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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "LuaAIImplHandler.h"
#include "Lua/LuaParser.h"
#include "ExternalAI/Interface/SSkirmishAILibrary.h"
//#include "ExternalAI/SkirmishAIKey.h"
#include "System/FileSystem/VFSHandler.h"
#include "System/Exceptions.h"
#include <assert.h>
//CR_BIND(CLuaAIImplHandler,);
//
//CR_REG_METADATA(CLuaAIImplHandler, (
// CR_RESERVED(64)
//));
CLuaAIImplHandler& CLuaAIImplHandler::GetInstance()
{
static CLuaAIImplHandler mySingleton;
return mySingleton;
}
CLuaAIImplHandler::CLuaAIImplHandler()
{
}
CLuaAIImplHandler::~CLuaAIImplHandler()
{
}
std::vector< std::vector<InfoItem> > CLuaAIImplHandler::LoadInfos() {
std::vector< std::vector<InfoItem> > luaAIInfos;
LuaParser luaParser("LuaAI.lua", SPRING_VFS_MOD_BASE, SPRING_VFS_MOD_BASE);
if (!luaParser.Execute()) {
// It is not an error if the mod does not come with Lua AIs.
return luaAIInfos;
}
const LuaTable root = luaParser.GetRoot();
if (!root.IsValid()) {
throw content_error("root table invalid");
}
for (int i = 1; root.KeyExists(i); i++) {
std::string shortName;
std::string description;
// Lua AIs can be specified in two different formats:
shortName = root.GetString(i, "");
if (!shortName.empty()) {
// ... string format (name)
description = "(please see mod description, forum or homepage)";
} else {
// ... table format (name & desc)
const LuaTable& optTbl = root.SubTable(i);
if (!optTbl.IsValid()) {
continue;
}
shortName = optTbl.GetString("name", "");
if (shortName.empty()) {
continue;
}
description = optTbl.GetString("desc", shortName);
}
struct InfoItem ii;
std::vector<InfoItem> aiInfo;
ii.key = SKIRMISH_AI_PROPERTY_SHORT_NAME;
ii.valueType = INFO_VALUE_TYPE_STRING;
ii.valueTypeString = shortName;
ii.desc = "the short name of this Lua Skirmish AI";
aiInfo.push_back(ii);
ii.key = SKIRMISH_AI_PROPERTY_VERSION;
ii.valueType = INFO_VALUE_TYPE_STRING;
ii.valueTypeString = "<not-versioned>";
ii.desc = "Lua Skirmish AIs do not have a version, "
"because they are fully defined by the mods version already.";
aiInfo.push_back(ii);
ii.key = SKIRMISH_AI_PROPERTY_NAME;
ii.valueType = INFO_VALUE_TYPE_STRING;
ii.valueTypeString = shortName + " (Mod specific AI)";
ii.desc = "the human readable name of this Lua Skirmish AI";
aiInfo.push_back(ii);
ii.key = SKIRMISH_AI_PROPERTY_DESCRIPTION;
ii.valueType = INFO_VALUE_TYPE_STRING;
ii.valueTypeString = description;
ii.desc = "a short description of this Lua Skirmish AI";
aiInfo.push_back(ii);
luaAIInfos.push_back(aiInfo);
}
return luaAIInfos;
}
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