0ad/source/simulation2/components/ICmpAIManager.cpp
Itms 9150c20818
Remove ScriptTypes and ScriptExtraHeaders headers
The first header was used to include the SpiderMonkey JS API at once,
with safeguards and preprocessor defines. Nowadays, SpiderMonkey
provides modular headers allowing us to include what we use, refs #8086.

Some defines have to be moved to compiler options but it is apparently
a mistake from the SM developers:
https://bugzilla.mozilla.org/show_bug.cgi?id=1987876
2025-09-14 13:17:18 +02:00

103 lines
3.1 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 "ICmpAIManager.h"
#include "lib/code_annotation.h"
#include "lib/file/vfs/vfs_util.h"
#include "lib/path.h"
#include "lib/status.h"
#include "lib/types.h"
#include "ps/Filesystem.h"
#include "scriptinterface/JSON.h"
#include "scriptinterface/Object.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/ScriptRequest.h"
#include "simulation2/system/InterfaceScripted.h"
#include <boost/filesystem.hpp>
#include <iterator>
#include <js/Array.h>
#include <js/PropertyAndElement.h>
#include <js/RootingAPI.h>
#include <js/TypeDecls.h>
class CFileInfo;
BEGIN_INTERFACE_WRAPPER(AIManager)
DEFINE_INTERFACE_METHOD("AddPlayer", ICmpAIManager, AddPlayer)
DEFINE_INTERFACE_METHOD("TryLoadSharedComponent", ICmpAIManager, TryLoadSharedComponent)
DEFINE_INTERFACE_METHOD("RunGamestateInit", ICmpAIManager, RunGamestateInit)
END_INTERFACE_WRAPPER(AIManager)
// Implement the static method that finds all AI scripts
// that can be loaded via AddPlayer:
struct GetAIsHelper
{
NONCOPYABLE(GetAIsHelper);
public:
GetAIsHelper(const ScriptInterface& scriptInterface) :
m_ScriptInterface(scriptInterface),
m_AIs(scriptInterface.GetGeneralJSContext())
{
ScriptRequest rq(m_ScriptInterface);
m_AIs = JS::NewArrayObject(rq.cx, 0);
}
void Run()
{
vfs::ForEachFile(g_VFS, L"simulation/ai/", Callback, (uintptr_t)this, L"*.json", vfs::DIR_RECURSIVE);
}
static Status Callback(const VfsPath& pathname, const CFileInfo&, const uintptr_t cbData)
{
GetAIsHelper* self = (GetAIsHelper*)cbData;
ScriptRequest rq(self->m_ScriptInterface);
// Extract the 3rd component of the path (i.e. the directory after simulation/ai/)
boost::filesystem::path components = pathname.string();
boost::filesystem::path::iterator it = components.begin();
std::advance(it, 2);
std::wstring dirname = it->wstring();
JS::RootedValue ai(rq.cx);
Script::CreateObject(rq, &ai);
JS::RootedValue data(rq.cx);
Script::ReadJSONFile(rq, pathname, &data);
Script::SetProperty(rq, ai, "id", dirname, true);
Script::SetProperty(rq, ai, "data", data, true);
u32 length;
JS::GetArrayLength(rq.cx, self->m_AIs, &length);
JS_SetElement(rq.cx, self->m_AIs, length, ai);
return INFO::OK;
}
JS::PersistentRootedObject m_AIs;
const ScriptInterface& m_ScriptInterface;
};
JS::Value ICmpAIManager::GetAIs(const ScriptInterface& scriptInterface)
{
GetAIsHelper helper(scriptInterface);
helper.Run();
return JS::ObjectValue(*helper.m_AIs);
}