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