boiii-scripts/shared/flag_shared.csc
2023-04-13 17:30:38 +02:00

321 lines
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#using scripts\shared\util_shared;
#namespace flag;
/@
"Name: init( <str_flag> )"
"Summary: Initialize a str_flag to be used. All flags must be initialized before using set or wait. Some flags for ai are set by default such as 'goal', 'death', and 'damage'"
"Module: Flag"
"CallOn: Any entity (script_origin, script_struct, ai, script_model, script_brushmodel, player)"
"MandatoryArg: <str_flag> : name of the str_flag to create"
"Example: enemy init( "hq_cleared" );"
"SPMP: singleplayer"
@/
function init( str_flag, b_val = false, b_is_trigger = false )
{
if(!isdefined(self.flag))self.flag=[];
/#
if ( !isdefined( level.first_frame ) )
{
Assert( !isdefined( self.flag[ str_flag ] ), "Attempt to reinitialize existing flag '" + str_flag + "' on entity." );
}
#/
self.flag[ str_flag ] = b_val;
}
/@
"Name: exists( <str_flag> )"
"Summary: checks to see if a str_flag exists"
"Module: Flag"
"CallOn: Any entity (script_origin, script_struct, ai, script_model, script_brushmodel, player)"
"MandatoryArg: <str_flag> : name of the str_flag to check"
"Example: if ( enemy exists( "hq_cleared" ) );"
"SPMP: singleplayer"
@/
function exists( str_flag )
{
return ( isdefined( self.flag ) && isdefined( self.flag[ str_flag ] ) );
}
/@
"Name: set( <str_flag> )"
"Summary: Sets the specified str_flag on self, all scripts using wait on self will now continue."
"Module: Flag"
"CallOn: Any entity (script_origin, script_struct, ai, script_model, script_brushmodel, player)"
"MandatoryArg: <str_flag> : name of the str_flag to set"
"Example: enemy set( "hq_cleared" );"
"SPMP: singleplayer"
@/
function set( str_flag )
{
/#
Assert( exists( str_flag ), "Attempting to set a flag '" + str_flag + "' that's not initialized." );
#/
self.flag[ str_flag ] = true;
self notify( str_flag );
}
/@
"Name: delay_set( <str_flag> )"
"Summary: Sets the specified str_flag on self after a delay."
"Module: Flag"
"CallOn: Any entity (script_origin, script_struct, ai, script_model, script_brushmodel, player)"
"MandatoryArg: <n_dealy> : Time to delay before setting the flag"
"MandatoryArg: <str_flag> : name of the str_flag to set"
"OptionalArg: <str_cancel> : endon to cancel the falg set"
"Example: enemy delay_set( 10, "hq_cleared" );"
"SPMP: singleplayer"
@/
function delay_set( n_delay, str_flag, str_cancel )
{
self thread _delay_set( n_delay, str_flag, str_cancel );
}
function _delay_set( n_delay, str_flag, str_cancel )
{
if ( isdefined( str_cancel ) )
{
self endon( str_cancel );
}
self endon( "death" );
wait n_delay;
set( str_flag );
}
/@
"Name: set_for_time( <n_time>, <str_flag> )"
"Summary: Sets the specified flag, all scripts using flag_wait will now continue."
"Module: Flag"
"CallOn: "
"MandatoryArg: <n_time> : time to set the flag for"
"MandatoryArg: <str_flag> : name of the flag to set"
"Example: flag::set_for_time( 2, "hq_cleared" );"
"SPMP: both"
@/
function set_for_time( n_time, str_flag )
{
self notify( "__flag::set_for_time__" + str_flag );
self endon( "__flag::set_for_time__" + str_flag );
set( str_flag );
wait n_time;
clear( str_flag );
}
/@
"Name: clear( <str_flag> )"
"Summary: Clears the specified str_flag on self."
"Module: Flag"
"CallOn: Any entity (script_origin, script_struct, ai, script_model, script_brushmodel, player)"
"MandatoryArg: <str_flag> : name of the str_flag to clear"
"Example: enemy clear( "hq_cleared" );"
"SPMP: singleplayer"
@/
function clear( str_flag )
{
Assert( exists( str_flag ), "Attempting to clear a flag '" + str_flag + "' that's not initialized." );
if ( self.flag[ str_flag ] )
{
self.flag[ str_flag ] = false;
self notify( str_flag );
}
}
/@
"Name: toggle( <str_flag> )"
"Summary: Toggles the specified ent str_flag."
"Module: Flag"
"MandatoryArg: <str_flag> : name of the str_flag to toggle"
"Example: toggle( "hq_cleared" );"
"SPMP: SP"
@/
function toggle( str_flag )
{
if ( get( str_flag ) )
{
clear( str_flag );
}
else
{
set( str_flag );
}
}
/@
"Name: get( <str_flag> )"
"Summary: Checks if the str_flag is set on self. Returns true or false."
"Module: Flag"
"CallOn: Any entity (script_origin, script_struct, ai, script_model, script_brushmodel, player)"
"MandatoryArg: <str_flag> : name of the str_flag to check"
"Example: enemy get( "death" );"
"SPMP: singleplayer"
@/
function get( str_flag )
{
Assert( exists( str_flag ), "Tried to get flag '" + str_flag + "' that's not initialized." );
return self.flag[ str_flag ];
}
/@
"Name: wait( <str_flag> )"
"Summary: Waits until the specified str_flag is set on self. Even handles some default flags for ai such as 'goal' and 'damage'"
"Module: Flag"
"CallOn: Any entity (script_origin, script_struct, ai, script_model, script_brushmodel, player)"
"MandatoryArg: <str_flag> : name of the str_flag to wait on"
"Example: enemy wait( "goal" );"
"SPMP: singleplayer"
@/
function wait_till( str_flag )
{
self endon( "death" );
while ( !get( str_flag ) )
{
self waittill( str_flag );
}
}
function wait_till_timeout( n_timeout, str_flag )
{
if ( isdefined( n_timeout ) ) { __s = SpawnStruct(); __s endon( "timeout" ); __s util::delay_notify( n_timeout, "timeout" ); };
wait_till( str_flag );
}
function wait_till_all( a_flags )
{
self endon( "death" );
for ( i = 0; i < a_flags.size; i++ )
{
str_flag = a_flags[i];
if ( !get( str_flag ) )
{
self waittill( str_flag );
i = -1;
}
}
}
function wait_till_all_timeout( n_timeout, a_flags )
{
if ( isdefined( n_timeout ) ) { __s = SpawnStruct(); __s endon( "timeout" ); __s util::delay_notify( n_timeout, "timeout" ); };
wait_till_all( a_flags );
}
function wait_till_any( a_flags )
{
self endon( "death" );
foreach ( flag in a_flags )
{
if ( get( flag ) )
{
return flag;
}
}
util::waittill_any_array( a_flags );
}
function wait_till_any_timeout( n_timeout, a_flags )
{
if ( isdefined( n_timeout ) ) { __s = SpawnStruct(); __s endon( "timeout" ); __s util::delay_notify( n_timeout, "timeout" ); };
wait_till_any( a_flags );
}
function wait_till_clear( str_flag )
{
self endon( "death" );
while ( get( str_flag ) )
{
self waittill( str_flag );
}
}
function wait_till_clear_timeout( n_timeout, str_flag )
{
if ( isdefined( n_timeout ) ) { __s = SpawnStruct(); __s endon( "timeout" ); __s util::delay_notify( n_timeout, "timeout" ); };
wait_till_clear( str_flag );
}
function wait_till_clear_all( a_flags )
{
self endon( "death" );
for ( i = 0; i < a_flags.size; i++ )
{
str_flag = a_flags[i];
if ( get( str_flag ) )
{
self waittill( str_flag );
i = -1;
}
}
}
function wait_till_clear_all_timeout( n_timeout, a_flags )
{
if ( isdefined( n_timeout ) ) { __s = SpawnStruct(); __s endon( "timeout" ); __s util::delay_notify( n_timeout, "timeout" ); };
wait_till_clear_all( a_flags );
}
function wait_till_clear_any( a_flags )
{
self endon( "death" );
while ( true )
{
foreach ( flag in a_flags )
{
if ( !get( flag ) )
{
return flag;
}
}
util::waittill_any_array( a_flags );
}
}
function wait_till_clear_any_timeout( n_timeout, a_flags )
{
if ( isdefined( n_timeout ) ) { __s = SpawnStruct(); __s endon( "timeout" ); __s util::delay_notify( n_timeout, "timeout" ); };
wait_till_clear_any( a_flags );
}
/@
"Name: delete( <flagname> )"
"Summary: delete a flag that has been inited to free vars"
"Module: Flag"
"CallOn: "
"MandatoryArg: <flagname> : name of the flag to create"
"Example: flag::delete( "hq_cleared" );"
"SPMP: SP"
@/
function delete( str_flag )
{
if ( isdefined( self.flag[ str_flag ] ) )
{
self.flag[ str_flag ] = undefined;
}
else
{
/# PrintLn( "flag_delete() called on flag that does not exist: " + str_flag ); #/
}
}