mirror of
https://github.com/amyinspace/MagicSetEditor2.git
synced 2026-06-10 13:06:59 -04:00
413 lines
16 KiB
C++
413 lines
16 KiB
C++
//+----------------------------------------------------------------------------+
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//| Description: Magic Set Editor - Program to make Magic (tm) cards |
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//| Copyright: (C) Twan van Laarhoven and the other MSE developers |
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//| License: GNU General Public License 2 or later (see file COPYING) |
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//+----------------------------------------------------------------------------+
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// ----------------------------------------------------------------------------- : Includes
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#include <util/prec.hpp>
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#include <script/script_manager.hpp>
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#include <script/to_value.hpp>
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#include <script/functions/functions.hpp>
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#include <script/profiler.hpp>
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#include <data/set.hpp>
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#include <data/stylesheet.hpp>
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#include <data/game.hpp>
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#include <data/card.hpp>
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#include <data/field.hpp>
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#include <data/action/set.hpp>
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#include <data/action/value.hpp>
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#include <data/action/keyword.hpp>
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#include <util/error.hpp>
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// ----------------------------------------------------------------------------- : SetScriptContext : initialization
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SetScriptContext::SetScriptContext(Set& set)
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: set(set)
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{}
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Context& SetScriptContext::getContext(const StyleSheetP& stylesheet) {
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auto it = contexts.try_emplace(stylesheet.get());
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Context& ctx = it.first->second;
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if (it.second) {
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// we created a new context
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// variables
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// NOTE: do not use a smart pointer for the pointer to the set, because the set owns this
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// which would lead to a reference cycle.
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init_script_functions(ctx);
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ctx.setVariable(SCRIPT_VAR_set, make_intrusive<ScriptObject<Set*>>(&set));
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ctx.setVariable(SCRIPT_VAR_game, to_script(set.game));
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ctx.setVariable(SCRIPT_VAR_stylesheet, to_script(stylesheet));
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ctx.setVariable(SCRIPT_VAR_card_style, to_script(&stylesheet->card_style));
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// I'm not entirely clear on why a "dummy value" is necessary here.
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// 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.
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// Retaining the format just for consistency in case there's something that I missed.
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ctx.setVariable(SCRIPT_VAR_card, set.cards.empty() ? script_nil : to_script(set.cards.front())); // dummy value
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ctx.setVariable(SCRIPT_VAR_styling, to_script(&set.stylingDataFor(*stylesheet)));
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ctx.setVariable(SCRIPT_VAR_extra_card_style, to_script(&stylesheet->extra_card_style)); // dummy value
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ctx.setVariable(SCRIPT_VAR_extra_card, set.cards.empty() ? script_nil : to_script(&set.cards.front()->extraDataFor(*stylesheet))); // dummy value
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try {
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// perform init scripts, don't use a scope, variables stay bound in the context
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try {
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set.game ->init_script.invoke(ctx, false);
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} catch (const ScriptError& e) {
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handle_error(ScriptError(e.what() + _("\n in init script for game ") + set.game->name()));
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}
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try {
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stylesheet->init_script.invoke(ctx, false);
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} catch (const ScriptError& e) {
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handle_error(ScriptError(e.what() + _("\n in init script for stylesheet ") + stylesheet->name()));
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}
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} catch (const Error& e) {
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handle_error(e);
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}
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onInit(stylesheet, ctx);
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}
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return ctx;
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}
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Context& SetScriptContext::getContext(const CardP& card) {
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StyleSheetP stylesheet = set.stylesheetForP(card);
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Context& ctx = getContext(stylesheet);
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if (card) {
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ctx.setVariable(SCRIPT_VAR_card, to_script(card));
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ctx.setVariable(SCRIPT_VAR_styling, to_script(&set.stylingDataFor(card)));
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ctx.setVariable(SCRIPT_VAR_extra_card_style, to_script(&stylesheet->extra_card_style));
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ctx.setVariable(SCRIPT_VAR_extra_card, to_script(&card->extraDataFor(*stylesheet)));
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} else {
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ctx.setVariable(SCRIPT_VAR_card, ScriptValueP());
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ctx.setVariable(SCRIPT_VAR_styling, to_script(&set.stylingDataFor(*stylesheet)));
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ctx.setVariable(SCRIPT_VAR_extra_card_style, script_nil);
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ctx.setVariable(SCRIPT_VAR_extra_card, script_nil);
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}
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return ctx;
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}
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// ----------------------------------------------------------------------------- : SetScriptManager : initialization
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SetScriptManager::SetScriptManager(Set& set)
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: SetScriptContext(set)
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, delay(0)
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{
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// add as an action listener for the set, so we receive actions
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set.actions.addListener(this);
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}
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SetScriptManager::~SetScriptManager() {
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set.actions.removeListener(this);
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}
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void SetScriptManager::onInit(const StyleSheetP& stylesheet, Context& ctx) {
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assert(wxThread::IsMain());
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// initialize dependencies
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try {
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// find script dependencies
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initDependencies(ctx, *set.game);
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initDependencies(ctx, *stylesheet);
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} catch (const Error& e) {
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handle_error(e);
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}
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}
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void SetScriptManager::initDependencies(Context& ctx, Game& game) {
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if (game.dependencies_initialized) return;
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game.dependencies_initialized = true;
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// find dependencies of card fields
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FOR_EACH(f, game.card_fields) {
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f->initDependencies(ctx, Dependency(DEP_CARD_FIELD, f->index));
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}
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// find dependencies of set fields
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FOR_EACH(f, game.set_fields) {
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f->initDependencies(ctx, Dependency(DEP_SET_FIELD, f->index));
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}
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}
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void SetScriptManager::initDependencies(Context& ctx, StyleSheet& stylesheet) {
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if (stylesheet.dependencies_initialized) return;
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stylesheet.dependencies_initialized = true;
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// find dependencies of extra card fields
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FOR_EACH(f, stylesheet.extra_card_fields) {
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f->initDependencies(ctx, Dependency(DEP_EXTRA_CARD_FIELD, f->index, &stylesheet));
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}
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// find dependencies of choice images and other style stuff
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FOR_EACH(s, stylesheet.card_style) {
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s->initDependencies(ctx, Dependency(DEP_CARD_STYLE, s->fieldP->index, &stylesheet));
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// are there dependencies of this style on other style properties?
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Dependency test(DEP_DUMMY, false);
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s->checkContentDependencies(ctx, test);
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if (test.index) s->content_dependent = true;
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}
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FOR_EACH(s, stylesheet.extra_card_style) {
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// are there dependencies of this style on other style properties?
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Dependency test(DEP_DUMMY, false);
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s->checkContentDependencies(ctx, test);
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if (test.index) s->content_dependent = true;
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}
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}
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// ----------------------------------------------------------------------------- : ScriptManager : updating
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void SetScriptManager::onAction(const Action& action, bool undone) {
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TYPE_CASE(action, ValueAction) {
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if (action.card) {
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updateValue(*action.valueP, action.card);
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return;
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} else {
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// is it a keyword's fake value?
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KeywordTextValue* value = dynamic_cast<KeywordTextValue*>(action.valueP.get());
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if (value) {
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if (value->underlying == &value->keyword.match) {
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// script
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Context& ctx = getContext(set.stylesheet);
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value->update(ctx);
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// changed the 'match' string of a keyword, rebuild database and regex so matching is correct
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value->keyword.prepare(set.game->keyword_parameter_types, true);
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set.keyword_db.clear();
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}
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delay |= DELAY_KEYWORDS;
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return;
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}
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// a set or styling value
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updateValue(*action.valueP, CardP());
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}
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}
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TYPE_CASE_(action, ScriptValueEvent) {
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return; // Don't go into an infinite loop because of our own events
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}
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TYPE_CASE(action, AddCardAction) {
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if (action.action.adding != undone) {
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// update the added cards specificly
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FOR_EACH_CONST(step, action.action.steps) {
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const CardP& card = step.item;
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Context& ctx = getContext(card);
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FOR_EACH(v, card->data) {
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v->update(ctx);
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}
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}
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}
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// note: fallthrough
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}
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TYPE_CASE_(action, CardListAction) {
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#ifdef LOG_UPDATES
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wxLogDebug(_("Card dependencies"));
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#endif
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updateAllDependend(set.game->dependent_scripts_cards);
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#ifdef LOG_UPDATES
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wxLogDebug(_("-------------------------------\n"));
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#endif
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}
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TYPE_CASE_(action, KeywordListAction) {
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updateAllDependend(set.game->dependent_scripts_keywords);
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return;
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}
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TYPE_CASE_(action, ChangeKeywordModeAction) {
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updateAllDependend(set.game->dependent_scripts_keywords);
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return;
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}
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TYPE_CASE(action, ChangeCardStyleAction) {
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updateAllDependend(set.game->dependent_scripts_stylesheet, action.card);
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}
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TYPE_CASE_(action, ChangeSetStyleAction) {
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updateAllDependend(set.game->dependent_scripts_stylesheet);
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return;
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}
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}
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void SetScriptManager::updateStyles(const CardP& card, bool only_content_dependent) {
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assert(card);
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const StyleSheet& stylesheet = set.stylesheetFor(card);
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Context& ctx = getContext(card);
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if (!only_content_dependent) {
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// update extra card fields
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IndexMap<FieldP,ValueP>& extra_data = card->extraDataFor(stylesheet);
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FOR_EACH(v, extra_data) {
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if (v->update(ctx)) {
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// changed, send event
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ScriptValueEvent change(card.get(), v.get());
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set.actions.tellListeners(change, false);
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}
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}
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}
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// update all styles
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updateStyles(ctx, stylesheet.card_style, only_content_dependent);
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updateStyles(ctx, stylesheet.extra_card_style, only_content_dependent);
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}
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void SetScriptManager::updateStyles(Context& ctx, const IndexMap<FieldP,StyleP>& styles, bool only_content_dependent) {
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FOR_EACH_CONST(s, styles) {
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if (only_content_dependent && !s->content_dependent) continue;
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try {
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if (int change = s->update(ctx)) {
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// style has changed, tell listeners
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s->tellListeners(change | (only_content_dependent ? CHANGE_ALREADY_PREPARED : 0) );
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}
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} catch (const ScriptError& e) {
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// NOTE: don't handle errors now, we are likely in an onPaint handler
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handle_error(ScriptError(e.what() + _("\n while updating styles for '") + s->fieldP->name + _("'")));
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}
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}
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}
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void SetScriptManager::updateDelayed() {
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if (delay & DELAY_KEYWORDS) {
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updateAllDependend(set.game->dependent_scripts_keywords);
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}
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delay = 0;
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}
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void SetScriptManager::updateValue(Value& value, const CardP& card) {
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Age starting_age; // the start of the update process
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deque<ToUpdate> to_update;
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// execute script for initial changed value
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value.update(getContext(card));
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#ifdef LOG_UPDATES
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wxLogDebug(_("Start: %s"), value.fieldP->name);
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#endif
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// update dependent scripts
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alsoUpdate(to_update, value.fieldP->dependent_scripts, card);
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updateRecursive(to_update, starting_age);
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#ifdef LOG_UPDATES
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wxLogDebug(_("-------------------------------\n"));
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#endif
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}
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void SetScriptManager::updateAll() {
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#ifdef LOG_UPDATES
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wxLogDebug(_("Update all"));
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#endif
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wxBusyCursor busy;
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// update set data
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Context& ctx = getContext(set.stylesheet);
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FOR_EACH(v, set.data) {
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try {
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PROFILER2( v->fieldP.get(), _("update set.") + v->fieldP->name );
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v->update(ctx);
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} catch (const ScriptError& e) {
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handle_error(ScriptError(e.what() + _("\n while updating set value '") + v->fieldP->name + _("'")));
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}
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}
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// update card data of all cards
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FOR_EACH(card, set.cards) {
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Context& ctx = getContext(card);
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FOR_EACH(v, card->data) {
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try {
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#if USE_SCRIPT_PROFILING
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Timer t;
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Profiler prof(t, v->fieldP.get(), _("update card.") + v->fieldP->name);
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#endif
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v->update(ctx);
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} catch (const ScriptError& e) {
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handle_error(ScriptError(e.what() + _("\n while updating card value '") + v->fieldP->name + _("'")));
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}
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}
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}
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// update things that depend on the card list
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updateAllDependend(set.game->dependent_scripts_cards);
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#ifdef LOG_UPDATES
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wxLogDebug(_("-------------------------------\n"));
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#endif
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}
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void SetScriptManager::updateAllDependend(const vector<Dependency>& dependent_scripts, const CardP& card) {
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deque<ToUpdate> to_update;
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Age starting_age;
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alsoUpdate(to_update, dependent_scripts, card);
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updateRecursive(to_update, starting_age);
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}
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void SetScriptManager::updateRecursive(deque<ToUpdate>& to_update, Age starting_age) {
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if (to_update.empty()) return;
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set.clearOrderCache(); // clear caches before evaluating a round of scripts
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while (!to_update.empty()) {
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updateToUpdate(to_update.front(), to_update, starting_age);
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to_update.pop_front();
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}
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}
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void SetScriptManager::updateToUpdate(const ToUpdate& u, deque<ToUpdate>& to_update, Age starting_age) {
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Age age = u.value->last_script_update;
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if (starting_age <= age) return; // this value was already updated
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Context& ctx = getContext(u.card);
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bool changes = false;
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try {
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changes = u.value->update(ctx);
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} catch (const ScriptError& e) {
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handle_error(ScriptError(e.what() + _("\n while updating value '") + u.value->fieldP->name + _("'")));
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}
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if (changes) {
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// changed, send event
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ScriptValueEvent change(u.card.get(), u.value);
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set.actions.tellListeners(change, false);
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// u.value has changed, also update values with a dependency on u.value
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alsoUpdate(to_update, u.value->fieldP->dependent_scripts, u.card);
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#ifdef LOG_UPDATES
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wxLogDebug(_("Changed: %s"), u.value->fieldP->name);
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#endif
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}
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#ifdef LOG_UPDATES
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else
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wxLogDebug(_("Same: %s"), u.value->fieldP->name);
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#endif
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}
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void SetScriptManager::alsoUpdate(deque<ToUpdate>& to_update, const vector<Dependency>& deps, const CardP& card) {
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FOR_EACH_CONST(d, deps) {
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switch (d.type) {
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case DEP_SET_FIELD: {
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ValueP value = set.data.at(d.index);
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to_update.push_back(ToUpdate(value.get(), CardP()));
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break;
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} case DEP_CARD_FIELD: {
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if (card) {
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ValueP value = card->data.at(d.index);
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to_update.push_back(ToUpdate(value.get(), card));
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break;
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} else {
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// There is no card, so the update should affect all cards (fall through).
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}
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} case DEP_CARDS_FIELD: {
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// something invalidates a card value for all cards, so all cards need updating
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FOR_EACH(card, set.cards) {
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ValueP value = card->data.at(d.index);
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to_update.push_back(ToUpdate(value.get(), card));
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}
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break;
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} case DEP_CARD_STYLE: {
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// a generated image has become invalid, there is not much we can do
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// because the index is not exact enough, it only gives the field
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StyleSheet* stylesheet = reinterpret_cast<StyleSheet*>(d.data);
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StyleP style = stylesheet->card_style.at(d.index);
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style->invalidate();
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// something changed, send event
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ScriptStyleEvent change(stylesheet, style.get());
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set.actions.tellListeners(change, false);
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break;
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} case DEP_EXTRA_CARD_FIELD: {
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/* // Not needed, extra card fields are handled in updateStyles()
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if (card) {
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StyleSheet* stylesheet = reinterpret_cast<StyleSheet*>(d.data);
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StyleSheet* stylesheet_card = &set.stylesheetFor(card);
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if (stylesheet == stylesheet_card) {
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ValueP value = card->extra_data.at(d.index);
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to_update.push_back(ToUpdate(value.get(), card));
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}
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}*/
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break;
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} case DEP_CARD_COPY_DEP: {
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// propagate dependencies from another field
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FieldP f = set.game->card_fields[d.index];
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alsoUpdate(to_update, f->dependent_scripts, card);
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break;
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} case DEP_SET_COPY_DEP: {
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// propagate dependencies from another field
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FieldP f = set.game->set_fields[d.index];
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alsoUpdate(to_update, f->dependent_scripts, card);
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break;
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} default:
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assert(false);
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}
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}
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}
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