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260 lines
8.5 KiB
260 lines
8.5 KiB
/** |
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* Low-level API that provides set of utility methods for working with |
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* unreal script classes. |
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* Copyright 2021 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 UnrealAPI extends AcediaObject; |
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/** |
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* Returns current game's `LevelInfo`. Useful because `level` variable |
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* is not defined inside objects. |
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* |
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* @return `LevelInfo` instance for the current game. Guaranteed to |
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* not be `none`. |
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*/ |
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public final function LevelInfo GetLevel() |
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{ |
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return class'CoreService'.static.GetInstance().level; |
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} |
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/** |
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* Returns current game's `GameInfo`. Useful because `level.game` is not |
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* accessible inside objects. |
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* |
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* @return `GameInfo` instance for the current game. Guaranteed to |
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* not be `none`. |
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*/ |
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public final function GameInfo GetGameType() |
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{ |
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return class'CoreService'.static.GetInstance().level.game; |
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} |
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/** |
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* Returns current game's `GameInfo` as `KFGameType`. Useful because |
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* `level.game` is not accessible inside objects and because it auto converts |
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* game type to `KFGameType`, which virtually all mods for killing floor use |
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* (by itself or as a base class). |
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* |
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* @return `KFGameType` instance for the current game. Can be `none` only if |
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* game was modded to run a `GameInfo` not derived from `KFGameType`. |
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*/ |
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public final function KFGameType GetKFGameType() |
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{ |
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return KFGameType(GetGameType()); |
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} |
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/** |
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* Returns current local player's `Controller`. Useful because `level` |
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* is not accessible inside objects. |
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* |
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* @return `PlayerController` instance for the local player. `none` iff run on |
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* dedicated servers. |
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*/ |
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public final function PlayerController GetLocalPlayer() |
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{ |
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return class'CoreService'.static.GetInstance().level |
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.GetLocalPlayerController(); |
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} |
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/** |
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* Checks if given class of `GameRules` is currently active in `GameInfo`. |
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* |
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* @param rulesClassToCheck Class of rules to check for. |
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* @return `true` if `GameRules` are active and `false` otherwise. |
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*/ |
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public final function bool AreGameRulesAdded( |
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class<GameRules> rulesClassToCheck) |
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{ |
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local GameRules rulesIter; |
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if (rulesClassToCheck == none) { |
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return false; |
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} |
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rulesIter = GetGameType().gameRulesModifiers; |
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while (rulesIter != none) |
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{ |
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if (rulesIter.class == rulesClassToCheck) { |
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return true; |
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} |
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rulesIter = rulesIter.nextGameRules; |
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} |
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return false; |
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} |
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/** |
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* Adds new `GameRules` class to the current `GameInfo`. |
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* Does nothing if give `GameRules` class was already added before. |
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* |
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* @param newRulesClass Class of rules to add. |
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* @return `true` if `GameRules` were added and `false` otherwise |
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* (because they were already active.) |
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*/ |
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public final function bool AddGameRules(class<GameRules> newRulesClass) |
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{ |
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if (AreGameRulesAdded(newRulesClass)) { |
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return false; |
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} |
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GetGameType().AddGameModifier(GameRules(_.memory.Allocate(newRulesClass))); |
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return true; |
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} |
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/** |
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* Removes given `GameRules` class from the current `GameInfo`, |
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* if they are active. Does nothing otherwise. |
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* |
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* @param rulesClassToRemove Class of rules to try and remove. |
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* @return `true` if `GameRules` were removed and `false` otherwise |
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* (if they were not active in the first place). |
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*/ |
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public final function bool RemoveGameRules(class<GameRules> rulesClassToRemove) |
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{ |
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local GameInfo game; |
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local GameRules rulesIter; |
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local GameRules rulesToDestroy; |
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if (rulesClassToRemove == none) return false; |
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game = GetGameType(); |
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if (game.gameRulesModifiers == none) return false; |
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// Check root rules |
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rulesToDestroy = game.gameRulesModifiers; |
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if (rulesToDestroy.class == rulesClassToRemove) |
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{ |
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game.gameRulesModifiers = rulesToDestroy.nextGameRules; |
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rulesToDestroy.Destroy(); |
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return true; |
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} |
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// Check rest of the rules |
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rulesIter = game.gameRulesModifiers; |
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while (rulesIter != none) |
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{ |
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rulesToDestroy = rulesIter.nextGameRules; |
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if ( rulesToDestroy != none |
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&& rulesToDestroy.class == rulesClassToRemove) |
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{ |
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rulesIter.nextGameRules = rulesToDestroy.nextGameRules; |
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rulesToDestroy.Destroy(); |
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return true; |
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} |
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rulesIter = rulesIter.nextGameRules; |
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} |
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return false; |
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} |
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/** |
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* Convenience method for finding a first inventory entry of the given |
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* class `inventoryClass` in the given inventory chain `inventoryChain`. |
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* |
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* Inventory is stored as a linked list, where next inventory item is available |
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* through the `inventory` reference. This method follows this list, starting |
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* from `inventoryChain` until it finds `Inventory` of the appropriate class |
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* or reaches the end of the list. |
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* |
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* @param inventoryClass Class of the inventory we are interested in. |
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* @param inventoryChain Inventory chain in which we should search for |
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* the given class. |
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* @param acceptChildClass `true` if method should also return any |
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* `Inventory` of class derived from `inventoryClass` and `false` if |
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* we want given class specifically (default). |
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* @return First inventory from `inventoryChain` that matches given |
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* `inventoryClass` class (whether exactly or as a child class, |
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* in case `acceptChildClass == true`). |
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*/ |
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public final function Inventory GetInventoryFrom( |
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class<Inventory> inventoryClass, |
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Inventory inventoryChain, |
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optional bool acceptChildClass) |
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{ |
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if (inventoryClass == none) { |
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return none; |
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} |
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while (inventoryChain != none) |
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{ |
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if (inventoryChain.class == inventoryClass) { |
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return inventoryChain; |
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} |
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if ( acceptChildClass |
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&& ClassIsChildOf(inventoryChain.class, inventoryClass)) |
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{ |
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return inventoryChain; |
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} |
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inventoryChain = inventoryChain.inventory; |
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} |
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return none; |
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} |
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/** |
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* Convenience method for finding a all inventory entries of the given |
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* class `inventoryClass` in the given inventory chain `inventoryChain`. |
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* |
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* Inventory is stored as a linked list, where next inventory item is available |
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* through the `inventory` reference. This method follows this list, starting |
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* from `inventoryChain` until the end of the list. |
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* |
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* @param inventoryClass Class of the inventory we are interested in. |
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* @param inventoryChain Inventory chain in which we should search for |
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* the given class. |
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* @param acceptChildClass `true` if method should also return any |
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* `Inventory` of class derived from `inventoryClass` and `false` if |
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* we want given class specifically (default). |
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* @return Array of inventory items from `inventoryChain` that match given |
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* `inventoryClass` class (whether exactly or as a child class, |
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* in case `acceptChildClass == true`). |
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*/ |
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public final function array<Inventory> GetAllInventoryFrom( |
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class<Inventory> inventoryClass, |
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Inventory inventoryChain, |
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optional bool acceptChildClass) |
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{ |
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local bool shouldAdd; |
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local array<Inventory> result; |
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if (inventoryClass == none) { |
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return result; |
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} |
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while (inventoryChain != none) |
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{ |
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shouldAdd = false; |
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if (inventoryChain.class == inventoryClass) { |
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shouldAdd = true; |
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} |
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else if (acceptChildClass) { |
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shouldAdd = ClassIsChildOf(inventoryChain.class, inventoryClass); |
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} |
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if (shouldAdd) { |
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result[result.length] = inventoryChain; |
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} |
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inventoryChain = inventoryChain.inventory; |
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} |
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return result; |
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} |
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/** |
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* Creates reference object to store a `Actor` value. |
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* |
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* @param value Initial value to store in reference. |
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* @return `NativeActorRef`, containing `value`. |
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*/ |
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public final function NativeActorRef ActorRef(optional Actor value) |
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{ |
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local NativeActorRef ref; |
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ref = NativeActorRef(_.memory.Allocate(class'NativeActorRef')); |
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ref.Set(value); |
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return ref; |
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} |
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defaultproperties |
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{ |
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} |