/**
* Feature represents a certain subset of Acedia's functionality that
* can be enabled or disabled, according to server owner's wishes.
* In the current version of Acedia enabling or disabling a feature requires
* manually editing configuration file and restarting a server.
* Factually feature is just a collection of settings with one universal
* 'isActive' setting that tells Acedia whether or not to load a feature.
* Copyright 2019 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 Feature extends Singleton
abstract;
// Setting that tells Acedia whether or not to enable this feature
// during initialization.
// Only it's default value is ever used.
var private config bool autoEnable;
// Listeners listed here will be automatically activated.
var public const array< class > requiredListeners;
// Sets whether to enable this feature by default.
public static final function SetAutoEnable(bool doEnable)
{
default.autoEnable = doEnable;
StaticSaveConfig();
}
public static final function bool IsAutoEnabled()
{
return default.autoEnable;
}
// Whether feature is enabled is determined by
public static final function bool IsEnabled()
{
return (GetInstance() != none);
}
// Enables feature of given class.
public static final function Feature EnableMe()
{
local Feature newInstance;
if (IsEnabled())
{
return Feature(GetInstance());
}
default.blockSpawning = false;
// TODO: code duplication with `Service`?
newInstance = __().Spawn(default.class);
default.blockSpawning = true;
return newInstance;
}
public static final function bool DisableMe()
{
local Feature myself;
myself = Feature(GetInstance());
if (myself != none)
{
myself.Destroy();
return true;
}
return false;
}
// Event functions that are called when
protected function OnEnabled(){}
protected function OnDisabled(){}
// Set listeners' status
private static function SetListenersActiveSatus(bool newStatus)
{
local int i;
for (i = 0; i < default.requiredListeners.length; i += 1)
{
if (default.requiredListeners[i] == none) continue;
default.requiredListeners[i].static.SetActive(newStatus);
}
}
protected function OnCreated()
{
default.blockSpawning = true;
SetListenersActiveSatus(true);
OnEnabled();
}
protected function OnDestroyed()
{
SetListenersActiveSatus(false);
OnDisabled();
}
defaultproperties
{
autoEnable = false
DrawType = DT_None
// Prevent spawning this feature by any other means than 'EnableMe()'.
blockSpawning = true
// Features are server-only actors
remoteRole = ROLE_None
}