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# Gameplay.BaseInfo

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    class BaseInfo extends Engine.Info
    	native
    	placeable;

    enum enumBaseType
    {
    	BaseType_Primary,
    	BaseType_Secondary,
    	BaseType_Mobile
    };

    var()	editdisplay(displayActorLabel)
    		editcombotype(enumTeamInfo)
    		TeamInfo				team				"The team that the base belongs to";
    var()	enumBaseType			baseType			"The base type for this base";
    var()	localized string		description			 "A short description for this base which gets displayed when players respawn";
    var()	editdisplay(displayActorLabel)
    		editcombotype(enumSpawnArray)
    		SpawnArray				spawnArray			"A spawn array that is associated with this base";
    var		Vector					SpawnArrayLocation;

    var()	editdisplay(displayActorLabel)
    		editcombotype(enumContainer)
    		MPCarryableContainer	container			"An optional carryable container that is associated with this base.  Carryables are withdrawn and given to the player when spawning at the base";

    var		Array<BaseDevice>		devices;			// list of devices owned by the base
    var		Array<PowerGenerator>	generators;			// list of power generators (subset of 'devices')
    var		Array<PlayerStart>		playerStarts;		// list of player starts
    var		Array<PowerIndicator>	powerIndicators;	// list of power indicators

    var		bool					bValidRespawnBase;

    var		private TeamInfo		m_oldTeam;
    var		private bool			m_bPowered;	// Whether the base is powered or not

    replication
    {
    	reliable if(Role == ROLE_Authority)
    		Team, SpawnArrayLocation;
    }

    // Intialize is called by GameInfo after object filtering occurs
    function Initialize()
    {
    	local BaseDevice d;
    	local PlayerStart start;
    	local PowerIndicator pi;

    	// build list of devices and power generators
        ForEach DynamicActors(class'BaseDevice', d)
    	{
    		if (d.ownerBase == self)
    		{
    			devices[devices.Length] = d;

    			if (PowerGenerator(d) != None)
    			{
    				generators[generators.Length] = PowerGenerator(d);
    			}
    		}
    	}

    	// build an array of player starts
        ForEach DynamicActors(class'PlayerStart', start)
    	{
    		if(start.baseInfo == self)
    			playerStarts[playerStarts.Length] = start;
    	}

    	// build an array of power indicators
        ForEach DynamicActors(class'PowerIndicator', pi)
    	{
    		if(pi.ownerBase == self)
    			powerIndicators[powerIndicators.Length] = pi;
    	}

    	// check that this base has at least one player start
    	// associated with it so it can be a valid spawn base
    	bValidRespawnBase = (playerStarts.Length > 0);

    	onTeamChanged();
    	m_oldTeam = team;

    	SpawnArrayLocation = spawnArray.Location;

    	checkForPower();
    }

    // Tick
    function Tick(float Delta)
    {
    	// check for changed team
    	if (team != m_oldTeam)
    	{
    		onTeamChanged();
    		m_oldTeam = team;
    	}

    	// check for power outage or restoration
    	checkForPower();
    }

    // onTeamChanged
    // Switches the base and all its equipment to the new team
    // Achieved publicly by setting the 'team' variable
    private function onTeamChanged()
    {
    	local int i;

    	// add the base to the new teamInfo base array, & remove
    	// it from the old one
    	if (m_oldTeam != None)
    		m_oldTeam.RemoveBase(self);
    	team.AddBase(self);

    	// set teams of base devices and power generators
    	for (i = 0; i < devices.Length; i++)
    	{
    		devices[i].setTeam(team);
    	}

    	for(i = 0; i < playerStarts.Length; ++i)
    		playerStarts[i].team = team;
    }

    // checkForPower
    // Check the conditions for the base being powered or unpowered, and adjust the state of the
    // base objects accordingly.
    function checkForPower()
    {
    	local int i;
    	local bool bHasActiveGenerators;

    	for (i = 0; i < generators.Length; i++)
    	{
    		if (generators[i] != None && generators[i].IsInState('Active'))
    		{
    			bHasActiveGenerators = true;
    			break;
    		}
    	}

    	if (m_bPowered)
    	{
    		// if powered, check for power loss
    		if (!bHasActiveGenerators)
    			setPowered(false);
    	}
    	else
    	{
    		if (bHasActiveGenerators)
    			setPowered(true);
    	}
    }

    // setPowered
    // Disable or enable base objects according to the powered state
    function setPowered(bool bPowered)
    {
    	local int i;

    	// set state of base devices
    	for (i = 0; i < devices.Length; i++)
    	{
    		devices[i].setHasPower(bPowered);
    	}

    	for (i = 0; i < powerIndicators.Length; ++i)
    	{
    		powerIndicators[i].setPower(bPowered);
    	}

    	m_bPowered = bPowered;
    }

    // isPowered
    function bool isPowered()
    {
    	return m_bPowered;
    }

    // enumTeamInfo
    function enumTeamInfo(Engine.LevelInfo l, out Array<TeamInfo> s)
    {
    	local TeamInfo t;

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

    // enumSpawnArray
    function enumSpawnArray(Engine.LevelInfo l, out Array<SpawnArray> s)
    {
    	local SpawnArray sa;

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

    // displayActorLabel
    function string displayActorLabel(Actor t)
    {
    	return string(t.label);
    }

    function enumContainer(Engine.LevelInfo l, Array<MPCarryableContainer> a)
    {
    	local MPCarryableContainer c;

    	ForEach DynamicActors(class'MPCarryableContainer', c)
    	{
    		if (team == c.team())
    			a[a.length] = c;
    	}
    }

    defaultproperties
    {
    	RemoteRole			= ROLE_SimulatedProxy
    	bHiddenEd			= true
    	bAlwaysRelevant		= true
    	baseType			= BaseType_Primary
    	bValidRespawnBase	= false
    }

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Class file time: ne 5.9.2004 15:53:12.000 - Creation time: st 23.5.2018 00:10:42.427 - Created with UnCodeX