/** * Config object for `Aliases_Feature`. * 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 . */ class Aliases extends FeatureConfig perobjectconfig config(AcediaAliases); struct CustomSourceRecord { var string name; var class source; }; var public config class weaponAliasSource; var public config class colorAliasSource; var public config class featureAliasSource; var public config class entityAliasSource; var public config class commandAliasSource; var public config array customSource; protected function HashTable ToData() { local int i; local Text nextKey; local HashTable data, otherSourcesData; data = __().collections.EmptyHashTable(); // Add named aliases data.SetString(P("weapon"), string(weaponAliasSource)); data.SetString(P("color"), string(colorAliasSource)); data.SetString(P("feature"), string(featureAliasSource)); data.SetString(P("entity"), string(entityAliasSource)); data.SetString(P("command"), string(commandAliasSource)); // Add the rest otherSourcesData = __().collections.EmptyHashTable(); for (i = 0; i < customSource.length; i += 1) { nextKey = _.text.FromString(customSource[i].name); otherSourcesData.SetString(nextKey, string(customSource[i].source)); nextKey.FreeSelf(); } data.SetItem(P("other"), otherSourcesData); otherSourcesData.FreeSelf(); return data; } protected function FromData(HashTable source) { local HashTable otherSourcesData; if (source == none) { return; } // We cast `class` into `string` // (e.g. `string(class'AcediaAliases_Weapons')`) // instead of writing full name of the class so that code is independent // from this package's name, making it easier to change later weaponAliasSource = class(_.memory.LoadClass_S( source.GetString(P("weapon"), string(class'WeaponAliasSource')))); colorAliasSource = class(_.memory.LoadClass_S( source.GetString(P("color"), string(class'ColorAliasSource')))); featureAliasSource = class(_.memory.LoadClass_S( source.GetString(P("feature"), string(class'FeatureAliasSource')))); entityAliasSource = class(_.memory.LoadClass_S( source.GetString(P("entity"), string(class'EntityAliasSource')))); commandAliasSource = class(_.memory.LoadClass_S( source.GetString(P("command"), string(class'CommandAliasSource')))); otherSourcesData = source.GetHashTable(P("other")); if (otherSourcesData != none) { ReadOtherSources(otherSourcesData); otherSourcesData.FreeSelf(); } } // Doesn't check whether `otherSources` is `none` protected function ReadOtherSources(HashTable otherSourcesData) { local CustomSourceRecord newRecord; local BaseText keyAsText, valueAsText; local AcediaObject key, value; local HashTableIterator iter; customSource.length = 0; iter = HashTableIterator(otherSourcesData.Iterate()); iter.LeaveOnlyNotNone(); for (iter = iter; !iter.HasFinished(); iter.Next()) { key = iter.GetKey(); value = iter.GetKey(); keyAsText = BaseText(key); valueAsText = BaseText(value); if (keyAsText != none && valueAsText != none) { newRecord.name = keyAsText.ToString(); newRecord.source = class( _.memory.LoadClass_S(valueAsText.ToString())); if (newRecord.source != none) { customSource[customSource.length] = newRecord; } } _.memory.Free(key); _.memory.Free(value); } } protected function DefaultIt() { customSource.length = 0; weaponAliasSource = class'WeaponAliasSource'; colorAliasSource = class'ColorAliasSource'; featureAliasSource = class'FeatureAliasSource'; entityAliasSource = class'EntityAliasSource'; commandAliasSource = class'CommandAliasSource'; } defaultproperties { configName = "AcediaAliases" weaponAliasSource = class'WeaponAliasSource' colorAliasSource = class'ColorAliasSource' featureAliasSource = class'FeatureAliasSource' entityAliasSource = class'EntityAliasSource' commandAliasSource = class'CommandAliasSource' }