Implement unique IDs and card linking

This commit is contained in:
GenevensiS
2025-08-11 16:17:13 +02:00
committed by GitHub
parent 13406b946c
commit 3bf9de18b1
100 changed files with 2432 additions and 1219 deletions
+81 -81
View File
@@ -15,131 +15,131 @@
#include <data/field/choice.hpp>
#include <data/field/package_choice.hpp>
#include <data/field/color.hpp>
#include <data/field/image.hpp>
#include <data/game.hpp>
#include <data/field/image.hpp>
#include <data/game.hpp>
#include <data/stylesheet.hpp>
#include <data/card.hpp>
#include <util/error.hpp>
// ----------------------------------------------------------------------------- : new_card
// ----------------------------------------------------------------------------- : new_card
SCRIPT_FUNCTION(new_card) {
SCRIPT_PARAM(GameP, game);
SCRIPT_PARAM(GameP, game);
SCRIPT_OPTIONAL_PARAM_(bool, ignore_field_not_found);
// create a new card object
CardP new_card = make_intrusive<Card>(*game);
// iterate on the given key/value pairs
SCRIPT_PARAM(ScriptValueP, input);
ScriptValueP it = input->makeIterator();
ScriptValueP key;
ScriptValueP key;
while (ScriptValueP value = it->next(&key)) {
assert(key);
if (key == script_nil) continue;
String key_name = key->toString();
// check if the given value is for a built-in field
assert(key);
if (key == script_nil) continue;
String key_name = key->toString();
// check if the given value is for a built-in field
if (set_builtin_container(*game, new_card, value, key_name, ignore_field_not_found)) continue;
// find the field value (container) that corresponds to the given value
Value* container = get_card_field_container(*game, new_card->data, key_name, ignore_field_not_found);
if (container == nullptr) continue;
FieldP field = container->fieldP;
// if the field has a construction script, set the value and card context variables to be the given value and this card, run script
// find the field value (container) that corresponds to the given value
Value* container = get_card_field_container(*game, new_card->data, key_name, ignore_field_not_found);
if (container == nullptr) continue;
FieldP field = container->fieldP;
// if the field has a construction script, set the value and card context variables to be the given value and this card, run script
if (field->import_script) {
ScriptValueP ctx_value = ctx.getVariableOpt(SCRIPT_VAR_value);
ScriptValueP ctx_card = ctx.getVariableOpt(SCRIPT_VAR_card);
ctx.setVariable(SCRIPT_VAR_value, value);
ctx.setVariable(SCRIPT_VAR_card, to_script(new_card));
ScriptValueP script_input = field->import_script.invoke(ctx, true);
// if the script result is a collection, iterate on the key/value pairs
// treat the keys as field names and the values as what to populate those fields with
if (script_input->type() == SCRIPT_COLLECTION) {
ctx.setVariable(SCRIPT_VAR_value, value);
ctx.setVariable(SCRIPT_VAR_card, to_script(new_card));
ScriptValueP script_input = field->import_script.invoke(ctx, true);
// if the script result is a collection, iterate on the key/value pairs
// treat the keys as field names and the values as what to populate those fields with
if (script_input->type() == SCRIPT_COLLECTION) {
ScriptValueP script_it = script_input->makeIterator();
ScriptValueP script_key;
while (ScriptValueP script_value = script_it->next(&script_key)) {
assert(script_key);
ScriptValueP script_key;
while (ScriptValueP script_value = script_it->next(&script_key)) {
assert(script_key);
if (script_key == script_nil) continue;
String script_key_name = script_key->toString();
// check if the script value is for a built-in field
String script_key_name = script_key->toString();
// check if the script value is for a built-in field
if (set_builtin_container(*game, new_card, script_value, script_key_name, ignore_field_not_found)) continue;
// find the field value that corresponds to the script value
Value* script_container = get_card_field_container(*game, new_card->data, script_key_name, ignore_field_not_found);
if (script_container == nullptr) continue;
// set the field value to the script value
set_container(script_container, script_value, script_key_name);
}
}
// if the script result is not a collection, simply set the field value to the script value
else {
set_container(container, script_input, key_name);
}
// restore old value and card context variables
if (ctx_value) ctx.setVariable(SCRIPT_VAR_value, ctx_value);
// find the field value that corresponds to the script value
Value* script_container = get_card_field_container(*game, new_card->data, script_key_name, ignore_field_not_found);
if (script_container == nullptr) continue;
// set the field value to the script value
set_container(script_container, script_value, script_key_name);
}
}
// if the script result is not a collection, simply set the field value to the script value
else {
set_container(container, script_input, key_name);
}
// restore old value and card context variables
if (ctx_value) ctx.setVariable(SCRIPT_VAR_value, ctx_value);
if (ctx_card) ctx.setVariable(SCRIPT_VAR_card, ctx_card);
}
// if the field has no construction script, simply set the field value to the given value
else {
set_container(container, value, key_name);
}
}
// if the game has a construction script, set the card context variable to be this card, run script
}
}
// if the game has a construction script, set the card context variable to be this card, run script
if (game->import_script) {
ScriptValueP ctx_card = ctx.getVariableOpt(SCRIPT_VAR_card);
ctx.setVariable(SCRIPT_VAR_card, to_script(new_card));
ScriptValueP script_input = game->import_script.invoke(ctx, true);
if (script_input->type() == SCRIPT_COLLECTION) {
ctx.setVariable(SCRIPT_VAR_card, to_script(new_card));
ScriptValueP script_input = game->import_script.invoke(ctx, true);
if (script_input->type() == SCRIPT_COLLECTION) {
// iterate on the key/value pairs given by the script
ScriptValueP script_it = script_input->makeIterator();
ScriptValueP script_key;
while (ScriptValueP script_value = script_it->next(&script_key)) {
assert(script_key);
ScriptValueP script_key;
while (ScriptValueP script_value = script_it->next(&script_key)) {
assert(script_key);
if (script_key == script_nil) continue;
String script_key_name = script_key->toString();
// check if the script value is for a built-in field
String script_key_name = script_key->toString();
// check if the script value is for a built-in field
if (set_builtin_container(*game, new_card, script_value, script_key_name, ignore_field_not_found)) continue;
// find the field value that corresponds to the script value
Value* script_container = get_card_field_container(*game, new_card->data, script_key_name, ignore_field_not_found);
if (script_container == nullptr) continue;
// set the field value to the script value
set_container(script_container, script_value, script_key_name);
}
}
else {
queue_message(MESSAGE_ERROR, _ERROR_("game import script not map"));
}
// restore old context card
// find the field value that corresponds to the script value
Value* script_container = get_card_field_container(*game, new_card->data, script_key_name, ignore_field_not_found);
if (script_container == nullptr) continue;
// set the field value to the script value
set_container(script_container, script_value, script_key_name);
}
}
else {
queue_message(MESSAGE_ERROR, _ERROR_("game import script not map"));
}
// restore old context card
if (ctx_card) ctx.setVariable(SCRIPT_VAR_card, ctx_card);
}
}
SCRIPT_RETURN(new_card);
}
SCRIPT_FUNCTION(add_card_to_set) {
SCRIPT_PARAM_C(ScriptValueP, input);
SCRIPT_PARAM_C(ScriptValueP, set);
ScriptObject<Set*>* s = dynamic_cast<ScriptObject<Set*>*>(set.get());
if (s) {
if (s) {
Set& _set = *s->getValue();
ScriptObject<CardP>* c = dynamic_cast<ScriptObject<CardP>*>(input.get());
if (c) {
CardP _card = c->getValue();
_set.actions.addAction(make_unique<AddCardAction>(ADD, _set, _card));
SCRIPT_RETURN(true);
}
if (input->type() == SCRIPT_COLLECTION) {
vector<CardP> _cards;
ScriptObject<CardP>* c = dynamic_cast<ScriptObject<CardP>*>(input.get());
if (c) {
CardP _card = c->getValue();
_set.actions.addAction(make_unique<AddCardAction>(ADD, _set, _card));
SCRIPT_RETURN(true);
}
if (input->type() == SCRIPT_COLLECTION) {
vector<CardP> _cards;
ScriptValueP it = input->makeIterator();
ScriptValueP key;
while (ScriptValueP value = it->next(&key)) {
c = dynamic_cast<ScriptObject<CardP>*>(value.get());
if (c) {
_cards.push_back(c->getValue());
}
ScriptValueP key;
while (ScriptValueP value = it->next(&key)) {
c = dynamic_cast<ScriptObject<CardP>*>(value.get());
if (c) {
_cards.push_back(c->getValue());
}
}
if (!_cards.empty()) {
_set.actions.addAction(make_unique<AddCardAction>(ADD, _set, _cards));
_set.actions.addAction(make_unique<AddCardAction>(ADD, _set, _cards));
SCRIPT_RETURN(true);
}
}
}
}
SCRIPT_RETURN(false);
}
SCRIPT_RETURN(false);
}
// ----------------------------------------------------------------------------- : Init