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class GameConfigSet extends Core.Object; var Engine.LevelInfo Level; // Need access to Level function var protected Core.Class<Engine.GameInfo> GameClass; // Which game class is being edited var protected Engine.PlayInfo Settings; // Game Setting Defaults var protected Engine.MapList Maps; // Maps to be used by this Game Class var protected array<int> UsedMutators; // List of Mutators in use // Maintaining Global Lists var protected string AllMapsPrefix; // Which map prefix is currently loaded var protected array<string> AllMaps; // List of all Maps for the specified game type. var protected array<string> AllMutators; // List of all available mutators var protected array< class<Engine.GameInfo> > AllGameTypes; var string NextMutators; // What mutators were set during this session var protected bool bEdit; // We are currently editing something function bool StartEdit(optional string GameType) { if (Level == None || bEdit) return false; // Load all Game Types, unless already loaded if (AllGameTypes.Length == 0) LoadGameTypes(); // Load All Mutators (Unless already loaded) if (AllMutators.Length == 0) LoadAllMutators(); // If no GameType Specified, use currently loaded one. if (GameType == "") GameType = String(Level.Game.Class); // When editing allow for many ways to find the good game class // Try with Acronym, Class, Alternate class, etc GameClass = FindGameType(GameType); log("GameClass is"@GameClass); if (GameClass == None) return false; LoadAllMaps(); // Load Game Setting LoadSettings(GameClass); // Fill in Used Mutators SetUsedMutators(); NextMutators = ""; Maps = Level.Game.GetMapList(GameClass.default.MapListType); log("MapList has"@Maps.Maps.Length@"entries"); bEdit = true; return true; } function bool EndEdit(bool bSave) { local int i; if (Level == None || !bEdit) return false; // Save all data where it belongs if (bSave) { Log("GCS.EndEdit is now Saving All the Data"); // Commit to PlayInfo /* for (i = 0; i<Settings.Settings.Length; i++) { // TODO: Find More elegant solution ? Settings.SaveSetting(i, Settings.Settings[i].Value); } */ Settings.SaveSettings(); // Save new Mutator List ????? // Builds a string separated list ? NextMutators = ""; if (UsedMutators.Length > 0) { NextMutators = AllMutators[UsedMutators[0]]; for (i=1; i<UsedMutators.Length; i++) NextMutators = NextMutators$","$AllMutators[UsedMutators[i]]; } Log("CGS.NextMutators="@NextMutators); // Save MapList Maps.SaveConfig(); } bEdit = false; return true; } function bool CanEdit() { return !bEdit; } // Settings Functions function string GetParam(int idx) { if (idx < 0 || idx >= Settings.Settings.Length) return ""; return Settings.Settings[idx].Value; } function string GetNamedParam(string Parameter) { local int i; local string SettingName; for (i = 0; i < Settings.Settings.Length; i++) { SettingName = Settings.Settings[i].SettingName; if (SettingName ~= Parameter || Right(SettingName, Len(Parameter) + 1) ~= ("."$Parameter)) return Settings.Settings[i].Value; } return ""; } function array<string> GetMaskedParams(string ParamMask) { local array<string> FoundParams; local array<string> FoundMasks; local string SettingName, ShortName; local int i, j, p; Split(ParamMask, " ", FoundMasks); if (FoundMasks.Length > 0) { for (i = 0; i<Settings.Settings.Length; i++) { SettingName = Settings.Settings[i].SettingName; ShortName = SettingName; j = Instr(ShortName, "."); while (j != -1) { ShortName = Mid(ShortName, p+1); j = Instr(ShortName, "."); } for (j = 0; j<FoundMasks.Length; j++) { if (MaskedCompare(ShortName, FoundMasks[j]) || MaskedCompare(SettingName, FoundMasks[j])) { FoundParams[FoundParams.Length] = SettingName; FoundParams[FoundParams.Length] = Settings.Settings[i].Value; break; } } } } return FoundParams; } function bool SetParam(int idx, string Value) { if (idx < 0 || idx >= Settings.Settings.Length) return false; return Settings.StoreSetting(idx, Value); } // Settings Commands Processing function bool SetNamedParam(string Parameter, string Value) { local int i; local string SettingName; for (i = 0; i < Settings.Settings.Length; i++) { SettingName = Settings.Settings[i].SettingName; if (SettingName ~= Parameter || Right(SettingName, Len(Parameter) + 1) ~= ("."$Parameter)) return Settings.StoreSetting(i, Value); } // Parameter not found return false; } // MapList Functions function array<string> AddMaps(string MapMask) { local array<string> FoundMasks, AddedMaps; local int i, j, k; local bool bFound; Split(MapMask, " ",FoundMasks); if (FoundMasks.Length > 0) { for (i = 0; i<AllMaps.Length; i++) { for (j = 0; j<FoundMasks.Length; j++) { if (MaskedCompare(AllMaps[i], FoundMasks[j])) { // Found a matching map, see if its already in the Used Maps list bFound = false; for (k = 0; k<Maps.Maps.Length; k++) { if (Maps.Maps[k] == AllMaps[i]) { bFound = true; break; } } if (!bFound) { Maps.Maps[Maps.Maps.Length] = AllMaps[i]; AddedMaps[AddedMaps.Length] = AllMaps[i]; break; } } } } } return AddedMaps; } function array<string> RemoveMaps(string MapMask) { local array<string> FoundMasks, DelMaps; local int i, j; Split(MapMask, " ", FoundMasks); if (FoundMasks.Length > 0) { for (i=0; i<Maps.Maps.Length; i++) { for (j=0; j<FoundMasks.Length; j++) { if (MaskedCompare(Maps.Maps[i], FoundMasks[j])) { DelMaps[DelMaps.Length] = Maps.Maps[i]; Maps.Maps.Remove(i, 1); i--; break; } } } } return DelMaps; } function array<string> FindMaps(string MapMask) { local array<string> FoundMasks, FoundMaps; local int i, j, k; local bool bFound; Split(MapMask, " ", FoundMasks); if (FoundMasks.Length > 0) { for (i = 0; i<AllMaps.Length; i++) { for (j = 0; j<FoundMasks.Length; j++) { if (MaskedCompare(AllMaps[i], FoundMasks[j])) { // Found a matching map, see if its already in the Used Maps list bFound = false; for (k = 0; k<Maps.Maps.Length; k++) { if (Maps.Maps[k] ~= AllMaps[i]) { Log("Found the map"); bFound = true; break; } } if (bFound) FoundMaps[FoundMaps.Length] = "+"$AllMaps[i]; else FoundMaps[FoundMaps.Length] = AllMaps[i]; break; } } } } return FoundMaps; } function Engine.MapList GetMaps() { return Maps; } // Mutator list functions function array<string> GetUsedMutators() { local array<string> Strings; local int i; for (i = 0; i<UsedMutators.Length; i++) Strings[Strings.Length] = AllMutators[UsedMutators[i]]; return Strings; } function array<string> GetUnusedMutators() { local array<string> Strings; local int i; Strings.Length = AllMutators.Length; for (i = 0; i<AllMutators.Length; i++) Strings[i] = AllMutators[i]; // Tag all used mutators for (i = 0; i<UsedMutators.Length; i++) Strings[UsedMutators[i]] = ""; for (i = 0; i<Strings.Length; i++) { if (Strings[i] == "") { Strings.Remove(i, 1); i--; } } return Strings; } function bool AddMutator(string MutatorName) { local int i, j; local string Str; // First make sure it isnt in the list for (i = 0; i<AllMutators.Length; i++) { Str = AllMutators[i]; if (Str ~= MutatorName || Right(Str, Len(MutatorName) + 1) ~= ("."$MutatorName)) { for (j=0; j<UsedMutators.Length; j++) if (UsedMutators[j] == i) return false; UsedMutators[UsedMutators.Length] = i; return true; } } return false; } function bool DelMutator(string MutatorName) { local int i; local string Str; // First make sure it isnt in the list for (i = 0; i<UsedMutators.Length; i++) { Str = AllMutators[UsedMutators[i]]; if (Str ~= MutatorName || Right(Str, Len(MutatorName) + 1) ~= ("."$MutatorName)) { UsedMutators.Remove(i, 1); return true; } } return false; } //////////////////////////////// // Public Information //////////////////////////////// function string GetEditedClass() { if (GameClass != None) return String(GameClass); return ""; } function string GetGameAcronym() { if (GameClass != None) return GameClass.default.Acronym; return ""; } //////////////////////////////// // Protected Helping functions //////////////////////////////// protected function LoadGameTypes() { // load list of game types local int i; local class<GameInfo> gameClass; local array<Gameplay.Utility.GameData> gameTypes; class'Gameplay.Utility'.static.smartRefresh(); class'Gameplay.Utility'.static.getGameTypeList(gameTypes); AllGameTypes.length = 0; for (i=0; i<gameTypes.length; i++) { gameClass = class<GameInfo>(DynamicLoadObject(gameTypes[i].className, class'Class')); if (gameClass!=None) AllGameTypes[AllGameTypes.Length] = gameClass; } } protected function Core.Class<Engine.GameInfo> FindGameType(string GameType) { local Core.Class<Engine.GameInfo> TempClass; local int i; TempClass = None; for (i=0; i<AllGameTypes.Length; i++) { TempClass = AllGameTypes[i]; if (GameType ~= string(TempClass)) break; if (GameType ~= TempClass.default.Acronym) break; if (GameType ~= TempClass.default.DecoTextName) break; if (Right(string(TempClass), Len(GameType)+1) ~= ("."$GameType)) break; if (Right(TempClass.default.DecoTextName, Len(GameType)+1) ~= ("."$GameType)) break; } return TempClass; } protected function LoadAllMutators() { // load list of mutators AllMutators.length = 0; class'Gameplay.Utility'.static.smartRefresh(); class'Gameplay.Utility'.static.getMutatorList(Level, AllMutators); } protected function SetUsedMutators() { local Engine.Mutator M; local int i; for (M = Level.Game.BaseMutator.NextMutator; M != None; M = M.NextMutator) { if (M.bUserAdded) { for (i=0; i<AllMutators.Length; i++) if (string(M.Class) ~= AllMutators[i]) break; if (i == AllMutators.Length) { // Since this mutator had no .int entry, but it was added on the command line // lets just add it to the list. AllMutators[AllMutators.Length] = string(M.Class); log("Unknown Mutator in use: "@String(M.Class)); } UsedMutators[UsedMutators.Length] = i; } } } // Always reload settings at StartEdit() protected function string LoadSettings(class<Engine.GameInfo> GameClass) { if (Settings == None) Settings = new(None) class'PlayInfo'; Settings.Clear(); GameClass.static.FillPlayInfo(Settings); return string(GameClass); } // TODO: Have a "native array<string> LoadAllMapNames(string MapPrefix)" somewhere ? protected function LoadAllMaps(optional bool bForceLoad) { local string MapPrefix; if (GameClass == None) return; Log("LoadAllMaps was Called!!"); MapPrefix = GameClass.Default.MapPrefix; if(MapPrefix != "" && (MapPrefix != AllMapsPrefix || bForceLoad) ) { GameClass.static.LoadMapList(MapPrefix, AllMaps); AllMapsPrefix = MapPrefix; } } //////////////////////////////////////////////////////////// // TODO: Find Centralized place for the following functions //////////////////////////////////////////////////////////// // Mask can be *|*Name|Name*|*Name*|Name protected function bool MaskedCompare(string SettingName, string Mask) { local bool bMaskLeft, bMaskRight; local int MaskLen; if (Mask == "*" || Mask == "**") return true; MaskLen = Len(Mask); bMaskLeft = Left(Mask, 1) == "*"; bMaskRight = Right(Mask, 1) == "*"; if (bMaskLeft && bMaskRight) return Instr(Caps(SettingName), Mid(Caps(Mask), 1, MaskLen-2)) >= 0; if (bMaskRight) return Left(SettingName, MaskLen -1) ~= Left(Mask, MaskLen - 1); if (bMaskRight) return Right(SettingName, MaskLen -1) ~= Right(Mask, MaskLen - 1); return SettingName ~= Mask; } defaultproperties { } |
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