From 5930533181452c7ac3b65cf442455187350e876e Mon Sep 17 00:00:00 2001 From: Anton Tarasenko Date: Sun, 10 Jul 2022 17:39:15 +0700 Subject: [PATCH] Add rudimentary entity iteration support --- .../Frontend/World/AWorldComponent.uc | 7 + .../Frontend/World/EntityIterator.uc | 80 ++++++++ .../KF1Frontend/World/KF1_EntityIterator.uc | 184 ++++++++++++++++++ 3 files changed, 271 insertions(+) create mode 100644 sources/Gameplay/BaseClasses/Frontend/World/EntityIterator.uc create mode 100644 sources/Gameplay/KF1Frontend/World/KF1_EntityIterator.uc diff --git a/sources/Gameplay/BaseClasses/Frontend/World/AWorldComponent.uc b/sources/Gameplay/BaseClasses/Frontend/World/AWorldComponent.uc index b0bf565..2a153d3 100644 --- a/sources/Gameplay/BaseClasses/Frontend/World/AWorldComponent.uc +++ b/sources/Gameplay/BaseClasses/Frontend/World/AWorldComponent.uc @@ -89,6 +89,13 @@ public function EPlaceable Spawn( optional Vector location, optional Rotator direction); +/** + * Returns iterator for going through all entities in the game world. + * + * @return `EntityIterator` that will iterate through world entities. + */ +public function EntityIterator Entities(); + defaultproperties { } \ No newline at end of file diff --git a/sources/Gameplay/BaseClasses/Frontend/World/EntityIterator.uc b/sources/Gameplay/BaseClasses/Frontend/World/EntityIterator.uc new file mode 100644 index 0000000..1f8826e --- /dev/null +++ b/sources/Gameplay/BaseClasses/Frontend/World/EntityIterator.uc @@ -0,0 +1,80 @@ +/** + * Iterator for going through all the entities inside the game world. + * Copyright 2022 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 . + */ +class EntityIterator extends Iter + abstract; + +/** + * Returns only `EPlaceable` interfaces for world entities. + * + * Resulting `EPlaceable` can refer to now non-existing entities if they were + * destroyed after the start of iteration. + */ +public function AcediaObject Get() { return none; } + +/** + * Returns `EPlaceable` caller `EntityIterator` is currently at. + * Guaranteed to be not `none` as long as iteration hasn't finished. + * + * Resulting `EPlaceable` can refer to now non-existing entities if they were + * destroyed after the start of iteration. + * + * @return `EPlaceable` caller `EntityIterator` is currently at. + */ +public function EPlaceable GetPlaceable(); + +/** + * Returns `EPlaceable` caller `EntityIterator` is currently at as `EPawn`, + * assuming that its entity support that interface. + * + * Resulting `EPawn` can refer to now non-existing entities if they were + * destroyed after the start of iteration. + * + * @return `EPawn` interface for `EPlaceable` that `Get()` would have returned. + * If `EPawn` is not supported by that `EPlaceable` - returns `none`. + */ +public function EPawn GetPawn(); + +/** + * Makes caller iterator skip any entities that do not support `EPawn` + * interface during iteration. + * + * @return Reference to caller `EntityIterator` to allow for method chaining. + */ +public function EntityIterator LeaveOnlyPawns(); + +/** + * Makes caller iterator skip any entities that are not visible in the game + * world. + * + * @return Reference to caller `EntityIterator` to allow for method chaining. + */ +public function EntityIterator LeaveOnlyPlaceables(); + +/** + * Makes caller iterator skip any entities that are not visible in the game + * world. + * + * @return Reference to caller `EntityIterator` to allow for method chaining. + */ +public function EntityIterator LeaveOnlyVisible(); + +defaultproperties +{ +} \ No newline at end of file diff --git a/sources/Gameplay/KF1Frontend/World/KF1_EntityIterator.uc b/sources/Gameplay/KF1Frontend/World/KF1_EntityIterator.uc new file mode 100644 index 0000000..287c373 --- /dev/null +++ b/sources/Gameplay/KF1Frontend/World/KF1_EntityIterator.uc @@ -0,0 +1,184 @@ +/** + * `EntityIterator` implementation for `KF1_Frontend`. + * Copyright 2022 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 . + */ +class KF1_EntityIterator extends EntityIterator; + +var private bool initialized; + +var private int currentIndex; +// Simply store all traced `Actor`s here at the moment of user first +// interacting with iterator's items: when either `Next()` or one of +// the `Get...()` methods were called. +var private array foundActors; +// Did we already perform iteration through actors? +var private bool iterated; + +// Iterator filters +var private bool onlyPawns; +var private bool onlyPlaceables; +var private bool onlyVisible; + +protected function Finalizer() +{ + _.memory.FreeMany(foundActors); + foundActors.length = 0; + initialized = false; +} + +/** + * Initializes `TracingIterator` that traces entities between `start` and + * `end` positions, in order starting from the `start` + */ +public final function Initialize() +{ + initialized = true; +} + +private final function bool IsActorVisible(Actor actorToCheck) +{ + if (actorToCheck == none) return false; + if (actorToCheck.bHidden && !actorToCheck.bWorldGeometry) return false; + if (actorToCheck.drawType == DT_None) return false; + + return true; +} + +// Does actual tracing, but only once per iterator's lifecycle. +// Assumes `initialized` is `true`. +private final function TryIterating() +{ + local Pawn nextPawn; + local Actor nextActor; + local class targetClass; + local ServerLevelCore core; + + // Checking `initialized` flag is already done by every method that + // calls `TryTracing()` + if (iterated) { + return; + } + currentIndex = 0; + if (onlyPawns) { + targetClass = class'Pawn'; + } + else { + targetClass = class'Actor'; + } + core = ServerLevelCore(class'ServerLevelCore'.static.GetInstance()); + // TODO: We should not always use slow `AllActors()` method + foreach core.AllActors(targetClass, nextActor) + { + if (onlyVisible && !IsActorVisible(nextActor)) { + continue; + } + nextPawn = Pawn(nextActor); + if (nextPawn != none) + { + foundActors[foundActors.length] = + class'EKFPawn'.static.Wrap(nextPawn); + } + else { + foundActors[foundActors.length] = + class'EKFUnknownPlaceable'.static.Wrap(nextActor); + } + } + iterated = true; +} + +public function Iter Next(optional bool skipNone) +{ + if (!initialized) { + return self; + } + TryIterating(); + currentIndex += 1; + return self; +} + +public function AcediaObject Get() +{ + if (!initialized) { + return none; + } + TryIterating(); + if (HasFinished()) { + return none; + } + return foundActors[currentIndex].NewRef(); +} + +public function EPlaceable GetPlaceable() +{ + // We only create `EPlaceable` child classes in this class + return EPlaceable(Get()); +} + +public function EPawn GetPawn() +{ + local AcediaObject result; + local EPawn pawnResult; + + if (!initialized) { + return none; + } + result = Get(); + pawnResult = EPawn(result); + if (pawnResult == none) { + _.memory.Free(result); + } + return pawnResult; +} + +public function bool HasFinished() +{ + TryIterating(); + return (currentIndex >= foundActors.length); +} + +public function Iter LeaveOnlyNotNone() +{ + // We cannot tracer `none` actors, so no need to do anything + return self; +} + +public function EntityIterator LeaveOnlyPawns() +{ + if (initialized && !iterated) { + onlyPawns = true; + } + return self; +} + +public function EntityIterator LeaveOnlyPlaceables() { + // Doesn't do anything for now + // TODO: make it actually do something + return self; +} + +public function EntityIterator LeaveOnlyVisible() +{ + if (initialized && !iterated) { + onlyVisible = true; + } + return self; +} + +defaultproperties +{ +} \ No newline at end of file