/**
* Low-level API that provides set of utility methods for working with
* unreal script classes.
* Copyright 2021 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 UnrealAPI extends AcediaObject;
var public MutatorAPI mutator;
var public GameRulesAPI gameRules;
var public BroadcastAPI broadcasts;
var private LoggerAPI.Definition fatalNoStalker;
protected function Constructor()
{
mutator = MutatorAPI(_.memory.Allocate(class'MutatorAPI'));
gameRules = GameRulesAPI(_.memory.Allocate(class'GameRulesAPI'));
broadcasts = BroadcastAPI(_.memory.Allocate(class'BroadcastAPI'));
}
public function DropAPI()
{
mutator = none;
gameRules = none;
broadcasts = none;
}
/**
* Signal that will be emitted every tick.
*
* [Signature]
* void (float delta, float dilationCoefficient)
*
* @param delta In-game time in seconds that has passed since
* the last tick. To obtain real time passed from the last tick divide
* `delta` by `dilationCoefficient`.
* @param dilationCoefficient How fast is in-game time flow compared to
* the real world's one? `2` means twice as fast and
* `0.5` means twice as slow.
*/
/* SIGNAL */
public final function Unreal_OnTick_Slot OnTick(
AcediaObject receiver)
{
local Signal signal;
local UnrealService service;
service = UnrealService(class'UnrealService'.static.Require());
signal = service.GetSignal(class'Unreal_OnTick_Signal');
return Unreal_OnTick_Slot(signal.NewSlot(receiver));
}
/**
* Signal that will be emitted when a passed `targetToStalk` is destroyed.
*
* Passed parameter `targetToStalk` cannot be `none`, otherwise `none` will be
* returned instead of a valid slot.
*
* @param receiver Specify a receiver like for any other signal.
* @param targetToStalk Actor whose destruction we want to detect.
*
* [Signature]
* void ()
*/
/* SIGNAL */
public final function SimpleSlot OnDestructionFor(
AcediaObject receiver,
Actor targetToStalk)
{
local ActorStalker stalker;
if (receiver == none) return none;
if (targetToStalk == none) return none;
// Failing to spawn this actor without any collision flags is considered
// completely unexpected and grounds for fatal failure on Acedia' part
stalker = ActorStalker(_.memory.Allocate(class'ActorStalker'));
if (stalker == none)
{
_.logger.Auto(fatalNoStalker);
return none;
}
// This will not fail, since we have already ensured that
// `targetToStalk == none`
stalker.Initialize(targetToStalk);
return stalker.OnActorDestruction(receiver);
}
/**
* Returns current game's `LevelInfo`. Useful because `level` variable
* is not defined inside objects.
*
* @return `LevelInfo` instance for the current game. Guaranteed to
* not be `none`.
*/
public final function LevelInfo GetLevel()
{
return class'CoreService'.static.GetInstance().level;
}
/**
* Returns current game's `GameReplicationInfo`. Useful because `level.game`
* is not accessible inside objects.
*
* @return `GameReplicationInfo` instance for the current game. Guaranteed to
* not be `none`.
*/
public final function GameReplicationInfo GetGameRI()
{
return class'CoreService'.static.GetInstance().level.GRI;
}
/**
* Returns current game's `GameReplicationInfo` as `KFGameReplicationInfo`.
* Useful because `level.game` is not accessible inside objects and because it
* auto converts game replication info type to `KFGameReplicationInfo`, which
* virtually all mods for killing floor use (by itself or as a base class).
*
* @return `KFGameReplicationInfo` instance for the current game.
* Can be `none` only if game was modded to run a `KFGameReplicationInfo`
* not derived from `KFGameType`.
*/
public final function KFGameReplicationInfo GetKFGameRI()
{
return KFGameReplicationInfo(GetGameRI());
}
/**
* Returns current game's `GameInfo`. Useful because `level.game` is not
* accessible inside objects.
*
* @return `GameInfo` instance for the current game. Guaranteed to
* not be `none`.
*/
public final function GameInfo GetGameType()
{
return class'CoreService'.static.GetInstance().level.game;
}
/**
* Returns current game's `GameInfo` as `KFGameType`. Useful because
* `level.game` is not accessible inside objects and because it auto converts
* game type to `KFGameType`, which virtually all mods for killing floor use
* (by itself or as a base class).
*
* @return `KFGameType` instance for the current game. Can be `none` only if
* game was modded to run a `GameInfo` not derived from `KFGameType`.
*/
public final function KFGameType GetKFGameType()
{
return KFGameType(GetGameType());
}
/**
* Returns current local player's `Controller`. Useful because `level`
* is not accessible inside objects.
*
* @return `PlayerController` instance for the local player. `none` iff run on
* dedicated servers.
*/
public final function PlayerController GetLocalPlayer()
{
return class'CoreService'.static.GetInstance().level
.GetLocalPlayerController();
}
/**
* Convenience method for finding a first inventory entry of the given
* class `inventoryClass` in the given inventory chain `inventoryChain`.
*
* Inventory is stored as a linked list, where next inventory item is available
* through the `inventory` reference. This method follows this list, starting
* from `inventoryChain` until it finds `Inventory` of the appropriate class
* or reaches the end of the list.
*
* @param inventoryClass Class of the inventory we are interested in.
* @param inventoryChain Inventory chain in which we should search for
* the given class.
* @param acceptChildClass `true` if method should also return any
* `Inventory` of class derived from `inventoryClass` and `false` if
* we want given class specifically (default).
* @return First inventory from `inventoryChain` that matches given
* `inventoryClass` class (whether exactly or as a child class,
* in case `acceptChildClass == true`).
*/
public final function Inventory GetInventoryFrom(
class inventoryClass,
Inventory inventoryChain,
optional bool acceptChildClass)
{
if (inventoryClass == none) {
return none;
}
while (inventoryChain != none)
{
if (inventoryChain.class == inventoryClass) {
return inventoryChain;
}
if ( acceptChildClass
&& ClassIsChildOf(inventoryChain.class, inventoryClass))
{
return inventoryChain;
}
inventoryChain = inventoryChain.inventory;
}
return none;
}
/**
* Convenience method for finding a all inventory entries of the given
* class `inventoryClass` in the given inventory chain `inventoryChain`.
*
* Inventory is stored as a linked list, where next inventory item is available
* through the `inventory` reference. This method follows this list, starting
* from `inventoryChain` until the end of the list.
*
* @param inventoryClass Class of the inventory we are interested in.
* @param inventoryChain Inventory chain in which we should search for
* the given class.
* @param acceptChildClass `true` if method should also return any
* `Inventory` of class derived from `inventoryClass` and `false` if
* we want given class specifically (default).
* @return Array of inventory items from `inventoryChain` that match given
* `inventoryClass` class (whether exactly or as a child class,
* in case `acceptChildClass == true`).
*/
public final function array GetAllInventoryFrom(
class inventoryClass,
Inventory inventoryChain,
optional bool acceptChildClass)
{
local bool shouldAdd;
local array result;
if (inventoryClass == none) {
return result;
}
while (inventoryChain != none)
{
shouldAdd = false;
if (inventoryChain.class == inventoryClass) {
shouldAdd = true;
}
else if (acceptChildClass) {
shouldAdd = ClassIsChildOf(inventoryChain.class, inventoryClass);
}
if (shouldAdd) {
result[result.length] = inventoryChain;
}
inventoryChain = inventoryChain.inventory;
}
return result;
}
/**
* Creates reference object to store a `Actor` value.
*
* @param value Initial value to store in reference.
* @return `NativeActorRef`, containing `value`.
*/
public final function NativeActorRef ActorRef(optional Actor value)
{
local NativeActorRef ref;
ref = NativeActorRef(_.memory.Allocate(class'NativeActorRef'));
ref.Set(value);
return ref;
}
defaultproperties
{
fatalNoStalker = (l=LOG_Fatal,m="Cannot spawn `PawnStalker`")
}