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Fix `EKFInventory` handling of single/dual pistols

Giving a pistol of the kind player already had was failing before,
instead of properly giving their dual version instead. This patch fixes
that issue.
pull/8/head
Anton Tarasenko 3 years ago
parent
commit
9eece35d34
  1. 124
      sources/Gameplay/KF1Frontend/BaseImplementation/EKFInventory.uc
  2. 5
      sources/Gameplay/KF1Frontend/BaseImplementation/EKFItemTemplateInfo.uc
  3. 6
      sources/Gameplay/KF1Frontend/BaseImplementation/EKFWeapon.uc

124
sources/Gameplay/KF1Frontend/BaseImplementation/EKFInventory.uc

@ -2,7 +2,7 @@
* Player's inventory implementation for classic Killing Floor that changes * Player's inventory implementation for classic Killing Floor that changes
* as little as possible and only on request from another mod, otherwise not * as little as possible and only on request from another mod, otherwise not
* altering gameplay at all. * altering gameplay at all.
* Copyright 2021 Anton Tarasenko * Copyright 2021 - 2022 Anton Tarasenko
*------------------------------------------------------------------------------ *------------------------------------------------------------------------------
* This file is part of Acedia. * This file is part of Acedia.
* *
@ -57,11 +57,14 @@ private function Pawn GetOwnerPawn()
return myController.pawn; return myController.pawn;
} }
// TODO: needs more testing
public function bool Add(EItem newItem, optional bool forceAddition) public function bool Add(EItem newItem, optional bool forceAddition)
{ {
local Pawn pawn; local Pawn pawn;
local EKFWeapon kfWeaponItem; local EKFWeapon kfWeaponItem;
local KFWeapon kfWeapon; local KFWeapon kfWeapon;
local class<KFWeapon> dualClass;
local Inventory collidingItem;
if (!CanAdd(newItem, forceAddition)) return false; if (!CanAdd(newItem, forceAddition)) return false;
kfWeaponItem = EKFWeapon(newItem); kfWeaponItem = EKFWeapon(newItem);
if (kfWeaponItem == none) return false; if (kfWeaponItem == none) return false;
@ -70,6 +73,24 @@ public function bool Add(EItem newItem, optional bool forceAddition)
kfWeapon = kfWeaponItem.GetNativeInstance(); kfWeapon = kfWeaponItem.GetNativeInstance();
if (kfWeapon == none) return false; if (kfWeapon == none) return false;
dualClass = GetDualClass(kfWeapon.class);
if (dualClass != none)
{
collidingItem = FindSkinnedInventory(pawn, kfWeapon.class);
if (collidingItem != none)
{
collidingItem.Destroyed();
collidingItem.Destroy();
}
kfWeapon.Destroy();
kfWeapon = KFWeapon(_.memory.Allocate(dualClass));
if (kfWeapon != none) {
_.unreal.GetKFGameType().WeaponSpawned(kfWeapon);
}
else {
return false;
}
}
kfWeapon.GiveTo(pawn); kfWeapon.GiveTo(pawn);
return true; return true;
} }
@ -80,16 +101,40 @@ public function bool AddTemplate(
{ {
local Pawn pawn; local Pawn pawn;
local KFWeapon newWeapon; local KFWeapon newWeapon;
local class<KFWeapon> newWeaponClass;
local class<KFWeapon> dualClass;
local KFWeapon collidingWeapon;
local int totalAmmo, magazineAmmo;
if (newItemTemplate == none) return false; if (newItemTemplate == none) return false;
if (!CanAddTemplate(newItemTemplate, forceAddition)) return false; if (!CanAddTemplate(newItemTemplate, forceAddition)) return false;
pawn = GetOwnerPawn(); pawn = GetOwnerPawn();
if (pawn == none) return false; if (pawn == none) return false;
newWeapon = KFWeapon(_.memory.AllocateByReference(newItemTemplate)); newWeaponClass = class<KFWeapon>(_.memory.LoadClass(newItemTemplate));
if (newWeaponClass != none) {
dualClass = GetDualClass(newWeaponClass);
}
if (dualClass != none)
{
collidingWeapon = FindSkinnedInventory(pawn, newWeaponClass);
if (collidingWeapon != none)
{
totalAmmo = collidingWeapon.AmmoAmount(0);
magazineAmmo = collidingWeapon.magAmmoRemaining;
collidingWeapon.Destroyed();
collidingWeapon.Destroy();
newWeaponClass = dualClass;
}
}
newWeapon = KFWeapon(_.memory.Allocate(newWeaponClass));
if (newWeapon != none) if (newWeapon != none)
{ {
_.unreal.GetKFGameType().WeaponSpawned(newWeapon); _.unreal.GetKFGameType().WeaponSpawned(newWeapon);
newWeapon.GiveTo(pawn); newWeapon.GiveTo(pawn);
if (totalAmmo > 0) {
newWeapon.AddAmmo(totalAmmo, 0);
}
newWeapon.magAmmoRemaining += magazineAmmo;
return true; return true;
} }
return false; return false;
@ -117,11 +162,12 @@ public function bool CanAddTemplate(
return CanAddWeaponClass(kfWeaponClass, forceAddition); return CanAddWeaponClass(kfWeaponClass, forceAddition);
} }
public function bool CanAddWeaponClass( private function bool CanAddWeaponClass(
class<KFWeapon> kfWeaponClass, class<KFWeapon> kfWeaponClass,
optional bool forceAddition) optional bool forceAddition)
{ {
local KFPawn kfPawn; local KFPawn kfPawn;
local Inventory collidingItem;
if (kfWeaponClass == none) return false; if (kfWeaponClass == none) return false;
kfPawn = KFPawn(GetOwnerPawn()); kfPawn = KFPawn(GetOwnerPawn());
if (kfPawn == none) return false; if (kfPawn == none) return false;
@ -129,11 +175,12 @@ public function bool CanAddWeaponClass(
if (!forceAddition && !kfPawn.CanCarry(kfWeaponClass.default.weight)) { if (!forceAddition && !kfPawn.CanCarry(kfWeaponClass.default.weight)) {
return false; return false;
} }
if (kfPawn.FindInventoryType(kfWeaponClass) != none) { if (!forceAddition && HasSameTypeWeapons(kfWeaponClass, kfPawn))
return false; {
if (GetDualClass(kfWeaponClass) != none) {
collidingItem = FindSkinnedInventory(kfPawn, kfWeaponClass);
} }
if (!forceAddition && HasSameTypeWeapons(kfWeaponClass, kfPawn)) { return (collidingItem != none);
return false;
} }
return true; return true;
} }
@ -157,6 +204,69 @@ private function bool HasSameTypeWeapons(
return false; return false;
} }
// For "single" weapons that can have a "dual" version returns class of
// corresponding dual version, for any other
// (including dual weapons themselves) returns `none`.
private final function class<KFWeapon> GetDualClass(class<KFWeapon> weapon)
{
local int i;
local class<KFWeaponPickup> pickupClass;
local class<KFWeaponPickup> dualPickupClass;
if (weapon == none) return none;
pickupClass = class<KFWeaponPickup>(weapon.default.pickupClass);
if (pickupClass == none) return none;
for (i = 0; i < dualiesClasses.length; i += 1)
{
if (dualiesClasses[i].single == pickupClass)
{
dualPickupClass = dualiesClasses[i].dual;
if (dualPickupClass != none) {
return class<KFWeapon>(dualPickupClass.default.inventoryType);
}
}
}
return none;
}
// Returns inventory type of class `desiredClass` if it exists in
// `pawn`'s inventory.
// Unlike `Pawn`'s `FindInventoryType()` method, this one will find
// inventory type in case it corresponds to the different (weapon's) skin by
// comparing first item of `KFWeaponPickup`'s `variantClasses`.
private function KFWeapon FindSkinnedInventory(
Pawn pawn,
class<KFWeapon> desiredClass)
{
local Inventory nextInv;
local class<Pickup> rootVariant;
local class<KFWeaponPickup> nextPickupClass, desiredPickupClass;
if (desiredClass == none) return none;
if (pawn == none) return none;
desiredPickupClass = class<KFWeaponPickup>(desiredClass.default.pickupClass);
if ( desiredPickupClass != none
&& desiredPickupClass.default.variantClasses.length > 0)
{
rootVariant = desiredPickupClass.default.variantClasses[0];
}
for (nextInv = pawn.inventory; nextInv != none; nextInv = nextInv.inventory)
{
if (nextInv.class == desiredClass) {
return KFWeapon(nextInv);
}
// Variant check
if (rootVariant == none) continue;
nextPickupClass = class<KFWeaponPickup>(nextInv.pickupClass);
if (nextPickupClass == none) continue;
if (nextPickupClass.default.variantClasses.length <= 0) continue;
if (rootVariant == nextPickupClass.default.variantClasses[0]) {
return KFWeapon(nextInv);
}
}
return none;
}
// Returns a root pickup class. // Returns a root pickup class.
// For non-dual weapons, root class is defined as either: // For non-dual weapons, root class is defined as either:
// 1. the first variant (reskin), if there are variants for that weapon; // 1. the first variant (reskin), if there are variants for that weapon;

5
sources/Gameplay/KF1Frontend/BaseImplementation/EKFItemTemplateInfo.uc

@ -2,7 +2,7 @@
* Implementation of `EKFItemTemplateInfo` for classic Killing Floor items that * Implementation of `EKFItemTemplateInfo` for classic Killing Floor items that
* changes as little as possible and only on request from another mod, * changes as little as possible and only on request from another mod,
* otherwise not altering gameplay at all. * otherwise not altering gameplay at all.
* Copyright 2021 Anton Tarasenko * Copyright 2021 - 2022 Anton Tarasenko
*------------------------------------------------------------------------------ *------------------------------------------------------------------------------
* This file is part of Acedia. * This file is part of Acedia.
* *
@ -30,8 +30,9 @@ var private class<Inventory> classReference;
* @param newClass Native inventory class that new `EKFItemTemplateInfo` * @param newClass Native inventory class that new `EKFItemTemplateInfo`
* will represent. * will represent.
* @return New `EKFItemTemplateInfo` that represents given `newClass`. * @return New `EKFItemTemplateInfo` that represents given `newClass`.
* `none` if passed argument `newInventoryClass` is `none`.
*/ */
public final static function EKFItemTemplateInfo Wrap( public final static /*unreal*/ function EKFItemTemplateInfo Wrap(
class<Inventory> newInventoryClass) class<Inventory> newInventoryClass)
{ {
local EKFItemTemplateInfo newTemplateReference; local EKFItemTemplateInfo newTemplateReference;

6
sources/Gameplay/KF1Frontend/BaseImplementation/EKFWeapon.uc

@ -2,7 +2,7 @@
* Implementation of `EItem` for classic Killing Floor weapons that changes * Implementation of `EItem` for classic Killing Floor weapons that changes
* as little as possible and only on request from another mod, otherwise not * as little as possible and only on request from another mod, otherwise not
* altering gameplay at all. * altering gameplay at all.
* Copyright 2021 Anton Tarasenko * Copyright 2021 - 2022 Anton Tarasenko
*------------------------------------------------------------------------------ *------------------------------------------------------------------------------
* This file is part of Acedia. * This file is part of Acedia.
* *
@ -37,7 +37,7 @@ protected function Finalizer()
* represent. * represent.
* @return New `EKFWeapon` that represents given `weaponInstance`. * @return New `EKFWeapon` that represents given `weaponInstance`.
*/ */
public final static function EKFWeapon Make(KFWeapon weaponInstance) public final static /*unreal*/ function EKFWeapon Wrap(KFWeapon weaponInstance)
{ {
local EKFWeapon newReference; local EKFWeapon newReference;
newReference = EKFWeapon(__().memory.Allocate(class'EKFWeapon')); newReference = EKFWeapon(__().memory.Allocate(class'EKFWeapon'));
@ -50,7 +50,7 @@ public final static function EKFWeapon Make(KFWeapon weaponInstance)
* *
* @return `KFWeapon` instance represented by the caller `EKFWeapon`. * @return `KFWeapon` instance represented by the caller `EKFWeapon`.
*/ */
public final function KFWeapon GetNativeInstance() public final /*unreal*/ function KFWeapon GetNativeInstance()
{ {
if (weaponReference != none) { if (weaponReference != none) {
return KFWeapon(weaponReference.Get()); return KFWeapon(weaponReference.Get());

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