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141 lines
4.5 KiB
141 lines
4.5 KiB
/** |
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* Main and only Acedia mutator used for initialization of necessary services |
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* and providing access to mutator events' calls. |
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* Copyright 2020 Anton Tarasenko |
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*------------------------------------------------------------------------------ |
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* This file is part of Acedia. |
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* |
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* Acedia is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* Acedia is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>. |
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*/ |
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class Acedia extends Mutator |
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config(Acedia); |
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// Default value of this variable will be used to store |
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// reference to the active Acedia mutator, |
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// as well as to ensure there's only one copy of it. |
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// We can't use 'Singleton' class for that, |
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// as we have to derive from 'Mutator'. |
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var private Acedia selfReference; |
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// Array of predefined services that must be started along with Acedia mutator. |
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var private array< class<Service> > systemServices; |
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// All unit tests loaded from all packages. |
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var private array< class<TestCase> > testCases; |
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static public final function Acedia GetInstance() |
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{ |
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return default.selfReference; |
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} |
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event PreBeginPlay() |
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{ |
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// Enforce one copy rule and remember a reference to that copy |
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if (default.selfReference != none) |
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{ |
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Destroy(); |
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return; |
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} |
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default.selfReference = self; |
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// Boot up Acedia |
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Spawn(class'Global'); |
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LoadManifest(class'Manifest'); |
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LaunchServices(); |
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InjectBroadcastHandler(); // TODO: move this to 'SideEffect' mechanic |
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} |
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private final function LoadManifest(class<Manifest> manifestClass) |
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{ |
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local int i; |
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// Activate manifest's listeners |
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for (i = 0; i < manifestClass.default.requiredListeners.length; i += 1) |
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{ |
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if (manifestClass.default.requiredListeners[i] == none) continue; |
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manifestClass.default.requiredListeners[i].static.SetActive(true); |
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} |
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// Enable features |
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for (i = 0; i < manifestClass.default.features.length; i += 1) |
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{ |
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if (manifestClass.default.features[i] == none) continue; |
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if (manifestClass.default.features[i].static.IsAutoEnabled()) |
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{ |
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manifestClass.default.features[i].static.EnableMe(); |
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} |
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} |
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// Load unit tests |
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for (i = 0; i < manifestClass.default.testCases.length; i += 1) |
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{ |
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if (manifestClass.default.testCases[i] == none) continue; |
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testCases[testCases.length] = manifestClass.default.testCases[i]; |
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} |
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} |
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private final function LaunchServices() |
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{ |
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local int i; |
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for (i = 0; i < systemServices.length; i += 1) |
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{ |
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if (systemServices[i] == none) continue; |
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Spawn(systemServices[i]); |
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} |
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} |
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private final function InjectBroadcastHandler() |
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{ |
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local BroadcastHandler ourBroadcastHandler; |
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if (level == none || level.game == none) return; |
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ourBroadcastHandler = Spawn(class'BroadcastHandler'); |
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// Swap out level's first handler with ours |
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// (needs to be done for both actor reference and it's class) |
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ourBroadcastHandler.nextBroadcastHandler = level.game.broadcastHandler; |
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ourBroadcastHandler.nextBroadcastHandlerClass = level.game.broadcastClass; |
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level.game.broadcastHandler = ourBroadcastHandler; |
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level.game.broadcastClass = class'BroadcastHandler'; |
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} |
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// Acedia is only able to run in a server mode right now, |
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// so this function is just a stub. |
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public final function bool IsServerOnly() |
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{ |
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return true; |
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} |
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// Provide a way to handle CheckReplacement event |
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function bool CheckReplacement(Actor other, out byte isSuperRelevant) |
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{ |
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return class'MutatorEvents'.static. |
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CallCheckReplacement(other, isSuperRelevant); |
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} |
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function Mutate(string command, PlayerController sendingPlayer) |
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{ |
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if (class'MutatorEvents'.static.CallMutate(command, sendingPlayer)) |
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{ |
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super.Mutate(command, sendingPlayer); |
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} |
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} |
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defaultproperties |
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{ |
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// List built-in services |
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systemServices(0) = class'ConnectionService' |
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// This is a server-only mutator |
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remoteRole = ROLE_None |
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bAlwaysRelevant = true |
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// Mutator description |
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GroupName = "Core mutator" |
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FriendlyName = "Acedia" |
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Description = "Mutator for all your degenerate needs" |
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} |