Launcher mod for all Acedia Framework mods
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/**
* Base class for a game mode config, contains all the information Acedia's
* game modes must have, including settings
* (`includeFeature`, `includeFeatureAs` and `excludeFeature`)
* for picking used `Feature`s.
*
* Contains three types of methods:
* 1. Getters for its values;
* 2. `UpdateFeatureArray()` method for updating list of `Feature`s to
* be used based on game info's settings;
* 3. `Report...()` methods that perform various validation checks
* (and log them) on config data.
* Copyright 2021-2023 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 BaseGameMode extends AcediaConfig
dependson(Packages)
abstract;
// Name of the game mode players will see in voting (formatted string)
var protected config string title;
// Preferable game length (plain string)
var protected config string length;
// Preferable difficulty level (plain string)
var protected config string difficulty;
// `Mutator`s to add with this game mode
var protected config array<string> includeMutator;
// `Feature`s to include (with "default" config)
var protected config array<string> includeFeature;
// `Feature`s to exclude from game mode, regardless of other settings
// (this one has highest priority)
var protected config array<string> excludeFeature;
// Lists of maps to include for this game mode
var protected config array<string> includeMaps;
struct FeatureConfigPair
{
var public string feature;
var public string config;
};
// `Feature`s to include (with specified config).
// Higher priority than `includeFeature`, but lower than `excludeFeature`.
var protected config array<FeatureConfigPair> includeFeatureAs;
var private LoggerAPI.Definition warnBadMutatorName, warnBadFeatureName;
protected function HashTable ToData()
{
local int i;
local HashTable result;
local HashTable nextPair;
local ArrayList nextArray;
result = _.collections.EmptyHashTable();
result.SetFormattedString(P("title"), title);
result.SetString(P("length"), length);
result.SetString(P("difficulty"), difficulty);
nextArray = _.collections.EmptyArrayList();
for (i = 0; i < includeFeature.length; i += 1) {
nextArray.AddString(includeFeature[i]);
}
result.SetItem(P("includeFeature"), nextArray);
_.memory.Free(nextArray);
nextArray = _.collections.EmptyArrayList();
for (i = 0; i < excludeFeature.length; i += 1) {
nextArray.AddString(excludeFeature[i]);
}
result.SetItem(P("excludeFeature"), nextArray);
_.memory.Free(nextArray);
nextArray = _.collections.EmptyArrayList();
for (i = 0; i < includeMutator.length; i += 1) {
nextArray.AddString(includeFeature[i]);
}
result.SetItem(P("includeMutator"), nextArray);
_.memory.Free(nextArray);
nextArray = _.collections.EmptyArrayList();
for (i = 0; i < includeMaps.length; i += 1) {
nextArray.AddString(includeMaps[i]);
}
result.SetItem(P("includeMaps"), nextArray);
_.memory.Free(nextArray);
nextArray = _.collections.EmptyArrayList();
for (i = 0; i < includeFeatureAs.length; i += 1)
{
nextPair = _.collections.EmptyHashTable();
nextPair.SetString(P("feature"), includeFeatureAs[i].feature);
nextPair.SetString(P("config"), includeFeatureAs[i].config);
nextArray.AddItem(nextPair);
_.memory.Free(nextPair);
}
result.SetItem(P("includeFeatureAs"), nextArray);
_.memory.Free(nextArray);
return result;
}
protected function FromData(HashTable source)
{
local int i;
local ArrayList nextArray;
local HashTable nextPair;
if (source == none) {
return;
}
title = source.GetFormattedString(P("title"));
length = source.GetString(P("length"));
difficulty = source.GetString(P("difficulty"));
nextArray = source.GetArrayList(P("includeFeature"));
includeFeature = DynamicIntoStringArray(nextArray);
_.memory.Free(nextArray);
nextArray = source.GetArrayList(P("excludeFeature"));
excludeFeature = DynamicIntoStringArray(nextArray);
_.memory.Free(nextArray);
nextArray = source.GetArrayList(P("includeMutator"));
includeMutator = DynamicIntoStringArray(nextArray);
_.memory.Free(nextArray);
nextArray = source.GetArrayList(P("includeMaps"));
includeMaps = DynamicIntoStringArray(nextArray);
_.memory.Free(nextArray);
nextArray = source.GetArrayList(P("includeFeatureAs"));
if (nextArray == none) {
return;
}
includeFeatureAs.length = 0;
for (i = 0; i < nextArray.GetLength(); i += 1)
{
nextPair = nextArray.GetHashTable(i);
includeFeatureAs[i] = HashTableIntoPair(nextPair);
_.memory.Free(nextPair);
}
_.memory.Free(nextArray);
}
private final function FeatureConfigPair HashTableIntoPair(HashTable source)
{
local Text nextText;
local FeatureConfigPair result;
if (source == none) {
return result;
}
nextText = source.GetText(P("feature"));
if (nextText != none) {
result.feature = nextText.ToString();
}
nextText = source.GetText(P("config"));
if (nextText != none) {
result.config = nextText.ToString();
}
return result;
}
private final function array<string> DynamicIntoStringArray(ArrayList source)
{
local int i;
local Text nextText;
local array<string> result;
if (source == none) {
return result;
}
for (i = 0; i < source.GetLength(); i += 1)
{
nextText = source.GetText(i);
if (nextText != none) {
includeFeature[i] = nextText.ToString();
}
}
}
protected function array<Text> StringToTextArray(array<string> input)
{
local int i;
local array<Text> result;
for (i = 0; i < input.length; i += 1) {
result[i] = _.text.FromString(input[i]);
}
return result;
}
/**
* @return Name of the `GameInfo` class to be used with the caller game mode.
*/
public function Text GetGameTypeClass()
{
return none;
}
/**
* @return Human-readable name of the caller game mode.
* Players will see it as the name of the mode in the voting options.
*/
public function Text GetTitle()
{
return _.text.FromFormattedString(title);
}
/**
* @return Specified game length for the game mode.
* Interpretation of this value can depend on each particular game mode.
*/
public function Text GetLength()
{
return _.text.FromString(length);
}
/**
* @return Specified difficulty for the game mode.
* Interpretation of this value can depend on each particular game mode.
*/
public function Text GetDifficulty()
{
return _.text.FromString(difficulty);
}
/**
* Checks `Feature`-related settings (`includeFeature`, `includeFeatureAs` and
* `excludeFeature`) for correctness and reports any issues.
* Currently correctness check simply ensures that all listed `Feature`s
* actually exist.
*/
public function ReportIncorrectSettings(
array<Packages.FeatureConfigPair> featuresToEnable)
{
local int i;
local array<string> featureNames, featuresToReplace;
for (i = 0; i < featuresToEnable.length; i += 1) {
featureNames[i] = string(featuresToEnable[i].featureClass);
}
ValidateFeatureArray(includeFeature, featureNames, "includeFeatures");
ValidateFeatureArray(excludeFeature, featureNames, "excludeFeatures");
for (i = 0; i < includeFeatureAs.length; i += 1) {
featuresToReplace[i] = includeFeatureAs[i].feature;
}
ValidateFeatureArray(featuresToReplace, featureNames, "includeFeatureAs");
}
/**
* Checks `Mutator`-related settings (`includeMutator`) 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()` for more information.
*/
public function ReportBadMutatorNames()
{
local int i;
for (i = 0; i < includeMutator.length; i += 1)
{
if (!ValidateServerURLName(includeMutator[i]))
{
_.logger.Auto(warnBadMutatorName)
.Arg(_.text.FromString(includeMutator[i]))
.Arg(_.text.FromString(string(name)));
}
}
}
/**
* Makes sure that a word to be used in server URL as a part of an option
* does not contain "," / "?" / "=" or whitespace.
* This is useful to make sure that user-specified mutator entries only add
* one mutator or option's key / values will not specify only one pair,
* avoiding "?opt1=value1?opt2=value2" entries.
*/
protected function bool ValidateServerURLName(string entry)
{
if (InStr(entry, "=") >= 0) return false;
if (InStr(entry, "?") >= 0) return false;
if (InStr(entry, ",") >= 0) return false;
if (InStr(entry, " ") >= 0) return false;
return true;
}
// Is every element `subset` present inside `whole`?
private function ValidateFeatureArray(
array<string> subset,
array<string> whole,
string arrayName)
{
local int i, j;
local bool foundItem;
for (i = 0; i < subset.length; i += 1)
{
foundItem = false;
for (j = 0; j < whole.length; j += 1)
{
if (subset[i] ~= whole[j])
{
foundItem = true;
break;
}
}
if (!foundItem)
{
_.logger.Auto(warnBadFeatureName)
.Arg(_.text.FromString(includeMutator[i]))
.Arg(_.text.FromString(string(name)))
.Arg(_.text.FromString(arrayName));
}
}
}
/**
* Updates passed `Feature` settings according to this game mode's settings.
*
* @param featuresToEnable Settings to update.
* `FeatureConfigPair` is a pair of `Feature` (`featureClass`) and its
* config's name (`configName`).
* If `configName` is set to `none`, then corresponding `Feature`
* should not be enabled.
* Otherwise it should be enabled with a specified config.
*/
public function UpdateFeatureArray(
out array<Packages.FeatureConfigPair> featuresToEnable)
{
local int i;
local HashTable includedFeaturesMap;
local Text nextKey, nextConfig;
local string nextFeatureClassName;
local CollectionIterator iter;
local Packages.FeatureConfigPair newPair;
// Exclude features we're told to exclude
while (i < featuresToEnable.length)
{
nextFeatureClassName = string(featuresToEnable[i].featureClass);
if (IsFeatureExcluded(nextFeatureClassName))
{
_.memory.Free(featuresToEnable[i].configName);
featuresToEnable.Remove(i, 1);
}
else {
i += 1;
}
}
// Rewrite auto-enabled configs if different config was specified
includedFeaturesMap = BuildIncludedFeaturesMap();
for (i = 0; i < featuresToEnable.length; i += 1)
{
nextKey =
_.text.FromString(Locs(string(featuresToEnable[i].featureClass)));
nextConfig = Text(includedFeaturesMap.TakeItem(nextKey));
if (nextConfig != none)
{
_.memory.Free(featuresToEnable[i].configName);
featuresToEnable[i].configName = nextConfig;
}
nextKey.FreeSelf();
}
// Add features that are included, but weren't auto-enabled in
// the first place
for (iter = includedFeaturesMap.Iterate(); !iter.HasFinished(); iter.Next())
{
nextKey = Text(iter.GetKey());
newPair.featureClass = class<Feature>(_.memory.LoadClass(nextKey));
newPair.configName = Text(iter.Get());
nextKey.FreeSelf();
featuresToEnable[featuresToEnable.length] = newPair;
}
includedFeaturesMap.FreeSelf();
}
private function HashTable BuildIncludedFeaturesMap()
{
local int i;
local Text nextKey;
local HashTable result;
result = _.collections.EmptyHashTable();
// First fill `HashTable` with non-specified conmfigs from `includeFeature`
for (i = 0; i < includeFeature.length; i += 1)
{
nextKey = _.text.FromString(Locs(includeFeature[i]));
result.SetItem(nextKey, none);
nextKey.FreeSelf();
}
// Then add/rewrite configs from `includeFeatureAs`
for (i = 0; i < includeFeatureAs.length; i += 1)
{
nextKey = _.text.FromString(Locs(includeFeatureAs[i].feature));
result.SetString(nextKey, Locs(includeFeatureAs[i].config));
nextKey.FreeSelf();
}
return result;
}
private function bool IsFeatureExcluded(string featureClassName)
{
local int i;
for (i = 0; i < excludeFeature.length; i += 1)
{
if (excludeFeature[i] ~= featureClassName) {
return true;
}
}
return false;
}
public function array<Text> GetIncludedMutators()
{
local int i;
local array<string> validatedMutators;
for (i = 0; i < includeMutator.length; i += 1)
{
if (ValidateServerURLName(includeMutator[i])) {
validatedMutators[validatedMutators.length] = includeMutator[i];
}
}
return StringToTextArray(validatedMutators);
}
public function array<Text> GetIncludedMapLists()
{
return StringToTextArray(includeMaps);
}
public function array<string> GetIncludedMapLists_S()
{
return includeMaps;
}
defaultproperties
{
configName = "AcediaGameModes"
warnBadMutatorName = (l=LOG_Warning,m="Mutator \"%1\" specified for game mode \"%2\" contains invalid characters and will be ignored. This is a configuration error, you should fix it.")
warnBadFeatureName = (l=LOG_Warning,m="Feature \"%1\" specified for game mode \"%2\" in array `%3` does not exist in enabled packages and will be ignored. This is a configuration error, you should fix it.")
}