I love the smell of UnrealEd crashing in the morning. – tarquin

User:OlympusMons/UTData FactoryReplacer

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search

Introduction

Code

UT3 Object >> UTData >> UTData_FactoryReplacer (custom)
Package: 
MutatorFramework

Enums

FactoryType

Enum to set the type of factory we are dealing with.

FT_None 
Factory does not have a type.
FT_Health 
FT_Armour 
FT_Powerup 
FT_SPowerup 
FT_Weapon 
FT_SWeapon 
FT_Vehicle 
FT_SVehicle 

Structs

FactoryReplacer

Global Factories to replace.

FactoryType FactoryGroup 
name ReplacedFactory 
name ReplacedWithFactory 
string ReplacedWithFactoryPath;

MapFactoryReplacerSet

Factories to replace on a Per Map basis - Get from global when not found.

string Map 
Settings for this Map Named.
array<UTData_FactoryReplacer#FactoryReplacer> FactoriesToReplace 
Number of channels that are available in this slot.

Functions

Length

function int Length ()

SetupPerMapData

function SetupPerMapData (int iMap, out optional string Factory)

AddDummyMapEntry

function AddDummyMapEntry (string CurrentMap)

AddPerMapEntry

function AddPerMapEntry (int iMap, PickupFactory Factory)

UpdatePerMapEntry

function UpdatePerMapEntry (int iMap, NavigationPoint.UE3:PickupFactory Factory)

[[#{{{1}}}|{{{1}}}]]

Source

//===================================================
//	Class: UTData_FactoryReplacer
//	Creation date: 11/08/2008 15:39
//	Last updated: 16/12/2008 00:26
//	Contributors: OlympusMons(/d!b\)
//---------------------------------------------------
//===================================================
class UTData_FactoryReplacer extends UTData
	Config(FactoryReplacer);
 
/** Factory Group */
enum FactoryType{
	FT_None,
	FT_Health,
	FT_Ammo,
	FT_Armour,
	FT_Powerup,
	FT_SPowerup,
	FT_Weapon,
		FT_SWeapon,
	FT_Vehicle,
		FT_SVehicle
};
 
/** Factories to replace on a Per Map basis - Get from global when not found*/
struct FactoryReplacer{
	var FactoryType FactoryGroup;
	var name ReplacedFactory;
	var name ReplacedWithFactory;					//TODO: ReplaceWith=None
	var string ReplacedWithFactoryPath;
	//var name NextFactory, LastFactory;
};var config array<FactoryReplacer> ReplacerFactories;
 
/** Global Factories to replace */
struct MapFactoryReplacerSet{
	var string Map;
	var array<FactoryReplacer> FactoriesToReplace;	//TODO: Linked list of struct?
};var config array<MapFactoryReplacerSet> PM_FactorySet;
 
var bool bCheckMapFactoryList;				/// Map is not found on the list, create a new entry in the ini using the defaults.
var config bool bUsePerMapSettings;			/// This mutator uses Per Map Setting from the FactoryReplacer
//---------------------------------------------------
 
function int Length(){
	if(ReplacerFactories.Length > 0)
		return(ReplacerFactories.Length);
	else return(PerMapFactorySet.Length);
}
 
//TODO: Function which outs ReplacerFactories to ReplaceWith() in GameExpansion
 
//TODO: Parse commandline options for this?
function SetupPerMapData(int MapIndex, out optional string Options){
	local int iFactory;
 
	iFactory = MapFactorySettings[iMap].FactoriesToReplace.Find('ReplacedFactory', Factory.Name);
	if(iFactory == INDEX_NONE)	{
		//Moves Per Map Settings to the Global Array for use.
		ReplacerFactories[iFactory].ReplacedFactory = PM_FactorySet[iMap].FactoriesToReplace[iFactory].ReplacedFactory;
		ReplacerFactories[iFactory].ReplacedWithFactory = PM_FactorySet[iMap].FactoriesToReplace[iFactory].ReplacedWithFactory;
		ReplacerFactories[iFactory].ReplacedWithFactoryPath = PM_FactorySet[iMap].FactoriesToReplace[iFactory].ReplacedWithFactoryPath;
	}
	SaveConfig();
}
 
/** Adds Map Name only entry if none is found! */
function AddDummyMapEntry(string CurrentMap){
	local MapFactoryReplacementSettings NewPerMapFactorySet;
 
	NewPM_FactorySet.Map = CurrentMap;
	PM_FactorySet.AddItem(NewPerMapFactorySet);
//	bCheckMapFactoryList = True;
 
	SaveConfig();
}
 
function AddPerMapEntry(int iMap, PickupFactory Factory){
	local FactoryReplace NewFactoriesToReplace;
 
	if(Factory == None)		return;
 
	//Factory is not in the list, add it!
	`logd("FactoryList: "$Factory.Name$" added to Per Map Factory List!",,'FactoryReplacer');
	NewFactoriesToReplace.ReplacedFactory = Factory.Name;
	PM_FactorySet[iMap].FactoriesToReplace.AddItem(NewFactoriesToReplace);
 
	SaveConfig();
}
 
function UpdatePerMapEntry(int iMap, PickupFactory Factory){
	local int iFactory;
 
	if(Factory != None)		return;
 
	iFactory = PM_FactorySet[iMap].FactoriesToReplace.Find('ReplacedFactory', Factory.Name);
	if(iFactory == INDEX_NONE)	{
		//Factory is in the list... Change it? :S
		`logd("FactoryList: "$Factory.Name$" Changed!",,'FactoryReplacer');
		PM_FactorySet[iMap].FactoriesToReplace[iFactory].ReplacedFactory = Factory.Name;
	}
	SaveConfig();
}