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482 lines
15 KiB
482 lines
15 KiB
/** |
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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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/** |
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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) { |
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return false; |
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} |
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parser = _.text.Parse(toParse); |
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wasSuccessful = ParseWith(parser); |
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parser.FreeSelf(); |
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return wasSuccessful; |
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} |
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defaultproperties |
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{ |
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TSELF = 0 |
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stringConstants(0) = "self" |
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TADMIN = 1 |
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stringConstants(1) = "admin" |
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TNOT = 2 |
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stringConstants(2) = "!" |
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TKEY = 3 |
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stringConstants(3) = "#" |
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TMACRO = 4 |
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stringConstants(4) = "@" |
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TCOMMA = 5 |
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stringConstants(5) = "," |
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TOPEN_BRACKET = 6 |
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stringConstants(6) = "[" |
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TCLOSE_BRACKET = 7 |
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stringConstants(7) = "]" |
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} |