Add game modes support to Acedia

This commit is contained in:
Anton Tarasenko 2021-11-05 03:43:36 +07:00
commit 3681fcabf7
7 changed files with 1025 additions and 187 deletions

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/**
* Base class for a game mode config, contains all the information Acedia's
* game modes must have, including settings
* (`includeFeature`, `includeFeatureAs` and `excludeFeature`)
* for picking used `Feature`s.
*
* Contains three types of methods:
* 1. Getters for its values;
* 2. `UpdateFeatureArray()` method for updating list of `Feature`s to
* be used based on game info's settings;
* 3. `Report...()` methods that perform various validation checks
* (and log them) on config data.
* Copyright 2021 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class BaseGameMode extends AcediaConfig
dependson(CoreService)
abstract;
// Name of the game mode players will see in voting (formatted string)
var protected config string title;
// Preferable difficulty level (plain string)
var protected config string difficulty;
// `Mutator`s to add with this game mode
var protected config array<string> includeMutator;
// `Feature`s to include (with "default" config)
var protected config array<string> includeFeature;
// `Feature`s to exclude from game mode, regardless of other settings
// (this one has highest priority)
var protected config array<string> excludeFeature;
struct FeatureConfigPair
{
var public string feature;
var public string config;
};
// `Feature`s to include (with specified config).
// Higher priority than `includeFeature`, but lower than `excludeFeature`.
var protected config array<FeatureConfigPair> includeFeatureAs;
var private LoggerAPI.Definition warnBadMutatorName, warnBadFeatureName;
protected function AssociativeArray ToData()
{
local int i;
local AssociativeArray result;
local AssociativeArray nextPair;
local DynamicArray nextArray;
result = _.collections.EmptyAssociativeArray();
result.SetItem(P("title"), _.text.FromFormattedString(title));
result.SetItem(P("difficulty"), _.text.FromString(difficulty));
nextArray = _.collections.EmptyDynamicArray();
for (i = 0; i < includeFeature.length; i += 1) {
nextArray.AddItem(_.text.FromString(includeFeature[i]));
}
result.SetItem(P("includeFeature"), nextArray);
nextArray = _.collections.EmptyDynamicArray();
for (i = 0; i < excludeFeature.length; i += 1) {
nextArray.AddItem(_.text.FromString(excludeFeature[i]));
}
result.SetItem(P("excludeFeature"), nextArray);
nextArray = _.collections.EmptyDynamicArray();
for (i = 0; i < includeMutator.length; i += 1) {
nextArray.AddItem(_.text.FromString(includeFeature[i]));
}
result.SetItem(P("includeMutator"), nextArray);
nextArray = _.collections.EmptyDynamicArray();
for (i = 0; i < includeFeatureAs.length; i += 1)
{
nextPair = _.collections.EmptyAssociativeArray();
nextPair.SetItem(P("feature"),
_.text.FromString(includeFeatureAs[i].feature));
nextPair.SetItem(P("config"),
_.text.FromString(includeFeatureAs[i].config));
nextArray.AddItem(nextPair);
}
result.SetItem(P("includeFeatureAs"), nextArray);
return result;
}
protected function FromData(AssociativeArray source)
{
local int i;
local Text nextText;
local DynamicArray includeFeatureAsSource;
if (source == none) {
return;
}
nextText = source.GetText(P("title"));
if (nextText != none) {
title = nextText.ToFormattedString();
}
nextText = source.GetText(P("difficulty"));
if (nextText != none) {
difficulty = nextText.ToPlainString();
}
includeFeature =
DynamicIntoStringArray(source.GetDynamicArray(P("includeFeature")));
excludeFeature =
DynamicIntoStringArray(source.GetDynamicArray(P("excludeFeature")));
includeMutator =
DynamicIntoStringArray(source.GetDynamicArray(P("includeMutator")));
includeFeatureAsSource = source.GetDynamicArray(P("includeFeatureAs"));
if (includeFeatureAsSource == none) {
return;
}
includeFeatureAs.length = 0;
for (i = 0; i < includeFeatureAsSource.GetLength(); i += 1)
{
includeFeatureAs[i] = AssociativeArrayIntoPair(
includeFeatureAsSource.GetAssociativeArray(i));
}
}
private final function FeatureConfigPair AssociativeArrayIntoPair(
AssociativeArray source)
{
local Text nextText;
local FeatureConfigPair result;
if (source == none) {
return result;
}
nextText = source.GetText(P("feature"));
if (nextText != none) {
result.feature = nextText.ToPlainString();
}
nextText = source.GetText(P("config"));
if (nextText != none) {
result.config = nextText.ToPlainString();
}
return result;
}
private final function array<string> DynamicIntoStringArray(DynamicArray source)
{
local int i;
local Text nextText;
local array<string> result;
if (source == none) {
return result;
}
for (i = 0; i < source.GetLength(); i += 1)
{
nextText = source.GetText(i);
if (nextText != none) {
includeFeature[i] = nextText.ToPlainString();
}
}
}
protected function array<Text> StringToTextArray(array<string> input)
{
local int i;
local array<Text> result;
for (i = 0; i < input.length; i += 1) {
result[i] = _.text.FromString(input[i]);
}
return result;
}
/**
* @return Name of the `GameInfo` class to be used with the caller game mode.
*/
public function Text GetGameTypeClass()
{
return none;
}
/**
* @return Human-readable name of the caller game mode.
* Players will see it as the name of the mode in the voting options.
*/
public function Text GetTitle()
{
return _.text.FromFormattedString(title);
}
/**
* @return Specified difficulty for the game mode.
* Interpretation of this value can depend on each particular game mode.
*/
public function Text GetDifficulty()
{
return _.text.FromString(difficulty);
}
/**
* Checks `Feature`-related settings (`includeFeature`, `includeFeatureAs` and
* `excludeFeature`) for correctness and reports any issues.
* Currently correctness check simply ensures that all listed `Feature`s
* actually exist.
*/
public function ReportIncorrectSettings(
array<CoreService.FeatureConfigPair> featuresToEnable)
{
local int i;
local array<string> featureNames, featuresToReplace;
for (i = 0; i < featuresToEnable.length; i += 1) {
featureNames[i] = string(featuresToEnable[i].featureClass);
}
ValidateFeatureArray(includeFeature, featureNames, "includeFeatures");
ValidateFeatureArray(excludeFeature, featureNames, "excludeFeatures");
for (i = 0; i < includeFeatureAs.length; i += 1) {
featuresToReplace[i] = includeFeatureAs[i].feature;
}
ValidateFeatureArray(featuresToReplace, featureNames, "includeFeatureAs");
}
/**
* Checks `Mutator`-related settings (`includeMutator`) for correctness and
* reports any issues.
* Currently correctness check performs a simple validity check for mutator,
* to make sure it would not define a new option in server's URL.
*
* See `ValidateServerURLName()` for more information.
*/
public function ReportBadMutatorNames()
{
local int i;
for (i = 0; i < includeMutator.length; i += 1)
{
if (!ValidateServerURLName(includeMutator[i]))
{
_.logger.Auto(warnBadMutatorName)
.Arg(_.text.FromString(includeMutator[i]))
.Arg(_.text.FromString(string(name)));
}
}
}
/**
* Makes sure that a word to be used in server URL as a part of an option
* does not contain "," / "?" / "=" or whitespace.
* This is useful to make sure that user-specified mutator entries only add
* one mutator or option's key / values will not specify only one pair,
* avoiding "?opt1=value1?opt2=value2" entries.
*/
protected function bool ValidateServerURLName(string entry)
{
if (InStr(entry, "=") >= 0) return false;
if (InStr(entry, "?") >= 0) return false;
if (InStr(entry, ",") >= 0) return false;
if (InStr(entry, " ") >= 0) return false;
return true;
}
// Is every element `subset` present inside `whole`?
private function ValidateFeatureArray(
array<string> subset,
array<string> whole,
string arrayName)
{
local int i, j;
local bool foundItem;
for (i = 0; i < subset.length; i += 1)
{
foundItem = false;
for (j = 0; j < whole.length; j += 1)
{
if (subset[i] ~= whole[j])
{
foundItem = true;
break;
}
}
if (!foundItem)
{
_.logger.Auto(warnBadMutatorName)
.Arg(_.text.FromString(includeMutator[i]))
.Arg(_.text.FromString(string(name)))
.Arg(_.text.FromString(arrayName));
}
}
}
/**
* Updates passed `Feature` settings according to this game mode's settings.
*
* @param featuresToEnable Settings to update.
* `FeatureConfigPair` is a pair of `Feature` (`featureClass`) and its
* config's name (`configName`).
* If `configName` is set to `none`, then corresponding `Feature`
* should not be enabled.
* Otherwise it should be enabled with a specified config.
*/
public function UpdateFeatureArray(
out array<CoreService.FeatureConfigPair> featuresToEnable)
{
local int i;
local Text newConfigName;
local string nextFeatureClassName;
for (i = 0; i < featuresToEnable.length; i += 1)
{
nextFeatureClassName = string(featuresToEnable[i].featureClass);
// `excludeFeature`
if (FeatureExcluded(nextFeatureClassName))
{
_.memory.Free(featuresToEnable[i].configName);
featuresToEnable[i].configName = none;
continue;
}
// `includeFeatureAs`
newConfigName = TryReplacingFeatureConfig(nextFeatureClassName);
if (newConfigName != none)
{
_.memory.Free(featuresToEnable[i].configName);
featuresToEnable[i].configName = newConfigName;
}
// `includeFeature`
if ( featuresToEnable[i].configName == none
&& FeatureInIncludedArray(nextFeatureClassName))
{
featuresToEnable[i].configName = P("default").Copy();
}
}
}
private function bool FeatureExcluded(string featureClassName)
{
local int i;
for (i = 0; i < excludeFeature.length; i += 1)
{
if (excludeFeature[i] ~= featureClassName) {
return true;
}
}
return false;
}
private function Text TryReplacingFeatureConfig(string featureClassName)
{
local int i;
for (i = 0; i < includeFeatureAs.length; i += 1)
{
if (includeFeatureAs[i].feature ~= featureClassName) {
return _.text.FromString(includeFeatureAs[i].config);
}
}
return none;
}
private function bool FeatureInIncludedArray(string featureClassName)
{
local int i;
for (i = 0; i < includeFeature.length; i += 1)
{
if (includeFeature[i] ~= featureClassName) {
return true;
}
}
return false;
}
public function array<Text> GetIncludedMutators()
{
local int i;
local array<string> validatedMutators;
for (i = 0; i < includeMutator.length; i += 1)
{
if (ValidateServerURLName(includeMutator[i])) {
validatedMutators[validatedMutators.length] = includeMutator[i];
}
}
return StringToTextArray(validatedMutators);
}
defaultproperties
{
configName = "AcediaGameModes"
warnBadMutatorName = (l=LOG_Warning,m="Mutator \"%1\" specified for game mode \"%2\" contains invalid characters and will be ignored. This is a configuration error, you should fix it.")
warnBadFeatureName = (l=LOG_Warning,m="Feature \"%1\" specified for game mode \"%2\" in array `%3` does not exist in enabled packages and will be ignored. This is a configuration error, you should fix it.")
}

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/**
* The only implementation for `BaseGameMode` suitable for standard
* killing floor game types.
* Copyright 2021 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 GameMode extends BaseGameMode
perobjectconfig
config(AcediaGameModes);
struct GameOption
{
var public string key;
var public string value;
};
// Allow to specify additional server options for this game mode
var protected config array<GameOption> option;
// Specify `GameInfo`'s class to use, default is "KFMod.KFGameType"
// (plain string)
var protected config string gameTypeClass;
// Short version of the name of the game mode players will see in
// voting handler messages sometimes (plain string)
var protected config string acronym;
// Map prefix - only maps that start with specified prefix will be voteable for
// this game mode (plain string)
var protected config string mapPrefix;
var private LoggerAPI.Definition warnBadOption;
protected function DefaultIt()
{
title = "Acedia game mode";
difficulty = "Hell On Earth";
gameTypeClass = "KFMod.KFGameType";
acronym = "";
mapPrefix = "KF";
includeFeature.length = 0;
excludeFeature.length = 0;
includeMutator.length = 0;
option.length = 0;
}
protected function AssociativeArray ToData()
{
local int i;
local AssociativeArray result;
local AssociativeArray nextPair;
local DynamicArray nextArray;
result = super.ToData();
if (result == none) {
return none;
}
result.SetItem(P("gameTypeClass"), _.text.FromString(gameTypeClass));
result.SetItem(P("acronym"), _.text.FromString(acronym));
result.SetItem(P("mapPrefix"), _.text.FromString(mapPrefix));
nextArray = _.collections.EmptyDynamicArray();
for (i = 0; i < option.length; i += 1)
{
nextPair = _.collections.EmptyAssociativeArray();
nextPair.SetItem(P("key"), _.text.FromString(option[i].key));
nextPair.SetItem(P("value"), _.text.FromString(option[i].value));
nextArray.AddItem(nextPair);
}
result.SetItem(P("option"), nextArray);
return result;
}
protected function FromData(AssociativeArray source)
{
local int i;
local Text nextText;
local GameOption nextPair;
local DynamicArray nextArray;
super.FromData(source);
if (source == none) {
return;
}
nextText = source.GetText(P("gameTypeClass"));
if (nextText != none) {
gameTypeClass = nextText.ToPlainString();
}
nextText = source.GetText(P("acronym"));
if (nextText != none) {
acronym = nextText.ToPlainString();
}
nextText = source.GetText(P("mapPrefix"));
if (nextText != none) {
mapPrefix = nextText.ToPlainString();
}
nextArray = source.GetDynamicArray(P("option"));
if (nextArray == none) {
return;
}
option.length = 0;
for (i = 0; i < nextArray.GetLength(); i += 1)
{
nextPair.key = "";
nextPair.value = "";
nextText = source.GetText(P("key"));
if (nextText != none) {
nextPair.key = nextText.ToPlainString();
}
nextText = source.GetText(P("value"));
if (nextText != none) {
nextPair.value = nextText.ToPlainString();
}
option[option.length] = nextPair;
}
}
public function Text GetGameTypeClass()
{
if (gameTypeClass == "") {
return P("KFMod.KFGameType").Copy();
}
else {
return _.text.FromString(gameTypeClass);
}
}
public function Text GetAcronym()
{
if (acronym == "") {
return _.text.FromString(string(name));
}
else {
return _.text.FromString(acronym);
}
}
public function Text GetMapPrefix()
{
if (acronym == "") {
return _.text.FromString("KF-");
}
else {
return _.text.FromString(mapPrefix);
}
}
/**
* Checks option-related settings (`option`) for correctness and reports
* any issues.
* Currently correctness check performs a simple validity check for mutator,
* to make sure it would not define a new option in server's URL.
*
* See `ValidateServerURLName()` in `BaseGameMode` for more information.
*/
public function ReportBadOptions()
{
local int i;
for (i = 0; i < option.length; i += 1)
{
if ( !ValidateServerURLName(option[i].key)
|| !ValidateServerURLName(option[i].value))
{
_.logger.Auto(warnBadOption)
.Arg(_.text.FromString(option[i].key))
.Arg(_.text.FromString(option[i].value))
.Arg(_.text.FromString(string(name)));
}
}
}
/**
* @return Server options as key-value pairs in an `AssociativeArray`.
*/
public function AssociativeArray GetOptions()
{
local int i;
local AssociativeArray result;
result = _.collections.EmptyAssociativeArray();
for (i = 0; i < option.length; i += 1)
{
if (!ValidateServerURLName(option[i].key)) continue;
if (!ValidateServerURLName(option[i].value)) continue;
result.SetItem( _.text.FromString(option[i].key),
_.text.FromString(option[i].value));
}
return result;
}
defaultproperties
{
configName = "AcediaGameModes"
warnBadOption = (l=LOG_Warning,m="Option with key \"%1\" and value \"%2\" specified for game mode \"%3\" contains invalid characters and will be ignored. This is a configuration error, you should fix it.")
}