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Fix formatting

develop
Anton Tarasenko 2 years ago
parent
commit
8583bef23d
  1. 26
      sources/GameModes/BaseGameMode.uc
  2. 6
      sources/GameModes/GameMode.uc
  3. 8
      sources/Packages.uc
  4. 2
      sources/StartUp.uc
  5. 13
      sources/VotingHandlerAdapter.uc

26
sources/GameModes/BaseGameMode.uc

@ -10,7 +10,7 @@
* be used based on game info's settings; * be used based on game info's settings;
* 3. `Report...()` methods that perform various validation checks * 3. `Report...()` methods that perform various validation checks
* (and log them) on config data. * (and log them) on config data.
* Copyright 2021 Anton Tarasenko * Copyright 2021-2022 Anton Tarasenko
*------------------------------------------------------------------------------ *------------------------------------------------------------------------------
* This file is part of Acedia. * This file is part of Acedia.
* *
@ -101,6 +101,7 @@ protected function FromData(HashTable source)
local int i; local int i;
local ArrayList nextArray; local ArrayList nextArray;
local HashTable nextPair; local HashTable nextPair;
if (source == none) { if (source == none) {
return; return;
} }
@ -133,6 +134,7 @@ private final function FeatureConfigPair HashTableIntoPair(HashTable source)
{ {
local Text nextText; local Text nextText;
local FeatureConfigPair result; local FeatureConfigPair result;
if (source == none) { if (source == none) {
return result; return result;
} }
@ -152,6 +154,7 @@ private final function array<string> DynamicIntoStringArray(ArrayList source)
local int i; local int i;
local Text nextText; local Text nextText;
local array<string> result; local array<string> result;
if (source == none) { if (source == none) {
return result; return result;
} }
@ -168,6 +171,7 @@ protected function array<Text> StringToTextArray(array<string> input)
{ {
local int i; local int i;
local array<Text> result; local array<Text> result;
for (i = 0; i < input.length; i += 1) { for (i = 0; i < input.length; i += 1) {
result[i] = _.text.FromString(input[i]); result[i] = _.text.FromString(input[i]);
} }
@ -209,8 +213,9 @@ public function Text GetDifficulty()
public function ReportIncorrectSettings( public function ReportIncorrectSettings(
array<Packages.FeatureConfigPair> featuresToEnable) array<Packages.FeatureConfigPair> featuresToEnable)
{ {
local int i; local int i;
local array<string> featureNames, featuresToReplace; local array<string> featureNames, featuresToReplace;
for (i = 0; i < featuresToEnable.length; i += 1) { for (i = 0; i < featuresToEnable.length; i += 1) {
featureNames[i] = string(featuresToEnable[i].featureClass); featureNames[i] = string(featuresToEnable[i].featureClass);
} }
@ -233,6 +238,7 @@ public function ReportIncorrectSettings(
public function ReportBadMutatorNames() public function ReportBadMutatorNames()
{ {
local int i; local int i;
for (i = 0; i < includeMutator.length; i += 1) for (i = 0; i < includeMutator.length; i += 1)
{ {
if (!ValidateServerURLName(includeMutator[i])) if (!ValidateServerURLName(includeMutator[i]))
@ -266,8 +272,9 @@ private function ValidateFeatureArray(
array<string> whole, array<string> whole,
string arrayName) string arrayName)
{ {
local int i, j; local int i, j;
local bool foundItem; local bool foundItem;
for (i = 0; i < subset.length; i += 1) for (i = 0; i < subset.length; i += 1)
{ {
foundItem = false; foundItem = false;
@ -302,9 +309,10 @@ private function ValidateFeatureArray(
public function UpdateFeatureArray( public function UpdateFeatureArray(
out array<Packages.FeatureConfigPair> featuresToEnable) out array<Packages.FeatureConfigPair> featuresToEnable)
{ {
local int i; local int i;
local Text newConfigName; local Text newConfigName;
local string nextFeatureClassName; local string nextFeatureClassName;
for (i = 0; i < featuresToEnable.length; i += 1) for (i = 0; i < featuresToEnable.length; i += 1)
{ {
nextFeatureClassName = string(featuresToEnable[i].featureClass); nextFeatureClassName = string(featuresToEnable[i].featureClass);
@ -334,6 +342,7 @@ public function UpdateFeatureArray(
private function bool FeatureExcluded(string featureClassName) private function bool FeatureExcluded(string featureClassName)
{ {
local int i; local int i;
for (i = 0; i < excludeFeature.length; i += 1) for (i = 0; i < excludeFeature.length; i += 1)
{ {
if (excludeFeature[i] ~= featureClassName) { if (excludeFeature[i] ~= featureClassName) {
@ -346,6 +355,7 @@ private function bool FeatureExcluded(string featureClassName)
private function Text TryReplacingFeatureConfig(string featureClassName) private function Text TryReplacingFeatureConfig(string featureClassName)
{ {
local int i; local int i;
for (i = 0; i < includeFeatureAs.length; i += 1) for (i = 0; i < includeFeatureAs.length; i += 1)
{ {
if (includeFeatureAs[i].feature ~= featureClassName) { if (includeFeatureAs[i].feature ~= featureClassName) {
@ -358,6 +368,7 @@ private function Text TryReplacingFeatureConfig(string featureClassName)
private function bool FeatureInIncludedArray(string featureClassName) private function bool FeatureInIncludedArray(string featureClassName)
{ {
local int i; local int i;
for (i = 0; i < includeFeature.length; i += 1) for (i = 0; i < includeFeature.length; i += 1)
{ {
if (includeFeature[i] ~= featureClassName) { if (includeFeature[i] ~= featureClassName) {
@ -371,6 +382,7 @@ public function array<Text> GetIncludedMutators()
{ {
local int i; local int i;
local array<string> validatedMutators; local array<string> validatedMutators;
for (i = 0; i < includeMutator.length; i += 1) for (i = 0; i < includeMutator.length; i += 1)
{ {
if (ValidateServerURLName(includeMutator[i])) { if (ValidateServerURLName(includeMutator[i])) {

6
sources/GameModes/GameMode.uc

@ -1,7 +1,7 @@
/** /**
* The only implementation for `BaseGameMode` suitable for standard * The only implementation for `BaseGameMode` suitable for standard
* killing floor game types. * killing floor game types.
* Copyright 2021 Anton Tarasenko * Copyright 2021-2022 Anton Tarasenko
*------------------------------------------------------------------------------ *------------------------------------------------------------------------------
* This file is part of Acedia. * This file is part of Acedia.
* *
@ -59,6 +59,7 @@ protected function HashTable ToData()
local int i; local int i;
local ArrayList nextArray; local ArrayList nextArray;
local HashTable result, nextPair; local HashTable result, nextPair;
result = super.ToData(); result = super.ToData();
if (result == none) { if (result == none) {
return none; return none;
@ -86,6 +87,7 @@ protected function FromData(HashTable source)
local GameOption nextGameOption; local GameOption nextGameOption;
local ArrayList nextArray; local ArrayList nextArray;
local HashTable nextPair; local HashTable nextPair;
super.FromData(source); super.FromData(source);
if (source == none) { if (source == none) {
return; return;
@ -153,6 +155,7 @@ public function Text GetMapPrefix()
public function ReportBadOptions() public function ReportBadOptions()
{ {
local int i; local int i;
for (i = 0; i < option.length; i += 1) for (i = 0; i < option.length; i += 1)
{ {
if ( !ValidateServerURLName(option[i].key) if ( !ValidateServerURLName(option[i].key)
@ -173,6 +176,7 @@ public function HashTable GetOptions()
{ {
local int i; local int i;
local HashTable result; local HashTable result;
result = _.collections.EmptyHashTable(); result = _.collections.EmptyHashTable();
for (i = 0; i < option.length; i += 1) for (i = 0; i < option.length; i += 1)
{ {

8
sources/Packages.uc

@ -72,6 +72,7 @@ private function InitializeServer()
local LevelCore serverCore; local LevelCore serverCore;
local GameMode currentGameMode; local GameMode currentGameMode;
local array<FeatureConfigPair> availableFeatures; local array<FeatureConfigPair> availableFeatures;
if (clientside) { if (clientside) {
AddToPackageMap("Acedia"); AddToPackageMap("Acedia");
} }
@ -132,10 +133,13 @@ function ServerTraveling(string URL, bool bItems)
// This can lead to serious problems, so such diagnostic check is warranted. // This can lead to serious problems, so such diagnostic check is warranted.
private function CheckForGarbage() private function CheckForGarbage()
{ {
local int leftoverObjectAmount, leftoverActorAmount, leftoverDBRAmount; local int leftoverObjectAmount;
local int leftoverActorAmount;
local int leftoverDBRAmount;
local AcediaObject nextObject; local AcediaObject nextObject;
local AcediaActor nextActor; local AcediaActor nextActor;
local DBRecord nextRecord; local DBRecord nextRecord;
foreach AllObjects(class'AcediaObject', nextObject) { foreach AllObjects(class'AcediaObject', nextObject) {
leftoverObjectAmount += 1; leftoverObjectAmount += 1;
} }
@ -181,6 +185,7 @@ public final function array<FeatureConfigPair> GetAutoConfigurationInfo()
private function EnableFeatures(array<FeatureConfigPair> features) private function EnableFeatures(array<FeatureConfigPair> features)
{ {
local int i; local int i;
for (i = 0; i < features.length; i += 1) for (i = 0; i < features.length; i += 1)
{ {
if (features[i].featureClass == none) continue; if (features[i].featureClass == none) continue;
@ -196,6 +201,7 @@ private function EnableFeatures(array<FeatureConfigPair> features)
private function SetupMutatorSignals() private function SetupMutatorSignals()
{ {
local ServerUnrealService service; local ServerUnrealService service;
service = ServerUnrealService(class'ServerUnrealService'.static.Require()); service = ServerUnrealService(class'ServerUnrealService'.static.Require());
onMutateSignal = Mutator_OnMutate_Signal( onMutateSignal = Mutator_OnMutate_Signal(
service.GetSignal(class'Mutator_OnMutate_Signal')); service.GetSignal(class'Mutator_OnMutate_Signal'));

2
sources/StartUp.uc

@ -1,6 +1,6 @@
/** /**
* This actor's role is to add Acedia mutator on listen and dedicated servers. * This actor's role is to add Acedia mutator on listen and dedicated servers.
* Copyright 2019 Anton Tarasenko * Copyright 2019-2022 Anton Tarasenko
*------------------------------------------------------------------------------ *------------------------------------------------------------------------------
* This file is part of Acedia. * This file is part of Acedia.
* *

13
sources/VotingHandlerAdapter.uc

@ -5,7 +5,7 @@
* data from Acedia's game modes. * data from Acedia's game modes.
* Requires `GameInfo`'s voting handler to be derived from * Requires `GameInfo`'s voting handler to be derived from
* `XVotingHandler`, which is satisfied by pretty much every used handler. * `XVotingHandler`, which is satisfied by pretty much every used handler.
* Copyright 2021 Anton Tarasenko * Copyright 2021-2022 Anton Tarasenko
*------------------------------------------------------------------------------ *------------------------------------------------------------------------------
* This file is part of Acedia. * This file is part of Acedia.
* *
@ -109,6 +109,7 @@ public final function InjectIntoVotingHandler()
local GameMode nextGameMode; local GameMode nextGameMode;
local XVotingHandler votingHandler; local XVotingHandler votingHandler;
local array<VotingHandler.MapVoteGameConfig> newVotingHandlerConfig; local array<VotingHandler.MapVoteGameConfig> newVotingHandlerConfig;
if (votingHandlerReference != none) { if (votingHandlerReference != none) {
return; return;
} }
@ -139,6 +140,7 @@ private function VotingHandler.MapVoteGameConfig BuildVotingHandlerConfig(
GameMode gameMode) GameMode gameMode)
{ {
local VotingHandler.MapVoteGameConfig result; local VotingHandler.MapVoteGameConfig result;
result.gameClass = _.text.IntoString(gameMode.GetGameTypeClass()); result.gameClass = _.text.IntoString(gameMode.GetGameTypeClass());
result.gameName = _.text.ToColoredString(gameMode.GetTitle()); result.gameName = _.text.ToColoredString(gameMode.GetTitle());
result.prefix = _.text.IntoString(gameMode.GetMapPrefix()); result.prefix = _.text.IntoString(gameMode.GetMapPrefix());
@ -153,6 +155,7 @@ private function string BuildMutatorString(GameMode gameMode)
local int i; local int i;
local string result; local string result;
local array<Text> usedMutators; local array<Text> usedMutators;
usedMutators = gameMode.GetIncludedMutators(); usedMutators = gameMode.GetIncludedMutators();
for (i = 0; i < usedMutators.length; i += 1) for (i = 0; i < usedMutators.length; i += 1)
{ {
@ -171,6 +174,7 @@ private function string BuildOptionsString(GameMode gameMode)
local string nextKey, nextValue; local string nextKey, nextValue;
local CollectionIterator iter; local CollectionIterator iter;
local HashTable options; local HashTable options;
options = gameMode.GetOptions(); options = gameMode.GetOptions();
for (iter = options.Iterate(); !iter.HasFinished(); iter.Next()) for (iter = options.Iterate(); !iter.HasFinished(); iter.Next())
{ {
@ -197,6 +201,7 @@ public final function PrepareForServerTravel()
local string nextGameClassName; local string nextGameClassName;
local class<GameInfo> nextGameClass; local class<GameInfo> nextGameClass;
local XVotingHandler votingHandler; local XVotingHandler votingHandler;
if (votingHandlerReference == none) return; if (votingHandlerReference == none) return;
votingHandler = XVotingHandler(votingHandlerReference.Get()); votingHandler = XVotingHandler(votingHandlerReference.Get());
if (votingHandler == none) return; if (votingHandler == none) return;
@ -259,6 +264,7 @@ public final function GameMode SetupGameModeAfterTravel()
public final function RestoreVotingHandlerConfigBackup() public final function RestoreVotingHandlerConfigBackup()
{ {
local XVotingHandler votingHandler; local XVotingHandler votingHandler;
if (votingHandlerReference == none) return; if (votingHandlerReference == none) return;
votingHandler = XVotingHandler(votingHandlerReference.Get()); votingHandler = XVotingHandler(votingHandlerReference.Get());
if (votingHandler == none) return; if (votingHandler == none) return;
@ -283,8 +289,9 @@ private function GameMode GetConfigFromString(string configName)
// KF's numeric one. // KF's numeric one.
private final function int GetNumericDifficulty(GameMode gameMode) private final function int GetNumericDifficulty(GameMode gameMode)
{ {
local int i; local int i;
local string difficulty; local string difficulty;
difficulty = Locs(_.text.IntoString(gameMode.GetDifficulty())); difficulty = Locs(_.text.IntoString(gameMode.GetDifficulty()));
for (i = 0; i < default.beginnerSynonyms.length; i += 1) for (i = 0; i < default.beginnerSynonyms.length; i += 1)
{ {

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