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using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /Fortnite.com/Teams }
using { /Fortnite.com/Game }
using { /Fortnite.com/Characters }
using { /UnrealEngine.com/Temporary/Diagnostics }
Game_Manager := class(creative_device):
var PlayerMap : [player]int = map{}
@editable var WeaponGranters : []item_granter_device = array{}
@editable var Sentries : []sentry_device = array{}
@editable EndGameDevice : end_game_device = end_game_device{}
OnBegin<override>()<suspends>:void=
InitPlayers()
# get players
InitPlayers() : void=
AllPlayers := GetPlayspace().GetPlayers()
for (Player : AllPlayers, FortCharacter := Player.GetFortCharacter[]):
if (set PlayerMap[Player] = 0, WeaponTier := PlayerMap[Player]):
FortCharacter.EliminatedEvent().Subscribe(OnPlayerElim)
GrantWeapon(Player, WeaponTier)
#give gun to player
GrantWeapon(Player : player, WeaponTier: int) : void=
Print ("Attempting to grant weapon")
if (ItemGranter := WeaponGranters[WeaponTier]):
Print("Granted item to player")
ItemGranter.GrantItem(Player)
OnPlayerElim(Result : elimination_result) : void=
Eliminator := Result.EliminatingCharacter
if (FortCharacter := Eliminator?, EliminatingAgent := FortCharacter.GetAgent[]):
Print("We need to promote player")
PlayerPromotion(Agent : agent) : void=
var WeaponTier : int = 0
#grab weapon tier
if (Player := player[Agent], PlayerWeaponTier := PlayerMap[Player]):
#set it +1
set WeaponTier = PlayerWeaponTier+1
#put it back
if (Player := player[Agent], set PlayerMap[Player] = WeaponTier):
GrantWeapon(Player, WeaponTier)
InitTestMode() : void=
for (Sentry : Sentries):
Sentry.EliminatedEvent.Subscribe(TestPlayerElimination)
TestPlayerElimination(Agent :?agent) : void=
Print ("Sentry eliminated")
if (Player := Agent?):
PlayerPromotion(Player)
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