266 lines
8.6 KiB
Ucode
266 lines
8.6 KiB
Ucode
/**
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* The only implementation for `BaseGameMode` suitable for standard
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* killing floor game types.
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* Copyright 2021-2023 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 GameMode extends BaseGameMode
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perobjectconfig
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config(AcediaGameModes);
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struct GameOption
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{
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var public string key;
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var public string value;
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};
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// Allow to specify additional server options for this game mode
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var protected config array<GameOption> option;
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// Specify `GameInfo`'s class to use, default is "KFMod.KFGameType"
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// (plain string)
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var protected config string gameTypeClass;
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// Short version of the name of the game mode players will see in
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// voting handler messages sometimes (plain string)
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var protected config string acronym;
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// Aliases are an unnecessary overkill for difficulty names, so just define
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// them in special `string` arrays.
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// We accept not just these exact words, but any of their prefixes.
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var private const array<string> beginnerSynonyms;
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var private const array<string> normalSynonyms;
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var private const array<string> hardSynonyms;
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var private const array<string> suicidalSynonyms;
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var private const array<string> hoeSynonyms;
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var private LoggerAPI.Definition warnBadOption, warnDifficultyOption;
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protected function DefaultIt()
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{
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title = "Acedia game mode";
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length = "long";
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difficulty = "Hell On Earth";
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gameTypeClass = "KFMod.KFGameType";
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acronym = "";
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includeFeature.length = 0;
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excludeFeature.length = 0;
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includeMutator.length = 0;
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option.length = 0;
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}
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protected function HashTable ToData()
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{
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local int i;
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local ArrayList nextArray;
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local HashTable result, nextPair;
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result = super.ToData();
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if (result == none) {
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return none;
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}
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result.SetString(P("gameTypeClass"), gameTypeClass);
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result.SetString(P("acronym"), acronym);
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nextArray = _.collections.EmptyArrayList();
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for (i = 0; i < option.length; i += 1)
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{
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nextPair = _.collections.EmptyHashTable();
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nextPair.SetString(P("key"), option[i].key);
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nextPair.SetString(P("value"), option[i].value);
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nextArray.AddItem(nextPair);
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_.memory.Free(nextPair);
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}
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result.SetItem(P("option"), nextArray);
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_.memory.Free(nextArray);
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return result;
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}
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protected function FromData(HashTable source)
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{
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local int i;
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local GameOption nextGameOption;
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local ArrayList nextArray;
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local HashTable nextPair;
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super.FromData(source);
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if (source == none) {
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return;
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}
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gameTypeClass = source.GetString(P("gameTypeClass"));
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acronym = source.GetString(P("acronym"));
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nextArray = source.GetArrayList(P("option"));
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if (nextArray == none) {
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return;
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}
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option.length = 0;
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for (i = 0; i < nextArray.GetLength(); i += 1)
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{
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nextPair = HashTable(nextArray.GetItem(i));
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if (nextPair == none) {
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continue;
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}
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nextGameOption.key = nextPair.GetString(P("key"));
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nextGameOption.value = nextPair.GetString(P("value"));
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option[option.length] = nextGameOption;
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_.memory.Free(nextPair);
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}
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_.memory.Free(nextArray);
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}
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public function Text GetGameTypeClass()
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{
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if (gameTypeClass == "") {
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return P("KFMod.KFGameType").Copy();
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}
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else {
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return _.text.FromString(gameTypeClass);
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}
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}
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public function Text GetAcronym()
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{
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if (acronym == "") {
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return _.text.FromString(string(name));
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}
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else {
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return _.text.FromFormattedString(acronym);
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}
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}
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/**
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* Checks option-related settings (`option`) for correctness and reports
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* any issues.
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* Currently correctness check performs a simple validity check for mutator,
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* to make sure it would not define a new option in server's URL.
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*
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* See `ValidateServerURLName()` in `BaseGameMode` for more information.
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*/
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public function ReportBadOptions()
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{
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local int i;
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for (i = 0; i < option.length; i += 1)
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{
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if ( !ValidateServerURLName(option[i].key)
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|| !ValidateServerURLName(option[i].value))
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{
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_.logger.Auto(warnBadOption)
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.Arg(_.text.FromString(option[i].key))
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.Arg(_.text.FromString(option[i].value))
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.Arg(_.text.FromString(string(name)));
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}
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}
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}
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/**
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* @return Server options as key-value pairs in an `HashTable`.
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*/
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public function HashTable GetOptions()
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{
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local int i;
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local HashTable result;
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local Text nextKey, nextValue;
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result = _.collections.EmptyHashTable();
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for (i = 0; i < option.length; i += 1)
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{
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if (!ValidateServerURLName(option[i].key)) continue;
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if (!ValidateServerURLName(option[i].value)) continue;
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if (option[i].key ~= "difficulty")
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{
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_.logger.Auto(warnDifficultyOption);
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continue;
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}
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nextKey = _.text.FromString(option[i].key);
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nextValue = _.text.FromString(option[i].value);
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result.SetItem(nextKey, nextValue);
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nextKey.FreeSelf();
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nextValue.FreeSelf();
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}
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// Add difficulty option
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nextValue = _.text.FromInt(GetNumericDifficulty());
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result.SetItem(P("difficulty"), nextValue);
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nextValue.FreeSelf();
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return result;
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}
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// Convert `GameMode`'s difficulty's textual representation into
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// KF's numeric one.
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private final function int GetNumericDifficulty()
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{
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local int i;
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local string lowerCaseDifficulty;
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lowerCaseDifficulty = Locs(_.text.IntoString(GetDifficulty()));
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for (i = 0; i < default.beginnerSynonyms.length; i += 1)
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{
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if (IsPrefixOf(lowerCaseDifficulty, default.beginnerSynonyms[i])) {
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return 1;
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}
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}
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for (i = 0; i < default.normalSynonyms.length; i += 1)
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{
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if (IsPrefixOf(lowerCaseDifficulty, default.normalSynonyms[i])) {
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return 2;
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}
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}
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for (i = 0; i < default.hardSynonyms.length; i += 1)
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{
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if (IsPrefixOf(lowerCaseDifficulty, default.hardSynonyms[i])) {
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return 4;
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}
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}
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for (i = 0; i < default.suicidalSynonyms.length; i += 1)
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{
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if (IsPrefixOf(lowerCaseDifficulty, default.suicidalSynonyms[i])) {
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return 5;
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}
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}
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for (i = 0; i < default.hoeSynonyms.length; i += 1)
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{
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if (IsPrefixOf(lowerCaseDifficulty, default.hoeSynonyms[i])) {
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return 7;
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}
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}
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return int(lowerCaseDifficulty);
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}
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protected final static function bool IsPrefixOf(string prefix, string value)
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{
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return (InStr(value, prefix) == 0);
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}
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defaultproperties
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{
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configName = "AcediaGameModes"
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beginnerSynonyms(0) = "easy"
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beginnerSynonyms(1) = "beginer"
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beginnerSynonyms(2) = "beginner"
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beginnerSynonyms(3) = "begginer"
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beginnerSynonyms(4) = "begginner"
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normalSynonyms(0) = "regular"
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normalSynonyms(1) = "default"
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normalSynonyms(2) = "normal"
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hardSynonyms(0) = "harder" // "hard" is prefix of this, so it will count
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hardSynonyms(1) = "difficult"
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suicidalSynonyms(0) = "suicidal"
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hoeSynonyms(0) = "hellonearth"
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hoeSynonyms(1) = "hellon earth"
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hoeSynonyms(2) = "hell onearth"
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hoeSynonyms(3) = "hoe"
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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.")
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warnDifficultyOption = (l=LOG_Warning,m="Option with key \"Difficulty\" is specified. This key reserved and will be ignored. Difficulty value should be set through the game mode's \"Difficulty\" setting in \"AcediaGameModes.ini\" config. This is a configuration error, you should fix it.")
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} |