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sources/Acedia.uc
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131
sources/Acedia.uc
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/**
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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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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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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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}
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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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}
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