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# Gameplay.LatticeInfo

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    // LatticeInfo
    // Provides a means of linking together MPActors.  Linked MPActors can mark neighbors as available or
    // unavailable as objectives change.  It is assumed that there is at most one LatticeInfo per active ModeInfo

    class LatticeInfo extends Engine.Info
    	editinlinenew
    	placeable;

    struct TeamLink
    {
    	var()	editdisplay(displayActorLabel)
    			editcombotype(enumTeamInfo)
    			TeamInfo team;
    };

    struct MPActorLink
    {
    	var()	editdisplay(displayActorLabel)
    			editcombotype(enumMPActor)
    			MPActor	A;
    	var()	editdisplay(displayActorLabel)
    			editcombotype(enumMPActor)
    			MPActor	B;
    	var()	array<TeamLink>
    			accessList	"A list of TeamLinks that can currently access this link.";
    };

    var(Lattice) array<MPActorLink> lattice					"An array of links that results in a network of MPActors.  Some MPActors can mark neighbour MPActors as available or unavailable as objectives change.";
    var(Lattice) bool				 bInitializeByOwnership		"When true, the lattice's network is automatically intialized according to its MPActors' team ownership.";

    simulated function PostBeginPlay()
    {
    	Super.PostBeginPlay();

    	if (bInitializeByOwnership)
    		initializeByOwnership();
    }

    // Setup the initial configuration of the lattice based on MPActor ownership with the following rules
    // - If node A is owned by team T then connected node B is accessible to team T
    // - Otherwise, node B is inaccessible to team T
    // - If node B is owned by team U then connected node A is accessible to team U
    // - Otherwise, node A is inaccessible to team U
    simulated function initializeByOwnership()
    {
    	local int i;

    	for (i=0; i<lattice.Length; i++)
    	{
    		if (lattice[i].A.team() != None)
    			grantAccess(lattice[i], lattice[i].A.team());
    		if (lattice[i].B.team() != None)
    			grantAccess(lattice[i], lattice[i].B.team());
    	}
    }

    // Checks to see if a is accessible to team t
    simulated function bool isAccessible(MPActor a, TeamInfo t)
    {
    	local int i,j;
    	local MPActorLink link;

    	for (i=0; i<lattice.Length; i++)
    	{
    		link = lattice[i];
    		if (link.A == a || link.B == a)
    		{
    			for (j=0; j<link.accessList.Length; j++)
    			{
    				if (link.accessList[j].team == t)
    					return true;
    			}
    		}
    	}

    	return false;
    }

    simulated function grantAccess(MPActorLink link, TeamInfo t)
    {
    	local int i;
    	local TeamLink tl;

    	// Don't allow duplicate teams
    	for (i=0; i<link.accessList.Length; i++)
    	{
    		if (link.accessList[i].team == t)
    			return;
    	}

    	// Add the team
    	tl.team = t;
    	link.accessList[link.accessList.Length] = tl;

    	Log(self$" granted access to "$link.accessList[link.accessList.Length - 1].team);
    }

    simulated function revokeAccess(MPActorLink link, TeamInfo t)
    {
    	local int i;

    	for (i=0; i<link.accessList.Length; i++)
    	{
    		if (link.accessList[i].team == t)
    			link.accessList.Remove(i, 1);
    	}
    }

    // Sends callback messages to neighbor nodes
    simulated function makeNeighboursAvailable(MPActor a, TeamInfo t)
    {
    	local int i;

    	for (i=0; i<lattice.Length; i++)
    	{
    		if (lattice[i].A == a)
    		{
    			grantAccess(lattice[i], t);
    			lattice[i].B.onAvailableToLattice();
    		}
    		else if (lattice[i].B == a)
    		{
    			grantAccess(lattice[i], t);
    			lattice[i].A.onAvailableToLattice();
    		}
    	}
    }

    // Sends callback messages to neighbor nodes
    simulated function makeNeighboursUnavailable(MPActor a, TeamInfo t)
    {
    	local int i;

    	for (i=0; i<lattice.Length; i++)
    	{
    		if (lattice[i].A == a)
    		{
    			revokeAccess(lattice[i], t);
    			lattice[i].B.onUnavailableToLattice();
    		}
    		else if (lattice[i].B == a)
    		{
    			revokeAccess(lattice[i], t);
    			lattice[i].A.onUnavailableToLattice();
    		}
    	}
    }

    // enumTeamInfo
    // List all team info objects in the editor
    function enumTeamInfo(Engine.LevelInfo l, out Array<TeamInfo> s)
    {
    	local TeamInfo t;

    	ForEach l.AllActors(class'TeamInfo', t)
    	{
    		s[s.Length] = t;
    	}
    }

    function enumMPActor(Engine.LevelInfo l, out Array<MPActor> s)
    {
    	local MPActor a;

    	ForEach l.AllActors(class'MPActor', a)
    	{
    		s[s.Length] = a;
    	}
    }

    // Display an actor reference's label in the editor
    function string displayActorLabel(Actor t)
    {
    	return string(t.label);
    }

    defaultproperties
    {
    	RemoteRole				= ROLE_DumbProxy
    	bAlwaysRelevant			= true
    	NetUpdateFrequency		= 1
    }

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Class file time: ne 5.9.2004 15:53:12.000 - Creation time: st 23.5.2018 00:10:44.984 - Created with UnCodeX