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SCR_CallsignPlatoonData.c
Go to the documentation of this file.
1
4
class
SCR_CallsignPlatoonData
5
{
6
protected
ref array<int>
m_mSquadCallsigns
=
new
array<int>;
7
8
//---------------------------------------- On Init ----------------------------------------\\
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13
void
Init
(
SCR_FactionCallsignInfo
factionCallsignInfo)
14
{
15
array<ref SCR_CallsignInfo> squadArray =
new
array<ref SCR_CallsignInfo>;
16
factionCallsignInfo.
GetSquadArray
(squadArray);
17
int
count = squadArray.Count();
18
19
for
(
int
i = 0; i < count; i++)
20
{
21
m_mSquadCallsigns
.Insert(i);
22
}
23
}
24
25
//---------------------------------------- Get random squad Callsign ----------------------------------------\\
26
30
int
GetRandomSquad
()
31
{
32
return
m_mSquadCallsigns
[
Math
.RandomInt(0,
m_mSquadCallsigns
.Count())];
33
}
34
39
int
GetFirstAvailibleSquad
()
40
{
41
int
firstAvailible =
int
.MAX;
42
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foreach
(
int
squad:
m_mSquadCallsigns
)
44
{
45
if
(squad < firstAvailible)
46
firstAvailible = squad;
47
}
48
49
return
firstAvailible;
50
}
51
52
//---------------------------------------- Add availible squad Callsign ----------------------------------------\\
53
57
void
AddSquad
(
int
squadIndex)
58
{
59
if
(!
m_mSquadCallsigns
.Contains(squadIndex))
60
m_mSquadCallsigns
.Insert(squadIndex);
61
}
62
63
//---------------------------------------- Remove availible squad Callsign ----------------------------------------\\
64
68
bool
RemoveSquad
(
int
squadIndex)
69
{
70
int
count =
m_mSquadCallsigns
.Count();
71
72
for
(
int
i = 0; i < count; i++)
73
{
74
if
(
m_mSquadCallsigns
[i] == squadIndex)
75
{
76
m_mSquadCallsigns
.Remove(i);
77
break
;
78
}
79
}
80
81
return
m_mSquadCallsigns
.IsEmpty();
82
}
83
};
Math
Definition
Math.c:13
SCR_CallsignPlatoonData
Definition
SCR_CallsignPlatoonData.c:5
SCR_CallsignPlatoonData::GetRandomSquad
Gets a squad index randomly from availible callsigns return int squad index *int GetRandomSquad()
Definition
SCR_CallsignPlatoonData.c:30
SCR_CallsignPlatoonData::RemoveSquad
Removes callsign from availible callsign pool param squad index *bool RemoveSquad(int squadIndex)
Definition
SCR_CallsignPlatoonData.c:68
SCR_CallsignPlatoonData::m_mSquadCallsigns
ref array< int > m_mSquadCallsigns
Definition
SCR_CallsignPlatoonData.c:6
SCR_CallsignPlatoonData::AddSquad
Adds callsign back to availible callsign pool param squad index *void AddSquad(int squadIndex)
Definition
SCR_CallsignPlatoonData.c:57
SCR_CallsignPlatoonData::Init
Init Platoon creating all the squads within param factionCallsignInfo specific callsign info for faction *void Init(SCR_FactionCallsignInfo factionCallsignInfo)
Definition
SCR_CallsignPlatoonData.c:13
SCR_CallsignPlatoonData::GetFirstAvailibleSquad
int GetFirstAvailibleSquad()
Definition
SCR_CallsignPlatoonData.c:39
SCR_FactionCallsignInfo
Definition
SCR_FactionCallsignInfo.c:6
SCR_FactionCallsignInfo::GetSquadArray
void GetSquadArray(notnull array< ref SCR_CallsignInfo > squadArray)
Definition
SCR_FactionCallsignInfo.c:97
scripts
Game
Callsign
SCR_CallsignPlatoonData.c
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