|
|
|
/**
|
|
|
|
* Event generator for events, related to broadcasting messages
|
|
|
|
* through standard Unreal Script means:
|
|
|
|
* 1. text messages, typed by a player;
|
|
|
|
* 2. localized messages, identified by a LocalMessage class and id.
|
|
|
|
* Allows to make decisions whether or not to propagate certain messages.
|
|
|
|
* Copyright 2020 Anton Tarasenko
|
|
|
|
*------------------------------------------------------------------------------
|
|
|
|
* This file is part of Acedia.
|
|
|
|
*
|
|
|
|
* Acedia is free software: you can redistribute it and/or modify
|
|
|
|
* it under the terms of the GNU General Public License as published by
|
|
|
|
* the Free Software Foundation, version 3 of the License, or
|
|
|
|
* (at your option) any later version.
|
|
|
|
*
|
|
|
|
* Acedia is distributed in the hope that it will be useful,
|
|
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
|
|
* GNU General Public License for more details.
|
|
|
|
*
|
|
|
|
* You should have received a copy of the GNU General Public License
|
|
|
|
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
|
|
|
|
*/
|
|
|
|
class BroadcastEvents extends Events
|
|
|
|
abstract;
|
|
|
|
|
|
|
|
struct LocalizedMessage
|
|
|
|
{
|
|
|
|
// Every localized message is described by a class and id.
|
|
|
|
// For example, consider 'KFMod.WaitingMessage':
|
|
|
|
// if passed 'id' is '1',
|
|
|
|
// then it's supposed to be a message about new wave,
|
|
|
|
// but if passed 'id' is '2',
|
|
|
|
// then it's about completing the wave.
|
|
|
|
var class<LocalMessage> class;
|
|
|
|
var int id;
|
|
|
|
// Localized messages in unreal script can be passed along with
|
|
|
|
// optional arguments, described by variables below.
|
|
|
|
var PlayerReplicationInfo relatedPRI1;
|
|
|
|
var PlayerReplicationInfo relatedPRI2;
|
|
|
|
var Object relatedObject;
|
|
|
|
};
|
|
|
|
|
|
|
|
static function bool CallCanBroadcast(Actor broadcaster, int recentSentTextSize)
|
|
|
|
{
|
|
|
|
local int i;
|
|
|
|
local bool result;
|
|
|
|
local array< class<Listener> > listeners;
|
|
|
|
listeners = GetListeners();
|
|
|
|
for (i = 0;i < listeners.length;i += 1)
|
|
|
|
{
|
|
|
|
result = class<BroadcastListenerBase>(listeners[i])
|
|
|
|
.static.CanBroadcast(broadcaster, recentSentTextSize);
|
|
|
|
if (!result) return false;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
static function bool CallHandleText(
|
|
|
|
Actor sender,
|
|
|
|
out string message,
|
|
|
|
name messageType)
|
|
|
|
{
|
|
|
|
local int i;
|
|
|
|
local bool result;
|
|
|
|
local array< class<Listener> > listeners;
|
|
|
|
listeners = GetListeners();
|
|
|
|
for (i = 0;i < listeners.length;i += 1)
|
|
|
|
{
|
|
|
|
result = class<BroadcastListenerBase>(listeners[i])
|
|
|
|
.static.HandleText(sender, message, messageType);
|
|
|
|
if (!result) return false;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
static function bool CallHandleTextFor(
|
|
|
|
PlayerController receiver,
|
|
|
|
Actor sender,
|
|
|
|
out string message,
|
|
|
|
name messageType)
|
|
|
|
{
|
|
|
|
local int i;
|
|
|
|
local bool result;
|
|
|
|
local array< class<Listener> > listeners;
|
|
|
|
listeners = GetListeners();
|
|
|
|
for (i = 0;i < listeners.length;i += 1)
|
|
|
|
{
|
|
|
|
result = class<BroadcastListenerBase>(listeners[i])
|
|
|
|
.static.HandleTextFor(receiver, sender, message, messageType);
|
|
|
|
if (!result) return false;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
static function bool CallHandleLocalized(
|
|
|
|
Actor sender,
|
|
|
|
LocalizedMessage message)
|
|
|
|
{
|
|
|
|
local int i;
|
|
|
|
local bool result;
|
|
|
|
local array< class<Listener> > listeners;
|
|
|
|
listeners = GetListeners();
|
|
|
|
for (i = 0;i < listeners.length;i += 1)
|
|
|
|
{
|
|
|
|
result = class<BroadcastListenerBase>(listeners[i])
|
|
|
|
.static.HandleLocalized(sender, message);
|
|
|
|
if (!result) return false;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
static function bool CallHandleLocalizedFor(
|
|
|
|
PlayerController receiver,
|
|
|
|
Actor sender,
|
|
|
|
LocalizedMessage message)
|
|
|
|
{
|
|
|
|
local int i;
|
|
|
|
local bool result;
|
|
|
|
local array< class<Listener> > listeners;
|
|
|
|
listeners = GetListeners();
|
|
|
|
for (i = 0;i < listeners.length;i += 1)
|
|
|
|
{
|
|
|
|
result = class<BroadcastListenerBase>(listeners[i])
|
|
|
|
.static.HandleLocalizedFor(receiver, sender, message);
|
|
|
|
if (!result) return false;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
defaultproperties
|
|
|
|
{
|
|
|
|
relatedListener = class'BroadcastListenerBase'
|
|
|
|
}
|