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90 lines
2.9 KiB
90 lines
2.9 KiB
/** |
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* Represents a connected player connection and serves to provide access to |
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* both it's server data and in-game pawn representation. |
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* Unlike `User`, - changes when player reconnects the server. |
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* This object SHOULD NOT be created manually, please rely on |
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* `AcediaCore` for that. |
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* Killing floor 1 note: inherently linked to |
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* a particular `PlayerController`. |
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* Copyright 2020 Anton Tarasenko |
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*------------------------------------------------------------------------------ |
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* This file is part of Acedia. |
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* |
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* Acedia is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* Acedia is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>. |
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*/ |
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class APlayer extends AcediaActor; |
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// How this `APlayer` is identified by the server |
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var private User identity; |
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// Controller |
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var private PlayerController ownerController; |
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// Shortcut to `ConnectionEvents`, so that we don't have to write |
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// `class'ConnectionEvents'` every time. |
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var const class<PlayerEvents> events; |
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/** |
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* Initializes caller `APlayer`. Should be called right after `APlayer` |
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* was spawned. |
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* |
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* Initialization should (and can) only be done once. |
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* Before a `Initialize()` call, any other method calls on such `User` |
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* must be considerate to have undefined behavior. |
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* |
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* @param newController Controller that caller `APLayer` will correspond to. |
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*/ |
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public final function Initialize(PlayerController newController) |
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{ |
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ownerController = initOwnerController; |
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identity = _.users.FetchByIDHash(initOwnerController.GetPlayerIDHash()); |
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events.static.CallPlayerConnected(self); |
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} |
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/** |
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* Returns associated controller. |
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* |
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* @return Controller that caller `APLayer` corresponds to. |
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*/ |
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public final function PlayerController GetController() |
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{ |
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return ownerController; |
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} |
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/** |
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* IMPORTANT: this is a helper function that is not supposed to be |
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* called manually. |
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* |
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* Causes `APlayer` to update it's inner state and should be triggered by |
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* various outside events. A necessary work-around, since we cannot make |
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* an event to trigger a protected function. |
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*/ |
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public final function Update() |
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{ |
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if (ownerController == none) { |
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events.static.CallPlayerDisconnected(self); |
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Destroy(); |
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} |
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} |
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// This is one of the most important objects for `Acedia` and should be kept |
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// up-to-date as much as possible. |
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event Tick(float delta) |
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{ |
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Update(); |
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} |
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defaultproperties |
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{ |
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events = class'PlayerEvents' |
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} |