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/**
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* This object is meant purely as a dummy class to load config values about
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* side effects in AcediaCore. Class name is chosen to make config more
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* readable.
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* Copyright 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 SideEffects extends AcediaObject
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dependson(BroadcastAPI)
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abstract
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config(AcediaSystem);
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/**
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* Acedia requires adding its own `GameRules` to listen to many different
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* game events.
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* It's normal for a mod to add its own game rules: game rules are
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* implemented in such a way that they form a linked list and, after
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* first (root) rules object receives a message it tells about said message to
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* the next rules object, which does the same, propagating messages through
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* the whole list.
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* This is the least offensive side effect of AcediaCore and there should
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* be no reason to prevents its `GameRules` from being added.
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*/
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var public const config bool allowAddingGameRules;
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/**
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* If allowed, AcediaCore can provide some additional information about
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* itself and other packages through "help" / "status" / "version" / "credits"
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* mutate commands, as well as allow to use "mutate acediacommands" to
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* emergency-enable `Commands` feature.
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* However that required access to "mutate" command events, which might not
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* always be desirable from `AcediaCore` library. This setting allows you to
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* disable such hooks.
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* NOTE: setting this to `false` will not prevent `Commands` feature from
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* hooking into mutate on its own.
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*/
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var public const config bool allowHookingIntoMutate;
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/**
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* Unfortunately, thanks to the TWI's code, there's no way to catch events
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* of when certain kinds of damage are dealt: from welder, bloat's bile and
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* siren's scream. At least not without something drastic, like replacing game
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* type class.
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* As a workaround, Acedia can optionally replace bloat and siren damage
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* type to at least catch damage dealt by zeds (as being dealt welder damage is
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* pretty rare and insignificant). This change has several unfortunate
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* side-effects:
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* 1. Potentially breaking mods that are looking for `DamTypeVomit` and
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* `SirenScreamDamage` damage types specifically. Fixing this issue
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* would require these mods to either also try and catch Acedia's
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* replacements `AcediaCore.Dummy_DamTypeVomit` and
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* `AcediaCore.Dummy_SirenScreamDamage` or to catch any child classes
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* of `DamTypeVomit` and `SirenScreamDamage` (as Acedia's replacements
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* are also their child classes).
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* 2. Breaking some achievements that rely on
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* `KFSteamStatsAndAchievements`'s `KilledEnemyWithBloatAcid()` method
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* being called. This is mostly dealt with by Acedia calling it
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* manually. However it relies on killed pawn to have
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* `lastDamagedByType` set to `DamTypeVomit`, which sometimes might not
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* be the case. Achievements should still be obtainable.
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* 3. A lot of siren's visual damage effects code does direct checks for
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* `SirenScreamDamage` class. These can also break, stopping working as
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* intended.
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*/
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var public const config bool allowReplacingDamageTypes;
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/**
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* Acedia requires injecting its own `BroadcastHandler` to listen to
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* the broadcasted messages.
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* It's normal for a mod to add its own broadcast handler: broadcast
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* handlers are implemented in such a way that they form a linked list and,
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* after first (root) handler receives a message it tells about said message to
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* the next handler, which does the same, propagating messages through
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* the whole list.
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* If you do not wish Acedia to add its own handler, you should specify
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* `BHIJ_None` as `broadcastHandlerInjectionLevel`'s value. If you want to
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* allow it to simply add its broadcast handler to the end of the handler's
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* linked list, as described above, set it to `BHIJ_Registered`.
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* However, more information can be obtained if Acedia's broadcast handler
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* is inserted at the root of the whole chain. This is the preferred way for
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* Acedia and if you do not have a reason to forbid that (for example, for mod
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* compatibility reasons), you should set this value at `BHIJ_Root`.
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*/
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var public const config BroadcastAPI.InjectionLevel broadcastHandlerInjectionLevel;
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defaultproperties
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{
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allowAddingGameRules = true
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allowHookingIntoMutate = true
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allowReplacingDamageTypes = true
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broadcastHandlerInjectionLevel = BHIJ_Root
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}
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