0ad/source/simulation2/components/ICmpAIManager.cpp
vyordan ec8b420abc
Move Script* classes to Script namespace
- Rename ScriptEngine, ScriptContext, ScriptInterface, ScriptRequest to
  Script::Engine, Script::Context, Script::Interface, Script::Request
- Remove 'Script' prefix from filenames:
  ScriptContext.* → Context.*
  ScriptInterface.* → Interface.*
  ScriptRequest.* → Request.*
  ScriptEngine.* → Engine.*
  ScriptConversions.* → Conversions.*
  ScriptExceptions.* → Exceptions.*
  ScriptForward.* → ForwardDeclarations.*
  ScriptStats.* → Stats.*
- Update all includes, forward declarations, and friend classes
- Use namespace Script { ... } in .cpp definitions to avoid repetitive
  Script:: prefix (keeping global callbacks outside)
- Rename internal implementation structs:
  ScriptInterface_impl → Interface_impl
  ScriptFunction → Function
- Update copyright year to 2026 in all touched files
- Suppress pre-existing cppcheck warnings (uninitvar, nullPointer, unknown
  macro) by adding them to suppressions-list.txt (these are not caused
  by this refactor)

Fixes #7516
2026-06-20 17:43:00 +02:00

103 lines
3.1 KiB
C++

/* Copyright (C) 2026 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/Interface.h"
#include "scriptinterface/Request.h"
#include "simulation2/system/InterfaceScripted.h"
#include <filesystem>
#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 Script::Interface& scriptInterface) :
m_ScriptInterface(scriptInterface),
m_AIs(scriptInterface.GetGeneralJSContext())
{
Script::Request 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;
Script::Request rq(self->m_ScriptInterface);
// Extract the 3rd component of the path (i.e. the directory after simulation/ai/)
std::filesystem::path components = pathname.string();
std::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 Script::Interface& m_ScriptInterface;
};
JS::Value ICmpAIManager::GetAIs(const Script::Interface& scriptInterface)
{
GetAIsHelper helper(scriptInterface);
helper.Run();
return JS::ObjectValue(*helper.m_AIs);
}