UnrealScript library and basis for all Acedia Framework mods
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/**
* Author: dkanus
* Home repo: https://www.insultplayers.ru/git/AcediaFramework/AcediaCore
* License: GPL
* Copyright 2022-2023 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 ChatApi extends AcediaObject;
///! API for accessing chat-related events.
///!
///! # Implementation
///!
///! Signal functions that track text chat messages `OnMessage()` and `OnMessageFor()` simply
///! hook into [`BroadcastApi`] the first time such signal is requested.
///!
///! Signal function [`OnVoiceMessage()`] for tracking voice replaces a function in
///! [`KFPlayerController`] to track when they are replicated.
///! Then replaced function informs [`ChatApi`] about new voice message transmissions via
///! internal [`_EmitOnVoiceMessage()`] method.
/// Lists voice messages built-in in the game.
enum BuiltInVoiceMessage {
// Support
BIVM_SupportMedic,
BIVM_SupportHelp,
BIVM_SupportAskForMoney,
BIVM_SupportAskForWeapon,
// Acknowledgements
BIVM_AckYes,
BIVM_AckNo,
BIVM_AckThanks,
BIVM_AckSorry,
// Alert
BIVM_AlretLookOut,
BIVM_AlretRun,
BIVM_AlretWaitForMe,
BIVM_AlretWeldTheDoors,
BIVM_AlretLetsHoleUpHere,
BIVM_AlretFollowMe,
// Direction
BIVM_DirectionGetToTheTrader,
BIVM_DirectionGoUpstairs,
BIVM_DirectionGoDownstairs,
BIVM_DirectionGetOutside,
BIVM_DirectionGetInside,
// Insult
BIVM_InsultSpecimens,
BIVM_InsultPlayers,
// Trader
BIVM_TraderCheckWhereTheShopIs,
BIVM_TraderGetClose,
BIVM_TraderShopOpen,
BIVM_TraderShopOpenFinal,
BIVM_Trader30SecondsUntilShopCloses,
BIVM_TraderShopClosed,
BIVM_TraderCompliment,
BIVM_TraderNotEnoughMoney,
BIVM_TraderCannotCarry,
BIVM_TraderHurryUp1,
BIVM_TraderHurryUp2,
// Auto
BIVM_AutoWelding,
BIVM_AutoUnwelding,
BIVM_AutoReload,
BIVM_AutoOutOfAmmo,
BIVM_AutoDosh,
BIVM_AutoStandStillTryingToHealYou,
BIVM_AutoLowOnHealth,
BIVM_AutoBloatAcid,
BIVM_AutoPatriarchCloack,
BIVM_AutoPatriarchMinigun,
BIVM_AutoPatriarchRocketLauncher,
BIVM_AutoGrabbedByClot,
BIVM_AutoFleshpoundSpotted,
BIVM_AutoGorefastSpotted,
BIVM_AutoScrakeSpotted,
BIVM_AutoSirenSpotten,
BIVM_AutoSirenScream,
BIVM_AutoStalkerSpotted,
BIVM_AutoCrawlertSpotted,
BIVM_AutoMeleeKilledAStalker,
BIVM_AutoUsingFlamethrower,
BIVM_AutoEquipHuntingShotgun,
BIVM_AutoEquipHandcannons,
BIVM_AutoEquipLAW,
BIVM_AutoEquipFireaxe,
// Fallback
BIVM_Unknown
};
/// Killing Floor's native voice message is defined by `name` and `byte` pair.
/// This struct is added to allow returning them as a pair.
struct NativeVoiceMessage {
var name type;
var byte index;
};
/// Tracks whether we've already connected to broadcast signals.
var protected bool connectedToBroadcastAPI;
/// Tracks whether we've already replaced a function that allows us to catch voice messages.
var private bool replacedSendVoiceMessage;
/// Auxiliary constants that store amount of values in [`BuiltInVoiceMessage`] before
/// a certain group.
/// Used for conversion between native voice messages and [`BuiltInVoiceMessage`]
var private const int VOICE_MESSAGES_BEFORE_ACKNOWLEDGEMENTS;
var private const int VOICE_MESSAGES_BEFORE_ALERTS;
var private const int VOICE_MESSAGES_BEFORE_DIRECTIONS;
var private const int VOICE_MESSAGES_BEFORE_INSULTS;
var private const int VOICE_MESSAGES_BEFORE_TRADER;
var private const int VOICE_MESSAGES_BEFORE_AUTO;
var private const int VOICE_MESSAGES_TOTAL;
var protected ChatAPI_OnMessage_Signal onMessageSignal;
var protected ChatAPI_OnMessageFor_Signal onMessageForSignal;
var protected ChatAPI_OnVoiceMessage_Signal onVoiceMessageSignal;
protected function Constructor() {
onMessageSignal = ChatAPI_OnMessage_Signal(_.memory.Allocate(class'ChatAPI_OnMessage_Signal'));
onMessageForSignal =
ChatAPI_OnMessageFor_Signal(_.memory.Allocate(class'ChatAPI_OnMessageFor_Signal'));
onVoiceMessageSignal =
ChatAPI_OnVoiceMessage_Signal(_.memory.Allocate(class'ChatAPI_OnVoiceMessage_Signal'));
}
protected function Finalizer() {
_.memory.Free(onMessageSignal);
_.memory.Free(onMessageForSignal);
_.memory.Free(onVoiceMessageSignal);
onMessageSignal = none;
onMessageForSignal = none;
onVoiceMessageSignal = none;
_server.unreal.broadcasts.OnHandleText(self).Disconnect();
_server.unreal.broadcasts.OnHandleTextFor(self).Disconnect();
connectedToBroadcastAPI = false;
}
/// Signal that will be emitted when a player sends a message into the chat.
///
/// Allows to modify message before sending it, as well as prevent it from being sent at all.
///
/// Return `false` to prevent message from being sent.
/// If `false` is returned, signal propagation to the remaining handlers will also be interrupted.
///
/// # Slot description
///
/// bool <slot>(EPlayer sender, MutableText message, bool teamMessage)
///
/// ## Parameters
///
/// * [`sender`]: `EPlayer` that has sent the message.
/// * [`message`]: Message that `sender` has sent.
/// This is a mutable variable and can be modified from message will be sent.
/// * [`teamMessage`]: Is this a team message (to be sent only to players on the same team)?
///
/// ## Returns
///
/// Return `false` to prevent this message from being sent at all and `true` otherwise.
/// Message will be sent only if all handlers will return `true`.
public /*signal*/ function ChatAPI_OnMessage_Slot OnMessage(AcediaObject receiver) {
TryConnectingBroadcastSignals();
return ChatAPI_OnMessage_Slot(onMessageSignal.NewSlot(receiver));
}
/// Signal that will be emitted when a player sends a message into the chat.
///
/// Allows to modify message before sending it, as well as prevent it from being sent at all.
///
/// Return `false` to prevent message from being sent to a specific player.
/// If `false` is returned, signal propagation to the remaining handlers will also be interrupted.
///
/// # Slot description
///
/// bool <slot>(EPlayer receiver, EPlayer sender, BaseText message)
///
/// ## Parameters
///
/// * [`receiver`]: `EPlayer` that will receive the message.
/// * [`sender`]: `EPlayer` that has sent the message.
/// * [`message`]: Message that `sender` has sent. This is an immutable variable and cannot
/// be changed at this point. Use `OnMessage()` signal function for that.
///
/// ## Returns
///
/// Return `false` to prevent this message from being sent to a particular player and
/// `true` otherwise.
/// Message will be sent only if all handlers will return `true`.
/// However decision whether to send message or not is made for every player separately.
public /*signal*/ function ChatAPI_OnMessageFor_Slot OnMessageFor(AcediaObject receiver) {
TryConnectingBroadcastSignals();
return ChatAPI_OnMessageFor_Slot(onMessageForSignal.NewSlot(receiver));
}
/// Signal that will be emitted when a player sends a voice message.
///
/// # Slot description
///
/// void <slot>(EPlayer sender, ChatApi.BuiltInVoiceMessage message)
///
/// ## Parameters
///
/// * [`sender`]: `EPlayer` that has sent the voice message.
/// * [`message`]: Message that `sender` has sent.
public /*signal*/ function ChatAPI_OnVoiceMessage_Slot OnVoiceMessage(AcediaObject receiver) {
if (!replacedSendVoiceMessage) {
_.unflect.ReplaceFunction_S(
"KFMod.KFPlayerController.SendVoiceMessage",
"AcediaCore.Unflect_ChatApi_Controller.SendVoiceMessage",
"`ChatApi` was required to catch voice messages");
replacedSendVoiceMessage = true;
}
return ChatAPI_OnVoiceMessage_Slot(onVoiceMessageSignal.NewSlot(receiver));
}
public /*internal*/ function NativeVoiceMessage _enumIntoNativeVoiceMessage(
BuiltInVoiceMessage voiceMessage
) {
local int enumValue;
local NativeVoiceMessage result;
enumValue = int(voiceMessage);
if (enumValue < VOICE_MESSAGES_BEFORE_ACKNOWLEDGEMENTS) {
result.type = 'SUPPORT';
result.index = enumValue;
} else if (enumValue < VOICE_MESSAGES_BEFORE_ALERTS) {
result.type = 'ACK';
result.index = enumValue - VOICE_MESSAGES_BEFORE_ACKNOWLEDGEMENTS;
} else if (enumValue < VOICE_MESSAGES_BEFORE_DIRECTIONS) {
result.type = 'ALERT';
result.index = enumValue - VOICE_MESSAGES_BEFORE_ALERTS;
} else if (enumValue < VOICE_MESSAGES_BEFORE_INSULTS) {
result.type = 'DIRECTION';
result.index = enumValue - VOICE_MESSAGES_BEFORE_DIRECTIONS;
} else if (enumValue < VOICE_MESSAGES_BEFORE_TRADER) {
result.type = 'INSULT';
result.index = enumValue - VOICE_MESSAGES_BEFORE_INSULTS;
} else if (enumValue < VOICE_MESSAGES_BEFORE_AUTO) {
result.type = 'TRADER';
result.index = enumValue - VOICE_MESSAGES_BEFORE_TRADER;
if (result.index >= 5) {
result.index += 1;
}
} else if (enumValue < VOICE_MESSAGES_TOTAL) {
result.type = 'AUTO';
result.index = enumValue - VOICE_MESSAGES_BEFORE_AUTO;
}
return result;
}
public /*internal*/ function BuiltInVoiceMessage _nativeVoiceMessageIntoEnum(
NativeVoiceMessage voiceMessage
) {
switch (voiceMessage.type) {
case 'SUPPORT':
if (voiceMessage.index < 4) {
return BuiltInVoiceMessage(voiceMessage.index);
}
break;
case 'ACK':
if (voiceMessage.index < 4) {
return BuiltInVoiceMessage(
VOICE_MESSAGES_BEFORE_ACKNOWLEDGEMENTS + voiceMessage.index);
}
break;
case 'ALERT':
if (voiceMessage.index < 6) {
return BuiltInVoiceMessage(VOICE_MESSAGES_BEFORE_ALERTS + voiceMessage.index);
}
break;
case 'DIRECTION':
if (voiceMessage.index < 5) {
return BuiltInVoiceMessage(VOICE_MESSAGES_BEFORE_DIRECTIONS + voiceMessage.index);
}
break;
case 'INSULT':
if (voiceMessage.index < 2) {
return BuiltInVoiceMessage(VOICE_MESSAGES_BEFORE_INSULTS + voiceMessage.index);
}
break;
case 'TRADER':
if (voiceMessage.index < 12) {
if (voiceMessage.index < 5) {
return BuiltInVoiceMessage(VOICE_MESSAGES_BEFORE_TRADER + voiceMessage.index);
} else if (voiceMessage.index > 5) {
return BuiltInVoiceMessage(
VOICE_MESSAGES_BEFORE_TRADER + voiceMessage.index - 1);
}
}
break;
case 'AUTO':
if (voiceMessage.index < 25) {
return BuiltInVoiceMessage(VOICE_MESSAGES_BEFORE_AUTO + voiceMessage.index);
}
break;
default:
return BIVM_Unknown;
}
return BIVM_Unknown;
}
public final /*internal*/ /*native*/ function _EmitOnVoiceMessage(
PlayerController sender,
name messageType,
byte messageID
) {
local EPlayer wrapper;
local NativeVoiceMessage nativeVoiceMessage;
local BuiltInVoiceMessage builtInVoiceMessage;
if (sender == none) return;
wrapper = _.players.FromController(sender);
if (wrapper == none) return;
nativeVoiceMessage.type = messageType;
nativeVoiceMessage.index = messageID;
builtInVoiceMessage = _nativeVoiceMessageIntoEnum(nativeVoiceMessage);
if (builtInVoiceMessage != BIVM_Unknown) {
onVoiceMessageSignal.Emit(wrapper, builtInVoiceMessage);
}
_.memory.Free(wrapper);
}
private final function TryConnectingBroadcastSignals() {
if (connectedToBroadcastAPI) {
return;
}
connectedToBroadcastAPI = true;
_server.unreal.broadcasts.OnHandleText(self).connect = HandleText;
_server.unreal.broadcasts.OnHandleTextFor(self).connect = HandleTextFor;
}
private function bool HandleText(
Actor sender,
out string message,
name messageType,
bool teamMessage
) {
local bool result;
local MutableText messageAsText;
local EPlayer senderPlayer;
// We only want to catch chat messages from a player
if (messageType != 'Say' && messageType != 'TeamSay') return true;
senderPlayer = _.players.FromController(PlayerController(sender));
if (senderPlayer == none) return true;
messageAsText = __().text.FromColoredStringM(message);
result = onMessageSignal.Emit(senderPlayer, messageAsText, teamMessage);
message = messageAsText.ToColoredString();
// To correctly display chat messages we want to drop default color tag
// at the beginning (the one `ToColoredString()` adds if first character
// has no defined color).
// This is a compatibility consideration with vanilla UI that expects
// uncolored text. Not removing initial color tag will make chat text
// appear black.
if (!messageAsText.GetFormatting(0).isColored) {
message = Mid(message, 4);
}
_.memory.Free(messageAsText);
_.memory.Free(senderPlayer);
return result;
}
private function bool HandleTextFor(
PlayerController receiver,
Actor sender,
out string message,
name messageType
) {
local bool result;
local Text messageAsText;
local EPlayer senderPlayer, receiverPlayer;
// We only want to catch chat messages from another player
if (messageType != 'Say' && messageType != 'TeamSay') return true;
senderPlayer = _.players.FromController(PlayerController(sender));
if (senderPlayer == none) return true;
receiverPlayer = _.players.FromController(receiver);
if (receiverPlayer == none) {
_.memory.Free(senderPlayer);
return true;
}
messageAsText = __().text.FromColoredString(message);
result = onMessageForSignal.Emit(receiverPlayer, senderPlayer, messageAsText);
_.memory.Free(messageAsText);
_.memory.Free(senderPlayer);
_.memory.Free(receiverPlayer);
return result;
}
defaultproperties {
VOICE_MESSAGES_BEFORE_ACKNOWLEDGEMENTS = 4
VOICE_MESSAGES_BEFORE_ALERTS = 8
VOICE_MESSAGES_BEFORE_DIRECTIONS = 14
VOICE_MESSAGES_BEFORE_INSULTS = 19
VOICE_MESSAGES_BEFORE_TRADER = 21
VOICE_MESSAGES_BEFORE_AUTO = 32
VOICE_MESSAGES_TOTAL = 57
}