UnrealScript library and basis for all Acedia Framework mods
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/**
* This class implements an associative array for storing arbitrary types
* of data that provides a quick (near constant) access to *values* by
* associated *keys*.
* Since UnrealScript lacks any sort of templating, `HashTable`
* stores generic `AcediaObject` keys and values. `Text` can be used instead of
* typical `string` keys and primitive values can be added in their boxed form
* (either as actual `<Type>Box` or as it's reference counterpart).
* Copyright 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 HashTable extends Collection;
// Defines key <-> value mapping
struct Entry
{
var AcediaObject key;
var AcediaObject value;
};
// Bucket of entries.
// Used to store entries with the same index in hash table.
struct Bucket
{
var array<Entry> entries;
};
var private array<Bucket> hashTable;
// Amount of elements currently stored in this `HashTable`.
// If one of the keys was deallocated outside of `HashTable`,
// this value may overestimate actual amount of elements.
var private int storedElementCount;
// Lower limit on hash table capacity, can be changed by the user.
var private int minimalCapacity;
// hard lower and upper limits on hash table size, constant.
var private const int MINIMUM_SIZE;
var private const int MAXIMUM_SIZE;
// Minimum and maximum allowed density of elements
// (`storedElementCount / hashTable.length`).
// If density falls outside this range, - we have to resize hash table to
// get into (MINIMUM_DENSITY; MAXIMUM_DENSITY) bounds, as long as it does not
// violate hard size restrictions.
// Actual size changes in multipliers of 2, so
// `MINIMUM_DENSITY * 2 < MAXIMUM_DENSITY` must hold or we will constantly
// oscillate outside of (MINIMUM_DENSITY; MAXIMUM_DENSITY) bounds.
var private const float MINIMUM_DENSITY;
var private const float MAXIMUM_DENSITY;
/**
* Auxiliary struct, necessary to implement iterator for `HashTable`.
* Can be used for manual iteration, but should be avoided in favor of
* `Iterator`.
*/
struct Index
{
var protected int bucketIndex;
var protected int entryIndex;
};
protected function Constructor()
{
UpdateHashTableSize();
}
protected function Finalizer()
{
Empty();
}
// Auxiliary method that is needed as a replacement for `%` module
// operator, since it is an operation on `float`s in UnrealScript and does not
// have appropriate value range to work with hashes.
// Assumes non-negative input.
private function int Remainder(int number, int divisor)
{
local int quotient;
quotient = number / divisor;
return (number - quotient * divisor);
}
// Calculates appropriate bucket index for the given key.
// Assumes that given key is not `none` and is allocated.
private final function int GetBucketIndex(AcediaObject key)
{
local int bucketIndex;
bucketIndex = key.GetHashCode();
if (bucketIndex < 0) {
// Minimum `int` value is greater than maximum one in absolute value,
// so shift it up to avoid overflow.
bucketIndex = -1 * (bucketIndex + 1);
}
bucketIndex = Remainder(bucketIndex, hashTable.length);
return bucketIndex;
}
// Accessing value in `HashTable` requires two level lookup of both bucket and
// entry (inside that bucket) indices.
//
// As a result returns bucket's and entry's indices in `bucketIndex` and
// `entryIndex` inside `out` variables.
// `bucketIndex` is guaranteed to be found for non-`none` keys (in case you
// want to add a new entry), `entryIndex` is valid iff method returns `true`,
// otherwise it's equal to the index at which new property can get inserted.
private final function bool FindEntryIndices(
AcediaObject key,
out int bucketIndex,
out int entryIndex)
{
local int i;
local array<Entry> bucketEntries;
if (key == none){
return false;
}
bucketIndex = GetBucketIndex(key);
// Check if bucket actually has given key.
bucketEntries = hashTable[bucketIndex].entries;
for (i = 0; i < bucketEntries.length; i += 1)
{
if (key.IsEqual(bucketEntries[i].key))
{
entryIndex = i;
return true;
}
}
entryIndex = bucketEntries.length;
return false;
}
// Checks if we need to change our current hash table size
// and does so if needed
private final function UpdateHashTableSize()
{
local int oldSize, newSize;
oldSize = hashTable.length;
// Calculate new size (and whether it is needed) based on amount of
// stored properties and current size
newSize = oldSize;
if (storedElementCount < newSize * MINIMUM_DENSITY) {
newSize /= 2;
}
else if (storedElementCount > newSize * MAXIMUM_DENSITY) {
newSize *= 2;
}
// `table_density = items_amount / table_size`, so to store at least
// `items_amount = minimalCapacity` without making table too dense we need
// `table_size = minimalCapacity / MAXIMUM_DENSITY`.
newSize = Max(newSize, Ceil(minimalCapacity / MAXIMUM_DENSITY));
// But everything must fall into the set hard limits
newSize = Clamp(newSize, MINIMUM_SIZE, MAXIMUM_SIZE);
// Only resize if difference is huge enough or table does not exists yet
if (newSize != oldSize) {
ResizeHashTable(newSize);
}
}
// Changes size of the hash table, does not check any limits,
// does not check if `newSize` is a valid size (`newSize > 0`).
private final function ResizeHashTable(int newSize)
{
local int i, j;
local int newBucketIndex, newEntryIndex;
local array<Entry> bucketEntries;
local array<Bucket> oldHashTable;
oldHashTable = hashTable;
// Clean current hash table
hashTable.length = 0;
hashTable.length = newSize;
for (i = 0; i < oldHashTable.length; i += 1)
{
bucketEntries = oldHashTable[i].entries;
for (j = 0; j < bucketEntries.length; j += 1)
{
newBucketIndex = GetBucketIndex(bucketEntries[j].key);
newEntryIndex = hashTable[newBucketIndex].entries.length;
hashTable[newBucketIndex].entries[newEntryIndex] = bucketEntries[j];
}
}
}
/**
* Returns minimal capacity of the caller associative array.
*
* See `SetMinimalCapacity()` for details.
*
* @return Minimal capacity of the caller associative array. Default is zero.
*/
public final function int GetMinimalCapacity()
{
return minimalCapacity;
}
/**
* Returns minimal capacity of the caller associative array.
*
* This associative array works like a hash table and needs to allocate
* sufficiently large dynamic array as a storage for its items.
* If you keep adding new items that storage will eventually become too small
* for hash table to work efficiently and we will have to reallocate and
* re-fill it. If you want to add a huge enough amount of items, this process
* can be repeated several times.
* This is not ideal, since it means doing a lot of iteration, each
* increasing infinite loop counter (game will crash if it gets high enough).
* Setting minimal capacity to the (higher) amount of items you expect to
* store in the caller array can remove the need for reallocating the storage.
*
* @param newMinimalCapacity New minimal capacity of this associative array.
* It's recommended to set it to the max amount of items you expect to
* store in this associative array
* (you will be still allowed to store more).
*/
public final function SetMinimalCapacity(int newMinimalCapacity)
{
minimalCapacity = newMinimalCapacity;
UpdateHashTableSize();
}
public function bool HasKey(AcediaObject key)
{
local int bucketIndex, entryIndex;
return FindEntryIndices(key, bucketIndex, entryIndex);
}
public function bool HasKeyByText(Text key)
{
return HasKey(key);
}
/**
* Returns borrowed value recorded by a given key `key` in the caller
* `HashTable`.
*
* Can return `none` if either stored values is `none` or there's no value
* recorded with a `key`. To check whether there is a record, corresponding to
* the `key` use `HasKey()` method.
*
* @param key Key for which to return value.
* @return Value, stored with given key `key`. If there is no value with
* such a key method will return `none`.
*/
private final function AcediaObject BorrowItem(AcediaObject key)
{
local int bucketIndex, entryIndex;
if (FindEntryIndices(key, bucketIndex, entryIndex)) {
return hashTable[bucketIndex].entries[entryIndex].value;
}
return none;
}
/**
* Returns value recorded by a given key `key` in the caller
* `HashTable`.
*
* Can return `none` if either stored values is `none` or there's no value
* recorded with a `key`. To check whether there is a record, corresponding to
* the `key` use `HasKey()` method.
*
* @param key Key for which to return value.
* @return Value, stored with given key `key`. If there is no value with
* such a key method will return `none`.
*/
public final function AcediaObject GetItem(AcediaObject key)
{
local int bucketIndex, entryIndex;
local AcediaObject result;
if (FindEntryIndices(key, bucketIndex, entryIndex)) {
result = hashTable[bucketIndex].entries[entryIndex].value;
}
if (result != none) {
return result.NewRef();
}
return none;
}
/**
* Returns entry corresponding to a given key `key` in the caller
* `HashTable`.
*
* @param key Key for which to return entry.
* @return Entry (key/value pair) with the given key `key`.
*/
public final function Entry GetEntry(AcediaObject key)
{
local Entry result;
local int bucketIndex, entryIndex;
if (!FindEntryIndices(key, bucketIndex, entryIndex)) {
return result;
}
result = hashTable[bucketIndex].entries[entryIndex];
if (result.key != none) {
result.key.NewRef();
}
if (result.value != none) {
result.value.NewRef();
}
return result;
}
/**
* Returns entry corresponding to a given key `key` in the caller
* `HashTable`, removing it from the caller `HashTable`.
*
* @param key Key for which to return entry.
* @return Entry (key/value pair) with the given key `key`.
*/
public final function Entry TakeEntry(AcediaObject key)
{
local Entry entryToTake;
local int bucketIndex, entryIndex;
if (!FindEntryIndices(key, bucketIndex, entryIndex)) {
return entryToTake;
}
entryToTake = hashTable[bucketIndex].entries[entryIndex];
hashTable[bucketIndex].entries.Remove(entryIndex, 1);
storedElementCount = Max(0, storedElementCount - 1);
UpdateHashTableSize();
return entryToTake;
}
/**
* Returns value recorded with a given key `key` in the caller
* `HashTable`, removing it from the collection.
*
* @param key Key for which to return value.
* @param freeKey Setting this to `true` will also free the key item was
* stored with. Passed argument `key` will not be deallocated, unless it is
* the exact same object as item's key inside caller collection.
* @return Value, stored with given key `key`. If there is no value with
* such a key method will return `none`.
*/
public final function AcediaObject TakeItem(AcediaObject key)
{
local Entry entry;
entry = TakeEntry(key);
if (entry.key != none) {
entry.key.FreeSelf();
}
return entry.value;
}
/**
* Records new `value` under the key `key` into the caller `HashTable`.
*
* @param key Key by which new value will be referred to.
* @param value Value to store in the caller `HashTable`.
* @return Caller `HashTable` to allow for method chaining.
*/
public final function HashTable SetItem(
AcediaObject key,
AcediaObject value)
{
local Entry oldEntry, newEntry;
local int bucketIndex, entryIndex;
if (key == none) {
return self;
}
if (FindEntryIndices(key, bucketIndex, entryIndex)) {
oldEntry = hashTable[bucketIndex].entries[entryIndex];
}
else {
storedElementCount += 1;
}
key.NewRef();
_.memory.Free(oldEntry.key);
newEntry.key = key;
newEntry.value = value;
if (value != none) {
value.NewRef();
}
if (oldEntry.value != none) {
oldEntry.value.FreeSelf();
}
hashTable[bucketIndex].entries[entryIndex] = newEntry;
return self;
}
/**
* Creates a new instance of class `valueClass` and records it's value with
* key `key` in the caller `HashTable`.
*
* @param key Key by which new value will be referred to.
* @param valueClass Class of object to create. Will only be created if
* passed `key` is valid.
* @return Caller `HashTable` to allow for method chaining.
*/
public final function HashTable CreateItem(
AcediaObject key,
class<AcediaObject> valueClass)
{
local AcediaObject newItem;
if (key == none) return self;
if (valueClass == none) return self;
newItem = AcediaObject(_.memory.Allocate(valueClass));
SetItem(key, newItem);
newItem.FreeSelf();
return self;
}
/**
* Removes a value recorded with a given key `key`.
* Does nothing if entry with a given key does not exist.
*
* @param key Key for which to remove value.
* @return Caller `HashTable` to allow for method chaining.
*/
public final function HashTable RemoveItem(AcediaObject key)
{
local Entry entryToRemove;
local int bucketIndex, entryIndex;
if (key == none) return self;
if (!FindEntryIndices(key, bucketIndex, entryIndex)) return self;
entryToRemove = hashTable[bucketIndex].entries[entryIndex];
hashTable[bucketIndex].entries.Remove(entryIndex, 1);
storedElementCount = Max(0, storedElementCount - 1);
UpdateHashTableSize();
if (entryToRemove.value != none) {
entryToRemove.value.FreeSelf();
}
if (entryToRemove.key != none) {
entryToRemove.key.FreeSelf();
}
return self;
}
public function Empty()
{
local int i, j;
local array<Entry> nextEntries;
for (i = 0; i < hashTable.length; i += 1)
{
nextEntries = hashTable[i].entries;
for (j = 0; j < nextEntries.length; j += 1)
{
if (nextEntries[j].value != none) {
nextEntries[j].value.FreeSelf();
}
if (nextEntries[j].key != none) {
nextEntries[j].key.FreeSelf();
}
}
}
hashTable.length = 0;
storedElementCount = 0;
UpdateHashTableSize();
}
/**
* Returns key of all properties inside caller `HashTable`.
*
* Collecting all keys from the `HashTable` is O(<number_of_elements>).
*
* See also `GetTextKeys()` methods.
*
* @return Array of all the caller `HashTable`'s keys.
* This method does not return copies of keys, but actual keys instead -
* deallocating them will remove their item from
* the caller `HashTable`.
*/
public final function array<AcediaObject> GetKeys()
{
local int i, j;
local array<AcediaObject> result;
local array<Entry> nextEntry;
for (i = 0; i < hashTable.length; i += 1)
{
nextEntry = hashTable[i].entries;
for (j = 0; j < nextEntry.length; j += 1)
{
nextEntry[j].key.NewRef();
result[result.length] = nextEntry[j].key;
}
}
return result;
}
/**
* Returns copies of `Text` key of all properties inside caller
* `HashTable`. Keys that have a different class (even if they are
* a child class for `Text`) are not returned.
*
* Collecting all keys from the `HashTable` is O(<number_of_elements>).
*
* @return Array of all the caller `HashTable`'s keys that have exactly
* `Text` class.
*/
public final function array<Text> GetTextKeys()
{
local int i, j;
local Text nextKeyAsText;
local array<Text> result;
local array<Entry> nextEntry;
for (i = 0; i < hashTable.length; i += 1)
{
nextEntry = hashTable[i].entries;
for (j = 0; j < nextEntry.length; j += 1)
{
nextKeyAsText = Text(nextEntry[j].key);
if (nextKeyAsText != none && nextKeyAsText.class == class'Text')
{
result[result.length] = nextKeyAsText.Copy();
}
}
}
return result;
}
/**
* Returns amount of elements in the caller `HashTable`.
*
* Note that this value might overestimate real amount of values inside
* `HashTable` in case some of the keys used for storage were
* deallocated by code outside of `HashTable`.
* Such values might be eventually found and removed, but
* `HashTable` does not provide any guarantees on when it's done.
*/
public final function int GetLength()
{
return storedElementCount;
}
/**
* Auxiliary method for iterator that increments given `Index` structure.
*
* @param previousIndex Index to increment.
* @return `true` if incremented index is pointing at a valid item,
* `false` if collection has ended.
*/
public final function bool IncrementIndex(out Index previousIndex)
{
previousIndex.entryIndex += 1;
// Go forward through buckets until we find non-empty one
while (previousIndex.bucketIndex < hashTable.length)
{
if ( previousIndex.entryIndex
< hashTable[previousIndex.bucketIndex].entries.length)
{
return true;
}
previousIndex.entryIndex = 0;
previousIndex.bucketIndex += 1;
}
return false;
}
/**
* Auxiliary method for iterator that returns value corresponding to
* a given `Index` structure.
*
* @param index Index of item to return.
* @return Item corresponding to a given index.
* If index is invalid returns `none`.
* Note that `none` can be returned because that is simply the value
* being stored.
*/
public final function AcediaObject GetItemByIndex(Index index)
{
local AcediaObject item;
if (index.bucketIndex < 0) return none;
if (index.bucketIndex >= hashTable.length) return none;
if ( index.entryIndex < 0
|| index.entryIndex >= hashTable[index.bucketIndex].entries.length) {
return none;
}
item = hashTable[index.bucketIndex].entries[index.entryIndex].value;
if (item == none) {
return none;
}
return item.NewRef();
}
/**
* Auxiliary method for iterator that returns value corresponding to
* a given `Index` structure.
*
* @param index Index of item to return.
* @return Key corresponding to a given index.
* If index is invalid returns `none`.
*/
public final function AcediaObject GetKeyByIndex(Index index)
{
local AcediaObject key;
if (index.bucketIndex < 0) return none;
if (index.bucketIndex >= hashTable.length) return none;
if ( index.entryIndex < 0
|| index.entryIndex >= hashTable[index.bucketIndex].entries.length) {
return none;
}
key = hashTable[index.bucketIndex].entries[index.entryIndex].key;
if (key == none) {
return none;
}
return key.NewRef();
}
public function AcediaObject GetByText(Text key)
{
return GetItem(key);
}
/**
* Checks if value corresponding to a given `Index` structure is not `none`.
*
* @param key Key to check the value at.
* @return `true` if non-`none` value is recorded at `key` and
* `false` otherwise.
*/
public final function bool IsSomethingByIndex(Index index)
{
if (index.bucketIndex < 0) return false;
if (index.bucketIndex >= hashTable.length) return false;
if ( index.entryIndex < 0
|| index.entryIndex >= hashTable[index.bucketIndex].entries.length) {
return false;
}
return
(hashTable[index.bucketIndex].entries[index.entryIndex].value != none);
}
/**
* Checks if value recorded at a given `key` is not `none`.
*
* @param key Key to check the value at.
* @return `true` if non-`none` value is recorded at `key` and
* `false` otherwise.
*/
public final function bool IsSomething(AcediaObject key)
{
return (BorrowItem(key) != none);
}
/**
* Returns `bool` item at key `key`. If key is invalid or
* stores a non-`bool` value, returns `defaultValue`.
*
* Referred value must be stored as `BoolBox` or `BoolRef`
* (or one of their sub-classes) for this method to work.
*
* @param key Key of a `bool` item that `HashTable` has to return.
* @param defaultValue Value to return if there is either no item recorded
* at `key` or it has a wrong type.
* @return `bool` value at `key` in the caller `HashTable`.
* `defaultValue` if passed `key` is invalid or non-`bool` value
* is stored with it.
*/
public final function bool GetBool(AcediaObject key, optional bool defaultValue)
{
local AcediaObject result;
local BoolBox asBox;
local BoolRef asRef;
result = BorrowItem(key);
if (result == none) {
return defaultValue;
}
asBox = BoolBox(result);
if (asBox != none) {
return asBox.Get();
}
asRef = BoolRef(result);
if (asRef != none) {
return asRef.Get();
}
return defaultValue;
}
/**
* Changes `HashTable`'s value at key `key` to `value` that will be
* recorded as either `BoolBox` or `BoolRef`, depending of `asRef`
* optional parameter.
*
* @param key Key, at which to change the value.
* @param value Value to be set at a given key.
* @param asRef Given `bool` value will be recorded as immutable `BoolBox`
* by default (`asRef == false`). Setting this parameter to `true` will
* make this method record it as a mutable `BoolRef`.
* @return Reference to the caller `HashTable` to allow for
* method chaining.
*/
public final function HashTable SetBool(
AcediaObject key,
bool value,
optional bool asRef)
{
local AcediaObject newValue;
if (asRef) {
newValue = _.ref.bool(value);
}
else {
newValue = _.box.bool(value);
}
SetItem(key, newValue);
newValue.FreeSelf();
return self;
}
/**
* Returns `byte` item at key `key`. If key is invalid or
* stores a non-`byte` value, returns `defaultValue`.
*
* Referred value must be stored as `ByteBox` or `ByteBox`
* (or one of their sub-classes) for this method to work.
*
* @param key Key of a `byte` item that `HashTable`
* has to return.
* @param defaultValue Value to return if there is either no item recorded
* at `key` or it has a wrong type.
* @return `byte` value at `key` in the caller `HashTable`.
* `defaultValue` if passed `key` is invalid or non-`byte` value
* is stored with it.
*/
public final function byte GetByte(AcediaObject key, optional byte defaultValue)
{
local AcediaObject result;
local ByteBox asBox;
local ByteRef asRef;
result = BorrowItem(key);
if (result == none) {
return defaultValue;
}
asBox = ByteBox(result);
if (asBox != none) {
return asBox.Get();
}
asRef = ByteRef(result);
if (asRef != none) {
return asRef.Get();
}
return defaultValue;
}
/**
* Changes `HashTable`'s value at key `key` to `value` that will be
* recorded as either `ByteBox` or `ByteBox`, depending of `asRef`
* optional parameter.
*
* @param key Key, at which to change the value.
* @param value Value to be set at a given key.
* @param asRef Given `byte` value will be recorded as immutable `ByteBox`
* by default (`asRef == false`). Setting this parameter to `true` will
* make this method record it as a mutable `ByteBox`.
* @return Reference to the caller `HashTable` to allow for
* method chaining.
*/
public final function HashTable SetByte(
AcediaObject key,
byte value,
optional bool asRef)
{
local AcediaObject newValue;
if (asRef) {
newValue = _.ref.byte(value);
}
else {
newValue = _.box.byte(value);
}
SetItem(key, newValue);
newValue.FreeSelf();
return self;
}
/**
* Returns `int` or `float` item at key `key` as `int`. If key is invalid or
* stores a non-`int` (or non-`float`) value, returns `defaultValue`.
*
* Referred value must be stored as `IntBox`, `IntRef`, `FloatBox` or
* `FloatRef` (or one of their sub-classes) for this method to work.
*
* Allowing for implicit conversion between non-`byte` numeric types simplifies
* handling parsed input as there is no need to know whether parsed value is
* expected to be integer or floating point.
*
* @param key Key of a `int` item that `HashTable`
* has to return.
* @param defaultValue Value to return if there is either no item recorded
* at `key` or it has a wrong type.
* @return `int` value at `key` in the caller `HashTable`.
* `defaultValue` if passed `key` is invalid or non-`int` value
* is stored with it.
*/
public final function int GetInt(AcediaObject key, optional int defaultValue)
{
local AcediaObject result;
local IntBox asBox;
local IntRef asRef;
local FloatBox asFloatBox;
local FloatRef asFloatRef;
result = BorrowItem(key);
if (result == none) {
return defaultValue;
}
asBox = IntBox(result);
if (asBox != none) {
return asBox.Get();
}
asRef = IntRef(result);
if (asRef != none) {
return asRef.Get();
}
asFloatBox = FloatBox(result);
if (asFloatBox != none) {
return int(asFloatBox.Get());
}
asFloatRef = FloatRef(result);
if (asFloatRef != none) {
return int(asFloatRef.Get());
}
return defaultValue;
}
/**
* Changes `HashTable`'s value at key `key` to `value` that will be
* recorded as either `IntBox` or `IntRef`, depending of `asRef`
* optional parameter.
*
* @param key Key, at which to change the value.
* @param value Value to be set at a given key.
* @param asRef Given `int` value will be recorded as immutable `IntBox`
* by default (`asRef == false`). Setting this parameter to `true` will
* make this method record it as a mutable `IntRef`.
* @return Reference to the caller `HashTable` to allow for
* method chaining.
*/
public final function HashTable SetInt(
AcediaObject key,
int value,
optional bool asRef)
{
local AcediaObject newValue;
if (asRef) {
newValue = _.ref.int(value);
}
else {
newValue = _.box.int(value);
}
SetItem(key, newValue);
newValue.FreeSelf();
return self;
}
/**
* Returns `int` or `float` item at key `key` as `float`. If key is invalid or
* stores a non-`float` (or non-`int`) value, returns `defaultValue`.
*
* Referred value must be stored as `IntBox`, `IntRef`, `FloatBox` or
* `FloatRef` (or one of their sub-classes) for this method to work.
*
* Allowing for implicit conversion between non-`byte` numeric types simplifies
* handling parsed input as there is no need to know whether parsed value is
* expected to be integer or floating point.
*
* @param key Key of a `float` item that `HashTable`
* has to return.
* @param defaultValue Value to return if there is either no item recorded
* at `key` or it has a wrong type.
* @return `float` value at `key` in the caller `HashTable`.
* `defaultValue` if passed `key` is invalid or non-`float` value
* is stored with it.
*/
public final function float GetFloat(
AcediaObject key,
optional float defaultValue)
{
local AcediaObject result;
local FloatBox asBox;
local FloatRef asRef;
local IntBox asIntBox;
local IntRef asIntRef;
result = BorrowItem(key);
if (result == none) {
return defaultValue;
}
asBox = FloatBox(result);
if (asBox != none) {
return asBox.Get();
}
asRef = FloatRef(result);
if (asRef != none) {
return asRef.Get();
}
asIntBox = IntBox(result);
if (asIntBox != none) {
return float(asIntBox.Get());
}
asIntRef = IntRef(result);
if (asIntRef != none) {
return float(asIntRef.Get());
}
return defaultValue;
}
/**
* Changes `HashTable`'s value at key `key` to `value` that will be
* recorded as either `FloatBox` or `FloatRef`, depending of `asRef`
* optional parameter.
*
* @param key Key, at which to change the value.
* @param value Value to be set at a given key.
* @param asRef Given `float` value will be recorded as immutable `FloatBox`
* by default (`asRef == false`). Setting this parameter to `true` will
* make this method record it as a mutable `FloatRef`.
* @return Reference to the caller `HashTable` to allow for method chaining.
*/
public final function HashTable SetFloat(
AcediaObject key,
float value,
optional bool asRef)
{
local AcediaObject newValue;
if (asRef) {
newValue = _.ref.float(value);
}
else {
newValue = _.box.float(value);
}
SetItem(key, newValue);
newValue.FreeSelf();
return self;
}
/**
* Returns `Vector` item at key `key`. If key is invalid or
* stores a non-`Vector` value, returns `defaultValue`.
*
* Referred value must be stored as `VectorBox` or `VectorRef`
* (or one of their sub-classes) for this method to work.
*
* @param key Key of a `Vector` item that `HashTable`
* has to return.
* @param defaultValue Value to return if there is either no item recorded
* at `key` or it has a wrong type.
* @return `Vector` value at `key` in the caller `HashTable`.
* `defaultValue` if passed `key` is invalid or non-`Vector` value
* is stored with it.
*/
public final function Vector GetVector(
AcediaObject key,
optional Vector defaultValue)
{
local AcediaObject result;
local VectorBox asBox;
local VectorRef asRef;
result = BorrowItem(key);
if (result == none) {
return defaultValue;
}
asBox = VectorBox(result);
if (asBox != none) {
return asBox.Get();
}
asRef = VectorRef(result);
if (asRef != none) {
return asRef.Get();
}
return defaultValue;
}
/**
* Changes `HashTable`'s value at key `key` to `value` that will be
* recorded as either `VectorBox` or `VectorRef`, depending of `asRef`
* optional parameter.
*
* @param key Key, at which to change the value.
* @param value Value to be set at a given key.
* @param asRef Given `Vector` value will be recorded as immutable
* `VectorBox` by default (`asRef == false`). Setting this parameter to
* `true` will make this method record it as a mutable `VectorRef`.
* @return Reference to the caller `HashTable` to allow for method chaining.
*/
public final function HashTable SetVector(
AcediaObject key,
Vector value,
optional bool asRef)
{
local AcediaObject newValue;
if (asRef) {
newValue = _.ref.Vec(value);
}
else {
newValue = _.box.Vec(value);
}
SetItem(key, newValue);
newValue.FreeSelf();
return self;
}
/**
* Returns plain string item at key `key`. If key is invalid or stores
* a non-`BaseText` value, returns `defaultValue`.
*
* Referred value must be stored as `Text` or `MutableText` (or one of their
* sub-classes) for this method to work.
*
* @param key Key of a `string` item that `HashTable` has to
* return.
* @param defaultValue Value to return if there is either no item recorded
* at `key` or it has a wrong type.
* @return Plain string value at `key` in the caller `HashTable`.
* `defaultValue` if passed `key` is invalid or non-`BaseText` value is
* stored with it.
*/
public final function string GetString(
AcediaObject key,
optional string defaultValue)
{
local AcediaObject result;
local BaseText asText;
result = BorrowItem(key);
if (result == none) {
return defaultValue;
}
asText = BaseText(result);
if (asText != none) {
return asText.ToString();
}
return defaultValue;
}
/**
* Changes `HashTable`'s value at key `key` to plain string `value` that will
* be recorded as either `Text` or `MutableText`, depending of `asMutable`
* optional parameter.
*
* @param key Key, at which to change the value.
* @param value Value to be set at a given key.
* @param asMutable Given plain string value will be recorded as immutable
* `Text` by default (`asMutable == false`). Setting this parameter to
* `true` will make this method record it as a mutable `MutableText`.
* @return Reference to the caller `HashTable` to allow for
* method chaining.
*/
public final function HashTable SetString(
AcediaObject key,
string value,
optional bool asMutable)
{
local AcediaObject newValue;
if (asMutable) {
newValue = _.text.FromStringM(value);
}
else {
newValue = _.text.FromString(value);
}
SetItem(key, newValue);
newValue.FreeSelf();
return self;
}
/**
* Returns formatted string item at key `key`. If key is invalid or stores
* a non-`BaseText` value, returns `defaultValue`.
*
* Referred value must be stored as `Text` or `MutableText` (or one of their
* sub-classes) for this method to work.
*
* @param key Key of a `string` item that `HashTable` has to
* return.
* @param defaultValue Value to return if there is either no item recorded
* at `key` or it has a wrong type.
* @return Formatted string value at `key` in the caller `HashTable`.
* `defaultValue` if passed `key` is invalid or non-`BaseText` value is
* stored with it.
*/
public final function string GetFormattedString(
AcediaObject key,
optional string defaultValue)
{
local AcediaObject result;
local BaseText asText;
result = BorrowItem(key);
if (result == none) {
return defaultValue;
}
asText = BaseText(result);
if (asText != none) {
return asText.ToFormattedString();
}
return defaultValue;
}
/**
* Changes `HashTable`'s value at key `key` to formatted string `value` that
* will be recorded as either `Text` or `MutableText`, depending of `asMutable`
* optional parameter.
*
* @param key Key, at which to change the value.
* @param value Value to be set at a given key.
* @param asMutable Given formatted string value will be recorded as
* immutable `Text` by default (`asMutable == false`). Setting this
* parameter to `true` will make this method record it as a mutable
* `MutableText`.
* @return Reference to the caller `HashTable` to allow for
* method chaining.
*/
public final function HashTable SetFormattedString(
AcediaObject key,
string value,
optional bool asMutable)
{
local AcediaObject newValue;
if (asMutable) {
newValue = _.text.FromFormattedStringM(value);
}
else {
newValue = _.text.FromFormattedString(value);
}
SetItem(key, newValue);
newValue.FreeSelf();
return self;
}
/**
* Returns `Text` item stored at key `key`. If key is invalid or
* stores a non-`Text` value, returns `none`.
*
* Referred value must be stored as `Text` (or one of it's sub-classes,
* such as `MutableText`) for this method to work.
*
* @param key Key of a `Text` item that `HashTable`
* has to return.
* @return `Text` value recorded with `key` in the caller `HashTable`.
* `none` if passed `key` is invalid or non-`Text` value
* is stored with it.
*/
public final function Text GetText(AcediaObject key)
{
local Text result;
result = Text(BorrowItem(key));
if (result != none) {
result.NewRef();
}
return result;
}
/**
* Returns `HashTable` item stored at key `key`. If key is invalid or
* stores a non-`HashTable` value, returns `none`.
*
* Referred value must be stored as `HashTable`
* (or one of it's sub-classes) for this method to work.
*
* @param key Key of a `HashTable` item that caller `HashTable`
* has to return.
* @return `HashTable` value recorded with `key` in the caller
* `HashTable`. `none` if passed `key` is invalid or
* non-`HashTable` value is stored with it.
*/
public final function HashTable GetHashTable(AcediaObject key)
{
local HashTable result;
result = HashTable(BorrowItem(key));
if (result != none) {
result.NewRef();
}
return result;
}
/**
* Returns `ArrayList` item stored at key `key`. If key is invalid or
* stores a non-`ArrayList` value, returns `none`.
*
* Referred value must be stored as `ArrayList`
* (or one of it's sub-classes) for this method to work.
*
* @param key Key of a `ArrayList` item that caller `HashTable`
* has to return.
* @return `ArrayList` value recorded with `key` in the caller
* `HashTable`. `none` if passed `key` is invalid or
* non-`ArrayList` value is stored with it.
*/
public final function ArrayList GetArrayList(AcediaObject key)
{
local ArrayList result;
result = ArrayList(BorrowItem(key));
if (result != none) {
result.NewRef();
}
return result;
}
defaultproperties
{
iteratorClass = class'HashTableIterator'
minimalCapacity = 0
MINIMUM_SIZE = 50
MAXIMUM_SIZE = 20000
// `MINIMUM_DENSITY * 2 < MAXIMUM_DENSITY` must hold for `HashTable`
// to work properly
MINIMUM_DENSITY = 0.25
MAXIMUM_DENSITY = 0.75
}