UnrealScript library and basis for all Acedia Framework mods
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/**
* Aliases allow users to define human-readable and easier to use
* "synonyms" to some symbol sequences (mainly names of UnrealScript classes).
* This is an interface class that can be implemented in various different
* ways.
* Several `AliasSource`s are supposed to exist separately, each storing
* aliases of particular kind: for weapon, zeds, colors, etc..
* 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 BaseAliasSource extends AcediaObject
abstract;
/**
* # `AliasSource`
*
* Interface for any alias source instance that includes basic methods for
* alias lookup and adding/removal.
*
* ## Aliases
*
* Aliases in Acedia are usually defined as either `$<alias_name>`.
* `<alias_name>` can only contain ASCII latin letters and digits.
* `<alias_name>` is meant to define a human-readable name for something
* (e.g. "m14" for `KFMod.M14EBRBattleRifle`).
* Aliases are *case-insensitive*.
* '$' prefix is used to emphasize that what user is specifying is,
* in fact, an alias and it *is not* actually important for aliases feature
* and API: only `<alias_name>` is used. However, for convenience's sake,
* `AliasesAPI` usually recognizes aliases both with and without '$' prefix.
* Alias sources (classes derived from `BaseAliasSource`), however should only
* handle resolving `<alias_name>`, treating '$' prefix as a mistake in alias
* parameter.
*
* ## Implementation
*
* As far as implementation goes, it's up to you how your own child alias
* source class is configured to obtain its aliases, but `Aliases_Feature`
* should only create a single instance for every source class (although
* nothing can prevent other mods from creating more instances, so we cannot
* give any guarantees).
* Methods that add or remove aliases are allowed to fail for whatever
* reason is valid for your source's case (it might forbid adding aliases
* at all), as long as they return `false`.
* Although all built-in aliases are storing case-insensitive values,
* `BaseAliasSource` does not demand that and allows to configure this behavior
* via `AreValuesCaseSensitive()`. This is important for `GetAliases()` method
* that returns all aliases referring to a given value.
*/
/**
* Returns whether caller alias source class stores case-sensitive values.
*
* This information is necessary for organizing lookup of aliases by
* a given value. Aliases themselves are always case-insensitive.
*
* This method should not change returned value for any fixed class.
*
* @return `true` if stored values are case-sensitive and `false` if they are
* case-insensitive.
*/
public static function bool AreValuesCaseSensitive();
/**
* Returns all aliases that represent given value `value`.
*
* @param value Value for which to return all its aliases.
* Whether it is treated as case-sensitive is decided by
* `AreValuesCaseSensitive()` method, but all default alias sources are
* case-insensitive.
* @return Array of all aliases that refer to the given `value` inside
* the caller alias source. All `Text` references are guaranteed to not be
* `none` or duplicated.
*/
public function array<Text> GetAliases(BaseText value);
/**
* Returns all aliases that represent given value `value`.
*
* @param value Value for which to return all its aliases.
* Whether it is treated as case-sensitive is decided by
* `AreValuesCaseSensitive()` method, but all default alias sources are
* case-insensitive.
* @return Array of all aliases that refer to the given `value` inside
* the caller alias source. All `string` references are guaranteed to not
* be duplicated.
*/
public function array<string> GetAliases_S(string value)
{
local int i;
local Text valueAsText;
local array<Text> resultWithTexts;
local array<string> result;
valueAsText = _.text.FromString(value);
resultWithTexts = GetAliases(valueAsText);
_.memory.Free(valueAsText);
for (i = 0; i < resultWithTexts.length; i += 1) {
result[result.length] = resultWithTexts[i].ToString();
}
_.memory.FreeMany(resultWithTexts);
return result;
}
/**
* Checks if given alias is present in caller `AliasSource`.
*
* NOTE: having '$' prefix is considered to be invalid for `alias` by this
* method.
*
* @param alias Alias to check, case-insensitive.
* @return `true` if present, `false` otherwise.
*/
public function bool HasAlias(BaseText alias);
/**
* Checks if given alias is present in caller `AliasSource`.
*
* NOTE: having '$' prefix is considered to be invalid for `alias` by this
* method.
*
* @param alias Alias to check, case-insensitive.
* @return `true` if present, `false` otherwise.
*/
public function bool HasAlias_S(string alias)
{
local bool result;
local Text aliasAsText;
aliasAsText = _.text.FromString(alias);
result = HasAlias(aliasAsText);
_.memory.Free(aliasAsText);
return result;
}
/**
* Returns value stored for the given alias in caller `AliasSource`
* (as well as it's `Aliases` objects).
*
* NOTE: having '$' prefix is considered to be invalid for `alias` by this
* method.
*
* @param alias Alias, for which method will attempt to return
* a value. Case-insensitive. If given `alias` starts with "$" character -
* that character will be removed before resolving that alias.
* @param copyOnFailure Whether method should return copy of original
* `alias` value in case caller source did not have any records
* corresponding to `alias`.
* @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 function Text Resolve(BaseText alias, optional bool copyOnFailure);
/**
* Returns value stored for the given alias in caller `AliasSource`
* (as well as it's `Aliases` objects).
*
* NOTE: having '$' prefix is considered to be invalid for `alias` by this
* method.
*
* @param alias Alias, for which method will attempt to return
* a value. Case-insensitive. If given `alias` starts with "$" character -
* that character will be removed before resolving that alias.
* @param copyOnFailure Whether method should return copy of original
* `alias` value in case caller source did not have any records
* corresponding to `alias`.
* @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 empty `string`
* and `copyOnFailure == true` means method will return `alias`.
*/
public function string Resolve_S(
string alias,
optional bool copyOnFailure)
{
local Text resultAsText;
local Text aliasAsText;
aliasAsText = _.text.FromString(alias);
resultAsText = Resolve(aliasAsText, copyOnFailure);
return _.text.IntoString(resultAsText);
}
/**
* Adds another alias to the caller `AliasSource`.
* If alias with the same name as `aliasToAdd` already exists - method
* overwrites it.
*
* Can fail iff `aliasToAdd` is an invalid alias or `aliasValue == none`.
*
* NOTE: having '$' prefix is considered to be invalid for `alias` by this
* method.
*
* @param aliasToAdd Alias that you want to add to caller source.
* Alias names are case-insensitive.
* @param aliasValue Intended value of this alias.
* @return `true` if alias was added and `false` otherwise (alias was invalid).
*/
public function bool AddAlias(BaseText aliasToAdd, BaseText aliasValue);
/**
* Adds another alias to the caller `AliasSource`.
* If alias with the same name as `aliasToAdd` already exists, -
* method overwrites it.
*
* Can fail iff `aliasToAdd` is an invalid alias.
*
* NOTE: having '$' prefix is considered to be invalid for `alias` by this
* method.
*
* @param aliasToAdd Alias that you want to add to caller source.
* Alias names are case-insensitive.
* @param aliasValue Intended value of this alias.
* @return `true` if alias was added and `false` otherwise (alias was invalid).
*/
public function bool AddAlias_S(string aliasToAdd, string aliasValue)
{
local bool result;
local Text aliasAsText, valueAsText;
aliasAsText = _.text.FromString(aliasToAdd);
valueAsText = _.text.FromString(aliasValue);
result = AddAlias(aliasAsText, valueAsText);
_.memory.Free(aliasAsText);
_.memory.Free(valueAsText);
return result;
}
/**
* Removes alias (all records with it, in case of duplicates) from
* the caller `AliasSource`.
*
* NOTE: having '$' prefix is considered to be invalid for `alias` by this
* method.
*
* @param aliasToRemove Alias that you want to remove from caller source.
* @return `true` if an alias was present in the source and was deleted and
* `false` if there was no specified alias in the first place.
*/
public function bool RemoveAlias(BaseText aliasToRemove);
/**
* Removes alias (all records with it, in case of duplicates) from
* the caller `AliasSource`.
*
* NOTE: having '$' prefix is considered to be invalid for `alias` by this
* method.
*
* @param aliasToRemove Alias that you want to remove from caller source.
* @return `true` if an alias was present in the source and was deleted and
* `false` if there was no specified alias in the first place.
*/
public function bool RemoveAlias_S(string aliasToRemove)
{
local bool result;
local Text aliasAsText;
aliasAsText = _.text.FromString(aliasToRemove);
result = RemoveAlias(aliasAsText);
_.memory.Free(aliasAsText);
return result;
}
defaultproperties
{
}