Arma Reforger Script API
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Public Member Functions | Protected Member Functions | Protected Attributes | List of all members
SCR_ScenarioFrameworkAreaStruct Interface Reference
Inheritance diagram for SCR_ScenarioFrameworkAreaStruct:
[legend]

Public Member Functions

void StoreState (notnull SCR_ScenarioFrameworkArea area, out notnull SCR_ScenarioFrameworkAreaStruct areaStruct)
 Stores scenario area data into struct, cleans empty layers and logic, and stores children areas.
 
void StoreActivationTypeStatus (notnull SCR_ScenarioFrameworkArea area, notnull SCR_ScenarioFrameworkAreaStruct areaStruct)
 Updates area activation type in scenario framework area structure if it differs from default, otherwise removes it from structure.
 
bool GetAreaSelected ()
 
string GetDeliveryPointNameForItem ()
 
string GetLayerTaskname ()
 
void SetAreaSelected (bool selected)
 
void SetDeliveryPointNameForItem (string name)
 
void SetLayerTaskName (string layerTaskName)
 
void SCR_ScenarioFrameworkAreaStruct ()
 Registers variables for area.
 
- Public Member Functions inherited from SCR_ScenarioFrameworkLayerStruct
void StoreLayerState (notnull SCR_ScenarioFrameworkLayerBase layer)
 Stores layer state data into structs, cleans empty structs, and inserts non-empty ones into list.
 
void StoreActivationTypeStatus (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct)
 Updates layer's activation type in scenario structure if it differs from default, otherwise removes it from structure.
 
void StoreTerminationStatus (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct)
 Updates termination status in scenario layer structure based on current termination status in scenario layer.
 
void StoreRepeatedSpawn (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct)
 Updates scenario layer's repeated spawn settings from layer struct.
 
void StoreLayerTask (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct)
 Updates layer task state in scenario layer structure if it exists, otherwise removes it.
 
void StoreChildren (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct)
 Stores children layers, handles random spawning, and updates layer states in scenario framework layer structure.
 
void StoreLogic (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct)
 Stores logic states for scenario framework layer.
 
void StoreSlotAndRandomObject (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct)
 Stores AI prefab removal list and random object from scenario layer to scenario layer struct.
 
void CleanEmptyStoredLayers (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct)
 Removes empty layer structs from scenario layer.
 
void CleanEmptyStoredLogic (notnull SCR_ScenarioFrameworkLayerBase layer, notnull SCR_ScenarioFrameworkLayerStruct layerStruct)
 Clears empty logic structs from scenario layer.
 
void CleanEmptyStructs ()
 Clears empty layer and logic structs in the object.
 
void StoreLogicState (notnull SCR_ScenarioFrameworkLogic logic)
 Stores scenario logic state, handles counter and struct variables, and adds to list if struct count is more than 1.
 
void StoreLogicCounterValue (notnull SCR_ScenarioFrameworkLogicCounter logicCounter, notnull SCR_ScenarioFrameworkLogicStruct logicStruct)
 Updates logic struct with counter value if non-zero, otherwise unregisters it.
 
void StoreLogicCounterTermination (notnull SCR_ScenarioFrameworkLogicCounter logicCounter, notnull SCR_ScenarioFrameworkLogicStruct logicStruct)
 Checks if counter is terminated, increments struct var count if terminated, sets termination flag in struct if not.
 
void ClearEmptyLayerStructs (notnull array< ref SCR_ScenarioFrameworkLayerStruct > layerStructsToClear)
 Removes empty layer structs from an array by recursively checking their contents.
 
void ClearEmptyLogicStructs (notnull array< ref SCR_ScenarioFrameworkLogicStruct > logicStructsToClear)
 Clears empty logic structs from an array by copying them into another array, then removing those with less than 2.
 
void IncreaseStructVarCount ()
 Increases struct variable count by 1.
 
void DecreaseStructVarCount ()
 Decreases struct variable count by 1.
 
array< ref SCR_ScenarioFrameworkLayerStructGetLayerStructs ()
 
array< ref SCR_ScenarioFrameworkLogicStructGetLogicStructs ()
 
array< string > GetRandomlySpawnedChildren ()
 
int GetStructVarCount ()
 
SCR_ScenarioFrameworkEActivationType GetActivationType ()
 
bool GetIsTerminated ()
 
ref array< ResourceName > GetAIPrefabsForRemoval ()
 
string GetName ()
 
int GetLayerTaskState ()
 
ResourceName GetRandomlySpawnedObject ()
 
int GetRepeatedSpawnNumber ()
 
bool GetEnableRepeatedSpawn ()
 
void InsertRandomlySpawnedChildren (string child)
 Adds child to randomly spawned children list.
 
void SetActivationType (SCR_ScenarioFrameworkEActivationType type)
 
void SetIsTerminated (bool state)
 
void SetName (string name)
 
void SetLayerTaskState (int state)
 
void SetAIPrefabsForRemoval (array< ResourceName > arrayForRemoval)
 
void SetRandomlySpawnedObject (ResourceName name)
 
void SetRepeatedSpawnNumber (int number)
 
void SetEnableRepeatedSpawn (bool value)
 
void SCR_ScenarioFrameworkLayerStruct ()
 Registers variables for scenario framework layer structure.
 
- Public Member Functions inherited from SCR_JsonApiStruct
bool Serialize ()
 Write world data into the struct.
 
bool Deserialize ()
 Read data from the struct and apply them in the world.
 
void ClearCache ()
 Clear struct's data.
 
void Log ()
 Log struct's data.
 

Protected Member Functions

void StoreSelectedArea (notnull SCR_ScenarioFrameworkArea area, notnull SCR_ScenarioFrameworkAreaStruct areaStruct)
 Selects or deselects area in scenario framework area structure based on its selection status.
 
void StoreDeliveryPoint (notnull SCR_ScenarioFrameworkArea area, notnull SCR_ScenarioFrameworkAreaStruct areaStruct)
 Sets delivery point for an item in scenario area structure based on area's delivery point name.
 
void StoreTerminationStatus (notnull SCR_ScenarioFrameworkArea area, notnull SCR_ScenarioFrameworkAreaStruct areaStruct)
 Updates termination status in scenario framework area structure based on current termination status of area.
 
void StoreRepeatedSpawn (notnull SCR_ScenarioFrameworkArea area, notnull SCR_ScenarioFrameworkAreaStruct areaStruct)
 Updates area struct with repeated spawn settings from area.
 
void StoreLayerTask (notnull SCR_ScenarioFrameworkArea area, notnull SCR_ScenarioFrameworkAreaStruct areaStruct)
 Sets layer task name in area struct if layer task exists in area, otherwise removes it from area struct.
 
void StoreChildren (notnull SCR_ScenarioFrameworkArea area, notnull SCR_ScenarioFrameworkAreaStruct areaStruct)
 Stores children layers and their states in area struct, handles randomly spawned children if applicable.
 
void StoreLogic (notnull SCR_ScenarioFrameworkArea area, notnull SCR_ScenarioFrameworkAreaStruct areaStruct)
 Stores logic states for scenario area and updates struct count if necessary.
 
void CleanEmptyStoredLayers (notnull SCR_ScenarioFrameworkAreaStruct areaStruct)
 Removes empty layer structs from area struct.
 
void CleanEmptyStoredLogic (notnull SCR_ScenarioFrameworkAreaStruct areaStruct)
 Removes empty logic structs from area struct.
 
void CleanAreaStructs (notnull SCR_ScenarioFrameworkAreaStruct areaStruct)
 Clears empty layer and logic structs, removes AI prefab references, and resets random spawned object and layer.
 

Protected Attributes

bool m_bAreaSelected
 
string m_sItemDeliveryPointName
 
string m_sLayerTaskName
 
- Protected Attributes inherited from SCR_ScenarioFrameworkLayerStruct
string m_sName
 
ResourceName m_sRandomlySpawnedObject
 
ref array< ref SCR_ScenarioFrameworkLayerStructm_aLayersStructs = {}
 
ref array< ref SCR_ScenarioFrameworkLogicStructm_aLogicStructs = {}
 
ref array< SCR_ScenarioFrameworkLayerBasem_aChildren = {}
 
ref array< SCR_ScenarioFrameworkLogicm_aLogic = {}
 
ref array< ResourceName > m_aAIPrefabsForRemoval = {}
 
ref array< string > m_aRandomlySpawnedChildren = {}
 
int m_iLayerTaskState
 
SCR_ScenarioFrameworkEActivationType m_eActivationType = -1
 
bool m_bIsTerminated
 
int m_iRepeatedSpawnNumber
 
bool m_bEnableRepeatedSpawn
 
int m_iStructVarCount
 

Constructor & Destructor Documentation

◆ SCR_ScenarioFrameworkAreaStruct()

void SCR_ScenarioFrameworkAreaStruct.SCR_ScenarioFrameworkAreaStruct ( )

Registers variables for area.

Member Function Documentation

◆ CleanAreaStructs()

void SCR_ScenarioFrameworkAreaStruct.CleanAreaStructs ( notnull SCR_ScenarioFrameworkAreaStruct  areaStruct)
protected

Clears empty layer and logic structs, removes AI prefab references, and resets random spawned object and layer.

Parameters
[in]areaStructClears empty layer and logic structures, removes AI prefabs, random objects, and layer task state from area struct.

◆ CleanEmptyStoredLayers()

void SCR_ScenarioFrameworkAreaStruct.CleanEmptyStoredLayers ( notnull SCR_ScenarioFrameworkAreaStruct  areaStruct)
protected

Removes empty layer structs from area struct.

Parameters
[in]areaStructAreaStruct represents an area in the scenario with its own layer structures, which can be cleaned up if empty or non-ex

◆ CleanEmptyStoredLogic()

void SCR_ScenarioFrameworkAreaStruct.CleanEmptyStoredLogic ( notnull SCR_ScenarioFrameworkAreaStruct  areaStruct)
protected

Removes empty logic structs from area struct.

Parameters
[in]areaStructAreaStruct represents an area in the scenario with its own logic structures.

◆ GetAreaSelected()

bool SCR_ScenarioFrameworkAreaStruct.GetAreaSelected ( )
Returns
whether an area is selected or not.

◆ GetDeliveryPointNameForItem()

string SCR_ScenarioFrameworkAreaStruct.GetDeliveryPointNameForItem ( )
Returns
the name of the delivery point.

◆ GetLayerTaskname()

string SCR_ScenarioFrameworkAreaStruct.GetLayerTaskname ( )
Returns
Represents the name of the layer task.

◆ SetAreaSelected()

void SCR_ScenarioFrameworkAreaStruct.SetAreaSelected ( bool  selected)
Parameters
[in]selectedSets whether an area is selected or not.

◆ SetDeliveryPointNameForItem()

void SCR_ScenarioFrameworkAreaStruct.SetDeliveryPointNameForItem ( string  name)
Parameters
[in]nameSets item delivery point name.

◆ SetLayerTaskName()

void SCR_ScenarioFrameworkAreaStruct.SetLayerTaskName ( string  layerTaskName)
Parameters
[in]layerTaskNameSets the name for the layer task.

◆ StoreActivationTypeStatus()

void SCR_ScenarioFrameworkAreaStruct.StoreActivationTypeStatus ( notnull SCR_ScenarioFrameworkArea  area,
notnull SCR_ScenarioFrameworkAreaStruct  areaStruct 
)

Updates area activation type in scenario framework area structure if it differs from default, otherwise removes it from structure.

Parameters
[in]areaUpdates area's activation type in scenario framework area structure, adjusting count if necessary.
[in]areaStructRepresents scenario framework area structure with activation type status.

◆ StoreChildren()

void SCR_ScenarioFrameworkAreaStruct.StoreChildren ( notnull SCR_ScenarioFrameworkArea  area,
notnull SCR_ScenarioFrameworkAreaStruct  areaStruct 
)
protected

Stores children layers and their states in area struct, handles randomly spawned children if applicable.

Parameters
[in]areaStores children layers and their states in area structure.
[in]areaStructRepresents a structure containing information about scenario layers in an area for storing and retrieving layer states.

◆ StoreDeliveryPoint()

void SCR_ScenarioFrameworkAreaStruct.StoreDeliveryPoint ( notnull SCR_ScenarioFrameworkArea  area,
notnull SCR_ScenarioFrameworkAreaStruct  areaStruct 
)
protected

Sets delivery point for an item in scenario area structure based on area's delivery point name.

Parameters
[in]areaSets delivery point name for item in scenario framework area structure based on area's delivery point name.
[in]areaStructRepresents an area's structure in the scenario, used for item delivery point management.

◆ StoreLayerTask()

void SCR_ScenarioFrameworkAreaStruct.StoreLayerTask ( notnull SCR_ScenarioFrameworkArea  area,
notnull SCR_ScenarioFrameworkAreaStruct  areaStruct 
)
protected

Sets layer task name in area struct if layer task exists in area, otherwise removes it from area struct.

Parameters
[in]areaSets layer task name in area struct if layer task exists in area, otherwise removes it from area struct.
[in]areaStructRepresents area's layer task structure in scenario framework.

◆ StoreLogic()

void SCR_ScenarioFrameworkAreaStruct.StoreLogic ( notnull SCR_ScenarioFrameworkArea  area,
notnull SCR_ScenarioFrameworkAreaStruct  areaStruct 
)
protected

Stores logic states for scenario area and updates struct count if necessary.

Parameters
[in]areaStores logic states for scenario areas in an array, updates struct variables count if necessary.
[in]areaStructStores logic states for area in scenario framework structure.

◆ StoreRepeatedSpawn()

void SCR_ScenarioFrameworkAreaStruct.StoreRepeatedSpawn ( notnull SCR_ScenarioFrameworkArea  area,
notnull SCR_ScenarioFrameworkAreaStruct  areaStruct 
)
protected

Updates area struct with repeated spawn settings from area.

Parameters
[in]areaStores repeated spawn settings from area to area struct.
[in]areaStructRepresents area's repeated spawn configuration data in scenario framework.

◆ StoreSelectedArea()

void SCR_ScenarioFrameworkAreaStruct.StoreSelectedArea ( notnull SCR_ScenarioFrameworkArea  area,
notnull SCR_ScenarioFrameworkAreaStruct  areaStruct 
)
protected

Selects or deselects area in scenario framework area structure based on its selection status.

Parameters
[in]areaSelects area for struct if it's selected, increments struct var count otherwise unregisters selection.
[in]areaStructRepresents selected area state in scenario framework structure.

◆ StoreState()

void SCR_ScenarioFrameworkAreaStruct.StoreState ( notnull SCR_ScenarioFrameworkArea  area,
out notnull SCR_ScenarioFrameworkAreaStruct  areaStruct 
)

Stores scenario area data into struct, cleans empty layers and logic, and stores children areas.

Parameters
[in]areaStores scenario area data into struct for further processing.
[out]areaStructRepresents stored scenario area data structure for further processing.

◆ StoreTerminationStatus()

void SCR_ScenarioFrameworkAreaStruct.StoreTerminationStatus ( notnull SCR_ScenarioFrameworkArea  area,
notnull SCR_ScenarioFrameworkAreaStruct  areaStruct 
)
protected

Updates termination status in scenario framework area structure based on current termination status of area.

Parameters
[in]areaUpdates area termination status in scenario framework area structure.
[in]areaStructRepresents scenario framework area's state data structure.

Member Data Documentation

◆ m_bAreaSelected

bool SCR_ScenarioFrameworkAreaStruct.m_bAreaSelected
protected

◆ m_sItemDeliveryPointName

string SCR_ScenarioFrameworkAreaStruct.m_sItemDeliveryPointName
protected

◆ m_sLayerTaskName

string SCR_ScenarioFrameworkAreaStruct.m_sLayerTaskName
protected

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