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0ad/source/simulation2/scripting/JSInterface_Simulation.cpp
wraitii 4f972bc623 Split off JSON-related function from ScriptInterface, clean up headers.
Follows 34b1920e7b.

JSON functions and ToString are movec to their own headers.
Also clean out a few PersistentRooted usage to use the 2-phase init to
clean up scriptInterface usage.

With these functions split off, we can finally clean out headers and
remove ScriptInterface.h from most of them, in favour of smaller and
more precise headers.


Take the opportunity to clarify some comments regarding Mutability.

Differential Revision: https://code.wildfiregames.com/D3961
This was SVN commit r25434.
2021-05-14 10:18:03 +00:00

224 lines
7.8 KiB
C++

/* Copyright (C) 2021 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 "JSInterface_Simulation.h"
#include "graphics/GameView.h"
#include "ps/ConfigDB.h"
#include "ps/Game.h"
#include "ps/GameSetup/Config.h"
#include "ps/Pyrogenesis.h"
#include "scriptinterface/FunctionWrapper.h"
#include "scriptinterface/StructuredClone.h"
#include "simulation2/components/ICmpAIManager.h"
#include "simulation2/components/ICmpCommandQueue.h"
#include "simulation2/components/ICmpGuiInterface.h"
#include "simulation2/components/ICmpObstruction.h"
#include "simulation2/components/ICmpPosition.h"
#include "simulation2/components/ICmpSelectable.h"
#include "simulation2/helpers/Geometry.h"
#include "simulation2/helpers/Selection.h"
#include "simulation2/Simulation2.h"
#include "simulation2/system/Entity.h"
#include <array>
#include <fstream>
namespace JSI_Simulation
{
JS::Value GuiInterfaceCall(const ScriptInterface& scriptInterface, const std::wstring& name, JS::HandleValue data)
{
if (!g_Game)
return JS::UndefinedValue();
CSimulation2* sim = g_Game->GetSimulation2();
ENSURE(sim);
CmpPtr<ICmpGuiInterface> cmpGuiInterface(*sim, SYSTEM_ENTITY);
if (!cmpGuiInterface)
return JS::UndefinedValue();
ScriptRequest rqSim(sim->GetScriptInterface());
JS::RootedValue arg(rqSim.cx, Script::CloneValueFromOtherCompartment(sim->GetScriptInterface(), scriptInterface, data));
JS::RootedValue ret(rqSim.cx);
cmpGuiInterface->ScriptCall(g_Game->GetViewedPlayerID(), name, arg, &ret);
return Script::CloneValueFromOtherCompartment(scriptInterface, sim->GetScriptInterface(), ret);
}
void PostNetworkCommand(const ScriptInterface& scriptInterface, JS::HandleValue cmd)
{
if (!g_Game)
return;
CSimulation2* sim = g_Game->GetSimulation2();
ENSURE(sim);
CmpPtr<ICmpCommandQueue> cmpCommandQueue(*sim, SYSTEM_ENTITY);
if (!cmpCommandQueue)
return;
ScriptRequest rqSim(sim->GetScriptInterface());
JS::RootedValue cmd2(rqSim.cx, Script::CloneValueFromOtherCompartment(sim->GetScriptInterface(), scriptInterface, cmd));
cmpCommandQueue->PostNetworkCommand(cmd2);
}
void DumpSimState()
{
OsPath path = psLogDir()/"sim_dump.txt";
std::ofstream file (OsString(path).c_str(), std::ofstream::out | std::ofstream::trunc);
g_Game->GetSimulation2()->DumpDebugState(file);
}
entity_id_t PickEntityAtPoint(int x, int y)
{
return EntitySelection::PickEntityAtPoint(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), x, y, g_Game->GetViewedPlayerID(), false);
}
std::vector<entity_id_t> PickPlayerEntitiesInRect(int x0, int y0, int x1, int y1, int player)
{
return EntitySelection::PickEntitiesInRect(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), x0, y0, x1, y1, player, false);
}
std::vector<entity_id_t> PickPlayerEntitiesOnScreen(int player)
{
return EntitySelection::PickEntitiesInRect(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), 0, 0, g_xres, g_yres, player, false);
}
std::vector<entity_id_t> PickNonGaiaEntitiesOnScreen()
{
return EntitySelection::PickNonGaiaEntitiesInRect(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), 0, 0, g_xres, g_yres, false);
}
std::vector<entity_id_t> GetEntitiesWithStaticObstructionOnScreen()
{
struct StaticObstructionFilter
{
bool operator()(IComponent* cmp)
{
ICmpObstruction* cmpObstruction = static_cast<ICmpObstruction*>(cmp);
return cmpObstruction->GetObstructionType() == ICmpObstruction::STATIC;
}
};
return EntitySelection::GetEntitiesWithComponentInRect<StaticObstructionFilter>(*g_Game->GetSimulation2(), IID_Obstruction, *g_Game->GetView()->GetCamera(), 0, 0, g_xres, g_yres);
}
JS::Value GetEdgesOfStaticObstructionsOnScreenNearTo(const ScriptInterface& scriptInterface, entity_pos_t x, entity_pos_t z)
{
if (!g_Game)
return JS::UndefinedValue();
CSimulation2* sim = g_Game->GetSimulation2();
ENSURE(sim);
ScriptRequest rq(scriptInterface);
JS::RootedValue edgeList(rq.cx);
Script::CreateArray(rq, &edgeList);
int edgeListIndex = 0;
float distanceThreshold = 10.0f;
CFG_GET_VAL("gui.session.snaptoedgesdistancethreshold", distanceThreshold);
CFixedVector2D entityPos(x, z);
std::vector<entity_id_t> entities = GetEntitiesWithStaticObstructionOnScreen();
for (entity_id_t entity : entities)
{
CmpPtr<ICmpObstruction> cmpObstruction(sim->GetSimContext(), entity);
if (!cmpObstruction)
continue;
CmpPtr<ICmpPosition> cmpPosition(sim->GetSimContext(), entity);
if (!cmpPosition || !cmpPosition->IsInWorld())
continue;
CFixedVector2D halfSize = cmpObstruction->GetStaticSize() / 2;
if (halfSize.X.IsZero() || halfSize.Y.IsZero() || std::max(halfSize.X, halfSize.Y) <= fixed::FromInt(2))
continue;
std::array<CFixedVector2D, 4> corners = {
CFixedVector2D(-halfSize.X, -halfSize.Y),
CFixedVector2D(-halfSize.X, halfSize.Y),
halfSize,
CFixedVector2D(halfSize.X, -halfSize.Y)
};
const fixed angle = cmpPosition->GetRotation().Y;
for (CFixedVector2D& corner : corners)
corner = corner.Rotate(angle) + cmpPosition->GetPosition2D();
for (size_t i = 0; i < corners.size(); ++i)
{
JS::RootedValue edge(rq.cx);
const CFixedVector2D& corner = corners[i];
const CFixedVector2D& nextCorner = corners[(i + 1) % corners.size()];
const fixed distanceToEdge =
Geometry::DistanceToSegment(entityPos, corner, nextCorner);
if (distanceToEdge.ToFloat() > distanceThreshold)
continue;
CFixedVector2D normal = -(nextCorner - corner).Perpendicular();
normal.Normalize();
Script::CreateObject(
rq,
&edge,
"begin", corner,
"end", nextCorner,
"angle", angle,
"normal", normal,
"order", "cw");
Script::SetPropertyInt(rq, edgeList, edgeListIndex++, edge);
}
}
return edgeList;
}
std::vector<entity_id_t> PickSimilarPlayerEntities(const std::string& templateName, bool includeOffScreen, bool matchRank, bool allowFoundations)
{
return EntitySelection::PickSimilarEntities(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), templateName, g_Game->GetViewedPlayerID(), includeOffScreen, matchRank, false, allowFoundations);
}
JS::Value GetAIs(const ScriptInterface& scriptInterface)
{
return ICmpAIManager::GetAIs(scriptInterface);
}
void SetBoundingBoxDebugOverlay(bool enabled)
{
ICmpSelectable::ms_EnableDebugOverlays = enabled;
}
void RegisterScriptFunctions(const ScriptRequest& rq)
{
ScriptFunction::Register<&GuiInterfaceCall>(rq, "GuiInterfaceCall");
ScriptFunction::Register<&PostNetworkCommand>(rq, "PostNetworkCommand");
ScriptFunction::Register<&DumpSimState>(rq, "DumpSimState");
ScriptFunction::Register<&GetAIs>(rq, "GetAIs");
ScriptFunction::Register<&PickEntityAtPoint>(rq, "PickEntityAtPoint");
ScriptFunction::Register<&PickPlayerEntitiesInRect>(rq, "PickPlayerEntitiesInRect");
ScriptFunction::Register<&PickPlayerEntitiesOnScreen>(rq, "PickPlayerEntitiesOnScreen");
ScriptFunction::Register<&PickNonGaiaEntitiesOnScreen>(rq, "PickNonGaiaEntitiesOnScreen");
ScriptFunction::Register<&GetEntitiesWithStaticObstructionOnScreen>(rq, "GetEntitiesWithStaticObstructionOnScreen");
ScriptFunction::Register<&GetEdgesOfStaticObstructionsOnScreenNearTo>(rq, "GetEdgesOfStaticObstructionsOnScreenNearTo");
ScriptFunction::Register<&PickSimilarPlayerEntities>(rq, "PickSimilarPlayerEntities");
ScriptFunction::Register<&SetBoundingBoxDebugOverlay>(rq, "SetBoundingBoxDebugOverlay");
}
}