/* Copyright (C) 2025 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. 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, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. 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 0 A.D. If not, see . */ #include "precompiled.h" #include "ICmpPlayer.h" #include "graphics/Color.h" #include "maths/FixedVector3D.h" #include "simulation2/scripting/ScriptComponent.h" #include "simulation2/system/Component.h" #include "simulation2/system/InterfaceScripted.h" #include "simulation2/system/Message.h" BEGIN_INTERFACE_WRAPPER(Player) END_INTERFACE_WRAPPER(Player) class CCmpPlayerScripted : public ICmpPlayer { public: DEFAULT_SCRIPT_WRAPPER_BASIC(PlayerScripted) static void ClassInit(CComponentManager& componentManager) { componentManager.SubscribeToMessageType(MT_PlayerWon); componentManager.SubscribeToMessageType(MT_PlayerDefeated); } void Serialize(ISerializer& serialize) final { serialize.Bool("isActive", m_IsActive); m_Script.Serialize(serialize); } void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize) final { deserialize.Bool("isActive", m_IsActive); m_Script.Deserialize(GetSimContext().GetComponentManager(), paramNode, deserialize, GetEntityId()); } void HandleMessage(const CMessage& msg, bool global) final { const int msgType{msg.GetType()}; // Handle messages that were subscribed to in ClassInit. if (msgType == MT_PlayerWon || msgType == MT_PlayerDefeated) { m_IsActive = false; if (!m_Script.HasMessageHandler(msg, global)) return; } // Handle messages that were subscribed to within the JS implementation of the interface. m_Script.HandleMessage(msg, global); } CColor GetDisplayedColor() override { return m_Script.Call("GetDisplayedColor"); } CFixedVector3D GetStartingCameraPos() override { return m_Script.Call("GetStartingCameraPos"); } CFixedVector3D GetStartingCameraRot() override { return m_Script.Call("GetStartingCameraRot"); } bool HasStartingCamera() override { return m_Script.Call("HasStartingCamera"); } std::string GetState() override { return m_Script.Call("GetState"); } bool IsRemoved() override { return m_Script.Call("IsRemoved"); } bool IsActive() final { return m_IsActive; } private: // Serialize this player state variable in C++ so that mods can't manipulate this value in order to // reveal the map locally. // Once it's set to `false` it's never set to true again. To prevent mods from temporarily changing // it. bool m_IsActive{true}; }; REGISTER_COMPONENT_SCRIPT_WRAPPER(PlayerScripted)