/**
* Represents a connected player connection and serves to provide access to
* both it's server data and in-game pawn representation.
* Unlike `User`, - changes when player reconnects the server.
* This object SHOULD NOT be created manually, please rely on
* `AcediaCore` for that.
* Killing floor 1 note: inherently linked to
* a particular `PlayerController`.
* Copyright 2020 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 APlayer extends AcediaActor;
// How this `APlayer` is identified by the server
var private User identity;
// Controller
var private PlayerController ownerController;
// Shortcut to `ConnectionEvents`, so that we don't have to write
// `class'ConnectionEvents'` every time.
var const class events;
/**
* Initializes caller `APlayer`. Should be called right after `APlayer`
* was spawned.
*
* Initialization should (and can) only be done once.
* Before a `Initialize()` call, any other method calls on such `User`
* must be considerate to have undefined behavior.
*
* @param newController Controller that caller `APLayer` will correspond to.
*/
public final function Initialize(PlayerController newController)
{
ownerController = initOwnerController;
identity = _.users.FetchByIDHash(initOwnerController.GetPlayerIDHash());
events.static.CallPlayerConnected(self);
}
/**
* Returns associated controller.
*
* @return Controller that caller `APLayer` corresponds to.
*/
public final function PlayerController GetController()
{
return ownerController;
}
/**
* IMPORTANT: this is a helper function that is not supposed to be
* called manually.
*
* Causes `APlayer` to update it's inner state and should be triggered by
* various outside events. A necessary work-around, since we cannot make
* an event to trigger a protected function.
*/
public final function Update()
{
if (ownerController == none) {
events.static.CallPlayerDisconnected(self);
Destroy();
}
}
// This is one of the most important objects for `Acedia` and should be kept
// up-to-date as much as possible.
event Tick(float delta)
{
Update();
}
defaultproperties
{
events = class'PlayerEvents'
}