This patch adds two more possible argument types for Acedia's commands:
for arbitrary JSON values (argument types for any specific type of value
were already availabler before) and for players type of value (allowing
to specify a list of players with selectors, similar to how one does it
for targeted commands).
This patch does not actually implement parsing of these two arguments,
simply adds a possibility to declare them.
Previously we've used hardcoded steam ids to test commands on our
servers. Proper priviledge system still wasn't introduced, but
hardcoding ourselves before public release is a shitty idea, so I've
added an alternative crutch instead: server admin can now specify steam
ids of players allowed to use commands in the config.
This is a temporary workaround and to be replaced later.
Aliases were initially using `Actor`-base objects to manage themselves,
but that became a legacy approachin AcediaCore and they had to be
reimplemented without any `Actor`s (based on `Feature` instead),
allowing them mto be usable even when no `LevelCore` is provided.
Some mutators use mutate specific mutate commands "help", "version",
"status" and "credits" to ouput info about themselves.
Before this patch commands complained that there wasn't first three of
them. Now it doesn't complain.
Previously `Iter` was meant to be a collection iterator class, but now
we need a more generalized notion of iterator, so we move some
collection-specific methods out and designate `Iter` a general iterator
class, while `CollectionIterator` takes its former place.
commit dd6f236b360640b4c5ca2bfefdddf11482ab1bcf
Author: Anton Tarasenko <dkanus@gmail.com>
Date: Mon Jul 4 03:55:45 2022 +0700
Change `AcediaConfig` to use new collections
Before this patch `othersConsole` didn't address any targeted players,
now it addresses all players expect command's instigator and a player
for who `ExecutedFor()` is currently being called.
Squashed commit of the following:
commit f7cbf54045
Author: Anton Tarasenko <dkanus@gmail.com>
Date: Thu Jun 23 02:45:20 2022 +0700
Done
commit 3cf67a3ca5
Author: Anton Tarasenko <dkanus@gmail.com>
Date: Wed Jun 22 20:49:28 2022 +0700
Almost done
commit 6dfb9dc204
Author: Anton Tarasenko <dkanus@gmail.com>
Date: Wed Jun 22 17:03:06 2022 +0700
Now it even works
commit 2be4656f51
Author: Anton Tarasenko <dkanus@gmail.com>
Date: Wed Jun 22 16:30:35 2022 +0700
Kind of compiles now
commit 73914e9b7e
Author: Anton Tarasenko <dkanus@gmail.com>
Date: Tue Jun 21 04:24:04 2022 +0700
Daily dirty commit
`APlayer` and `ATrader` represented player and trader (`ShopVolume`)
with a single object instance. Such design, if used for all actors,
could have led to mutitute of problems rooted in need to find that
single object for any given native actor: we'd need to store
object-actor pairs separately and look through pairs lists, which is
hardly a sane design.
Now Acedia switches to a different design, where a single in-game entity
(i.e. actor) can have several interfaces referring to it. All equaly
valid. Refactoring `APlayer` and `ATrader` into `EPlayer` and `ETrader`
is a first step in that direction.
I shamefully ended up doing another mega-commit, because a lot of things
needed to be redone at once and it was easier that way on me. No one
really consistently tracks what I'm doing with these commits anyway.
This adds a whole bunch of code to deal with proper clean up for Acedia,
so it doesn't crash on map change and also replaces old event/listener
system with new signals/slots one.
This patch changes how `Feature`s configs work - they are now required
to use a separate config object (each `Feature` their own class, derived
from `FeatureConfig`) that is to be used as a `perconfigobject` storage.
`Feature`s themselves are not supposed to interact with their config
objects directly, instead using JSON-serializable type, which should
allow us a universal way to change `Feature`'s config variables during
execution.