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// Utility class with useful stuff! class Utility extends Core.Object;// config(Utility); struct LevelData { var /*config*/ string name; // level name "MP-Fort" var /*config*/ string title; // level title (can be untitled) var /*config*/ int checksum; // level checksum (used to detect level changes) var /*config*/ array<string> gameTypes; // supported game types in this level ["CTF", "Fuel", "DeathMatch"] }; var /*config*/ array<LevelData> levels; // cached list of data for levels struct GameData { var /*config*/ string name; // name of game type "CTF" var /*config*/ string className; // name of game info class "GameClasses.ModeCTF" }; var /*config*/ array<GameData> gameTypes; // cached list of game types supported in list of levels struct LevelsForGameType { var string gameType; // game type name "CTF" var array<LevelData> levels; // list of level names that support this game type }; var /*config*/ array<LevelsForGameType> gameTypeLevels; var bool initialized; // temporary: so we only scan levels once to extract the required data (slow) static function load() { // load cached level data ResetConfig(); } static function smartRefresh() { // refresh cached data only if we need to if (!default.initialized) { refresh(); default.initialized = true; } } static function refresh() { // scan levels and extract important information local int i, j, k, index; local bool match; local string gameType; local string gameClass; local array<string> files; local array<LevelSummary> data; scanLevels(files, data); default.levels.length = files.length; for (i=0; i<files.length; i++) { default.levels[i].name = files[i]; default.levels[i].title = data[i].title; default.levels[i].checksum = 0; // todo: store checksum in level summary! for (j=0; j<data[i].SupportedModes.length; j++) { if (data[i].supportedModes[j]!=None) { // add game type to the list of supported game types for this level if it is unique (duplicates in source array) gameType = data[i].supportedModes[j].default.acronym; gameClass = string(data[i].supportedModes[j]); match = false; for (k=0; k<default.levels[i].gameTypes.length; k++) { if (default.levels[i].gameTypes[k] == gameType) { match = true; break; } } if (!match) { default.levels[i].gameTypes[default.levels[i].gameTypes.length] = gameType; } // and if this is a new game type then add it to the global list match = false; for (k=0; k<default.gameTypes.length; k++) { if (gameType==default.gameTypes[k].name) { match = true; break; } } if (!match) { index = default.gameTypes.length; default.gameTypes.length = index + 1; default.gameTypes[index].name = gameType; default.gameTypes[index].className = gameClass; } } } } // generate the list of levels for each game type default.gameTypeLevels.length = default.gameTypes.length; for (i=0; i<default.gameTypes.length; i++) { default.gameTypeLevels[i].gameType = default.gameTypes[i].name; // find set of levels that support this game type for (j=0; j<default.levels.length; j++) { for (k=0; k<default.levels[j].gameTypes.length; k++) { gameType = default.levels[j].gameTypes[k]; if (gameType==default.gameTypes[i].name) { // level supports this game type default.gameTypeLevels[i].levels[default.gameTypeLevels[i].levels.length] = default.levels[j]; } } } } } static function save() { // save cached level data StaticSaveConfig(); } static function getGameTypeList(out array<GameData> gameTypeNames) { gameTypeNames = default.gameTypes; } static function getLevelList(out array<string> levelNames, optional bool bPreferTitles) { local int i; for (i=0; i<default.levels.length; i++) { if (bPreferTitles && default.levels[i].title != "Untitled") levelNames[i] = default.levels[i].title; else levelNames[i] = default.levels[i].name; } } static function getLevelListForGameType(string gameType, out array<string> levels, optional bool bPreferTitles) { local int i, j; local array<string> levelList; local string mapTitle, mapFilename; if (gameType=="") getLevelList(levels, bPreferTitles); for (i=0; i<default.gameTypeLevels.length; i++) { if (gameType==default.gameTypeLevels[i].gameType) { for (j=0; j<default.gameTypeLevels[i].levels.Length; j++) { mapTitle = default.gameTypeLevels[i].levels[j].title; mapFilename = default.gameTypeLevels[i].levels[j].name; if (bPreferTitles && mapTitle != "Untitled") levelList[levelList.Length] = mapTitle; else levelList[levelList.Length] = mapFilename; } levels = levelList; break; } } } static function string getGameTypeFromGameClassName(string gameClass) { local int i; for (i=0; i<default.gameTypes.length; i++) { if (gameClass==default.gameTypes[i].className) return default.gameTypes[i].name; } } static function getMutatorList(Engine.LevelInfo level, out array<string> mutators) { local string nextMutator; local string nextDescription; level.GetNextIntDesc("Engine.Mutator", 0, nextMutator, nextDescription); // todo: Gameplay.Mutator mutators.length = 0; while (nextMutator!="") { mutators[mutators.Length] = nextMutator; level.GetNextIntDesc("Engine.Mutator", mutators.length, nextMutator, nextDescription); } // TODO: mutator list is not correct } // internal functions private static function scanLevels(out array<String> files, out array<LevelSummary> levels) { local int i; local LevelSummary level; local string firstlevel, nextlevel, testlevel, loadlevel; // get list of level filenames matching MP-* firstlevel = class'Actor'.static.GetMapName("MP-", "", 0); nextlevel = firstlevel; while (!(firstlevel ~= testlevel)) { if (Right(nextlevel, 4) ~= ".tvm") loadlevel = Left(nextlevel, Len(nextlevel) - 4); else loadlevel = nextlevel; nextlevel = class'Actor'.static.GetMapName("MP-", nextlevel, 1); testlevel = nextlevel; if (loadlevel != "") files[files.length] = loadlevel; } // Now load the actual LevelSummaries (potentially slow) for (i=0; i<files.length; i++) { level = LevelSummary(DynamicLoadObject(files[i]$".LevelSummary", class'LevelSummary')); if (level==None) continue; levels[levels.length] = level; } assert(files.length==levels.length); } |
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