9.6 KiB
AcediaCore alpha
AcediaCore is an UnrealScript library that is intended to provide a framework for creating mods for Killing Floor. Currently AcediaCore...
- Changes as little as possible. Despite its size, AcediaCore will only make changes that were requested from it, otherwise doing nothing and providing you with completely vanilla experience. This is a quality it will keep in all consequent releases.
- Server-side. So far AcediaCore was developed as a server-side only library. Some work on client-side feature has already started and at some point AcediaCore will support working with mods that affect clients, but this side of API is not intended to be accessed as of right now.
- Unstable API This doesn't mean that AcediaCore crashes, but that API
provided by AcediaCore (classes definitions, functions' signatures, ...)
can and will change as development goes on.
We aren't going to do it just for the hell of it and will try to preserve
the current behavior as much as is reasonable, but if providing a better API
would require us breaking compatibility, we will break it
(until version
1.0
is released).
AcediaCore is currently in the alpha with a goal is to gather some feedback from other people while finishing some yet incomplete features and writing documentation.
Why should I use it?
TODO:
- Talk about how the proper documentation is still in development, link whatever will be available for Friday.
- Add section about gameplay API, why it exists, how complete it is and how it is not mandatory to use.
- Short installation/using instructions.
Aliases
Aliases are basically alternative (more human-readable) names for pretty much
anything.
For example, inventory class of Killing Floor's AK47 is
KFMod.AK47AssaultRifle
, which is a handful.
AcediaCore allows server admins to define their own aliases for such
values, that can later be used by other mods:
Futility
allows to add AK47 to a player with a chat command like
!inventory SomeGuy add $ak47
, where $ak47
will be resolved like an alias.
There more aliases type than weapon aliases. Like color aliases, entity aliases. Or you can even add a custom alias source, if you need aliases for something completely different.
Commands
NOTE: AcediaCore's commands are fully functional, but there are still some changes planned for them during the alpha.
AcediaCore provides a unified command system.
Instead of the usual way of manually handling mutate
input to detect your
command and its parameters, you can simply specify command's name and types of
the parameters it should take, register this command with AcediaCore and let it
handle the rest.
Most prominent features of AcediaCore's commands are:
- Supported parameters range from simple
int
orstring
to complex JSON values. Some parameters can be marked as optional. - Ability to specify targeted players with advanced selector system
(e.g.
@
/@self
refers to the caller player,@all
to every player and[@all, !@self, !Dude]
to every player except you and someone called "Dude"). - Ability to specify options: additional modifiers that start with either
--
or-
.
Nice example is Futility's
command that allows you to give yourself all available weapons:
inventory@ add --list all --force
.
Same command also be written as inventory@ add -lf all
, where -lf
specifies
both --force
and --list
options.
This command is defined
here.
Text and colors
AcediaCore provides its own text types as alternative to string
:
Text
and MutableText
.
They are less efficient than string
, but provide a richer set of methods and
a better formatting support - instead of the usual way of coloring string
s
with embedded 4-byte escape sequences, it stores meta information about color
for each character.
With custom text types comes a new way to define color, colored strings.
Just as an example of one:
"This is a string with {$red red}, {rgb(0,255,0) green} and {#0000ff blue}
colors! There is also {$pink pink with {$gold embedded gold} color}!".
In the future our custom text types also have a potential to offer a better Unicode support.
Parsing
As a part of the text API, AcediaCore provides convenient parsing tools. As a simple example, here is a code that parses rgb color definition into 3 integer components:
local Parser parser;
local int redComponent, greenComponent, blueComponent;
...
parser = _.text.ParseS("rgb(0,255,0)");
parser.Match(P("rgb("), SCASE_INSENSITIVE)
.MInteger(redComponent).Match(P(","))
.MInteger(greenComponent).Match(P(","))
.MInteger(blueComponent).Match(P(")"));
P()
here simply creates AcediaCore's Text
instance from string
.
Signal
s and Slot
s
The usual way to listen to events in UnrealScript was to use some sort of
listener object: Mutator
can listen to events like CheckReplacement()
,
GameRules
is made to listen to a variety of events like OnNetDamage()
or OnOverridePickupQuery()
.
AcediaCore's Signal
s and Slot
s allow to provide mod makers with even simpler
access to certain events. As an example, to listen to OnNetDamage()
event
friendly fire fix
simply does _server.unreal.gameRules.OnNetDamage(self).connect = NetDamage;
and _server.unreal.gameRules.OnNetDamage(self).Disconnect();
to stop listening.
Here NetDamage
is simply a function with a proper signature.
Collections
Acedia provides two collection types ArrayList
for dynamic array and
HashTable
for... hash tables.
Both of them can store acedia's object values and any simple type values like
bool
, byte
, int
, float
, string
, Vector
(and this list can be extended further via boxing!).
ArrayList
simply stores them as an array, by their numeric index, while
HashTable
stores its values by keys, most notably text keys:
local HashTable table;
table = _.collections.EmptyhashTable();
table.SetInt(P("My cool int!"), 7);
table.SetFloat(P("Just a float..."), 1.25);
Log("Int:" @ table.GetInt(P("My cool int!")));
Log("Float:" @ table.GetFloat(P("Just a float...")));
They can even store each other, allowing them together to store anything
that JSON can by using HashTable
to represent JSON object and
ArrayList
to represent JSON array.
AcediaCore makes use of that and comes, among other things, with two-way
conversion between its these collections and text JSON representation.
Example of JSON to AcediaCore's collections conversion:
local HashTable result;
result = _.json.ParseHashTableWith(_.text.ParseString(
"{\"value\": 7, \"arr\": [11, -39, 5067, true, []]}"));
// Get int:
Log("Int #1:" @ result.GetArrayList(P("arr")).Get(1)); // Int #1: -39
// Or directly
Log("Int #2:" @ result.GetIntBy(P("/arr/1"))); // Int #2: -39
Features
Features are server-side replacement for Mutator
s with more requirements for
them.
Currently they are more annoying to make for a modder, but when done correctly
provide more benefits for the user:
- Ability to have different configs for different game modes;
- Ability to serialize their configs into JSON, potentially editable (WIP) by users right during the gameplay;
- Potential ability to swap configs or start/shutdown
Feature
s on the fly.
For now these still need to be manually implemented by modder and AcediaCore simply provides a common interface through which admins and other modders access these capabilities, but we have plans to automate implementation of at least the first two way later down the line. For now we will settle on providing these capabilities to all mods that we make with AcediaCore.
Console output
When sending long messages to client one can encounter an issue with these
messages wrapping to the next line and being displayed on top of the next
message.
AcediaCore introduces ConsoleWriter
class that can automatically break lines
when they get too long (what is "too long" defined by the config).
Thanks to that, we don't have to think about whether out output gets too big.
ConsoleWriter
also provides auxiliary methods to make writing into
the console easier.
[WIP] JSON local and remote databases and AvariceLink
We bring them up last, because they aren't yet complete. To be precise, AcediaCore right now provides working support for local databases that can store arbitrary JSON values with following limitations:
- Reading JSON data that is too large can lead to a crash;
- Bit integers (with arbitrary beyond what
int
is capable of) aren't yet able to be saved/loaded from it.
We also plan to make use of Acedia's JSON parsing capabilities to allow interaction with remote JSON database via something called AvariceLink. Work on that has already started (although it was postponed for about a year due to the need to develop other Acedia's areas) and there is a working prototype, that is able to overcome some of the UnrealScript's network quirks. AvariceLink itself is supposed to allow a simple JSOPN message exchange with outside applications.
This is sure to be completed during the duration of this alpha.