NikC-
2 years ago
9 changed files with 605 additions and 55 deletions
@ -1,7 +1,48 @@
|
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[hard GameMode] |
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title={$green Hard difficulty} |
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;= Add a section like this one for every voting option |
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;= |
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;= `title` will be displayed in a drop-down list in the voting dialog |
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title={$green Hard} |
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;= `difficulty` determines... difficulty and for vanilla Killing Floor can be one of |
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;= the following values: |
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;= |
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;= * Beginner: "easy", "beginner" |
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;= * Normal: "normal", "default", "regular" |
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;= * Hard: "harder" |
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;= * Suicidal: "suicidal" |
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;= * Hell On Earth: "hellonearth", "hell on earth", "hoe" |
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;= |
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;= Any prefixes will also work, e.g. "sui", "hard", etc. |
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difficulty=hard |
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;= How long should game last? For vanilla Killing Floor its "short", |
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;= "normal" (also "default" and "regular"), "long". |
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length=long |
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;= A short game mode name that will be displayed after map vote has finished |
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acronym={$green hard} |
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;= Use this to add map lists (from "AcediaMaps.ini") to this game mode |
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;= NOTE: map lists, NOT maps |
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includeMaps=default |
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;= Use this to add mutators to this game mode, one mutator per line |
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;includeMutator= |
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;= Use this do add one of Acedia's Features into this game mode with "default" config |
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;includeFeature= |
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;= Use this to add feature with specified config |
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;includeFeatureAs=(feature=,config=) |
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;= Use this to disable one of the Acedia's features for this game mode. |
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;= This overrides all other settings. |
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;= Purpose of this setting is to disable auto-enabled features. |
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;excludeFeature= |
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|
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[sui GameMode] |
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title={$orange Suicidal} |
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difficulty=suicidal |
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length=long |
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acronym={$orange sui} |
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includeMaps=default |
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|
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[hell GameMode] |
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title={$crimson Hell On Earth} |
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difficulty=hoe |
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length=long |
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acronym={$crimson hoe} |
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includeMaps=default |
@ -0,0 +1,39 @@
|
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[default MapList] |
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map=KF-AbusementPark |
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map=KF-Aperture |
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map=KF-Bedlam |
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map=KF-Biohazard |
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map=KF-BioticsLab |
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map=KF-Clandestine |
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map=KF-Crash |
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map=KF-Departed |
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map=KF-EvilSantasLair |
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map=KF-Farm |
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map=KF-FilthsCross |
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map=KF-Forgotten |
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map=KF-Foundry |
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map=KF-FrightYard |
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map=KF-Hell |
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map=KF-Hellride |
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map=KF-HillbillyHorror |
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map=KF-Hospitalhorrors |
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map=KF-Icebreaker |
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map=KF-IceCave |
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map=KF-Manor |
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map=KF-MoonBase |
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map=KF-MountainPass |
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map=KF-Offices |
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map=KF-SirensBelch |
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map=KF-Steamland |
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map=KF-Stronghold |
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map=KF-Suburbia |
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map=KF-ThrillsChills |
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map=KF-Transit |
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map=KF-Waterworks |
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map=KF-WestLondon |
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map=KF-Wyre |
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|
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[objective MapList] |
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map=KFO-FrightYard |
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map=KFO-Steamland |
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map=KFO-Transit |
@ -0,0 +1,99 @@
|
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/** |
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* Config class for storing map lists. |
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* Copyright 2023 Anton Tarasenko |
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* 2023 Shtoyan |
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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 MapList extends AcediaConfig |
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perObjectConfig |
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config(AcediaMaps); |
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|
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var public config array<string> map; |
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|
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protected function HashTable ToData() { |
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local int i; |
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local ArrayList mapArray; |
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local HashTable result; |
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|
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result = _.collections.EmptyHashTable(); |
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mapArray = _.collections.EmptyArrayList(); |
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for (i = 0; i < map.length; i += 1) { |
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mapArray.AddString(map[i]); |
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} |
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result.SetItem(P("maps"), mapArray); |
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_.memory.Free(mapArray); |
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return result; |
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} |
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|
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protected function FromData(HashTable source) { |
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local int i; |
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local ArrayList mapArray; |
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|
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if (source == none) { |
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return; |
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} |
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mapArray = source.GetArrayList(P("maps")); |
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if (mapArray == none) { |
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return; |
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} |
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map.length = 0; |
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for (i = 0; i < mapArray.GetLength(); i += 1) { |
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map[map.length] = mapArray.GetString(i); |
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} |
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_.memory.Free(mapArray); |
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} |
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|
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protected function DefaultIt() { |
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map.length = 0; |
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map[0] = "KF-AbusementPark"; |
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map[1] = "KF-Aperture"; |
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map[2] = "KF-Bedlam"; |
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map[3] = "KF-Biohazard"; |
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map[4] = "KF-BioticsLab"; |
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map[5] = "KF-Clandestine"; |
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map[6] = "KF-Crash"; |
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map[7] = "KF-Departed"; |
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map[8] = "KF-EvilSantasLair"; |
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map[9] = "KF-Farm"; |
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map[10] = "KF-FilthsCross"; |
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map[11] = "KF-Forgotten"; |
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map[12] = "KF-Foundry"; |
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map[13] = "KF-FrightYard"; |
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map[14] = "KF-Hell"; |
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map[15] = "KF-Hellride"; |
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map[16] = "KF-HillbillyHorror"; |
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map[17] = "KF-Hospitalhorrors"; |
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map[18] = "KF-Icebreaker"; |
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map[19] = "KF-IceCave"; |
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map[20] = "KF-Manor"; |
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map[21] = "KF-MoonBase"; |
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map[22] = "KF-MountainPass"; |
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map[23] = "KF-Offices"; |
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map[24] = "KF-SirensBelch"; |
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map[25] = "KF-Steamland"; |
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map[26] = "KF-Stronghold"; |
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map[27] = "KF-Suburbia"; |
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map[28] = "KF-ThrillsChills"; |
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map[29] = "KF-Transit"; |
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map[30] = "KF-Waterworks"; |
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map[31] = "KF-WestLondon"; |
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map[32] = "KF-Wyre"; |
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} |
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|
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defaultproperties { |
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configName = "AcediaMaps" |
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} |
@ -0,0 +1,346 @@
|
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/** |
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* Author: Anton Tarasenko |
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* Home repo: https://insultplayers.ru/git/AcediaFramework/AcediaCore/ |
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* License: GPL |
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* Copyright 2023 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 MapTool extends AcediaObject; |
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|
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//! Tool for adapting AcediaLauncher's map lists for [`xVotingHandler`]. |
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//! |
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//! This class is responsible for making [`xVotingHandler`] use specific maps (defined in |
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//! AcediaLauncer's configs) for specific game modes. |
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//! To achieve that it abuses [`xVotingHandler`]'s ability to filter maps by |
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//! game mode-specific prefix. |
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//! Normally prefix filtering for [`xVotingHandler`] is of limited use, because most Killing Floor |
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//! maps start with the same prefix `KF-` (and some objective ones starting with `KFO-`). |
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//! However we swap that prefix for something unique for each game mode: `MapSet0-`, `MapSet1-`, |
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//! etc, allowing us to pick the precise map set we want. |
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//! |
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//! There's two main challenges: |
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//! |
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//! 1. *Altered map names break voting* - since [`xVotingHandler`] expects to be provided real map |
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//! names and our mangled ones. We deal with it by catching a map change message broadcasted |
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//! right before actual map change occurs and swap our names with real ones. |
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//! 2. *Increased amount of maps to replicate* - if we implement this name mangling by using |
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//! a naive approach, in which we separately add maps for every game mode, then it will lead to |
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//! drastic increase in replication time of the complete map list to players. |
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//! Consider, for example, that you have 10 different game modes with exactly the same maps: |
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//! we will be needlessly replicating the exact same thing 10 times! |
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//! To solve this issue we specifically track map lists other game modes use, along with |
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//! prefixes assigned to them, and reuse already added maps in case two game modes are defined |
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//! to use the exactly same ones. |
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|
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/// For storing which map sequences have which prefixes. Storage order is important. |
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struct MapSequenceRecord { |
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var public array<string> sequence; |
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var public string prefix; |
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}; |
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|
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// To avoid doing excesive work when injecting maps for a second time |
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var private bool injectedMaps; |
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|
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// Finding voting handler is not cheap, so only do it once and then store it. |
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var private NativeActorRef votingHandlerReference; |
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// Resulting full map list with pseudonim (with replaced prefixes) and real names of maps. |
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var private array<VotingHandler.MapVoteMapList> pseudonimMapList; |
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var private array<VotingHandler.MapVoteMapList> realMapList; |
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|
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// Map sequences used by game modes we've seen so far. |
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var private array<MapSequenceRecord> usedMapSequences; |
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|
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// To more easily detect broadcasted message about map change we replace it with our own that is |
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// both unlikely to occur and is easy to get voted map name from. |
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var private string backupMessageMapWon; |
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var private string backupMessageAdminMapChange; |
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var private const string ACEDIA_ADMIN_MAP_CHANGE_COMMAND; |
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var private const string ACEDIA_MAP_WON_COMMAND; |
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|
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var private LoggerAPI.Definition fatVotingHandlerMissing, warnMissingMapList; |
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|
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protected function Finalizer() { |
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_server.unreal.broadcasts.OnHandleText(self).Disconnect(); |
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_.memory.Free(votingHandlerReference); |
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votingHandlerReference = none; |
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pseudonimMapList.length = 0; |
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realMapList.length = 0; |
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usedMapSequences.length = 0; |
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injectedMaps = false; |
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} |
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|
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/// Initializes [`MapTool`] by associating it with an [`XVotingHandler`]. |
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/// |
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/// Initialization fails if [`initVotingHandlerReference`] doesn't provide reference to |
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/// [`XVotingHandler`] or caller [`MapTool`] already was initialized. |
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/// Returns `true` iff initialization was successful. |
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public final function bool Initialize(NativeActorRef initVotingHandlerReference) { |
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if (initVotingHandlerReference == none) return false; |
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if (XVotingHandler(initVotingHandlerReference.Get()) == none) return false; |
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|
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initVotingHandlerReference.NewRef(); |
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votingHandlerReference = initVotingHandlerReference; |
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return true; |
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} |
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|
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/// Adds map information from the new game mode. |
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/// |
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/// Returns prefix that given game mode must use to display maps configured for it. |
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public final function string AddGameMode(GameMode gameMode) { |
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local XVotingHandler votingHandler; |
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local string gameModePrefix; |
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|
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votingHandler = GetVotingHandler(); |
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if (votingHandler == none) { |
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_.logger.Auto(fatVotingHandlerMissing); |
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return "KF"; |
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} |
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if (CheckNeedToLoadMaps(gameMode, gameModePrefix)) { |
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LoadGameModeMaps(gameMode, gameModePrefix, votingHandler); |
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} |
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return gameModePrefix; |
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} |
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|
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/// Injects final map list into [`XVotingHandler`]. |
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/// |
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/// Call this after all game modes have been added. |
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/// Shouldn't be called more than once. |
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public final function Inject() { |
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local XVotingHandler votingHandler; |
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|
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votingHandler = GetVotingHandler(); |
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if (votingHandler == none) { |
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_.logger.Auto(fatVotingHandlerMissing); |
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return; |
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} |
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votingHandler.mapList = pseudonimMapList; |
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votingHandler.mapCount = pseudonimMapList.length; |
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// Replace map change messages with our commands and make sure it is done only once, |
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// in case we mess up somewhere else and call this method second time |
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if (!injectedMaps) { |
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backupMessageMapWon = votingHandler.lmsgMapWon; |
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backupMessageAdminMapChange = votingHandler.lmsgAdminMapChange; |
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votingHandler.lmsgMapWon = ACEDIA_MAP_WON_COMMAND $ "::%mapname%"; |
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votingHandler.lmsgAdminMapChange = ACEDIA_ADMIN_MAP_CHANGE_COMMAND $ "::%mapname%"; |
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_server.unreal.broadcasts.OnHandleText(self).connect = HandleMapChange; |
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} |
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injectedMaps = true; |
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} |
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|
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/// Builds arrays of [`VotingHandler::MapVoteMapList`] (each such item describes a map + |
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/// its meta data in a way [`XVotingHandler`] understands). |
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private function string LoadGameModeMaps( |
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GameMode gameMode, |
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string gameModePrefix, |
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XVotingHandler votingHandler |
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) { |
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local int i; |
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local ArrayList gameModeMaps; |
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local Text mapNameReal, mapNamePseudonim; |
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local VotingHandler.MapHistoryInfo nextMapInfo; |
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local VotingHandler.MapVoteMapList nextRecord; |
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local array<VotingHandler.MapVoteMapList> newMapsPseudonim, newMapReal; |
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|
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nextRecord.bEnabled = true; |
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gameModeMaps = GetAllGameModeMaps(gameMode); |
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for (i = 0; i < gameModeMaps.GetLength(); i += 1) { |
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mapNameReal = gameModeMaps.GetText(i); |
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mapNamePseudonim = MakeMapPseudonim(mapNameReal, gameModePrefix); |
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if (votingHandler.history != none) { |
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nextMapInfo = votingHandler.history.GetMapHistory(mapNameReal.ToString()); |
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nextRecord.playCount = nextMapInfo.p; |
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nextRecord.sequence = nextMapInfo.s; |
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} |
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nextRecord.mapName = _.text.IntoString(mapNamePseudonim); |
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newMapsPseudonim[newMapsPseudonim.length] = nextRecord; |
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nextRecord.mapName = _.text.IntoString(mapNameReal); |
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newMapReal[newMapReal.length] = nextRecord; |
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} |
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AppendMapsIntoVotingHandler(newMapsPseudonim, newMapReal); |
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_.memory.Free(gameModeMaps); |
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return gameModePrefix; |
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} |
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|
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private function bool CheckNeedToLoadMaps(GameMode gameMode, out string prefix) { |
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local int mapSequenceIndex, mapListIndex; |
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local bool sameMapList, foundMatch; |
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local array<string> existingMapSequence, newMapSequence; |
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local MapSequenceRecord newRecord; |
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|
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// We don't need to load maps for the `gameMode` only when we've already added the exactly same |
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// map sequence, order being important |
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newMapSequence = gameMode.GetIncludedMapLists_S(); |
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for (mapSequenceIndex = 0; mapSequenceIndex < usedMapSequences.length; mapSequenceIndex += 1) { |
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existingMapSequence = usedMapSequences[mapSequenceIndex].sequence; |
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if (existingMapSequence.length != newMapSequence.length) { |
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continue; |
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} |
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foundMatch = true; |
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for (mapListIndex = 0; mapListIndex < newMapSequence.length; mapListIndex += 1) { |
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// Map lists are ASCII config names, so we can compare them with case-ignoring |
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// built-in `~=` operator works (it can only handle properly ASCII input) |
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sameMapList = (existingMapSequence[mapListIndex] ~= newMapSequence[mapListIndex]); |
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if (!sameMapList) { |
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foundMatch = false; |
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break; |
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} |
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} |
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if (foundMatch) { |
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prefix = usedMapSequences[mapSequenceIndex].prefix; |
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return false; |
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} |
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} |
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newRecord.sequence = newMapSequence; |
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newRecord.prefix = "MapSet" $ usedMapSequences.length; |
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usedMapSequences[usedMapSequences.length] = newRecord; |
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prefix = newRecord.prefix; |
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return true; |
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} |
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|
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// Replaces prefixes like "KF-", "KFO-" or "KFS-" with "{gameModePrefix}-". |
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private function Text MakeMapPseudonim(Text realName, string gameModePrefix) { |
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local Parser parser; |
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local MutableText prefix, nameBody; |
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local MutableText result; |
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|
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result = _.text.FromStringM(gameModePrefix); |
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result.Append(P("-")); |
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parser = realName.Parse(); |
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parser.MUntil(prefix, _.text.GetCharacter("-")); |
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parser.Match(P("-")); |
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if (parser.Ok()) { |
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nameBody = parser.GetRemainderM(); |
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result.Append(nameBody); |
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} |
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else { |
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result.Append(realName); |
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} |
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_.memory.Free(nameBody); |
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_.memory.Free(prefix); |
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_.memory.Free(parser); |
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return result.IntoText(); |
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} |
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|
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private function ArrayList GetAllGameModeMaps(GameMode gameMode) { |
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local int i, j; |
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local HashTable uniqueMapSet; |
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local ArrayList result; |
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local array<Text> usedMapLists; |
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local array<string> nextMapArray; |
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local Text nextMapName, lowerMapName; |
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|
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uniqueMapSet = _.collections.EmptyHashTable(); // for testing map name uniqueness |
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result = _.collections.EmptyArrayList(); |
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usedMapLists = gameMode.GetIncludedMapLists(); |
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for (i = 0; i < usedMapLists.length; i += 1) { |
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nextMapArray = GetMapNameFromConfig(usedMapLists[i]); |
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for (j = 0; j < nextMapArray.length; j += 1) { |
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nextMapName = _.text.FromString(nextMapArray[j]); |
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// Use lower case version of map name for uniqueness testing to ignore characters' case |
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lowerMapName = nextMapName.LowerCopy(); |
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if (!uniqueMapSet.HasKey(lowerMapName)) { |
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uniqueMapSet.SetItem(lowerMapName, none); |
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result.AddItem(nextMapName); |
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} |
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_.memory.Free(lowerMapName); |
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_.memory.Free(nextMapName); |
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} |
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} |
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_.memory.Free(uniqueMapSet); |
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_.memory.FreeMany(usedMapLists); |
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return result; |
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} |
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|
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private function array<string> GetMapNameFromConfig(Text configName) { |
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local MapList mapConfig; |
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local array<string> result; |
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|
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mapConfig = MapList(class'MapList'.static.GetConfigInstance(configName)); |
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if (mapConfig == none) { |
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_.logger.Auto(warnMissingMapList).Arg(configName.Copy()); |
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} else { |
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result = mapConfig.map; |
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_.memory.Free(mapConfig); |
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} |
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return result; |
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} |
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|
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private function AppendMapsIntoVotingHandler( |
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array<VotingHandler.MapVoteMapList> newMapsPseudonim, |
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array<VotingHandler.MapVoteMapList> newMapsReal) { |
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local int i; |
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local XVotingHandler votingHandler; |
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|
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votingHandler = GetVotingHandler(); |
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if (votingHandler == none) { |
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_.logger.Auto(fatVotingHandlerMissing); |
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return; |
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} |
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for (i = 0; i < newMapsPseudonim.length; i += 1) { |
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pseudonimMapList[pseudonimMapList.length] = newMapsPseudonim[i]; |
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} |
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for (i = 0; i < newMapsReal.length; i += 1) { |
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realMapList[realMapList.length] = newMapsReal[i]; |
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} |
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} |
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|
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private function bool HandleMapChange( |
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Actor sender, |
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out string message, |
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name type, |
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bool teamMessage |
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) { |
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local Parser parser; |
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local XVotingHandler votingHandler; |
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|
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votingHandler = GetVotingHandler(); |
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if (sender == none) return true; |
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if (votingHandler != sender) return true; |
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|
||||
parser = _.text.ParseString(message); |
||||
parser.Match(P(ACEDIA_MAP_WON_COMMAND)); |
||||
parser.Match(P("::")); |
||||
if (parser.Ok()) { |
||||
message = Repl(backupMessageMapWon, "%mapname%", parser.GetRemainderS()); |
||||
} else { |
||||
parser.Match(P(ACEDIA_ADMIN_MAP_CHANGE_COMMAND)); |
||||
parser.Match(P("::")); |
||||
if (parser.Ok()) { |
||||
message = Repl(backupMessageAdminMapChange, "%mapname%", parser.GetRemainderS()); |
||||
} |
||||
} |
||||
if (parser.Ok()) { |
||||
votingHandler.mapList = realMapList; |
||||
votingHandler.mapCount = realMapList.length; |
||||
} |
||||
_.memory.Free(parser); |
||||
return true; |
||||
} |
||||
|
||||
private function XVotingHandler GetVotingHandler() { |
||||
if (votingHandlerReference != none) { |
||||
return XVotingHandler(votingHandlerReference.Get()); |
||||
} |
||||
return none; |
||||
} |
||||
|
||||
defaultproperties { |
||||
ACEDIA_ADMIN_MAP_CHANGE_COMMAND = "ACEDIA_LAUNCHER:ADMIN_MAP_CHANGE:DEADBEEF" |
||||
ACEDIA_MAP_WON_COMMAND = "ACEDIA_LAUNCHER:MAP_WON:DEADBEEF" |
||||
fatVotingHandlerMissing = (l=LOG_Fatal,m="No voting `XVotingHandler` available. This is unexpected at this stage. Report this issue.") |
||||
warnMissingMapList = (l=LOG_Warning,m="Cannot find map list `%1`.") |
||||
} |
Loading…
Reference in new issue