Add game modes support to Acedia
This commit is contained in:
parent
f94103f382
commit
3681fcabf7
@ -1,3 +1,4 @@
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[Acedia.Packages]
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useGameModes=false
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corePackage="AcediaCore_0_2"
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package="AcediaFixes"
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386
sources/GameModes/BaseGameMode.uc
Normal file
386
sources/GameModes/BaseGameMode.uc
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@ -0,0 +1,386 @@
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/**
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* Base class for a game mode config, contains all the information Acedia's
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* game modes must have, including settings
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* (`includeFeature`, `includeFeatureAs` and `excludeFeature`)
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* for picking used `Feature`s.
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*
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* Contains three types of methods:
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* 1. Getters for its values;
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* 2. `UpdateFeatureArray()` method for updating list of `Feature`s to
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* be used based on game info's settings;
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* 3. `Report...()` methods that perform various validation checks
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* (and log them) on config data.
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* Copyright 2021 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 BaseGameMode extends AcediaConfig
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dependson(CoreService)
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abstract;
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// Name of the game mode players will see in voting (formatted string)
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var protected config string title;
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// Preferable difficulty level (plain string)
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var protected config string difficulty;
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// `Mutator`s to add with this game mode
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var protected config array<string> includeMutator;
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// `Feature`s to include (with "default" config)
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var protected config array<string> includeFeature;
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// `Feature`s to exclude from game mode, regardless of other settings
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// (this one has highest priority)
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var protected config array<string> excludeFeature;
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struct FeatureConfigPair
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{
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var public string feature;
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var public string config;
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};
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// `Feature`s to include (with specified config).
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// Higher priority than `includeFeature`, but lower than `excludeFeature`.
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var protected config array<FeatureConfigPair> includeFeatureAs;
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var private LoggerAPI.Definition warnBadMutatorName, warnBadFeatureName;
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protected function AssociativeArray ToData()
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{
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local int i;
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local AssociativeArray result;
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local AssociativeArray nextPair;
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local DynamicArray nextArray;
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result = _.collections.EmptyAssociativeArray();
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result.SetItem(P("title"), _.text.FromFormattedString(title));
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result.SetItem(P("difficulty"), _.text.FromString(difficulty));
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nextArray = _.collections.EmptyDynamicArray();
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for (i = 0; i < includeFeature.length; i += 1) {
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nextArray.AddItem(_.text.FromString(includeFeature[i]));
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}
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result.SetItem(P("includeFeature"), nextArray);
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nextArray = _.collections.EmptyDynamicArray();
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for (i = 0; i < excludeFeature.length; i += 1) {
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nextArray.AddItem(_.text.FromString(excludeFeature[i]));
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}
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result.SetItem(P("excludeFeature"), nextArray);
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nextArray = _.collections.EmptyDynamicArray();
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for (i = 0; i < includeMutator.length; i += 1) {
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nextArray.AddItem(_.text.FromString(includeFeature[i]));
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}
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result.SetItem(P("includeMutator"), nextArray);
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nextArray = _.collections.EmptyDynamicArray();
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for (i = 0; i < includeFeatureAs.length; i += 1)
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{
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nextPair = _.collections.EmptyAssociativeArray();
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nextPair.SetItem(P("feature"),
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_.text.FromString(includeFeatureAs[i].feature));
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nextPair.SetItem(P("config"),
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_.text.FromString(includeFeatureAs[i].config));
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nextArray.AddItem(nextPair);
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}
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result.SetItem(P("includeFeatureAs"), nextArray);
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return result;
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}
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protected function FromData(AssociativeArray source)
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{
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local int i;
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local Text nextText;
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local DynamicArray includeFeatureAsSource;
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if (source == none) {
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return;
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}
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nextText = source.GetText(P("title"));
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if (nextText != none) {
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title = nextText.ToFormattedString();
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}
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nextText = source.GetText(P("difficulty"));
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if (nextText != none) {
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difficulty = nextText.ToPlainString();
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}
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includeFeature =
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DynamicIntoStringArray(source.GetDynamicArray(P("includeFeature")));
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excludeFeature =
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DynamicIntoStringArray(source.GetDynamicArray(P("excludeFeature")));
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includeMutator =
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DynamicIntoStringArray(source.GetDynamicArray(P("includeMutator")));
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includeFeatureAsSource = source.GetDynamicArray(P("includeFeatureAs"));
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if (includeFeatureAsSource == none) {
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return;
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}
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includeFeatureAs.length = 0;
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for (i = 0; i < includeFeatureAsSource.GetLength(); i += 1)
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{
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includeFeatureAs[i] = AssociativeArrayIntoPair(
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includeFeatureAsSource.GetAssociativeArray(i));
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}
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}
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private final function FeatureConfigPair AssociativeArrayIntoPair(
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AssociativeArray source)
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{
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local Text nextText;
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local FeatureConfigPair result;
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if (source == none) {
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return result;
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}
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nextText = source.GetText(P("feature"));
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if (nextText != none) {
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result.feature = nextText.ToPlainString();
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}
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nextText = source.GetText(P("config"));
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if (nextText != none) {
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result.config = nextText.ToPlainString();
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}
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return result;
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}
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private final function array<string> DynamicIntoStringArray(DynamicArray source)
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{
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local int i;
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local Text nextText;
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local array<string> result;
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if (source == none) {
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return result;
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}
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for (i = 0; i < source.GetLength(); i += 1)
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{
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nextText = source.GetText(i);
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if (nextText != none) {
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includeFeature[i] = nextText.ToPlainString();
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}
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}
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}
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protected function array<Text> StringToTextArray(array<string> input)
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{
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local int i;
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local array<Text> result;
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for (i = 0; i < input.length; i += 1) {
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result[i] = _.text.FromString(input[i]);
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}
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return result;
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}
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/**
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* @return Name of the `GameInfo` class to be used with the caller game mode.
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*/
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public function Text GetGameTypeClass()
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{
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return none;
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}
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/**
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* @return Human-readable name of the caller game mode.
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* Players will see it as the name of the mode in the voting options.
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*/
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public function Text GetTitle()
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{
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return _.text.FromFormattedString(title);
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}
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/**
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* @return Specified difficulty for the game mode.
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* Interpretation of this value can depend on each particular game mode.
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*/
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public function Text GetDifficulty()
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{
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return _.text.FromString(difficulty);
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}
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/**
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* Checks `Feature`-related settings (`includeFeature`, `includeFeatureAs` and
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* `excludeFeature`) for correctness and reports any issues.
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* Currently correctness check simply ensures that all listed `Feature`s
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* actually exist.
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*/
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public function ReportIncorrectSettings(
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array<CoreService.FeatureConfigPair> featuresToEnable)
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{
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local int i;
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local array<string> featureNames, featuresToReplace;
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for (i = 0; i < featuresToEnable.length; i += 1) {
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featureNames[i] = string(featuresToEnable[i].featureClass);
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}
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ValidateFeatureArray(includeFeature, featureNames, "includeFeatures");
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ValidateFeatureArray(excludeFeature, featureNames, "excludeFeatures");
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for (i = 0; i < includeFeatureAs.length; i += 1) {
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featuresToReplace[i] = includeFeatureAs[i].feature;
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}
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ValidateFeatureArray(featuresToReplace, featureNames, "includeFeatureAs");
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}
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/**
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* Checks `Mutator`-related settings (`includeMutator`) for correctness and
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* reports any issues.
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* Currently correctness check performs a simple validity check for mutator,
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* to make sure it would not define a new option in server's URL.
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*
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* See `ValidateServerURLName()` for more information.
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*/
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public function ReportBadMutatorNames()
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{
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local int i;
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for (i = 0; i < includeMutator.length; i += 1)
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{
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if (!ValidateServerURLName(includeMutator[i]))
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{
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_.logger.Auto(warnBadMutatorName)
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.Arg(_.text.FromString(includeMutator[i]))
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.Arg(_.text.FromString(string(name)));
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}
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}
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}
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/**
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* Makes sure that a word to be used in server URL as a part of an option
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* does not contain "," / "?" / "=" or whitespace.
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* This is useful to make sure that user-specified mutator entries only add
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* one mutator or option's key / values will not specify only one pair,
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* avoiding "?opt1=value1?opt2=value2" entries.
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*/
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protected function bool ValidateServerURLName(string entry)
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{
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if (InStr(entry, "=") >= 0) return false;
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if (InStr(entry, "?") >= 0) return false;
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if (InStr(entry, ",") >= 0) return false;
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if (InStr(entry, " ") >= 0) return false;
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return true;
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}
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// Is every element `subset` present inside `whole`?
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private function ValidateFeatureArray(
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array<string> subset,
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array<string> whole,
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string arrayName)
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{
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local int i, j;
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local bool foundItem;
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for (i = 0; i < subset.length; i += 1)
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{
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foundItem = false;
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for (j = 0; j < whole.length; j += 1)
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{
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if (subset[i] ~= whole[j])
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{
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foundItem = true;
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break;
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}
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}
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if (!foundItem)
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{
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_.logger.Auto(warnBadMutatorName)
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.Arg(_.text.FromString(includeMutator[i]))
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.Arg(_.text.FromString(string(name)))
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.Arg(_.text.FromString(arrayName));
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}
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}
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}
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/**
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* Updates passed `Feature` settings according to this game mode's settings.
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*
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* @param featuresToEnable Settings to update.
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* `FeatureConfigPair` is a pair of `Feature` (`featureClass`) and its
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* config's name (`configName`).
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* If `configName` is set to `none`, then corresponding `Feature`
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* should not be enabled.
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* Otherwise it should be enabled with a specified config.
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*/
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public function UpdateFeatureArray(
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out array<CoreService.FeatureConfigPair> featuresToEnable)
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{
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local int i;
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local Text newConfigName;
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local string nextFeatureClassName;
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for (i = 0; i < featuresToEnable.length; i += 1)
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{
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nextFeatureClassName = string(featuresToEnable[i].featureClass);
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// `excludeFeature`
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if (FeatureExcluded(nextFeatureClassName))
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{
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_.memory.Free(featuresToEnable[i].configName);
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featuresToEnable[i].configName = none;
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continue;
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}
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// `includeFeatureAs`
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newConfigName = TryReplacingFeatureConfig(nextFeatureClassName);
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if (newConfigName != none)
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{
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_.memory.Free(featuresToEnable[i].configName);
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featuresToEnable[i].configName = newConfigName;
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}
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// `includeFeature`
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if ( featuresToEnable[i].configName == none
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&& FeatureInIncludedArray(nextFeatureClassName))
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{
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featuresToEnable[i].configName = P("default").Copy();
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}
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}
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}
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private function bool FeatureExcluded(string featureClassName)
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{
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local int i;
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for (i = 0; i < excludeFeature.length; i += 1)
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{
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if (excludeFeature[i] ~= featureClassName) {
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return true;
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}
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}
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return false;
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}
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private function Text TryReplacingFeatureConfig(string featureClassName)
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{
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local int i;
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for (i = 0; i < includeFeatureAs.length; i += 1)
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{
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if (includeFeatureAs[i].feature ~= featureClassName) {
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return _.text.FromString(includeFeatureAs[i].config);
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}
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}
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return none;
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}
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private function bool FeatureInIncludedArray(string featureClassName)
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{
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local int i;
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for (i = 0; i < includeFeature.length; i += 1)
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{
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if (includeFeature[i] ~= featureClassName) {
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return true;
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}
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}
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return false;
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}
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public function array<Text> GetIncludedMutators()
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{
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local int i;
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local array<string> validatedMutators;
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for (i = 0; i < includeMutator.length; i += 1)
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{
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if (ValidateServerURLName(includeMutator[i])) {
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validatedMutators[validatedMutators.length] = includeMutator[i];
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}
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}
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return StringToTextArray(validatedMutators);
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}
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defaultproperties
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{
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configName = "AcediaGameModes"
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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.")
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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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}
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201
sources/GameModes/GameMode.uc
Normal file
201
sources/GameModes/GameMode.uc
Normal file
@ -0,0 +1,201 @@
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/**
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* The only implementation for `BaseGameMode` suitable for standard
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* killing floor game types.
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* Copyright 2021 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 GameMode extends BaseGameMode
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perobjectconfig
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config(AcediaGameModes);
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struct GameOption
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{
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var public string key;
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var public string value;
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};
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// Allow to specify additional server options for this game mode
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var protected config array<GameOption> option;
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// Specify `GameInfo`'s class to use, default is "KFMod.KFGameType"
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// (plain string)
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var protected config string gameTypeClass;
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// Short version of the name of the game mode players will see in
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// voting handler messages sometimes (plain string)
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var protected config string acronym;
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// Map prefix - only maps that start with specified prefix will be voteable for
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// this game mode (plain string)
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var protected config string mapPrefix;
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var private LoggerAPI.Definition warnBadOption;
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protected function DefaultIt()
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{
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title = "Acedia game mode";
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difficulty = "Hell On Earth";
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gameTypeClass = "KFMod.KFGameType";
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acronym = "";
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mapPrefix = "KF";
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includeFeature.length = 0;
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excludeFeature.length = 0;
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includeMutator.length = 0;
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option.length = 0;
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}
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protected function AssociativeArray ToData()
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{
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local int i;
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local AssociativeArray result;
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local AssociativeArray nextPair;
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local DynamicArray nextArray;
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result = super.ToData();
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if (result == none) {
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return none;
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}
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result.SetItem(P("gameTypeClass"), _.text.FromString(gameTypeClass));
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result.SetItem(P("acronym"), _.text.FromString(acronym));
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result.SetItem(P("mapPrefix"), _.text.FromString(mapPrefix));
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nextArray = _.collections.EmptyDynamicArray();
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for (i = 0; i < option.length; i += 1)
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{
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nextPair = _.collections.EmptyAssociativeArray();
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nextPair.SetItem(P("key"), _.text.FromString(option[i].key));
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nextPair.SetItem(P("value"), _.text.FromString(option[i].value));
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nextArray.AddItem(nextPair);
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}
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result.SetItem(P("option"), nextArray);
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return result;
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}
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protected function FromData(AssociativeArray source)
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{
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local int i;
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local Text nextText;
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local GameOption nextPair;
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local DynamicArray nextArray;
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super.FromData(source);
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if (source == none) {
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return;
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}
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nextText = source.GetText(P("gameTypeClass"));
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if (nextText != none) {
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gameTypeClass = nextText.ToPlainString();
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}
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nextText = source.GetText(P("acronym"));
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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.")
|
||||
}
|
@ -2,7 +2,7 @@
|
||||
* Main and only Acedia mutator used for loading Acedia packages
|
||||
* and providing access to mutator events' calls.
|
||||
* Name is chosen to make config files more readable.
|
||||
* Copyright 2020 Anton Tarasenko
|
||||
* Copyright 2020-2021 Anton Tarasenko
|
||||
*------------------------------------------------------------------------------
|
||||
* This file is part of Acedia.
|
||||
*
|
||||
@ -20,6 +20,7 @@
|
||||
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
|
||||
*/
|
||||
class Packages extends Mutator
|
||||
dependson(CoreService)
|
||||
config(Acedia);
|
||||
|
||||
// Default value of this variable will be used to store
|
||||
@ -32,23 +33,29 @@ var private Packages selfReference;
|
||||
// Acedia's reference to a `Global` object.
|
||||
var private Global _;
|
||||
|
||||
// Package's manifest is supposed to always have a name of
|
||||
// "<package_name>.Manifest", this variable stores the ".Manifest" part
|
||||
var private const string manifestSuffix;
|
||||
|
||||
// Array of predefined services that must be started along with Acedia mutator.
|
||||
var private config array<string> package;
|
||||
// Set to `true` to activate Acedia's game modes system
|
||||
var private config bool useGameModes;
|
||||
// Responsible for setting up Acedia's game modes in current voting system
|
||||
var VotingHandlerAdapter votingAdapter;
|
||||
|
||||
// AcediaCore package that this launcher is build for
|
||||
var private config const string corePackage;
|
||||
var Mutator_OnMutate_Signal onMutateSignal;
|
||||
var Mutator_OnCheckReplacement_Signal onCheckReplacementSignal;
|
||||
|
||||
var private LoggerAPI.Definition infoFeatureEnabled;
|
||||
|
||||
static public final function Packages GetInstance()
|
||||
{
|
||||
return default.selfReference;
|
||||
}
|
||||
|
||||
// "Constructor"
|
||||
event PreBeginPlay()
|
||||
{
|
||||
local GameMode currentGameMode;
|
||||
local array<CoreService.FeatureConfigPair> availableFeatures;
|
||||
CheckForGarbage();
|
||||
// Enforce one copy rule and remember a reference to that copy
|
||||
if (default.selfReference != none)
|
||||
{
|
||||
@ -56,179 +63,123 @@ event PreBeginPlay()
|
||||
return;
|
||||
}
|
||||
default.selfReference = self;
|
||||
BootUp();
|
||||
if (class'TestingService'.default.runTestsOnStartUp) {
|
||||
RunStartUpTests();
|
||||
}
|
||||
}
|
||||
|
||||
private final function BootUp()
|
||||
{
|
||||
local int i;
|
||||
local class<_manifest> nextManifest;
|
||||
// Load core
|
||||
Spawn(class'CoreService');
|
||||
// Launch and setup core Acedia
|
||||
class'CoreService'.static.LaunchAcedia(self, package);
|
||||
_ = class'Global'.static.GetInstance();
|
||||
nextManifest = LoadManifestClass(corePackage);
|
||||
if (nextManifest == none)
|
||||
SetupMutatorSignals();
|
||||
// Determine required features and launch them
|
||||
availableFeatures = CoreService(class'CoreService'.static.GetInstance())
|
||||
.GetAutoConfigurationInfo();
|
||||
if (useGameModes)
|
||||
{
|
||||
/*_.logger.Fatal("Cannot load required AcediaCore package \""
|
||||
$ corePackage $ "\". Acedia will shut down.");*/
|
||||
Destroy();
|
||||
return;
|
||||
}
|
||||
LoadManifest(nextManifest);
|
||||
// Load packages
|
||||
for (i = 0; i < package.length; i += 1)
|
||||
{
|
||||
nextManifest = LoadManifestClass(package[i]);
|
||||
if (nextManifest == none)
|
||||
{
|
||||
/*_.logger.Failure("Cannot load `Manifest` for package \""
|
||||
$ package[i] $ "\". Check if it's missing or"
|
||||
@ "if it's name is spelled incorrectly.");*/
|
||||
continue;
|
||||
votingAdapter = VotingHandlerAdapter(
|
||||
_.memory.Allocate(class'VotingHandlerAdapter'));
|
||||
votingAdapter.InjectIntoVotingHandler();
|
||||
currentGameMode = votingAdapter.SetupGameModeAfterTravel();
|
||||
if (currentGameMode != none) {
|
||||
currentGameMode.UpdateFeatureArray(availableFeatures);
|
||||
}
|
||||
LoadManifest(nextManifest);
|
||||
}
|
||||
// Inject broadcast handler
|
||||
InjectBroadcastHandler();
|
||||
EnableFeatures(availableFeatures);
|
||||
}
|
||||
|
||||
private final function RunStartUpTests()
|
||||
// "Finalizer"
|
||||
function ServerTraveling(string URL, bool bItems)
|
||||
{
|
||||
local TestingService testService;
|
||||
testService = TestingService(class'TestingService'.static.Require());
|
||||
testService.PrepareTests();
|
||||
if (testService.filterTestsByName) {
|
||||
testService.FilterByName(testService.requiredName);
|
||||
}
|
||||
if (testService.filterTestsByGroup) {
|
||||
testService.FilterByGroup(testService.requiredGroup);
|
||||
}
|
||||
if (testService.Run())
|
||||
if (votingAdapter != none)
|
||||
{
|
||||
// This listener will output test results into server's console
|
||||
class'TestingListener_AcediaLauncher'.static.SetActive(true);
|
||||
votingAdapter.PrepareForServerTravel();
|
||||
votingAdapter.RestoreVotingHandlerConfigBackup();
|
||||
_.memory.Free(votingAdapter);
|
||||
votingAdapter = none;
|
||||
}
|
||||
default.selfReference = none;
|
||||
CoreService(class'CoreService'.static.GetInstance()).ShutdownAcedia();
|
||||
if (nextMutator != none) {
|
||||
nextMutator.ServerTraveling(URL, bItems);
|
||||
}
|
||||
Destroy();
|
||||
}
|
||||
|
||||
// Checks whether Acedia has left garbage after the previous map.
|
||||
// This can lead to serious problems, so such diagnostic check is warranted.
|
||||
private function CheckForGarbage()
|
||||
{
|
||||
local int leftoverObjectAmount, leftoverActorAmount, leftoverDBRAmount;
|
||||
local AcediaObject nextObject;
|
||||
local AcediaActor nextActor;
|
||||
local DBRecord nextRecord;
|
||||
foreach AllObjects(class'AcediaObject', nextObject) {
|
||||
leftoverObjectAmount += 1;
|
||||
}
|
||||
foreach AllActors(class'AcediaActor', nextActor) {
|
||||
leftoverActorAmount += 1;
|
||||
}
|
||||
foreach AllObjects(class'DBRecord', nextRecord) {
|
||||
leftoverDBRAmount += 1;
|
||||
}
|
||||
if ( leftoverObjectAmount == 0 && leftoverActorAmount == 0
|
||||
&& leftoverDBRAmount == 0)
|
||||
{
|
||||
Log("Acedia garbage check: nothing was found.");
|
||||
}
|
||||
else
|
||||
{
|
||||
//_.logger.Failure("Could not launch Acedia's start up testing process.");
|
||||
Log("Acedia garbage check: garbage was found." @
|
||||
"This can cause problems, report it.");
|
||||
Log("Leftover object:" @ leftoverObjectAmount);
|
||||
Log("Leftover actors:" @ leftoverActorAmount);
|
||||
Log("Leftover database records:" @ leftoverDBRAmount);
|
||||
}
|
||||
}
|
||||
|
||||
private final function class<_manifest> LoadManifestClass(string packageName)
|
||||
{
|
||||
return class<_manifest>(DynamicLoadObject( packageName $ manifestSuffix,
|
||||
class'Class', true));
|
||||
}
|
||||
|
||||
private final function LoadManifest(class<_manifest> manifestClass)
|
||||
private function EnableFeatures(array<CoreService.FeatureConfigPair> features)
|
||||
{
|
||||
local int i;
|
||||
for (i = 0; i < manifestClass.default.aliasSources.length; i += 1)
|
||||
for (i = 0; i < features.length; i += 1)
|
||||
{
|
||||
if (manifestClass.default.aliasSources[i] == none) continue;
|
||||
//Spawn(manifestClass.default.aliasSources[i]);
|
||||
_.memory.Allocate(manifestClass.default.aliasSources[i]);
|
||||
}
|
||||
LaunchServicesAndFeatures(manifestClass);
|
||||
if (class'Commands_Feature'.static.IsEnabled()) {
|
||||
RegisterCommands(manifestClass);
|
||||
}
|
||||
for (i = 0; i < manifestClass.default.testCases.length; i += 1)
|
||||
{
|
||||
class'TestingService'.static
|
||||
.RegisterTestCase(manifestClass.default.testCases[i]);
|
||||
if (features[i].featureClass == none) continue;
|
||||
if (features[i].configName == none) continue;
|
||||
features[i].featureClass.static.EnableMe(features[i].configName);
|
||||
_.logger.Auto(infoFeatureEnabled)
|
||||
.Arg(_.text.FromString(string(features[i].featureClass)))
|
||||
.Arg(features[i].configName); // consumes `configName`
|
||||
}
|
||||
}
|
||||
|
||||
private final function RegisterCommands(class<_manifest> manifestClass)
|
||||
// Fetches and sets up signals that `Mutator` needs to provide
|
||||
private function SetupMutatorSignals()
|
||||
{
|
||||
local int i;
|
||||
local Commands_Feature commandsFeature;
|
||||
commandsFeature =
|
||||
Commands_Feature(class'Commands_Feature'.static.GetInstance());
|
||||
for (i = 0; i < manifestClass.default.commands.length; i += 1)
|
||||
{
|
||||
if (manifestClass.default.commands[i] == none) continue;
|
||||
commandsFeature.RegisterCommand(manifestClass.default.commands[i]);
|
||||
}
|
||||
local UnrealService service;
|
||||
service = UnrealService(class'UnrealService'.static.Require());
|
||||
onMutateSignal = Mutator_OnMutate_Signal(
|
||||
service.GetSignal(class'Mutator_OnMutate_Signal'));
|
||||
onCheckReplacementSignal = Mutator_OnCheckReplacement_Signal(
|
||||
service.GetSignal(class'Mutator_OnCheckReplacement_Signal'));
|
||||
}
|
||||
|
||||
private final function LaunchServicesAndFeatures(class<_manifest> manifestClass)
|
||||
{
|
||||
local int i;
|
||||
local Text autoConfigName;
|
||||
// Services
|
||||
for (i = 0; i < manifestClass.default.services.length; i += 1)
|
||||
{
|
||||
if (manifestClass.default.services[i] == none) continue;
|
||||
manifestClass.default.services[i].static.Require();
|
||||
}
|
||||
// Features
|
||||
for (i = 0; i < manifestClass.default.features.length; i += 1)
|
||||
{
|
||||
if (manifestClass.default.features[i] == none) continue;
|
||||
manifestClass.default.features[i].static.LoadConfigs();
|
||||
autoConfigName =
|
||||
manifestClass.default.features[i].static.GetAutoEnabledConfig();
|
||||
if (autoConfigName != none) {
|
||||
manifestClass.default.features[i].static.EnableMe(autoConfigName);
|
||||
}
|
||||
_.memory.Free(autoConfigName);
|
||||
}
|
||||
}
|
||||
|
||||
private final function InjectBroadcastHandler()
|
||||
{
|
||||
local BroadcastEventsObserver ourBroadcastHandler;
|
||||
local BroadcastEventsObserver.InjectionLevel injectionLevel;
|
||||
injectionLevel = class'BroadcastEventsObserver'.default.usedInjectionLevel;
|
||||
if (level == none || level.game == none) return;
|
||||
if (injectionLevel == BHIJ_None) return;
|
||||
|
||||
ourBroadcastHandler = Spawn(class'BroadcastEventsObserver');
|
||||
if (injectionLevel == BHIJ_Registered)
|
||||
{
|
||||
level.game.broadcastHandler
|
||||
.RegisterBroadcastHandler(ourBroadcastHandler);
|
||||
return;
|
||||
}
|
||||
// Here `injectionLevel == BHIJ_Root` holds.
|
||||
// Swap out level's first handler with ours
|
||||
// (needs to be done for both actor reference and it's class)
|
||||
ourBroadcastHandler.nextBroadcastHandler = level.game.broadcastHandler;
|
||||
ourBroadcastHandler.nextBroadcastHandlerClass = level.game.broadcastClass;
|
||||
level.game.broadcastHandler = ourBroadcastHandler;
|
||||
level.game.broadcastClass = class'BroadcastEventsObserver';
|
||||
}
|
||||
|
||||
// Acedia is only able to run in a server mode right now,
|
||||
// so this function is just a stub.
|
||||
public final function bool IsServerOnly()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// Provide a way to handle CheckReplacement event
|
||||
/**
|
||||
* Below `Mutator` events are redirected into appropriate signals.
|
||||
*/
|
||||
function bool CheckReplacement(Actor other, out byte isSuperRelevant)
|
||||
{
|
||||
return class'MutatorEvents'.static.
|
||||
CallCheckReplacement(other, isSuperRelevant);
|
||||
if (onCheckReplacementSignal != none) {
|
||||
return onCheckReplacementSignal.Emit(other, isSuperRelevant);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
function Mutate(string command, PlayerController sendingController)
|
||||
{
|
||||
if (class'MutatorEvents'.static.CallMutate(command, sendingController)) {
|
||||
super.Mutate(command, sendingController);
|
||||
if (onMutateSignal != none) {
|
||||
onMutateSignal.Emit(command, sendingController);
|
||||
}
|
||||
super.Mutate(command, sendingController);
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
corePackage = "AcediaCore_0_2"
|
||||
manifestSuffix = ".Manifest"
|
||||
useGameModes = false
|
||||
// This is a server-only mutator
|
||||
remoteRole = ROLE_None
|
||||
bAlwaysRelevant = true
|
||||
@ -236,4 +187,5 @@ defaultproperties
|
||||
GroupName = "Package loader"
|
||||
FriendlyName = "Acedia loader"
|
||||
Description = "Launcher for Acedia packages"
|
||||
infoFeatureEnabled = (l=LOG_Info,m="Feature `%1` enabled with config \"%2\".")
|
||||
}
|
@ -23,8 +23,7 @@ class StartUp extends Actor;
|
||||
function PreBeginPlay()
|
||||
{
|
||||
super.PreBeginPlay();
|
||||
if (level != none && level.game != none)
|
||||
{
|
||||
if (level != none && level.game != none) {
|
||||
level.game.AddMutator(string(class'Packages'));
|
||||
}
|
||||
Destroy();
|
||||
|
@ -1,46 +0,0 @@
|
||||
/**
|
||||
* Overloaded testing events listener to catch when tests that we run during
|
||||
* server loading finish.
|
||||
* Copyright 2020 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 TestingListener_AcediaLauncher extends TestingListenerBase
|
||||
abstract;
|
||||
|
||||
static function TestingEnded(
|
||||
array< class<TestCase> > testQueue,
|
||||
array<TestCaseSummary> results)
|
||||
{
|
||||
local int i;
|
||||
local MutableText nextLine;
|
||||
local array<string> textSummary;
|
||||
nextLine = __().text.Empty();
|
||||
textSummary = class'TestCaseSummary'.static.GenerateStringSummary(results);
|
||||
for (i = 0; i < textSummary.length; i += 1)
|
||||
{
|
||||
nextLine.Clear();
|
||||
nextLine.AppendFormattedString(textSummary[i]);
|
||||
Log(nextLine.ToPlainString());
|
||||
}
|
||||
// No longer need to listen to testing events
|
||||
SetActive(false);
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
relatedEvents = class'TestingEvents'
|
||||
}
|
345
sources/VotingHandlerAdapter.uc
Normal file
345
sources/VotingHandlerAdapter.uc
Normal file
@ -0,0 +1,345 @@
|
||||
/**
|
||||
* Acedia currently lacks its own means to provide a map/mode voting
|
||||
* (and new voting mod with proper GUI would not be whitelisted anyway).
|
||||
* This is why this class was made - to inject existing voting handlers with
|
||||
* data from Acedia's game modes.
|
||||
* Requires `GameInfo`'s voting handler to be derived from
|
||||
* `XVotingHandler`, which is satisfied by pretty much every used handler.
|
||||
* 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 VotingHandlerAdapter extends AcediaObject
|
||||
dependson(VotingHandler);
|
||||
|
||||
/**
|
||||
* All usage of this object should start with `InjectIntoVotingHandler()`
|
||||
* method that will read all the `GameMode` configs and fill voting handler's
|
||||
* config with their data, while making a backup of all values.
|
||||
* Backup can be restored with `RestoreVotingHandlerConfigBackup()` method.
|
||||
* How that affects the clients depends on whether restoration was done before,
|
||||
* during or after the replication. It is intended to be done after
|
||||
* server travel has started.
|
||||
* the process of injection is to create an ordered list of game modes
|
||||
* (`availableGameModes`) and generate appropriate voting handler's configs
|
||||
* with `BuildVotingHandlerConfig()`, saving them in the same order inside
|
||||
* the voting handler. Picked game mode is then determined by index of
|
||||
* the picked voting handler's option.
|
||||
*
|
||||
* Additionally this class has a static internal state that allows it to
|
||||
* transfer data along the server travel - it is used mainly to remember picked
|
||||
* game mode and enforce game's difficulty by altering and restoring
|
||||
* `GameInfo`'s variable.
|
||||
* To make such transfer happen one must call `PrepareForServerTravel()` before
|
||||
* server travel to set the internal static state and
|
||||
* then `SetupGameModeAfterTravel()` after travel (when the new map is loading)
|
||||
* to read (and forget) from internal state.
|
||||
*/
|
||||
|
||||
// Aliases are an unnecessary overkill for difficulty names, so just define
|
||||
// them in special `string` arrays.
|
||||
// We accept detect not just these exact words, but any of their prefixes.
|
||||
var private const array<string> beginnerSynonyms;
|
||||
var private const array<string> normalSynonyms;
|
||||
var private const array<string> hardSynonyms;
|
||||
var private const array<string> suicidalSynonyms;
|
||||
var private const array<string> hoeSynonyms;
|
||||
|
||||
// All available game modes for Acedia, loaded during initialization.
|
||||
// This array is directly produces replacement for `XVotingHandler`'s
|
||||
// `gameConfig` array and records of `availableGameModes` relate to those of
|
||||
// `gameConfig` with the same index.
|
||||
// So if we know that a voting option with a certain index was chosen -
|
||||
// it means that user picked game mode from `availableGameModes` with
|
||||
// the same index.
|
||||
var private array<Text> availableGameModes;
|
||||
|
||||
// Finding voting handler is not cheap, so only do it once and then store it.
|
||||
var private NativeActorRef votingHandlerReference;
|
||||
// Save `VotingHandler`'s config to restore it before server travel -
|
||||
// otherwise Acedia will alter its config
|
||||
var private array<VotingHandler.MapVoteGameConfig> backupVotingHandlerConfig;
|
||||
|
||||
// Setting default value of this flag to `true` indicates that map switching
|
||||
// just occurred and we need to recover some information from the previous map.
|
||||
var private bool isServerTraveling;
|
||||
// We should not rely on "VotingHandler" to inform us from which game mode its
|
||||
// selected config option originated after server travel, so we need to
|
||||
// remember it in this default variable before switching maps.
|
||||
var private string targetGameMode;
|
||||
// Acedia's game modes intend on supporting difficulty switching, but
|
||||
// `KFGameType` does not support appropriate flags, so we enforce default
|
||||
// difficulty by overwriting default value of its `gameDifficulty` variable.
|
||||
// But to not affect game's configs we must restore old value after new map is
|
||||
// loaded. Store it in default variable for that.
|
||||
var private float storedGameDifficulty;
|
||||
|
||||
var private LoggerAPI.Definition fatNoXVotingHandler, fatBadGameConfigIndexVH;
|
||||
var private LoggerAPI.Definition fatBadGameConfigIndexAdapter;
|
||||
|
||||
protected function Finalizer()
|
||||
{
|
||||
_.memory.Free(votingHandlerReference);
|
||||
_.memory.FreeMany(availableGameModes);
|
||||
votingHandlerReference = none;
|
||||
availableGameModes.length = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Replaces `XVotingHandler`'s configs with Acedia's game modes.
|
||||
* Backup of replaced configs is made internally, so that they can be restored
|
||||
* on map change.
|
||||
*/
|
||||
public final function InjectIntoVotingHandler()
|
||||
{
|
||||
local int i;
|
||||
local GameMode nextGameMode;
|
||||
local XVotingHandler votingHandler;
|
||||
local array<VotingHandler.MapVoteGameConfig> newVotingHandlerConfig;
|
||||
if (votingHandlerReference != none) {
|
||||
return;
|
||||
}
|
||||
votingHandler = XVotingHandler(_.unreal.FindActorInstance(
|
||||
_.unreal.GetGameType().VotingHandlerClass));
|
||||
if (votingHandler == none)
|
||||
{
|
||||
_.logger.Auto(fatNoXVotingHandler);
|
||||
return;
|
||||
}
|
||||
votingHandlerReference = _.unreal.ActorRef(votingHandler);
|
||||
class'GameMode'.static.Initialize();
|
||||
availableGameModes = class'GameMode'.static.AvailableConfigs();
|
||||
for (i = 0; i < availableGameModes.length; i += 1)
|
||||
{
|
||||
nextGameMode = GameMode(class'GameMode'.static
|
||||
.GetConfigInstance(availableGameModes[i]));
|
||||
newVotingHandlerConfig[i] = BuildVotingHandlerConfig(nextGameMode);
|
||||
// Report omitted mutators / server options
|
||||
nextGameMode.ReportBadMutatorNames();
|
||||
nextGameMode.ReportBadOptions();
|
||||
}
|
||||
backupVotingHandlerConfig = votingHandler.gameConfig;
|
||||
votingHandler.gameConfig = newVotingHandlerConfig;
|
||||
}
|
||||
|
||||
private function VotingHandler.MapVoteGameConfig BuildVotingHandlerConfig(
|
||||
GameMode gameMode)
|
||||
{
|
||||
local VotingHandler.MapVoteGameConfig result;
|
||||
result.gameClass = _.text.ToString(gameMode.GetGameTypeClass());
|
||||
result.gameName = _.text.ToColoredString(gameMode.GetTitle());
|
||||
result.prefix = _.text.ToString(gameMode.GetMapPrefix());
|
||||
result.acronym = _.text.ToString(gameMode.GetAcronym());
|
||||
result.mutators = BuildMutatorString(gameMode);
|
||||
result.options = BuildOptionsString(gameMode);
|
||||
return result;
|
||||
}
|
||||
|
||||
private function string BuildMutatorString(GameMode gameMode)
|
||||
{
|
||||
local int i;
|
||||
local string result;
|
||||
local array<Text> usedMutators;
|
||||
usedMutators = gameMode.GetIncludedMutators();
|
||||
for (i = 0; i < usedMutators.length; i += 1)
|
||||
{
|
||||
if (i > 0) {
|
||||
result $= ",";
|
||||
}
|
||||
result $= _.text.ToString(usedMutators[i]);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
private function string BuildOptionsString(GameMode gameMode)
|
||||
{
|
||||
local bool optionWasAdded;
|
||||
local string result;
|
||||
local string nextKey, nextValue;
|
||||
local Iter iter;
|
||||
local AssociativeArray options;
|
||||
options = gameMode.GetOptions();
|
||||
for (iter = options.Iterate(); !iter.HasFinished(); iter.Next())
|
||||
{
|
||||
nextKey = Text(iter.GetKey()).ToPlainString();
|
||||
nextValue = Text(iter.Get()).ToPlainString();
|
||||
if (optionWasAdded) {
|
||||
result $= "?";
|
||||
}
|
||||
result $= (nextKey $ "=" $ nextValue);
|
||||
optionWasAdded = true;
|
||||
}
|
||||
options.Empty(true);
|
||||
options.FreeSelf();
|
||||
iter.FreeSelf();
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* Makes necessary preparations for the server travel.
|
||||
*/
|
||||
public final function PrepareForServerTravel()
|
||||
{
|
||||
local int pickedVHConfig;
|
||||
local GameMode nextGameMode;
|
||||
local string nextGameClassName;
|
||||
local class<GameInfo> nextGameClass;
|
||||
local XVotingHandler votingHandler;
|
||||
if (votingHandlerReference == none) return;
|
||||
votingHandler = XVotingHandler(votingHandlerReference.Get());
|
||||
if (votingHandler == none) return;
|
||||
// Server travel caused by something else than `XVotingHandler`
|
||||
if (!votingHandler.bLevelSwitchPending) return;
|
||||
|
||||
pickedVHConfig = votingHandler.currentGameConfig;
|
||||
if (pickedVHConfig < 0 || pickedVHConfig >= votingHandler.gameConfig.length)
|
||||
{
|
||||
_.logger.Auto(fatBadGameConfigIndexVH)
|
||||
.ArgInt(pickedVHConfig)
|
||||
.ArgInt(votingHandler.gameConfig.length);
|
||||
return;
|
||||
}
|
||||
if (pickedVHConfig >= availableGameModes.length)
|
||||
{
|
||||
_.logger.Auto(fatBadGameConfigIndexAdapter)
|
||||
.ArgInt(pickedVHConfig)
|
||||
.ArgInt(availableGameModes.length);
|
||||
return;
|
||||
}
|
||||
nextGameClassName = votingHandler.gameConfig[pickedVHConfig].gameClass;
|
||||
if (string(_.unreal.GetGameType().class) ~= nextGameClassName) {
|
||||
nextGameClass = _.unreal.GetGameType().class;
|
||||
}
|
||||
else {
|
||||
nextGameClass = class<GameInfo>(_.memory.LoadClassS(nextGameClassName));
|
||||
}
|
||||
default.isServerTraveling = true;
|
||||
default.targetGameMode = availableGameModes[pickedVHConfig].ToPlainString();
|
||||
nextGameMode = GetConfigFromString(default.targetGameMode);
|
||||
default.storedGameDifficulty = nextGameClass.default.gameDifficulty;
|
||||
nextGameClass.default.gameDifficulty = GetNumericDifficulty(nextGameMode);
|
||||
}
|
||||
|
||||
/**
|
||||
* Restore `GameInfo`'s settings after the server travel and
|
||||
* apply selected `GameMode`.
|
||||
*
|
||||
* @return `GameMode` picked before server travel
|
||||
* (the one that must be running now).
|
||||
*/
|
||||
public final function GameMode SetupGameModeAfterTravel()
|
||||
{
|
||||
if (!default.isServerTraveling) {
|
||||
return none;
|
||||
}
|
||||
_.unreal.GetGameType().default.gameDifficulty = default.storedGameDifficulty;
|
||||
default.isServerTraveling = false;
|
||||
return GetConfigFromString(targetGameMode);
|
||||
}
|
||||
|
||||
/**
|
||||
* Restores `XVotingHandler`'s config to the values that were overridden by
|
||||
* `VHAdapter`'s `InjectIntoVotingHandler()` method.
|
||||
*/
|
||||
public final function RestoreVotingHandlerConfigBackup()
|
||||
{
|
||||
local XVotingHandler votingHandler;
|
||||
if (votingHandlerReference == none) return;
|
||||
votingHandler = XVotingHandler(votingHandlerReference.Get());
|
||||
if (votingHandler == none) return;
|
||||
|
||||
votingHandler.gameConfig = backupVotingHandlerConfig;
|
||||
votingHandler.default.gameConfig = backupVotingHandlerConfig;
|
||||
votingHandler.SaveConfig();
|
||||
}
|
||||
|
||||
// `GameMode`'s name as a `string` -> `GameMode` instance
|
||||
private function GameMode GetConfigFromString(string configName)
|
||||
{
|
||||
local GameMode result;
|
||||
local Text nextConfigName;
|
||||
nextConfigName = _.text.FromString(configName);
|
||||
result = GameMode(class'GameMode'.static.GetConfigInstance(nextConfigName));
|
||||
_.memory.Free(nextConfigName);
|
||||
return result;
|
||||
}
|
||||
|
||||
// Convert `GameMode`'s difficulty's textual representation into
|
||||
// KF's numeric one.
|
||||
private final function int GetNumericDifficulty(GameMode gameMode)
|
||||
{
|
||||
local int i;
|
||||
local string difficulty;
|
||||
difficulty = Locs(_.text.ToString(gameMode.GetDifficulty()));
|
||||
for (i = 0; i < default.beginnerSynonyms.length; i += 1)
|
||||
{
|
||||
if (IsPrefixOf(difficulty, default.beginnerSynonyms[i])) {
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
for (i = 0; i < default.normalSynonyms.length; i += 1)
|
||||
{
|
||||
if (IsPrefixOf(difficulty, default.normalSynonyms[i])) {
|
||||
return 2;
|
||||
}
|
||||
}
|
||||
for (i = 0; i < default.hardSynonyms.length; i += 1)
|
||||
{
|
||||
if (IsPrefixOf(difficulty, default.hardSynonyms[i])) {
|
||||
return 4;
|
||||
}
|
||||
}
|
||||
for (i = 0; i < default.suicidalSynonyms.length; i += 1)
|
||||
{
|
||||
if (IsPrefixOf(difficulty, default.suicidalSynonyms[i])) {
|
||||
return 5;
|
||||
}
|
||||
}
|
||||
for (i = 0; i < default.hoeSynonyms.length; i += 1)
|
||||
{
|
||||
if (IsPrefixOf(difficulty, default.hoeSynonyms[i])) {
|
||||
return 7;
|
||||
}
|
||||
}
|
||||
return int(difficulty);
|
||||
}
|
||||
|
||||
protected final static function bool IsPrefixOf(string prefix, string value)
|
||||
{
|
||||
return (InStr(value, prefix) == 0);
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
beginnerSynonyms(0) = "easy"
|
||||
beginnerSynonyms(1) = "beginer"
|
||||
beginnerSynonyms(2) = "beginner"
|
||||
beginnerSynonyms(3) = "begginer"
|
||||
beginnerSynonyms(4) = "begginner"
|
||||
normalSynonyms(0) = "regular"
|
||||
normalSynonyms(1) = "default"
|
||||
normalSynonyms(2) = "normal"
|
||||
hardSynonyms(0) = "harder" // "hard" is prefix of this, so it will count
|
||||
hardSynonyms(1) = "difficult"
|
||||
suicidalSynonyms(0) = "suicidal"
|
||||
hoeSynonyms(0) = "hellonearth"
|
||||
hoeSynonyms(1) = "hellon earth"
|
||||
hoeSynonyms(2) = "hell onearth"
|
||||
hoeSynonyms(3) = "hoe"
|
||||
fatNoXVotingHandler = (l=LOG_Fatal,m="`XVotingHandler` class is missing. Make sure your server setup supports Acedia's game modes (by used voting handler derived from `XVotingHandler`).")
|
||||
fatBadGameConfigIndexVH = (l=LOG_Fatal,m="`XVotingHandler`'s `currentGameConfig` variable value of %1 is out-of-bounds for `XVotingHandler.gameConfig` of length %2. Report this issue.")
|
||||
fatBadGameConfigIndexAdapter = (l=LOG_Fatal,m="`XVotingHandler`'s `currentGameConfig` variable value of %1 is out-of-bounds for `VHAdapter` of length %2. Report this issue.")
|
||||
}
|
Reference in New Issue
Block a user