mirror of
https://github.com/amyinspace/MagicSetEditor2.git
synced 2026-06-10 04:57:00 -04:00
@@ -9,6 +9,7 @@
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#include <util/prec.hpp>
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#include <script/functions/functions.hpp>
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#include <script/functions/util.hpp>
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#include <script/functions/construction_helper.hpp>
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#include <data/field.hpp>
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#include <data/field/text.hpp>
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#include <data/field/choice.hpp>
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@@ -20,72 +21,11 @@
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#include <data/card.hpp>
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#include <util/error.hpp>
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// ----------------------------------------------------------------------------- : Helper functions
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static Value* get_container(GameP& game, CardP& card, String key_name) {
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// find value container to update
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IndexMap<FieldP, ValueP>::const_iterator value_it = card->data.find(key_name);
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if (value_it == card->data.end()) {
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// look among alternate names
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map<String, String>::iterator alt_name_it = game->card_fields_alt_names.find(unified_form(key_name));
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if (alt_name_it != game->card_fields_alt_names.end()) {
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value_it = card->data.find(alt_name_it->second);
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}
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}
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if (value_it == card->data.end()) {
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throw ScriptError(_ERROR_1_("no field with name", key_name));
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}
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return value_it->get();
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}
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static void set_container(Value* container, ScriptValueP& value, String key_name) {
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// set the given value into the container
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if (TextValue* tvalue = dynamic_cast<TextValue*>(container)) {
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tvalue->value = value->toString();
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}
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else if (ChoiceValue* cvalue = dynamic_cast<ChoiceValue*>(container)) {
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cvalue->value = value->toString();
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}
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else if (PackageChoiceValue* pvalue = dynamic_cast<PackageChoiceValue*>(container)) {
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pvalue->package_name = value->toString();
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}
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else if (ColorValue* cvalue = dynamic_cast<ColorValue*>(container)) {
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cvalue->value = value->toColor();
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}
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else if (ImageValue* ivalue = dynamic_cast<ImageValue*>(container)) {
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wxFileName fname(static_cast<ExternalImage*>(value.get())->toString());
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ivalue->filename = LocalFileName::fromReadString(fname.GetName(), "");
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}
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else {
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throw ScriptError(_ERROR_1_("can't set value", key_name));
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}
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}
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static bool set_builtin_container(GameP& game, CardP& card, ScriptValueP& value, String key_name) {
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// check if the given value is for a built-in field, if found set it and return true
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key_name = unified_form(key_name);
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if (key_name == _("notes") || key_name == _("note")) {
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card->notes = value->toString();
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return true;
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} else if (key_name == _("style") || key_name == _("stylesheet") || key_name == _("template")) {
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if (trim(value->toString()) != wxEmptyString) card->stylesheet = StyleSheet::byGameAndName(*game, value->toString());
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return true;
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}
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// else if (key_name == _("id") || key_name == _("multiverse_id")) {
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// card->id = value->toString();
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// return true;
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//}
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//styling_data;
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//linked_card;
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//linked_relation_1;
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return false;
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}
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// ----------------------------------------------------------------------------- : new_card
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SCRIPT_FUNCTION(new_card) {
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SCRIPT_PARAM(GameP, game);
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SCRIPT_PARAM(GameP, game);
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SCRIPT_OPTIONAL_PARAM_(bool, ignore_field_not_found);
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// create a new card object
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CardP new_card = make_intrusive<Card>(*game);
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// iterate on the given key/value pairs
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@@ -94,31 +34,42 @@ SCRIPT_FUNCTION(new_card) {
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ScriptValueP key;
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while (ScriptValueP value = it->next(&key)) {
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assert(key);
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if (key == script_nil) continue;
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String key_name = key->toString();
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// check if the given value is for a built-in field
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if (set_builtin_container(game, new_card, value, key_name)) continue;
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// find the field value (container) that corresponds to the given value
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Value* container = get_container(game, new_card, key_name);
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Value* container = get_container(game, new_card, key_name, ignore_field_not_found);
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if (container == nullptr) continue;
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FieldP field = container->fieldP;
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// if the field has a construction script, set the value and card context variables to be the given value and this card, run script
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if (field->construction_script) {
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if (field->import_script) {
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ScriptValueP ctx_value = ctx.getVariableOpt(SCRIPT_VAR_value);
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ScriptValueP ctx_card = ctx.getVariableOpt(SCRIPT_VAR_card);
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ctx.setVariable(SCRIPT_VAR_value, value);
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ctx.setVariable(SCRIPT_VAR_card, to_script(new_card));
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ScriptValueP script_input = field->construction_script.invoke(ctx, true);
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// iterate on the key/value pairs given by the script
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ScriptValueP script_it = script_input->makeIterator();
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ScriptValueP script_key;
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while (ScriptValueP script_value = script_it->next(&script_key)) {
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assert(script_key);
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String script_key_name = script_key->toString();
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// check if the script value is for a built-in field
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if (set_builtin_container(game, new_card, script_value, script_key_name)) continue;
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// find the field value that corresponds to the script value
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Value* script_container = get_container(game, new_card, script_key_name);
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// set the field value to the script value
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set_container(script_container, script_value, script_key_name);
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ScriptValueP script_input = field->import_script.invoke(ctx, true);
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// if the script result is a collection, iterate on the key/value pairs
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// treat the keys as field names and the values as what to populate those fields with
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if (script_input->type() == SCRIPT_COLLECTION) {
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ScriptValueP script_it = script_input->makeIterator();
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ScriptValueP script_key;
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while (ScriptValueP script_value = script_it->next(&script_key)) {
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assert(script_key);
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if (script_key == script_nil) continue;
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String script_key_name = script_key->toString();
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// check if the script value is for a built-in field
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if (set_builtin_container(game, new_card, script_value, script_key_name)) continue;
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// find the field value that corresponds to the script value
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Value* script_container = get_container(game, new_card, script_key_name, ignore_field_not_found);
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if (script_container == nullptr) continue;
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// set the field value to the script value
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set_container(script_container, script_value, script_key_name);
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}
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}
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// if the script result is not a collection, simply set the field value to the script value
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else {
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set_container(container, script_input, key_name);
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}
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// restore old value and card context variables
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if (ctx_value) ctx.setVariable(SCRIPT_VAR_value, ctx_value);
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@@ -130,22 +81,29 @@ SCRIPT_FUNCTION(new_card) {
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}
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}
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// if the game has a construction script, set the card context variable to be this card, run script
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if (game->construction_script) {
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if (game->import_script) {
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ScriptValueP ctx_card = ctx.getVariableOpt(SCRIPT_VAR_card);
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ctx.setVariable(SCRIPT_VAR_card, to_script(new_card));
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ScriptValueP script_input = game->construction_script.invoke(ctx, true);
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// iterate on the key/value pairs given by the script
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ScriptValueP script_it = script_input->makeIterator();
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ScriptValueP script_key;
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while (ScriptValueP script_value = script_it->next(&script_key)) {
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assert(script_key);
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String script_key_name = script_key->toString();
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// check if the script value is for a built-in field
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if (set_builtin_container(game, new_card, script_value, script_key_name)) continue;
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// find the field value that corresponds to the script value
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Value* script_container = get_container(game, new_card, script_key_name);
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// set the field value to the script value
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set_container(script_container, script_value, script_key_name);
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ScriptValueP script_input = game->import_script.invoke(ctx, true);
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if (script_input->type() == SCRIPT_COLLECTION) {
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// iterate on the key/value pairs given by the script
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ScriptValueP script_it = script_input->makeIterator();
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ScriptValueP script_key;
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while (ScriptValueP script_value = script_it->next(&script_key)) {
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assert(script_key);
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if (script_key == script_nil) continue;
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String script_key_name = script_key->toString();
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// check if the script value is for a built-in field
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if (set_builtin_container(game, new_card, script_value, script_key_name)) continue;
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// find the field value that corresponds to the script value
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Value* script_container = get_container(game, new_card, script_key_name, ignore_field_not_found);
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if (script_container == nullptr) continue;
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// set the field value to the script value
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set_container(script_container, script_value, script_key_name);
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}
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}
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else {
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queue_message(MESSAGE_ERROR, _ERROR_("game import script not map"));
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}
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// restore old context card
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if (ctx_card) ctx.setVariable(SCRIPT_VAR_card, ctx_card);
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