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MagicSetEditor2/src/script/script_manager.cpp
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//+----------------------------------------------------------------------------+
//| Description: Magic Set Editor - Program to make Magic (tm) cards |
//| 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/script_manager.hpp>
#include <script/to_value.hpp>
#include <script/functions/functions.hpp>
#include <script/profiler.hpp>
#include <data/set.hpp>
#include <data/stylesheet.hpp>
#include <data/game.hpp>
#include <data/card.hpp>
#include <data/field.hpp>
#include <data/action/set.hpp>
#include <data/action/value.hpp>
#include <data/action/keyword.hpp>
#include <util/error.hpp>
// ----------------------------------------------------------------------------- : SetScriptContext : initialization
SetScriptContext::SetScriptContext(Set& set)
: set(set)
{}
Context& SetScriptContext::getContext(const StyleSheetP& stylesheet) {
auto it = contexts.try_emplace(stylesheet.get());
Context& ctx = it.first->second;
if (it.second) {
// we created a new context
// variables
// NOTE: do not use a smart pointer for the pointer to the set, because the set owns this
// which would lead to a reference cycle.
init_script_functions(ctx);
ctx.setVariable(SCRIPT_VAR_set, make_intrusive<ScriptObject<Set*>>(&set));
ctx.setVariable(SCRIPT_VAR_game, to_script(set.game));
ctx.setVariable(SCRIPT_VAR_stylesheet, to_script(stylesheet));
ctx.setVariable(SCRIPT_VAR_card_style, to_script(&stylesheet->card_style));
// I'm not entirely clear on why a "dummy value" is necessary here.
// It doesn't appear that these are getting accessed until a card is found anyways, so they don't trip any errors that I could see.
// Retaining the format just for consistency in case there's something that I missed.
ctx.setVariable(SCRIPT_VAR_card, set.cards.empty() ? script_nil : to_script(set.cards.front())); // dummy value
ctx.setVariable(SCRIPT_VAR_styling, to_script(&set.stylingDataFor(*stylesheet)));
ctx.setVariable(SCRIPT_VAR_extra_card_style, to_script(&stylesheet->extra_card_style)); // dummy value
ctx.setVariable(SCRIPT_VAR_extra_card, set.cards.empty() ? script_nil : to_script(&set.cards.front()->extraDataFor(*stylesheet))); // dummy value
try {
// perform init scripts, don't use a scope, variables stay bound in the context
try {
set.game ->init_script.invoke(ctx, false);
} catch (const ScriptError& e) {
handle_error(ScriptError(e.what() + _("\n in init script for game ") + set.game->name()));
}
try {
stylesheet->init_script.invoke(ctx, false);
} catch (const ScriptError& e) {
handle_error(ScriptError(e.what() + _("\n in init script for stylesheet ") + stylesheet->name()));
}
} catch (const Error& e) {
handle_error(e);
}
onInit(stylesheet, ctx);
}
return ctx;
}
Context& SetScriptContext::getContext(const CardP& card) {
StyleSheetP stylesheet = set.stylesheetForP(card);
Context& ctx = getContext(stylesheet);
if (card) {
ctx.setVariable(SCRIPT_VAR_card, to_script(card));
ctx.setVariable(SCRIPT_VAR_styling, to_script(&set.stylingDataFor(card)));
ctx.setVariable(SCRIPT_VAR_extra_card_style, to_script(&stylesheet->extra_card_style));
ctx.setVariable(SCRIPT_VAR_extra_card, to_script(&card->extraDataFor(*stylesheet)));
} else {
ctx.setVariable(SCRIPT_VAR_card, ScriptValueP());
ctx.setVariable(SCRIPT_VAR_styling, to_script(&set.stylingDataFor(*stylesheet)));
ctx.setVariable(SCRIPT_VAR_extra_card_style, script_nil);
ctx.setVariable(SCRIPT_VAR_extra_card, script_nil);
}
return ctx;
}
// ----------------------------------------------------------------------------- : SetScriptManager : initialization
SetScriptManager::SetScriptManager(Set& set)
: SetScriptContext(set)
, delay(0)
{
// add as an action listener for the set, so we receive actions
set.actions.addListener(this);
}
SetScriptManager::~SetScriptManager() {
set.actions.removeListener(this);
}
void SetScriptManager::onInit(const StyleSheetP& stylesheet, Context& ctx) {
assert(wxThread::IsMain());
// initialize dependencies
try {
// find script dependencies
initDependencies(ctx, *set.game);
initDependencies(ctx, *stylesheet);
} catch (const Error& e) {
handle_error(e);
}
}
void SetScriptManager::initDependencies(Context& ctx, Game& game) {
if (game.dependencies_initialized) return;
game.dependencies_initialized = true;
// find dependencies of card fields
FOR_EACH(f, game.card_fields) {
f->initDependencies(ctx, Dependency(DEP_CARD_FIELD, f->index));
}
// find dependencies of set fields
FOR_EACH(f, game.set_fields) {
f->initDependencies(ctx, Dependency(DEP_SET_FIELD, f->index));
}
}
void SetScriptManager::initDependencies(Context& ctx, StyleSheet& stylesheet) {
if (stylesheet.dependencies_initialized) return;
stylesheet.dependencies_initialized = true;
// find dependencies of extra card fields
FOR_EACH(f, stylesheet.extra_card_fields) {
f->initDependencies(ctx, Dependency(DEP_EXTRA_CARD_FIELD, f->index, &stylesheet));
}
// find dependencies of choice images and other style stuff
FOR_EACH(s, stylesheet.card_style) {
s->initDependencies(ctx, Dependency(DEP_CARD_STYLE, s->fieldP->index, &stylesheet));
// are there dependencies of this style on other style properties?
Dependency test(DEP_DUMMY, false);
s->checkContentDependencies(ctx, test);
if (test.index) s->content_dependent = true;
}
FOR_EACH(s, stylesheet.extra_card_style) {
// are there dependencies of this style on other style properties?
Dependency test(DEP_DUMMY, false);
s->checkContentDependencies(ctx, test);
if (test.index) s->content_dependent = true;
}
}
// ----------------------------------------------------------------------------- : ScriptManager : updating
void SetScriptManager::onAction(const Action& action, bool undone) {
TYPE_CASE(action, ValueAction) {
if (action.card) {
updateValue(*action.valueP, action.card);
return;
} else {
// is it a keyword's fake value?
KeywordTextValue* value = dynamic_cast<KeywordTextValue*>(action.valueP.get());
if (value) {
if (value->underlying == &value->keyword.match) {
// script
Context& ctx = getContext(set.stylesheet);
value->update(ctx);
// changed the 'match' string of a keyword, rebuild database and regex so matching is correct
value->keyword.prepare(set.game->keyword_parameter_types, true);
set.keyword_db.clear();
}
delay |= DELAY_KEYWORDS;
return;
}
// a set or styling value
updateValue(*action.valueP, CardP());
}
}
TYPE_CASE_(action, ScriptValueEvent) {
return; // Don't go into an infinite loop because of our own events
}
TYPE_CASE(action, AddCardAction) {
if (action.action.adding != undone) {
// update the added cards specificly
FOR_EACH_CONST(step, action.action.steps) {
const CardP& card = step.item;
Context& ctx = getContext(card);
FOR_EACH(v, card->data) {
v->update(ctx);
}
}
}
// note: fallthrough
}
TYPE_CASE_(action, CardListAction) {
#ifdef LOG_UPDATES
wxLogDebug(_("Card dependencies"));
#endif
updateAllDependend(set.game->dependent_scripts_cards);
#ifdef LOG_UPDATES
wxLogDebug(_("-------------------------------\n"));
#endif
}
TYPE_CASE_(action, KeywordListAction) {
updateAllDependend(set.game->dependent_scripts_keywords);
return;
}
TYPE_CASE_(action, ChangeKeywordModeAction) {
updateAllDependend(set.game->dependent_scripts_keywords);
return;
}
TYPE_CASE(action, ChangeCardStyleAction) {
updateAllDependend(set.game->dependent_scripts_stylesheet, action.card);
}
TYPE_CASE_(action, ChangeSetStyleAction) {
updateAllDependend(set.game->dependent_scripts_stylesheet);
return;
}
}
void SetScriptManager::updateStyles(const CardP& card, bool only_content_dependent) {
assert(card);
const StyleSheet& stylesheet = set.stylesheetFor(card);
Context& ctx = getContext(card);
if (!only_content_dependent) {
// update extra card fields
IndexMap<FieldP,ValueP>& extra_data = card->extraDataFor(stylesheet);
FOR_EACH(v, extra_data) {
if (v->update(ctx)) {
// changed, send event
ScriptValueEvent change(card.get(), v.get());
set.actions.tellListeners(change, false);
}
}
}
// update all styles
updateStyles(ctx, stylesheet.card_style, only_content_dependent);
updateStyles(ctx, stylesheet.extra_card_style, only_content_dependent);
}
void SetScriptManager::updateStyles(Context& ctx, const IndexMap<FieldP,StyleP>& styles, bool only_content_dependent) {
FOR_EACH_CONST(s, styles) {
if (only_content_dependent && !s->content_dependent) continue;
try {
if (int change = s->update(ctx)) {
// style has changed, tell listeners
s->tellListeners(change | (only_content_dependent ? CHANGE_ALREADY_PREPARED : 0) );
}
} catch (const ScriptError& e) {
// NOTE: don't handle errors now, we are likely in an onPaint handler
handle_error(ScriptError(e.what() + _("\n while updating styles for '") + s->fieldP->name + _("'")));
}
}
}
void SetScriptManager::updateDelayed() {
if (delay & DELAY_KEYWORDS) {
updateAllDependend(set.game->dependent_scripts_keywords);
}
delay = 0;
}
void SetScriptManager::updateValue(Value& value, const CardP& card) {
Age starting_age; // the start of the update process
deque<ToUpdate> to_update;
// execute script for initial changed value
value.update(getContext(card));
#ifdef LOG_UPDATES
wxLogDebug(_("Start: %s"), value.fieldP->name);
#endif
// update dependent scripts
alsoUpdate(to_update, value.fieldP->dependent_scripts, card);
updateRecursive(to_update, starting_age);
#ifdef LOG_UPDATES
wxLogDebug(_("-------------------------------\n"));
#endif
}
void SetScriptManager::updateAll() {
#ifdef LOG_UPDATES
wxLogDebug(_("Update all"));
#endif
wxBusyCursor busy;
// update set data
Context& ctx = getContext(set.stylesheet);
FOR_EACH(v, set.data) {
try {
PROFILER2( v->fieldP.get(), _("update set.") + v->fieldP->name );
v->update(ctx);
} catch (const ScriptError& e) {
handle_error(ScriptError(e.what() + _("\n while updating set value '") + v->fieldP->name + _("'")));
}
}
// update card data of all cards
FOR_EACH(card, set.cards) {
Context& ctx = getContext(card);
FOR_EACH(v, card->data) {
try {
#if USE_SCRIPT_PROFILING
Timer t;
Profiler prof(t, v->fieldP.get(), _("update card.") + v->fieldP->name);
#endif
v->update(ctx);
} catch (const ScriptError& e) {
handle_error(ScriptError(e.what() + _("\n while updating card value '") + v->fieldP->name + _("'")));
}
}
}
// update things that depend on the card list
updateAllDependend(set.game->dependent_scripts_cards);
#ifdef LOG_UPDATES
wxLogDebug(_("-------------------------------\n"));
#endif
}
void SetScriptManager::updateAllDependend(const vector<Dependency>& dependent_scripts, const CardP& card) {
deque<ToUpdate> to_update;
Age starting_age;
alsoUpdate(to_update, dependent_scripts, card);
updateRecursive(to_update, starting_age);
}
void SetScriptManager::updateRecursive(deque<ToUpdate>& to_update, Age starting_age) {
if (to_update.empty()) return;
set.clearOrderCache(); // clear caches before evaluating a round of scripts
while (!to_update.empty()) {
updateToUpdate(to_update.front(), to_update, starting_age);
to_update.pop_front();
}
}
void SetScriptManager::updateToUpdate(const ToUpdate& u, deque<ToUpdate>& to_update, Age starting_age) {
Age age = u.value->last_script_update;
if (starting_age <= age) return; // this value was already updated
Context& ctx = getContext(u.card);
bool changes = false;
try {
changes = u.value->update(ctx);
} catch (const ScriptError& e) {
handle_error(ScriptError(e.what() + _("\n while updating value '") + u.value->fieldP->name + _("'")));
}
if (changes) {
// changed, send event
ScriptValueEvent change(u.card.get(), u.value);
set.actions.tellListeners(change, false);
// u.value has changed, also update values with a dependency on u.value
alsoUpdate(to_update, u.value->fieldP->dependent_scripts, u.card);
#ifdef LOG_UPDATES
wxLogDebug(_("Changed: %s"), u.value->fieldP->name);
#endif
}
#ifdef LOG_UPDATES
else
wxLogDebug(_("Same: %s"), u.value->fieldP->name);
#endif
}
void SetScriptManager::alsoUpdate(deque<ToUpdate>& to_update, const vector<Dependency>& deps, const CardP& card) {
FOR_EACH_CONST(d, deps) {
switch (d.type) {
case DEP_SET_FIELD: {
ValueP value = set.data.at(d.index);
to_update.push_back(ToUpdate(value.get(), CardP()));
break;
} case DEP_CARD_FIELD: {
if (card) {
ValueP value = card->data.at(d.index);
to_update.push_back(ToUpdate(value.get(), card));
break;
} else {
// There is no card, so the update should affect all cards (fall through).
}
} case DEP_CARDS_FIELD: {
// something invalidates a card value for all cards, so all cards need updating
FOR_EACH(card, set.cards) {
ValueP value = card->data.at(d.index);
to_update.push_back(ToUpdate(value.get(), card));
}
break;
} case DEP_CARD_STYLE: {
// a generated image has become invalid, there is not much we can do
// because the index is not exact enough, it only gives the field
StyleSheet* stylesheet = reinterpret_cast<StyleSheet*>(d.data);
StyleP style = stylesheet->card_style.at(d.index);
style->invalidate();
// something changed, send event
ScriptStyleEvent change(stylesheet, style.get());
set.actions.tellListeners(change, false);
break;
} case DEP_EXTRA_CARD_FIELD: {
/* // Not needed, extra card fields are handled in updateStyles()
if (card) {
StyleSheet* stylesheet = reinterpret_cast<StyleSheet*>(d.data);
StyleSheet* stylesheet_card = &set.stylesheetFor(card);
if (stylesheet == stylesheet_card) {
ValueP value = card->extra_data.at(d.index);
to_update.push_back(ToUpdate(value.get(), card));
}
}*/
break;
} case DEP_CARD_COPY_DEP: {
// propagate dependencies from another field
FieldP f = set.game->card_fields[d.index];
alsoUpdate(to_update, f->dependent_scripts, card);
break;
} case DEP_SET_COPY_DEP: {
// propagate dependencies from another field
FieldP f = set.game->set_fields[d.index];
alsoUpdate(to_update, f->dependent_scripts, card);
break;
} default:
assert(false);
}
}
}