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// ============================================================================ // JBTagTeam // Copyright 2002 by Mychaeel <mychaeel@planetjailbreak.com> // $Id: JBTagTeam.uc,v 1.15 2004/05/25 16:03:05 mychaeel Exp $ // // Replicated information for one team. // ============================================================================ class JBTagTeam extends JBTag notplaceable; // ============================================================================ // Replication // ============================================================================ replication { reliable if (Role == ROLE_Authority) Tactics, bTacticsAuto, nPlayers, nPlayersFree, nPlayersJailed; } // ============================================================================ // Variables // ============================================================================ var private name Tactics; // currently selected team tactics var private bool bTacticsAuto; // tactics selected automatically var private float TimeCountPlayers; // time of last CountPlayers call var private int nPlayers; // replicated total number of players var private int nPlayersFree; // number of free players var private int nPlayersJailed; // number of jailed players var private int nPlayersArena; // number of players in an arena var private array<PlayerStart> ListPlayerStart; // spawn points for this team // ============================================================================ // Internal // ============================================================================ static function JBTagTeam FindFor(TeamInfo Keeper) { return JBTagTeam(InternalFindFor(Keeper)); } static function JBTagTeam SpawnFor(TeamInfo Keeper) { return JBTagTeam(InternalSpawnFor(Keeper)); } // ============================================================================ // Register // // Starts the timer. // ============================================================================ function Register() { Super.Register(); SetTimer(0.2, True); } // ============================================================================ // Timer // // Updates the currently selected team tactics and counts jailed and free // players for replication. // ============================================================================ event Timer() { Tactics = JBBotTeam(UnrealTeamInfo(Keeper).AI).GetTactics(); bTacticsAuto = JBBotTeam(UnrealTeamInfo(Keeper).AI).GetTacticsAuto(); CountPlayers(); } // ============================================================================ // CountPlayers // // Counts free and jailed players in this team and updates the corresponding // variables. Updated only once per tick. // ============================================================================ private function CountPlayers() { local JBTagPlayer firstTagPlayer; local JBTagPlayer thisTagPlayer; if (TimeCountPlayers == Level.TimeSeconds) return; nPlayers = TeamInfo(Keeper).Size; nPlayersFree = 0; nPlayersJailed = 0; nPlayersArena = 0; firstTagPlayer = JBGameReplicationInfo(Level.Game.GameReplicationInfo).firstTagPlayer; for (thisTagPlayer = firstTagPlayer; thisTagPlayer != None; thisTagPlayer = thisTagPlayer.nextTag) if (thisTagPlayer.GetTeam() == Keeper) if (thisTagPlayer.IsInArena()) nPlayersArena += 1; else if (thisTagPlayer.IsInJail()) nPlayersJailed += 1; else nPlayersFree += 1; TimeCountPlayers = Level.TimeSeconds; } // ============================================================================ // CountPlayersFree // // Returns the number of free players in this team, server-side by counting // them, client-side by reading the replicated value. // ============================================================================ simulated function int CountPlayersFree(optional bool bCached) { if (Role == ROLE_Authority && !bCached) CountPlayers(); return nPlayersFree; } // ============================================================================ // CountPlayersJailed // // Returns the number of jailed players in this team, server-side by counting // them, client-side by reading the replicated value. // ============================================================================ simulated function int CountPlayersJailed(optional bool bCached) { if (Role == ROLE_Authority && !bCached) CountPlayers(); return nPlayersJailed; } // ============================================================================ // CountPlayersArena // // Returns the number of players in an arena in this team, server-side by // counting them, client-side by reading the replicated value. // ============================================================================ simulated function int CountPlayersArena(optional bool bCached) { if (Role == ROLE_Authority && !bCached) CountPlayers(); return nPlayersArena; } // ============================================================================ // CountPlayersTotal // // Returns the total number of players in this team client- and server-side. // ============================================================================ simulated function int CountPlayersTotal() { if (Role == ROLE_Authority) return TeamInfo(Keeper).Size; else return nPlayers; // replicated value } // ============================================================================ // FindPlayerStarts // // Returns a list of PlayerStart actors used to spawn players of this team in // freedom. // ============================================================================ function array<PlayerStart> FindPlayerStarts() { local NavigationPoint thisNavigationPoint; if (ListPlayerStart.Length == 0) for (thisNavigationPoint = Level.NavigationPointList; thisNavigationPoint != None; thisNavigationPoint = thisNavigationPoint.nextNavigationPoint) if (PlayerStart(thisNavigationPoint) != None && PlayerStart(thisNavigationPoint).TeamNumber == TeamInfo(Keeper).TeamIndex && !Jailbreak(Level.Game).ContainsActorArena(thisNavigationPoint) && !Jailbreak(Level.Game).ContainsActorJail (thisNavigationPoint)) ListPlayerStart[ListPlayerStart.Length] = PlayerStart(thisNavigationPoint); return ListPlayerStart; } // ============================================================================ // Accessors // ============================================================================ simulated function TeamInfo GetTeam() { return TeamInfo(Keeper); } simulated function name GetTactics() { return Tactics; } simulated function bool GetTacticsAuto() { return bTacticsAuto; } // ============================================================================ // Defaults // ============================================================================ defaultproperties { RemoteRole = ROLE_SimulatedProxy; } |
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