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//============================================================================= // ThingFactory. //============================================================================= class ThingFactory extends Keypoint; var() class<actor> prototype; // the template class var() int maxitems; // max number of items from this factory at any time var int numitems; // current number of items from this factory var int numspots; // number of spawnspots var() int capacity; // max number of items ever buildable (-1 = no limit) var() float interval; // average time interval between spawnings var() name itemtag; // tag given to items produced at this factory var() bool bFalling; // non-pawn items spawned should be set to falling var() enum EDistribution { DIST_Constant, DIST_Uniform, DIST_Gaussian } timeDistribution; var() bool bOnlyPlayerTouched; //only player can trigger it var() bool bCovert; //only do hidden spawns var() bool bStoppable; //stops producing when untouched var Spawnpoint spawnspot[16]; //possible start locations function PostBeginPlay() { local Spawnpoint newspot; Super.PostBeginPlay(); numspots = 0; numitems = 0; foreach AllActors( class 'Spawnpoint', newspot, tag ) { if (numspots < 16) { spawnspot[numspots] = newspot; newspot.factory = self; numspots += 1; } } if (itemtag == '') itemtag = 'MadeInUSA'; } function StartBuilding() { } Auto State Waiting { function Trigger( actor Other, pawn EventInstigator ) { local Actor A; if ( Event != '' ) ForEach AllActors( class 'Actor', A, Event) A.Trigger(self, EventInstigator); GotoState('Spawning'); } function Touch(Actor Other) { local pawn otherpawn; otherpawn = Pawn(Other); if ( (otherpawn != None) && (!bOnlyPlayerTouched || otherpawn.bIsPlayer) ) Trigger(other, otherPawn); } } State Spawning { function UnTouch(Actor Other) { local int i; if (bStoppable) { //check if some other pawn still touching for (i=0;i<4;i++) if ( (pawn(Touching[i]) != None) && (!bOnlyPlayerTouched || pawn(Touching[i]).bIsPlayer) ) return; GotoState('Waiting'); } } function Trigger(actor Other, pawn EventInstigator) { //only if Other is from this factory if ( Other.class != prototype ) return; numitems--; if (numitems < maxitems) StartBuilding(); } function bool trySpawn(int start, int end) { local int i; local bool done; done = false; i = start; while (i < end) { if (spawnspot[i].Create()) { done = true; i = end; capacity--; numitems++; if (capacity == 0) GotoState('Finished'); } i++; } return done; } function Timer() { local int start; if (numitems < maxitems) { //pick a spawn point start = Rand(numspots); if ( !trySpawn(start, numspots) ) trySpawn(0, start); } if (numitems < maxitems) StartBuilding(); } Function StartBuilding() { local float nextTime; if (timeDistribution == DIST_Constant) nextTime = interval; else if (timeDistribution == DIST_Uniform) nextTime = 2 * FRand() * interval; else //timeDistribution is gaussian nextTime = 0.5 * (FRand() + FRand() + FRand() + FRand()) * interval; if (capacity > 0) SetTimer(nextTime, false); } function BeginState() { if ( !bStoppable ) Disable('UnTouch'); } Begin: Timer(); } state Finished { } defaultproperties { maxitems=1 capacity=1000000 interval=1.000000 bFalling=True bStatic=False bCollideActors=True } |
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