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/* TestData.cpp
Copyright (c) 2019-2020 by Peter van der Meer
Endless Sky is free software: you can redistribute it and/or modify it under the
terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License, or (at your option) any later version.
Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "TestData.h"
#include "../DataFile.h"
#include "../DataNode.h"
#include "../DataWriter.h"
#include "../Files.h"
#include "../GameData.h"
#include "../Mission.h"
#include "../UniverseObjects.h"
using namespace std;
const string &TestData::Name() const
{
return dataSetName;
}
// Loader to load the generic test-data entry
void TestData::Load(const DataNode &node, const filesystem::path &sourceDataFilePath)
{
sourceDataFile = sourceDataFilePath;
if(node.Size() < 2)
{
node.PrintTrace("Error: Unnamed test data:");
return;
}
if(node.Token(0) != "test-data")
{
node.PrintTrace("Error: Unsupported root node:");
return;
}
dataSetName = node.Token(1);
for(const DataNode &child : node)
// Only need to parse the category for now. The contents will be
// scanned for at write-out of the test-data.
if(child.Token(0) == "category" && child.Size() >= 2)
{
if(child.Token(1) == "savegame")
dataSetType = Type::SAVEGAME;
else if(child.Token(1) == "mission")
dataSetType = Type::MISSION;
else
child.PrintTrace("Skipping unsupported category:");
}
}
// Inject the test-data to the proper location.
bool TestData::Inject(const ConditionsStore *playerConditions,
const set<const System *> *visitedSystems, const set<const Planet *> *visitedPlanets) const
{
// Check if we have the required data to inject.
if(dataSetName.empty() || sourceDataFile.empty())
return false;
// Determine data-type and call the relevant function.
switch(dataSetType)
{
case Type::SAVEGAME:
return InjectSavegame();
case Type::MISSION:
return InjectMission(playerConditions, visitedSystems, visitedPlanets);
default:
return false;
}
}
const DataNode *TestData::GetContentsNode(const DataFile &sourceData) const
{
for(const DataNode &rootNode : sourceData)
// Check if we have found our dataset.
if(rootNode.Size() > 1 && rootNode.Token(0) == "test-data" && rootNode.Token(1) == dataSetName)
// Scan for the contents tag
for(const DataNode &dataNode : rootNode)
if(dataNode.Token(0) == "contents")
return &dataNode;
return nullptr;
}
// Write out testdata as savegame into the saves directory.
bool TestData::InjectSavegame() const
{
const DataFile sourceData(sourceDataFile);
// Get the contents node in the test data.
const auto &nodePtr = GetContentsNode(sourceData);
if(!nodePtr)
return false;
const DataNode &dataNode = *nodePtr;
// Then write out the complete contents to the target file
// Savegame data is written to the saves directory. Other test data
// types might be injected differently, e.g. direct object loading.
DataWriter dataWriter(Files::Saves() / (dataSetName + ".txt"));
for(const DataNode &child : dataNode)
dataWriter.Write(child);
// Data was found and written. We are done successfully.
return true;
}
bool TestData::InjectMission(const ConditionsStore *playerConditions,
const set<const System *> *visitedSystems, const set<const Planet *> *visitedPlanets) const
{
const DataFile sourceData(sourceDataFile);
// Get the contents node in the test data.
const auto &nodePtr = GetContentsNode(sourceData);
if(!nodePtr)
return false;
const DataNode &dataNode = *nodePtr;
for(const DataNode &node : dataNode)
if(node.Token(0) == "mission" && node.Size() > 1)
GameData::Objects().missions.Get(node.Token(1))->Load(node, playerConditions, visitedSystems, visitedPlanets);
return true;
}
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