Browse Source

Change Futility classes to support new AcediaCore

develop
Anton Tarasenko 1 year ago
parent
commit
0c928a5a33
  1. 55
      config/FutilityChat.ini
  2. 142
      config/FutilityNicknames.ini
  3. 292
      sources/Commands/ACommandFeature.uc
  4. 100
      sources/Commands/ACommandFeature_Announcer.uc
  5. 58
      sources/Commands/ACommandSpawn.uc
  6. 80
      sources/Features/FutileChat/FutilityChat.uc
  7. 90
      sources/Features/FutileChat/FutilityChat_Feature.uc
  8. 114
      sources/Features/FutileNickames/FutilityNicknames.uc
  9. 286
      sources/Features/FutileNickames/FutilityNicknames_Feature.uc
  10. 12
      sources/Futility.uc

55
config/FutilityChat.ini

@ -1,31 +1,34 @@
[default FutilityChat]
; This feature allows to configure color of text chat messages.
autoEnable=true
; How to color text chat messages?
; 1. `CCS_DoNothing` - do not change color in any way;
; 2. `CCS_TeamColorForced` - force players' team colors for
; their messages;
; 3. `CCS_ConfigColorForced` - force `configuredColor` value for
; players' messages;
; 4. `CCS_TeamColorCustom` - use players' team colors for
; their messages by default, but allow to change color with formatted
; tags (e.g. "Stop right there, {$crimson criminal} scum!");
; 5. `CCS_ConfigColorCustom` - use `configuredColor` value for
; messages by default, but allow to change color with formatted
; tags (e.g. "Stop right there, {$crimson criminal} scum!");
; Default is `CCS_DoNothing`, corresponding to vanilla behaviour.
;= How to color text chat messages?
;=
;= 1. `CCS_DoNothing` - do not change color in any way;
;= 2. `CCS_TeamColorForced` - force players' team colors for
;= their messages;
;= 3. `CCS_ConfigColorForced` - force `configuredColor` value for
;= players' messages;
;= 4. `CCS_TeamColorCustom` - use players' team colors for
;= their messages by default, but allow to change color with formatted tags
;= (e.g. "Stop right there, {$crimson criminal} scum!");
;= 5. `CCS_ConfigColorCustom` - use `configuredColor` value for
;= messages by default, but allow to change color with formatted
;= tags (e.g. "Stop right there, {$crimson criminal} scum!");
;=
;= Default is `CCS_DoNothing`, corresponding to vanilla behaviour.
colorSetting=CCS_DoNothing
; Color that will be used if either of `CCS_ConfigColorForced` or
; `CCS_ConfigColorCustom` options were used in `colorSetting`.
; Default value is white: (R=255,G=255,B=255,A=255),
; has no vanilla equivalent.
;= Color that will be used if either of `CCS_ConfigColorForced` or
;= `CCS_ConfigColorCustom` options were used in `colorSetting`.
;= Default value is white: (R=255,G=255,B=255,A=255), has no vanilla
;= equivalent.
configuredColor=(R=255,G=255,B=255,A=255)
; Allows to modify team color's value for the chat messages
; (if either of `CCS_TeamColorForced` or `CCS_TeamColorCustom` options
; were used) to be lighter or darker.
; This value is clamped between -1 and 1.
; * `0` means using the same color;
; * range (0; 1) - gives you lighter colors (`1` being white);
; * range (-1; 0) - gives you darker colors (`-1` being black);
; Default value is `0.6`, has no vanilla equivalent.
;= Allows to modify team color's value for the chat messages
;= (if either of `CCS_TeamColorForced` or `CCS_TeamColorCustom` options
;= were used) to be lighter or darker.
;= This value is clamped between -1 and 1:
;=
;= * `0` means using the same color;
;= * range (0; 1) - gives you lighter colors (`1` being white);
;= * range (-1; 0) - gives you darker colors (`-1` being black);
;=
;= Default value is `0.6`, has no vanilla equivalent.
teamColorModifier=0.6

142
config/FutilityNicknames.ini

@ -1,64 +1,67 @@
[default FutilityNicknames]
; This feature allows to configure nickname limitations for the server.
; It allows you to customize vanilla limitations for nickname length and
; color with those of your own design. Enabling this feature overwrites
; default behaviour.
;= This feature allows to configure nickname limitations for the server.
;= It allows you to customize vanilla limitations for nickname length and
;= color with those of your own design. Enabling this feature overwrites
;= default behaviour.
autoEnable=true
; How to treat whitespace characters inside players' nicknames.
; * `NSA_DoNothing` - does nothing, leaving whitespaces as they are;
; * `NSA_Trim` - removes leading and trailing whitespaces for nicknames;
; * `NSA_Simplify` - removes leading and trailing whitespaces
; for nicknames, also reducing a sequence of whitespaces inside
; nickname to a single space, e.g. "my nick" becomes "my nick".
; Default is `NSA_DoNothing`, same as on vanilla.
;= How to treat whitespace characters inside players' nicknames.
;=
;= * `NSA_DoNothing` - does nothing, leaving whitespaces as they are;=
;= * `NSA_Trim` - removes leading and trailing whitespaces for nicknames;=
;= * `NSA_Simplify` - removes leading and trailing whitespaces
;= for nicknames, also reducing a sequence of whitespaces inside
;= nickname to a single space, e.g. "my nick" becomes "my nick".
;=
;= Default is `NSA_DoNothing`, same as on vanilla.
spacesAction=NSA_DoNothing
; How to treat colored nicknames.
; * `NCP_ForbidColor` - completely strips down any color from nicknames;
; * `NCP_ForceTeamColor` - forces all nicknames to have player's current
; team's color;
; * `NCP_ForceSingleColor` - allows nickname to be painted with a single
; color (sets nickname's color to that of the first character);
; * `NCP_AllowAnyColor` - allows nickname to be colored in any way player
; wants.
; Default is `NCP_ForbidColor`, same as on vanilla.
;= How to treat colored nicknames.
;= * `NCP_ForbidColor` - completely strips down any color from nicknames;=
;= * `NCP_ForceTeamColor` - forces all nicknames to have player's current
;= team's color;=
;= * `NCP_ForceSingleColor` - allows nickname to be painted with a single
;= color (sets nickname's color to that of the first character);=
;= * `NCP_AllowAnyColor` - allows nickname to be colored in any way player
;= wants.
;= Default is `NCP_ForbidColor`, same as on vanilla.
colorPermissions=NCP_ForbidColor
; Set this to `true` if you wish to replace all whitespace characters with
; underscores and `false` to leave them as is.
; Default is `true`, same as on vanilla. However there is one difference:
; Futility replaces all whitespace characters (including tabulations,
; non-breaking spaces, etc.) instead of only ' '.
;= Set this to `true` if you wish to replace all whitespace characters with
;= underscores and `false` to leave them as is.
;= Default is `true`, same as on vanilla. However there is one difference:
;= Futility replaces all whitespace characters (including tabulations,
;= non-breaking spaces, etc.) instead of only ' '.
replaceSpacesWithUnderscores=true
; Set this to `true` to remove single 'quotation marks' and `false` to
; leave them. Default is `false`, same as on vanilla.
;= Set this to `true` to remove single 'quotation marks' and `false` to
;= leave them. Default is `false`, same as on vanilla.
removeSingleQuotationMarks=false
; Set this to `true` to remove dobule 'quotation marks' and `false` to
; leave them. Default is `true`, same as on vanilla.
;= Set this to `true` to remove dobule 'quotation marks' and `false` to
;= leave them. Default is `true`, same as on vanilla.
removeDoubleQuotationMarks=true
; Max allowed nickname length. Negative values disable any length limits.
;
; NOTE #1: `0` resets all nicknames to be empty and,
; if `correctEmptyNicknames` is set to `true`, they will be replaced with
; one of the fallback nicknames
; (see `correctEmptyNicknames` and `fallbackNickname`).
; NOTE #2: Because of how color swapping in vanilla Killing Floor works,
; every color swap makes text count as being about 4 characters longer.
; So if one uses too many colors in the nickname, for drawing functions
; it will appear to be longer than it actually is and it *will* mess up
; UI. Unless you are using custom HUD it is recommended to keep this value
; at default `20` and forbid colored nicknames
; (by setting `colorPermissions=NCP_ForbidColor`). Or to allow only one
; color (by setting `colorPermissions=NCP_ForceSingleColor` or
; `colorPermissions=NCP_ForceTeamColor`) and reducing `maxNicknameLength`
; to `16` (20 characters - 4 for color swap).
; If you want to increase the limit above that, you can also do your
; own research by testing nicknames of various length on
; screen resolutions you care about.
;= Max allowed nickname length. Negative values disable any length limits.
;=
;= NOTE #1: `0` resets all nicknames to be empty and,
;= if `correctEmptyNicknames` is set to `true`, they will be replaced with
;= one of the fallback nicknames
;= (see `correctEmptyNicknames` and `fallbackNickname`).
;=
;= NOTE #2: Because of how color swapping in vanilla Killing Floor works,
;= every color swap makes text count as being about 4 characters longer.
;= So if one uses too many colors in the nickname, for drawing functions
;= it will appear to be longer than it actually is and it *will* mess up
;= UI. Unless you are using custom HUD it is recommended to keep this value
;= at default `20` and forbid colored nicknames
;= (by setting `colorPermissions=NCP_ForbidColor`). Or to allow only one
;= color (by setting `colorPermissions=NCP_ForceSingleColor` or
;= `colorPermissions=NCP_ForceTeamColor`) and reducing `maxNicknameLength`
;= to `16` (20 characters - 4 for color swap).
;= If you want to increase the limit above that, you can also do your
;= own research by testing nicknames of various length on
;= screen resolutions you care about.
maxNicknameLength=20
; Should we replace empty player nicknames with a random fallback nickname
; (defined in `fallbackNickname` array)?
;= Should we replace empty player nicknames with a random fallback nickname
;= (defined in `fallbackNickname` array)?
correctEmptyNicknames=true
; Array of fallback nicknames that will be used to replace any empty nicknames
; if `correctEmptyNicknames` is set to `true`.
;= Array of fallback nicknames that will be used to replace any empty nicknames
;= if `correctEmptyNicknames` is set to `true`.
fallbackNickname="Fresh Meat"
fallbackNickname="Rotten Meat"
fallbackNickname="Troll Meat"
@ -70,20 +73,21 @@ fallbackNickname="Boar Meat"
fallbackNickname="Walrus Meat"
fallbackNickname="Bug Meat"
fallbackNickname="Horse Meat"
; Guaranteed order of applying changes (only chosen ones) is as following:
; 1. Trim/simplify spaces;
; 2. Remove single and double quotation marks;
; 3. Enforce max limit of nickname's length;
; 4. Replace empty nickname with fallback nickname (no further changes
; will be applied to fallback nickname in that case);
; 5. Enforce color limitation;
; 6. Replace remaining whitespaces with underscores.
;
; NOTE #1: as follows from the instruction described above, no changes will
; ever be applied to fallback nicknames (unless player's nickname
; coincides with one by pure accident).
; NOTE #2: whitespaces inside steam nicknames are converted into underscores
; before they are passed into the game and this is a change Futility
; cannot currently abort.
; Therefore all changes relevant to whitespaces inside nicknames will only
; be applied to in-game changes.
;= Guaranteed order of applying changes (only chosen ones) is as following:
;= 1. Trim/simplify spaces;=
;= 2. Remove single and double quotation marks;=
;= 3. Enforce max limit of nickname's length;=
;= 4. Replace empty nickname with fallback nickname (no further changes
;= will be applied to fallback nickname in that case);=
;= 5. Enforce color limitation;=
;= 6. Replace remaining whitespaces with underscores.
;=
;= NOTE #1: as follows from the instruction described above, no changes will
;= ever be applied to fallback nicknames (unless player's nickname
;= coincides with one by pure accident).
;=
;= NOTE #2: whitespaces inside steam nicknames are converted into underscores
;= before they are passed into the game and this is a change Futility
;= cannot currently abort.
;= Therefore all changes relevant to whitespaces inside nicknames will only
;= be applied to in-game changes.

292
sources/Commands/ACommandFeature.uc

@ -21,27 +21,24 @@ class ACommandFeature extends Command
dependson(PendingConfigsTool);
var private class<Feature> selectedFeatureClass;
var private Text selectedFeatureName;
var private Text selectedConfigName;
var private PendingConfigsTool pendingConfigs;
var private ACommandFeature_Announcer announcer;
protected function Constructor()
{
pendingConfigs =
PendingConfigsTool(_.memory.Allocate(class'PendingConfigsTool'));
protected function Constructor() {
pendingConfigs = PendingConfigsTool(_.memory.Allocate(class'PendingConfigsTool'));
super.Constructor();
}
protected function Finalizer()
{
protected function Finalizer() {
_.memory.Free(announcer);
_.memory.Free(pendingConfigs);
super.Finalizer();
}
protected function BuildData(CommandDataBuilder builder)
{
protected function BuildData(CommandDataBuilder builder) {
builder.Group(P("admin"));
builder.Summary(P("Managing features."));
builder.Describe(P("Command for managing features and their configs."));
@ -113,60 +110,52 @@ protected function Executed(
SelectFeatureAndConfig(arguments);
if (arguments.subCommandName.IsEmpty()) {
ShowAllFeatures();
}
else if (arguments.subCommandName.Compare(P("enable"))) {
} else if (arguments.subCommandName.Compare(P("enable"))) {
EnableFeature();
}
else if (arguments.subCommandName.Compare(P("disable"))) {
} else if (arguments.subCommandName.Compare(P("disable"))) {
DisableFeature();
}
else if (arguments.subCommandName.Compare(P("showconf"))) {
} else if (arguments.subCommandName.Compare(P("showconf"))) {
ShowSelectedConfigs(allFlag);
}
else if (arguments.subCommandName.Compare(P("editconf")))
{
} else if (arguments.subCommandName.Compare(P("editconf"))) {
EditFeatureConfig(
arguments.parameters.GetText(P("variable_path")),
arguments.parameters.GetItem(P("value")),
saveFlag);
}
else if (arguments.subCommandName.Compare(P("saveconf"))) {
} else if (arguments.subCommandName.Compare(P("saveconf"))) {
SaveFeatureConfig();
}
else if (arguments.subCommandName.Compare(P("newconf"))) {
} else if (arguments.subCommandName.Compare(P("newconf"))) {
NewFeatureConfig();
}
else if (arguments.subCommandName.Compare(P("removeconf"))) {
} else if (arguments.subCommandName.Compare(P("removeconf"))) {
RemoveFeatureConfig();
}
else if (arguments.subCommandName.Compare(P("autoconf"))) {
} else if (arguments.subCommandName.Compare(P("autoconf"))) {
SetAutoFeatureConfig();
}
_.memory.Free(selectedConfigName);
_.memory.Free2(selectedConfigName, selectedFeatureName);
selectedConfigName = none;
selectedFeatureName = none;
}
protected function SelectFeatureAndConfig(CallData arguments)
{
protected function SelectFeatureAndConfig(CallData arguments) {
local Text featureClassName, userGivenConfigName;
featureClassName = arguments.parameters.GetText(P("feature"));
selectedFeatureName = arguments.parameters.GetTextBy(P("/feature/alias"));
featureClassName = arguments.parameters.GetTextBy(P("/feature/value"));
selectedFeatureClass = LoadFeatureClass(featureClassName);
if (selectedFeatureClass == none && !arguments.subCommandName.IsEmpty()) {
_.memory.Free(selectedFeatureName);
selectedFeatureName = none;
return;
}
_.memory.Free(featureClassName);
userGivenConfigName = arguments.parameters.GetText(P("config"));
if (userGivenConfigName != none)
{
if (userGivenConfigName != none) {
selectedConfigName = userGivenConfigName.LowerCopy();
userGivenConfigName.FreeSelf();
}
pendingConfigs.SelectConfig(selectedFeatureClass, selectedConfigName);
}
protected function EnableFeature()
{
protected function EnableFeature() {
local bool wasEnabled;
local Text oldConfig, newConfig;
local Feature instance;
@ -175,59 +164,50 @@ protected function EnableFeature()
oldConfig = selectedFeatureClass.static.GetCurrentConfig();
newConfig = PickConfigBasedOnParameter();
// Already enabled with the same config!
if (oldConfig != none && oldConfig.Compare(newConfig, SCASE_INSENSITIVE))
{
announcer.AnnounceFailedAlreadyEnabled(selectedFeatureClass, newConfig);
if (oldConfig != none && oldConfig.Compare(newConfig, SCASE_INSENSITIVE)) {
announcer.AnnounceFailedAlreadyEnabled(selectedFeatureName, newConfig);
_.memory.Free(newConfig);
_.memory.Free(oldConfig);
return;
}
// Try enabling and report the result
instance = selectedFeatureClass.static.EnableMe(newConfig);
if (instance == none)
{
if (instance == none) {
announcer.AnnounceFailedCannotEnableFeature(
selectedFeatureClass,
selectedFeatureName,
newConfig);
}
else if (wasEnabled)
{
} else if (wasEnabled) {
announcer.AnnounceSwappedConfig(
selectedFeatureClass,
selectedFeatureName,
oldConfig,
newConfig);
}
else {
announcer.AnnounceEnabledFeature(selectedFeatureClass, newConfig);
} else {
announcer.AnnounceEnabledFeature(selectedFeatureName, newConfig);
}
_.memory.Free(newConfig);
_.memory.Free(oldConfig);
}
protected function DisableFeature()
{
if (!selectedFeatureClass.static.IsEnabled())
{
announcer.AnnounceFailedAlreadyDisabled(selectedFeatureClass);
protected function DisableFeature() {
if (!selectedFeatureClass.static.IsEnabled()) {
announcer.AnnounceFailedAlreadyDisabled(selectedFeatureName);
return;
}
selectedFeatureClass.static.DisableMe();
// It is possible that this command itself is destroyed after above command
// so do the check just in case
if (IsAllocated()) {
announcer.AnnounceDisabledFeature(selectedFeatureClass);
announcer.AnnounceDisabledFeature(selectedFeatureName);
}
}
protected function ShowSelectedConfigs(bool showAllFeatures)
{
protected function ShowSelectedConfigs(bool showAllFeatures) {
local int i;
local array<Text> availableConfigs;
local MutableText configList;
local class<FeatureConfig> configClass;
if (showAllFeatures)
{
if (showAllFeatures) {
configClass = selectedFeatureClass.default.configClass;
if (configClass != none) {
availableConfigs = configClass.static.AvailableConfigs();
@ -238,8 +218,7 @@ protected function ShowSelectedConfigs(bool showAllFeatures)
_.memory.FreeMany(availableConfigs);
return;
}
if (selectedConfigName != none)
{
if (selectedConfigName != none) {
ShowFeatureConfig(selectedConfigName);
return;
}
@ -251,8 +230,7 @@ protected function ShowSelectedConfigs(bool showAllFeatures)
_.memory.Free(configList);
}
protected function ShowFeatureConfig(BaseText configName)
{
protected function ShowFeatureConfig(BaseText configName) {
local MutableText dataAsJSON;
local HashTable currentData, pendingData;
@ -260,26 +238,24 @@ protected function ShowFeatureConfig(BaseText configName)
return;
}
currentData = GetCurrentConfigData(configName);
if (currentData == none)
{
if (currentData == none) {
announcer.AnnounceFailedNoDataForConfig(
selectedFeatureClass,
selectedFeatureName,
configName);
return;
}
// Display current data
dataAsJSON = _.json.PrettyPrint(currentData);
announcer.AnnounceCurrentConfig(selectedFeatureClass, configName);
announcer.AnnounceCurrentConfig(selectedFeatureName, configName);
callerConsole.Flush().WriteLine(dataAsJSON);
_.memory.Free(dataAsJSON);
// Display pending data
pendingConfigs.SelectConfig(selectedFeatureClass, configName);
pendingData = pendingConfigs.GetPendingConfigData();
if (pendingData != none)
{
if (pendingData != none) {
dataAsJSON = _.json.PrettyPrint(pendingData);
announcer.AnnouncePendingConfig(
selectedFeatureClass,
selectedFeatureName,
configName);
callerConsole.Flush().WriteLine(dataAsJSON);
_.memory.Free(dataAsJSON);
@ -288,20 +264,17 @@ protected function ShowFeatureConfig(BaseText configName)
_.memory.Free(currentData);
}
protected function Text PickConfigBasedOnParameter()
{
protected function Text PickConfigBasedOnParameter() {
local Text resolvedConfig;
local class<FeatureConfig> configClass;
configClass = selectedFeatureClass.default.configClass;
if (configClass == none)
{
announcer.AnnounceFailedNoConfigClass(selectedFeatureClass);
if (configClass == none) {
announcer.AnnounceFailedNoConfigClass(selectedFeatureName);
return none;
}
// If config was specified - simply check that it exists
if (selectedConfigName != none)
{
if (selectedConfigName != none) {
if (configClass.static.Exists(selectedConfigName)) {
return selectedConfigName.Copy();
}
@ -311,13 +284,12 @@ protected function Text PickConfigBasedOnParameter()
// If it wasn't specified - try auto config instead
resolvedConfig = configClass.static.GetAutoEnabledConfig();
if (resolvedConfig == none) {
announcer.AnnounceFailedNoConfigProvided(selectedFeatureClass);
announcer.AnnounceFailedNoConfigProvided(selectedFeatureName);
}
return resolvedConfig;
}
protected function class<Feature> LoadFeatureClass(BaseText featureClassName)
{
protected function class<Feature> LoadFeatureClass(BaseText featureClassName) {
local class<Feature> featureClass;
if (featureClassName == none) {
@ -330,10 +302,10 @@ protected function class<Feature> LoadFeatureClass(BaseText featureClassName)
return featureClass;
}
protected function ShowAllFeatures()
{
protected function ShowAllFeatures() {
local int i;
local array< class<Feature> > availableFeatures;
availableFeatures = _.environment.GetAvailableFeatures();
for (i = 0; i < availableFeatures.length; i ++) {
ShowFeature(availableFeatures[i]);
@ -366,10 +338,9 @@ protected function ShowFeature(class<Feature> featureClass)
_.memory.Free(configList);
}
protected function MutableText PrintConfigList(class<Feature> featureClass)
{
protected function MutableText PrintConfigList(class<Feature> featureClass) {
local int i;
local Text autoConfig;
local Text autoConfig, enabledConfig;
local ListBuilder configList;
local MutableText result, nextConfig;
local array<Text> availableConfigs;
@ -380,31 +351,34 @@ protected function MutableText PrintConfigList(class<Feature> featureClass)
if (configClass == none) return none;
availableConfigs = configClass.static.AvailableConfigs();
enabledConfig = featureClass.static.GetCurrentConfig();
autoConfig = configClass.static.GetAutoEnabledConfig();
configList = ListBuilder(_.memory.Allocate(class'ListBuilder'));
for (i = 0; i < availableConfigs.length; i += 1)
{
for (i = 0; i < availableConfigs.length; i += 1) {
nextConfig = availableConfigs[i].MutableCopy();
if (enabledConfig != none && enabledConfig.Compare(nextConfig, SCASE_INSENSITIVE)) {
nextConfig.ChangeDefaultColor(_.color.TextPositive);
}
if (pendingConfigs.HasPendingConfigFor(featureClass, nextConfig)) {
nextConfig.Append(F("{$TextEmphasis *}"));
}
configList.Item(nextConfig);
_.memory.Free(nextConfig);
if ( autoConfig != none
&& autoConfig.Compare(availableConfigs[i], SCASE_INSENSITIVE))
{
if (autoConfig != none && autoConfig.Compare(availableConfigs[i], SCASE_INSENSITIVE)) {
if (autoConfig.Compare(enabledConfig, SCASE_INSENSITIVE)) {
configList.Comment(F("{$TextPositive auto enabled}"));
} else {
configList.Comment(F("{$TextNegative auto enabled}"));
}
}
}
result = configList.GetMutable();
_.memory.Free(configList);
_.memory.Free(autoConfig);
_.memory.Free3(configList, autoConfig, enabledConfig);
_.memory.FreeMany(availableConfigs);
return result;
}
protected function MutableText PrettyPrintValueAt(BaseText pathToValue)
{
protected function MutableText PrettyPrintValueAt(BaseText pathToValue) {
local MutableText printedValue;
local AcediaObject value;
local HashTable relevantData;
@ -416,8 +390,7 @@ protected function MutableText PrettyPrintValueAt(BaseText pathToValue)
if (relevantData != none) {
value = relevantData.GetItemBy(pathToValue);
}
if (value != none)
{
if (value != none) {
printedValue = _.json.PrettyPrint(value);
_.memory.Free(value);
}
@ -425,11 +398,7 @@ protected function MutableText PrettyPrintValueAt(BaseText pathToValue)
return printedValue;
}
protected function EditFeatureConfig(
BaseText pathToValue,
AcediaObject newValue,
bool saveConfig)
{
protected function EditFeatureConfig(BaseText pathToValue, AcediaObject newValue, bool saveConfig) {
local MutableText printedOldValue;
local MutableText printedNewValue;
local PendingConfigsTool.PendingConfigToolResult error;
@ -447,26 +416,20 @@ protected function EditFeatureConfig(
}
else if (error == PCTE_ExpectedObject) {
announcer.AnnounceFailedExpectedObject();
}
else if (error == PCTE_BadPointer)
{
} else if (error == PCTE_BadPointer) {
announcer.AnnounceFailedBadPointer(
selectedFeatureClass,
selectedFeatureName,
selectedConfigName,
pathToValue);
}
else if (printedOldValue == none)
{
} else if (printedOldValue == none) {
announcer.AnnounceConfigNewValue(
selectedFeatureClass,
selectedFeatureName,
selectedConfigName,
pathToValue,
printedNewValue);
}
else
{
} else {
announcer.AnnounceConfigEdited(
selectedFeatureClass,
selectedFeatureName,
selectedConfigName,
pathToValue,
printedOldValue,
@ -481,21 +444,18 @@ protected function EditFeatureConfig(
_.memory.Free(newValue);
}
protected function SaveFeatureConfig()
{
protected function SaveFeatureConfig() {
local BaseText enabledConfigName;
local HashTable pendingData;
local class<FeatureConfig> configClass;
configClass = selectedFeatureClass.default.configClass;
if (configClass == none)
{
announcer.AnnounceFailedNoConfigClass(selectedFeatureClass);
if (configClass == none) {
announcer.AnnounceFailedNoConfigClass(selectedFeatureName);
return;
}
pendingData = pendingConfigs.GetPendingConfigData();
if (pendingData == none)
{
if (pendingData == none) {
announcer.AnnounceFailedPendingConfigMissing(selectedConfigName);
return;
}
@ -504,13 +464,11 @@ protected function SaveFeatureConfig()
configClass.static.SaveData(selectedConfigName, pendingData);
// Re-apply config if it is active?
enabledConfigName = selectedFeatureClass.static.GetCurrentConfig();
if (selectedConfigName.Compare(enabledConfigName, SCASE_INSENSITIVE))
{
if (selectedConfigName.Compare(enabledConfigName, SCASE_INSENSITIVE)) {
selectedFeatureClass.static.EnableMe(selectedConfigName);
announcer.AnnouncePublicPendingConfigSaved(selectedFeatureClass);
}
else {
announcer.AnnouncePrivatePendingConfigSaved(selectedFeatureClass);
announcer.AnnouncePublicPendingConfigSaved(selectedFeatureName);
} else {
announcer.AnnouncePrivatePendingConfigSaved(selectedFeatureName, selectedConfigName);
}
_.memory.Free(enabledConfigName);
pendingData.FreeSelf();
@ -518,125 +476,101 @@ protected function SaveFeatureConfig()
return;
}
protected function NewFeatureConfig()
{
protected function NewFeatureConfig() {
local BaseText enabledConfigName;
local class<FeatureConfig> configClass;
configClass = selectedFeatureClass.default.configClass;
if (configClass == none)
{
announcer.AnnounceFailedNoConfigClass(selectedFeatureClass);
if (configClass == none) {
announcer.AnnounceFailedNoConfigClass(selectedFeatureName);
return;
}
if (configClass.static.Exists(selectedConfigName))
{
announcer.AnnounceFailedConfigAlreadyExists(
selectedFeatureClass,
selectedConfigName);
if (configClass.static.Exists(selectedConfigName)) {
announcer.AnnounceFailedConfigAlreadyExists(selectedFeatureName, selectedConfigName);
return;
}
if (!configClass.static.NewConfig(selectedConfigName))
{
if (!configClass.static.NewConfig(selectedConfigName)) {
announcer.AnnounceFailedBadConfigName(selectedConfigName);
return;
}
enabledConfigName = selectedFeatureClass.static.GetCurrentConfig();
if (selectedConfigName.Compare(enabledConfigName, SCASE_INSENSITIVE))
{
if (selectedConfigName.Compare(enabledConfigName, SCASE_INSENSITIVE)) {
selectedFeatureClass.static.EnableMe(selectedConfigName);
announcer.AnnouncePublicPendingConfigSaved(selectedFeatureClass);
announcer.AnnouncePublicPendingConfigSaved(selectedFeatureName);
}
_.memory.Free(enabledConfigName);
announcer.AnnounceConfigCreated(selectedFeatureClass, selectedConfigName);
announcer.AnnounceConfigCreated(selectedFeatureName, selectedConfigName);
}
protected function RemoveFeatureConfig()
{
protected function RemoveFeatureConfig() {
local class<FeatureConfig> configClass;
configClass = selectedFeatureClass.default.configClass;
if (configClass == none)
{
announcer.AnnounceFailedNoConfigClass(selectedFeatureClass);
if (configClass == none) {
announcer.AnnounceFailedNoConfigClass(selectedFeatureName);
return;
}
if (!configClass.static.Exists(selectedConfigName))
{
if (!configClass.static.Exists(selectedConfigName)) {
announcer.AnnounceFailedConfigDoesNotExist(
selectedFeatureClass,
selectedFeatureName,
selectedConfigName);
return;
}
pendingConfigs.RemoveConfig();
configClass.static.DeleteConfig(selectedConfigName);
announcer.AnnounceConfigRemoved(selectedFeatureClass, selectedConfigName);
announcer.AnnounceConfigRemoved(selectedFeatureName, selectedConfigName);
}
protected function SetAutoFeatureConfig()
{
protected function SetAutoFeatureConfig() {
local Text currentAutoEnabledConfig;
local class<FeatureConfig> configClass;
configClass = selectedFeatureClass.default.configClass;
if (configClass == none)
{
announcer.AnnounceFailedNoConfigClass(selectedFeatureClass);
if (configClass == none) {
announcer.AnnounceFailedNoConfigClass(selectedFeatureName);
return;
}
if ( selectedConfigName != none
&& !configClass.static.Exists(selectedConfigName))
{
announcer.AnnounceFailedConfigDoesNotExist(
selectedFeatureClass,
selectedConfigName);
if (selectedConfigName != none && !configClass.static.Exists(selectedConfigName)) {
announcer.AnnounceFailedConfigDoesNotExist(selectedFeatureName, selectedConfigName);
return;
}
currentAutoEnabledConfig = configClass.static.GetAutoEnabledConfig();
if (selectedConfigName == none && currentAutoEnabledConfig == none) {
announcer.AnnounceFailedAlreadyNoAutoEnabled(selectedFeatureClass);
announcer.AnnounceFailedAlreadyNoAutoEnabled(selectedFeatureName);
}
else if (selectedConfigName != none &&
selectedConfigName.Compare(currentAutoEnabledConfig, SCASE_INSENSITIVE))
{
selectedConfigName.Compare(currentAutoEnabledConfig, SCASE_INSENSITIVE)) {
announcer.AnnounceFailedAlreadySameAutoEnabled(
selectedFeatureClass,
selectedFeatureName,
selectedConfigName);
}
else
{
} else {
configClass.static.SetAutoEnabledConfig(selectedConfigName);
if (selectedConfigName != none)
{
if (selectedConfigName != none) {
announcer.AnnounceAutoEnabledConfig(
selectedFeatureClass,
selectedFeatureName,
selectedConfigName);
}
else {
announcer.AnnounceRemovedAutoEnabledConfig(selectedFeatureClass);
} else {
announcer.AnnounceRemovedAutoEnabledConfig(selectedFeatureName);
}
}
_.memory.Free(currentAutoEnabledConfig);
}
private function HashTable GetCurrentConfigData(BaseText configName)
{
private function HashTable GetCurrentConfigData(BaseText configName) {
local class<FeatureConfig> configClass;
if (configName == none) {
return none;
}
configClass = selectedFeatureClass.default.configClass;
if (configClass == none)
{
announcer.AnnounceFailedNoConfigClass(selectedFeatureClass);
if (configClass == none) {
announcer.AnnounceFailedNoConfigClass(selectedFeatureName);
return none;
}
return configClass.static.LoadData(configName);
}
private function HashTable GetCurrentSelectedConfigData()
{
private function HashTable GetCurrentSelectedConfigData() {
return GetCurrentConfigData(selectedConfigName);
}

100
sources/Commands/ACommandFeature_Announcer.uc

@ -75,7 +75,7 @@ protected function Finalizer()
}
public final function AnnounceEnabledFeature(
class<Feature> featureClass,
BaseText featureName,
BaseText configName)
{
local int i;
@ -93,12 +93,12 @@ public final function AnnounceEnabledFeature(
}
templates = MakeArray(enabledFeature);
for (i = 0; i < templates.length; i += 1) {
templates[i].Reset().ArgClass(featureClass).Arg(configName);
templates[i].Reset().Arg(featureName).Arg(configName);
}
MakeAnnouncement(enabledFeature);
}
public final function AnnounceDisabledFeature(class<Feature> featureClass)
public final function AnnounceDisabledFeature(BaseText featureName)
{
local int i;
local array<TextTemplate> templates;
@ -114,13 +114,13 @@ public final function AnnounceDisabledFeature(class<Feature> featureClass)
}
templates = MakeArray(disabledFeature);
for (i = 0; i < templates.length; i += 1) {
templates[i].Reset().ArgClass(featureClass);
templates[i].Reset().Arg(featureName);
}
MakeAnnouncement(disabledFeature);
}
public final function AnnounceSwappedConfig(
class<Feature> featureClass,
BaseText featureName,
BaseText oldConfig,
BaseText newConfig)
{
@ -142,7 +142,7 @@ public final function AnnounceSwappedConfig(
{
templates[i]
.Reset()
.ArgClass(featureClass)
.Arg(featureName)
.Arg(oldConfig)
.Arg(newConfig);
}
@ -150,7 +150,7 @@ public final function AnnounceSwappedConfig(
}
public final function AnnouncePublicPendingConfigSaved(
class<Feature> featureClass)
BaseText featureName)
{
local int i;
local array<TextTemplate> templates;
@ -167,29 +167,29 @@ public final function AnnouncePublicPendingConfigSaved(
}
templates = MakeArray(pendingConfigSavedPublic);
for (i = 0; i < templates.length; i += 1) {
templates[i].Reset().ArgClass(featureClass);
templates[i].Reset().Arg(featureName);
}
MakeAnnouncement(pendingConfigSavedPublic);
}
public final function AnnouncePrivatePendingConfigSaved(
class<Feature> featureClass)
public final function AnnouncePrivatePendingConfigSaved(BaseText featureName, BaseText configName)
{
if (!pendingConfigSavedPrivate.initialized)
{
pendingConfigSavedPrivate.initialized = true;
pendingConfigSavedPrivate.toSelfReport = _.text.MakeTemplate_S(
"Active config for feature {$TextEmphasis `%1`} was"
"Config \"%2\" for feature {$TextEmphasis `%1`} was"
@ "{$TextNeutral modified}");
}
pendingConfigSavedPrivate.toSelfReport
.Reset()
.ArgClass(featureClass);
.Arg(featureName)
.Arg(configName);
MakeAnnouncement(pendingConfigSavedPrivate);
}
public final function AnnounceCurrentConfig(
class<Feature> featureClass,
BaseText featureName,
BaseText config)
{
if (!showCurrentConfig.initialized)
@ -200,13 +200,13 @@ public final function AnnounceCurrentConfig(
}
showCurrentConfig.toSelfReport
.Reset()
.ArgClass(featureClass)
.Arg(featureName)
.Arg(config);
MakeAnnouncement(showCurrentConfig);
}
public final function AnnouncePendingConfig(
class<Feature> featureClass,
BaseText featureName,
BaseText config)
{
if (!showPendingConfig.initialized)
@ -217,13 +217,13 @@ public final function AnnouncePendingConfig(
}
showPendingConfig.toSelfReport
.Reset()
.ArgClass(featureClass)
.Arg(featureName)
.Arg(config);
MakeAnnouncement(showPendingConfig);
}
public final function AnnounceConfigCreated(
class<Feature> featureClass,
BaseText featureName,
BaseText config)
{
if (!configCreated.initialized)
@ -235,13 +235,13 @@ public final function AnnounceConfigCreated(
}
configCreated.toSelfReport
.Reset()
.ArgClass(featureClass)
.Arg(featureName)
.Arg(config);
MakeAnnouncement(configCreated);
}
public final function AnnounceConfigRemoved(
class<Feature> featureClass,
BaseText featureName,
BaseText config)
{
if (!configRemoved.initialized)
@ -253,13 +253,13 @@ public final function AnnounceConfigRemoved(
}
configRemoved.toSelfReport
.Reset()
.ArgClass(featureClass)
.Arg(featureName)
.Arg(config);
MakeAnnouncement(configRemoved);
}
public final function AnnounceConfigEdited(
class<Feature> featureClass,
BaseText featureName,
BaseText config,
BaseText pathToValue,
BaseText oldValue,
@ -275,7 +275,7 @@ public final function AnnounceConfigEdited(
}
configEdited.toSelfReport
.Reset()
.ArgClass(featureClass)
.Arg(featureName)
.Arg(config)
.Arg(pathToValue)
.Arg(oldValue)
@ -284,7 +284,7 @@ public final function AnnounceConfigEdited(
}
public final function AnnounceConfigNewValue(
class<Feature> featureClass,
BaseText featureName,
BaseText config,
BaseText pathToValue,
BaseText newValue)
@ -298,7 +298,7 @@ public final function AnnounceConfigNewValue(
}
configEditedNew.toSelfReport
.Reset()
.ArgClass(featureClass)
.Arg(featureName)
.Arg(config)
.Arg(pathToValue)
.Arg(newValue);
@ -306,7 +306,7 @@ public final function AnnounceConfigNewValue(
}
public final function AnnounceAutoEnabledConfig(
class<Feature> featureClass,
BaseText featureName,
BaseText config)
{
if (!autoEnabled.initialized)
@ -318,13 +318,13 @@ public final function AnnounceAutoEnabledConfig(
}
autoEnabled.toSelfReport
.Reset()
.ArgClass(featureClass)
.Arg(featureName)
.Arg(config);
MakeAnnouncement(autoEnabled);
}
public final function AnnounceRemovedAutoEnabledConfig(
class<Feature> featureClass)
BaseText featureName)
{
if (!removedAutoEnabled.initialized)
{
@ -335,12 +335,12 @@ public final function AnnounceRemovedAutoEnabledConfig(
}
removedAutoEnabled.toSelfReport
.Reset()
.ArgClass(featureClass);
.Arg(featureName);
MakeAnnouncement(removedAutoEnabled);
}
public final function AnnounceFailedAlreadyNoAutoEnabled(
class<Feature> featureClass)
BaseText featureName)
{
if (!failedAlreadyNoAutoEnabled.initialized)
{
@ -352,12 +352,12 @@ public final function AnnounceFailedAlreadyNoAutoEnabled(
}
failedAlreadyNoAutoEnabled.toSelfReport
.Reset()
.ArgClass(featureClass);
.Arg(featureName);
MakeAnnouncement(failedAlreadyNoAutoEnabled);
}
public final function AnnounceFailedAlreadySameAutoEnabled(
class<Feature> featureClass,
BaseText featureName,
BaseText config)
{
if (!failedAlreadySameAutoEnabled.initialized)
@ -370,13 +370,13 @@ public final function AnnounceFailedAlreadySameAutoEnabled(
}
failedAlreadySameAutoEnabled.toSelfReport
.Reset()
.ArgClass(featureClass)
.Arg(featureName)
.Arg(config);
MakeAnnouncement(failedAlreadySameAutoEnabled);
}
public final function AnnounceFailedConfigAlreadyExists(
class<Feature> featureClass,
BaseText featureName,
BaseText config)
{
if (!failedConfigAlreadyExists.initialized)
@ -388,13 +388,13 @@ public final function AnnounceFailedConfigAlreadyExists(
}
failedConfigAlreadyExists.toSelfReport
.Reset()
.ArgClass(featureClass)
.Arg(featureName)
.Arg(config);
MakeAnnouncement(failedConfigAlreadyExists);
}
public final function AnnounceFailedConfigDoesNotExist(
class<Feature> featureClass,
BaseText featureName,
BaseText config)
{
if (!failedConfigDoesNotExists.initialized)
@ -406,7 +406,7 @@ public final function AnnounceFailedConfigAlreadyExists(
}
failedConfigDoesNotExists.toSelfReport
.Reset()
.ArgClass(featureClass)
.Arg(featureName)
.Arg(config);
MakeAnnouncement(failedConfigDoesNotExists);
}
@ -424,7 +424,7 @@ public final function AnnounceFailedToLoadFeatureClass(BaseText failedClassName)
}
public final function AnnounceFailedNoConfigProvided(
class<Feature> featureClass)
BaseText featureName)
{
if (!failedNoConfigProvided.initialized)
{
@ -433,7 +433,7 @@ public final function AnnounceFailedNoConfigProvided(
"{$TextFailure No config specified} and {$TextFailure no"
@ "auto-enabled config} exists for feature {$TextEmphasis `%1`}");
}
failedNoConfigProvided.toSelfReport.Reset().ArgClass(featureClass);
failedNoConfigProvided.toSelfReport.Reset().Arg(featureName);
MakeAnnouncement(failedNoConfigProvided);
}
@ -463,7 +463,7 @@ public final function AnnounceFailedPendingConfigMissing(BaseText config)
}
public final function AnnounceFailedCannotEnableFeature(
class<Feature> featureClass,
BaseText featureName,
BaseText config)
{
if (!failedCannotEnableFeature.initialized)
@ -475,13 +475,13 @@ public final function AnnounceFailedCannotEnableFeature(
}
failedCannotEnableFeature.toSelfReport
.Reset()
.ArgClass(featureClass)
.Arg(featureName)
.Arg(config);
MakeAnnouncement(failedCannotEnableFeature);
}
public final function AnnounceFailedNoConfigClass(
class<Feature> featureClass)
BaseText featureName)
{
if (!failedNoConfigClass.initialized)
{
@ -491,7 +491,7 @@ public final function AnnounceFailedNoConfigClass(
@ "class! This is most likely caused by its faulty"
@ "implementation");
}
failedNoConfigClass.toSelfReport.Reset().ArgClass(featureClass);
failedNoConfigClass.toSelfReport.Reset().Arg(featureName);
MakeAnnouncement(failedNoConfigClass);
}
@ -508,7 +508,7 @@ public final function AnnounceFailedBadConfigName(BaseText configName)
}
public final function AnnounceFailedAlreadyDisabled(
class<Feature> featureClass)
BaseText featureName)
{
if (!failedAlreadyDisabled.initialized)
{
@ -517,12 +517,12 @@ public final function AnnounceFailedAlreadyDisabled(
"{$TextFailure Cannot disable} feature {$TextEmphasis `%1`}: it is"
@ "already {$TextNegative disabled}");
}
failedAlreadyDisabled.toSelfReport.Reset().ArgClass(featureClass);
failedAlreadyDisabled.toSelfReport.Reset().Arg(featureName);
MakeAnnouncement(failedAlreadyDisabled);
}
public final function AnnounceFailedAlreadyEnabled(
class<Feature> featureClass,
BaseText featureName,
BaseText config)
{
if (!failedAlreadyEnabled.initialized)
@ -534,13 +534,13 @@ public final function AnnounceFailedAlreadyEnabled(
}
failedAlreadyEnabled.toSelfReport
.Reset()
.ArgClass(featureClass)
.Arg(featureName)
.Arg(config);
MakeAnnouncement(failedAlreadyEnabled);
}
public final function AnnounceFailedNoDataForConfig(
class<Feature> featureClass,
BaseText featureName,
BaseText config)
{
if (!failedNoDataForConfig.initialized)
@ -552,7 +552,7 @@ public final function AnnounceFailedNoDataForConfig(
}
failedNoDataForConfig.toSelfReport
.Reset()
.ArgClass(featureClass)
.Arg(featureName)
.Arg(config);
MakeAnnouncement(failedNoDataForConfig);
}
@ -570,7 +570,7 @@ public final function AnnounceFailedExpectedObject()
}
public final function AnnounceFailedBadPointer(
class<Feature> featureClass,
BaseText featureName,
BaseText config,
BaseText pointer)
{
@ -583,7 +583,7 @@ public final function AnnounceFailedBadPointer(
}
failedBadPointer.toSelfReport
.Reset()
.ArgClass(featureClass)
.Arg(featureName)
.Arg(config)
.Arg(pointer);
MakeAnnouncement(failedBadPointer);

58
sources/Commands/ACommandSpawn.uc

@ -51,53 +51,55 @@ protected function Executed(
EPlayer instigator,
CommandPermissions permissions
) {
local Text template;
local HashTable value;
local Vector spawnLocation;
announcer.Setup(none, instigator, othersConsole);
template = arguments.parameters.GetText(P("template"));
value = arguments.parameters.GetHashTable(P("template"));
if (arguments.subCommandName.IsEmpty()) {
SpawnInInstigatorSight(instigator, template);
}
else if (arguments.subCommandName.Compare(P("at"), SCASE_INSENSITIVE))
{
SpawnInInstigatorSight(instigator, value);
} else if (arguments.subCommandName.Compare(P("at"), SCASE_INSENSITIVE)) {
spawnLocation.x = arguments.parameters.GetFloat(P("x"));
spawnLocation.y = arguments.parameters.GetFloat(P("y"));
spawnLocation.z = arguments.parameters.GetFloat(P("z"));
SpawnAt(instigator, template, spawnLocation);
SpawnAt(instigator, value, spawnLocation);
}
_.memory.Free(template);
_.memory.Free(value);
}
private final function SpawnAt(
EPlayer instigator,
BaseText template,
Vector spawnLocation)
{
HashTable value,
Vector spawnLocation
) {
local Text humanReadable, template;
local EPlaceable result;
humanReadable = value.GetText(P("alias"));
template = value.GetText(P("value"));
result = _server.kf.world.Spawn(template, spawnLocation);
if (result != none) {
announcer.AnnounceSpawned(template);
}
else {
announcer.AnnounceSpawningFailed(template);
announcer.AnnounceSpawned(humanReadable);
} else {
announcer.AnnounceSpawningFailed(humanReadable);
}
_.memory.Free(result);
_.memory.Free2(humanReadable, result);
}
private final function SpawnInInstigatorSight(
EPlayer instigator,
BaseText template)
{
HashTable value
) {
local EPlaceable result;
local Vector spawnLocation;
local TracingIterator iter;
local Text humanReadable, template;
humanReadable = value.GetText(P("alias"));
template = value.GetText(P("value"));
iter = _server.kf.world.TracePlayerSight(instigator);
iter.LeaveOnlyVisible();
if (iter.HasFinished())
{
if (iter.HasFinished()) {
announcer.AnnounceFailedTrace();
return;
}
@ -105,20 +107,16 @@ private final function SpawnInInstigatorSight(
result = _server.kf.world.Spawn(template, spawnLocation);
// Shift position back a little and try again;
// this should fix a ton of spawning failures
if (result == none)
{
spawnLocation = spawnLocation +
Normal(iter.GetTracingStart() - spawnLocation) * 100;
if (result == none) {
spawnLocation = spawnLocation + Normal(iter.GetTracingStart() - spawnLocation) * 100;
result = _server.kf.world.Spawn(template, spawnLocation);
}
if (result != none) {
announcer.AnnounceSpawned(template);
}
else {
announcer.AnnounceSpawningFailed(template);
announcer.AnnounceSpawned(humanReadable);
} else {
announcer.AnnounceSpawningFailed(humanReadable);
}
_.memory.Free(result);
_.memory.Free(iter);
_.memory.Free4(result, iter, humanReadable, result);
}
defaultproperties {

80
sources/Features/FutileChat/FutilityChat.uc

@ -1,6 +1,6 @@
/**
* Config object for `FutilityChat_Feature`.
* Copyright 2022 Anton Tarasenko
* Config class for storing map lists.
* Copyright 2022-2023 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
@ -21,8 +21,7 @@ class FutilityChat extends FeatureConfig
perobjectconfig
config(FutilityChat);
enum ChatColorSetting
{
enum ChatColorSetting {
CCS_DoNothing,
CCS_TeamColorForced,
CCS_ConfigColorForced,
@ -30,16 +29,45 @@ enum ChatColorSetting
CCS_ConfigColorCustom
};
/// How to color text chat messages?
///
/// 1. `CCS_DoNothing` - do not change color in any way;
/// 2. `CCS_TeamColorForced` - force players' team colors for
/// their messages;
/// 3. `CCS_ConfigColorForced` - force `configuredColor` value for
/// players' messages;
/// 4. `CCS_TeamColorCustom` - use players' team colors for
/// their messages by default, but allow to change color with formatted tags
/// (e.g. "Stop right there, {$crimson criminal} scum!");
/// 5. `CCS_ConfigColorCustom` - use `configuredColor` value for
/// messages by default, but allow to change color with formatted
/// tags (e.g. "Stop right there, {$crimson criminal} scum!");
///
/// Default is `CCS_DoNothing`, corresponding to vanilla behaviour.
var public config ChatColorSetting colorSetting;
/// Color that will be used if either of `CCS_ConfigColorForced` or
/// `CCS_ConfigColorCustom` options were used in `colorSetting`.
/// Default value is white: (R=255,G=255,B=255,A=255), has no vanilla
/// equivalent.
var public config Color configuredColor;
/// Allows to modify team color's value for the chat messages
/// (if either of `CCS_TeamColorForced` or `CCS_TeamColorCustom` options
/// were used) to be lighter or darker.
/// This value is clamped between -1 and 1:
///
/// * `0` means using the same color;
/// * range (0; 1) - gives you lighter colors (`1` being white);
/// * range (-1; 0) - gives you darker colors (`-1` being black);
///
/// Default value is `0.6`, has no vanilla equivalent.
var public config float teamColorModifier;
protected function HashTable ToData()
{
protected function HashTable ToData() {
local HashTable data;
local Text colorAsText;
data = __().collections.EmptyHashTable();
data.SetString(P("colorSetting"), string(colorSetting));
data.SetString(P("colorSetting"), StringFromColorSetting(colorSetting));
colorAsText = _.color.ToText(configuredColor);
data.SetItem(P("configuredColor"), colorAsText);
_.memory.Free(colorAsText);
@ -47,12 +75,10 @@ protected function HashTable ToData()
return data;
}
protected function FromData(HashTable source)
{
protected function FromData(HashTable source) {
local Text storedText;
if (source == none) {
return;
}
if (source != none) {
storedText = source.GetText(P("colorSetting"));
colorSetting = ColorSettingFromText(storedText);
_.memory.Free(storedText);
@ -61,10 +87,9 @@ protected function FromData(HashTable source)
_.memory.Free(storedText);
teamColorModifier = source.GetFloat(P("teamColorModifier"), 0.5);
}
}
private function ChatColorSetting ColorSettingFromText(
BaseText permissions)
{
private function ChatColorSetting ColorSettingFromText(BaseText permissions) {
if (permissions == none) {
return CCS_DoNothing;
}
@ -83,15 +108,32 @@ private function ChatColorSetting ColorSettingFromText(
return CCS_DoNothing;
}
protected function DefaultIt()
{
private function string StringFromColorSetting(ChatColorSetting permissions) {
if (permissions == CCS_DoNothing) {
return "DoNothing";
}
if (permissions == CCS_TeamColorForced) {
return "TeamColorForced";
}
if (permissions == CCS_ConfigColorForced) {
return "ConfigColorForced";
}
if (permissions == CCS_TeamColorCustom) {
return "TeamColorCustom";
}
if (permissions == CCS_ConfigColorCustom) {
return "ConfigColorCustom";
}
return "DoNothing";
}
protected function DefaultIt() {
colorSetting = CCS_DoNothing;
configuredColor = _.color.RGB(255, 255, 255);
teamColorModifier = 0.6;
}
defaultproperties
{
defaultproperties {
configName = "FutilityChat"
colorSetting = CCS_DoNothing
configuredColor = (R=255,G=255,B=255,A=255)

90
sources/Features/FutileChat/FutilityChat_Feature.uc

@ -1,6 +1,6 @@
/**
* This feature allows to configure color of text chat messages.
* Copyright 2022 Anton Tarasenko
* Config class for storing map lists.
* Copyright 2022-2023 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
@ -20,44 +20,22 @@
class FutilityChat_Feature extends Feature
dependson(FutilityChat);
// How to color text chat messages?
// 1. `CCS_DoNothing` - do not change color in any way;
// 2. `CCS_TeamColorForced` - force players' team colors for
// their messages;
// 3. `CCS_ConfigColorForced` - force `configuredColor` value for
// players' messages;
// 4. `CCS_TeamColorCustom` - use players' team colors for
// their messages by default, but allow to change color with formatted
// tags (e.g. "Stop right there, {$crimson criminal} scum!");
// 5. `CCS_ConfigColorCustom` - use `configuredColor` value for
// messages by default, but allow to change color with formatted
// tags (e.g. "Stop right there, {$crimson criminal} scum!");
// Default is `CCS_DoNothing`, corresponding to vanilla behaviour.
var private /*config*/ FutilityChat.ChatColorSetting colorSetting;
// Color that will be used if either of `CCS_ConfigColorForced` or
// `CCS_ConfigColorCustom` options were used in `colorSetting`.
// Default value is white: (R=255,G=255,B=255,A=255),
// has no vanilla equivalent.
var private /*config*/ Color configuredColor;
// Allows to modify team color's value for the chat messages
// (if either of `CCS_TeamColorForced` or `CCS_TeamColorCustom` options
// were used) to be lighter or darker.
// This value is clamped between -1 and 1.
// * `0` means using the same color;
// * range (0; 1) - gives you lighter colors (`1` being white);
// * range (-1; 0) - gives you darker colors (`-1` being black);
// Default value is `0.6`, has no vanilla equivalent.
var private /*config*/ float teamColorModifier;
// Keep track of whether we connected to necessary signals, so that we can
// connect to them or disconnect from them once setting get updated
/// Keep track of whether we connected to necessary signals, so that we can
/// connect to them or disconnect from them once setting get updated
var private bool connectedToSignal;
protected function OnDisabled()
{
if (connectedToSignal)
{
connectedToSignal = false;
protected function OnEnabled() {
if (colorSetting != CCS_DoNothing) {
_.chat.OnMessage(self).connect = ReformatChatMessage;
}
}
protected function OnDisabled() {
if (colorSetting != CCS_DoNothing) {
_.chat.OnMessage(self).Disconnect();
}
}
@ -66,6 +44,7 @@ protected function SwapConfig(FeatureConfig config)
{
local bool configRequiresSignal;
local FutilityChat newConfig;
newConfig = FutilityChat(config);
if (newConfig == none) {
return;
@ -74,69 +53,49 @@ protected function SwapConfig(FeatureConfig config)
configuredColor = newConfig.configuredColor;
teamColorModifier = newConfig.teamColorModifier;
configRequiresSignal = (colorSetting != CCS_DoNothing);
// Enable or disable censoring if `IsAnyCensoringEnabled()`'s response
// has changed.
if (!connectedToSignal && configRequiresSignal)
{
connectedToSignal = true;
_.chat.OnMessage(self).connect = ReformatChatMessage;
}
if (connectedToSignal && !configRequiresSignal)
{
connectedToSignal = false;
_.chat.OnMessage(self).Disconnect();
}
}
private function bool ReformatChatMessage(
EPlayer sender,
MutableText message,
bool teamMessage)
{
bool teamMessage
) {
local Text messageCopy;
local BaseText.Formatting defaultFormatting;
if (sender == none) return true;
if (message == none) return true;
if (colorSetting == CCS_DoNothing) return true;
defaultFormatting.isColored = true;
if ( colorSetting == CCS_TeamColorForced
|| colorSetting == CCS_TeamColorCustom)
{
if (colorSetting == CCS_TeamColorForced || colorSetting == CCS_TeamColorCustom) {
defaultFormatting.color = ModColor(sender.GetTeamColor());
}
else {
} else {
defaultFormatting.color = configuredColor;
}
if (message.StartsWith(P("|"))) {
message.Remove(0, 1);
}
else if ( colorSetting != CCS_TeamColorForced
&& colorSetting != CCS_ConfigColorForced)
{
} else if (colorSetting != CCS_TeamColorForced && colorSetting != CCS_ConfigColorForced) {
messageCopy = message.Copy();
class'FormattingStringParser'.static
.ParseFormatted(messageCopy, message.Clear());
class'FormattingStringParser'.static.ParseFormatted(messageCopy, message.Clear());
_.memory.Free(messageCopy);
}
message.ChangeDefaultFormatting(defaultFormatting);
return true;
}
private function Color ModColor(Color inputColor)
{
private function Color ModColor(Color inputColor) {
local Color mixColor;
local Color outputColor;
local float clampedModifier;
if (Abs(teamColorModifier) < 0.001) {
return inputColor;
}
clampedModifier = FClamp(teamColorModifier, -1.0, 1.0);
if (clampedModifier > 0) {
mixColor = _.color.White;
}
else
{
} else {
mixColor = _.color.Black;
clampedModifier *= -1.0;
}
@ -147,7 +106,6 @@ private function Color ModColor(Color inputColor)
return outputColor;
}
defaultproperties
{
defaultproperties {
configClass = class'FutilityChat'
}

114
sources/Features/FutileNickames/FutilityNicknames.uc

@ -1,6 +1,6 @@
/**
* Config object for `FutileNickames_Feature`.
* Copyright 2022 Anton Tarasenko
* Config class for storing map lists.
* Copyright 2022-2023 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
@ -21,62 +21,108 @@ class FutilityNicknames extends FeatureConfig
perobjectconfig
config(FutilityNicknames);
enum NicknameSpacesAction
{
enum NicknameSpacesAction {
NSA_DoNothing,
NSA_Trim,
NSA_Simplify
};
enum NicknameColorPermissions
{
enum NicknameColorPermissions {
NCP_ForbidColor,
NCP_ForceTeamColor,
NCP_ForceSingleColor,
NCP_AllowAnyColor
};
/// How to treat whitespace characters inside players' nicknames:
///
/// * `NSA_DoNothing` - does nothing, leaving whitespaces as they are;
/// * `NSA_Trim` - removes leading and trailing whitespaces for nicknames;
/// * `NSA_Simplify` - removes leading and trailing whitespaces
/// for nicknames, also reducing a sequence of whitespaces inside
/// nickname to a single space, e.g. "my nick" becomes "my nick".
///
/// Default is `NSA_DoNothing`, same as on vanilla.
var public config NicknameSpacesAction spacesAction;
/// How to treat colored nicknames:
///
/// * `NCP_ForbidColor` - completely strips down any color from nicknames;
/// * `NCP_ForceTeamColor` - forces all nicknames to have player's current
/// team's color;
/// * `NCP_ForceSingleColor` - allows nickname to be painted with a single
/// color (sets nickname's color to that of the first character);
/// * `NCP_AllowAnyColor` - allows nickname to be colored in any way player
/// wants.
/// Default is `NCP_ForbidColor`, same as on vanilla.
var public config NicknameColorPermissions colorPermissions;
/// Set this to `true` if you wish to replace all whitespace characters with
/// underscores and `false` to leave them as is.
/// Default is `true`, same as on vanilla. However there is one difference:
/// Futility replaces all whitespace characters (including tabulations,
/// non-breaking spaces, etc.) instead of only ' '.
var public config bool replaceSpacesWithUnderscores;
/// Set this to `true` to remove single 'quotation marks' and `false` to
/// leave them. Default is `false`, same as on vanilla.
var public config bool removeSingleQuotationMarks;
/// Set this to `true` to remove dobule 'quotation marks' and `false` to
/// leave them. Default is `true`, same as on vanilla.
var public config bool removeDoubleQuotationMarks;
/// Should we replace empty player nicknames with a random fallback nickname
/// (defined in `fallbackNickname` array)?
var public config bool correctEmptyNicknames;
/// Max allowed nickname length. Negative values disable any length limits.
///
/// NOTE #1: `0` resets all nicknames to be empty and,
/// if `correctEmptyNicknames` is set to `true`, they will be replaced with
/// one of the fallback nicknames (see `correctEmptyNicknames` and
/// `fallbackNickname`).
///
/// NOTE #2: Because of how color swapping in vanilla Killing Floor works,
/// every color swap makes text count as being about 4 characters longer.
/// So if one uses too many colors in the nickname, for drawing functions
/// it will appear to be longer than it actually is and it *will* mess up
/// UI. Unless you are using custom HUD it is recommended to keep this value
/// at default `20` and forbid colored nicknames (by setting
/// `colorPermissions=NCP_ForbidColor`). Or to allow only one color (by setting
/// `colorPermissions=NCP_ForceSingleColor` or
/// `colorPermissions=NCP_ForceTeamColor`) and reducing `maxNicknameLength` to
/// `16` (20 characters - 4 for color swap).
/// If you want to increase the limit above that, you can also do your own
/// research by testing nicknames of various length on screen resolutions you
/// care about.
var public config int maxNicknameLength;
/// Array of fallback nicknames that will be used to replace any empty nicknames
/// if `correctEmptyNicknames` is set to `true`.
var public config array<string> fallbackNickname;
protected function HashTable ToData()
{
protected function HashTable ToData() {
local int i;
local ArrayList fallbackNicknamesData;
local HashTable data;
data = __().collections.EmptyHashTable();
data.SetString(P("spacesAction"), string(spacesAction));
data.SetString(P("colorPermissions"), string(colorPermissions));
data.SetBool( P("replaceSpacesWithUnderscores"),
replaceSpacesWithUnderscores);
data.SetBool( P("removeSingleQuotationMarks"),
removeSingleQuotationMarks);
data.SetBool( P("removeDoubleQuotationMarks"),
removeDoubleQuotationMarks);
data.SetBool(P("replaceSpacesWithUnderscores"), replaceSpacesWithUnderscores);
data.SetBool(P("removeSingleQuotationMarks"), removeSingleQuotationMarks);
data.SetBool(P("removeDoubleQuotationMarks"), removeDoubleQuotationMarks);
data.SetBool(P("correctEmptyNicknames"), correctEmptyNicknames);
data.SetInt(P("maxNicknameLength"), maxNicknameLength);
fallbackNicknamesData = __().collections.EmptyArrayList();
for (i = 0; i < fallbackNickname.length; i += 1)
{
fallbackNicknamesData.AddItem(
__().text.FromFormattedString(fallbackNickname[i]));
for (i = 0; i < fallbackNickname.length; i += 1) {
fallbackNicknamesData.AddItem(__().text.FromFormattedString(fallbackNickname[i]));
}
data.SetItem(P("fallbackNickname"), fallbackNicknamesData);
_.memory.Free(fallbackNicknamesData);
return data;
}
protected function FromData(HashTable source)
{
protected function FromData(HashTable source) {
local int i;
local Text nextNickName, storedText;
local ArrayList fallbackNicknamesData;
if (source == none) {
return;
}
@ -86,25 +132,20 @@ protected function FromData(HashTable source)
storedText = source.GetText(P("colorPermissions"));
colorPermissions = ColorPermissionsFromText(storedText);
_.memory.Free(storedText);
replaceSpacesWithUnderscores =
source.GetBool(P("replaceSpacesWithUnderscores"), true);
removeSingleQuotationMarks =
source.GetBool(P("removeSingleQuotationMarks"), true);
removeDoubleQuotationMarks =
source.GetBool(P("removeDoubleQuotationMarks"), true);
replaceSpacesWithUnderscores = source.GetBool(P("replaceSpacesWithUnderscores"), true);
removeSingleQuotationMarks = source.GetBool(P("removeSingleQuotationMarks"), true);
removeDoubleQuotationMarks = source.GetBool(P("removeDoubleQuotationMarks"), true);
correctEmptyNicknames = source.GetBool(P("correctEmptyNicknames"), true);
maxNicknameLength = source.GetInt(P("correctEmptyNicknames"), 20);
fallbackNicknamesData = source.GetArrayList(P("fallbackNickname"));
if (fallbackNickname.length > 0) {
fallbackNickname.length = 0;
}
for (i = 0; i < fallbackNicknamesData.GetLength(); i += 1)
{
for (i = 0; i < fallbackNicknamesData.GetLength(); i += 1) {
nextNickName = fallbackNicknamesData.GetText(i);
if (nextNickName != none) {
fallbackNickname[i] = nextNickName.ToFormattedString();
}
else {
} else {
fallbackNickname[i] = "";
}
_.memory.Free(nextNickName);
@ -112,8 +153,7 @@ protected function FromData(HashTable source)
_.memory.Free(fallbackNicknamesData);
}
private function NicknameSpacesAction SpaceActionFromText(BaseText action)
{
private function NicknameSpacesAction SpaceActionFromText(BaseText action) {
if (action == none) {
return NSA_DoNothing;
}
@ -129,9 +169,7 @@ private function NicknameSpacesAction SpaceActionFromText(BaseText action)
return NSA_DoNothing;
}
private function NicknameColorPermissions ColorPermissionsFromText(
BaseText permissions)
{
private function NicknameColorPermissions ColorPermissionsFromText(BaseText permissions) {
if (permissions == none) {
return NCP_ForbidColor;
}
@ -150,8 +188,7 @@ private function NicknameColorPermissions ColorPermissionsFromText(
return NCP_ForbidColor;
}
protected function DefaultIt()
{
protected function DefaultIt() {
spacesAction = NSA_DoNothing;
colorPermissions = NCP_ForbidColor;
replaceSpacesWithUnderscores = true;
@ -174,8 +211,7 @@ protected function DefaultIt()
fallbackNickname[9] = "Bug Meat";
}
defaultproperties
{
defaultproperties {
configName = "FutilityNicknames"
spacesAction = NSA_DoNothing
colorPermissions = NCP_ForbidColor

286
sources/Features/FutileNickames/FutilityNicknames_Feature.uc

@ -1,9 +1,6 @@
/**
* This feature allows to configure nickname limitations for the server.
* It allows you to customize vanilla limitations for nickname length and
* color with those of your own design. Enabling this feature overwrites
* default behaviour.
* Copyright 2022 Anton Tarasenko
* Config class for storing map lists.
* Copyright 2022-2023 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
@ -23,155 +20,88 @@
class FutilityNicknames_Feature extends Feature
dependson(FutilityNicknames);
/**
* This feature's functionality is rather simple, but we will still break up
* what its various components are.
*
* Fallback nicknames are picked at random from
* the `fallbackNicknames` array. This is done by copying that array into
* `unusedNicknames` and then picking and removing its random elements each
* time we need a fallback. Once `unusedNicknames` is empty - it is copied from
* `fallbackNicknames` once again, letting already used nicknames to be reused.
* `unusedNicknames` contains same references as `fallbackNicknames`,
* so they need to be separately deallocated and should also be forgotten once
* `fallbackNicknames` are deallocated`.
* This is implemented inside `PickNextFallback()` method.
*
* Nickname changes are applied inside `CensorNickname()` method that uses
* several auxiliary methods to perform different stages of "censoring".
* Censoring is performed:
* 1. On any player's name change
* (using `OnPlayerNameChanging()` signal, connected to
* `HandleNicknameChange()`);
* 2. When new player logins (using `OnNewPlayer()` signal,
* conneted to `CensorOriginalNickname()`) to enforce our own
* handling of player's original nickname;
* 3. When censoring is re-activated.
* In case all censoring options of this feature are disabled
* (checked by `IsAnyCensoringEnabled()`) - we do not attempt to
* catch any events or do anything at all.
* If settings change mid-execution, this feature might need to
* enable or disable censoring on-the-fly. To accomplish that we
* remember current status inside `censoringNicknames` boolean
* variable and enable/disable events if required by settings.
* So whenever we re-activate censoring we also need to update
* ("censor") current players' nicknames - a third occasion to
* call `CensorNickname()`, implemented inside
* `CensorCurrentPlayersNicknames()`.
*/
//! This feature's functionality is rather simple, but we will still break up
//! what its various components are.
//!
//! Fallback nicknames are picked at random from
//! the `fallbackNicknames` array. This is done by copying that array into
//! `unusedNicknames` and then picking and removing its random elements each
//! time we need a fallback. Once `unusedNicknames` is empty - it is copied from
//! `fallbackNicknames` once again, letting already used nicknames to be reused.
//! `unusedNicknames` contains same references as `fallbackNicknames`,
//! so they need to be separately deallocated and should also be forgotten once
//! `fallbackNicknames` are deallocated`.
//! This is implemented inside `PickNextFallback()` method.
//!
//! Nickname changes are applied inside `CensorNickname()` method that uses
//! several auxiliary methods to perform different stages of "censoring".
//! Censoring is performed:
//! 1. On any player's name change
//! (using `OnPlayerNameChanging()` signal, connected to
//! `HandleNicknameChange()`);
//! 2. When new player logins (using `OnNewPlayer()` signal,
//! conneted to `CensorOriginalNickname()`) to enforce our own
//! handling of player's original nickname.
// How to treat whitespace characters inside players' nicknames.
// * `NSA_DoNothing` - does nothing, leaving whitespaces as they are;
// * `NSA_Trim` - removes leading and trailing whitespaces for nicknames;
// * `NSA_Simplify` - removes leading and trailing whitespaces
// for nicknames, also reducing a sequence of whitespaces inside
// nickname to a single space, e.g. "my nick" becomes "my nick".
// Default is `NSA_DoNothing`, same as on vanilla.
var private /*config*/ FutilityNicknames.NicknameSpacesAction spacesAction;
// How to treat colored nicknames.
// * `NCP_ForbidColor` - completely strips down any color from nicknames;
// * `NCP_ForceTeamColor` - forces all nicknames to have player's current
// team's color;
// * `NCP_ForceSingleColor` - allows nickname to be painted with a single
// color (sets nickname's color to that of the first character);
// * `NCP_AllowAnyColor` - allows nickname to be colored in any way player
// wants.
// Default is `NCP_ForbidColor`, same as on vanilla.
var private /*config*/ FutilityNicknames.NicknameColorPermissions colorPermissions;
// Set this to `true` if you wish to replace all whitespace characters with
// underscores and `false` to leave them as is.
// Default is `true`, same as on vanilla. However there is one difference:
// Futility replaces all whitespace characters (including tabulations,
// non-breaking spaces, etc.) instead of only ' '.
var private /*config*/ bool replaceSpacesWithUnderscores;
// Set this to `true` to remove single 'quotation marks' and `false` to
// leave them. Default is `false`, same as on vanilla.
var private /*config*/ bool removeSingleQuotationMarks;
// Set this to `true` to remove dobule 'quotation marks' and `false` to
// leave them. Default is `true`, same as on vanilla.
var private /*config*/ bool removeDoubleQuotationMarks;
// Max allowed nickname length. Negative values disable any length limits.
//
// NOTE #1: `0` resets all nicknames to be empty and,
// if `correctEmptyNicknames` is set to `true`, they will be replaced with
// one of the fallback nicknames
// (see `correctEmptyNicknames` and `fallbackNickname`).
// NOTE #2: Because of how color swapping in vanilla Killing Floor works,
// every color swap makes text count as being about 4 characters longer.
// So if one uses too many colors in the nickname, for drawing functions
// it will appear to be longer than it actually is and it *will* mess up
// UI. Unless you are using custom HUD it is recommended to keep this value
// at default `20` and forbid colored nicknames
// (by setting `colorPermissions=NCP_ForbidColor`). Or to allow only one
// color (by setting `colorPermissions=NCP_ForceSingleColor` or
// `colorPermissions=NCP_ForceTeamColor`) and reducing `maxNicknameLength`
// to `16` (20 characters - 4 for color swap).
// If you want to increase the limit above that, you can also do your
// own research by testing nicknames of various length on
// screen resolutions you care about.
var private /*config*/ int maxNicknameLength;
// Should we replace empty player nicknames with a random fallback nickname
// (defined in `fallbackNickname` array)?
var private /*config*/ bool correctEmptyNicknames;
// Array of fallback nicknames that will be used to replace any empty nicknames
// if `correctEmptyNicknames` is set to `true`.
var private /*config*/ array<Text> fallbackNickname;
// Guaranteed order of applying changes (only chosen ones) is as following:
// 1. Trim/simplify spaces;
// 2. Remove single and double quotation marks;
// 3. Enforce max limit of nickname's length;
// 4. Replace empty nickname with fallback nickname (no further changes
// will be applied to fallback nickname in that case);
// 5. Enforce color limitation;
// 6. Replace remaining whitespaces with underscores.
//
// NOTE #1: as follows from the instruction described above, no changes will
// ever be applied to fallback nicknames (unless player's nickname
// coincides with one by pure accident).
// NOTE #2: whitespaces inside steam nicknames are converted into underscores
// before they are passed into the game and this is a change Futility
// cannot currently abort.
// Therefore all changes relevant to whitespaces inside nicknames will only
// be applied to in-game changes.
/// Guaranteed order of applying changes (only chosen ones) is as following:
///
/// 1. Trim/simplify spaces;
/// 2. Remove single and double quotation marks;
/// 3. Enforce max limit of nickname's length;
/// 4. Replace empty nickname with fallback nickname (no further changes
/// will be applied to fallback nickname in that case);
/// 5. Enforce color limitation;
/// 6. Replace remaining whitespaces with underscores.
///
/// NOTE #1: as follows from the instruction described above, no changes will
/// ever be applied to fallback nicknames (unless player's nickname coincides
/// with one by pure accident).
///
/// NOTE #2: whitespaces inside steam nicknames are converted into underscores
/// before they are passed into the game and this is a change Futility
/// cannot currently abort. Therefore all changes relevant to whitespaces inside
/// nicknames will only be applied to in-game changes.
// Nicknames from `fallbackNickname` that can still be picked in
// the current rotation.
/// Nicknames from `fallbackNickname` that can still be picked in the current
/// rotation.
var private array<Text> unusedNicknames;
// Are we currently censoring nicknames?
// Set to `false` if none of the feature's options require
// any action (censoring) and, therefore, we do not listen to any signals.
var private bool censoringNicknames;
var private const int CODEPOINT_UNDERSCORE;
protected function OnDisabled()
{
_.memory.FreeMany(fallbackNickname);
// Free this `Text` data - it will be refilled with `SwapConfig()`
// if this feature is ever reenabled
if (fallbackNickname.length > 0)
{
protected function OnEnabled() {
if (IsAnyCensoringEnabled()) {
// Do this before adding event handler to avoid censoring nicknames
// second time (censoring nickname will trigger `OnPlayerNameChanging()`
// signal)
CensorCurrentPlayersNicknames();
_.players.OnPlayerNameChanging(self).connect = HandleNicknameChange;
_.players.OnNewPlayer(self).connect = CensorOriginalNickname;
}
}
protected function OnDisabled() {
_.memory.FreeMany(fallbackNickname);
_.memory.FreeMany(unusedNicknames);
fallbackNickname.length = 0;
unusedNicknames.length = 0;
}
if (censoringNicknames)
{
censoringNicknames = false;
if (IsAnyCensoringEnabled()) {
_.players.OnPlayerNameChanging(self).Disconnect();
_.players.OnNewPlayer(self).Disconnect();
}
}
protected function SwapConfig(FeatureConfig config)
{
local bool configRequiresCensoring;
protected function SwapConfig(FeatureConfig config) {
local FutilityNicknames newConfig;
newConfig = FutilityNicknames(config);
if (newConfig == none) {
return;
@ -183,33 +113,25 @@ protected function SwapConfig(FeatureConfig config)
spacesAction = newConfig.spacesAction;
colorPermissions = newConfig.colorPermissions;
maxNicknameLength = newConfig.maxNicknameLength;
configRequiresCensoring = IsAnyCensoringEnabled();
// Enable or disable censoring if `IsAnyCensoringEnabled()`'s response
// has changed.
if (!censoringNicknames && configRequiresCensoring)
{
censoringNicknames = true;
// Do this before adding event handler to
// avoid censoring nicknames second time
CensorCurrentPlayersNicknames();
_.players.OnPlayerNameChanging(self).connect = HandleNicknameChange;
_.players.OnNewPlayer(self).connect = CensorOriginalNickname;
SwapFallbackNicknames(newConfig);
}
if (censoringNicknames && !configRequiresCensoring)
{
censoringNicknames = false;
_.players.OnPlayerNameChanging(self).Disconnect();
_.players.OnNewPlayer(self).Disconnect();
private function SwapFallbackNicknames(FutilityNicknames newConfig) {
local int i;
_.memory.FreeMany(fallbackNickname);
fallbackNickname.length = 0;
for (i = 0; i < newConfig.fallbackNickname.length; i += 1) {
fallbackNickname[i] = _.text.FromFormattedString(newConfig.fallbackNickname[i]);
}
SwapFallbackNicknames(newConfig);
unusedNicknames = fallbackNickname;
}
private function Text PickNextFallback()
{
private function Text PickNextFallback() {
local int pickedIndex;
local Text result;
if (fallbackNickname.length <= 0)
{
if (fallbackNickname.length <= 0) {
// Just in case this feature is really misconfigured
return P("Fresh Meat").Copy();
}
@ -224,23 +146,7 @@ private function Text PickNextFallback()
return result;
}
protected function SwapFallbackNicknames(FutilityNicknames newConfig)
{
local int i;
_.memory.FreeMany(fallbackNickname);
if (fallbackNickname.length > 0) {
fallbackNickname.length = 0;
}
for (i = 0; i < newConfig.fallbackNickname.length; i += 1)
{
fallbackNickname[i] =
_.text.FromFormattedString(newConfig.fallbackNickname[i]);
}
unusedNicknames = fallbackNickname;
}
private function bool IsAnyCensoringEnabled()
{
private function bool IsAnyCensoringEnabled() {
return ( replaceSpacesWithUnderscores
|| removeSingleQuotationMarks
|| removeDoubleQuotationMarks
@ -254,14 +160,13 @@ private function bool IsAnyCensoringEnabled()
private function HandleNicknameChange(
EPlayer affectedPlayer,
BaseText oldName,
MutableText newName)
{
MutableText newName
) {
CensorNickname(newName, affectedPlayer);
}
// For handling of player's original nicknames.
private function CensorOriginalNickname(EPlayer affectedPlayer)
{
private function CensorOriginalNickname(EPlayer affectedPlayer) {
local Text originalNickname;
if (affectedPlayer == none) {
return;
@ -275,15 +180,14 @@ private function CensorOriginalNickname(EPlayer affectedPlayer)
// For handling nicknames of players after censoring is re-activated by
// config change.
private function CensorCurrentPlayersNicknames()
{
private function CensorCurrentPlayersNicknames() {
local int i;
local Text nextNickname;
local MutableText alteredNickname;
local array<EPlayer> currentPlayers;
currentPlayers = _.players.GetAll();
for (i = 0; i < currentPlayers.length; i += 1)
{
for (i = 0; i < currentPlayers.length; i += 1) {
nextNickname = currentPlayers[i].GetName();
alteredNickname = nextNickname.MutableCopy();
CensorNickname(alteredNickname, currentPlayers[i]);
@ -295,10 +199,10 @@ private function CensorCurrentPlayersNicknames()
}
}
private function CensorNickname(MutableText nickname, EPlayer affectedPlayer)
{
private function CensorNickname(MutableText nickname, EPlayer affectedPlayer) {
local Text fallback;
local BaseText.Formatting newFormatting;
if (nickname == none) return;
if (affectedPlayer == none) return;
@ -314,20 +218,16 @@ private function CensorNickname(MutableText nickname, EPlayer affectedPlayer)
if (maxNicknameLength >= 0) {
nickname.Remove(maxNicknameLength);
}
if (correctEmptyNicknames && nickname.IsEmpty())
{
if (correctEmptyNicknames && nickname.IsEmpty()) {
fallback = PickNextFallback();
nickname.Append(fallback);
_.memory.Free(fallback);
return;
}
if (colorPermissions != NCP_AllowAnyColor)
{
if (colorPermissions != NCP_AllowAnyColor) {
if (colorPermissions == NCP_ForceSingleColor) {
newFormatting = nickname.GetCharacter(0).formatting;
}
else if (colorPermissions == NCP_ForceTeamColor)
{
} else if (colorPermissions == NCP_ForceTeamColor) {
newFormatting.isColored = true;
newFormatting.color = affectedPlayer.GetTeamColor();
}
@ -341,20 +241,17 @@ private function CensorNickname(MutableText nickname, EPlayer affectedPlayer)
}
// Asusmes `nickname != none`.
private function ReplaceSpaces(MutableText nickname)
{
private function ReplaceSpaces(MutableText nickname) {
local int i;
local MutableText nicknameCopy;
local BaseText.Character nextCharacter, underscoreCharacter;
nicknameCopy = nickname.MutableCopy();
nickname.Clear();
underscoreCharacter =
_.text.CharacterFromCodePoint(CODEPOINT_UNDERSCORE);
for (i = 0; i < nicknameCopy.GetLength(); i += 1)
{
underscoreCharacter = _.text.CharacterFromCodePoint(CODEPOINT_UNDERSCORE);
for (i = 0; i < nicknameCopy.GetLength(); i += 1) {
nextCharacter = nicknameCopy.GetCharacter(i);
if (_.text.IsWhitespace(nextCharacter))
{
if (_.text.IsWhitespace(nextCharacter)) {
// Replace character with underscore, leaving the formatting
underscoreCharacter.formatting = nextCharacter.formatting;
nextCharacter = underscoreCharacter;
@ -364,8 +261,7 @@ private function ReplaceSpaces(MutableText nickname)
_.memory.Free(nicknameCopy);
}
defaultproperties
{
defaultproperties {
configClass = class'FutilityNicknames'
CODEPOINT_UNDERSCORE = 95 // '_'
}

12
sources/Futility.uc

@ -21,20 +21,16 @@ class Futility extends FeatureConfig
perobjectconfig
config(Futility);
protected function HashTable ToData()
{
protected function HashTable ToData() {
return _.collections.EmptyHashTable();
}
protected function FromData(HashTable source)
{
protected function FromData(HashTable source) {
}
protected function DefaultIt()
{
protected function DefaultIt() {
}
defaultproperties
{
defaultproperties {
configName = "Futility"
}
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