UnrealScript library and basis for all Acedia Framework mods
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/**
* Provides convenient access to Aliases-related functions.
* Copyright 2020-2022 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 AliasesAPI extends AcediaObject
dependson(LoggerAPI);
// To avoid bothering with fetching `Aliases_Feature` each time we need to
// access an alias source, we save all the basic ones separately and
// `Aliases_Feature` can simply trigger their updates whenever necessary via
// `AliasesAPI._reloadSources()` function.
var private BaseAliasSource weaponAliasSource;
var private BaseAliasSource colorAliasSource;
var private BaseAliasSource featureAliasSource;
var private BaseAliasSource entityAliasSource;
public function _reloadSources()
{
local Aliases_Feature feature;
_.memory.Free(weaponAliasSource);
_.memory.Free(colorAliasSource);
_.memory.Free(featureAliasSource);
_.memory.Free(entityAliasSource);
weaponAliasSource = none;
colorAliasSource = none;
featureAliasSource = none;
entityAliasSource = none;
feature = Aliases_Feature(
class'Aliases_Feature'.static.GetEnabledInstance());
if (feature == none) {
return;
}
weaponAliasSource = feature.GetWeaponSource();
colorAliasSource = feature.GetColorSource();
featureAliasSource = feature.GetFeatureSource();
entityAliasSource = feature.GetEntitySource();
_.memory.Free(feature);
}
/**
* Provides an easier access to the instance of the custom `BaseAliasSource`
* with a given name `sourceName`.
*
* Custom alias sources can be added manually by the admin through the
* `Aliases_Feature` config file..
*
* @param sourceName Name that alias source was added as to
* `Aliases_Feature`.
* @return Instance of the requested `BaseAliasSource`,
* `none` if `sourceName` is `none`, does not refer to any alias source
* or `Aliases_Feature` is disabled.
*/
public final function BaseAliasSource GetCustomSource(BaseText sourceName)
{
local Aliases_Feature feature;
if (sourceName == none) {
return none;
}
feature =
Aliases_Feature(class'Aliases_Feature'.static.GetEnabledInstance());
if (feature != none) {
return feature.GetCustomSource(sourceName);
}
return none;
}
/**
* Returns `BaseAliasSource` that is designated in configuration files as
* a source for weapon aliases.
*
* @return Reference to the `BaseAliasSource` that contains weapon aliases.
* Can return `none` if no source for weapons was configured or
* the configured source is incorrectly defined.
*/
public final function BaseAliasSource GetWeaponSource()
{
if (weaponAliasSource != none) {
weaponAliasSource.NewRef();
}
return weaponAliasSource;
}
/**
* Returns `BaseAliasSource` that is designated in configuration files as
* a source for color aliases.
*
*
* @return Reference to the `BaseAliasSource` that contains color aliases.
* Can return `none` if no source for colors was configured or
* the configured source is incorrectly defined.
*/
public final function BaseAliasSource GetColorSource()
{
if (colorAliasSource != none) {
colorAliasSource.NewRef();
}
return colorAliasSource;
}
/**
* Returns `BaseAliasSource` that is designated in configuration files as
* a source for feature aliases.
*
*
* @return Reference to the `BaseAliasSource` that contains feature aliases.
* Can return `none` if no source for features was configured or
* the configured source is incorrectly defined.
*/
public final function BaseAliasSource GetFeatureSource()
{
if (featureAliasSource != none) {
featureAliasSource.NewRef();
}
return featureAliasSource;
}
/**
* Returns `BaseAliasSource` that is designated in configuration files as
* a source for entity aliases.
*
*
* @return Reference to the `BaseAliasSource` that contains entity aliases.
* Can return `none` if no source for entities was configured or
* the configured source is incorrectly defined.
*/
public final function BaseAliasSource GetEntitySource()
{
if (entityAliasSource != none) {
entityAliasSource.NewRef();
}
return entityAliasSource;
}
private final function Text ResolveWithSource(
BaseText alias,
BaseAliasSource source,
optional bool copyOnFailure)
{
local Text result;
local Text trimmedAlias;
if (alias == none) {
return none;
}
if (alias.StartsWith(P("$"))) {
trimmedAlias = alias.Copy(1);
}
else {
trimmedAlias = alias.Copy();
}
if (source != none) {
result = source.Resolve(trimmedAlias, copyOnFailure);
}
else if (copyOnFailure) {
result = trimmedAlias.Copy();
}
trimmedAlias.FreeSelf();
return result;
}
/**
* Tries to look up a value stored for given alias in an `BaseAliasSource`
* configured to store weapon aliases.
*
* In Acedia aliases are typically prefixed with '$' to indicate that user
* means to enter alias. This method is able to handle both aliases with and
* without that prefix. This does not lead to conflicts, because '$' is cannot
* be a valid part of any alias.
*
* Lookup of alias can fail if either alias does not exist in weapon alias
* source or weapon alias source itself does not exist
* (due to either faulty configuration or incorrect definition).
* To determine if weapon alias source exists you can check
* `_.alias.GetWeaponSource()` value.
*
* @param alias Alias, for which method will attempt to
* look up a value. Case-insensitive.
* @param copyOnFailure Whether method should return copy of original
* `alias` value in case caller source did not have any records
* corresponding to `alias`. If `alias` was specified with '$' prefix -
* it will be discarded.
* @return If look up was successful - value, associated with the given
* alias `alias`. If lookup was unsuccessful, it depends on `copyOnFailure`
* flag: `copyOnFailure == false` means method will return `none`
* and `copyOnFailure == true` means method will return `alias.Copy()`.
* If `alias == none` method always returns `none`.
*/
public final function Text ResolveWeapon(
BaseText alias,
optional bool copyOnFailure)
{
return ResolveWithSource(alias, weaponAliasSource, copyOnFailure);
}
/**
* Tries to look up a value stored for given alias in an `BaseAliasSource`
* configured to store color aliases.
*
* In Acedia aliases are typically prefixed with '$' to indicate that user
* means to enter alias. This method is able to handle both aliases with and
* without that prefix. This does not lead to conflicts, because '$' is cannot
* be a valid part of any alias.
*
* Lookup of alias can fail if either alias does not exist in color alias
* source or color alias source itself does not exist
* (due to either faulty configuration or incorrect definition).
* To determine if color alias source exists you can check
* `_.alias.GetColorSource()` value.
*
* @param alias Alias, for which method will attempt to
* look up a value. Case-insensitive.
* @param copyOnFailure Whether method should return copy of original
* `alias` value in case caller source did not have any records
* corresponding to `alias`. If `alias` was specified with '$' prefix -
* it will be discarded.
* @return If look up was successful - value, associated with the given
* alias `alias`. If lookup was unsuccessful, it depends on `copyOnFailure`
* flag: `copyOnFailure == false` means method will return `none`
* and `copyOnFailure == true` means method will return `alias.Copy()`.
* If `alias == none` method always returns `none`.
*/
public final function Text ResolveColor(
BaseText alias,
optional bool copyOnFailure)
{
return ResolveWithSource(alias, colorAliasSource, copyOnFailure);
}
/**
* Tries to look up a value stored for given alias in an `BaseAliasSource`
* configured to store feature aliases.
*
* In Acedia aliases are typically prefixed with '$' to indicate that user
* means to enter alias. This method is able to handle both aliases with and
* without that prefix. This does not lead to conflicts, because '$' is cannot
* be a valid part of any alias.
*
* Lookup of alias can fail if either alias does not exist in feature alias
* source or feature alias source itself does not exist
* (due to either faulty configuration or incorrect definition).
* To determine if feature alias source exists you can check
* `_.alias.GetFeatureSource()` value.
*
* @param alias Alias, for which method will attempt to
* look up a value. Case-insensitive.
* @param copyOnFailure Whether method should return copy of original
* `alias` value in case caller source did not have any records
* corresponding to `alias`. If `alias` was specified with '$' prefix -
* it will be discarded.
* @return If look up was successful - value, associated with the given
* alias `alias`. If lookup was unsuccessful, it depends on `copyOnFailure`
* flag: `copyOnFailure == false` means method will return `none`
* and `copyOnFailure == true` means method will return `alias.Copy()`.
* If `alias == none` method always returns `none`.
*/
public final function Text ResolveFeature(
BaseText alias,
optional bool copyOnFailure)
{
return ResolveWithSource(alias, featureAliasSource, copyOnFailure);
}
/**
* Tries to look up a value stored for given alias in an `BaseAliasSource`
* configured to store entity aliases.
*
* In Acedia aliases are typically prefixed with '$' to indicate that user
* means to enter alias. This method is able to handle both aliases with and
* without that prefix. This does not lead to conflicts, because '$' is cannot
* be a valid part of any alias.
*
* Lookup of alias can fail if either alias does not exist in entity alias
* source or entity alias source itself does not exist
* (due to either faulty configuration or incorrect definition).
* To determine if entity alias source exists you can check
* `_.alias.GetEntitySource()` value.
*
* @param alias Alias, for which method will attempt to
* look up a value. Case-insensitive.
* @param copyOnFailure Whether method should return copy of original
* `alias` value in case caller source did not have any records
* corresponding to `alias`. If `alias` was specified with '$' prefix -
* it will be discarded.
* @return If look up was successful - value, associated with the given
* alias `alias`. If lookup was unsuccessful, it depends on `copyOnFailure`
* flag: `copyOnFailure == false` means method will return `none`
* and `copyOnFailure == true` means method will return `alias.Copy()`.
* If `alias == none` method always returns `none`.
*/
public final function Text ResolveEntity(
BaseText alias,
optional bool copyOnFailure)
{
return ResolveWithSource(alias, entityAliasSource, copyOnFailure);
}
/**
* Tries to look up a value stored for given alias in a custom alias source
* with a given name `sourceName`.
*
* In Acedia aliases are typically prefixed with '$' to indicate that user
* means to enter alias. This method is able to handle both aliases with and
* without that prefix. This does not lead to conflicts, because '$' is cannot
* be a valid part of any alias.
*
* Custom alias sources are any type of alias source that isn't built-in into
* Acedia. They can either be added manually by the admin through config file.
*
* Lookup of alias can fail if either alias does not exist in entity alias
* source or entity alias source itself does not exist
* (due to either faulty configuration or incorrect definition).
* To determine if entity alias source exists you can check
* `_.alias.GetCustomSource()` value.
*
* @param alias Alias, for which method will attempt to
* look up a value. Case-insensitive.
* @param copyOnFailure Whether method should return copy of original
* `alias` value in case caller source did not have any records
* corresponding to `alias`. If `alias` was specified with '$' prefix -
* it will be discarded.
* @return If look up was successful - value, associated with the given
* alias `alias`. If lookup was unsuccessful, it depends on `copyOnFailure`
* flag: `copyOnFailure == false` means method will return `none`
* and `copyOnFailure == true` means method will return `alias.Copy()`.
* If `alias == none` method always returns `none`.
*/
public final function Text ResolveCustom(
BaseText sourceName,
BaseText alias,
optional bool copyOnFailure)
{
local BaseAliasSource customSource;
customSource = GetCustomSource(sourceName);
if (customSource == none) {
return none;
}
return ResolveWithSource(alias, customSource, copyOnFailure);
}
defaultproperties
{
}