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The ModifiersManager system component provides an interface to add and remove modifiers, and get modified stats. The goal is to merge all the different stat-modifying systems 0 A.D. has implemented over the years. This commit makes technologies and auras use ModifiersManager. Some cheats and AI bonuses also have a similar stat-modifying effect that have not yet been updated. Further, this system component makes it possible for e.g. triggers to easily add modifiers, enabling the writing of Castle Blood Automatic, RPG or Tower Defense maps without the need for mods or hacks. The 'Modifier' name was preferred over 'Modification' as it is shorter and more readable, along with the logic that 'modifiers' store 'modifications' and this stores modifiers. Renaming of other functions and classes has been left for future work for now. Internally, this uses a JS data structure. If performance issues arise with it in the future, this data structure or the whole component could be moved to C++. The performance has been tested to be about as fast as the current implementations (and specifically much faster for global auras with no icons). Testing showed that sending value modification messages was by far the slowest part. Comments by: leper, Stan, elexis Differential Revision: https://code.wildfiregames.com/D274 This was SVN commit r22767.
87 lines
3.2 KiB
C++
87 lines
3.2 KiB
C++
/* Copyright (C) 2017 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 "simulation2/system/ComponentTest.h"
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#include "ps/Filesystem.h"
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class TestComponentScripts : public CxxTest::TestSuite
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{
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public:
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void setUp()
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{
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g_VFS = CreateVfs();
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g_VFS->Mount(L"", DataDir()/"mods"/"mod", VFS_MOUNT_MUST_EXIST);
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g_VFS->Mount(L"", DataDir()/"mods"/"public", VFS_MOUNT_MUST_EXIST, 1); // ignore directory-not-found errors
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CXeromyces::Startup();
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}
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void tearDown()
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{
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CXeromyces::Terminate();
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g_VFS.reset();
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}
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static void load_script(const ScriptInterface& scriptInterface, const VfsPath& pathname)
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{
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CVFSFile file;
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TS_ASSERT_EQUALS(file.Load(g_VFS, pathname), PSRETURN_OK);
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CStr content = file.DecodeUTF8(); // assume it's UTF-8
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TSM_ASSERT(L"Running script "+pathname.string(), scriptInterface.LoadScript(pathname, content));
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}
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static void Script_LoadComponentScript(ScriptInterface::CxPrivate* pCxPrivate, const VfsPath& pathname)
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{
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CComponentManager* componentManager = static_cast<CComponentManager*> (pCxPrivate->pCBData);
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TS_ASSERT(componentManager->LoadScript(VfsPath(L"simulation/components") / pathname));
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}
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static void Script_LoadHelperScript(ScriptInterface::CxPrivate* pCxPrivate, const VfsPath& pathname)
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{
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CComponentManager* componentManager = static_cast<CComponentManager*> (pCxPrivate->pCBData);
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TS_ASSERT(componentManager->LoadScript(VfsPath(L"simulation/helpers") / pathname));
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}
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void test_scripts()
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{
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if (!VfsFileExists(L"simulation/components/tests/setup.js"))
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{
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debug_printf("WARNING: Skipping component scripts tests (can't find binaries/data/mods/public/simulation/components/tests/setup.js)\n");
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return;
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}
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VfsPaths paths;
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TS_ASSERT_OK(vfs::GetPathnames(g_VFS, L"simulation/components/tests/", L"test_*.js", paths));
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TS_ASSERT_OK(vfs::GetPathnames(g_VFS, L"simulation/helpers/tests/", L"test_*.js", paths));
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paths.push_back(VfsPath(L"simulation/components/tests/setup_test.js"));
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for (const VfsPath& path : paths)
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{
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CSimContext context;
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CComponentManager componentManager(context, g_ScriptRuntime, true);
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ScriptTestSetup(componentManager.GetScriptInterface());
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componentManager.GetScriptInterface().RegisterFunction<void, VfsPath, Script_LoadComponentScript> ("LoadComponentScript");
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componentManager.GetScriptInterface().RegisterFunction<void, VfsPath, Script_LoadHelperScript> ("LoadHelperScript");
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componentManager.LoadComponentTypes();
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load_script(componentManager.GetScriptInterface(), L"simulation/components/tests/setup.js");
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load_script(componentManager.GetScriptInterface(), path);
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}
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}
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};
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