UnrealScript library and basis for all Acedia Framework mods
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/**
* Acedia's `GameRules` class that provides `GameRules`'s events through
* the signal/slot functionality.
* 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 <https://www.gnu.org/licenses/>.
*/
class AcediaGameRules extends GameRules;
var private GameRules_OnFindPlayerStart_Signal onFindPlayerStartSignal;
var private GameRules_OnHandleRestartGame_Signal onHandleRestartGameSignal;
var private GameRules_OnCheckEndGame_Signal onCheckEndGameSignal;
var private GameRules_OnCheckScore_Signal onCheckScoreSignal;
var private GameRules_OnOverridePickupQuery_Signal onOverridePickupQuery;
var private GameRules_OnNetDamage_Signal onNetDamage;
public final function Initialize(unrealService service)
{
if (service == none) {
return;
}
onFindPlayerStartSignal = GameRules_OnFindPlayerStart_Signal(
service.GetSignal(class'GameRules_OnFindPlayerStart_Signal'));
onHandleRestartGameSignal = GameRules_OnHandleRestartGame_Signal(
service.GetSignal(class'GameRules_OnHandleRestartGame_Signal'));
onCheckEndGameSignal = GameRules_OnCheckEndGame_Signal(
service.GetSignal(class'GameRules_OnCheckEndGame_Signal'));
onCheckScoreSignal = GameRules_OnCheckScore_Signal(
service.GetSignal(class'GameRules_OnCheckScore_Signal'));
onOverridePickupQuery = GameRules_OnOverridePickupQuery_Signal(
service.GetSignal(class'GameRules_OnOverridePickupQuery_Signal'));
onNetDamage = GameRules_OnNetDamage_Signal(
service.GetSignal(class'GameRules_OnNetDamage_Signal'));
}
function string GetRules()
{
local string resultSet;
resultSet = "acedia";
if (nextGameRules != none) {
resultSet = resultSet $ nextGameRules.GetRules();
}
return resultSet;
}
function NavigationPoint FindPlayerStart(
Controller player,
optional byte inTeam,
optional string incomingName)
{
local NavigationPoint result;
if (onFindPlayerStartSignal != none) {
result = onFindPlayerStartSignal.Emit(player, inTeam, incomingName);
}
if (result == none && nextGameRules != none) {
return nextGameRules.FindPlayerStart(player, inTeam, incomingName);
}
return result;
}
function bool HandleRestartGame()
{
local bool result;
if (onHandleRestartGameSignal != none) {
result = onHandleRestartGameSignal.Emit();
}
if (nextGameRules != none && nextGameRules.HandleRestartGame()) {
return true;
}
return result;
}
function bool CheckEndGame(PlayerReplicationInfo winner, string reason)
{
local bool result;
result = true;
if (onCheckEndGameSignal != none) {
result = onCheckEndGameSignal.Emit(winner, reason);
}
if (nextGameRules != none && !nextGameRules.HandleRestartGame()) {
return false;
}
return result;
}
function bool CheckScore(PlayerReplicationInfo scorer)
{
local bool result;
if (onCheckScoreSignal != none) {
result = onCheckScoreSignal.Emit(scorer);
}
if (nextGameRules != none && nextGameRules.CheckScore(Scorer)) {
return true;
}
return result;
}
function bool OverridePickupQuery(
Pawn other,
Pickup item,
out byte allowPickup)
{
local bool shouldOverride;
if (onOverridePickupQuery != none) {
shouldOverride = onOverridePickupQuery.Emit(other, item, allowPickup);
}
if (shouldOverride) {
return true;
}
if (nextGameRules != none) {
return nextGameRules.OverridePickupQuery(other, item, allowPickup);
}
return false;
}
function int NetDamage(
int originalDamage,
int damage,
Pawn injured,
Pawn instigatedBy,
Vector hitLocation,
out Vector momentum,
class<DamageType> damageType)
{
if (onNetDamage != none)
{
damage = onNetDamage.Emit( originalDamage, damage, injured,
instigatedBy, hitLocation, momentum,
damageType);
}
if (nextGameRules != none)
{
return nextGameRules.NetDamage( originalDamage, damage, injured,
instigatedBy, hitLocation, momentum,
damageType);
}
return damage;
}
defaultproperties
{
}