval = retval / count; } else { retval = TacticsRating(PR); // purposefully uninitialized } return retval; } final simulated static function int TeamArrayTacticsRating ( array<string> Players ) { local int retval; local float count; local int i; local PlayerRecord PR; count = 0; retval = 0; for ( i=0; i < Players.length; i++ ) { count+=1.0; retval += TacticsRating(FindPlayerRecord(Players[i])); } if ( count > 0 ) { retval = retval / count; } else { retval = TacticsRating(PR); // purposefully uninitialized } return retval; } final simulated static function int GetTeamSalaryFor ( GameProfile GP, optional int lineupsize ) { local int retval; local int i; local int numchars; numchars = Max(GP.LINEUP_SIZE, lineupsize); retval = 0; for ( i=0; i < numchars; i++ ) { retval += GetSalaryFor(FindPlayerRecord(GP.PlayerTeam[i])); } return retval; } final simulated static function int GetTeamInfoSalaryFor ( UnrealTeamInfo UT, optional int lineupsize ) { local int retval; local int i; local int numchars; numchars = Max(UT.RosterNames.Length, lineupsize); retval = 0; for ( i=0; i < numchars; i++ ) { retval += GetSalaryFor(FindPlayerRecord(UT.RosterNames[i])); } return retval; } simulated static function array<class<Mutator> > GetMutatorClasses(optional array<string> MutClassNames) { local int i, j; local array<class<Mutator> > Arr; local array<CacheManager.MutatorRecord> LocalRecords; class'CacheManager'.static.GetMutatorList(LocalRecords); if (MutClassNames.Length == 0) Arr.Length = LocalRecords.Length; for (i = 0; i < LocalRecords.Length; i++) { if (MutClassNames.Length == 0) { Arr[i] = class<Mutator>(DynamicLoadObject(LocalRecords[i].ClassName, class'Class')); continue; } for (j = 0; j < MutClassNames.Length; j++) { if (MutClassNames[j] ~= LocalRecords[i].ClassName) { Arr[Arr.Length] = class<Mutator>(DynamicLoadObject(LocalRecords[i].ClassName, class'Class')); break; } } } return Arr; } defaultproperties { NoPreference="No Weapon Preference" FavoriteWeapon="Favorite Weapon:" AgilityString="Agility:" TacticsString="Team Tactics:" AccuracyString="Accuracy:" AggressivenessString="Aggression:" } |
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