0ad/source/simulation2/components/ICmpAIManager.cpp
wraitii 369c2e8801 Further header & precompiled cleanup, fix no-PCH builds.
GUIObjectBase is made a IGUIObject* to avoid including those headers
un-necessarily. Subsequent diffs ought to clean up the various of
pointers for that with a similar type with reference semantics.

Also:
- Add standard C and C++ headers (mostly cstring for memcpy, string and
vector) where needed.
- Swap out some includes for forward declarations
- Clean up un-necessary boost includes in precompiled and other headers.
- Clean up precompiled headers, including fewer things.
- Move ACPI to the windows-specific folder as it's included there only
and mostly specific to that platform.

Thanks Stan for the testing.

Differential Revision: https://code.wildfiregames.com/D3129
This was SVN commit r24352.
2020-12-09 14:39:14 +00:00

90 lines
2.9 KiB
C++

/* Copyright (C) 2020 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 "simulation2/system/InterfaceScripted.h"
#include "scriptinterface/ScriptExtraHeaders.h"
#include "lib/file/vfs/vfs_util.h"
#include "ps/Filesystem.h"
#include <boost/filesystem.hpp>
BEGIN_INTERFACE_WRAPPER(AIManager)
DEFINE_INTERFACE_METHOD_4("AddPlayer", void, ICmpAIManager, AddPlayer, std::wstring, player_id_t, uint8_t, std::wstring)
DEFINE_INTERFACE_METHOD_0("TryLoadSharedComponent", void, ICmpAIManager, TryLoadSharedComponent)
DEFINE_INTERFACE_METHOD_0("RunGamestateInit", void, 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& UNUSED(fileInfo), 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/)
fs::wpath components = pathname.string();
fs::wpath::iterator it = components.begin();
std::advance(it, 2);
std::wstring dirname = GetWstringFromWpath(*it);
JS::RootedValue ai(rq.cx);
ScriptInterface::CreateObject(rq, &ai);
JS::RootedValue data(rq.cx);
self->m_ScriptInterface.ReadJSONFile(pathname, &data);
self->m_ScriptInterface.SetProperty(ai, "id", dirname, true);
self->m_ScriptInterface.SetProperty(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);
}