0ad/source/simulation2/components/ICmpPlayer.cpp

113 lines
3 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "ICmpPlayer.h"
#include "graphics/Color.h"
#include "maths/FixedVector3D.h"
#include "simulation2/system/Component.h"
#include "simulation2/system/InterfaceScripted.h"
#include "simulation2/scripting/ScriptComponent.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<CColor>("GetDisplayedColor");
}
CFixedVector3D GetStartingCameraPos() override
{
return m_Script.Call<CFixedVector3D>("GetStartingCameraPos");
}
CFixedVector3D GetStartingCameraRot() override
{
return m_Script.Call<CFixedVector3D>("GetStartingCameraRot");
}
bool HasStartingCamera() override
{
return m_Script.Call<bool>("HasStartingCamera");
}
std::string GetState() override
{
return m_Script.Call<std::string>("GetState");
}
bool IsRemoved() override
{
return m_Script.Call<bool>("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)