/** * This object is meant purely as a dummy class to load config values about * side effects in AcediaCore. Class name is chosen to make config more * readable. * 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 ServerSideEffects extends AcediaObject dependson(BroadcastAPI) abstract config(AcediaSystem); /** * Acedia requires adding its own `GameRules` to listen to many different * game events. * It's normal for a mod to add its own game rules: game rules are * implemented in such a way that they form a linked list and, after * first (root) rules object receives a message it tells about said message to * the next rules object, which does the same, propagating messages through * the whole list. * This is the least offensive side effect of AcediaCore and there should * be no reason to prevents its `GameRules` from being added. */ var public const config bool allowAddingGameRules; /** * If allowed, AcediaCore can provide some additional information about * itself and other packages through "help" / "status" / "version" / "credits" * mutate commands, as well as allow to use "mutate acediacommands" to * emergency-enable `Commands` feature. * However that required access to "mutate" command events, which might not * always be desirable from `AcediaCore` library. This setting allows you to * disable such hooks. * NOTE: setting this to `false` will not prevent `Commands` feature from * hooking into mutate on its own. */ var public const config bool allowHookingIntoMutate; /** * Unfortunately, thanks to the TWI's code, there's no way to catch events * of when certain kinds of damage are dealt: from welder, bloat's bile and * siren's scream. At least not without something drastic, like replacing game * type class. * As a workaround, Acedia can optionally replace bloat and siren damage * type to at least catch damage dealt by zeds (as being dealt welder damage is * pretty rare and insignificant). This change has several unfortunate * side-effects: * 1. Potentially breaking mods that are looking for `DamTypeVomit` and * `SirenScreamDamage` damage types specifically. Fixing this issue * would require these mods to either also try and catch Acedia's * replacements `AcediaCore.Dummy_DamTypeVomit` and * `AcediaCore.Dummy_SirenScreamDamage` or to catch any child classes * of `DamTypeVomit` and `SirenScreamDamage` (as Acedia's replacements * are also their child classes). * 2. Breaking some achievements that rely on * `KFSteamStatsAndAchievements`'s `KilledEnemyWithBloatAcid()` method * being called. This is mostly dealt with by Acedia calling it * manually. However it relies on killed pawn to have * `lastDamagedByType` set to `DamTypeVomit`, which sometimes might not * be the case. Achievements should still be obtainable. * 3. A lot of siren's visual damage effects code does direct checks for * `SirenScreamDamage` class. These can also break, stopping working as * intended. */ var public const config bool allowReplacingDamageTypes; /** * Acedia requires injecting its own `BroadcastHandler` to listen to * the broadcasted messages. * It's normal for a mod to add its own broadcast handler: broadcast * handlers are implemented in such a way that they form a linked list and, * after first (root) handler receives a message it tells about said message to * the next handler, which does the same, propagating messages through * the whole list. * If you do not wish Acedia to add its own handler, you should specify * `BHIJ_None` as `broadcastHandlerInjectionLevel`'s value. If you want to * allow it to simply add its broadcast handler to the end of the handler's * linked list, as described above, set it to `BHIJ_Registered`. * However, more information can be obtained if Acedia's broadcast handler * is inserted at the root of the whole chain. This is the preferred way for * Acedia and if you do not have a reason to forbid that (for example, for mod * compatibility reasons), you should set this value at `BHIJ_Root`. */ var public const config BroadcastAPI.InjectionLevel broadcastHandlerInjectionLevel; defaultproperties { allowAddingGameRules = true allowHookingIntoMutate = true allowReplacingDamageTypes = true broadcastHandlerInjectionLevel = BHIJ_Root }