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347 lines
12 KiB
347 lines
12 KiB
/** |
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* Author: dkanus |
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* Home repo: https://www.insultplayers.ru/git/AcediaFramework/AcediaCore |
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* License: GPL |
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* Copyright 2022-2023 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 ChatApi extends AcediaObject; |
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var private const int VOICE_MESSAGES_BEFORE_ACKNOWLEDGEMENTS; |
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var private const int VOICE_MESSAGES_BEFORE_ALERTS; |
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var private const int VOICE_MESSAGES_BEFORE_DIRECTIONS; |
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var private const int VOICE_MESSAGES_BEFORE_INSULTS; |
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var private const int VOICE_MESSAGES_BEFORE_TRADER; |
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var private const int VOICE_MESSAGES_BEFORE_AUTO; |
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var private const int VOICE_MESSAGES_TOTAL; |
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enum BuiltInVoiceMessage { |
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// Support |
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BIVM_SupportMedic, |
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BIVM_SupportHelp, |
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BIVM_SupportAskForMoney, |
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BIVM_SupportAskForWeapon, |
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// Acknowledgements |
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BIVM_AckYes, |
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BIVM_AckNo, |
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BIVM_AckThanks, |
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BIVM_AckSorry, |
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// Alert |
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BIVM_AlretLookOut, |
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BIVM_AlretRun, |
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BIVM_AlretWaitForMe, |
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BIVM_AlretWeldTheDoors, |
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BIVM_AlretLetsHoleUpHere, |
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BIVM_AlretFollowMe, |
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// Direction |
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BIVM_DirectionGetToTheTrader, |
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BIVM_DirectionGoUpstairs, |
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BIVM_DirectionGoDownstairs, |
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BIVM_DirectionGetOutside, |
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BIVM_DirectionGetInside, |
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// Insult |
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BIVM_InsultSpecimens, |
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BIVM_InsultPlayers, |
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// Trader |
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BIVM_TraderCheckWhereTheShopIs, |
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BIVM_TraderGetClose, |
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BIVM_TraderShopOpen, |
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BIVM_TraderShopOpenFinal, |
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BIVM_Trader30SecondsUntilShopCloses, |
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BIVM_TraderShopClosed, |
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BIVM_TraderCompliment, |
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BIVM_TraderNotEnoughMoney, |
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BIVM_TraderCannotCarry, |
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BIVM_TraderHurryUp1, |
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BIVM_TraderHurryUp2, |
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// Auto |
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BIVM_AutoWelding, |
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BIVM_AutoUnwelding, |
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BIVM_AutoReload, |
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BIVM_AutoOutOfAmmo, |
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BIVM_AutoDosh, |
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BIVM_AutoStandStillTryingToHealYou, |
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BIVM_AutoLowOnHealth, |
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BIVM_AutoBloatAcid, |
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BIVM_AutoPatriarchCloack, |
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BIVM_AutoPatriarchMinigun, |
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BIVM_AutoPatriarchRocketLauncher, |
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BIVM_AutoGrabbedByClot, |
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BIVM_AutoFleashpoundSpotted, |
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BIVM_AutoGorefastSpotted, |
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BIVM_AutoScrakeSpotted, |
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BIVM_AutoSirenSpotten, |
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BIVM_AutoSirenScream, |
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BIVM_AutoStalkerSpotted, |
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BIVM_AutoCrawlertSpotted, |
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BIVM_AutoMeleeKilledAStalker, |
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BIVM_AutoUsingFlamethrower, |
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BIVM_AutoEquipHuntingShotgun, |
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BIVM_AutoEquipHandcannons, |
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BIVM_AutoEquipLAW, |
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BIVM_AutoEquipFireaxe, |
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// Fallback |
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BIVM_Unknown |
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}; |
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struct NativeVoiceMessage { |
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var name type; |
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var byte index; |
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}; |
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var protected bool connectedToBroadcastAPI; |
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var protected ChatAPI_OnMessage_Signal onMessageSignal; |
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var protected ChatAPI_OnMessageFor_Signal onMessageForSignal; |
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protected function Constructor() { |
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onMessageSignal = ChatAPI_OnMessage_Signal(_.memory.Allocate(class'ChatAPI_OnMessage_Signal')); |
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onMessageForSignal = |
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ChatAPI_OnMessageFor_Signal(_.memory.Allocate(class'ChatAPI_OnMessageFor_Signal')); |
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} |
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protected function Finalizer() { |
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_.memory.Free(onMessageSignal); |
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_.memory.Free(onMessageForSignal); |
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onMessageSignal = none; |
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onMessageForSignal = none; |
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_server.unreal.broadcasts.OnHandleText(self).Disconnect(); |
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_server.unreal.broadcasts.OnHandleTextFor(self).Disconnect(); |
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connectedToBroadcastAPI = false; |
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} |
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private final function TryConnectingBroadcastSignals() { |
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if (connectedToBroadcastAPI) { |
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return; |
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} |
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connectedToBroadcastAPI = true; |
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_server.unreal.broadcasts.OnHandleText(self).connect = HandleText; |
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_server.unreal.broadcasts.OnHandleTextFor(self).connect = HandleTextFor; |
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} |
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/// Signal that will be emitted when a player sends a message into the chat. |
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/// |
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/// Allows to modify message before sending it, as well as prevent it from being sent at all. |
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/// |
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/// Return `false` to prevent message from being sent. |
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/// If `false` is returned, signal propagation to the remaining handlers will also be interrupted. |
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/// |
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/// # Slot description |
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/// |
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/// bool <slot>(EPlayer sender, MutableText message, bool teamMessage) |
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/// |
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/// ## Parameters |
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/// |
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/// * [`sender`]: `EPlayer` that has sent the message. |
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/// * [`message`]: Message that `sender` has sent. |
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/// This is a mutable variable and can be modified from message will be sent. |
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/// * [`teamMessage`]: Is this a team message (to be sent only to players on the same team)? |
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/// |
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/// ## Returns |
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/// |
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/// Return `false` to prevent this message from being sent at all and `true` otherwise. |
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/// Message will be sent only if all handlers will return `true`. |
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public /*signal*/ function ChatAPI_OnMessage_Slot OnMessage(AcediaObject receiver) { |
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TryConnectingBroadcastSignals(); |
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return ChatAPI_OnMessage_Slot(onMessageSignal.NewSlot(receiver)); |
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} |
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/// Signal that will be emitted when a player sends a message into the chat. |
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/// |
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/// Allows to modify message before sending it, as well as prevent it from being sent at all. |
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/// |
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/// Return `false` to prevent message from being sent to a specific player. |
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/// If `false` is returned, signal propagation to the remaining handlers will also be interrupted. |
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/// |
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/// # Slot description |
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/// |
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/// bool <slot>(EPlayer receiver, EPlayer sender, BaseText message) |
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/// |
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/// ## Parameters |
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/// |
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/// * [`receiver`]: `EPlayer` that will receive the message. |
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/// * [`sender`]: `EPlayer` that has sent the message. |
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/// * [`message`]: Message that `sender` has sent. This is an immutable variable and cannot |
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/// be changed at this point. Use `OnMessage()` signal function for that. |
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/// |
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/// ## Returns |
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/// |
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/// Return `false` to prevent this message from being sent to a particular player and |
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/// `true` otherwise. |
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/// Message will be sent only if all handlers will return `true`. |
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/// However decision whether to send message or not is made for every player separately. |
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public /*signal*/ function ChatAPI_OnMessageFor_Slot OnMessageFor(AcediaObject receiver) { |
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TryConnectingBroadcastSignals(); |
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return ChatAPI_OnMessageFor_Slot(onMessageForSignal.NewSlot(receiver)); |
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} |
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public /*internal*/ function NativeVoiceMessage _enumIntoNativeVoiceMessage( |
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BuiltInVoiceMessage voiceMessage |
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) { |
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local int enumValue; |
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local NativeVoiceMessage result; |
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enumValue = int(voiceMessage); |
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if (enumValue < VOICE_MESSAGES_BEFORE_ACKNOWLEDGEMENTS) { |
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result.type = 'SUPPORT'; |
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result.index = enumValue; |
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} else if (enumValue < VOICE_MESSAGES_BEFORE_ALERTS) { |
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result.type = 'ACK'; |
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result.index = enumValue - VOICE_MESSAGES_BEFORE_ACKNOWLEDGEMENTS; |
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} else if (enumValue < VOICE_MESSAGES_BEFORE_DIRECTIONS) { |
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result.type = 'ALERT'; |
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result.index = enumValue - VOICE_MESSAGES_BEFORE_ALERTS; |
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} else if (enumValue < VOICE_MESSAGES_BEFORE_INSULTS) { |
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result.type = 'DIRECTION'; |
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result.index = enumValue - VOICE_MESSAGES_BEFORE_DIRECTIONS; |
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} else if (enumValue < VOICE_MESSAGES_BEFORE_TRADER) { |
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result.type = 'INSULT'; |
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result.index = enumValue - VOICE_MESSAGES_BEFORE_INSULTS; |
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} else if (enumValue < VOICE_MESSAGES_BEFORE_AUTO) { |
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result.type = 'TRADER'; |
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result.index = enumValue - VOICE_MESSAGES_BEFORE_TRADER; |
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if (result.index >= 5) { |
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result.index += 1; |
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} |
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} else if (enumValue < VOICE_MESSAGES_TOTAL) { |
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result.type = 'AUTO'; |
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result.index = enumValue - VOICE_MESSAGES_BEFORE_AUTO; |
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} |
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return result; |
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} |
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public /*internal*/ function BuiltInVoiceMessage _nativeVoiceMessageIntoEnum( |
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NativeVoiceMessage voiceMessage |
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) { |
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switch (voiceMessage.type) { |
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case 'SUPPORT': |
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if (voiceMessage.index < 4) { |
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return BuiltInVoiceMessage(voiceMessage.index); |
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} |
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break; |
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case 'ACK': |
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if (voiceMessage.index < 4) { |
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return BuiltInVoiceMessage( |
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VOICE_MESSAGES_BEFORE_ACKNOWLEDGEMENTS + voiceMessage.index); |
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} |
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break; |
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case 'ALERT': |
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if (voiceMessage.index < 6) { |
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return BuiltInVoiceMessage(VOICE_MESSAGES_BEFORE_ALERTS + voiceMessage.index); |
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} |
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break; |
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case 'DIRECTION': |
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if (voiceMessage.index < 5) { |
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return BuiltInVoiceMessage(VOICE_MESSAGES_BEFORE_DIRECTIONS + voiceMessage.index); |
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} |
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break; |
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case 'INSULT': |
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if (voiceMessage.index < 2) { |
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return BuiltInVoiceMessage(VOICE_MESSAGES_BEFORE_INSULTS + voiceMessage.index); |
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} |
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break; |
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case 'TRADER': |
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if (voiceMessage.index < 12) { |
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if (voiceMessage.index < 5) { |
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return BuiltInVoiceMessage(VOICE_MESSAGES_BEFORE_TRADER + voiceMessage.index); |
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} else if (voiceMessage.index > 5) { |
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return BuiltInVoiceMessage( |
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VOICE_MESSAGES_BEFORE_TRADER + voiceMessage.index - 1); |
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} |
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} |
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break; |
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case 'AUTO': |
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if (voiceMessage.index < 25) { |
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return BuiltInVoiceMessage(VOICE_MESSAGES_BEFORE_AUTO + voiceMessage.index); |
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} |
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break; |
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default: |
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return BIVM_Unknown; |
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} |
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return BIVM_Unknown; |
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} |
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private function bool HandleText( |
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Actor sender, |
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out string message, |
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name messageType, |
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bool teamMessage |
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) { |
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local bool result; |
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local MutableText messageAsText; |
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local EPlayer senderPlayer; |
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// We only want to catch chat messages from a player |
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if (messageType != 'Say' && messageType != 'TeamSay') return true; |
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senderPlayer = _.players.FromController(PlayerController(sender)); |
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if (senderPlayer == none) return true; |
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messageAsText = __().text.FromColoredStringM(message); |
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result = onMessageSignal.Emit(senderPlayer, messageAsText, teamMessage); |
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message = messageAsText.ToColoredString(); |
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// To correctly display chat messages we want to drop default color tag |
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// at the beginning (the one `ToColoredString()` adds if first character |
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// has no defined color). |
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// This is a compatibility consideration with vanilla UI that expects |
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// uncolored text. Not removing initial color tag will make chat text |
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// appear black. |
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if (!messageAsText.GetFormatting(0).isColored) { |
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message = Mid(message, 4); |
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} |
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_.memory.Free(messageAsText); |
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_.memory.Free(senderPlayer); |
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return result; |
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} |
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private function bool HandleTextFor( |
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PlayerController receiver, |
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Actor sender, |
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out string message, |
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name messageType |
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) { |
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local bool result; |
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local Text messageAsText; |
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local EPlayer senderPlayer, receiverPlayer; |
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// We only want to catch chat messages from another player |
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if (messageType != 'Say' && messageType != 'TeamSay') return true; |
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senderPlayer = _.players.FromController(PlayerController(sender)); |
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if (senderPlayer == none) return true; |
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receiverPlayer = _.players.FromController(receiver); |
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if (receiverPlayer == none) { |
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_.memory.Free(senderPlayer); |
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return true; |
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} |
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messageAsText = __().text.FromColoredString(message); |
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result = onMessageForSignal.Emit(receiverPlayer, senderPlayer, messageAsText); |
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_.memory.Free(messageAsText); |
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_.memory.Free(senderPlayer); |
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_.memory.Free(receiverPlayer); |
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return result; |
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} |
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defaultproperties { |
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VOICE_MESSAGES_BEFORE_ACKNOWLEDGEMENTS = 4 |
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VOICE_MESSAGES_BEFORE_ALERTS = 8 |
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VOICE_MESSAGES_BEFORE_DIRECTIONS = 14 |
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VOICE_MESSAGES_BEFORE_INSULTS = 19 |
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VOICE_MESSAGES_BEFORE_TRADER = 21 |
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VOICE_MESSAGES_BEFORE_AUTO = 32 |
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VOICE_MESSAGES_TOTAL = 57 |
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} |