/** * Feature represents a certain subset of Acedia's functionality that * can be enabled or disabled, according to server owner's wishes. * In the current version of Acedia enabling or disabling a feature requires * manually editing configuration file and restarting a server. * Factually feature is just a collection of settings with one universal * 'isActive' setting that tells Acedia whether or not to load a feature. * Copyright 2019 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 . */ class Feature extends Singleton abstract config(Acedia); // Setting that tells Acedia whether or not to enable this feature // during initialization. // Only it's default value is ever used. var private config bool autoEnable; // Listeners listed here will be automatically activated. var public const array< class > requiredListeners; // Sets whether to enable this feature by default. public static final function SetAutoEnable(bool doEnable) { default.autoEnable = doEnable; StaticSaveConfig(); } public static final function bool IsAutoEnabled() { return default.autoEnable; } // Whether feature is enabled is determined by public static final function bool IsEnabled() { return (GetInstance() != none); } // Enables feature of given class. public static final function Feature EnableMe() { local Feature newInstance; if (IsEnabled()) { return Feature(GetInstance()); } default.blockSpawning = false; newInstance = class'Acedia'.static.GetInstance().Spawn(default.class); default.blockSpawning = true; return newInstance; } public static final function bool DisableMe() { local Feature myself; myself = Feature(GetInstance()); if (myself != none) { myself.Destroy(); return true; } return false; } // Event functions that are called when protected function OnEnabled(){} protected function OnDisabled(){} // Set listeners' status private static function SetListenersActiveSatus(bool newStatus) { local int i; for (i = 0; i < default.requiredListeners.length; i += 1) { if (default.requiredListeners[i] == none) continue; default.requiredListeners[i].static.SetActive(newStatus); } } protected function OnCreated() { default.blockSpawning = true; SetListenersActiveSatus(true); OnEnabled(); } protected function OnDestroyed() { SetListenersActiveSatus(false); OnDisabled(); } defaultproperties { autoEnable = false DrawType = DT_None // Prevent spawning this feature by any other means than 'EnableMe()'. blockSpawning = true // Features are server-only actors remoteRole = ROLE_None }