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142 lines
4.2 KiB
142 lines
4.2 KiB
/** |
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* Event generator for events, related to broadcasting messages |
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* through standard Unreal Script means: |
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* 1. text messages, typed by a player; |
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* 2. localized messages, identified by a LocalMessage class and id. |
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* Allows to make decisions whether or not to propagate certain messages. |
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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 BroadcastEvents extends Events |
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abstract; |
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struct LocalizedMessage |
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{ |
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// Every localized message is described by a class and id. |
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// For example, consider 'KFMod.WaitingMessage': |
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// if passed 'id' is '1', |
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// then it's supposed to be a message about new wave, |
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// but if passed 'id' is '2', |
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// then it's about completing the wave. |
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var class<LocalMessage> class; |
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var int id; |
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// Localized messages in unreal script can be passed along with |
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// optional arguments, described by variables below. |
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var PlayerReplicationInfo relatedPRI1; |
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var PlayerReplicationInfo relatedPRI2; |
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var Object relatedObject; |
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}; |
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static function bool CallCanBroadcast(Actor broadcaster, int recentSentTextSize) |
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{ |
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local int i; |
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local bool result; |
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local array< class<Listener> > listeners; |
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listeners = GetListeners(); |
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for (i = 0;i < listeners.length;i += 1) |
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{ |
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result = class<BroadcastListenerBase>(listeners[i]) |
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.static.CanBroadcast(broadcaster, recentSentTextSize); |
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if (!result) return false; |
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} |
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return true; |
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} |
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static function bool CallHandleText |
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( |
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Actor sender, |
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out string message, |
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name messageType |
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) |
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{ |
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local int i; |
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local bool result; |
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local array< class<Listener> > listeners; |
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listeners = GetListeners(); |
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for (i = 0;i < listeners.length;i += 1) |
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{ |
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result = class<BroadcastListenerBase>(listeners[i]) |
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.static.HandleText(sender, message, messageType); |
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if (!result) return false; |
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} |
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return true; |
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} |
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static function bool CallHandleTextFor |
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( |
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PlayerController receiver, |
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Actor sender, |
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out string message, |
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name messageType |
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) |
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{ |
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local int i; |
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local bool result; |
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local array< class<Listener> > listeners; |
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listeners = GetListeners(); |
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for (i = 0;i < listeners.length;i += 1) |
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{ |
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result = class<BroadcastListenerBase>(listeners[i]) |
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.static.HandleTextFor(receiver, sender, message, messageType); |
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if (!result) return false; |
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} |
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return true; |
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} |
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static function bool CallHandleLocalized |
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( |
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Actor sender, |
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LocalizedMessage message |
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) |
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{ |
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local int i; |
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local bool result; |
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local array< class<Listener> > listeners; |
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listeners = GetListeners(); |
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for (i = 0;i < listeners.length;i += 1) |
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{ |
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result = class<BroadcastListenerBase>(listeners[i]) |
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.static.HandleLocalized(sender, message); |
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if (!result) return false; |
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} |
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return true; |
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} |
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static function bool CallHandleLocalizedFor |
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( |
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PlayerController receiver, |
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Actor sender, |
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LocalizedMessage message |
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) |
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{ |
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local int i; |
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local bool result; |
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local array< class<Listener> > listeners; |
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listeners = GetListeners(); |
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for (i = 0;i < listeners.length;i += 1) |
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{ |
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result = class<BroadcastListenerBase>(listeners[i]) |
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.static.HandleLocalizedFor(receiver, sender, message); |
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if (!result) return false; |
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} |
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return true; |
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} |
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defaultproperties |
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{ |
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relatedListener = class'BroadcastListenerBase' |
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} |