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U2.ObjectivesTrigger


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//=============================================================================
// ObjectivesTrigger.uc
// Created By: Mike Fox
// Created On: 8/01/00
// $Author: Mfox $
// $Date: 12/17/02 8:30p $
// $Revision: 4 $
//=============================================================================

class ObjectivesTrigger extends Triggers;

/*-----------------------------------------------------------------------------
Used to give one or more scripts to NPCs which touch it. The first N NPCs are
given primary scripts (usually there is just one of these), subsequent NPCs are
given secondary scripts. 

If an NPC with a primary script dies, the nearest secondary NPC is considered 
for getting a primary script. Generally, this candidate NPC will be ordered to
the location of the objectives trigger and will receive a primary script when 
it touches it but if the candidate NPC is already inside the trigger or if the
trigger has bIgnoreDistance=true the NPC will get the script immediately. When
ordering the candidate NPC to the location of the the objectives trigger, if a
different valid NPC touches the objectives trigger first that NPC will be 
given the primary script (and the candidate NPC will get a secondary script 
unless a primary script becomes available).

Note that NPCs begin to execute their script immediately when they are given 
one.
-----------------------------------------------------------------------------*/

#exec Texture Import File=Textures\ObjectivesTrigger.bmp Mips=Off MASKED=1

//-----------------------------------------------------------------------------

struct TScriptInfo
{
	var() string CommandFileName;
	var() string CommandStartLabel;
	var Pawn AssignedPawn;
};

var() array<TScriptInfo> PrimaryScripts;				// primary scripts
var() array<TScriptInfo> SecondaryScripts;				// secondary scripts
var() array< class<Actor> > ClassProximityTypes;		// affected classes
var() bool bIgnoreDistance;								// if true, NPCs are given primary scripts immediately

var int NumAssignedPrimaryScripts;
var int NumAssignedSecondaryScripts;

//-----------------------------------------------------------------------------

/*
event PreBeginPlay()
{
	local int ii;
	
	Super.PreBeginPlay();
	
	DMTN( "Scripts:" );
	for( ii=0; ii<PrimaryScripts.Length; ii++ )
		DMTN( "Primary   #" $ ii+1 $ ": " $ PrimaryScripts[ ii ].CommandFileName );
	for( ii=0; ii<SecondaryScripts.Length; ii++ )
		DMTN( "Secondary #" $ ii+1 $ ": " $ SecondaryScripts[ ii ].CommandFileName );
}
*/

//-----------------------------------------------------------------------------

function bool IsRelevant( Pawn P )
{
	local int ii;
	local bool bResult;
	
	if( P != None &&
		P.Health > 0 && 
		U2NPCController(P.Controller) != None && 		
		!P.HasDeathObserver( Self ) )
	{
		for( ii=0; ii<ClassProximityTypes.Length; ii++ )
			if( ClassIsChildOf( P.Class, ClassProximityTypes[ ii ] ) )
				bResult = true;
	}
	
	return bResult;
}

//-----------------------------------------------------------------------------

function AssignScript( U2NPCController NPC )
{
	local int ii;
	local string CommandFileName, StartLabel;
		
	if( NumAssignedPrimaryScripts < PrimaryScripts.Length )
	{
		for( ii=0; ii<PrimaryScripts.Length; ii++ )
		{
			if( PrimaryScripts[ ii ].AssignedPawn == None )
			{
				//DMTN( "assigning primary script #" $ ii $ " to " $ NPC.Pawn );
				CommandFileName = PrimaryScripts[ ii ].CommandFileName;
				StartLabel = PrimaryScripts[ ii ].CommandStartLabel;
				NumAssignedPrimaryScripts++;
				PrimaryScripts[ ii ].AssignedPawn = NPC.Pawn;
				break;
			}
		}
	}
	else if( NumAssignedSecondaryScripts < SecondaryScripts.Length )
	{
		for( ii=0; ii<SecondaryScripts.Length; ii++ )
		{
			if( SecondaryScripts[ ii ].AssignedPawn == None )
			{
				//DMTN( "assigning secondary script #" $ ii $ " to " $ NPC.Pawn );
				CommandFileName = SecondaryScripts[ ii ].CommandFileName;
				StartLabel = SecondaryScripts[ ii ].CommandStartLabel;
				NumAssignedSecondaryScripts++;
				SecondaryScripts[ ii ].AssignedPawn = NPC.Pawn;
				break;
			}
		}
	}
	
	if( CommandFileName == "" )
	{
		DMTN( "Warning: no scripts available for " $ NPC $ " (" $ NPC.Pawn $ ")" );
	}
	else
	{				
		NPC.SetScript( CommandFileName, StartLabel );
		// track NPC until it dies
		NPC.Pawn.AddDeathObserver( Self );
	}
}

//-----------------------------------------------------------------------------

event Touch( Actor Other )
{
	if( IsRelevant( Pawn(Other) ) )
	{
		//DMTN( "Touched by relevant actor: " $ Other );
		AssignScript( U2NPCController(Pawn(Other).Controller) );
	}
}

//-----------------------------------------------------------------------------

function bool HasPrimaryScript( Pawn P )
{
	local int ii;
	
	for( ii=0; ii<PrimaryScripts.Length; ii++ )
		if( PrimaryScripts[ ii ].AssignedPawn == P )
			return true;
			
	return false;
}

//-----------------------------------------------------------------------------

function ClearSecondaryScript( Pawn P )
{
	local int ii;

	for( ii=0; ii<SecondaryScripts.Length; ii++ )
		if( SecondaryScripts[ ii ].AssignedPawn == P )
		{
			NumAssignedSecondaryScripts--;
			SecondaryScripts[ ii ].AssignedPawn = None;
		}
}

//-----------------------------------------------------------------------------

function HandleControlledPawnDeath( Pawn P )
{
	local int ii;
	local int AssignedScript;
	local Controller C;
	local float DistanceToTrigger, MinDistanceToTrigger;
	local U2NPCController U2NPC, ClosestU2NPC;
	local bool bIsPrimary;
		
	// find the script that it had
	AssignedScript = -1;
	for( ii=0; ii<PrimaryScripts.Length; ii++ )
		if( PrimaryScripts[ ii ].AssignedPawn == P )
		{
			AssignedScript = ii;
			NumAssignedPrimaryScripts--;
			PrimaryScripts[ ii ].AssignedPawn = None;
			bIsPrimary = true;
			break;
		}

	if( AssignedScript == -1 )
	{
		for( ii=0; ii<SecondaryScripts.Length; ii++ )
			if( SecondaryScripts[ ii ].AssignedPawn == P )
			{
				AssignedScript = ii;
				NumAssignedSecondaryScripts--;
				SecondaryScripts[ ii ].AssignedPawn = None;
				break;
			}
	}

	if( bIsPrimary )
	{
		// give primary script to controlled NPC with a secondary script that is nearest to the objectives trigger?
		MinDistanceToTrigger = 999999.9;
		for( C=Level.ControllerList; C!=None; C=C.NextController )
		{
			//DMTN( "considering " $ C $ " Pawn: " $ C.Pawn $ " HPS: " $ HasPrimaryScript( C.Pawn ) $ " HDO: " $ C.Pawn.HasDeathObserver( Self ) );
			
			U2NPC = U2NPCController(C);
			if( C.Pawn != None && 
				C.Pawn.Health > 0 && 
				U2NPC != None &&
				!HasPrimaryScript( C.Pawn ) &&
				C.Pawn.HasDeathObserver( Self ) )
			{
				DistanceToTrigger = VSize( Location - C.Pawn.Location );
				//DMTN( "  DistanceToTrigger:" $ DistanceToTrigger );
				if( DistanceToTrigger < MinDistanceToTrigger )
				{
					MinDistanceToTrigger = DistanceToTrigger;
					ClosestU2NPC = U2NPC;
				}
			}
		}
	
		//DMTN( "ClosestU2NPC: " $ ClosestU2NPC );
		if( ClosestU2NPC != None )
		{
			//DMTN( " Pawn: " $ ClosestU2NPC.Pawn $ " MinDistanceToTrigger: " $ MinDistanceToTrigger );
			//AddArrow( Location, ClosestU2NPC.Pawn.Location, ColorPink() );
		
			ClearSecondaryScript( ClosestU2NPC.Pawn );
			if( bIgnoreDistance || MinDistanceToTrigger < (CollisionRadius +  ClosestU2NPC.Pawn.CollisionRadius ) )
			{
				//DMTN( "re-assigning primary script #" $ ii $ " to " $ ClosestU2NPC.Pawn );
				// immediately give NPC script
				ClosestU2NPC.SetScript( PrimaryScripts[ AssignedScript ].CommandFileName, PrimaryScripts[ AssignedScript ].CommandStartLabel );
				NumAssignedPrimaryScripts++;
				PrimaryScripts[ AssignedScript ].AssignedPawn = ClosestU2NPC.Pawn;
			}
			else
			{
				//DMTN( "ordering " $ ClosestU2NPC.Pawn $ " to my location" );
				// order NPC to area of trigger (if/when it gets there it will get a script)
				ClosestU2NPC.SetScript( "" );
				ClosestU2NPC.SetOrders( ClosestU2NPC.OrdersGoto, Self );
				ClosestU2NPC.SetExecuteOrders( true ); // make sure NPC follows orders?
			}
		}
	}
}

//-----------------------------------------------------------------------------
// Currently triggers should only ever come in when one of the controlled NPCs
// is killed.

function Trigger( Actor Other, Pawn EventInstigator, optional name EventName )
{
	if( Pawn(Other) != None && EventName == Pawn.ObservedDeathEvent )
	{
		//DMTN( Other $ " died" );
		HandleControlledPawnDeath( Pawn(Other) );		
	}
	else
	{
		Super.Trigger( Other, EventInstigator, EventName );
	}
}

//-----------------------------------------------------------------------------

defaultproperties
{
	Texture=Texture'U2.ObjectivesTrigger'
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

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Class file time: sk 3-1-2016 10:38:42.000 - Creation time: sk 3-1-2016 10:48:40.696 - Created with UnCodeX