/** * 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 2021-2022 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 BaseGameMode extends AcediaConfig dependson(Packages) 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 includeMutator; // `Feature`s to include (with "default" config) var protected config array includeFeature; // `Feature`s to exclude from game mode, regardless of other settings // (this one has highest priority) var protected config array 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 includeFeatureAs; var private LoggerAPI.Definition warnBadMutatorName, warnBadFeatureName; protected function HashTable ToData() { local int i; local HashTable result; local HashTable nextPair; local ArrayList nextArray; result = _.collections.EmptyHashTable(); result.SetFormattedString(P("title"), title); result.SetString(P("difficulty"), difficulty); nextArray = _.collections.EmptyArrayList(); for (i = 0; i < includeFeature.length; i += 1) { nextArray.AddString(includeFeature[i]); } result.SetItem(P("includeFeature"), nextArray); _.memory.Free(nextArray); nextArray = _.collections.EmptyArrayList(); for (i = 0; i < excludeFeature.length; i += 1) { nextArray.AddItem(_.text.FromString(excludeFeature[i])); } result.SetItem(P("excludeFeature"), nextArray); _.memory.Free(nextArray); nextArray = _.collections.EmptyArrayList(); for (i = 0; i < includeMutator.length; i += 1) { nextArray.AddItem(_.text.FromString(includeFeature[i])); } result.SetItem(P("includeMutator"), nextArray); _.memory.Free(nextArray); nextArray = _.collections.EmptyArrayList(); for (i = 0; i < includeFeatureAs.length; i += 1) { nextPair = _.collections.EmptyHashTable(); nextPair.SetString(P("feature"), includeFeatureAs[i].feature); nextPair.SetString(P("config"), includeFeatureAs[i].config); nextArray.AddItem(nextPair); _.memory.Free(nextPair); } result.SetItem(P("includeFeatureAs"), nextArray); _.memory.Free(nextArray); return result; } protected function FromData(HashTable source) { local int i; local ArrayList nextArray; local HashTable nextPair; if (source == none) { return; } title = source.GetFormattedString(P("title")); title = source.GetString(P("title")); nextArray = source.GetArrayList(P("includeFeature")); includeFeature = DynamicIntoStringArray(nextArray); _.memory.Free(nextArray); nextArray = source.GetArrayList(P("excludeFeature")); excludeFeature = DynamicIntoStringArray(nextArray); _.memory.Free(nextArray); nextArray = source.GetArrayList(P("includeMutator")); includeMutator = DynamicIntoStringArray(nextArray); _.memory.Free(nextArray); nextArray = source.GetArrayList(P("includeFeatureAs")); if (nextArray == none) { return; } includeFeatureAs.length = 0; for (i = 0; i < nextArray.GetLength(); i += 1) { nextPair = nextArray.GetHashTable(i); includeFeatureAs[i] = HashTableIntoPair(nextPair); _.memory.Free(nextPair); } _.memory.Free(nextArray); } private final function FeatureConfigPair HashTableIntoPair(HashTable source) { local Text nextText; local FeatureConfigPair result; if (source == none) { return result; } nextText = source.GetText(P("feature")); if (nextText != none) { result.feature = nextText.ToString(); } nextText = source.GetText(P("config")); if (nextText != none) { result.config = nextText.ToString(); } return result; } private final function array DynamicIntoStringArray(ArrayList source) { local int i; local Text nextText; local array result; if (source == none) { return result; } for (i = 0; i < source.GetLength(); i += 1) { nextText = source.GetText(i); if (nextText != none) { includeFeature[i] = nextText.ToString(); } } } protected function array StringToTextArray(array input) { local int i; local array 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 featuresToEnable) { local int i; local array 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 subset, array 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(warnBadFeatureName) .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 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 GetIncludedMutators() { local int i; local array 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.") }