mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
When entities in formations were renamed (e.g., during promotion), the formation would immediately recalculate all member positions, and queue movement orders causing visible shuffling. Changes: 1. Transfer existing offsets movement to the renamed entity to maintain current formation structure 2. Schedule offset recalculation for the next tick to allow proper reordering after all systems have updated This preserves formation integrity during renames while allowing eventual optimal position recalculation. Fixes #8656
358 lines
10 KiB
C++
358 lines
10 KiB
C++
/* Copyright (C) 2026 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "graphics/Color.h"
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#include "lib/code_generation.h"
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#include "lib/types.h"
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#include "maths/Fixed.h"
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#include "maths/FixedVector2D.h"
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#include "maths/FixedVector3D.h"
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#include "maths/NUSpline.h"
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#include "ps/CLogger.h"
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#include "ps/CStr.h"
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#include "scriptinterface/Object.h"
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#include "scriptinterface/ScriptConversions.h"
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#include "scriptinterface/ScriptExceptions.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "scriptinterface/ScriptRequest.h"
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#include "simulation2/helpers/CinemaPath.h"
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#include "simulation2/helpers/Grid.h"
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#include "simulation2/system/Component.h"
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#include <cstring>
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#include <js/Array.h>
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#include <js/CallAndConstruct.h>
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#include <js/Conversions.h>
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#include <js/GCAPI.h>
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#include <js/PropertyAndElement.h>
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#include <js/RootingAPI.h>
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#include <js/TypeDecls.h>
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#include <js/Value.h>
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#include <js/ValueArray.h>
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#include <js/experimental/TypedData.h>
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#include <string>
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#include <vector>
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#include <optional>
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#define FAIL(msg) STMT(LOGERROR(msg); return false)
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#define FAIL_VOID(msg) STMT(ScriptException::Raise(rq, msg); return)
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template<> void Script::ToJSVal<IComponent*>(const ScriptRequest&, JS::MutableHandleValue ret,
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IComponent* const& val)
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{
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if (val == NULL)
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{
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ret.setNull();
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return;
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}
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JS::HandleValue instance(val->GetJSInstance());
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if (instance.isNull())
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{
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// Report as an error, since scripts really shouldn't try to use unscriptable interfaces
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LOGERROR("IComponent does not have a scriptable interface");
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ret.setUndefined();
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return;
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}
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ret.set(instance);
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}
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template<> void Script::ToJSVal<CParamNode>(const ScriptRequest& rq, JS::MutableHandleValue ret, CParamNode const& val)
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{
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val.ToJSVal(rq, true, ret);
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}
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template<> void Script::ToJSVal<const CParamNode*>(const ScriptRequest& rq, JS::MutableHandleValue ret, const CParamNode* const& val)
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{
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if (val)
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ToJSVal(rq, ret, *val);
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else
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ret.setUndefined();
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}
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template<> bool Script::FromJSVal<CColor>(const ScriptRequest& rq, JS::HandleValue v, CColor& out)
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{
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if (!v.isObject())
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FAIL("CColor has to be an object");
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JS::RootedObject obj(rq.cx, &v.toObject());
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JS::RootedValue r(rq.cx);
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JS::RootedValue g(rq.cx);
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JS::RootedValue b(rq.cx);
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JS::RootedValue a(rq.cx);
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if (!JS_GetProperty(rq.cx, obj, "r", &r) || !FromJSVal(rq, r, out.r))
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FAIL("Failed to get property CColor.r");
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if (!JS_GetProperty(rq.cx, obj, "g", &g) || !FromJSVal(rq, g, out.g))
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FAIL("Failed to get property CColor.g");
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if (!JS_GetProperty(rq.cx, obj, "b", &b) || !FromJSVal(rq, b, out.b))
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FAIL("Failed to get property CColor.b");
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if (!JS_GetProperty(rq.cx, obj, "a", &a) || !FromJSVal(rq, a, out.a))
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FAIL("Failed to get property CColor.a");
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return true;
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}
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template<> void Script::ToJSVal<CColor>(const ScriptRequest& rq, JS::MutableHandleValue ret, CColor const& val)
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{
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Script::CreateObject(
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rq,
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ret,
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"r", val.r,
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"g", val.g,
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"b", val.b,
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"a", val.a);
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}
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template<> bool Script::FromJSVal<fixed>(const ScriptRequest& rq, JS::HandleValue v, fixed& out)
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{
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double ret;
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if (!JS::ToNumber(rq.cx, v, &ret))
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return false;
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out = fixed::FromDouble(ret);
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// double can precisely represent the full range of fixed, so this is a non-lossy conversion
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return true;
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}
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template<> void Script::ToJSVal<fixed>(const ScriptRequest&, JS::MutableHandleValue ret, const fixed& val)
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{
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ret.set(JS::NumberValue(val.ToDouble()));
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}
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template<> bool Script::FromJSVal<CFixedVector3D>(const ScriptRequest& rq, JS::HandleValue v, CFixedVector3D& out)
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{
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if (!v.isObject())
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return false; // TODO: report type error
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JS::RootedObject obj(rq.cx, &v.toObject());
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JS::RootedValue p(rq.cx);
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if (!JS_GetProperty(rq.cx, obj, "x", &p)) return false; // TODO: report type errors
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if (!FromJSVal(rq, p, out.X)) return false;
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if (!JS_GetProperty(rq.cx, obj, "y", &p)) return false;
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if (!FromJSVal(rq, p, out.Y)) return false;
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if (!JS_GetProperty(rq.cx, obj, "z", &p)) return false;
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if (!FromJSVal(rq, p, out.Z)) return false;
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return true;
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}
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template<> void Script::ToJSVal<CFixedVector3D>(const ScriptRequest& rq, JS::MutableHandleValue ret, const CFixedVector3D& val)
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{
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JS::RootedObject global(rq.cx, rq.glob);
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JS::RootedValue valueVector3D(rq.cx);
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if (!ScriptInterface::GetGlobalProperty(rq, "Vector3D", &valueVector3D))
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FAIL_VOID("Failed to get Vector3D constructor");
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JS::RootedValueArray<3> args(rq.cx);
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args[0].setNumber(val.X.ToDouble());
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args[1].setNumber(val.Y.ToDouble());
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args[2].setNumber(val.Z.ToDouble());
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JS::RootedObject objVec(rq.cx);
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if (!JS::Construct(rq.cx, valueVector3D, args, &objVec))
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FAIL_VOID("Failed to construct Vector3D object");
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ret.setObject(*objVec);
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}
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template<> bool Script::FromJSVal<CFixedVector2D>(const ScriptRequest& rq, JS::HandleValue v, CFixedVector2D& out)
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{
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if (!v.isObject())
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return false; // TODO: report type error
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JS::RootedObject obj(rq.cx, &v.toObject());
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JS::RootedValue p(rq.cx);
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if (!JS_GetProperty(rq.cx, obj, "x", &p)) return false; // TODO: report type errors
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if (!FromJSVal(rq, p, out.X)) return false;
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if (!JS_GetProperty(rq.cx, obj, "y", &p)) return false;
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if (!FromJSVal(rq, p, out.Y)) return false;
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return true;
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}
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template<> void Script::ToJSVal<CFixedVector2D>(const ScriptRequest& rq, JS::MutableHandleValue ret, const CFixedVector2D& val)
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{
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JS::RootedObject global(rq.cx, rq.glob);
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JS::RootedValue valueVector2D(rq.cx);
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if (!ScriptInterface::GetGlobalProperty(rq, "Vector2D", &valueVector2D))
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FAIL_VOID("Failed to get Vector2D constructor");
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JS::RootedValueArray<2> args(rq.cx);
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args[0].setNumber(val.X.ToDouble());
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args[1].setNumber(val.Y.ToDouble());
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JS::RootedObject objVec(rq.cx);
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if (!JS::Construct(rq.cx, valueVector2D, args, &objVec))
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FAIL_VOID("Failed to construct Vector2D object");
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ret.setObject(*objVec);
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}
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template<> bool Script::FromJSVal<std::optional<CFixedVector2D>>(const ScriptRequest& rq, JS::HandleValue v, std::optional<CFixedVector2D>& out)
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{
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if (v.isNullOrUndefined())
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{
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out = std::nullopt;
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return true;
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}
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CFixedVector2D vec;
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if (!FromJSVal(rq, v, vec))
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return false;
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out = vec;
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return true;
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}
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template<> void Script::ToJSVal<std::optional<CFixedVector2D>>(const ScriptRequest& rq, JS::MutableHandleValue ret, const std::optional<CFixedVector2D>& val)
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{
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if (!val.has_value())
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ret.setNull();
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else
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ToJSVal(rq, ret, val.value());
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}
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template<> void Script::ToJSVal<Grid<u8> >(const ScriptRequest& rq, JS::MutableHandleValue ret, const Grid<u8>& val)
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{
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u32 length = (u32)(val.m_W * val.m_H);
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u32 nbytes = (u32)(length * sizeof(u8));
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JS::RootedObject objArr(rq.cx, JS_NewUint8Array(rq.cx, length));
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// Copy the array data and then remove the no-GC check to allow further changes to the JS data
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{
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JS::AutoCheckCannotGC nogc;
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bool sharedMemory;
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memcpy((void*)JS_GetUint8ArrayData(objArr, &sharedMemory, nogc), val.m_Data, nbytes);
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}
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JS::RootedValue data(rq.cx, JS::ObjectValue(*objArr));
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Script::CreateObject(
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rq,
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ret,
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"width", val.m_W,
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"height", val.m_H,
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"data", data);
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}
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template<> void Script::ToJSVal<Grid<u16> >(const ScriptRequest& rq, JS::MutableHandleValue ret, const Grid<u16>& val)
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{
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u32 length = (u32)(val.m_W * val.m_H);
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u32 nbytes = (u32)(length * sizeof(u16));
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JS::RootedObject objArr(rq.cx, JS_NewUint16Array(rq.cx, length));
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// Copy the array data and then remove the no-GC check to allow further changes to the JS data
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{
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JS::AutoCheckCannotGC nogc;
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bool sharedMemory;
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memcpy((void*)JS_GetUint16ArrayData(objArr, &sharedMemory, nogc), val.m_Data, nbytes);
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}
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JS::RootedValue data(rq.cx, JS::ObjectValue(*objArr));
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Script::CreateObject(
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rq,
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ret,
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"width", val.m_W,
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"height", val.m_H,
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"data", data);
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}
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template<> bool Script::FromJSVal<TNSpline>(const ScriptRequest& rq, JS::HandleValue v, TNSpline& out)
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{
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if (!v.isObject())
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FAIL("Argument must be an object");
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JS::RootedObject obj(rq.cx, &v.toObject());
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bool isArray;
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if (!JS::IsArrayObject(rq.cx, obj, &isArray) || !isArray)
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FAIL("Argument must be an array");
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u32 numberOfNodes = 0;
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if (!JS::GetArrayLength(rq.cx, obj, &numberOfNodes))
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FAIL("Failed to get array length");
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for (u32 i = 0; i < numberOfNodes; ++i)
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{
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JS::RootedValue node(rq.cx);
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if (!JS_GetElement(rq.cx, obj, i, &node))
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FAIL("Failed to read array element");
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fixed deltaTime;
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if (!FromJSProperty(rq, node, "deltaTime", deltaTime))
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FAIL("Failed to read Spline.deltaTime property");
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CFixedVector3D position;
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if (!FromJSProperty(rq, node, "position", position))
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FAIL("Failed to read Spline.position property");
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out.AddNode(position, CFixedVector3D(), deltaTime);
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}
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if (out.GetAllNodes().empty())
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FAIL("Spline must contain at least one node");
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return true;
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}
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template<> bool Script::FromJSVal<CCinemaPath>(const ScriptRequest& rq, JS::HandleValue v, CCinemaPath& out)
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{
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if (!v.isObject())
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FAIL("Argument must be an object");
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JS::RootedObject obj(rq.cx, &v.toObject());
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CCinemaData pathData;
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TNSpline positionSpline, targetSpline;
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if (!FromJSProperty(rq, v, "name", pathData.m_Name))
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FAIL("Failed to get CCinemaPath.name property");
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if (!FromJSProperty(rq, v, "orientation", pathData.m_Orientation))
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FAIL("Failed to get CCinemaPath.orientation property");
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if (!FromJSProperty(rq, v, "positionNodes", positionSpline))
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FAIL("Failed to get CCinemaPath.positionNodes property");
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if (pathData.m_Orientation == L"target" && !FromJSProperty(rq, v, "targetNodes", targetSpline))
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FAIL("Failed to get CCinemaPath.targetNodes property");
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// Other properties are not necessary to be defined
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if (!FromJSProperty(rq, v, "timescale", pathData.m_Timescale))
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pathData.m_Timescale = fixed::FromInt(1);
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if (!FromJSProperty(rq, v, "mode", pathData.m_Mode))
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pathData.m_Mode = L"ease_inout";
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if (!FromJSProperty(rq, v, "style", pathData.m_Style))
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pathData.m_Style = L"default";
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out = CCinemaPath(pathData, positionSpline, targetSpline);
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return true;
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}
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// define vectors
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JSVAL_VECTOR(CFixedVector2D)
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#undef FAIL
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#undef FAIL_VOID
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