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# Gameplay.ObjectiveInfo

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    class ObjectiveInfo extends Engine.Info;

    enum EObjectiveStatus
    {
    	ObjectiveStatus_Active,
    	ObjectiveStatus_Completed,
    	ObjectiveStatus_Failed
    };

    enum EObjectiveType
    {
    	ObjectiveType_Primary,
    	ObjectiveType_Secondary
    };

    enum EAllyType
    {
    	AllyType_Friendly,
    	AllyType_Enemy,
    	AllyType_Neutral
    };

    enum EStateType
    {
    	StateType_None,
    	StateType_New,
    	StateType_Dead
    };

    var Name				description;
    var String				intDescription;
    var EObjectiveStatus	status;
    var byte				state;	// not to be confused with status, the state is an index for the icon to be used when rendering this objective
    var EObjectiveType		type;
    var class<RadarInfo>	radarInfoClass;
    var class<TeamInfo>		TeamInfoClass;
    var ObjectiveInfo		next;
    var bool				bShouldFlash;
    var bool				bIsTallied;
    var int					TallyMax;
    var int					TallyCurrent;

    const MAX_OBJECTIVE_ACTORS = 10;

    var int				numObjectiveActors;
    var Array<Actor>	objectiveActors;
    var float			creationTime;
    var Vector			pos[MAX_OBJECTIVE_ACTORS];
    var EAllyType		allyType[MAX_OBJECTIVE_ACTORS];
    var class<TeamInfo>	TeamInfoClasses[MAX_OBJECTIVE_ACTORS];

    var Array<float>		actorRemoveTime;
    var Array<EStateType>	actorStateOverride;

    // Localisation strings
    var localized string Status_Active;
    var localized string Status_Completed;
    var localized string Status_Failed;
    var localized string Type_Primary;
    var localized string Type_Secondary;

    replication
    {
    	reliable if (Role == ROLE_Authority)
    		description, status, state, type, next, numObjectiveActors, pos, allyType, TeamInfoClasses, intDescription, radarInfoClass, TeamInfoClass,
    		TallyCurrent, TallyMax;
    }

    // statusText
    static function string statusText(EObjectiveStatus status)
    {
    	switch (status)
    	{
    		case ObjectiveStatus_Active:	return default.Status_Active;
    		case ObjectiveStatus_Completed: return default.Status_Completed;
    		case ObjectiveStatus_Failed:	return default.Status_Failed;
    	}
    }

    // typeText
    static function string typeText(EObjectiveType type)
    {
    	switch (type)
    	{
    		case ObjectiveType_Primary:		return default.Type_Primary;
    		case ObjectiveType_Secondary:	return default.Type_Secondary;
    	}
    }

    function Initialise()
    {
    	local int i;

    	creationTime = Level.TimeSeconds;

    	for(i = 0; i < numObjectiveActors; ++i)
    		actorStateOverride[i] = StateType_New;

    	TallyMax = numObjectiveActors;
    }

    // descriptionText
    simulated function string getDescription()
    {
    	local String desc;

    	if(description != '')
    		desc = LocalizeMapText("Objectives", String(description));
    	else
    		desc = intDescription;

    	if(TallyMax > 1)
    		desc $= " (" $TallyCurrent $"/" $TallyMax $")";

    	//if(desc != intDescription && desc != "")
    	//	intDescription = desc;

    	return desc;
    }

    function UpdateTally(int current, int max)
    {
    	TallyCurrent = current;
    	TallyMax = max;
    }

    function setStatus(EObjectiveStatus newStatus)
    {
    	local int i;

    	status = newStatus;

    	if (status == ObjectiveStatus_Completed)
    	{
    //		objectiveActors.length = 0;
    //		numObjectiveActors = 0;

    		// remove remaining actors associated with this objective
    		for (i = 0; i < objectiveActors.Length; i++)
    			removeActor(objectiveActors[i]);
    	}
    }

    function removeActor(Actor a)
    {
    	local int i;

    	for (i = 0; i < objectiveActors.Length; i++)
    	{
    		if (objectiveActors[i] == a && actorStateOverride[i] != StateType_Dead)
    		{
    			actorRemoveTime[i] = Level.TimeSeconds;
    			actorStateOverride[i] = StateType_Dead;
    			return;
    		}
    	}
    }

    function updateObjectiveActors(TeamInfo team)
    {
    	local int i;
    	local bool actorRemoved;
    	local bool newActorExists, deadActorExists;
    	local float deadFlashDuration;

    	assert(numObjectiveActors <= MAX_OBJECTIVE_ACTORS);

    	if(radarInfoClass != None)
    		deadFlashDuration = radarInfoClass.default.deadDuration;
    	else
    		deadFlashDuration = 3;	// arbitrary fallback... should not happen

    	deadActorExists = false;
    	i = 0;
    	while (i < objectiveActors.length)
    	{
    		actorRemoved = false;
    		if(actorStateOverride[i] == StateType_Dead)
    		{
    			actorRemoved = (actorRemoveTime[i] + deadFlashDuration) < Level.TimeSeconds;
    			deadActorExists = deadActorExists || ! actorRemoved;
    		}

    		if (objectiveActors[i] == None || actorRemoved)
    		{
    			objectiveActors.Remove(i, 1);
    			actorStateOverride.Remove(i, 1);
    			actorRemoveTime.Remove(i, 1);
    		}
    		else
    			++i;
    	}

    	numObjectiveActors = objectiveActors.length;

    	// hack :(
    	if (Level.Game != None && SingleplayerGameInfo(Level.Game) != None)
    		UpdateTally(TallyMax - numObjectiveActors, TallyMax);

    	if (status == ObjectiveStatus_Completed)
    	{
    		bShouldFlash = (newActorExists || deadActorExists);
    		return;
    	}

    	newActorExists = false;
    	for (i = 0; i < numObjectiveActors; ++i)
    	{
    		pos[i] = objectiveActors[i].Location;
    		allyType[i] = AllyType_Friendly;
    		TeamInfoClasses[i] = TeamInfoClass;
    		if(actorStateOverride[i] == StateType_New)
    		{
    			newActorExists = true;
    			if((creationTime + radarInfoClass.default.newDuration) < Level.TimeSeconds)
    				actorStateOverride[i] = StateType_None;
    		}

    		if(objectiveActors[i].IsA('Rook'))
    		{
    			pos[i] = Rook(objectiveActors[i]).GetObjectiveLocation();
    			if(team != None && ! team.IsFriendly(Rook(objectiveActors[i]).team()))
    				allyType[i] = AllyType_Enemy;
    		}
    	}

    	bShouldFlash = (newActorExists || deadActorExists);
    }

    defaultproperties
    {
    	RemoteRole = ROLE_DumbProxy
    	bAlwaysRelevant = true
    }

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Class file time: ne 5.9.2004 15:53:12.000 - Creation time: st 23.5.2018 00:10:46.234 - Created with UnCodeX