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Add `ActorStalker` and it's API method

pull/8/head
Anton Tarasenko 4 years ago
parent
commit
08de4dac6e
  1. 90
      sources/Unreal/ActorStalker.uc
  2. 42
      sources/Unreal/UnrealAPI.uc

90
sources/Unreal/ActorStalker.uc

@ -0,0 +1,90 @@
/**
* An auxiliary actor class to help detect the exact moment when non-Acedia
* `Actor`s get destroyed. This is accomplished by attaching to them like to
* the base and then waiting for `BaseChange` event that will be called once
* our base gets destroyed.
* 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 ActorStalker extends AcediaActor;
var private bool initialized;
// Actor, whos destruction we want to detect
var private Actor target;
// To notify that stalked target got destroyed
var private SimpleSignal onActorDestructionSignal;
protected function Constructor()
{
onActorDestructionSignal =
SimpleSignal(_.memory.Allocate(class'SimpleSignal'));
}
protected function Finalizer()
{
_.memory.Free(onActorDestructionSignal);
}
/**
* Signal that will be emitted once stalked actor gets destroyed.
*
* [Signature]
* void <slot>()
*/
/* SIGNAL */
public final function SimpleSlot OnActorDestruction(AcediaObject receiver)
{
return SimpleSlot(onActorDestructionSignal.NewSlot(receiver));
}
/**
* Initialized `ActorStalker` to stalk a particular target.
*
* Cannot fail unless `none` is passed as an argument.
*
* @param initTarget Target that new `ActorStalker` will stalk.
*/
public final function Initialize(Actor initTarget)
{
if (initTarget == none) {
Destroy();
return;
}
target = initTarget;
SetBase(initTarget);
initialized = true;
}
event BaseChange()
{
if (initialized && target == none)
{
onActorDestructionSignal.Emit();
Destroy();
}
}
defaultproperties
{
RemoteRole = ROLE_None
drawType = DT_None
bCollideActors = false
bCollideWorld = false
bBlockActors = false
}

42
sources/Unreal/UnrealAPI.uc

@ -22,7 +22,7 @@ class UnrealAPI extends AcediaObject;
var public GameRulesAPI gameRules; var public GameRulesAPI gameRules;
var private LoggerAPI.Definition errNoService; var private LoggerAPI.Definition fatalNoStalker;
protected function Constructor() protected function Constructor()
{ {
@ -46,13 +46,43 @@ public final function Unreal_OnTick_Slot OnTick(
local Signal signal; local Signal signal;
local UnrealService service; local UnrealService service;
service = UnrealService(class'UnrealService'.static.Require()); service = UnrealService(class'UnrealService'.static.Require());
if (service == none) signal = service.GetSignal(class'Unreal_OnTick_Signal');
return Unreal_OnTick_Slot(signal.NewSlot(receiver));
}
/**
* Signal that will be emitted when a passed `targetToStalk` is destroyed.
*
* Passed parameter `targetToStalk` cannot be `none`, otherwise `none` will be
* returned instead of a valid slot.
*
* @param receiver Specify a receiver like for any other signal.
* @param targetToStalk Actor whose destruction we want to detect.
*
* [Signature]
* void <slot>()
*/
/* SIGNAL */
public final function SimpleSlot OnDestructionFor(
AcediaObject receiver,
Actor targetToStalk)
{
local ActorStalker stalker;
if (receiver == none) return none;
if (targetToStalk == none) return none;
// Failing to spawn this actor without any collision flags is considered
// completely unexpected and grounds for fatal failure on Acedia' part
stalker = ActorStalker(_.memory.Allocate(class'ActorStalker'));
if (stalker == none)
{ {
_.logger.Auto(errNoService); _.logger.Auto(fatalNoStalker);
return none; return none;
} }
signal = service.GetSignal(class'Unreal_OnTick_Signal'); // This will not fail, since we have already ensured that
return Unreal_OnTick_Slot(signal.NewSlot(receiver)); // `targetToStalk == none`
stalker.Initialize(targetToStalk);
return stalker.OnActorDestruction(receiver);
} }
/** /**
@ -236,5 +266,5 @@ public final function NativeActorRef ActorRef(optional Actor value)
defaultproperties defaultproperties
{ {
errNoService = (l=LOG_Error,m="`UnrealService` could not be reached.") fatalNoStalker = (l=LOG_Fatal,m="Cannot spawn `PawnStalker`")
} }
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