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106 lines
5.2 KiB
106 lines
5.2 KiB
/** |
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* This object is meant purely as a dummy class to load config values about |
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* side effects in AcediaCore. Class name is chosen to make config more |
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* readable. |
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* Copyright 2022 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 ServerSideEffects extends AcediaObject |
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dependson(BroadcastAPI) |
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abstract |
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config(AcediaSystem); |
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/** |
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* Acedia requires adding its own `GameRules` to listen to many different |
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* game events. |
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* It's normal for a mod to add its own game rules: game rules are |
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* implemented in such a way that they form a linked list and, after |
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* first (root) rules object receives a message it tells about said message to |
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* the next rules object, which does the same, propagating messages through |
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* the whole list. |
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* This is the least offensive side effect of AcediaCore and there should |
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* be no reason to prevents its `GameRules` from being added. |
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*/ |
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var public const config bool allowAddingGameRules; |
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/** |
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* If allowed, AcediaCore can provide some additional information about |
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* itself and other packages through "help" / "status" / "version" / "credits" |
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* mutate commands, as well as allow to use "mutate acediacommands" to |
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* emergency-enable `Commands` feature. |
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* However that required access to "mutate" command events, which might not |
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* always be desirable from `AcediaCore` library. This setting allows you to |
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* disable such hooks. |
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* NOTE: setting this to `false` will not prevent `Commands` feature from |
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* hooking into mutate on its own. |
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*/ |
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var public const config bool allowHookingIntoMutate; |
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/** |
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* Unfortunately, thanks to the TWI's code, there's no way to catch events |
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* of when certain kinds of damage are dealt: from welder, bloat's bile and |
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* siren's scream. At least not without something drastic, like replacing game |
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* type class. |
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* As a workaround, Acedia can optionally replace bloat and siren damage |
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* type to at least catch damage dealt by zeds (as being dealt welder damage is |
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* pretty rare and insignificant). This change has several unfortunate |
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* side-effects: |
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* 1. Potentially breaking mods that are looking for `DamTypeVomit` and |
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* `SirenScreamDamage` damage types specifically. Fixing this issue |
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* would require these mods to either also try and catch Acedia's |
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* replacements `AcediaCore.Dummy_DamTypeVomit` and |
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* `AcediaCore.Dummy_SirenScreamDamage` or to catch any child classes |
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* of `DamTypeVomit` and `SirenScreamDamage` (as Acedia's replacements |
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* are also their child classes). |
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* 2. Breaking some achievements that rely on |
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* `KFSteamStatsAndAchievements`'s `KilledEnemyWithBloatAcid()` method |
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* being called. This is mostly dealt with by Acedia calling it |
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* manually. However it relies on killed pawn to have |
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* `lastDamagedByType` set to `DamTypeVomit`, which sometimes might not |
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* be the case. Achievements should still be obtainable. |
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* 3. A lot of siren's visual damage effects code does direct checks for |
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* `SirenScreamDamage` class. These can also break, stopping working as |
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* intended. |
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*/ |
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var public const config bool allowReplacingDamageTypes; |
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/** |
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* Acedia requires injecting its own `BroadcastHandler` to listen to |
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* the broadcasted messages. |
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* It's normal for a mod to add its own broadcast handler: broadcast |
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* handlers are implemented in such a way that they form a linked list and, |
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* after first (root) handler receives a message it tells about said message to |
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* the next handler, which does the same, propagating messages through |
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* the whole list. |
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* If you do not wish Acedia to add its own handler, you should specify |
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* `BHIJ_None` as `broadcastHandlerInjectionLevel`'s value. If you want to |
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* allow it to simply add its broadcast handler to the end of the handler's |
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* linked list, as described above, set it to `BHIJ_Registered`. |
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* However, more information can be obtained if Acedia's broadcast handler |
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* is inserted at the root of the whole chain. This is the preferred way for |
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* Acedia and if you do not have a reason to forbid that (for example, for mod |
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* compatibility reasons), you should set this value at `BHIJ_Root`. |
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*/ |
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var public const config BroadcastAPI.InjectionLevel broadcastHandlerInjectionLevel; |
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defaultproperties |
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{ |
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allowAddingGameRules = true |
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allowHookingIntoMutate = true |
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allowReplacingDamageTypes = true |
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broadcastHandlerInjectionLevel = BHIJ_Root |
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} |