SpatialFear.SFDistinctCounter

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//=============================================================================
// Spatial Fear
// Class: SFDistinctCounter
// Description: Counter subclass that counts only events from distinct 
// triggers. If the counter is configured to reset on success
// it again accepts events from triggers, that were already seen during the
// first count sequence.
// This is achieved by saving a reference to a trigger and only counting
// it's events once in a count sequence. Event order doesn't matter.
// 
// Author: Markus Nuebel
//=============================================================================

class SFDistinctCounter extends Counter;

const  TRIGGER_COUNT=10;

var (Counter) bool				ResetOnSucces;	 // Enables/diables counter reset on success
var (Counter) float 			fFreezeTimeAfterReset; // Counter freeze time after reset. Prevents an immediate counting of the current trigger for the next round. Default: 2.0 secs.
var Actor	arTriggers[10];	// Private. References to already seen triggers
var int		nCount; // Private. Number of trigger refs in list.

var bool	bFreeze; // Private. Freeze state of counter

// Clears the trigger reference array
function ClearTriggerList()
{
	local int i;

	// Just clear the reference array
	for(i=0; i<nCount; i++)
	{
		arTriggers[i] = none;
	}
	nCount=0;
}

// Check, if trigger is already contained in list
function bool InList(Actor oTrigger)
{
	local int i;
	local bool bFound;

	// Some inits
	bFound = false;
	i=0;

	while((i<TRIGGER_COUNT) && !bFound)
	{
		// Check slot
		if(arTriggers[i] == oTrigger)
			bFound = true;

		// Continue
		i++;
	}
	
	return bFound;
}


// Adds a trigger to the list.
function bool RememberTrigger(Actor oTrigger)
{
	if(nCount < TRIGGER_COUNT)
	{
		// Remember ref
		arTriggers[nCount] = oTrigger;
		nCount++;
		return true;
	}
	else
	{
		class'SFUtils'.Static.sfError("Number of triggers to remember exceeded!!");
		return false;
	}
		
}

// Checks, if the trigger was already seen and otherwise counts the event
function bool CheckTrigger(Actor oTrigger)
{
	// Valid parameter?
	if(None == oTrigger)
		return false;

	// Already seen?
	if(InList(oTrigger))
		return false;
	
	// Not seen already, so remember
	if(!RememberTrigger(oTrigger))
		return false;

	return true;
}

// Resets the freeze state
event timer()
{
	class'SFUtils'.Static.sfLogEx(15,"Resetting freeze state");
	bFreeze = false;
}


// Called when triggered.
function Trigger(actor Other, pawn EventInstigator )
{
	local 	Actor	 oTrigger;
	local	Pawn     oPawn;

	class'SFUtils'.Static.sfLogEx(15,"TriggerCounterEvent " $ Other.name $ " " $ EventInstigator.name);

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

	// First check, if triggered by other trigger
	if(Other.IsA('Triggers') || Other.IsA('Mover'))
	{
		class'SFUtils'.Static.sfLogEx(15,"Triggered by a Trigger or Mover");

		oTrigger = Other;
		if(CheckTrigger(oTrigger))
		{
			Super.Trigger(Other, EventInstigator);
			if(0 == NumToCount)
				Reset();
		}
		else
			return;
	}
	else if (Other.IsA('Pawn')) // Check for pawn
	{
		class'SFUtils'.Static.sfLogEx(15,"Triggered by a pawn");

		oPawn = Pawn(Other);

		// Check all touching actors
		oTrigger = Trigger(oPawn.Touching[0]);
		if(CheckTrigger(oTrigger))
		{
			class'SFUtils'.Static.sfLogEx(15,"Accepting trigger from [0]: " $ oTrigger.name);
			Super.Trigger(Other, EventInstigator);
			if(0 == NumToCount)
				Reset();
		}

		oTrigger = Trigger(oPawn.Touching[1]);
		if(CheckTrigger(oTrigger))
		{
			class'SFUtils'.Static.sfLogEx(15,"Accepting trigger from [1]: " $ oTrigger.name);
			Super.Trigger(Other, EventInstigator);
			if(0 == NumToCount)
				Reset();
		}
	
		oTrigger = Trigger(oPawn.Touching[2]);
		if(CheckTrigger(oTrigger))
		{
			class'SFUtils'.Static.sfLogEx(15,"Accepting trigger from [2]: " $ oTrigger.name);
			Super.Trigger(Other, EventInstigator);
			if(0 == NumToCount)
				Reset();
		}

		oTrigger = Trigger(oPawn.Touching[3]);
		if(CheckTrigger(oTrigger))
		{
			class'SFUtils'.Static.sfLogEx(15,"Accepting trigger from [3]: " $ oTrigger.name);
			Super.Trigger(Other, EventInstigator);
			if(0 == NumToCount)
				Reset();
		}
	}
}


// Resets this counter and all triggers
function Reset()
{
	if(!ResetOnSucces)
		return;

	//Freeze counter to prevent new events during reset time
	bFreeze=true;
	SetTimer(fFreezeTimeAfterReset, false);
	class'SFUtils'.Static.sfLogEx(15,"Freezed counter");

	// Reset local state
	ClearTriggerList();
	// Reset the base counter
	Super.Reset();
}

defaultproperties
{
     fFreezeTimeAfterReset=2.000000
}

class file time: 12/7/2003 3:58:24 PM - creation time: 12/7/2003 4:03:44 PM
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