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# TribesAdmin.GameConfigSet

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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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Class file time: ne 5.9.2004 15:53:46.000 - Creation time: st 23.5.2018 00:10:43.462 - Created with UnCodeX