Administration tools: commands and non gameplay server configuration
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/**
* Config class for storing map lists.
* Copyright 2022-2023 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 FutilityNicknames extends FeatureConfig
perobjectconfig
config(FutilityNicknames);
enum NicknameSpacesAction {
NSA_DoNothing,
NSA_Trim,
NSA_Simplify
};
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() {
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("correctEmptyNicknames"), correctEmptyNicknames);
data.SetInt(P("maxNicknameLength"), maxNicknameLength);
fallbackNicknamesData = __().collections.EmptyArrayList();
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) {
local int i;
local Text nextNickName, storedText;
local ArrayList fallbackNicknamesData;
if (source == none) {
return;
}
storedText = source.GetText(P("spacesAction"));
spacesAction = SpaceActionFromText(storedText);
_.memory.Free(storedText);
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);
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) {
nextNickName = fallbackNicknamesData.GetText(i);
if (nextNickName != none) {
fallbackNickname[i] = nextNickName.ToFormattedString();
} else {
fallbackNickname[i] = "";
}
_.memory.Free(nextNickName);
}
_.memory.Free(fallbackNicknamesData);
}
private function NicknameSpacesAction SpaceActionFromText(BaseText action) {
if (action == none) {
return NSA_DoNothing;
}
if (action.EndsWith(P("DoNothing"), SCASE_INSENSITIVE)) {
return NSA_DoNothing;
}
if (action.EndsWith(P("Trim"), SCASE_INSENSITIVE)) {
return NSA_Trim;
}
if (action.EndsWith(P("Simplify"), SCASE_INSENSITIVE)) {
return NSA_Simplify;
}
return NSA_DoNothing;
}
private function NicknameColorPermissions ColorPermissionsFromText(BaseText permissions) {
if (permissions == none) {
return NCP_ForbidColor;
}
if (permissions.EndsWith(P("ForbidColor"), SCASE_INSENSITIVE)) {
return NCP_ForbidColor;
}
if (permissions.EndsWith(P("TeamColor"), SCASE_INSENSITIVE)) {
return NCP_ForceTeamColor;
}
if (permissions.EndsWith(P("SingleColor"), SCASE_INSENSITIVE)) {
return NCP_ForceSingleColor;
}
if (permissions.EndsWith(P("AllowAnyColor"), SCASE_INSENSITIVE)) {
return NCP_AllowAnyColor;
}
return NCP_ForbidColor;
}
protected function DefaultIt() {
spacesAction = NSA_DoNothing;
colorPermissions = NCP_ForbidColor;
replaceSpacesWithUnderscores = true;
removeSingleQuotationMarks = false;
removeDoubleQuotationMarks = true;
correctEmptyNicknames = true;
maxNicknameLength = 20;
if (fallbackNickname.length > 0) {
fallbackNickname.length = 0;
}
fallbackNickname[0] = "Fresh Meat";
fallbackNickname[1] = "Rotten Meat";
fallbackNickname[2] = "Troll Meat";
fallbackNickname[3] = "Rat Meat";
fallbackNickname[4] = "Dog Meat";
fallbackNickname[5] = "Elk Meat";
fallbackNickname[6] = "Crab Meat";
fallbackNickname[7] = "Boar Meat";
fallbackNickname[8] = "Horker Meat";
fallbackNickname[9] = "Bug Meat";
}
defaultproperties {
configName = "FutilityNicknames"
spacesAction = NSA_DoNothing
colorPermissions = NCP_ForbidColor
replaceSpacesWithUnderscores = true
removeSingleQuotationMarks = false
removeDoubleQuotationMarks = true
correctEmptyNicknames = true
maxNicknameLength = 20
fallbackNickname(0) = "Fresh Meat"
fallbackNickname(1) = "Rotten Meat"
fallbackNickname(2) = "Troll Meat"
fallbackNickname(3) = "Rat Meat"
fallbackNickname(4) = "Dog Meat"
fallbackNickname(5) = "Elk Meat"
fallbackNickname(6) = "Crab Meat"
fallbackNickname(7) = "Boar Meat"
fallbackNickname(8) = "Horker Meat"
fallbackNickname(9) = "Bug Meat"
}