rott/kf_sources/AcediaCore/Classes/EInterface.uc
2026-07-14 20:27:09 +07:00

104 lines
3.9 KiB
Ucode

/**
* Base class for all entity interfaces. Entity interface is a reference to
* an entity inside the game world that provides a specific API for
* that entity.
* A single entity is not bound to a single `EInterface` class,
* e.g. a weapon can provide `EWeapon` and `ESellable` interfaces.
* An entity can also have several `EInterface` instances reference it at
* once (including those of the same type). Deallocating one such reference
* should not affect referred entity in any way and should be treated as simply
* getting rid of one of the references.
* 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 <https://www.gnu.org/licenses/>.
*/
class EInterface extends AcediaObject
abstract;
/**
* Checks if entity, referred to by the caller `EInterface` supports
* `newInterfaceClass` interface class.
*
* @param newInterfaceClass Class of the `EInterface`, for which method
* should check support by entity, referred to by the caller `EInterface`.
* @return `true` if referred entity supports `newInterfaceClass` and
* `false` otherwise.
*/
public function bool Supports(class<EInterface> newInterfaceClass)
{
return false;
}
/**
* Provides `EInterface` reference of given class `newInterfaceClass` to
* the entity, referred to by the caller `EInterface` (if supported).
*
* Can be used to access entity's other API.
*
* @param newInterfaceClass Class of the new `EInterface` for the entity,
* referred to by the caller `EInterface`.
* @return `EInterface` of the given class `newInterfaceClass` that refers to
* the caller `EInterface`'s entity.
* Can only be `none` if either caller `EInterface`'s entity does not
* support `EInterface` of the specified class or caller `EInterface`
* no longer exists (`self.IsExistent() == false`).
*/
public function EInterface As(class<EInterface> newInterfaceClass)
{
return none;
}
/**
* Checks whether caller `EInterface` refers to the entity that still exists
* in the game world.
*
* Once destroyed, same entity will not come into existence again (but can be
* replaced by its exact copy), so once `EInterface`'s `IsExistent()` call
* returns `false` it will never return `true` again.
*
* `EInterface`'s entity being gone is not the same as that `EInterface` being
* deallocated - deallocation of such `EInterface` still has to be manually
* done.
*
* @return `true` if caller `EInterface` refers to the entity that exists in
* the game world and `false` otherwise.
*/
public function bool IsExistent()
{
return false;
}
/**
* Checks whether caller interface refers to the same entity as
* the `other` argument.
*
* If two `EInterface`s referred to the same entity
* (`SameAs()` returned `true`), but that entity got destroyed,
* these `EInterface`s will not longer be considered "same"
* (`SameAs()` will return false).
*
* @param other `EInterface` to check for referring to the same entity.
* @return `true` if `other` refers to the same entity as the caller
* `EInterface` and `false` otherwise.
*/
public function bool SameAs(EInterface other)
{
return false;
}
defaultproperties
{
}