0ad/source/simulation2/system/SimContext.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

73 lines
1.7 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 "SimContext.h"
#include "ps/Game.h"
#include "simulation2/system/Component.h"
#include <cstddef>
CSimContext::CSimContext(CTerrain* terrain /*= nullptr*/, CUnitManager* unitManager /*= nullptr*/) :
m_UnitManager{unitManager},
m_Terrain{terrain}
{
}
CSimContext::~CSimContext()
{
}
CComponentManager& CSimContext::GetComponentManager() const
{
return *m_ComponentManager;
}
bool CSimContext::HasUnitManager() const
{
return m_UnitManager != NULL;
}
CUnitManager& CSimContext::GetUnitManager() const
{
ENSURE(m_UnitManager);
return *m_UnitManager;
}
CTerrain& CSimContext::GetTerrain() const
{
ENSURE(m_Terrain);
return *m_Terrain;
}
void CSimContext::SetComponentManager(CComponentManager* man)
{
ENSURE(!m_ComponentManager);
m_ComponentManager = man;
}
Script::Interface& CSimContext::GetScriptInterface() const
{
return GetComponentManager().GetScriptInterface();
}
int CSimContext::GetCurrentDisplayedPlayer() const
{
return g_Game ? g_Game->GetViewedPlayerID() : -1;
}