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//============================================================================= // ActorFactory.uc // $Author: Mfox $ // $Date: 12/04/02 4:25p $ // $Revision: 17 $ //============================================================================= class ActorFactory extends Keypoint; enum EDistribution { DIST_Constant, DIST_Uniform, DIST_Gaussian }; var() class<Actor> Prototype; // the template class var() int MaxItems; // max number of items from this factory at any time var() int Capacity; // max number of items ever buildable (-1 = no limit) var() float Interval; // average time interval between spawnings var() name ItemTag; // tag given to items produced at this factory var() name DepletedEvent; // event to trigger when factory has been depleted var() bool bTouchEnabled; // (true) if false, factory not triggered via touch var() bool bTriggerManually; // spawn maxitems when triggered and then go back to waiting var() bool bNonPrototypeTriggerShutdown; // trigger from anything but spawned type shuts down the factory var() bool bNonPrototypeTriggerKillAll; // trigger from anything but spawned type kills all the spawned objects var() EDistribution TimeDistribution; // randomisation of time interval var() bool bOnlyPlayerTouched; // only player can trigger it var() bool bCovert; // only do hidden spawns var() bool bStoppable; // stops producing when untouched var() bool bCanRestart; // if true factory will restock itself when empty and can be triggered again var() bool bCycleSpawnPoints; // if true, tries to use each spawn point in order (instead of randomly) var() int FlipCovertCount; // after this many NPCs are spawned, flips the covertness of the factory (permanently) var private int NumSpawnPoints; // number of spawnspots var private int NumSpawnedItems; // current number of items from this factory var private SpawnPoint SpawnSpots[16]; // possible start locations var private int NextSpawnPoint; // next spawn point to use if bCycleSpawnPoints var int InitialCapacity; //----------------------------------------------------------------------------- event PostBeginPlay() { local SpawnPoint NewSpot; local Actor A; Super.PostBeginPlay(); // count and store spawn points NumSpawnPoints = 0; foreach AllActors( class'SpawnPoint', NewSpot, tag ) { if( NumSpawnPoints < 16 ) { SpawnSpots[NumSpawnPoints] = NewSpot; NewSpot.Factory = Self; NumSpawnPoints += 1; } } if( NumSpawnPoints == 0 ) { warn( Self $ " has no spawn points!" ); } // count pre-existing matching items (item event = factory tag) NumSpawnedItems = 0; foreach AllActors( Prototype, A, tag ) { NumSpawnedItems++; } if( ItemTag == '' ) { ItemTag = 'BallPiensRock'; } if( Capacity > 0 ) InitialCapacity = Capacity; // save initial capacity so that we can reset the factory later } //----------------------------------------------------------------------------- function SpawnPoint GetSpawnSpot( int Index ) { if( Index >= 0 && Index<NumSpawnPoints ) return SpawnSpots[ Index ]; else return None; } //----------------------------------------------------------------------------- function StartBuilding() { } //----------------------------------------------------------------------------- function KillAll() { local int i; for( i=0; i < ArrayCount(SpawnSpots); i++ ) { if( SpawnSpots[i] != None ) SpawnSpots[i].DestroyAllSpawnees(); } NumSpawnedItems = 0; } //----------------------------------------------------------------------------- function bool HandleSpawneeDeath( Actor Other ) { local Pawn P; P = Pawn(Other); // Spawned pawn has died (actor deaths don't trigger events) if( P != None && P.class == Prototype && P.Health <= 0 ) { NumSpawnedItems--; return true; } return false; } //----------------------------------------------------------------------------- auto state Waiting { function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) { if( !HandleSpawneeDeath( Other ) ) { // Factory has been triggered, start spawning TriggerEvent( Event, Other, EventInstigator ); GotoState( 'Spawning' ); } } event Touch( Actor Other ) { local Pawn OtherPawn; if( bTouchEnabled ) { OtherPawn = Pawn(Other); if( OtherPawn != None && (!bOnlyPlayerTouched || OtherPawn.IsPlayer()) ) Trigger( Other, otherPawn ); } } } //----------------------------------------------------------------------------- state Spawning { // Disabled in BeginState if !bStoppable event UnTouch( Actor Other ) { local Pawn P; if( bTouchEnabled ) { // check if some other pawn still touching, ignore the untouching actor and dead stuff foreach TouchingActors( class'Pawn', P ) if( P != Other && P.Health > 0 && (!bOnlyPlayerTouched || P.IsPlayer()) ) return; GotoState( 'Waiting' ); } } function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) { local int i; if( bTriggerManually ) return; else if( HandleSpawneeDeath( Other ) ) { if( NumSpawnedItems < MaxItems ) StartBuilding(); } else { // trigger from anything but creatures belonging to // this factory shuts down the factory if( bNonPrototypeTriggerKillAll ) { KillAll(); } if( bCanRestart ) { Capacity = InitialCapacity; GotoState( 'Waiting' ); } else if( bNonPrototypeTriggerShutdown ) { GotoState( 'Finished' ); } else { GotoState( 'Waiting' ); } } } function bool TrySpawn( int Start, int End ) { local int i; local bool bDone; bDone = false; i = Start; while( i < End ) { if( SpawnSpots[i].Create() ) { bDone = true; i = End; if( Capacity > 0 ) { Capacity--; } NumSpawnedItems++; if( FlipCovertCount > 0 && NumSpawnedItems == FlipCovertCount ) { bCovert = !bCovert; FlipCovertCount = 0; } if( Capacity == 0 ) GotoState( 'Finished' ); } i++; } return bDone; } event Timer() { local int Start; if( NumSpawnedItems < MaxItems ) { //pick a spawn point if( bCycleSpawnPoints ) { Start = NextSpawnPoint; NextSpawnPoint++; if( NextSpawnPoint >= NumSpawnPoints ) NextSpawnPoint = 0; } else Start = Rand( NumSpawnPoints ); if( !TrySpawn( Start, NumSpawnPoints ) ) TrySpawn( 0, Start ); StartBuilding(); } else if( bTriggerManually ) { // forget about the spawned items // wait to be manually triggered again NumSpawnedItems = 0; GotoState('Waiting'); } } function StartBuilding() { local float NextTime; if( Capacity == -1 || Capacity > 0 ) { if( TimeDistribution == DIST_Constant ) { NextTime = Interval; } else if( TimeDistribution == DIST_Uniform ) { NextTime = 2 * FRand() * Interval; } else //TimeDistribution is gaussian { NextTime = 0.5 * (FRand() + FRand() + FRand() + FRand()) * Interval; } SetTimer( NextTime, false ); } } event BeginState() { if( !bStoppable ) { Disable( 'UnTouch' ); } } Begin: Timer(); } //----------------------------------------------------------------------------- state Finished { function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) { if( !HandleSpawneeDeath( Other ) ) { // trigger from anything but creatures belonging to // this factory shuts down the factory if( bNonPrototypeTriggerKillAll ) { KillAll(); } } if( bCanRestart ) { Capacity = InitialCapacity; GotoState( 'Waiting' ); } } } //----------------------------------------------------------------------------- function DumpInfo( PlayerController P ) { local SpawnPoint SP; local Actor A; local int Count; P.log( " " ); P.log( "ActorFactory: " $ Name ); P.log( " State: " $ GetStateName() ); P.log( " Prototype: " $ Prototype ); P.log( " Capacity: " $ Capacity ); P.log( " MaxItems: " $ MaxItems ); P.log( " Spawn spots: " $ NumSpawnPoints ); P.log( " Spawned items: " $ NumSpawnedItems ); P.log( " Event: " $ Event ); P.log( " Tag: " $ Tag ); P.log( " ItemTag: " $ ItemTag ); P.log( " bTouchEnabled: " $ bTouchEnabled ); // dump SpawnPoint info Count=0; P.log( " " ); P.log( " SpawnPoints:" ); foreach AllActors( class'SpawnPoint', SP, Tag ) { SP.DumpInfo( P.Pawn ); Count++; P.log( " " ); } P.log( " " $ Count $ " SpawnPoints found." ); // dump Trigger info Count=0; P.log( " " ); P.log( " Existing Triggers:" ); foreach AllActors( class'Actor', A ) { if( A.Event == Tag ) { P.log( " " $ A.Name ); Count++; } } P.log( " " $ Count $ " Triggers found." ); } //----------------------------------------------------------------------------- defaultproperties { MaxItems=1 Capacity=1000000 Interval=1.000000 bTouchEnabled=true bNonPrototypeTriggerShutdown=true bStatic=false bCollideActors=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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