Files
MagicSetEditor2/src/script/functions/construction.cpp
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2026-02-01 17:39:33 +01:00

177 lines
8.4 KiB
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//+----------------------------------------------------------------------------+
//| Description: Magic Set Editor - Program to make card games |
//| Copyright: (C) Twan van Laarhoven and the other MSE developers |
//| License: GNU General Public License 2 or later (see file COPYING) |
//+----------------------------------------------------------------------------+
// ----------------------------------------------------------------------------- : Includes
#include <util/prec.hpp>
#include <script/functions/functions.hpp>
#include <script/functions/util.hpp>
#include <script/functions/construction_helper.hpp>
#include <data/field.hpp>
#include <data/field/text.hpp>
#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/stylesheet.hpp>
#include <data/card.hpp>
#include <util/error.hpp>
// ----------------------------------------------------------------------------- : new_card
SCRIPT_FUNCTION(new_card) {
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);
// check for a stylesheet first, since other things depend on it
ScriptValueP it = input->makeIterator();
ScriptValueP key;
while (ScriptValueP value = it->next(&key)) {
assert(key);
if (key == script_nil || value == script_nil) continue;
String key_name = key->toString();
if (set_stylesheet_container(*game, new_card, value, key_name, ignore_field_not_found)) break;
}
// set the rest of the key/value pairs
it = input->makeIterator();
while (ScriptValueP value = it->next(&key)) {
assert(key);
if (key == script_nil || value == 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
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) {
// check for a stylesheet first, since other things depend on it
ScriptValueP script_it = script_input->makeIterator();
ScriptValueP script_key;
while (ScriptValueP script_value = script_it->next(&script_key)) {
assert(script_key);
if (script_key == script_nil || script_value == script_nil) continue;
String script_key_name = script_key->toString();
if (set_stylesheet_container(*game, new_card, script_value, script_key_name, ignore_field_not_found)) break;
}
// iterate on the rest of the key/value pairs given by the script
script_it = script_input->makeIterator();
while (ScriptValueP script_value = script_it->next(&script_key)) {
assert(script_key);
if (script_key == script_nil || script_value == script_nil) continue;
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 result
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 (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) {
// check for a stylesheet first, since other things depend on it
ScriptValueP script_it = script_input->makeIterator();
ScriptValueP script_key;
while (ScriptValueP script_value = script_it->next(&script_key)) {
assert(script_key);
if (script_key == script_nil || script_value == script_nil) continue;
String script_key_name = script_key->toString();
if (set_stylesheet_container(*game, new_card, script_value, script_key_name, ignore_field_not_found)) break;
}
// iterate on the rest of the key/value pairs given by the script
script_it = script_input->makeIterator();
while (ScriptValueP script_value = script_it->next(&script_key)) {
assert(script_key);
if (script_key == script_nil || script_value == script_nil) continue;
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
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) {
Set& _set = *s->getValue();
ScriptObject<CardP>* c = dynamic_cast<ScriptObject<CardP>*>(input.get());
if (c) {
vector<CardP> _cards { c->getValue() };
_set.actions.addAction(make_unique<AddCardAction>(ADD, _set, _cards));
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());
}
}
if (!_cards.empty()) {
_set.actions.addAction(make_unique<AddCardAction>(ADD, _set, _cards));
SCRIPT_RETURN(true);
}
}
}
SCRIPT_RETURN(false);
}
// ----------------------------------------------------------------------------- : Init
void init_script_construction_functions(Context& ctx) {
ctx.setVariable(_("new_card"), script_new_card);
ctx.setVariable(_("add_card_to_set"), script_add_card_to_set);
}