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Adding all of the current content for Anphillia Unlimited.
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73
_module/nss/ee_enc_init.nss
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73
_module/nss/ee_enc_init.nss
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/************************************************************************
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* script name : eE_initialize
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* created by : eyesolated
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* date : 2011/6/1
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*
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* description : Initializes an eE encounter. The encounter object must be
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* the script executor.
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*
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* changes : 2010/6/1 - eyesolated - Initial creation
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************************************************************************/
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#include "ee_inc"
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void main()
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{
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object oEncounter = OBJECT_SELF;
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// Check if our Encounter object has the variable Event Tag set.
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if (GetLocalString(oEncounter, eE_VAR_INITIALIZETAG) == "")
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{
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eE_DebugMSG(oEncounter, "Invalid Encounter Object");
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return;
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}
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// Only enabled encounters can be initialized
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int iDisabled = GetLocalInt(oEncounter, eE_VAR_ENCOUNTER_DISABLED);
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if (iDisabled != 0)
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{
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eE_DebugMSG(oEncounter, "Initialize failed - Encounter Disabled");
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return;
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}
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// Only initialize oEncounter if it meets the set Condition(s)
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if (!eE_CheckConditions(oEncounter))
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{
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eE_DebugMSG(oEncounter, "Initialize failed - Condition check failed");
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return;
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}
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// Only initialize oEncounter if it's ready to start, i.e. not already in
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// progress or on cooldown
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int nEncounterStatus = eE_GetEncounterStatus(oEncounter);
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if (nEncounterStatus != eE_ENCOUNTER_STATUS_IDLE)
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{
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string sStatus;
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switch (nEncounterStatus)
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{
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case eE_ENCOUNTER_STATUS_INITIALIZING: sStatus = "Initializing"; break;
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case eE_ENCOUNTER_STATUS_INITIALIZED: sStatus = "Initialized"; break;
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case eE_ENCOUNTER_STATUS_INPROGRESS: sStatus = "In Progress"; break;
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case eE_ENCOUNTER_STATUS_ONCOOLDOWN: sStatus = "On Cooldown"; break;
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case eE_ENCOUNTER_STATUS_RESETTING: sStatus = "Resetting"; break;
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}
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eE_DebugMSG(oEncounter, "Initialize failed - Encounter not [" + sStatus + "]!");
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return;
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}
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// Set Encounter Status to Initializing
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eE_SetEncounterStatus(oEncounter, eE_ENCOUNTER_STATUS_INITIALIZING);
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string sTag = GetLocalString(oEncounter, eE_VAR_INITIALIZETAG);
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eE_HandleEvents(oEncounter, sTag, eE_ENCOUNTER_STATUS_INITIALIZING);
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// Set the encounter as Initialized
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eE_DebugMSG(oEncounter, "Initialized...");
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eE_SetEncounterStatus(oEncounter, eE_ENCOUNTER_STATUS_INITIALIZED);
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// we need to tell the area oEncounter is in that this encounter has entered the
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// initialized state and should despawn if all players left.
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// The encounter is removed from this Array as soon as it is started or all
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// players left the area. The Array in the area always knows which encounters it
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// has to manage
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eE_Encounter_AddToArea(oEncounter, GetArea(oEncounter), eE_VAR_AREA_ENCOUNTERARRAY_INI);
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}
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