Launcher mod for all Acedia Framework mods
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5 years ago
/**
* Feature represents a certain subset of Acedia's functionality that
* can be enabled or disabled, according to server owner's wishes.
* In the current version of Acedia enabling or disabling a feature requires
* manually editing configuration file and restarting a server.
* Factually feature is just a collection of settings with one universal
* 'isActive' setting that tells Acedia whether or not to load a feature.
* Copyright 2019 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 Feature extends Singleton
abstract
config(Acedia);
// Setting that tells Acedia whether or not to enable this feature
// during initialization.
// Only it's default value is ever used.
var private config bool autoEnable;
// Listeners listed here will be automatically activated.
var public const array< class<Listener> > requiredListeners;
// Sets whether to enable this feature by default.
public static final function SetAutoEnable(bool doEnable)
{
default.autoEnable = doEnable;
StaticSaveConfig();
}
public static final function bool IsAutoEnabled()
{
return default.autoEnable;
}
// Whether feature is enabled is determined by
public static final function bool IsEnabled()
{
return (GetInstance() != none);
}
// Enables feature of given class.
// To disable a feature simply use 'Destroy'.
public static final function Feature EnableMe()
{
local Feature newInstance;
if (IsEnabled())
{
return Feature(GetInstance());
}
default.blockSpawning = false;
newInstance = class'Acedia'.static.GetInstance().Spawn(default.class);
default.blockSpawning = true;
return newInstance;
}
// Event functions that are called when
public function OnEnabled(){}
public function OnDisabled(){}
// Set listeners' status
private static function SetListenersActiveSatus(bool newStatus)
{
local int i;
for (i = 0; i < default.requiredListeners.length; i += 1)
{
if (default.requiredListeners[i] == none) continue;
default.requiredListeners[i].static.SetActive(newStatus);
}
}
// 'OnEnabled' and 'OnDisabled' should be called from functions that
// will be called regardless of whether 'Feature' was created
// with 'ChangeEnabledState' or in some other way.
event PreBeginPlay()
{
super.PreBeginPlay();
// '!bDeleteMe' means that we will be a singleton instance,
// meaning that we only just got enabled.
if (!bDeleteMe && IsEnabled())
{
// Block spawning this feature before calling any other events
default.blockSpawning = true;
SetListenersActiveSatus(true);
OnEnabled();
return;
}
}
event Destroyed()
{
super.Destroyed();
SetListenersActiveSatus(false);
OnDisabled();
}
defaultproperties
{
autoEnable = false
// Prevent spawning this feature by any other means than 'EnableMe()'.
blockSpawning = true
// Features are server-only actors
remoteRole = ROLE_None
}