SpatialFear.SFSeqCounter

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//=============================================================================
// Spatial Fear
// SFSeqCounter: waits until it has been triggered 'NumToCount' times, and then
// it sends Trigger/UnTrigger events to actors whose names match 'EventName'.
// Uses the SFSeqTrigger class to check for right trigger order (sequence)
// Author: Markus Nuebel
//=============================================================================

class SFSeqCounter extends SFCounter;

var (Counter) localized  string ResetMessage;    // Message displayed when the sequence is triggered in a wrong order
var (Counter) bool				ResetOnSucces;	 // Enables/Disables counter reset on successful completion of the sequence. Default: false.
var (Counter) float 			fFreezeTimeAfterReset; // Time delay, to freeze the counter after success. Without freeze time the counter immediately starts counting again when still on the last trigger, default: 3.0 secs
var (Events) name SuccessEvent; // Event to broadcast in case of a successfull completion. 	Goes out to all actors, with matching tag, not only SFTriggers.
var (Events) name FailureEvent; // event to broadcast in case of a failed sequence completion. 	Goes out to all actors, with matching tag, not only SFTriggers.

var int		nNextSequence; // Private. Next expected counter to fire.
var bool	bFreeze; // Private. Freeze state

// Fires a normal event
function FireEvent(name nameEvent, actor Other)
{
	local actor A;

	// Broadcast the Trigger message to all matching actors.
	if( nameEvent != '' )
		foreach AllActors( class 'Actor', A, nameEvent )
		{
			//class'SFUtils'.Static.sfLogEx(10,"Sending event " $ nameEvent $ " to " $A.name);
			A.Trigger( Other, Other.Instigator );
		}
}

// Called by a SFTrigger, that fires
function TriggerCounter(int Sequence, actor Other, pawn EventInstigator )
{
	//class'SFUtils'.Static.sfLogEx(10,"Received event from SFTrigger: " $ string(Sequence) $ " Other: " $ Other.name);

	// Check for freeze state
	if(bFreeze)
		return;

	// First check, if out of sequense
	if(Sequence > nNextSequence)
	{
		//class'SFUtils'.Static.sfLogEx(10,"OutOfOrder");
		// Reset this counter and all Triggers
		ResetAll(EventInstigator, false);
		// Notify other actors
		FireEvent(FailureEvent, Other);
		return;
	}

	// Check for correct order
	if(Sequence == nNextSequence)
	{
		//class'SFUtils'.Static.sfLogEx(10,"InOrder");
		// Increment counter
		nNextSequence++;
		// Advise base class to count
		Super.Trigger(Other, EventInstigator);
		// Eventually reset all to defaults
		if((NumToCount == 0) && ResetOnSucces)
		{
			// Reset state
			ResetAll(EventInstigator, true);
			// Notify other actors
			FireEvent(SuccessEvent, Other);
		}
	}
}

// Resets the freeze state
event timer()
{
	//class'SFUtils'.Static.sfLogEx(10,"Resetting freeze state");
	bFreeze = false;
}

// Resets this counter and all triggers
function ResetAll(pawn EventInstigator, bool bSuccess)
{
	local SFSeqTrigger A;
	//class'SFUtils'.Static.sfLogEx(10,"Reset Sequence Counter");

	// Display reset message
	if( !bSuccess && bShowMessage && ResetMessage != "" )
		EventInstigator.ClientMessage( ResetMessage  );
	// Reset the base counter
	Reset();
	// Reset counter
	nNextSequence=0;

	// Check for success
	if(bSuccess)
	{
		//Freeze counter to prevent new events during reset time
		bFreeze=true;
		SetTimer(fFreezeTimeAfterReset, false);
		//class'SFUtils'.Static.sfLogEx(10,"Freezed counter");
	}
}

defaultproperties
{
     ResetMessage="Wrong order, try again!"
     fFreezeTimeAfterReset=3.000000
}

class file time: 12/7/2003 3:58:24 PM - creation time: 12/7/2003 4:03:45 PM
Created with UnCodeX