// September 2015 // Levee Patroller / Dijk Patrouille // This source file is (c) by Deltares. This source file is open source but only available to select users. Do not redistribute without written permission of Stichting Deltares, Delft, The Netherlands. // This header has been automatically generated. //============================================================================= // GeoLevelDetails // // Object to keep information of level. // // This file should be a DataObject that is not possible in Runtimeversion // Another solution would be to have it as a GameInfo // // ------------------------------------------------------------ // Created by Rui Guimaraes // © 2006, Geodelft // // Date Id Modification // 2007-02-04 gui Added ScenarioNumber and CurrentLevelImage for loading screen // 2007-06-19 gui Added description of variable CurrentLevelScenarioNumber // 2007-10-05 Jln Added Failuredescription and modified Array*ActiveFailureNames; //============================================================================= class GeoLevelDetails extends Object config(GeoUser); /// New (almar): struct FailureDescription { var name FailureName; var GeoEnums.FailingMechanisms MechanismType; //We can't use the mechanism struct here, it's defined in geointerface -> we cannot access that. //var GeoEnums.FailingMechanisms MechanismType; }; /* struct LevelFailures { var GeoEnums.FailingMechanisms Mechanism; // the name of the mechanism var array FailureNames; // the names the engine uses to activate the right failures var int VerySerious; // the amount of failures set VS in the level var int Serious; // the amount of failures set S in the level var int NotSerious; // the amount of failures set NS in the level //2007-10-11 Jln var int MaxCount; /// Maximum number of failures available. }; */ /// Modified (almar) var globalconfig array ArrayCriticalActiveFailureNames; var globalconfig array ArrayRelevantActiveFailureNames; var globalconfig array ArrayReportableActiveFailureNames; /// Tiles to activate after bringing up the level: (set from MenuLevelOptions / Stored in config) var globalconfig array LeveeTilesToActivate; var globalconfig bool IsRaining; var globalconfig bool TakeMeasures; var globalconfig bool MakeDiagnoses; var globalconfig bool IsCompleteExercise; var globalconfig int CurrentLevelScenarioNumber; // Used for loading screen image and for in game MAPS var globalconfig material CurrentLevelImage; function ResetLevelDetails() { local int i; // THIS SECTION IS HERE BECAUSE IT WAS KEEPING VALUES IN GLOBALCONFIG WHEN EMPTY // AND THIS MAKES SURE THINGS ARE EMPTY. Probably a bug on the engine doesn't save globalconfig when empty // IT WORKS THIS WAY, BUT ANOTHER SOLUTION THAT ERASES IS BETTER // WHEN TYPE OF FAILURE IS EMPTY ONE FAILURE NONE WILL BE PLACED THERE for(i=0; i