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//============================================================================= // ASCriticalObjectiveVolume //============================================================================= // Created by Laurent Delayen // © 2003, Epic Games, Inc. All Rights Reserved //============================================================================= class ASCriticalObjectiveVolume extends Volume; var Info CheckTimer; var() class<Pawn> ConstraintPawnClass; function PostBeginPlay() { // skip associatedactor setup.. super(Brush).PostBeginPlay(); } function Destroyed() { if ( CheckTimer != None ) { CheckTimer.Destroy(); CheckTimer = None; } super.Destroyed(); } function bool IsCriticalPawn( Pawn P ) { if ( !ClassIsChildOf(P.Class, ConstraintPawnClass) ) return false; if ( P.Health > 0 && P.Controller != None && P.Controller.GetTeamNum() == 1 - Level.Game.GetDefenderNum() ) return true; return false; } auto state Safe { event Touch( Actor Other ) { local GameObjective GO; if ( Other != None && Other.IsA('Pawn') && IsCriticalPawn( Pawn(Other) ) ) { // Attackers have breached the 'Critical' objective volume (!!!) // Set Objectives to 'critical' for ( GO=TeamGame(Level.Game).Teams[0].AI.Objectives; GO!=None; GO=GO.NextObjective ) { if ( GO.MyBaseVolume == Self && GO.IsActive() ) { GO.SetCriticalStatus( true ); if ( GO.DefenseSquad != None ) GO.DefenseSquad.Team.AI.CriticalObjectiveWarning(GO, Pawn(Other)); } } GotoState('Critical'); } } } function bool IsStillCritical() { local Pawn P; local GameObjective GO; foreach TouchingActors(class'Pawn', P) if ( IsCriticalPawn( P ) ) { for ( GO=TeamGame(Level.Game).Teams[0].AI.Objectives; GO!=None; GO=GO.NextObjective ) { if ( GO.MyBaseVolume == Self && GO.IsActive() && (GO.DefenseSquad != None) ) GO.DefenseSquad.Team.AI.CriticalObjectiveWarning(GO, P); } return true; } // Turn active objectives to 'safe' for ( GO=TeamGame(Level.Game).Teams[0].AI.Objectives; GO!=None; GO=GO.NextObjective ) { if ( GO.MyBaseVolume == Self ) GO.SetCriticalStatus( false ); } return false; } state Critical { function TimerPop(VolumeTimer T) { if ( !IsStillCritical() ) GotoState('Safe'); } function BeginState() { if ( CheckTimer == None ) CheckTimer = Spawn(class'VolumeTimer', Self); } } /* Objective has been disabled... check if the volume should keep on monitoring breaching... ( several objectives might be sharing the same volume ) */ state ObjectiveDisabled { function BeginState() { local GameObjective GO; local bool bStillCritical; for ( GO=TeamGame(Level.Game).Teams[0].AI.Objectives; GO!=None; GO=GO.NextObjective ) { if ( GO.MyBaseVolume == Self && !GO.bDisabled ) bStillCritical = true; } // if there is at least another active objective... keep on monitoring! if ( bStillCritical ) { GotoState('Critical'); return; } GotoState('Disabled'); } } state Disabled { function BeginState() { if ( CheckTimer != None ) { CheckTimer.Destroy(); CheckTimer = None; } } } function Reset() { super.Reset(); GotoState('Safe'); } defaultproperties { ConstraintPawnClass=class'Pawn' } |
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