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/**
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* Low-level API that provides set of utility methods for working with
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* `GameRule`s.
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* Copyright 2021-2022 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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* Acedia is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3 of the License, or
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* (at your option) any later version.
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*
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* Acedia is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
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*/
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class GameRulesAPI extends AcediaObject;
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/**
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* Called when game decides on a player's spawn point. If a `NavigationPoint`
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* is returned, signal propagation will be interrupted and returned value will
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* be used as the player start.
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*
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* [Signature]
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* NavigationPoint <slot>(
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* Controller player,
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* optional byte inTeam,
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* optional string incomingName)
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*
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* @param player Player for whom we are picking a spawn point.
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* @param inTeam Player's team number.
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* @param incomingName `Portal` parameter from `GameInfo.Login()` event.
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* @return `NavigationPoint` that will player must be spawned at.
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* `none` means that slot does not want to modify it.
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*/
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/* SIGNAL */
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public final function GameRules_OnFindPlayerStart_Slot OnFindPlayerStart(
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AcediaObject receiver)
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{
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local Signal signal;
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local UnrealService service;
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service = UnrealService(class'UnrealService'.static.Require());
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signal = service.GetSignal(class'GameRules_OnFindPlayerStart_Signal');
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return GameRules_OnFindPlayerStart_Slot(signal.NewSlot(receiver));
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}
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/**
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* Called in `GameInfo`'s `RestartGame()` method and allows to prevent
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* game's restart.
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*
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* This signal will always be propagated to all registered slots.
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*
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* [Signature]
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* bool <slot>()
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*
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* @return `true` if you want to prevent game restart and `false` otherwise.
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* `true` returned by one of the handlers overrides `false` values returned
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* by others.
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*/
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/* SIGNAL */
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public final function GameRules_OnHandleRestartGame_Slot OnHandleRestartGame(
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AcediaObject receiver)
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{
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local Signal signal;
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local UnrealService service;
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service = UnrealService(class'UnrealService'.static.Require());
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signal = service.GetSignal(class'GameRules_OnHandleRestartGame_Signal');
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return GameRules_OnHandleRestartGame_Slot(signal.NewSlot(receiver));
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}
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/**
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* Allows modification of game ending conditions.
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* Return `false` to prevent game from ending.
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*
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* This signal will always be propagated to all registered slots.
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*
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* [Signature]
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* bool <slot>(PlayerReplicationInfo winner, string reason)
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*
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* @param winner Replication info of the supposed winner of the game.
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* @param reason String with a description about how/why `winner` has won.
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* @return `false` if you want to prevent game from ending
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* and `true` otherwise. `false` returned by one of the handlers overrides
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* `true` values returned by others.
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*/
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/* SIGNAL */
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public final function GameRules_OnCheckEndGame_Slot OnCheckEndGame(
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AcediaObject receiver)
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{
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local Signal signal;
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local UnrealService service;
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service = UnrealService(class'UnrealService'.static.Require());
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signal = service.GetSignal(class'GameRules_OnCheckEndGame_Signal');
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return GameRules_OnCheckEndGame_Slot(signal.NewSlot(receiver));
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}
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/**
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* Check if this score means the game ends.
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*
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* Return `true` to override `GameInfo`'s `CheckScore()`, or if game was ended
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* (with a call to `Level.Game.EndGame()`).
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*
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* This signal will always be propagated to all registered slots.
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*
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* [Signature]
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* bool <slot>(PlayerReplicationInfo scorer)
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*
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* @param scorer For whom to do a score check.
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* @return `true` to override `GameInfo`'s `CheckScore()`, or if game was ended
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* and `false` otherwise. `true` returned by one of the handlers overrides
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* `false` values returned by others.
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*/
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/* SIGNAL */
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public final function GameRules_OnCheckScore_Slot OnCheckScore(
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AcediaObject receiver)
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{
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local Signal signal;
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local UnrealService service;
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service = UnrealService(class'UnrealService'.static.Require());
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signal = service.GetSignal(class'GameRules_OnCheckScore_Signal');
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return GameRules_OnCheckScore_Slot(signal.NewSlot(receiver));
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}
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/**
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* When pawn wants to pick something up, `GameRule`s are given a chance to
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* modify it. If one of the `Slot`s returns `true`, `allowPickup` will
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* determine if the object can be picked up.
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* Overriding via this method allows to completely bypass check against
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* `Pawn`'s inventory's `HandlePickupQuery()` method.
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*
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* [Signature]
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* bool <slot>(Pawn other, Pickup item, out byte allowPickup)
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*
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* @param other Pawn which will potentially pickup `item`.
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* @param item Pickup which `other` might potentially pickup.
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* @param allowPickup `true` if you want to force `other` to pickup an item
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* and `false` otherwise. This parameter is ignored if returned value of
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* your slot call is `false`.
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* @return `true` if you wish to override decision about pickup with
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* `allowPickup` and `false` if you do not want to make that decision.
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* If you do decide to override decision by returning `true` - this signal
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* will not be propagated to the rest of the slots.
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*/
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/* SIGNAL */
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public final function GameRules_OnOverridePickupQuery_Slot
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OnOverridePickupQuery(AcediaObject receiver)
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{
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local Signal signal;
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local UnrealService service;
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service = UnrealService(class'UnrealService'.static.Require());
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signal = service.GetSignal(class'GameRules_OnOverridePickupQuery_Signal');
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return GameRules_OnOverridePickupQuery_Slot(signal.NewSlot(receiver));
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}
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/**
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* When pawn gets damaged, `GameRule`s are given a chance to modify that
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* damage.
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*
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* [Signature]
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* int <slot>(
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* int originalDamage,
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* int damage,
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* Pawn injured,
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* Pawn instigatedBy,
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* Vector hitLocation,
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* out Vector momentum,
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* class<DamageType> damageType)
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*
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* @param originalDamage Damage that was originally meant to be dealt to
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* the `Pawn`, before any of th `GameRules`' modifications.
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* @param damage Damage value to be dealt to the `Pawn` as it was
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* modified so fat by other `GameRules` and `OnNetDamage()`'s handlers.
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* @param injured `Pawn` that will be dealt damage in question.
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* @param instigatedBy `Pawn` that deals this damage.
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* @param hitLocation "Location of the damage", e.g. place where `injured`
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* was hit by a bullet.
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* @param momentum Momentum that this damage source should inflict on
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* the `injured`. Can also be modified.
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* @param damageType Type of the damage that will be dealt to
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* the `injured`.
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* @return Damage value you want to be dealt to the `injured` instead of
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* `damage`, given all of he above parameters. Note that it can be further
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* modified by other handlers or `GameRules`.
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*/
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/* SIGNAL */
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public final function GameRules_OnNetDamage_Slot OnNetDamage(
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AcediaObject receiver)
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{
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local Signal signal;
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local UnrealService service;
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service = UnrealService(class'UnrealService'.static.Require());
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signal = service.GetSignal(class'GameRules_OnNetDamage_Signal');
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return GameRules_OnNetDamage_Slot(signal.NewSlot(receiver));
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}
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/**
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* When pawn is about to die, `GameRule`s are given a chance to
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* prevent that.
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*
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* [Signature]
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* bool <slot>(
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* Pawn killed,
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* Controller killer,
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* class<DamageType> damageType,
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* Vector hitLocation)
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*
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* @param killed `Pawn` that is about to be killed.
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* @param killer `Pawn` that dealt the blow that has caused death.
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* @param damageType `DamageType` with which finishing blow was dealt.
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* @param hitLocation "Location of the damage", e.g. place where `injured`
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* was hit by a bullet that caused death.
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* @return Return `true` if you want to prevent death of the `killed` and
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* `false` otherwise.
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* If you do decide to prevent death by returning `true` - this signal
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* will not be propagated to the rest of the slots.
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*/
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/* SIGNAL */
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public final function GameRules_OnPreventDeath_Slot OnPreventDeath(
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AcediaObject receiver)
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{
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local Signal signal;
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local UnrealService service;
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service = UnrealService(class'UnrealService'.static.Require());
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signal = service.GetSignal(class'GameRules_OnPreventDeath_Signal');
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return GameRules_OnPreventDeath_Slot(signal.NewSlot(receiver));
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}
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/**
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* Called when one `Pawn` kills another.
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*
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* [Signature]
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* void <slot>(Controller killer, Controller killed)
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*
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* @param killer `Pawn` that caused death.
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* @param killed Killed `Pawn`.
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*/
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/* SIGNAL */
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public final function GameRules_OnScoreKill_Slot OnScoreKill(
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AcediaObject receiver)
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{
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local Signal signal;
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local UnrealService service;
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service = UnrealService(class'UnrealService'.static.Require());
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signal = service.GetSignal(class'GameRules_OnScoreKill_Signal');
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return GameRules_OnScoreKill_Slot(signal.NewSlot(receiver));
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}
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/**
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* Adds new `GameRules` class to the current `GameInfo`.
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* Does nothing if given `GameRules` class was already added before.
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*
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* @param newRulesClass Class of rules to add.
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* @return `GameRules` instance if it was added and `none` otherwise
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* (can happen if rules of this class were already added).
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*/
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public final function GameRules Add(class<GameRules> newRulesClass)
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{
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local GameRules newGameRules;
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if (AreAdded(newRulesClass)) {
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return none;
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}
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newGameRules = GameRules(_.memory.Allocate(newRulesClass));
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_.unreal.GetGameType().AddGameModifier(newGameRules);
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return newGameRules;
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}
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/**
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* Removes given `GameRules` class from the current `GameInfo`,
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* if they are active. Does nothing otherwise.
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*
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* @param rulesClassToRemove Class of rules to try and remove.
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* @return `true` if `GameRules` were removed and `false` otherwise
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* (if they were not active in the first place).
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*/
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public final function bool Remove(class<GameRules> rulesClassToRemove)
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{
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local GameInfo game;
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local GameRules rulesIter;
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local GameRules rulesToDestroy;
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if (rulesClassToRemove == none) return false;
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game = _.unreal.GetGameType();
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if (game.gameRulesModifiers == none) return false;
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// Check root rules
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rulesToDestroy = game.gameRulesModifiers;
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if (rulesToDestroy.class == rulesClassToRemove)
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{
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game.gameRulesModifiers = rulesToDestroy.nextGameRules;
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rulesToDestroy.Destroy();
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return true;
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}
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// Check rest of the rules
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rulesIter = game.gameRulesModifiers;
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while (rulesIter != none)
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{
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rulesToDestroy = rulesIter.nextGameRules;
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if ( rulesToDestroy != none
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&& rulesToDestroy.class == rulesClassToRemove)
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{
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rulesIter.nextGameRules = rulesToDestroy.nextGameRules;
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rulesToDestroy.Destroy();
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return true;
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}
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rulesIter = rulesIter.nextGameRules;
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}
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return false;
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}
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/**
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* Finds given class of `GameRules` if it's currently active in `GameInfo`.
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* Returns `none` otherwise.
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*
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* @param rulesClassToFind Class of rules to find.
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* @return `GameRules` instance of given class `rulesClassToFind`, that is
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* added to `GameInfo`'s records and `none` if no such rules are
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* currently added.
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*/
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public final function GameRules FindInstance(
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class<GameRules> rulesClassToFind)
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{
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local GameRules rulesIter;
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if (rulesClassToFind == none) {
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return none;
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}
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rulesIter = _.unreal.GetGameType().gameRulesModifiers;
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while (rulesIter != none)
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{
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if (rulesIter.class == rulesClassToFind) {
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return rulesIter;
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}
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rulesIter = rulesIter.nextGameRules;
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}
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return none;
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}
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/**
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* Checks if given class of `GameRules` is currently active in `GameInfo`.
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*
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* @param rulesClassToCheck Class of rules to check for.
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* @return `true` if `GameRules` are active and `false` otherwise.
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*/
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public final function bool AreAdded(
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class<GameRules> rulesClassToCheck)
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{
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return (FindInstance(rulesClassToCheck) != none);
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}
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defaultproperties
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{
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}
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