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// ============================================================================ // JBTagObjective // Copyright 2002 by Mychaeel <mychaeel@planetjailbreak.com> // $Id: JBTagObjective.uc,v 1.11 2007-04-24 16:32:23 jrubzjeknf Exp $ // // Stores and replicates information about an objective. // ============================================================================ class JBTagObjective extends JBTag notplaceable; // ============================================================================ // Replication // ============================================================================ replication { reliable if (Role == ROLE_Authority) nPlayersReleasable, bJammedRed, bJammedBlue; } // ============================================================================ // Variables // ============================================================================ var float ScaleDot; // used for pulsing compass dot var private int nPlayersReleasable; // number of releasable players var private float TimeCountPlayersReleasable; // time of last count var private float RandomWeight; // random weight for bot support var private float TimeRandomWeight; // last time random weight was updated var transient int nPlayersCurrent; // used by deployment functions var transient int nPlayersDeployed; // used by deployment functions var private bool bJammedRed; // red prisoners can't be released var private bool bJammedBlue; // blue prisoners can't be released var private float TimeCountJammed; // time of last count // ============================================================================ // Internal // ============================================================================ var JBTagObjective nextTag; static function JBTagObjective FindFor(GameObjective Keeper) { return JBTagObjective(InternalFindFor(Keeper)); } static function JBTagObjective SpawnFor(GameObjective Keeper) { return JBTagObjective(InternalSpawnFor(Keeper)); } protected simulated function JBTag InternalGetFirst() { return JBGameReplicationInfo(GetGameReplicationInfo()).firstTagObjective; } protected simulated function InternalSetFirst(JBTag TagFirst) { JBGameReplicationInfo(GetGameReplicationInfo()).firstTagObjective = JBTagObjective(TagFirst); } protected simulated function JBTag InternalGetNext() { return nextTag; } protected simulated function InternalSetNext(JBTag TagNext) { nextTag = JBTagObjective(TagNext); } // ============================================================================ // Register // // Replicates a reference to the objective and starts the timer. // ============================================================================ function Register() { Super.Register(); SetTimer(0.1, True); } // ============================================================================ // Timer // // Counts the players of both teams that can be released by attacking this // objective and stores the values in nPlayersReleasable. // ============================================================================ event Timer() { CountPlayersReleasable(); IsJammed(0); IsJammed(1); } // ============================================================================ // CountPlayersReleasable // // Returns the number of players that can be released by attacking this // objective. Server-side, counts them; client-side, returns the replicated // value. // ============================================================================ simulated function int CountPlayersReleasable(optional bool bCached) { local JBInfoJail JailPlayer; local JBTagPlayer firstTagPlayer; local JBTagPlayer thisTagPlayer; local TeamInfo TeamPlayer; if (Role < ROLE_Authority || bCached || TimeCountPlayersReleasable == Level.TimeSeconds) return nPlayersReleasable; nPlayersReleasable = 0; firstTagPlayer = JBGameReplicationInfo(GetGameReplicationInfo()).firstTagPlayer; for (thisTagPlayer = firstTagPlayer; thisTagPlayer != None; thisTagPlayer = thisTagPlayer.nextTag) { TeamPlayer = thisTagPlayer.GetTeam(); if (TeamPlayer.TeamIndex != GetObjective().DefenderTeamIndex) { JailPlayer = thisTagPlayer.GetJail(); if (JailPlayer != None && JailPlayer.Tag == GetObjective().Event && JailPlayer.CanReleaseTeam(TeamPlayer)) nPlayersReleasable += 1; } } TimeCountPlayersReleasable = Level.TimeSeconds; return nPlayersReleasable; } // ============================================================================ // GetRandomWeight // // Returns a random value between 0.0 and 1.0 which changes only once in a // while, not each time the function is called. Used by bot support to select // one of several equally-weighted objectives to attack. // ============================================================================ function float GetRandomWeight() { if (TimeRandomWeight == 0.0 || Level.TimeSeconds - TimeRandomWeight > 2.0) { if (RandomWeight == 0.0 || FRand() < 0.1) RandomWeight = FRand(); TimeRandomWeight = Level.TimeSeconds; } return RandomWeight; } // ============================================================================ // IsJammed // // Checks if all the JBInfoJails, that can be triggered by this Keeper, are // jammed. // ============================================================================ simulated function bool IsJammed(byte TeamIndex, optional bool bCached) { local GameObjective GO; local JBInfoJail firstJail; local JBInfoJail thisJail; local bool bConnected; // At least one jail can be triggered by this Tag's GameObjective. if (Role < ROLE_Authority || bCached || TimeCountJammed == Level.TimeSeconds) return GetJammed(TeamIndex); GO = GameObjective(Keeper); firstJail = JBGameReplicationInfo(GetGameReplicationInfo()).firstJail; for (thisJail = firstJail; thisJail != None; thisJail = thisJail.nextJail) if (GO.Event == thisJail.Tag) { bConnected = True; if (!thisJail.IsJammed(TeamIndex)) { SetJammed(TeamIndex, False); return False; } } SetJammed(TeamIndex, bConnected); return bConnected; } // ============================================================================ // SetJammed / GetJammed // // Sets and gets bJammed variable for the giving TeamIndex. // ============================================================================ simulated private function SetJammed(byte TeamIndex, bool bJammed) { switch (TeamIndex) { case 0: bJammedRed = bJammed; case 1: bJammedBlue = bJammed; } } simulated private function bool GetJammed(byte TeamIndex) { switch (TeamIndex) { case 0: return bJammedRed; case 1: return bJammedBlue; } } // ============================================================================ // Accessors // ============================================================================ simulated function GameObjective GetObjective() { return GameObjective(Keeper); } // ============================================================================ // Defaults // ============================================================================ defaultproperties { RemoteRole = ROLE_SimulatedProxy; } |
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