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482 lines
15 KiB
482 lines
15 KiB
4 years ago
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/**
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* Object for parsing what converting textual description of a group of
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* players into array of `APlayer`s. Depends on the game context.
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* Copyright 2021 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 PlayersParser extends AcediaObject
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dependson(Parser);
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/**
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* This parser is supposed to parse player set definitions as they
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* are used in commands.
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* Basic use is to specify one of the selectors:
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* 1. Key selector: "#<integer>" (examples: "#1", "#5").
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* This one is used to specify players by their key, assigned to
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* them when they enter the game. This type of selectors can be used
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* when players have hard to type names.
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* 2. Macro selector: "@self", "@admin" or just "@".
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* "@" and "@self" are identical and can be used to specify player
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* that called the command.
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* "@admin" can be used to specify all admins in the game at once.
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* In future it is planned to make macros extendable by allowing to
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* bind more names to specific groups of players.
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* 3. Name selectors: quoted strings and any other types of string that
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* do not start with either "#" or "@".
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* These specify name prefixes: any player with specified prefix
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* will be considered to match such selector.
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*
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* Negated selectors: "!<selector>". Specifying "!" in front of selector
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* will select all players that do not match it instead.
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*
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* Grouped selectors: "['<selector1>', '<selector2>', ... '<selectorN>']".
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* Specified selectors are process in order: from left to right.
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* First selector works as usual and selects a set of players.
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* All the following selectors either
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* expand that list (additive ones, without "!" prefix)
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* or remove specific players from the list (the ones with "!" prefix).
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* Examples of that:
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* *. "[@admin, !@self]" - selects all admins, except the one who called
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* the command (whether he is admin or not).
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* *. "[dkanus, 'mate']" - will select players "dkanus" and "mate".
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* Order also matters, since:
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* *. "[@admin, !@admin]" - won't select anyone, since it will first
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* add all the admins and then remove them.
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* *. "[!@admin, @admin]" - will select everyone, since it will first
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* select everyone who is not an admin and then adds everyone else.
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*/
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// Player for which "@" and "@self" macros will refer
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var private APlayer selfPlayer;
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// Copy of the list of current players at the moment of allocation of
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// this `PlayersParser`.
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var private array<APlayer> playersSnapshot;
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// Players, selected according to selectors we have parsed so far
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var private array<APlayer> currentSelection;
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// Have we parsed our first selector?
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// We need this to know whether to start with the list of
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// all players (if first selector removes them) or
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// with empty list (if first selector adds them).
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var private bool parsedFirstSelector;
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// Will be equal to a single-element array [","], used for parsing
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var private array<Text> selectorDelimiters;
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var const int TSELF, TADMIN, TNOT, TKEY, TMACRO, TCOMMA;
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var const int TOPEN_BRACKET, TCLOSE_BRACKET;
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protected function Finalizer()
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{
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selfPlayer = none;
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parsedFirstSelector = false;
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playersSnapshot.length = 0;
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currentSelection.length = 0;
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}
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/**
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* Set a player who will be referred to by "@" and "@self" macros.
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*
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* @param newSelfPlayer Player who will be referred to by "@" and
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* "@self" macros. Passing `none` will make it so no one is
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* referred by them.
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*/
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public final function SetSelf(APLayer newSelfPlayer)
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{
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selfPlayer = newSelfPlayer;
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}
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// Insert a new player into currently selected list of players
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// (`currentSelection`) such that there will be no duplicates.
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// `none` values are auto-discarded.
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private final function InsertPlayer(APLayer toInsert)
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{
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local int i;
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if (toInsert == none) {
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return;
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}
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for (i = 0; i < currentSelection.length; i += 1)
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{
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if (currentSelection[i] == toInsert) {
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return;
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}
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}
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currentSelection[currentSelection.length] = toInsert;
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}
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// Adds all the players with specified key (`key`) to the current selection.
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private final function AddByKey(int key)
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{
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local int i;
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for (i = 0; i < playersSnapshot.length; i += 1)
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{
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if (playersSnapshot[i].GetIdentity().GetKey() == key) {
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InsertPlayer(playersSnapshot[i]);
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}
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}
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}
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// Removes all the players with specified key (`key`) from
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// the current selection.
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private final function RemoveByKey(int key)
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{
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local int i;
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while (i < currentSelection.length)
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{
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if (currentSelection[i].GetIdentity().GetKey() == key) {
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currentSelection.Remove(i, 1);
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}
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else {
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i += 1;
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}
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}
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}
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// Adds all the players with specified name (`name`) to the current selection.
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private final function AddByName(Text name)
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{
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local int i;
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local Text nextPlayerName;
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if (name == none) return;
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for (i = 0; i < playersSnapshot.length; i += 1)
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{
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nextPlayerName = playersSnapshot[i].GetName();
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if (nextPlayerName.StartsWith(name, SCASE_INSENSITIVE)) {
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InsertPlayer(playersSnapshot[i]);
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}
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nextPlayerName.FreeSelf();
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}
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}
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// Removes all the players with specified name (`name`) from
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// the current selection.
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private final function RemoveByName(Text name)
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{
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local int i;
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local Text nextPlayerName;
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while (i < currentSelection.length)
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{
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nextPlayerName = currentSelection[i].GetName();
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if (nextPlayerName.StartsWith(name, SCASE_INSENSITIVE)) {
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currentSelection.Remove(i, 1);
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}
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else {
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i += 1;
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}
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nextPlayerName.FreeSelf();
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}
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}
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// Adds all the admins to the current selection.
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private final function AddAdmins()
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{
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local int i;
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for (i = 0; i < playersSnapshot.length; i += 1)
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{
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if (playersSnapshot[i].IsAdmin()) {
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InsertPlayer(playersSnapshot[i]);
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}
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}
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}
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// Removes all the admins from the current selection.
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private final function RemoveAdmins()
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{
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local int i;
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while (i < currentSelection.length)
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{
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if (currentSelection[i].IsAdmin()) {
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currentSelection.Remove(i, 1);
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}
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else {
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i += 1;
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}
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}
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}
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// Add all the players specified by `macroText` (from macro "@<macroText>").
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// Does nothing if there is no such macro.
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private final function AddByMacro(Text macroText)
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{
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if (macroText.Compare(T(TADMIN), SCASE_INSENSITIVE)) {
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AddAdmins();
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return;
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}
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if (macroText.IsEmpty() || macroText.Compare(T(TSELF), SCASE_INSENSITIVE)) {
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InsertPlayer(selfPlayer);
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}
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}
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// Removes all the players specified by `macroText`
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// (from macro "@<macroText>").
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// Does nothing if there is no such macro.
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private final function RemoveByMacro(Text macroText)
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{
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local int i;
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if (macroText.Compare(T(TADMIN), SCASE_INSENSITIVE)) {
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RemoveAdmins();
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}
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if (macroText.IsEmpty() || macroText.Compare(T(TSELF), SCASE_INSENSITIVE))
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{
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while (i < currentSelection.length)
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{
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if (currentSelection[i] == selfPlayer) {
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currentSelection.Remove(i, 1);
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}
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else {
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i += 1;
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}
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}
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}
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}
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// Parses one selector from `parser`, while accordingly modifying current
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// player selection list.
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private final function ParseSelector(Parser parser)
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{
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local bool additiveSelector;
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local Parser.ParserState confirmedState;
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if (parser == none) return;
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if (!parser.Ok()) return;
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confirmedState = parser.GetCurrentState();
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if (!parser.Match(T(TNOT)).Ok())
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{
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additiveSelector = true;
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parser.RestoreState(confirmedState);
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}
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// Determine whether we stars with empty or full player list
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if (!parsedFirstSelector)
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{
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parsedFirstSelector = true;
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if (additiveSelector) {
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currentSelection.length = 0;
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}
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else {
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currentSelection = playersSnapshot;
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}
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}
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// Try all selector types
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confirmedState = parser.GetCurrentState();
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if (parser.Match(T(TKEY)).Ok())
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{
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ParseKeySelector(parser, additiveSelector);
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return;
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}
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parser.RestoreState(confirmedState);
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if (parser.Match(T(TMACRO)).Ok())
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{
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ParseMacroSelector(parser, additiveSelector);
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return;
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}
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parser.RestoreState(confirmedState);
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ParseNameSelector(parser, additiveSelector);
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}
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// Parse key selector (assuming "#" is already consumed), while accordingly
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// modifying current player selection list.
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private final function ParseKeySelector(Parser parser, bool additiveSelector)
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{
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local int key;
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if (parser == none) return;
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if (!parser.Ok()) return;
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if (!parser.MInteger(key).Ok()) return;
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if (additiveSelector) {
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AddByKey(key);
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}
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else {
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RemoveByKey(key);
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}
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}
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// Parse macro selector (assuming "@" is already consumed), while accordingly
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// modifying current player selection list.
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private final function ParseMacroSelector(Parser parser, bool additiveSelector)
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{
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local MutableText macroName;
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local Parser.ParserState confirmedState;
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if (parser == none) return;
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if (!parser.Ok()) return;
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confirmedState = parser.GetCurrentState();
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macroName = ParseLiteral(parser);
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if (!parser.Ok())
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{
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_.memory.Free(macroName);
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return;
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}
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if (additiveSelector) {
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AddByMacro(macroName);
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}
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else {
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RemoveByMacro(macroName);
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}
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_.memory.Free(macroName);
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}
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// Parse name selector, while accordingly modifying current player
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// selection list.
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private final function ParseNameSelector(Parser parser, bool additiveSelector)
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{
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local MutableText playerName;
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local Parser.ParserState confirmedState;
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if (parser == none) return;
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if (!parser.Ok()) return;
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confirmedState = parser.GetCurrentState();
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playerName = ParseLiteral(parser);
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if (!parser.Ok())
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{
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_.memory.Free(playerName);
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return;
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}
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if (additiveSelector) {
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AddByName(playerName);
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}
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else {
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RemoveByName(playerName);
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}
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_.memory.Free(playerName);
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}
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// Reads a string that can either be a body of name selector
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// (some player's name prefix) or of a macro selector (what comes after "@").
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// This is different from `parser.MString()` because it also uses
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// "," as a separator.
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private final function MutableText ParseLiteral(Parser parser)
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{
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local MutableText literal;
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local Parser.ParserState confirmedState;
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if (parser == none) return none;
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if (!parser.Ok()) return none;
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confirmedState = parser.GetCurrentState();
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if (!parser.MStringLiteral(literal).Ok())
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{
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parser.RestoreState(confirmedState);
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parser.MUntilMany(literal, selectorDelimiters, true);
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}
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return literal;
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}
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/**
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* Returns players parsed by the last `ParseWith()` or `Parse()` call.
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* If neither were yet called - returns an empty array.
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*
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* @return players parsed by the last `ParseWith()` or `Parse()` call.
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*/
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public final function array<APlayer> GetPlayers()
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{
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return currentSelection;
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}
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/**
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* Parses players from `parser` according to the currently present players.
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*
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* Array of parsed players can be retrieved by `self.GetPlayers()` method.
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*
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* @param parser `Parser` from which to parse player list.
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* It's state will be set to failed in case the parsing fails.
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* @return `true` if parsing was successful and `false` otherwise.
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*/
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public final function bool ParseWith(Parser parser)
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{
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local Parser.ParserState confirmedState;
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if (parser == none) return false;
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if (!parser.Ok()) return false;
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Reset();
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confirmedState = parser.Skip().GetCurrentState();
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if (!parser.Match(T(TOPEN_BRACKET)).Ok())
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{
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ParseSelector(parser.RestoreState(confirmedState));
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if (parser.Ok()) {
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return true;
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}
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return false;
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}
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while (parser.Ok() && !parser.HasFinished())
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{
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confirmedState = parser.Skip().GetCurrentState();
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if (parser.Match(T(TCLOSE_BRACKET)).Ok()) {
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return true;
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}
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parser.RestoreState(confirmedState);
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if (parsedFirstSelector) {
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parser.Match(T(TCOMMA)).Skip();
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}
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ParseSelector(parser);
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parser.Skip();
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}
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parser.Fail();
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return false;
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}
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// Resets this object to initial state before parsing and update
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// `playersSnapshot` to contain current players.
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private final function Reset()
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{
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local PlayerService service;
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parsedFirstSelector = false;
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playersSnapshot.length = 0;
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currentSelection.length = 0;
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service = PlayerService(class'PlayerService'.static.Require());
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if (service != none) {
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playersSnapshot = service.GetAllPlayers();
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}
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selectorDelimiters.length = 0;
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selectorDelimiters[0] = T(TCOMMA);
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selectorDelimiters[1] = T(TCLOSE_BRACKET);
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}
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/**
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* Parses players from `toParse` according to the currently present players.
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*
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* Array of parsed players can be retrieved by `self.GetPlayers()` method.
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*
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* @param toParse `Text` from which to parse player list.
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* @return `true` if parsing was successful and `false` otherwise.
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*/
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public final function bool Parse(Text toParse)
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{
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local bool wasSuccessful;
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local Parser parser;
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||
|
if (toParse == none) {
|
||
|
return false;
|
||
|
}
|
||
|
parser = _.text.Parse(toParse);
|
||
|
wasSuccessful = ParseWith(parser);
|
||
|
parser.FreeSelf();
|
||
|
return wasSuccessful;
|
||
|
}
|
||
|
|
||
|
defaultproperties
|
||
|
{
|
||
|
TSELF = 0
|
||
|
stringConstants(0) = "self"
|
||
|
TADMIN = 1
|
||
|
stringConstants(1) = "admin"
|
||
|
TNOT = 2
|
||
|
stringConstants(2) = "!"
|
||
|
TKEY = 3
|
||
|
stringConstants(3) = "#"
|
||
|
TMACRO = 4
|
||
|
stringConstants(4) = "@"
|
||
|
TCOMMA = 5
|
||
|
stringConstants(5) = ","
|
||
|
TOPEN_BRACKET = 6
|
||
|
stringConstants(6) = "["
|
||
|
TCLOSE_BRACKET = 7
|
||
|
stringConstants(7) = "]"
|
||
|
}
|