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/**
* The only implementation for `BaseGameMode` suitable for standard
* killing floor game types.
* 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 GameMode extends BaseGameMode
perobjectconfig
config(AcediaGameModes);
struct GameOption
{
var public string key;
var public string value;
};
// Allow to specify additional server options for this game mode
var protected config array<GameOption> option;
// Specify `GameInfo`'s class to use, default is "KFMod.KFGameType"
// (plain string)
var protected config string gameTypeClass;
// Short version of the name of the game mode players will see in
// voting handler messages sometimes (plain string)
var protected config string acronym;
// Map prefix - only maps that start with specified prefix will be voteable for
// this game mode (plain string)
var protected config string mapPrefix;
var private LoggerAPI.Definition warnBadOption;
protected function DefaultIt()
{
title = "Acedia game mode";
difficulty = "Hell On Earth";
gameTypeClass = "KFMod.KFGameType";
acronym = "";
mapPrefix = "KF";
includeFeature.length = 0;
excludeFeature.length = 0;
includeMutator.length = 0;
option.length = 0;
}
protected function AssociativeArray ToData()
{
local int i;
local AssociativeArray result;
local AssociativeArray nextPair;
local DynamicArray nextArray;
result = super.ToData();
if (result == none) {
return none;
}
result.SetItem(P("gameTypeClass"), _.text.FromString(gameTypeClass));
result.SetItem(P("acronym"), _.text.FromString(acronym));
result.SetItem(P("mapPrefix"), _.text.FromString(mapPrefix));
nextArray = _.collections.EmptyDynamicArray();
for (i = 0; i < option.length; i += 1)
{
nextPair = _.collections.EmptyAssociativeArray();
nextPair.SetItem(P("key"), _.text.FromString(option[i].key));
nextPair.SetItem(P("value"), _.text.FromString(option[i].value));
nextArray.AddItem(nextPair);
}
result.SetItem(P("option"), nextArray);
return result;
}
protected function FromData(AssociativeArray source)
{
local int i;
local Text nextText;
local GameOption nextPair;
local DynamicArray nextArray;
super.FromData(source);
if (source == none) {
return;
}
nextText = source.GetText(P("gameTypeClass"));
if (nextText != none) {
gameTypeClass = nextText.ToString();
}
nextText = source.GetText(P("acronym"));
if (nextText != none) {
acronym = nextText.ToString();
}
nextText = source.GetText(P("mapPrefix"));
if (nextText != none) {
mapPrefix = nextText.ToString();
}
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.ToString();
}
nextText = source.GetText(P("value"));
if (nextText != none) {
nextPair.value = nextText.ToString();
}
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.")
}