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/* -------------------------------------------------------------- Condition_Counter -------------------------------------------------------------- A Condition which increments each time its owning Objective is triggered. Author : Alex Quick -------------------------------------------------------------- */ class ObjCondition_Counter extends KF_ObjectiveCondition editinlinenew; enum ECounterType { CT_Default, // default setting - NumToCount is user defined and NumCounted represents the number of times this objective has been triggered . CT_Cash, // NumCounted becomes the total cash sum accrued by all players. NumToCount is whatever sum of cash you expect them to accumulate. CT_PlayerCount, // NumCounted becomes the number of unique players who triggered this Objective. NumToCount is the total number of active players in the match. }; var () ECounterType CountType; var () int NumToCount; var int NumCounted,SavedNumCounted; /* if SuccessCondition is set to OBJ_Counter and CountType is CT_PlayerCount, this array will store unique player IDs for each played who has been 'counted' so far. */ var array<int> CountedPlayerIDs; function SaveState() { Super.SaveState(); SavedNumCounted = NumCounted; } function Reset() { Super.Reset(); NumCounted = SavedNumCounted; CountedPlayerIDs.length = 0; } /* returns the percentage of completion for this condition */ function float GetCompletionPct() { local float Numerator; local float Denominator; switch(CountType) { case CT_Default : break; case CT_Cash : NumCounted = GetObjOwner().StoryGI.GetTotalCashSum(); break; case CT_PlayerCount : NumToCount = Max(GetObjOwner().StoryGI.GetTotalActivePlayers(),1); break; } Numerator = float(NumCounted); // Take the floor of the modified amount to ensure accuracy. Also, there's no floor function available. Denominator = float(int(float(NumToCount) * GetTotalDifficultyModifier())); return FClamp(Numerator/Denominator,0.f,1.f) ; } function Trigger( actor Other, pawn EventInstigator) { Super.Trigger(Other,EventInstigator); /* each trigger increments the 'counter' for objectives of that type */ if(ConditionIsActive() && ValidForCounting(EventInstigator)) { SetTargetActor(InstigatorName,EventInstigator); NumCounted = Min(NumCounted + 1,Round(NumToCount * GetTotalDifficultyModifier())) ; } } /* Relevant if this Objective is configured to count players - returns true if this is the first time the supplied pawn has triggered us */ function bool ValidForCounting(Pawn CountedPawn) { local int i; if(CountType == CT_PlayerCount && CountedPawn.PlayerReplicationInfo != none) { for( i = 0 ; i < CountedPlayerIDs.length ; i ++) { /* this guy has already been counted. ignore him */ if(CountedPlayerIDs[i] == CountedPawn.PlayerReplicationInfo.PlayerID) { return false; } } /* If we got this far CountedPawn is unique - add his ID to the array */ CountedPlayerIDs[CountedPlayerIDs.length] = CountedPawn.PlayerReplicationInfo.PlayerID ; } return true; } function string GetDataString() { if(HUD_Screen.Screen_CountStyle < 1) { return NumCounted$"/"$int(NumToCount * GetTotalDifficultyModifier()) ; } return string(Max((int(NumToCount * GetTotalDifficultyModifier()))-NumCounted,0)) ; } defaultproperties { NumToCount=1 } |
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