/* Copyright (C) 2015 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 .
*/
#include "precompiled.h"
#include "TemplateLoader.h"
#include "lib/utf8.h"
#include "ps/CLogger.h"
#include "ps/Filesystem.h"
#include "ps/XML/Xeromyces.h"
static const wchar_t TEMPLATE_ROOT[] = L"simulation/templates/";
static const wchar_t ACTOR_ROOT[] = L"art/actors/";
static CParamNode NULL_NODE(false);
bool CTemplateLoader::LoadTemplateFile(const std::string& templateName, int depth)
{
// If this file was already loaded, we don't need to do anything
if (m_TemplateFileData.find(templateName) != m_TemplateFileData.end())
return true;
// Handle infinite loops more gracefully than running out of stack space and crashing
if (depth > 100)
{
LOGERROR("Probable infinite inheritance loop in entity template '%s'", templateName.c_str());
return false;
}
// Handle special case "actor|foo"
if (templateName.find("actor|") == 0)
{
ConstructTemplateActor(templateName.substr(6), m_TemplateFileData[templateName]);
return true;
}
// Handle special case "preview|foo"
if (templateName.find("preview|") == 0)
{
// Load the base entity template, if it wasn't already loaded
std::string baseName = templateName.substr(8);
if (!LoadTemplateFile(baseName, depth+1))
{
LOGERROR("Failed to load entity template '%s'", baseName.c_str());
return false;
}
// Copy a subset to the requested template
CopyPreviewSubset(m_TemplateFileData[templateName], m_TemplateFileData[baseName], false);
return true;
}
// Handle special case "corpse|foo"
if (templateName.find("corpse|") == 0)
{
// Load the base entity template, if it wasn't already loaded
std::string baseName = templateName.substr(7);
if (!LoadTemplateFile(baseName, depth+1))
{
LOGERROR("Failed to load entity template '%s'", baseName.c_str());
return false;
}
// Copy a subset to the requested template
CopyPreviewSubset(m_TemplateFileData[templateName], m_TemplateFileData[baseName], true);
return true;
}
// Handle special case "mirage|foo"
if (templateName.find("mirage|") == 0)
{
// Load the base entity template, if it wasn't already loaded
std::string baseName = templateName.substr(7);
if (!LoadTemplateFile(baseName, depth+1))
{
LOGERROR("Failed to load entity template '%s'", baseName.c_str());
return false;
}
// Copy a subset to the requested template
CopyMirageSubset(m_TemplateFileData[templateName], m_TemplateFileData[baseName]);
return true;
}
// Handle special case "foundation|foo"
if (templateName.find("foundation|") == 0)
{
// Load the base entity template, if it wasn't already loaded
std::string baseName = templateName.substr(11);
if (!LoadTemplateFile(baseName, depth+1))
{
LOGERROR("Failed to load entity template '%s'", baseName.c_str());
return false;
}
// Copy a subset to the requested template
CopyFoundationSubset(m_TemplateFileData[templateName], m_TemplateFileData[baseName]);
return true;
}
// Handle special case "construction|foo"
if (templateName.find("construction|") == 0)
{
// Load the base entity template, if it wasn't already loaded
std::string baseName = templateName.substr(13);
if (!LoadTemplateFile(baseName, depth+1))
{
LOGERROR("Failed to load entity template '%s'", baseName.c_str());
return false;
}
// Copy a subset to the requested template
CopyConstructionSubset(m_TemplateFileData[templateName], m_TemplateFileData[baseName]);
return true;
}
// Handle special case "resource|foo"
if (templateName.find("resource|") == 0)
{
// Load the base entity template, if it wasn't already loaded
std::string baseName = templateName.substr(9);
if (!LoadTemplateFile(baseName, depth+1))
{
LOGERROR("Failed to load entity template '%s'", baseName.c_str());
return false;
}
// Copy a subset to the requested template
CopyResourceSubset(m_TemplateFileData[templateName], m_TemplateFileData[baseName]);
return true;
}
// Normal case: templateName is an XML file:
VfsPath path = VfsPath(TEMPLATE_ROOT) / wstring_from_utf8(templateName + ".xml");
CXeromyces xero;
PSRETURN ok = xero.Load(g_VFS, path);
if (ok != PSRETURN_OK)
return false; // (Xeromyces already logged an error with the full filename)
int attr_parent = xero.GetAttributeID("parent");
CStr parentName = xero.GetRoot().GetAttributes().GetNamedItem(attr_parent);
if (!parentName.empty())
{
// To prevent needless complexity in template design, we don't allow |-separated strings as parents
if (parentName.find('|') != parentName.npos)
{
LOGERROR("Invalid parent '%s' in entity template '%s'", parentName.c_str(), templateName.c_str());
return false;
}
// Ensure the parent is loaded
if (!LoadTemplateFile(parentName, depth+1))
{
LOGERROR("Failed to load parent '%s' of entity template '%s'", parentName.c_str(), templateName.c_str());
return false;
}
CParamNode& parentData = m_TemplateFileData[parentName];
// Initialise this template with its parent
m_TemplateFileData[templateName] = parentData;
}
// Load the new file into the template data (overriding parent values)
CParamNode::LoadXML(m_TemplateFileData[templateName], xero, wstring_from_utf8(templateName).c_str());
return true;
}
static Status AddToTemplates(const VfsPath& pathname, const CFileInfo& UNUSED(fileInfo), const uintptr_t cbData)
{
std::vector& templates = *(std::vector*)cbData;
// Strip the .xml extension
VfsPath pathstem = pathname.ChangeExtension(L"");
// Strip the root from the path
std::wstring name = pathstem.string().substr(ARRAY_SIZE(TEMPLATE_ROOT)-1);
// We want to ignore template_*.xml templates, since they should never be built in the editor
if (name.substr(0, 9) == L"template_")
return INFO::OK;
templates.push_back(std::string(name.begin(), name.end()));
return INFO::OK;
}
static Status AddActorToTemplates(const VfsPath& pathname, const CFileInfo& UNUSED(fileInfo), const uintptr_t cbData)
{
std::vector& templates = *(std::vector*)cbData;
// Strip the root from the path
std::wstring name = pathname.string().substr(ARRAY_SIZE(ACTOR_ROOT)-1);
templates.push_back("actor|" + std::string(name.begin(), name.end()));
return INFO::OK;
}
bool CTemplateLoader::TemplateExists(const std::string& templateName) const
{
size_t pos = templateName.rfind('|');
std::string baseName(pos != std::string::npos ? templateName.substr(pos+1) : templateName);
return VfsFileExists(VfsPath(TEMPLATE_ROOT) / wstring_from_utf8(baseName + ".xml"));
}
std::vector CTemplateLoader::FindPlaceableTemplates(const std::string& path, bool includeSubdirectories, ETemplatesType templatesType, ScriptInterface& scriptInterface)
{
JSContext* cx = scriptInterface.GetContext();
JSAutoRequest rq(cx);
std::vector templates;
Status ok;
VfsPath templatePath;
if (templatesType == SIMULATION_TEMPLATES || templatesType == ALL_TEMPLATES)
{
JS::RootedValue placeablesFilter(cx);
scriptInterface.ReadJSONFile("simulation/data/placeablesFilter.json", &placeablesFilter);
JS::RootedObject folders(cx);
if (scriptInterface.GetProperty(placeablesFilter, "templates", &folders))
{
if (!(JS_IsArrayObject(cx, folders)))
{
LOGERROR("FindPlaceableTemplates: Argument must be an array!");
return templates;
}
u32 length;
if (!JS_GetArrayLength(cx, folders, &length))
{
LOGERROR("FindPlaceableTemplates: Failed to get array length!");
return templates;
}
templatePath = VfsPath(TEMPLATE_ROOT) / path;
//I have every object inside, just run for each
for (u32 i=0; i CTemplateLoader::FindTemplates(const std::string& path, bool includeSubdirectories, ETemplatesType templatesType)
{
std::vector templates;
Status ok;
VfsPath templatePath;
if (templatesType == SIMULATION_TEMPLATES || templatesType == ALL_TEMPLATES)
{
templatePath = VfsPath(TEMPLATE_ROOT) / path;
if (includeSubdirectories)
ok = vfs::ForEachFile(g_VFS, templatePath, AddToTemplates, (uintptr_t)&templates, L"*.xml", vfs::DIR_RECURSIVE);
else
ok = vfs::ForEachFile(g_VFS, templatePath, AddToTemplates, (uintptr_t)&templates, L"*.xml");
WARN_IF_ERR(ok);
}
if (templatesType == ACTOR_TEMPLATES || templatesType == ALL_TEMPLATES)
{
templatePath = VfsPath(ACTOR_ROOT) / path;
if (includeSubdirectories)
ok = vfs::ForEachFile(g_VFS, templatePath, AddActorToTemplates, (uintptr_t)&templates, L"*.xml", vfs::DIR_RECURSIVE);
else
ok = vfs::ForEachFile(g_VFS, templatePath, AddActorToTemplates, (uintptr_t)&templates, L"*.xml");
WARN_IF_ERR(ok);
}
if (templatesType != SIMULATION_TEMPLATES && templatesType != ACTOR_TEMPLATES && templatesType != ALL_TEMPLATES)
LOGERROR("Undefined template type (valid: all, simulation, actor)");
return templates;
}
const CParamNode& CTemplateLoader::GetTemplateFileData(const std::string& templateName)
{
// Load the template if necessary
if (!LoadTemplateFile(templateName, 0))
{
LOGERROR("Failed to load entity template '%s'", templateName.c_str());
return NULL_NODE;
}
return m_TemplateFileData[templateName];
}
void CTemplateLoader::ConstructTemplateActor(const std::string& actorName, CParamNode& out)
{
// Load the base actor template if necessary
const char* templateName = "special/actor";
if (!LoadTemplateFile(templateName, 0))
{
LOGERROR("Failed to load entity template '%s'", templateName);
return;
}
// Copy the actor template
out = m_TemplateFileData[templateName];
// Initialise the actor's name and make it an Atlas selectable entity.
std::wstring actorNameW = wstring_from_utf8(actorName);
std::string name = utf8_from_wstring(CParamNode::EscapeXMLString(actorNameW));
std::string xml = ""
"" + name + ""
// arbitrary-sized Footprint definition to make actors' selection outlines show up in Atlas
"1.0"
""
""
"actor.pngactor_mask.png"
""
"";
CParamNode::LoadXMLString(out, xml.c_str(), actorNameW.c_str());
}
void CTemplateLoader::CopyPreviewSubset(CParamNode& out, const CParamNode& in, bool corpse)
{
// We only want to include components which are necessary (for the visual previewing of an entity)
// and safe (i.e. won't do anything that affects the synchronised simulation state), so additions
// to this list should be carefully considered
std::set permittedComponentTypes;
permittedComponentTypes.insert("Identity");
permittedComponentTypes.insert("Ownership");
permittedComponentTypes.insert("Position");
permittedComponentTypes.insert("Visibility");
permittedComponentTypes.insert("VisualActor");
permittedComponentTypes.insert("Footprint");
permittedComponentTypes.insert("Obstruction");
permittedComponentTypes.insert("Decay");
permittedComponentTypes.insert("BuildRestrictions");
// Need these for the Actor Viewer:
permittedComponentTypes.insert("Attack");
permittedComponentTypes.insert("UnitMotion");
permittedComponentTypes.insert("Sound");
// (This set could be initialised once and reused, but it's not worth the effort)
CParamNode::LoadXMLString(out, "");
out.CopyFilteredChildrenOfChild(in, "Entity", permittedComponentTypes);
// Disable the Obstruction component (if there is one) so it doesn't affect pathfinding
// (but can still be used for testing this entity for collisions against others)
if (out.GetChild("Entity").GetChild("Obstruction").IsOk())
CParamNode::LoadXMLString(out, "false");
if (!corpse)
{
// Previews should not cast shadows
if (out.GetChild("Entity").GetChild("VisualActor").IsOk())
CParamNode::LoadXMLString(out, "");
// Previews should always be visible in fog-of-war/etc
CParamNode::LoadXMLString(out, "truetrue");
}
if (corpse)
{
// Corpses should include decay components and activate them
if (out.GetChild("Entity").GetChild("Decay").IsOk())
CParamNode::LoadXMLString(out, "true");
// Corpses shouldn't display silhouettes (especially since they're often half underground)
if (out.GetChild("Entity").GetChild("VisualActor").IsOk())
CParamNode::LoadXMLString(out, "false");
// Corpses should remain visible in fog-of-war (for the owner only)
CParamNode::LoadXMLString(out, "true");
}
}
void CTemplateLoader::CopyMirageSubset(CParamNode& out, const CParamNode& in)
{
// Currently used for mirage entities replacing real ones in fog-of-war
std::set permittedComponentTypes;
permittedComponentTypes.insert("Footprint");
permittedComponentTypes.insert("Minimap");
permittedComponentTypes.insert("Ownership");
permittedComponentTypes.insert("OverlayRenderer");
permittedComponentTypes.insert("Position");
permittedComponentTypes.insert("Selectable");
permittedComponentTypes.insert("StatusBars");
permittedComponentTypes.insert("Visibility");
permittedComponentTypes.insert("VisualActor");
CParamNode::LoadXMLString(out, "");
out.CopyFilteredChildrenOfChild(in, "Entity", permittedComponentTypes);
// Select a subset of identity data. We don't want to have, for example, a CC mirage
// that has also the CC class and then prevents construction of other CCs
std::set identitySubset;
identitySubset.insert("Civ");
identitySubset.insert("GenericName");
identitySubset.insert("SpecificName");
identitySubset.insert("Tooltip");
identitySubset.insert("History");
identitySubset.insert("Icon");
CParamNode identity;
CParamNode::LoadXMLString(identity, "");
identity.CopyFilteredChildrenOfChild(in.GetChild("Entity"), "Identity", identitySubset);
CParamNode::LoadXMLString(out, (""+utf8_from_wstring(identity.ToXML())+"").c_str());
// Set the entity as mirage entity
CParamNode::LoadXMLString(out, "");
}
void CTemplateLoader::CopyFoundationSubset(CParamNode& out, const CParamNode& in)
{
// TODO: this is all kind of yucky and hard-coded; it'd be nice to have a more generic
// extensible scriptable way to define these subsets
std::set permittedComponentTypes;
permittedComponentTypes.insert("Ownership");
permittedComponentTypes.insert("Position");
permittedComponentTypes.insert("VisualActor");
permittedComponentTypes.insert("Identity");
permittedComponentTypes.insert("BuildRestrictions");
permittedComponentTypes.insert("Obstruction");
permittedComponentTypes.insert("Selectable");
permittedComponentTypes.insert("Footprint");
permittedComponentTypes.insert("Fogging");
permittedComponentTypes.insert("Armour");
permittedComponentTypes.insert("Health");
permittedComponentTypes.insert("StatusBars");
permittedComponentTypes.insert("OverlayRenderer");
permittedComponentTypes.insert("Decay");
permittedComponentTypes.insert("Cost");
permittedComponentTypes.insert("Sound");
permittedComponentTypes.insert("Visibility");
permittedComponentTypes.insert("Vision");
permittedComponentTypes.insert("AIProxy");
permittedComponentTypes.insert("RallyPoint");
permittedComponentTypes.insert("RallyPointRenderer");
CParamNode::LoadXMLString(out, "");
out.CopyFilteredChildrenOfChild(in, "Entity", permittedComponentTypes);
// Switch the actor to foundation mode
CParamNode::LoadXMLString(out, "");
// Add the Foundation component, to deal with the construction process
CParamNode::LoadXMLString(out, "");
// Initialise health to 1
CParamNode::LoadXMLString(out, "1");
// Foundations shouldn't initially block unit movement
if (out.GetChild("Entity").GetChild("Obstruction").IsOk())
CParamNode::LoadXMLString(out, "truetrue");
// Don't provide population bonuses yet (but still do take up population cost)
if (out.GetChild("Entity").GetChild("Cost").IsOk())
CParamNode::LoadXMLString(out, "0");
// Foundations should be visible themselves in fog-of-war if their base template is,
// but shouldn't have any vision range
if (out.GetChild("Entity").GetChild("Vision").IsOk())
{
CParamNode::LoadXMLString(out, "0");
// Foundations should not have special vision capabilities either
if (out.GetChild("Entity").GetChild("Vision").GetChild("RevealShore").IsOk())
CParamNode::LoadXMLString(out, "false");
}
}
void CTemplateLoader::CopyConstructionSubset(CParamNode& out, const CParamNode& in)
{
// Currently used for buildings rising during construction
// Mostly serves to filter out components like Vision, UnitAI, etc.
std::set permittedComponentTypes;
permittedComponentTypes.insert("Footprint");
permittedComponentTypes.insert("Ownership");
permittedComponentTypes.insert("Position");
permittedComponentTypes.insert("VisualActor");
CParamNode::LoadXMLString(out, "");
out.CopyFilteredChildrenOfChild(in, "Entity", permittedComponentTypes);
}
void CTemplateLoader::CopyResourceSubset(CParamNode& out, const CParamNode& in)
{
// Currently used for animals which die and leave a gatherable corpse.
// Mostly serves to filter out components like Vision, UnitAI, etc.
std::set permittedComponentTypes;
permittedComponentTypes.insert("Ownership");
permittedComponentTypes.insert("Position");
permittedComponentTypes.insert("VisualActor");
permittedComponentTypes.insert("Identity");
permittedComponentTypes.insert("Obstruction");
permittedComponentTypes.insert("Minimap");
permittedComponentTypes.insert("ResourceSupply");
permittedComponentTypes.insert("Selectable");
permittedComponentTypes.insert("Footprint");
permittedComponentTypes.insert("StatusBars");
permittedComponentTypes.insert("OverlayRenderer");
permittedComponentTypes.insert("Sound");
permittedComponentTypes.insert("AIProxy");
CParamNode::LoadXMLString(out, "");
out.CopyFilteredChildrenOfChild(in, "Entity", permittedComponentTypes);
}