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120 lines
4.3 KiB
120 lines
4.3 KiB
5 years ago
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/**
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* Listener 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 BroadcastListenerBase extends Listener
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abstract;
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static final function PlayerController GetController(Actor sender)
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{
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local Pawn senderPawn;
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senderPawn = Pawn(sender);
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if (senderPawn != none) return PlayerController(senderPawn.controller);
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return PlayerController(sender);
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}
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// This event is called whenever registered broadcast handlers are asked if
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// they'd allow given actor ('broadcaster') to broadcast a text message,
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// given that none so far rejected it and he recently already broadcasted
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// or tried to broadcast 'recentSentTextSize' symbols of text
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// (that value is periodically reset in 'GameInfo',
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// by default should be each second).
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// NOTE: this function is ONLY called when someone tries to
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// broadcast TEXT messages.
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// If one of the listeners returns 'false', -
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// it will be treated just like one of broadcasters returning 'false'
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// in 'AllowsBroadcast' and this method won't be called for remaining
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// active listeners.
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static function bool CanBroadcast(Actor broadcaster, int recentSentTextSize)
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{
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return true;
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}
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// This event is called whenever a someone is trying to broadcast
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// a text message (typically the typed by a player).
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// This function is called once per message and allows you to change it
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// (by changing 'message' argument) before any of the players receive it.
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// Return 'true' to allow the message through.
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// If one of the listeners returns 'false', -
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// it will be treated just like one of broadcasters returning 'false'
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// in 'AcceptBroadcastText' and this method won't be called for remaining
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// active listeners.
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static function bool HandleText
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(
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Actor sender,
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out string message,
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optional name messageType
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)
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{
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return true;
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}
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// This event is similar to 'HandleText', but is called for every player
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// the message is sent to.
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// If allows you to alter the message, but the changes are accumulated
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// as events go through the players.
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static function bool HandleTextFor
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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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optional name messageType
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)
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{
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return true;
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}
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// This event is called whenever a localized message is trying to
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// get broadcasted to a certain player ('receiver').
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// Return 'true' to allow the message through.
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// If one of the listeners returns 'false', -
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// it will be treated just like one of broadcasters returning 'false'
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// in 'AcceptBroadcastText' and this method won't be called for remaining
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// active listeners.
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static function bool HandleLocalized
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(
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Actor sender,
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BroadcastEvents.LocalizedMessage message
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)
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{
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return true;
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}
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// This event is similar to 'HandleLocalized', but is called for
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// every player the message is sent to.
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static function bool HandleLocalizedFor
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(
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PlayerController receiver,
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Actor sender,
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BroadcastEvents.LocalizedMessage message
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)
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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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relatedEvents = class'BroadcastEvents'
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}
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// Text messages can (optionally) have their type specified.
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// Examples of it are names 'Say' and 'CriticalEvent'.
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