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142 lines
4.2 KiB
142 lines
4.2 KiB
5 years ago
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/**
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* Event generator for events, related to broadcasting messages
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* through standard Unreal Script means:
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* 1. text messages, typed by a player;
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* 2. localized messages, identified by a LocalMessage class and id.
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* Allows to make decisions whether or not to propagate certain messages.
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* Copyright 2020 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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* Acedia is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3 of the License, or
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* (at your option) any later version.
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*
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* Acedia is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
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*/
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class BroadcastEvents extends Events
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abstract;
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struct LocalizedMessage
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{
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// Every localized message is described by a class and id.
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// For example, consider 'KFMod.WaitingMessage':
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// if passed 'id' is '1',
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// then it's supposed to be a message about new wave,
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// but if passed 'id' is '2',
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// then it's about completing the wave.
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var class<LocalMessage> class;
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var int id;
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// Localized messages in unreal script can be passed along with
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// optional arguments, described by variables below.
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var PlayerReplicationInfo relatedPRI1;
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var PlayerReplicationInfo relatedPRI2;
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var Object relatedObject;
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};
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static function bool CallCanBroadcast(Actor broadcaster, int recentSentTextSize)
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{
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local int i;
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local bool result;
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local array< class<Listener> > listeners;
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listeners = GetListeners();
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for (i = 0;i < listeners.length;i += 1)
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{
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result = class<BroadcastListenerBase>(listeners[i])
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.static.CanBroadcast(broadcaster, recentSentTextSize);
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if (!result) return false;
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}
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return true;
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}
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static function bool CallHandleText
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(
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Actor sender,
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out string message,
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name messageType
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)
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{
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local int i;
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local bool result;
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local array< class<Listener> > listeners;
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listeners = GetListeners();
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for (i = 0;i < listeners.length;i += 1)
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{
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result = class<BroadcastListenerBase>(listeners[i])
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.static.HandleText(sender, message, messageType);
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if (!result) return false;
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}
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return true;
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}
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static function bool CallHandleTextFor
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(
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PlayerController receiver,
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Actor sender,
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out string message,
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name messageType
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)
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{
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local int i;
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local bool result;
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local array< class<Listener> > listeners;
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listeners = GetListeners();
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for (i = 0;i < listeners.length;i += 1)
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{
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result = class<BroadcastListenerBase>(listeners[i])
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.static.HandleTextFor(receiver, sender, message, messageType);
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if (!result) return false;
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}
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return true;
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}
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static function bool CallHandleLocalized
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(
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Actor sender,
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LocalizedMessage message
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)
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{
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local int i;
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local bool result;
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local array< class<Listener> > listeners;
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listeners = GetListeners();
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for (i = 0;i < listeners.length;i += 1)
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{
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result = class<BroadcastListenerBase>(listeners[i])
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.static.HandleLocalized(sender, message);
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if (!result) return false;
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}
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return true;
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}
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static function bool CallHandleLocalizedFor
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(
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PlayerController receiver,
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Actor sender,
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LocalizedMessage message
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)
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{
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local int i;
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local bool result;
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local array< class<Listener> > listeners;
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listeners = GetListeners();
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for (i = 0;i < listeners.length;i += 1)
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{
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result = class<BroadcastListenerBase>(listeners[i])
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.static.HandleLocalizedFor(receiver, sender, message);
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if (!result) return false;
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}
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return true;
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}
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defaultproperties
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{
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relatedListener = class'BroadcastListenerBase'
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}
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