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246 lines
8.2 KiB
246 lines
8.2 KiB
4 years ago
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/**
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* Low-level API that provides set of utility methods for working with
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* unreal script classes.
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* Copyright 2021 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 UnrealAPI extends AcediaObject;
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/**
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* Returns current game's `LevelInfo`. Useful because `level` variable
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* is not defined inside objects.
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*
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* @return `LevelInfo` instance for the current game. Guaranteed to
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* not be `none`.
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*/
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public final function LevelInfo GetLevel()
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{
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return class'CoreService'.static.GetInstance().level;
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}
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/**
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* Returns current game's `GameInfo`. Useful because `level.game` is not
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* accessible inside objects.
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*
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* @return `GameInfo` instance for the current game. Guaranteed to
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* not be `none`.
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*/
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public final function GameInfo GetGameType()
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{
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return class'CoreService'.static.GetInstance().level.game;
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}
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/**
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* Returns current game's `GameInfo` as `KFGameType`. Useful because
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* `level.game` is not accessible inside objects and because it auto converts
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* game type to `KFGameType`, which virtually all mods for killing floor use
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* (by itself or as a base class).
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*
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* @return `KFGameType` instance for the current game. Can be `none` only if
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* game was modded to run a `GameInfo` not derived from `KFGameType`.
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*/
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public final function KFGameType GetKFGameType()
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{
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return KFGameType(GetGameType());
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}
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/**
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* Returns current local player's `Controller`. Useful because `level`
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* is not accessible inside objects.
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*
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* @return `PlayerController` instance for the local player. `none` iff run on
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* dedicated servers.
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*/
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public final function PlayerController GetLocalPlayer()
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{
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return class'CoreService'.static.GetInstance().level
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.GetLocalPlayerController();
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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 AreGameRulesAdded(
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class<GameRules> rulesClassToCheck)
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{
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local GameRules rulesIter;
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if (rulesClassToCheck == none) {
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return false;
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}
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rulesIter = GetGameType().gameRulesModifiers;
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while (rulesIter != none)
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{
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if (rulesIter.class == rulesClassToCheck) {
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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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* Adds new `GameRules` class to the current `GameInfo`.
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* Does nothing if give `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 `true` if `GameRules` were added and `false` otherwise
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* (because they were already active.)
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*/
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public final function bool AddGameRules(class<GameRules> newRulesClass)
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{
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if (AreGameRulesAdded(newRulesClass)) {
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return false;
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}
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GetGameType().AddGameModifier(GameRules(_.memory.Allocate(newRulesClass)));
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return true;
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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 RemoveGameRules(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 = 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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* Convenience method for finding a first inventory entry of the given
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* class `inventoryClass` in the given inventory chain `inventoryChain`.
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*
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* Inventory is stored as a linked list, where next inventory item is available
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* through the `inventory` reference. This method follows this list, starting
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* from `inventoryChain` until it finds `Inventory` of the appropriate class
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* or reaches the end of the list.
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*
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* @param inventoryClass Class of the inventory we are interested in.
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* @param inventoryChain Inventory chain in which we should search for
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* the given class.
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* @param acceptChildClass `true` if method should also return any
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* `Inventory` of class derived from `inventoryClass` and `false` if
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* we want given class specifically (default).
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* @return First inventory from `inventoryChain` that matches given
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* `inventoryClass` class (whether exactly or as a child class,
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* in case `acceptChildClass == true`).
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*/
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public final function Inventory GetInventoryFrom(
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class<Inventory> inventoryClass,
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Inventory inventoryChain,
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optional bool acceptChildClass)
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{
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if (inventoryClass == none) {
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return none;
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}
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while (inventoryChain != none)
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{
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if (inventoryChain.class == inventoryClass) {
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return inventoryChain;
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}
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if ( acceptChildClass
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&& ClassIsChildOf(inventoryChain.class, inventoryClass))
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{
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return inventoryChain;
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}
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inventoryChain = inventoryChain.inventory;
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}
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return none;
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}
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/**
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* Convenience method for finding a all inventory entries of the given
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* class `inventoryClass` in the given inventory chain `inventoryChain`.
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*
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* Inventory is stored as a linked list, where next inventory item is available
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* through the `inventory` reference. This method follows this list, starting
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* from `inventoryChain` until the end of the list.
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*
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* @param inventoryClass Class of the inventory we are interested in.
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* @param inventoryChain Inventory chain in which we should search for
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* the given class.
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* @param acceptChildClass `true` if method should also return any
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* `Inventory` of class derived from `inventoryClass` and `false` if
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* we want given class specifically (default).
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* @return Array of inventory items from `inventoryChain` that match given
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* `inventoryClass` class (whether exactly or as a child class,
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* in case `acceptChildClass == true`).
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*/
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public final function array<Inventory> GetAllInventoryFrom(
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class<Inventory> inventoryClass,
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Inventory inventoryChain,
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optional bool acceptChildClass)
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{
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local bool shouldAdd;
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local array<Inventory> result;
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if (inventoryClass == none) {
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return result;
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}
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while (inventoryChain != none)
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{
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shouldAdd = false;
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if (inventoryChain.class == inventoryClass) {
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shouldAdd = true;
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}
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else if (acceptChildClass) {
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shouldAdd = ClassIsChildOf(inventoryChain.class, inventoryClass);
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}
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if (shouldAdd) {
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result[result.length] = inventoryChain;
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}
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inventoryChain = inventoryChain.inventory;
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}
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return result;
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}
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defaultproperties
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{
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}
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