Difference between revisions of "HPL3/Scripting/Scripting Guide/Sequences"

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They are very useful when we need to handle a big amount of timers that should occur one after another - or in other words - a sequence.
 
They are very useful when we need to handle a big amount of timers that should occur one after another - or in other words - a sequence.
  
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For each sequence you need a map property to store the state - a cSequenceStatesData property e.g.
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For each sequence you need a map property to store the state - a cSequenceStatesData property:
  
 
<pre>cSequenceStatesData mSequenceAlert;</pre>
 
<pre>cSequenceStatesData mSequenceAlert;</pre>
  
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Then you create a sequence function. This will be repeatedly called until the whole sequence is over. It looks something like this:
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Then you create a sequence function. This will be repeatedly called until the whole sequence is over. It looks something like this:<syntaxhighlight lang="c++">
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void Sequence_Alert(const tString& in asName)
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{
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    Sequence_Begin("Sequence_Alert", mSequenceAlert);
 +
   
 +
    if(Sequence_DoStepAndWait(1.0f))  // Do this step and then wait for 1 second
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    {
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        MakeALoudNoise();
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    }
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    else if (Sequence_DoStepAndWait(2.5f)) // Do this and then wait for 2.5 seconds
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    {
 +
        FlashABrightLight();
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    }
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    else if (Sequence_DoStepAndPause()) // Do this and then pause until told otherwise
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    {
 +
        SaySomethingAndCallBack("OnSayingSomethingComplete");
 +
    }
 +
    else if (Sequence_DoStepAndWait(10.0f)) // Do this and then wait for 10s
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    {
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        CrushPlayerLikeAnAnt();
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    }
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    else if (Sequence_DoStepAndContinue()) // Do this and go on to the next step (in this case there isn't one)
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    {
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        ApologiseToPlayer();
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    }
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    Sequence_End();
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}
  
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*shows sequence example*
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void OnSayingSomethingComplete()
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{
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As you can see, <code>Sequence_DoStepAndPause()</code> in there actually pauses the whole sequence until some external event - in this case the callback from the voice playing code - calls <code>SequenceStates_Resume()</code> and asks it to continue.
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    // Saying something is now complete - poke the sequence to continue processing
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    SequenceStates_Resume("Sequence_Alert");
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To start the sequence, you just call the sequence function once with an empty argument when you want it to trigger:
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}
 +
</syntaxhighlight>As you can see, <code>Sequence_DoStepAndPause()</code> in there actually pauses the whole sequence until some external event - in this case the callback from the voice playing code - calls <code>SequenceStates_Resume()</code> and asks it to continue.
  
 +
To start the sequence, you just call the sequence function once with an empty argument when you want it to trigger:<syntaxhighlight lang="c++">
 
Sequence_Alert("");
 
Sequence_Alert("");
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</syntaxhighlight>No need to call it every frame or anything! Once started, timers will automatically make sure that the sequence steps get followed when they need to be.
  
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No need to call it every frame or anything! Once started, timers will automatically make sure that the sequence steps get followed when they need to be.
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{{tip|Since sequences are totally independent of each other, you could run multiple sequences in parallel.}}
  
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{{tip|Since sequences are totally independent of each other, you could run multiple sequences in parallel.}}
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==See Also==
  
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== See Also ==
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*[[HPL3/Scripting/Sequences_Helper|Sequences Helper]]
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* [[HPL3/Scripting/Sequences_Helper|Sequences Helper]]
 
  
  

Revision as of 14:51, 12 August 2020


Many of the events that happen inside map script files are triggered sequences. For example: A sound plays, then the player's FoV changes, then a light starts flashing, etc.

We control all of those through a set of wrappers we call Sequences, which hide a bunch of timers away and make things easier to read.

They are very useful when we need to handle a big amount of timers that should occur one after another - or in other words - a sequence.

For each sequence you need a map property to store the state - a cSequenceStatesData property:

cSequenceStatesData mSequenceAlert;

Then you create a sequence function. This will be repeatedly called until the whole sequence is over. It looks something like this:

void Sequence_Alert(const tString& in asName)
{
    Sequence_Begin("Sequence_Alert", mSequenceAlert);
    
    if(Sequence_DoStepAndWait(1.0f))  // Do this step and then wait for 1 second
    {
        MakeALoudNoise();
    }
    else if (Sequence_DoStepAndWait(2.5f)) // Do this and then wait for 2.5 seconds
    {
        FlashABrightLight();
    }
    else if (Sequence_DoStepAndPause()) // Do this and then pause until told otherwise
    {
        SaySomethingAndCallBack("OnSayingSomethingComplete");
    }
    else if (Sequence_DoStepAndWait(10.0f)) // Do this and then wait for 10s
    {
        CrushPlayerLikeAnAnt();
    }
    else if (Sequence_DoStepAndContinue()) // Do this and go on to the next step (in this case there isn't one)
    {
        ApologiseToPlayer();
    }
    
    Sequence_End();
}

void OnSayingSomethingComplete()
{
    // Saying something is now complete - poke the sequence to continue processing
    SequenceStates_Resume("Sequence_Alert");
}

As you can see, Sequence_DoStepAndPause() in there actually pauses the whole sequence until some external event - in this case the callback from the voice playing code - calls SequenceStates_Resume() and asks it to continue. To start the sequence, you just call the sequence function once with an empty argument when you want it to trigger:

Sequence_Alert("");

No need to call it every frame or anything! Once started, timers will automatically make sure that the sequence steps get followed when they need to be.

Icon tip.png Tip: Since sequences are totally independent of each other, you could run multiple sequences in parallel.

See Also



← Timers