|
|
|
/**
|
|
|
|
* Low-level API that provides set of utility methods for working with
|
|
|
|
* unreal script classes.
|
|
|
|
* Copyright 2021 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 UnrealAPI extends AcediaObject;
|
|
|
|
|
|
|
|
var public GameRulesAPI gameRules;
|
|
|
|
|
|
|
|
var private LoggerAPI.Definition errNoService;
|
|
|
|
|
|
|
|
protected function Constructor()
|
|
|
|
{
|
|
|
|
gameRules = GameRulesAPI(_.memory.Allocate(class'GameRulesAPI'));
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Signal that will be emitted every tick.
|
|
|
|
*
|
|
|
|
* [Signature]
|
|
|
|
* void <slot>(float delta)
|
|
|
|
*
|
|
|
|
* @param delta In-game time in seconds that has passed since the last tick.
|
|
|
|
* To obtain real time passed from the last tick multiply `delta` by
|
|
|
|
* `1.1 / level.timeDilation`.
|
|
|
|
*/
|
|
|
|
/* SIGNAL */
|
|
|
|
public final function Unreal_OnTick_Slot OnTick(
|
|
|
|
AcediaObject receiver)
|
|
|
|
{
|
|
|
|
local Signal signal;
|
|
|
|
local UnrealService service;
|
|
|
|
service = UnrealService(class'UnrealService'.static.Require());
|
|
|
|
if (service == none)
|
|
|
|
{
|
|
|
|
_.logger.Auto(errNoService);
|
|
|
|
return none;
|
|
|
|
}
|
|
|
|
signal = service.GetSignal(class'Unreal_OnTick_Signal');
|
|
|
|
return Unreal_OnTick_Slot(signal.NewSlot(receiver));
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns current game's `LevelInfo`. Useful because `level` variable
|
|
|
|
* is not defined inside objects.
|
|
|
|
*
|
|
|
|
* @return `LevelInfo` instance for the current game. Guaranteed to
|
|
|
|
* not be `none`.
|
|
|
|
*/
|
|
|
|
public final function LevelInfo GetLevel()
|
|
|
|
{
|
|
|
|
return class'CoreService'.static.GetInstance().level;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns current game's `GameReplicationInfo`. Useful because `level.game`
|
|
|
|
* is not accessible inside objects.
|
|
|
|
*
|
|
|
|
* @return `GameReplicationInfo` instance for the current game. Guaranteed to
|
|
|
|
* not be `none`.
|
|
|
|
*/
|
|
|
|
public final function GameReplicationInfo GetGameRI()
|
|
|
|
{
|
|
|
|
return class'CoreService'.static.GetInstance().level.GRI;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns current game's `GameReplicationInfo` as `KFGameReplicationInfo`.
|
|
|
|
* Useful because `level.game` is not accessible inside objects and because it
|
|
|
|
* auto converts game replication info type to `KFGameReplicationInfo`, which
|
|
|
|
* virtually all mods for killing floor use (by itself or as a base class).
|
|
|
|
*
|
|
|
|
* @return `KFGameReplicationInfo` instance for the current game.
|
|
|
|
* Can be `none` only if game was modded to run a `KFGameReplicationInfo`
|
|
|
|
* not derived from `KFGameType`.
|
|
|
|
*/
|
|
|
|
public final function KFGameReplicationInfo GetKFGameRI()
|
|
|
|
{
|
|
|
|
return KFGameReplicationInfo(GetGameRI());
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns current game's `GameInfo`. Useful because `level.game` is not
|
|
|
|
* accessible inside objects.
|
|
|
|
*
|
|
|
|
* @return `GameInfo` instance for the current game. Guaranteed to
|
|
|
|
* not be `none`.
|
|
|
|
*/
|
|
|
|
public final function GameInfo GetGameType()
|
|
|
|
{
|
|
|
|
return class'CoreService'.static.GetInstance().level.game;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns current game's `GameInfo` as `KFGameType`. Useful because
|
|
|
|
* `level.game` is not accessible inside objects and because it auto converts
|
|
|
|
* game type to `KFGameType`, which virtually all mods for killing floor use
|
|
|
|
* (by itself or as a base class).
|
|
|
|
*
|
|
|
|
* @return `KFGameType` instance for the current game. Can be `none` only if
|
|
|
|
* game was modded to run a `GameInfo` not derived from `KFGameType`.
|
|
|
|
*/
|
|
|
|
public final function KFGameType GetKFGameType()
|
|
|
|
{
|
|
|
|
return KFGameType(GetGameType());
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns current local player's `Controller`. Useful because `level`
|
|
|
|
* is not accessible inside objects.
|
|
|
|
*
|
|
|
|
* @return `PlayerController` instance for the local player. `none` iff run on
|
|
|
|
* dedicated servers.
|
|
|
|
*/
|
|
|
|
public final function PlayerController GetLocalPlayer()
|
|
|
|
{
|
|
|
|
return class'CoreService'.static.GetInstance().level
|
|
|
|
.GetLocalPlayerController();
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Convenience method for finding a first inventory entry of the given
|
|
|
|
* class `inventoryClass` in the given inventory chain `inventoryChain`.
|
|
|
|
*
|
|
|
|
* Inventory is stored as a linked list, where next inventory item is available
|
|
|
|
* through the `inventory` reference. This method follows this list, starting
|
|
|
|
* from `inventoryChain` until it finds `Inventory` of the appropriate class
|
|
|
|
* or reaches the end of the list.
|
|
|
|
*
|
|
|
|
* @param inventoryClass Class of the inventory we are interested in.
|
|
|
|
* @param inventoryChain Inventory chain in which we should search for
|
|
|
|
* the given class.
|
|
|
|
* @param acceptChildClass `true` if method should also return any
|
|
|
|
* `Inventory` of class derived from `inventoryClass` and `false` if
|
|
|
|
* we want given class specifically (default).
|
|
|
|
* @return First inventory from `inventoryChain` that matches given
|
|
|
|
* `inventoryClass` class (whether exactly or as a child class,
|
|
|
|
* in case `acceptChildClass == true`).
|
|
|
|
*/
|
|
|
|
public final function Inventory GetInventoryFrom(
|
|
|
|
class<Inventory> inventoryClass,
|
|
|
|
Inventory inventoryChain,
|
|
|
|
optional bool acceptChildClass)
|
|
|
|
{
|
|
|
|
if (inventoryClass == none) {
|
|
|
|
return none;
|
|
|
|
}
|
|
|
|
while (inventoryChain != none)
|
|
|
|
{
|
|
|
|
if (inventoryChain.class == inventoryClass) {
|
|
|
|
return inventoryChain;
|
|
|
|
}
|
|
|
|
if ( acceptChildClass
|
|
|
|
&& ClassIsChildOf(inventoryChain.class, inventoryClass))
|
|
|
|
{
|
|
|
|
return inventoryChain;
|
|
|
|
}
|
|
|
|
inventoryChain = inventoryChain.inventory;
|
|
|
|
}
|
|
|
|
return none;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Convenience method for finding a all inventory entries of the given
|
|
|
|
* class `inventoryClass` in the given inventory chain `inventoryChain`.
|
|
|
|
*
|
|
|
|
* Inventory is stored as a linked list, where next inventory item is available
|
|
|
|
* through the `inventory` reference. This method follows this list, starting
|
|
|
|
* from `inventoryChain` until the end of the list.
|
|
|
|
*
|
|
|
|
* @param inventoryClass Class of the inventory we are interested in.
|
|
|
|
* @param inventoryChain Inventory chain in which we should search for
|
|
|
|
* the given class.
|
|
|
|
* @param acceptChildClass `true` if method should also return any
|
|
|
|
* `Inventory` of class derived from `inventoryClass` and `false` if
|
|
|
|
* we want given class specifically (default).
|
|
|
|
* @return Array of inventory items from `inventoryChain` that match given
|
|
|
|
* `inventoryClass` class (whether exactly or as a child class,
|
|
|
|
* in case `acceptChildClass == true`).
|
|
|
|
*/
|
|
|
|
public final function array<Inventory> GetAllInventoryFrom(
|
|
|
|
class<Inventory> inventoryClass,
|
|
|
|
Inventory inventoryChain,
|
|
|
|
optional bool acceptChildClass)
|
|
|
|
{
|
|
|
|
local bool shouldAdd;
|
|
|
|
local array<Inventory> result;
|
|
|
|
if (inventoryClass == none) {
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
while (inventoryChain != none)
|
|
|
|
{
|
|
|
|
shouldAdd = false;
|
|
|
|
if (inventoryChain.class == inventoryClass) {
|
|
|
|
shouldAdd = true;
|
|
|
|
}
|
|
|
|
else if (acceptChildClass) {
|
|
|
|
shouldAdd = ClassIsChildOf(inventoryChain.class, inventoryClass);
|
|
|
|
}
|
|
|
|
if (shouldAdd) {
|
|
|
|
result[result.length] = inventoryChain;
|
|
|
|
}
|
|
|
|
inventoryChain = inventoryChain.inventory;
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Creates reference object to store a `Actor` value.
|
|
|
|
*
|
|
|
|
* @param value Initial value to store in reference.
|
|
|
|
* @return `NativeActorRef`, containing `value`.
|
|
|
|
*/
|
|
|
|
public final function NativeActorRef ActorRef(optional Actor value)
|
|
|
|
{
|
|
|
|
local NativeActorRef ref;
|
|
|
|
ref = NativeActorRef(_.memory.Allocate(class'NativeActorRef'));
|
|
|
|
ref.Set(value);
|
|
|
|
return ref;
|
|
|
|
}
|
|
|
|
|
|
|
|
defaultproperties
|
|
|
|
{
|
|
|
|
errNoService = (l=LOG_Error,m="`UnrealService` could not be reached.")
|
|
|
|
}
|