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140 lines
4.8 KiB
140 lines
4.8 KiB
5 years ago
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/**
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* Aliases allow users to define human-readable and easier to use
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* "synonyms" to some symbol sequences (mainly names of UnrealScript classes).
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* Due to how aliases are stored, there is a limitation on original
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* values to which aliases refer: it must be a valid object name to store via
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* `perObjectConfig`. For example it cannot contain `]` or a dot `.`
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* (use `:` as a delimiter for class names: `KFMod:M14EBRBattleRifle`).
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* Aliases can be grouped into categories: "weapons", "test", "maps", etc.
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* Aliases can be configured in `AcediaAliases` in form:
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* ________________________________________________________________________
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* | [<groupName>/<aliasesValue> Aliases]
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* | Alias="<alias1>"
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* | Alias="<alias2>"
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* | ...
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* |_______________________________________________________________________
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* where <groupName>, <aliasesValue>, <alias1>, ... can be replaced with
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* desired values.
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* Copyright 2020 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 Aliases extends AcediaObject
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perObjectConfig
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config(AcediaAliases);
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/**
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* All data is stored in config as a bunch of named `Aliases` objects
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* (via `perObjectConfig`). Name of each object records both aliases group and
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* value (see class description for details).
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* Aliases themselves are recorded into the `alias` array.
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*/
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// Stores name of the configuration file.
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var private const string configName;
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// Both value
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// Symbol (or symbol sequence) that separates value from the group in
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// `[<groupName>/<aliasesValue> Aliases]`.
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var private const string delimiter;
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// Set once to prevent more than one object loading.
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var private bool initialized;
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// All aliases objects, specified by the configuration file.
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var private array<Aliases> availableRecords;
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// Data loaded from the configuration file into the `Aliases` object.
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// Value to which all aliases refer to.
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var private string originalValue;
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// Group to which this object's aliases belong to.
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var private string groupName;
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// Recorded aliases ("synonyms") for the `originalValue`.
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var public config array<string> alias;
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// Initializes data that we can not directly read from the configuration file.
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private final function Initialize()
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{
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if (initialized) return;
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availableRecords.length = 0;
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ParseObjectName(string(self.name));
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initialized = true;
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}
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private final function ParseObjectName(string configName)
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{
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local int i;
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local array<string> splitName;
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Split(configName, "/", splitName);
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groupName = splitName[0];
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originalValue = "";
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for (i = 1; i < splitName.length; i += 1)
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{
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originalValue $= splitName[i];
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}
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}
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// This function loads all the defined aliases from the config file.
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// Need to only be called once, further calls do nothing.
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public static final function LoadAliases()
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{
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local int i;
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local array<string> recordNames;
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if (default.initialized) return;
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recordNames =
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GetPerObjectNames(default.configName, string(class'Aliases'.name));
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for (i = 0; i < recordNames.length; i += 1)
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{
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default.availableRecords[i] = new(none, recordNames[i]) class'Aliases';
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if (default.availableRecords[i] != none)
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{
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default.availableRecords[i].Initialize();
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}
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}
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default.initialized = true;
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}
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// Tries to find original value for a given alias in a given group.
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public static final function bool ResolveAlias
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(
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string group,
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string alias,
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out string result
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)
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{
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local int i, j;
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if (!default.initialized) return false;
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for (i = 0; i < default.availableRecords.length; i += 1)
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{
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if (!(default.availableRecords[i].groupName ~= group)) continue;
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for (j = 0; j < default.availableRecords[i].alias.length; j += 1)
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{
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if (default.availableRecords[i].alias[j] ~= alias)
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{
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result = default.availableRecords[i].originalValue;
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return true;
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}
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}
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}
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return false;
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}
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defaultproperties
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{
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initialized = false
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configName = "AcediaAliases"
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delimiter = "/"
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}
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