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RandomEventTriggerEnhanced.uc
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91 lines (79 loc) · 3.26 KB
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//=============================================================================
// RandomEventTriggerEnhanced.
// Triggers a configurable number of random events from a pool of up to 16,
// with optional per-event delays (like Dispatcher).
//=============================================================================
class RandomEventTriggerEnhanced expands Triggers;
var() name OutEvents[16]; // Pool of events to choose from.
var() float OutDelays[16]; // Delay before firing each chosen event.
var() int NumEventsToTrigger; // How many random events to fire (0 = all non-empty).
var name Shuffled[16]; // Shuffled working copy.
var float ShuffledDelays[16]; // Delays matched to shuffled events.
var int NumPooled; // Count of non-empty events in pool.
var int i; // Internal counter.
//=============================================================================
// Pack non-empty events into the front of the working arrays once at startup.
//=============================================================================
function PreBeginPlay() {
local int j;
NumPooled = 0;
for (j = 0; j < ArrayCount(OutEvents); j++) {
if (OutEvents[j] != '') {
Shuffled[NumPooled] = OutEvents[j];
ShuffledDelays[NumPooled] = OutDelays[j];
NumPooled++;
}
}
}
//=============================================================================
// Fisher-Yates shuffle on the first NumPooled entries.
//=============================================================================
function Shuffle() {
local int j, k;
local name TempName;
local float TempDelay;
for (j = NumPooled - 1; j > 0; j--) {
k = Rand(j + 1);
TempName = Shuffled[j];
Shuffled[j] = Shuffled[k];
Shuffled[k] = TempName;
TempDelay = ShuffledDelays[j];
ShuffledDelays[j] = ShuffledDelays[k];
ShuffledDelays[k] = TempDelay;
}
}
//=============================================================================
// Trigger handler.
//=============================================================================
function Trigger(actor Other, pawn EventInstigator) {
Instigator = EventInstigator;
Shuffle();
GotoState('Dispatch');
}
//=============================================================================
// How many events to actually fire.
//=============================================================================
function int GetNumToFire() {
if (NumEventsToTrigger <= 0 || NumEventsToTrigger > NumPooled) {
return NumPooled;
} else {
return NumEventsToTrigger;
}
}
//=============================================================================
// Dispatch state - fires chosen events with delays, like Dispatcher.
//=============================================================================
state Dispatch
{
Begin:
Disable('Trigger');
for (i = 0; i < GetNumToFire(); i++) {
foreach AllActors(class 'Actor', Target, Shuffled[i]) {
Target.Trigger(Self, Instigator);
}
if (ShuffledDelays[i] > 0) {
Sleep(ShuffledDelays[i]);
}
}
Enable('Trigger');
}