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SCR_ScenarioFrameworkSystem Class Reference
Inheritance diagram for SCR_ScenarioFrameworkSystem:
GameSystem

Protected Member Functions

override event bool ShouldBePaused ()
 Is this system should be paused while the simulation is paused?
void RpcDo_SetSignalOnEntity (EntityID pEntID, string signalName, int val)
void SetSignalValue (IEntity entity, string signalName, int val)
void RpcDo_PlaySoundOnEntity (EntityID pEntID, string sSndName)
void PlaySoundOnEntity (IEntity entity, string sSndName)
void RpcDo_PlayCommunicationSoundOnEntity (EntityID pEntID, string sSndName)
void PlayCommunicationSoundOnEntity (IEntity entity, string sSndName)
void PlayIntroVoiceline (int playerID, string eventName, EntityID entityID)
void RpcDo_PlayIntroVoiceline (int playerID, string eventName, EntityID entityID)
void RpcDo_PlaySoundOnEntityPosition (RplId objectID, string soundFile, string soundEventName)
void PlaySoundOnEntityPosition (IEntity object, string soundFile, string soundEventName)
SCR_Task GetLastFinishedTask ()
SCR_ScenarioFrameworkLayerBase GetLastFinishedTaskLayer ()
array< SCR_ScenarioFrameworkAreaGetAreas ()
void OnTaskAdded (SCR_Task task)
void OnTaskAddedCalledLater (SCR_Task task)
void OnTaskUpdate (SCR_Task task, SCR_ETaskState taskState)
void SetMissionEndScreen (EGameOverTypes GameOverType)
void Finish ()
 Finishes current game mode, sets match over flag, and ends game mode with specified type.
bool GetIsMatchOver ()
ScriptInvoker GetOnAllAreasInitiated ()
SCR_ScenarioFrameworkArea SelectNearestAreaByTaskType (SCR_ESFTaskType eTaskType)
bool IsMaster ()
void RegisterArea (SCR_ScenarioFrameworkArea area)
void UnregisterArea (SCR_ScenarioFrameworkArea area)
void LoadComponentSettings ()
 Loads component settings from SCR_GameModeSFManager.
void LoadHeaderSettings ()
 Loads mission header settings.
void OnInit ()
 Registers debug menus for ScenarioFramework in DiagMenu.
bool Init ()
void PostInit ()
 Generates tasks for debug shape layers on player connect, if any.
void OnPlayerConnected (int playerID)
void SyncDebugShapes (int playerID)
void SpawnRandomTask (int countSafe=0)
void GenerateTasks ()
 Main function responsible for selecting available tasks and spawning the areas related to the tasks.
void CreateVariableValue (string key, string value)
 Create a new global variable at the scenario.
void RpcDo_CreateVariableValue (string key, string value, int playerID)
 Create a new global variable at the scenario.
void SetVariableValue (string key, string value)
 Set a value to global variable at the scenario.
void RpcDo_SetVariableValue (string key, string value)
 Set a value to global variable at the scenario.
bool GetVariable (string key, out string value)
 Get value of given variable.
void ProcessVoicelineEnumAndString (typename targetEnum, string targetString)
void AfterLayerTasksInit ()
 Executes AfterTasksInitActions after all Layer Tasks are finished spawning.
void GenerateSingleTask (int index)
SCR_ScenarioFrameworkArea SelectRandomAreaByTaskType (SCR_ESFTaskType eTaskType)
SCR_ScenarioFrameworkArea GetParentArea (IEntity child)
void PrepareAreaSpecificDynamicDespawn (SCR_ScenarioFrameworkArea area, bool staySpawned=false, int despawnRange=0)
void RemoveAreaSpecificDynamicDespawn (SCR_ScenarioFrameworkArea area, bool staySpawned=false)
void PrepareDynamicDespawn ()
 Prepares dynamic spawn/despawn.
void CheckDistance ()
 Refreshes array of player characters and checks which areas should spawn/despawn.
void DynamicSpawn ()
 Goes over despawned areas and checks whether or not said area should spawn.
void DynamicDespawn ()
 Goes over spawned areas and checks whether or not said area should despawn.
void ShowHint (string sTitle, string sSubtitle, int timeOut, FactionKey factionKey="", int playerID=-1)
void RpcDo_ShowHint (string sTitle, string sSubtitle, int timeOut, FactionKey factionKey, int playerID)
void HideHint (FactionKey factionKey="", int playerID=-1)
void RpcDo_HideHint (FactionKey factionKey, int playerID)
void PopUpMessage (string sTitle, string sSubtitle, FactionKey factionKey="", int playerID=-1, string titleParam1="", string titleParam2="", string subtitleParam1="", string subtitleParam2="")
void RpcDo_PopUpMessage (string sTitle, string sSubtitle, FactionKey factionKey, int playerID, string titleParam1, string titleParam2, string subtitleParam1, string subtitleParam2)
void ManageLayerDebugShape (EntityID id, bool draw, float radius, bool runtime)
void RpcDo_ManageLayerDebugShape (int playerID, EntityID id, bool draw, float radius)
void ShowLayout (int playerId=-1, EntityID actionOwnerEntId=EntityID.INVALID, int layoutId=-1, float fadeIn=-1, float fadeOut=-1, float visibilityTime=-1, float opacity=-1)
void RpcDo_ShowLayout (int playerID, EntityID actionOwnerEntId, int layoutId, float fadeIn, float fadeOut, float visibilityTime, float opacity)
void FadeOut (Widget imgWidget, float fadeOut)
SCR_ScenarioFrameworkActionShowLayout GetLayoutComponent (SCR_ScenarioFrameworkLayerBase layerBase, int layoutId)
SCR_ScenarioFrameworkActionShowLayout CheckSubActions (SCR_ScenarioFrameworkActionBase action, int layoutId)
void OnUpdatePoint (WorldUpdatePointArgs args)
void OnDiag (float timeSlice)
void ~SCR_ScenarioFrameworkSystem ()
 Clears CallQueue after destruction of this system.

Static Protected Member Functions

static SCR_ScenarioFrameworkSystem GetInstance ()
static ScriptCallQueue GetCallQueuePausable ()
static ScriptInvokerScenarioFrameworkSlotAI GetOnSlotAISpawned ()
static void InvokeSlotAISpawned (SCR_ScenarioFrameworkLayerBase layer, IEntity entity)
static bool IsSaveGameLoading ()
static bool IsWorldLoadInit ()

Protected Attributes

FactionManager m_FactionManager
SCR_TaskSystem m_TaskSystem
SCR_ScenarioFrameworkLayerBase m_LastFinishedTaskLayer
SCR_Task m_LastFinishedTask
EGameOverTypes m_eGameOverType = EGameOverTypes.COMBATPATROL_DRAW
ref array< SCR_ScenarioFrameworkAream_aAreas = {}
ref array< SCR_ScenarioFrameworkAream_aSelectedAreas = {}
ref array< SCR_ScenarioFrameworkLayerTask > m_aLayerTasksToBeInitialized = {}
ref array< SCR_ScenarioFrameworkLayerTask > m_aLayerTasksForRandomization = {}
ref array< intm_aIntroVoicelineIndexes = {}
ref array< stringm_aAreasTasksToSpawn = {}
ref array< stringm_aLayersTaskToSpawn = {}
ref array< stringm_aSlotsTaskToSpawn = {}
ref array< SCR_ESFTaskTypem_aESFTaskTypesAvailable = {}
ref array< SCR_ESFTaskTypem_aESFTaskTypeForRandomization = {}
ref array< ref Tuple3< SCR_ScenarioFrameworkArea, vector, int > > m_aSpawnedAreas = {}
ref array< ref Tuple3< SCR_ScenarioFrameworkArea, vector, int > > m_aDespawnedAreas = {}
ref array< ref Tuple3< EntityID, bool, float > > m_aDebugShapesLayers = {}
ref array< vectorm_aObservers = {}
ref map< string, stringm_mVariableMap = new map<string, string>
float m_fTimer
float m_fCheckInterval

Static Protected Attributes

static ref ScriptCallQueue s_CallQueuePausable = new ScriptCallQueue()

Detailed Description

Definition at line 1 of file SCR_ScenarioFrameworkSystem.c.

Constructor & Destructor Documentation

◆ ~SCR_ScenarioFrameworkSystem()

void SCR_ScenarioFrameworkSystem::~SCR_ScenarioFrameworkSystem ( )
inlineprotected

Clears CallQueue after destruction of this system.

Definition at line 1774 of file SCR_ScenarioFrameworkSystem.c.

Member Function Documentation

◆ AfterLayerTasksInit()

void SCR_ScenarioFrameworkSystem::AfterLayerTasksInit ( )
inlineprotected

Executes AfterTasksInitActions after all Layer Tasks are finished spawning.

Definition at line 1121 of file SCR_ScenarioFrameworkSystem.c.

◆ CheckDistance()

void SCR_ScenarioFrameworkSystem::CheckDistance ( )
inlineprotected

Refreshes array of player characters and checks which areas should spawn/despawn.

Definition at line 1319 of file SCR_ScenarioFrameworkSystem.c.

◆ CheckSubActions()

SCR_ScenarioFrameworkActionShowLayout SCR_ScenarioFrameworkSystem::CheckSubActions ( SCR_ScenarioFrameworkActionBase action,
int layoutId )
inlineprotected

Definition at line 1715 of file SCR_ScenarioFrameworkSystem.c.

◆ CreateVariableValue()

void SCR_ScenarioFrameworkSystem::CreateVariableValue ( string key,
string value )
inlineprotected

Create a new global variable at the scenario.

Definition at line 1051 of file SCR_ScenarioFrameworkSystem.c.

◆ DynamicDespawn()

void SCR_ScenarioFrameworkSystem::DynamicDespawn ( )
inlineprotected

Goes over spawned areas and checks whether or not said area should despawn.

Definition at line 1369 of file SCR_ScenarioFrameworkSystem.c.

◆ DynamicSpawn()

void SCR_ScenarioFrameworkSystem::DynamicSpawn ( )
inlineprotected

Goes over despawned areas and checks whether or not said area should spawn.

Definition at line 1345 of file SCR_ScenarioFrameworkSystem.c.

◆ FadeOut()

void SCR_ScenarioFrameworkSystem::FadeOut ( Widget imgWidget,
float fadeOut )
inlineprotected

Definition at line 1667 of file SCR_ScenarioFrameworkSystem.c.

◆ Finish()

void SCR_ScenarioFrameworkSystem::Finish ( )
inlineprotected

Finishes current game mode, sets match over flag, and ends game mode with specified type.

Definition at line 519 of file SCR_ScenarioFrameworkSystem.c.

◆ GenerateSingleTask()

void SCR_ScenarioFrameworkSystem::GenerateSingleTask ( int index)
inlineprotected

Generates an area with a layer and slot tasks, if valid indices provided.

Parameters
[in]indexIndex represents the specific task configuration for slot, layer, and area in the scenario.

Definition at line 1146 of file SCR_ScenarioFrameworkSystem.c.

◆ GenerateTasks()

void SCR_ScenarioFrameworkSystem::GenerateTasks ( )
inlineprotected

Main function responsible for selecting available tasks and spawning the areas related to the tasks.

Definition at line 912 of file SCR_ScenarioFrameworkSystem.c.

◆ GetAreas()

array< SCR_ScenarioFrameworkArea > SCR_ScenarioFrameworkSystem::GetAreas ( )
inlineprotected
Returns
Array of scenario framework areas.

Definition at line 389 of file SCR_ScenarioFrameworkSystem.c.

◆ GetCallQueuePausable()

ScriptCallQueue SCR_ScenarioFrameworkSystem::GetCallQueuePausable ( )
inlinestaticprotected
Returns
the instance of ScenarioFramework Call Queue.

Definition at line 87 of file SCR_ScenarioFrameworkSystem.c.

◆ GetInstance()

SCR_ScenarioFrameworkSystem SCR_ScenarioFrameworkSystem::GetInstance ( )
inlinestaticprotected
Returns
the instance of ScenarioFrameworkSystem.

Definition at line 76 of file SCR_ScenarioFrameworkSystem.c.

◆ GetIsMatchOver()

bool SCR_ScenarioFrameworkSystem::GetIsMatchOver ( )
inlineprotected
Returns
whether match is over.

Definition at line 530 of file SCR_ScenarioFrameworkSystem.c.

◆ GetLastFinishedTask()

SCR_Task SCR_ScenarioFrameworkSystem::GetLastFinishedTask ( )
inlineprotected
Returns
Last finished task.

Definition at line 375 of file SCR_ScenarioFrameworkSystem.c.

◆ GetLastFinishedTaskLayer()

SCR_ScenarioFrameworkLayerBase SCR_ScenarioFrameworkSystem::GetLastFinishedTaskLayer ( )
inlineprotected
Returns
Last finished task layer in scenario execution.

Definition at line 382 of file SCR_ScenarioFrameworkSystem.c.

◆ GetLayoutComponent()

SCR_ScenarioFrameworkActionShowLayout SCR_ScenarioFrameworkSystem::GetLayoutComponent ( SCR_ScenarioFrameworkLayerBase layerBase,
int layoutId )
inlineprotected

Definition at line 1679 of file SCR_ScenarioFrameworkSystem.c.

◆ GetOnAllAreasInitiated()

ScriptInvoker SCR_ScenarioFrameworkSystem::GetOnAllAreasInitiated ( )
inlineprotected
Returns
a ScriptInvoker object for handling all area initiation events.

Definition at line 537 of file SCR_ScenarioFrameworkSystem.c.

◆ GetOnSlotAISpawned()

ScriptInvokerScenarioFrameworkSlotAI SCR_ScenarioFrameworkSystem::GetOnSlotAISpawned ( )
inlinestaticprotected
Returns
a ScriptInvokerBase object representing the invoker triggered when SlotAI spawned AI character/group.

Definition at line 94 of file SCR_ScenarioFrameworkSystem.c.

◆ GetParentArea()

SCR_ScenarioFrameworkArea SCR_ScenarioFrameworkSystem::GetParentArea ( IEntity child)
inlineprotected

Get parent area the object is nested into

Parameters
[in]child

Definition at line 1227 of file SCR_ScenarioFrameworkSystem.c.

◆ GetVariable()

bool SCR_ScenarioFrameworkSystem::GetVariable ( string key,
out string value )
inlineprotected

Get value of given variable.

Definition at line 1093 of file SCR_ScenarioFrameworkSystem.c.

◆ HideHint()

void SCR_ScenarioFrameworkSystem::HideHint ( FactionKey factionKey = "",
int playerID = -1 )
inlineprotected

Hide current hint

Parameters
[in]factionKeyrepresents the identifier for the faction in the game world.
[in]playerIDrepresents the unique identifier for the player receiving the hint.

Definition at line 1448 of file SCR_ScenarioFrameworkSystem.c.

◆ Init()

bool SCR_ScenarioFrameworkSystem::Init ( )
inlineprotected

Initializes scenario framework system

Returns
The return value represents whether the initialization process was successful or not.

Definition at line 716 of file SCR_ScenarioFrameworkSystem.c.

◆ InvokeSlotAISpawned()

void SCR_ScenarioFrameworkSystem::InvokeSlotAISpawned ( SCR_ScenarioFrameworkLayerBase layer,
IEntity entity )
inlinestaticprotected

Definition at line 103 of file SCR_ScenarioFrameworkSystem.c.

◆ IsMaster()

bool SCR_ScenarioFrameworkSystem::IsMaster ( )
inlineprotected

Checks if current game mode has RplComponent and is not a proxy.

Returns
true if the current game mode is not a proxy RplComponent, otherwise false.

Definition at line 580 of file SCR_ScenarioFrameworkSystem.c.

◆ IsSaveGameLoading()

bool SCR_ScenarioFrameworkSystem::IsSaveGameLoading ( )
inlinestaticprotected

Definition at line 1735 of file SCR_ScenarioFrameworkSystem.c.

◆ IsWorldLoadInit()

bool SCR_ScenarioFrameworkSystem::IsWorldLoadInit ( )
inlinestaticprotected

Definition at line 1742 of file SCR_ScenarioFrameworkSystem.c.

◆ LoadComponentSettings()

void SCR_ScenarioFrameworkSystem::LoadComponentSettings ( )
inlineprotected

Loads component settings from SCR_GameModeSFManager.

Definition at line 614 of file SCR_ScenarioFrameworkSystem.c.

◆ LoadHeaderSettings()

void SCR_ScenarioFrameworkSystem::LoadHeaderSettings ( )
inlineprotected

Loads mission header settings.

Definition at line 633 of file SCR_ScenarioFrameworkSystem.c.

◆ ManageLayerDebugShape()

void SCR_ScenarioFrameworkSystem::ManageLayerDebugShape ( EntityID id,
bool draw,
float radius,
bool runtime )
inlineprotected

Manages layer debug shape visibility and radius, updates event mask if draw is true, stores layer IDs for runtime in session

Parameters
[in]idEntity ID represents the unique identifier for an entity in the game world, used to find and manipulate specific objects in the simulation
[in]drawrepresents whether to display debug shape for the layer during runtime.
[in]radiusrepresents the size of debug shape drawn around the layer entity in the game world.
[in]runtimedetermines if debug shapes should be drawn during gameplay or not.

Definition at line 1533 of file SCR_ScenarioFrameworkSystem.c.

◆ OnDiag()

void SCR_ScenarioFrameworkSystem::OnDiag ( float timeSlice)
inlineprotected
Parameters
[in]timeSliceinterval for diagnostics update.

Definition at line 1765 of file SCR_ScenarioFrameworkSystem.c.

◆ OnInit()

void SCR_ScenarioFrameworkSystem::OnInit ( )
inlineprotected

Registers debug menus for ScenarioFramework in DiagMenu.

Definition at line 678 of file SCR_ScenarioFrameworkSystem.c.

◆ OnPlayerConnected()

void SCR_ScenarioFrameworkSystem::OnPlayerConnected ( int playerID)
inlineprotected

Definition at line 823 of file SCR_ScenarioFrameworkSystem.c.

◆ OnTaskAdded()

void SCR_ScenarioFrameworkSystem::OnTaskAdded ( SCR_Task task)
inlineprotected
Parameters
[in]taskDisplays a message when a new task is created, indicating if it's for a specific faction or not.

Definition at line 396 of file SCR_ScenarioFrameworkSystem.c.

◆ OnTaskAddedCalledLater()

void SCR_ScenarioFrameworkSystem::OnTaskAddedCalledLater ( SCR_Task task)
inlineprotected
Parameters
[in]taskDisplays a message when a new task is created, indicating if it's for a specific faction or not.

Definition at line 403 of file SCR_ScenarioFrameworkSystem.c.

◆ OnTaskUpdate()

void SCR_ScenarioFrameworkSystem::OnTaskUpdate ( SCR_Task task,
SCR_ETaskState taskState )
inlineprotected

Updates task properties, checks if task is finished, and triggers pop-up messages or slot task updates based on event

Parameters
[in]taskUpdates task properties, checks for finished tasks, triggers pop-up messages, and invokes onTaskStateChanged event
[in]taskStaterepresenting changes in task properties, excluding creation, completion, or assignee changes.

Definition at line 443 of file SCR_ScenarioFrameworkSystem.c.

◆ OnUpdatePoint()

void SCR_ScenarioFrameworkSystem::OnUpdatePoint ( WorldUpdatePointArgs args)
inlineprotected

Definition at line 1749 of file SCR_ScenarioFrameworkSystem.c.

◆ PlayCommunicationSoundOnEntity()

void SCR_ScenarioFrameworkSystem::PlayCommunicationSoundOnEntity ( IEntity entity,
string sSndName )
inlineprotected

Plays communication sound on entity or game mode if entity is null.

Parameters
[in]entityRepresents an in-game object or character.
[in]sSndNamesSndName is the name of the sound file to play on the specified entity.

Definition at line 218 of file SCR_ScenarioFrameworkSystem.c.

◆ PlayIntroVoiceline()

void SCR_ScenarioFrameworkSystem::PlayIntroVoiceline ( int playerID,
string eventName,
EntityID entityID )
inlineprotected

Plays intro voiceline for player with specified event name and entity ID.

Parameters
[in]playerIDPlayer ID represents the unique identifier for the player in the game.
[in]eventNamePlays intro voiceline for event.
[in]entityIDEntityID represents the ID of the entity playing the intro voiceline.

Definition at line 237 of file SCR_ScenarioFrameworkSystem.c.

◆ PlaySoundOnEntity()

void SCR_ScenarioFrameworkSystem::PlaySoundOnEntity ( IEntity entity,
string sSndName )
inlineprotected

Plays sound on entity or game mode if entity is null.

Parameters
[in]entityRepresents an in-game object or character.
[in]sSndNamesSndName is the name of the sound file to play on the specified entity.

Definition at line 179 of file SCR_ScenarioFrameworkSystem.c.

◆ PlaySoundOnEntityPosition()

void SCR_ScenarioFrameworkSystem::PlaySoundOnEntityPosition ( IEntity object,
string soundFile,
string soundEventName )
inlineprotected

Plays sound event on the position of provided entity

Parameters
[in]objectwhere taht sound will be played
[in]soundFileresource name of a sound file that contains desired event
[in]soundEventNamename of a sound event that will be used to play a sound

Definition at line 355 of file SCR_ScenarioFrameworkSystem.c.

◆ PopUpMessage()

void SCR_ScenarioFrameworkSystem::PopUpMessage ( string sTitle,
string sSubtitle,
FactionKey factionKey = "",
int playerID = -1,
string titleParam1 = "",
string titleParam2 = "",
string subtitleParam1 = "",
string subtitleParam2 = "" )
inlineprotected

Displays a pop-up message with title, subtitle, optional faction key, and optional player ID.

Parameters
[in]sTitlefor pop-up message displayed on screen.
[in]sSubtitleis the secondary message displayed in the pop-up message box.
[in]factionKeyrepresents the identifier for the faction in the game, used to specify which faction's message is being
[in]playerIDrepresents the unique identifier for the player receiving the pop-up message.

Definition at line 1489 of file SCR_ScenarioFrameworkSystem.c.

◆ PostInit()

void SCR_ScenarioFrameworkSystem::PostInit ( )
inlineprotected

Generates tasks for debug shape layers on player connect, if any.

Definition at line 803 of file SCR_ScenarioFrameworkSystem.c.

◆ PrepareAreaSpecificDynamicDespawn()

void SCR_ScenarioFrameworkSystem::PrepareAreaSpecificDynamicDespawn ( SCR_ScenarioFrameworkArea area,
bool staySpawned = false,
int despawnRange = 0 )
inlineprotected

Prepares dynamic spawn/despawn for specific area (Intended for runtime usage)

Parameters
[in]area
[in]staySpawned

Definition at line 1250 of file SCR_ScenarioFrameworkSystem.c.

◆ PrepareDynamicDespawn()

void SCR_ScenarioFrameworkSystem::PrepareDynamicDespawn ( )
inlineprotected

Prepares dynamic spawn/despawn.

Definition at line 1296 of file SCR_ScenarioFrameworkSystem.c.

◆ ProcessVoicelineEnumAndString()

void SCR_ScenarioFrameworkSystem::ProcessVoicelineEnumAndString ( typename targetEnum ,
string targetString )
inlineprotected

Processes voice line enum and string, assigns index if match found.

Parameters
[in]targetEnumTargetEnum is an enum type representing combat operations in the game, used for indexing voice lines based on the given string.
[in]targetStringRepresents a string value associated with an enum in the SCR_ECombatOps_Everon_Tasks enum

Definition at line 1108 of file SCR_ScenarioFrameworkSystem.c.

◆ RegisterArea()

void SCR_ScenarioFrameworkSystem::RegisterArea ( SCR_ScenarioFrameworkArea area)
inlineprotected

Registers new area in scenario framework areas list.

Parameters
[in]areato be registered.

Definition at line 597 of file SCR_ScenarioFrameworkSystem.c.

◆ RemoveAreaSpecificDynamicDespawn()

void SCR_ScenarioFrameworkSystem::RemoveAreaSpecificDynamicDespawn ( SCR_ScenarioFrameworkArea area,
bool staySpawned = false )
inlineprotected

Removes dynamic spawn/despawn for specific area (Intended for runtime usage)

Parameters
[in]area
[in]staySpawned

Definition at line 1271 of file SCR_ScenarioFrameworkSystem.c.

◆ RpcDo_CreateVariableValue()

void SCR_ScenarioFrameworkSystem::RpcDo_CreateVariableValue ( string key,
string value,
int playerID )
inlineprotected

Create a new global variable at the scenario.

Definition at line 1060 of file SCR_ScenarioFrameworkSystem.c.

◆ RpcDo_HideHint()

void SCR_ScenarioFrameworkSystem::RpcDo_HideHint ( FactionKey factionKey,
int playerID )
inlineprotected

Hide current hint.

Parameters
[in]factionKeyrepresents the identifier for the faction in the game, used to check if the local player is part of it
[in]playerIDrepresents the unique identifier for a player in the game.

Definition at line 1459 of file SCR_ScenarioFrameworkSystem.c.

◆ RpcDo_ManageLayerDebugShape()

void SCR_ScenarioFrameworkSystem::RpcDo_ManageLayerDebugShape ( int playerID,
EntityID id,
bool draw,
float radius )
inlineprotected

Manages layer debug shape visibility and radius for specified player.

Parameters
[in]playerIDPlayer ID represents the unique identifier for the player controlling the action in the method.
[in]idRepresents entity ID for scenario layer in the game world.
[in]drawparameter represents whether to enable or disable debug shapes for the specified layer during runtime.
[in]radiusrepresents the size of debug shape drawn around the layer during runtime.

Definition at line 1563 of file SCR_ScenarioFrameworkSystem.c.

◆ RpcDo_PlayCommunicationSoundOnEntity()

void SCR_ScenarioFrameworkSystem::RpcDo_PlayCommunicationSoundOnEntity ( EntityID pEntID,
string sSndName )
inlineprotected

Plays sound on entity by ID.

Parameters
[in]pEntIDEntity ID representing an object in the game world.
[in]sSndNameSound name for playing sound on entity.

Definition at line 198 of file SCR_ScenarioFrameworkSystem.c.

◆ RpcDo_PlayIntroVoiceline()

void SCR_ScenarioFrameworkSystem::RpcDo_PlayIntroVoiceline ( int playerID,
string eventName,
EntityID entityID )
inlineprotected

Plays intro voiceline event for player, sets objectives based on indexes, and plays sound event.

Parameters
[in]playerIDPlayer ID represents the unique identifier for the player in the game.
[in]eventNameEventName is the name of the sound event to be played for the player when intro voiceline is triggered.
[in]entityIDEntityID represents an optional parameter for specifying an entity in the game world to which the intro voice line should be played.

Definition at line 250 of file SCR_ScenarioFrameworkSystem.c.

◆ RpcDo_PlaySoundOnEntity()

void SCR_ScenarioFrameworkSystem::RpcDo_PlaySoundOnEntity ( EntityID pEntID,
string sSndName )
inlineprotected

Plays sound on entity by ID.

Parameters
[in]pEntIDEntity ID representing an object in the game world.
[in]sSndNameSound name for playing sound on entity.

Definition at line 159 of file SCR_ScenarioFrameworkSystem.c.

◆ RpcDo_PlaySoundOnEntityPosition()

void SCR_ScenarioFrameworkSystem::RpcDo_PlaySoundOnEntityPosition ( RplId objectID,
string soundFile,
string soundEventName )
inlineprotected

Plays sound on entity position with given sound file and event name.

Parameters
[in]objectIDRepresents an entity in the game world.
[in]soundFileSound file is the audio resource played at the entity's position.
[in]soundEventNameSoundEventName is the name of the sound event to play on the specified entity's position.

Definition at line 336 of file SCR_ScenarioFrameworkSystem.c.

◆ RpcDo_PopUpMessage()

void SCR_ScenarioFrameworkSystem::RpcDo_PopUpMessage ( string sTitle,
string sSubtitle,
FactionKey factionKey,
int playerID,
string titleParam1,
string titleParam2,
string subtitleParam1,
string subtitleParam2 )
inlineprotected

Displays pop-up message with title, subtitle, and checks if player is in specified faction or not.

Parameters
[in]sTitlefor pop-up message displayed on screen.
[in]sSubtitleis the message content displayed in the pop-up notification.
[in]factionKeyrepresents the identifier for a faction in the game, used to check if the local player is part of it
[in]playerIDrepresents the unique identifier for a player in the game.

Definition at line 1502 of file SCR_ScenarioFrameworkSystem.c.

◆ RpcDo_SetSignalOnEntity()

void SCR_ScenarioFrameworkSystem::RpcDo_SetSignalOnEntity ( EntityID pEntID,
string signalName,
int val )
inlineprotected

Sets signal value on entity by ID.

Parameters
[in]pEntIDEntity ID of an object in the game world.
[in]signalNameSignal name is an identifier for a specific signal within an entity, used to set its value in the method.
[in]valval represents the value to set for the specified signal on the entity.

Definition at line 122 of file SCR_ScenarioFrameworkSystem.c.

◆ RpcDo_SetVariableValue()

void SCR_ScenarioFrameworkSystem::RpcDo_SetVariableValue ( string key,
string value )
inlineprotected

Set a value to global variable at the scenario.

Definition at line 1082 of file SCR_ScenarioFrameworkSystem.c.

◆ RpcDo_ShowHint()

void SCR_ScenarioFrameworkSystem::RpcDo_ShowHint ( string sTitle,
string sSubtitle,
int timeOut,
FactionKey factionKey,
int playerID )
inlineprotected

Displays hint with title, subtitle, timeout, and fact/playerID checks.

Parameters
[in]sTitleis the title of the hint message displayed to players.
[in]sSubtitleis the secondary message displayed in hint UI, it provides additional information related to the main title.
[in]timeOutrepresents the duration in seconds for which hint is displayed on screen.
[in]factionKeyrepresents the identifier for the faction in the game, used to check if the local player is part of it
[in]playerIDrepresents the unique identifier for a player in the game.

Definition at line 1418 of file SCR_ScenarioFrameworkSystem.c.

◆ RpcDo_ShowLayout()

void SCR_ScenarioFrameworkSystem::RpcDo_ShowLayout ( int playerID,
EntityID actionOwnerEntId,
int layoutId,
float fadeIn,
float fadeOut,
float visibilityTime,
float opacity )
inlineprotected

Displays a pop-up message with title, subtitle, optional faction key, and optional player ID.

Parameters
[in]playerIdPlayer ID represents the unique identifier for the player.
[in]actionOwnerEntIdentity ID identifying entity that holds the action.
[in]intlayoutId layout ID identifying a specific UI layout
[in]floatfadeIn fade in time.
[in]floatfadeOut fade out time.
[in]floattime for how long layout will be visible.
[in]floatopacity of the layout.

Definition at line 1612 of file SCR_ScenarioFrameworkSystem.c.

◆ SelectNearestAreaByTaskType()

SCR_ScenarioFrameworkArea SCR_ScenarioFrameworkSystem::SelectNearestAreaByTaskType ( SCR_ESFTaskType eTaskType)
inlineprotected

Selects nearest area with suitable task type for last finished task position.

Parameters
[in]eTaskTypeeTaskType represents the type of task required for selecting an area in the scenario framework.
Returns
Selects nearest area suitable for given task type based on last finished task position.

Definition at line 549 of file SCR_ScenarioFrameworkSystem.c.

◆ SelectRandomAreaByTaskType()

SCR_ScenarioFrameworkArea SCR_ScenarioFrameworkSystem::SelectRandomAreaByTaskType ( SCR_ESFTaskType eTaskType)
inlineprotected

Selects random area with suitable task type from list of areas.

Parameters
[in]eTaskTypeTask type parameter represents the type of task to be assigned in the selected area.
Returns
a randomly selected area from the list of areas suitable for the given task type, or null if no suitable area is found

Definition at line 1199 of file SCR_ScenarioFrameworkSystem.c.

◆ SetMissionEndScreen()

void SCR_ScenarioFrameworkSystem::SetMissionEndScreen ( EGameOverTypes GameOverType)
inlineprotected
Parameters
[in]GameOverTypeRepresents mission end type for displaying appropriate end screen in game.

Definition at line 512 of file SCR_ScenarioFrameworkSystem.c.

◆ SetSignalValue()

void SCR_ScenarioFrameworkSystem::SetSignalValue ( IEntity entity,
string signalName,
int val )
inlineprotected

Sets signal value on entity via RPC.

Parameters
[in]entityRepresents an in-game object with properties and behavior.
[in]signalNameSignalName is the name of the signal on the entity to set its value.
[in]valval: Integer representing signal value to set on entity.

Definition at line 143 of file SCR_ScenarioFrameworkSystem.c.

◆ SetVariableValue()

void SCR_ScenarioFrameworkSystem::SetVariableValue ( string key,
string value )
inlineprotected

Set a value to global variable at the scenario.

Definition at line 1073 of file SCR_ScenarioFrameworkSystem.c.

◆ ShouldBePaused()

override event bool SCR_ScenarioFrameworkSystem::ShouldBePaused ( )
inlineprotected

Is this system should be paused while the simulation is paused?

Definition at line 111 of file SCR_ScenarioFrameworkSystem.c.

◆ ShowHint()

void SCR_ScenarioFrameworkSystem::ShowHint ( string sTitle,
string sSubtitle,
int timeOut,
FactionKey factionKey = "",
int playerID = -1 )
inlineprotected

Displays hint with title, subtitle, timeout, faction key, and player ID, then calls RpcDo

Parameters
[in]sTitlestring for hint message displayed on screen.
[in]sSubtitleis the secondary message displayed in hint.
[in]timeOutrepresents the duration in milliseconds for which hint is displayed on screen.
[in]factionKeyrepresents the identifier for the faction in the game world.
[in]playerIDrepresents the unique identifier for the player receiving the hint.

Definition at line 1404 of file SCR_ScenarioFrameworkSystem.c.

◆ ShowLayout()

void SCR_ScenarioFrameworkSystem::ShowLayout ( int playerId = -1,
EntityID actionOwnerEntId = EntityID.INVALID,
int layoutId = -1,
float fadeIn = -1,
float fadeOut = -1,
float visibilityTime = -1,
float opacity = -1 )
inlineprotected

Displays a pop-up message with title, subtitle, optional faction key, and optional player ID.

Parameters
[in]playerIdPlayer ID represents the unique identifier for the player.
[in]actionOwnerEntIdentity ID identifying entity that holds the action.
[in]intlayoutId layout ID identifying a specific UI layout
[in]floatfadeIn fade in time.
[in]floatfadeOut fade out time.
[in]floattime for how long layout will be visible.
[in]floatopacity of the layout.

Definition at line 1596 of file SCR_ScenarioFrameworkSystem.c.

◆ SpawnRandomTask()

void SCR_ScenarioFrameworkSystem::SpawnRandomTask ( int countSafe = 0)
inlineprotected

Spawns random tasks in an area, removing duplicates and ensuring task type balance.

Parameters
[in]countSafeCountSafe represents the number of tasks already spawned in the scenario, used for limiting the maximum number of tasks that can be

Definition at line 853 of file SCR_ScenarioFrameworkSystem.c.

◆ SyncDebugShapes()

void SCR_ScenarioFrameworkSystem::SyncDebugShapes ( int playerID)
inlineprotected

Synchronizes debug shapes for player with ID, manages layer visibility and position.

Parameters
[in]playerIDPlayer ID represents the unique identifier for the player controlling the action in the method.

Definition at line 839 of file SCR_ScenarioFrameworkSystem.c.

◆ UnregisterArea()

void SCR_ScenarioFrameworkSystem::UnregisterArea ( SCR_ScenarioFrameworkArea area)
inlineprotected

Registers new area in scenario framework areas list.

Parameters
[in]areato be registered.

Definition at line 606 of file SCR_ScenarioFrameworkSystem.c.

Member Data Documentation

◆ m_aAreas

ref array<SCR_ScenarioFrameworkArea> SCR_ScenarioFrameworkSystem::m_aAreas = {}
protected

Definition at line 53 of file SCR_ScenarioFrameworkSystem.c.

◆ m_aAreasTasksToSpawn

ref array<string> SCR_ScenarioFrameworkSystem::m_aAreasTasksToSpawn = {}
protected

Definition at line 58 of file SCR_ScenarioFrameworkSystem.c.

◆ m_aDebugShapesLayers

ref array<ref Tuple3<EntityID, bool, float> > SCR_ScenarioFrameworkSystem::m_aDebugShapesLayers = {}
protected

Definition at line 66 of file SCR_ScenarioFrameworkSystem.c.

◆ m_aDespawnedAreas

ref array<ref Tuple3<SCR_ScenarioFrameworkArea, vector, int> > SCR_ScenarioFrameworkSystem::m_aDespawnedAreas = {}
protected

Definition at line 65 of file SCR_ScenarioFrameworkSystem.c.

◆ m_aESFTaskTypeForRandomization

ref array<SCR_ESFTaskType> SCR_ScenarioFrameworkSystem::m_aESFTaskTypeForRandomization = {}
protected

Definition at line 62 of file SCR_ScenarioFrameworkSystem.c.

◆ m_aESFTaskTypesAvailable

ref array<SCR_ESFTaskType> SCR_ScenarioFrameworkSystem::m_aESFTaskTypesAvailable = {}
protected

Definition at line 61 of file SCR_ScenarioFrameworkSystem.c.

◆ m_aIntroVoicelineIndexes

ref array<int> SCR_ScenarioFrameworkSystem::m_aIntroVoicelineIndexes = {}
protected

Definition at line 57 of file SCR_ScenarioFrameworkSystem.c.

◆ m_aLayersTaskToSpawn

ref array<string> SCR_ScenarioFrameworkSystem::m_aLayersTaskToSpawn = {}
protected

Definition at line 59 of file SCR_ScenarioFrameworkSystem.c.

◆ m_aLayerTasksForRandomization

ref array<SCR_ScenarioFrameworkLayerTask> SCR_ScenarioFrameworkSystem::m_aLayerTasksForRandomization = {}
protected

Definition at line 56 of file SCR_ScenarioFrameworkSystem.c.

◆ m_aLayerTasksToBeInitialized

ref array<SCR_ScenarioFrameworkLayerTask> SCR_ScenarioFrameworkSystem::m_aLayerTasksToBeInitialized = {}
protected

Definition at line 55 of file SCR_ScenarioFrameworkSystem.c.

◆ m_aObservers

ref array<vector> SCR_ScenarioFrameworkSystem::m_aObservers = {}
protected

Definition at line 67 of file SCR_ScenarioFrameworkSystem.c.

◆ m_aSelectedAreas

ref array<SCR_ScenarioFrameworkArea> SCR_ScenarioFrameworkSystem::m_aSelectedAreas = {}
protected

Definition at line 54 of file SCR_ScenarioFrameworkSystem.c.

◆ m_aSlotsTaskToSpawn

ref array<string> SCR_ScenarioFrameworkSystem::m_aSlotsTaskToSpawn = {}
protected

Definition at line 60 of file SCR_ScenarioFrameworkSystem.c.

◆ m_aSpawnedAreas

ref array<ref Tuple3<SCR_ScenarioFrameworkArea, vector, int> > SCR_ScenarioFrameworkSystem::m_aSpawnedAreas = {}
protected

Definition at line 64 of file SCR_ScenarioFrameworkSystem.c.

◆ m_eGameOverType

EGameOverTypes SCR_ScenarioFrameworkSystem::m_eGameOverType = EGameOverTypes.COMBATPATROL_DRAW
protected

Definition at line 51 of file SCR_ScenarioFrameworkSystem.c.

◆ m_FactionManager

FactionManager SCR_ScenarioFrameworkSystem::m_FactionManager
protected

Definition at line 46 of file SCR_ScenarioFrameworkSystem.c.

◆ m_fCheckInterval

float SCR_ScenarioFrameworkSystem::m_fCheckInterval
protected

Definition at line 72 of file SCR_ScenarioFrameworkSystem.c.

◆ m_fTimer

float SCR_ScenarioFrameworkSystem::m_fTimer
protected

Definition at line 71 of file SCR_ScenarioFrameworkSystem.c.

◆ m_LastFinishedTask

SCR_Task SCR_ScenarioFrameworkSystem::m_LastFinishedTask
protected

Definition at line 50 of file SCR_ScenarioFrameworkSystem.c.

◆ m_LastFinishedTaskLayer

SCR_ScenarioFrameworkLayerBase SCR_ScenarioFrameworkSystem::m_LastFinishedTaskLayer
protected

Definition at line 49 of file SCR_ScenarioFrameworkSystem.c.

◆ m_mVariableMap

ref map<string, string> SCR_ScenarioFrameworkSystem::m_mVariableMap = new map<string, string>
protected

Definition at line 68 of file SCR_ScenarioFrameworkSystem.c.

◆ m_TaskSystem

SCR_TaskSystem SCR_ScenarioFrameworkSystem::m_TaskSystem
protected

Definition at line 47 of file SCR_ScenarioFrameworkSystem.c.

◆ s_CallQueuePausable

ref ScriptCallQueue SCR_ScenarioFrameworkSystem::s_CallQueuePausable = new ScriptCallQueue()
staticprotected

Definition at line 70 of file SCR_ScenarioFrameworkSystem.c.


The documentation for this class was generated from the following file: