Compare commits
13 Commits
76fdcc46de
...
1dca6ccbd8
Author | SHA1 | Date |
---|---|---|
Anton Tarasenko | 1dca6ccbd8 | 1 year ago |
NikC- | 9231e79312 | 2 years ago |
Anton Tarasenko | 6a21ceb2bc | 2 years ago |
Anton Tarasenko | b427acf0df | 2 years ago |
Anton Tarasenko | e8cc1421c7 | 2 years ago |
Anton Tarasenko | e6ef9428f0 | 2 years ago |
Anton Tarasenko | 8c5a60dccd | 2 years ago |
Anton Tarasenko | 36aed1a2d3 | 2 years ago |
Anton Tarasenko | 11610dc9d2 | 2 years ago |
Anton Tarasenko | 470d878c45 | 2 years ago |
Anton Tarasenko | 8bdf2062a0 | 2 years ago |
Anton Tarasenko | 0ae9e0571d | 2 years ago |
Shtoyan | b60b3280de | 2 years ago |
9 changed files with 605 additions and 55 deletions
@ -1,7 +1,48 @@ |
|||||||
[hard GameMode] |
[hard GameMode] |
||||||
title={$green Hard difficulty} |
;= Add a section like this one for every voting option |
||||||
|
;= |
||||||
|
;= `title` will be displayed in a drop-down list in the voting dialog |
||||||
|
title={$green Hard} |
||||||
|
;= `difficulty` determines... difficulty and for vanilla Killing Floor can be one of |
||||||
|
;= the following values: |
||||||
|
;= |
||||||
|
;= * Beginner: "easy", "beginner" |
||||||
|
;= * Normal: "normal", "default", "regular" |
||||||
|
;= * Hard: "harder" |
||||||
|
;= * Suicidal: "suicidal" |
||||||
|
;= * Hell On Earth: "hellonearth", "hell on earth", "hoe" |
||||||
|
;= |
||||||
|
;= Any prefixes will also work, e.g. "sui", "hard", etc. |
||||||
difficulty=hard |
difficulty=hard |
||||||
|
;= How long should game last? For vanilla Killing Floor its "short", |
||||||
|
;= "normal" (also "default" and "regular"), "long". |
||||||
|
length=long |
||||||
|
;= A short game mode name that will be displayed after map vote has finished |
||||||
|
acronym={$green hard} |
||||||
|
;= Use this to add map lists (from "AcediaMaps.ini") to this game mode |
||||||
|
;= NOTE: map lists, NOT maps |
||||||
|
includeMaps=default |
||||||
|
;= Use this to add mutators to this game mode, one mutator per line |
||||||
|
;includeMutator= |
||||||
|
;= Use this do add one of Acedia's Features into this game mode with "default" config |
||||||
|
;includeFeature= |
||||||
|
;= Use this to add feature with specified config |
||||||
|
;includeFeatureAs=(feature=,config=) |
||||||
|
;= Use this to disable one of the Acedia's features for this game mode. |
||||||
|
;= This overrides all other settings. |
||||||
|
;= Purpose of this setting is to disable auto-enabled features. |
||||||
|
;excludeFeature= |
||||||
|
|
||||||
|
[sui GameMode] |
||||||
|
title={$orange Suicidal} |
||||||
|
difficulty=suicidal |
||||||
|
length=long |
||||||
|
acronym={$orange sui} |
||||||
|
includeMaps=default |
||||||
|
|
||||||
[hell GameMode] |
[hell GameMode] |
||||||
title={$crimson Hell On Earth} |
title={$crimson Hell On Earth} |
||||||
difficulty=hoe |
difficulty=hoe |
||||||
|
length=long |
||||||
|
acronym={$crimson hoe} |
||||||
|
includeMaps=default |
@ -0,0 +1,39 @@ |
|||||||
|
[default MapList] |
||||||
|
map=KF-AbusementPark |
||||||
|
map=KF-Aperture |
||||||
|
map=KF-Bedlam |
||||||
|
map=KF-Biohazard |
||||||
|
map=KF-BioticsLab |
||||||
|
map=KF-Clandestine |
||||||
|
map=KF-Crash |
||||||
|
map=KF-Departed |
||||||
|
map=KF-EvilSantasLair |
||||||
|
map=KF-Farm |
||||||
|
map=KF-FilthsCross |
||||||
|
map=KF-Forgotten |
||||||
|
map=KF-Foundry |
||||||
|
map=KF-FrightYard |
||||||
|
map=KF-Hell |
||||||
|
map=KF-Hellride |
||||||
|
map=KF-HillbillyHorror |
||||||
|
map=KF-Hospitalhorrors |
||||||
|
map=KF-Icebreaker |
||||||
|
map=KF-IceCave |
||||||
|
map=KF-Manor |
||||||
|
map=KF-MoonBase |
||||||
|
map=KF-MountainPass |
||||||
|
map=KF-Offices |
||||||
|
map=KF-SirensBelch |
||||||
|
map=KF-Steamland |
||||||
|
map=KF-Stronghold |
||||||
|
map=KF-Suburbia |
||||||
|
map=KF-ThrillsChills |
||||||
|
map=KF-Transit |
||||||
|
map=KF-Waterworks |
||||||
|
map=KF-WestLondon |
||||||
|
map=KF-Wyre |
||||||
|
|
||||||
|
[objective MapList] |
||||||
|
map=KFO-FrightYard |
||||||
|
map=KFO-Steamland |
||||||
|
map=KFO-Transit |
@ -0,0 +1,99 @@ |
|||||||
|
/** |
||||||
|
* Config class for storing map lists. |
||||||
|
* Copyright 2023 Anton Tarasenko |
||||||
|
* 2023 Shtoyan |
||||||
|
*------------------------------------------------------------------------------ |
||||||
|
* 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 MapList extends AcediaConfig |
||||||
|
perObjectConfig |
||||||
|
config(AcediaMaps); |
||||||
|
|
||||||
|
var public config array<string> map; |
||||||
|
|
||||||
|
protected function HashTable ToData() { |
||||||
|
local int i; |
||||||
|
local ArrayList commandArray; |
||||||
|
local HashTable result; |
||||||
|
|
||||||
|
result = _.collections.EmptyHashTable(); |
||||||
|
commandArray = _.collections.EmptyArrayList(); |
||||||
|
for (i = 0; i < map.length; i += 1) { |
||||||
|
commandArray.AddString(map[i]); |
||||||
|
} |
||||||
|
result.SetItem(P("maps"), commandArray); |
||||||
|
_.memory.Free(commandArray); |
||||||
|
return result; |
||||||
|
} |
||||||
|
|
||||||
|
protected function FromData(HashTable source) { |
||||||
|
local int i; |
||||||
|
local ArrayList commandArray; |
||||||
|
|
||||||
|
if (source == none) { |
||||||
|
return; |
||||||
|
} |
||||||
|
commandArray = source.GetArrayList(P("maps")); |
||||||
|
if (commandArray == none) { |
||||||
|
return; |
||||||
|
} |
||||||
|
map.length = 0; |
||||||
|
for (i = 0; i < commandArray.GetLength(); i += 1) { |
||||||
|
map[map.length] = commandArray.GetString(i); |
||||||
|
} |
||||||
|
_.memory.Free(commandArray); |
||||||
|
} |
||||||
|
|
||||||
|
protected function DefaultIt() { |
||||||
|
map.length = 0; |
||||||
|
map[0] = "KF-AbusementPark"; |
||||||
|
map[1] = "KF-Aperture"; |
||||||
|
map[2] = "KF-Bedlam"; |
||||||
|
map[3] = "KF-Biohazard"; |
||||||
|
map[4] = "KF-BioticsLab"; |
||||||
|
map[5] = "KF-Clandestine"; |
||||||
|
map[6] = "KF-Crash"; |
||||||
|
map[7] = "KF-Departed"; |
||||||
|
map[8] = "KF-EvilSantasLair"; |
||||||
|
map[9] = "KF-Farm"; |
||||||
|
map[10] = "KF-FilthsCross"; |
||||||
|
map[11] = "KF-Forgotten"; |
||||||
|
map[12] = "KF-Foundry"; |
||||||
|
map[13] = "KF-FrightYard"; |
||||||
|
map[14] = "KF-Hell"; |
||||||
|
map[15] = "KF-Hellride"; |
||||||
|
map[16] = "KF-HillbillyHorror"; |
||||||
|
map[17] = "KF-Hospitalhorrors"; |
||||||
|
map[18] = "KF-Icebreaker"; |
||||||
|
map[19] = "KF-IceCave"; |
||||||
|
map[20] = "KF-Manor"; |
||||||
|
map[21] = "KF-MoonBase"; |
||||||
|
map[22] = "KF-MountainPass"; |
||||||
|
map[23] = "KF-Offices"; |
||||||
|
map[24] = "KF-SirensBelch"; |
||||||
|
map[25] = "KF-Steamland"; |
||||||
|
map[26] = "KF-Stronghold"; |
||||||
|
map[27] = "KF-Suburbia"; |
||||||
|
map[28] = "KF-ThrillsChills"; |
||||||
|
map[29] = "KF-Transit"; |
||||||
|
map[30] = "KF-Waterworks"; |
||||||
|
map[31] = "KF-WestLondon"; |
||||||
|
map[32] = "KF-Wyre"; |
||||||
|
} |
||||||
|
|
||||||
|
defaultproperties { |
||||||
|
configName = "AcediaMaps" |
||||||
|
} |
@ -0,0 +1,346 @@ |
|||||||
|
/** |
||||||
|
* Author: Anton Tarasenko |
||||||
|
* Home repo: https://insultplayers.ru/git/AcediaFramework/AcediaCore/ |
||||||
|
* License: GPL |
||||||
|
* Copyright 2023 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 MapTool extends AcediaObject; |
||||||
|
|
||||||
|
//! Tool for adapting AcediaLauncher's map lists for [`xVotingHandler`]. |
||||||
|
//! |
||||||
|
//! This class is responsible for making [`xVotingHandler`] use specific maps (defined in |
||||||
|
//! AcediaLauncer's configs) for specific game modes. |
||||||
|
//! To achieve that it abuses [`xVotingHandler`]'s ability to filter maps by |
||||||
|
//! game mode-specific prefix. |
||||||
|
//! Normally prefix filtering for [`xVotingHandler`] is of limited use, because most Killing Floor |
||||||
|
//! maps start with the same prefix `KF-` (and some objective ones starting with `KFO-`). |
||||||
|
//! However we swap that prefix for something unique for each game mode: `MapSet0-`, `MapSet1-`, |
||||||
|
//! etc, allowing us to pick the precise map set we want. |
||||||
|
//! |
||||||
|
//! There's two main challenges: |
||||||
|
//! |
||||||
|
//! 1. *Altered map names break voting* - since [`xVotingHandler`] expects to be provided real map |
||||||
|
//! names and our mangled ones. We deal with it by catching a map change message broadcasted |
||||||
|
//! right before actual map change occurs and swap our names with real ones. |
||||||
|
//! 2. *Increased amount of maps to replicate* - if we implement this name mangling by using |
||||||
|
//! a naive approach, in which we separately add maps for every game mode, then it will lead to |
||||||
|
//! drastic increase in replication time of the complete map list to players. |
||||||
|
//! Consider, for example, that you have 10 different game modes with exactly the same maps: |
||||||
|
//! we will be needlessly replicating the exact same thing 10 times! |
||||||
|
//! To solve this issue we specifically track map lists other game modes use, along with |
||||||
|
//! prefixes assigned to them, and reuse already added maps in case two game modes are defined |
||||||
|
//! to use the exactly same ones. |
||||||
|
|
||||||
|
/// For storing which map sequences have which prefixes. Storage order is important. |
||||||
|
struct MapSequenceRecord { |
||||||
|
var public array<string> sequence; |
||||||
|
var public string prefix; |
||||||
|
}; |
||||||
|
|
||||||
|
// To avoid doing excesive work when injecting maps for a second time |
||||||
|
var private bool injectedMaps; |
||||||
|
|
||||||
|
// Finding voting handler is not cheap, so only do it once and then store it. |
||||||
|
var private NativeActorRef votingHandlerReference; |
||||||
|
// Resulting full map list with pseudonim (with replaced prefixes) and real names of maps. |
||||||
|
var private array<VotingHandler.MapVoteMapList> pseudonimMapList; |
||||||
|
var private array<VotingHandler.MapVoteMapList> realMapList; |
||||||
|
|
||||||
|
// Map sequences used by game modes we've seen so far. |
||||||
|
var private array<MapSequenceRecord> usedMapSequences; |
||||||
|
|
||||||
|
// To more easily detect broadcasted message about map change we replace it with our own that is |
||||||
|
// both unlikely to occur and is easy to get voted map name from. |
||||||
|
var private string backupMessageMapWon; |
||||||
|
var private string backupMessageAdminMapChange; |
||||||
|
var private const string ACEDIA_ADMIN_MAP_CHANGE_COMMAND; |
||||||
|
var private const string ACEDIA_MAP_WON_COMMAND; |
||||||
|
|
||||||
|
var private LoggerAPI.Definition fatVotingHandlerMissing, warnMissingMapList; |
||||||
|
|
||||||
|
protected function Finalizer() { |
||||||
|
_server.unreal.broadcasts.OnHandleText(self).Disconnect(); |
||||||
|
_.memory.Free(votingHandlerReference); |
||||||
|
votingHandlerReference = none; |
||||||
|
pseudonimMapList.length = 0; |
||||||
|
realMapList.length = 0; |
||||||
|
usedMapSequences.length = 0; |
||||||
|
injectedMaps = false; |
||||||
|
} |
||||||
|
|
||||||
|
/// Initializes [`MapTool`] by associating it with an [`XVotingHandler`]. |
||||||
|
/// |
||||||
|
/// Initialization fails if [`initVotingHandlerReference`] doesn't provide reference to |
||||||
|
/// [`XVotingHandler`] or caller [`MapTool`] already was initialized. |
||||||
|
/// Returns `true` iff initialization was successful. |
||||||
|
public final function bool Initialize(NativeActorRef initVotingHandlerReference) { |
||||||
|
if (initVotingHandlerReference == none) return false; |
||||||
|
if (XVotingHandler(initVotingHandlerReference.Get()) == none) return false; |
||||||
|
|
||||||
|
initVotingHandlerReference.NewRef(); |
||||||
|
votingHandlerReference = initVotingHandlerReference; |
||||||
|
return true; |
||||||
|
} |
||||||
|
|
||||||
|
/// Adds map information from the new game mode. |
||||||
|
/// |
||||||
|
/// Returns prefix that given game mode must use to display maps configured for it. |
||||||
|
public final function string AddGameMode(GameMode gameMode) { |
||||||
|
local XVotingHandler votingHandler; |
||||||
|
local string gameModePrefix; |
||||||
|
|
||||||
|
votingHandler = GetVotingHandler(); |
||||||
|
if (votingHandler == none) { |
||||||
|
_.logger.Auto(fatVotingHandlerMissing); |
||||||
|
return "KF"; |
||||||
|
} |
||||||
|
if (CheckNeedToLoadMaps(gameMode, gameModePrefix)) { |
||||||
|
LoadGameModeMaps(gameMode, gameModePrefix, votingHandler); |
||||||
|
} |
||||||
|
return gameModePrefix; |
||||||
|
} |
||||||
|
|
||||||
|
/// Injects final map list into [`XVotingHandler`]. |
||||||
|
/// |
||||||
|
/// Call this after all game modes have been added. |
||||||
|
/// Shouldn't be called more than once. |
||||||
|
public final function Inject() { |
||||||
|
local XVotingHandler votingHandler; |
||||||
|
|
||||||
|
votingHandler = GetVotingHandler(); |
||||||
|
if (votingHandler == none) { |
||||||
|
_.logger.Auto(fatVotingHandlerMissing); |
||||||
|
return; |
||||||
|
} |
||||||
|
votingHandler.mapList = pseudonimMapList; |
||||||
|
votingHandler.mapCount = pseudonimMapList.length; |
||||||
|
// Replace map change messages with our commands and make sure it is done only once, |
||||||
|
// in case we mess up somewhere else and call this method second time |
||||||
|
if (!injectedMaps) { |
||||||
|
backupMessageMapWon = votingHandler.lmsgMapWon; |
||||||
|
backupMessageAdminMapChange = votingHandler.lmsgAdminMapChange; |
||||||
|
votingHandler.lmsgMapWon = ACEDIA_MAP_WON_COMMAND $ "::%mapname%"; |
||||||
|
votingHandler.lmsgAdminMapChange = ACEDIA_ADMIN_MAP_CHANGE_COMMAND $ "::%mapname%"; |
||||||
|
_server.unreal.broadcasts.OnHandleText(self).connect = HandleMapChange; |
||||||
|
} |
||||||
|
injectedMaps = true; |
||||||
|
} |
||||||
|
|
||||||
|
/// Builds arrays of [`VotingHandler::MapVoteMapList`] (each such item describes a map + |
||||||
|
/// its meta data in a way [`XVotingHandler`] understands). |
||||||
|
private function string LoadGameModeMaps( |
||||||
|
GameMode gameMode, |
||||||
|
string gameModePrefix, |
||||||
|
XVotingHandler votingHandler |
||||||
|
) { |
||||||
|
local int i; |
||||||
|
local ArrayList gameModeMaps; |
||||||
|
local Text mapNameReal, mapNamePseudonim; |
||||||
|
local VotingHandler.MapHistoryInfo nextMapInfo; |
||||||
|
local VotingHandler.MapVoteMapList nextRecord; |
||||||
|
local array<VotingHandler.MapVoteMapList> newMapsPseudonim, newMapReal; |
||||||
|
|
||||||
|
nextRecord.bEnabled = true; |
||||||
|
gameModeMaps = GetAllGameModeMaps(gameMode); |
||||||
|
for (i = 0; i < gameModeMaps.GetLength(); i += 1) { |
||||||
|
mapNameReal = gameModeMaps.GetText(i); |
||||||
|
mapNamePseudonim = MakeMapPseudonim(mapNameReal, gameModePrefix); |
||||||
|
if (votingHandler.history != none) { |
||||||
|
nextMapInfo = votingHandler.history.GetMapHistory(mapNameReal.ToString()); |
||||||
|
nextRecord.playCount = nextMapInfo.p; |
||||||
|
nextRecord.sequence = nextMapInfo.s; |
||||||
|
} |
||||||
|
nextRecord.mapName = _.text.IntoString(mapNamePseudonim); |
||||||
|
newMapsPseudonim[newMapsPseudonim.length] = nextRecord; |
||||||
|
nextRecord.mapName = _.text.IntoString(mapNameReal); |
||||||
|
newMapReal[newMapReal.length] = nextRecord; |
||||||
|
} |
||||||
|
AppendMapsIntoVotingHandler(newMapsPseudonim, newMapReal); |
||||||
|
_.memory.Free(gameModeMaps); |
||||||
|
return gameModePrefix; |
||||||
|
} |
||||||
|
|
||||||
|
private function bool CheckNeedToLoadMaps(GameMode gameMode, out string prefix) { |
||||||
|
local int mapSequenceIndex, mapListIndex; |
||||||
|
local bool sameMapList, foundMatch; |
||||||
|
local array<string> existingMapSequence, newMapSequence; |
||||||
|
local MapSequenceRecord newRecord; |
||||||
|
|
||||||
|
// We don't need to load maps for the `gameMode` only when we've already added the exactly same |
||||||
|
// map sequence, order being important |
||||||
|
newMapSequence = gameMode.GetIncludedMapLists_S(); |
||||||
|
for (mapSequenceIndex = 0; mapSequenceIndex < usedMapSequences.length; mapSequenceIndex += 1) { |
||||||
|
existingMapSequence = usedMapSequences[mapSequenceIndex].sequence; |
||||||
|
if (existingMapSequence.length != newMapSequence.length) { |
||||||
|
continue; |
||||||
|
} |
||||||
|
foundMatch = true; |
||||||
|
for (mapListIndex = 0; mapListIndex < newMapSequence.length; mapListIndex += 1) { |
||||||
|
// Map lists are ASCII config names, so we can compare them with case-ignoring |
||||||
|
// built-in `~=` operator works (it can only handle properly ASCII input) |
||||||
|
sameMapList = (existingMapSequence[mapListIndex] ~= newMapSequence[mapListIndex]); |
||||||
|
if (!sameMapList) { |
||||||
|
foundMatch = false; |
||||||
|
break; |
||||||
|
} |
||||||
|
} |
||||||
|
if (foundMatch) { |
||||||
|
prefix = usedMapSequences[mapSequenceIndex].prefix; |
||||||
|
return false; |
||||||
|
} |
||||||
|
} |
||||||
|
newRecord.sequence = newMapSequence; |
||||||
|
newRecord.prefix = "MapSet" $ usedMapSequences.length; |
||||||
|
usedMapSequences[usedMapSequences.length] = newRecord; |
||||||
|
prefix = newRecord.prefix; |
||||||
|
return true; |
||||||
|
} |
||||||
|
|
||||||
|
// Replaces prefixes like "KF-", "KFO-" or "KFS-" with "{gameModePrefix}-". |
||||||
|
private function Text MakeMapPseudonim(Text realName, string gameModePrefix) { |
||||||
|
local Parser parser; |
||||||
|
local MutableText prefix, nameBody; |
||||||
|
local MutableText result; |
||||||
|
|
||||||
|
result = _.text.FromStringM(gameModePrefix); |
||||||
|
result.Append(P("-")); |
||||||
|
parser = realName.Parse(); |
||||||
|
parser.MUntil(prefix, _.text.GetCharacter("-")); |
||||||
|
parser.Match(P("-")); |
||||||
|
if (parser.Ok()) { |
||||||
|
nameBody = parser.GetRemainderM(); |
||||||
|
result.Append(nameBody); |
||||||
|
} |
||||||
|
else { |
||||||
|
result.Append(realName); |
||||||
|
} |
||||||
|
_.memory.Free(nameBody); |
||||||
|
_.memory.Free(prefix); |
||||||
|
_.memory.Free(parser); |
||||||
|
return result.IntoText(); |
||||||
|
} |
||||||
|
|
||||||
|
private function ArrayList GetAllGameModeMaps(GameMode gameMode) { |
||||||
|
local int i, j; |
||||||
|
local HashTable uniqueMapSet; |
||||||
|
local ArrayList result; |
||||||
|
local array<Text> usedMapLists; |
||||||
|
local array<string> nextMapArray; |
||||||
|
local Text nextMapName, lowerMapName; |
||||||
|
|
||||||
|
uniqueMapSet = _.collections.EmptyHashTable(); // for testing map name uniqueness |
||||||
|
result = _.collections.EmptyArrayList(); |
||||||
|
usedMapLists = gameMode.GetIncludedMapLists(); |
||||||
|
for (i = 0; i < usedMapLists.length; i += 1) { |
||||||
|
nextMapArray = GetMapNameFromConfig(usedMapLists[i]); |
||||||
|
for (j = 0; j < nextMapArray.length; j += 1) { |
||||||
|
nextMapName = _.text.FromString(nextMapArray[j]); |
||||||
|
// Use lower case version of map name for uniqueness testing to ignore characters' case |
||||||
|
lowerMapName = nextMapName.LowerCopy(); |
||||||
|
if (!uniqueMapSet.HasKey(lowerMapName)) { |
||||||
|
uniqueMapSet.SetItem(lowerMapName, none); |
||||||
|
result.AddItem(nextMapName); |
||||||
|
} |
||||||
|
_.memory.Free(lowerMapName); |
||||||
|
_.memory.Free(nextMapName); |
||||||
|
} |
||||||
|
} |
||||||
|
_.memory.Free(uniqueMapSet); |
||||||
|
_.memory.FreeMany(usedMapLists); |
||||||
|
return result; |
||||||
|
} |
||||||
|
|
||||||
|
private function array<string> GetMapNameFromConfig(Text configName) { |
||||||
|
local MapList mapConfig; |
||||||
|
local array<string> result; |
||||||
|
|
||||||
|
mapConfig = MapList(class'MapList'.static.GetConfigInstance(configName)); |
||||||
|
if (mapConfig == none) { |
||||||
|
_.logger.Auto(warnMissingMapList).Arg(configName.Copy()); |
||||||
|
} else { |
||||||
|
result = mapConfig.map; |
||||||
|
_.memory.Free(mapConfig); |
||||||
|
} |
||||||
|
return result; |
||||||
|
} |
||||||
|
|
||||||
|
private function AppendMapsIntoVotingHandler( |
||||||
|
array<VotingHandler.MapVoteMapList> newMapsPseudonim, |
||||||
|
array<VotingHandler.MapVoteMapList> newMapsReal) { |
||||||
|
local int i; |
||||||
|
local XVotingHandler votingHandler; |
||||||
|
|
||||||
|
votingHandler = GetVotingHandler(); |
||||||
|
if (votingHandler == none) { |
||||||
|
_.logger.Auto(fatVotingHandlerMissing); |
||||||
|
return; |
||||||
|
} |
||||||
|
for (i = 0; i < newMapsPseudonim.length; i += 1) { |
||||||
|
pseudonimMapList[pseudonimMapList.length] = newMapsPseudonim[i]; |
||||||
|
} |
||||||
|
for (i = 0; i < newMapsReal.length; i += 1) { |
||||||
|
realMapList[realMapList.length] = newMapsReal[i]; |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
private function bool HandleMapChange( |
||||||
|
Actor sender, |
||||||
|
out string message, |
||||||
|
name type, |
||||||
|
bool teamMessage |
||||||
|
) { |
||||||
|
local Parser parser; |
||||||
|
local XVotingHandler votingHandler; |
||||||
|
|
||||||
|
votingHandler = GetVotingHandler(); |
||||||
|
if (sender == none) return true; |
||||||
|
if (votingHandler != sender) return true; |
||||||
|
|
||||||
|
parser = _.text.ParseString(message); |
||||||
|
parser.Match(P(ACEDIA_MAP_WON_COMMAND)); |
||||||
|
parser.Match(P("::")); |
||||||
|
if (parser.Ok()) { |
||||||
|
message = Repl(backupMessageMapWon, "%mapname%", parser.GetRemainderS()); |
||||||
|
} else { |
||||||
|
parser.Match(P(ACEDIA_ADMIN_MAP_CHANGE_COMMAND)); |
||||||
|
parser.Match(P("::")); |
||||||
|
if (parser.Ok()) { |
||||||
|
message = Repl(backupMessageAdminMapChange, "%mapname%", parser.GetRemainderS()); |
||||||
|
} |
||||||
|
} |
||||||
|
if (parser.Ok()) { |
||||||
|
votingHandler.mapList = realMapList; |
||||||
|
votingHandler.mapCount = realMapList.length; |
||||||
|
} |
||||||
|
_.memory.Free(parser); |
||||||
|
return true; |
||||||
|
} |
||||||
|
|
||||||
|
private function XVotingHandler GetVotingHandler() { |
||||||
|
if (votingHandlerReference != none) { |
||||||
|
return XVotingHandler(votingHandlerReference.Get()); |
||||||
|
} |
||||||
|
return none; |
||||||
|
} |
||||||
|
|
||||||
|
defaultproperties { |
||||||
|
ACEDIA_ADMIN_MAP_CHANGE_COMMAND = "ACEDIA_LAUNCHER:ADMIN_MAP_CHANGE:DEADBEEF" |
||||||
|
ACEDIA_MAP_WON_COMMAND = "ACEDIA_LAUNCHER:MAP_WON:DEADBEEF" |
||||||
|
fatVotingHandlerMissing = (l=LOG_Fatal,m="No voting `XVotingHandler` available. This is unexpected at this stage. Report this issue.") |
||||||
|
warnMissingMapList = (l=LOG_Warning,m="Cannot find map list `%1`.") |
||||||
|
} |
Loading…
Reference in new issue