/* Copyright (C) 2012 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 "ICmpAIManager.h" #include "simulation2/system/InterfaceScripted.h" #include "lib/file/vfs/vfs_util.h" #include "ps/Filesystem.h" BEGIN_INTERFACE_WRAPPER(AIManager) DEFINE_INTERFACE_METHOD_3("AddPlayer", void, ICmpAIManager, AddPlayer, std::wstring, player_id_t, uint8_t) DEFINE_INTERFACE_METHOD_1("SetRNGSeed", void, ICmpAIManager, SetRNGSeed, uint32_t) 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(ScriptInterface& scriptInterface) : m_ScriptInterface(scriptInterface), m_AIs(scriptInterface.GetJSRuntime()) { JSContext* cx = m_ScriptInterface.GetContext(); JSAutoRequest rq(cx); m_AIs.set(JS_NewArrayObject(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; JSContext* cx = self->m_ScriptInterface.GetContext(); JSAutoRequest rq(cx); // 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(cx); JS::RootedValue data(cx); self->m_ScriptInterface.ReadJSONFile(pathname, &data); self->m_ScriptInterface.Eval("({})", &ai); self->m_ScriptInterface.SetProperty(ai, "id", dirname, true); self->m_ScriptInterface.SetProperty(ai, "data", data, true); u32 length; JS_GetArrayLength(cx, self->m_AIs, &length); JS_SetElement(cx, self->m_AIs, length, ai); return INFO::OK; } JS::PersistentRootedObject m_AIs; ScriptInterface& m_ScriptInterface; }; JS::Value ICmpAIManager::GetAIs(ScriptInterface& scriptInterface) { GetAIsHelper helper(scriptInterface); helper.Run(); return JS::ObjectValue(*helper.m_AIs); }