/** * The only implementation for `BaseGameMode` suitable for standard * killing floor game types. * Copyright 2021-2022 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 . */ class GameMode extends BaseGameMode perobjectconfig config(AcediaGameModes); struct GameOption { var public string key; var public string value; }; // Allow to specify additional server options for this game mode var protected config array option; // Specify `GameInfo`'s class to use, default is "KFMod.KFGameType" // (plain string) var protected config string gameTypeClass; // Short version of the name of the game mode players will see in // voting handler messages sometimes (plain string) var protected config string acronym; // Map prefix - only maps that start with specified prefix will be voteable for // this game mode (plain string) var protected config string mapPrefix; // TODO var protected config string mapList; // Aliases are an unnecessary overkill for difficulty names, so just define // them in special `string` arrays. // We accept not just these exact words, but any of their prefixes. var private const array beginnerSynonyms; var private const array normalSynonyms; var private const array hardSynonyms; var private const array suicidalSynonyms; var private const array hoeSynonyms; var private LoggerAPI.Definition warnBadOption, warnDifficultyOption; protected function DefaultIt() { title = "Acedia game mode"; length = "long"; difficulty = "Hell On Earth"; gameTypeClass = "KFMod.KFGameType"; acronym = ""; mapPrefix = "KF"; mapList = "defaultHard"; includeFeature.length = 0; excludeFeature.length = 0; includeMutator.length = 0; option.length = 0; } protected function HashTable ToData() { local int i; local ArrayList nextArray; local HashTable result, nextPair; result = super.ToData(); if (result == none) { return none; } result.SetString(P("gameTypeClass"), gameTypeClass); result.SetString(P("acronym"), acronym); result.SetString(P("mapPrefix"), mapPrefix); result.SetString(P("mapList"), mapList); nextArray = _.collections.EmptyArrayList(); for (i = 0; i < option.length; i += 1) { nextPair = _.collections.EmptyHashTable(); nextPair.SetString(P("key"), option[i].key); nextPair.SetString(P("value"), option[i].value); nextArray.AddItem(nextPair); _.memory.Free(nextPair); } result.SetItem(P("option"), nextArray); _.memory.Free(nextArray); return result; } protected function FromData(HashTable source) { local int i; local GameOption nextGameOption; local ArrayList nextArray; local HashTable nextPair; super.FromData(source); if (source == none) { return; } gameTypeClass = source.GetString(P("gameTypeClass")); acronym = source.GetString(P("acronym")); mapPrefix = source.GetString(P("mapPrefix")); mapList = source.GetString(P("mapList")); nextArray = source.GetArrayList(P("option")); if (nextArray == none) { return; } option.length = 0; for (i = 0; i < nextArray.GetLength(); i += 1) { nextPair = HashTable(nextArray.GetItem(i)); if (nextPair == none) { continue; } nextGameOption.key = nextPair.GetString(P("key")); nextGameOption.value = nextPair.GetString(P("value")); option[option.length] = nextGameOption; _.memory.Free(nextPair); } _.memory.Free(nextArray); } public function Text GetGameTypeClass() { if (gameTypeClass == "") { return P("KFMod.KFGameType").Copy(); } else { return _.text.FromString(gameTypeClass); } } public function Text GetAcronym() { if (acronym == "") { return _.text.FromString(string(name)); } else { return _.text.FromFormattedString(acronym); } } public function Text GetMapPrefix() { if (mapPrefix == "") { return _.text.FromString("KF-"); } else { return _.text.FromString(mapPrefix); } } /** * Checks option-related settings (`option`) for correctness and reports * any issues. * Currently correctness check performs a simple validity check for mutator, * to make sure it would not define a new option in server's URL. * * See `ValidateServerURLName()` in `BaseGameMode` for more information. */ public function ReportBadOptions() { local int i; for (i = 0; i < option.length; i += 1) { if ( !ValidateServerURLName(option[i].key) || !ValidateServerURLName(option[i].value)) { _.logger.Auto(warnBadOption) .Arg(_.text.FromString(option[i].key)) .Arg(_.text.FromString(option[i].value)) .Arg(_.text.FromString(string(name))); } } } /** * @return Server options as key-value pairs in an `HashTable`. */ public function HashTable GetOptions() { local int i; local HashTable result; local Text nextKey, nextValue; result = _.collections.EmptyHashTable(); for (i = 0; i < option.length; i += 1) { if (!ValidateServerURLName(option[i].key)) continue; if (!ValidateServerURLName(option[i].value)) continue; if (option[i].key ~= "difficulty") { _.logger.Auto(warnDifficultyOption); continue; } nextKey = _.text.FromString(option[i].key); nextValue = _.text.FromString(option[i].value); result.SetItem(nextKey, nextValue); nextKey.FreeSelf(); nextValue.FreeSelf(); } // Add difficulty option nextValue = _.text.FromInt(GetNumericDifficulty()); result.SetItem(P("difficulty"), nextValue); nextValue.FreeSelf(); return result; } // Convert `GameMode`'s difficulty's textual representation into // KF's numeric one. private final function int GetNumericDifficulty() { local int i; local string lowerCaseDifficulty; lowerCaseDifficulty = Locs(_.text.IntoString(GetDifficulty())); for (i = 0; i < default.beginnerSynonyms.length; i += 1) { if (IsPrefixOf(lowerCaseDifficulty, default.beginnerSynonyms[i])) { return 1; } } for (i = 0; i < default.normalSynonyms.length; i += 1) { if (IsPrefixOf(lowerCaseDifficulty, default.normalSynonyms[i])) { return 2; } } for (i = 0; i < default.hardSynonyms.length; i += 1) { if (IsPrefixOf(lowerCaseDifficulty, default.hardSynonyms[i])) { return 4; } } for (i = 0; i < default.suicidalSynonyms.length; i += 1) { if (IsPrefixOf(lowerCaseDifficulty, default.suicidalSynonyms[i])) { return 5; } } for (i = 0; i < default.hoeSynonyms.length; i += 1) { if (IsPrefixOf(lowerCaseDifficulty, default.hoeSynonyms[i])) { return 7; } } return int(lowerCaseDifficulty); } protected final static function bool IsPrefixOf(string prefix, string value) { return (InStr(value, prefix) == 0); } defaultproperties { configName = "AcediaGameModes" beginnerSynonyms(0) = "easy" beginnerSynonyms(1) = "beginer" beginnerSynonyms(2) = "beginner" beginnerSynonyms(3) = "begginer" beginnerSynonyms(4) = "begginner" normalSynonyms(0) = "regular" normalSynonyms(1) = "default" normalSynonyms(2) = "normal" hardSynonyms(0) = "harder" // "hard" is prefix of this, so it will count hardSynonyms(1) = "difficult" suicidalSynonyms(0) = "suicidal" // DONE! suicidalSynonyms(1) = "sui" hoeSynonyms(0) = "hellonearth" hoeSynonyms(1) = "hellon earth" hoeSynonyms(2) = "hell onearth" hoeSynonyms(3) = "hoe" warnBadOption = (l=LOG_Warning,m="Option with key \"%1\" and value \"%2\" specified for game mode \"%3\" contains invalid characters and will be ignored. This is a configuration error, you should fix it.") warnDifficultyOption = (l=LOG_Warning,m="Option with key \"Difficulty\" is specified. This key reserved and will be ignored. Difficulty value should be set through the game mode's \"Difficulty\" setting in \"AcediaGameModes.ini\" config. This is a configuration error, you should fix it.") }