PluginAppCategory.m

/*
 
 File: PluginAppCategory.m
 
 Abstract: Implementation for the NSApplication category provided
 by the scripting plugin.  This category is used to extend the scripting
 functionality of the host application's application class.
 
 Version: 1.0
 
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 */
 
#import "PluginAppCategory.h"
#import "AppCategory.h"
#import "Trinket.h"
#import "TrinketCategory.h"
#import "Treasure.h"
#import "TreasureCategory.h"
#import "Bucket.h"
#import "BucketCategory.h"
#import "StrongBox.h"
#import "StrongBoxCategory.h"
#import "scriptLog.h"
 
@implementation NSApplication (ScriptingPlugin)
 
 
 
/* kvc methods for the 'Mattresses' AppleScript element.  Here we implement the methods
 necessary for maintaining the list of Mattresses inside of the application container.
 Note the names. In our scripting definition file we specified that the application container
 class contains an element of type 'Mattress', like so:
 <element type="Mattress"/>
 Cocoa will use the plural form of the class name when naming the property used by
 AppleScript to access the list of Mattresses, and we should use the property name
 when naming our methods.  So, using the property name, we name our methods as follows:
 - (NSArray *)mattresses;
 - (void)insertInMattresses:(id)mattress;
 - (void)insertInMattresses:(id)mattress atIndex:(unsigned)index;
 - (void)removeFromMattressesAtIndex:(unsigned)index;
 
 */
 
/* our application items are implemented as a category of NSApplication so,
 as such, we don't have any instance variables for storing our application
 class' data.  So, we use globals for that storage.  */
NSMutableArray *gMattresses = nil;
 
 
    /* return the entire list of Mattresses */
- (NSArray *)mattresses {
    SLOG(@"return app's Mattresses");
        /* initial value */
    if ( gMattresses == nil ) {
        gMattresses = [[NSMutableArray alloc] init];
    }
    return gMattresses;
}
 
    /* insert a Mattress at the beginning of the list */
- (void)insertInMattresses:(id)mattress {
    SLOG(@"inserting Mattress %@ into app's Mattresses", [((Mattress*)mattress) uniqueID]);
    [mattress setContainer:self andProperty:@"mattresses"];
    if (gMattresses == nil) {
        gMattresses = [[NSMutableArray alloc] initWithObjects:mattress, nil];
    } else {
        [gMattresses insertObject:mattress atIndex:0];
    }
}
 
    /* insert a Mattress at some position in the list */
- (void) insertInMattresses:(id)mattress atIndex:(unsigned)index {
    SLOG(@"insert Mattress %@ at index %d into app's Mattresses", [((Mattress*)mattress) uniqueID], index);
    [mattress setContainer:self andProperty:@"mattresses"];
    if (gMattresses == nil) {
        gMattresses = [[NSMutableArray alloc] initWithObjects:mattress, nil];
    } else {
        [gMattresses insertObject:mattress atIndex:index];
    }
}
 
    /* remove a Mattress from the list */
- (void)removeFromMattressesAtIndex:(unsigned)index {
    SLOG(@"removing Mattress at %d from app's Mattresses", index);
    [gMattresses removeObjectAtIndex:index];
}
 
 
 
 
    /* return true if the value to weight ratio of all of the items in the app
     is better than two to one.  Items hidden in mattresses are not counted.  */
- (NSNumber *)valuable {
    
    NSNumber *itemValue = [NSApp value];
    NSNumber *itemWeight = [NSApp weight];
    NSNumber *result = [NSNumber numberWithBool:((([itemValue doubleValue] / [itemWeight doubleValue]) > 2.0) ? YES : NO)];
    
    SLOG(@"valuable property plugin application category %@", result);
    
    return result;
}
 
 
 
    /* The following methods are called by Cocoa scripting in response
     to the randomize weight and randomize value AppleScript commands when
     they are sent to the application object. 
     
     Their effect is to randomize the weights and values of every item contained
     in the application container, and inside of every container it contains.  */
 
- (void)setRandomWeight:(NSScriptCommand *)command {
    NSDictionary *theArguments = [command evaluatedArguments];
    
        /* report the parameters */
    SLOG(@"\n - the direct parameter is: '%@'\n - other parameters are: %@", [command directParameter], theArguments);
    
        /* calculate the bounds */
    NSNumber *lowWeight = [theArguments objectForKey:@"LowestWeight"];
    NSNumber *highWeight = [theArguments objectForKey:@"HighestWeight"];
    
        /* call the items in the application to randomize themselves
         or the items they contain. */
    for ( Trinket *nthTrinket in [self trinkets] ) {
        [nthTrinket randomizeWeightBetweenMinimum:lowWeight andMaximum:highWeight];
    }
    for ( Treasure *nthTreasure in [self treasures] ) {
        [nthTreasure randomizeWeightBetweenMinimum:lowWeight andMaximum:highWeight];
    }
    for ( Bucket *nthBucket in [self buckets] ) {
        [nthBucket randomizeWeightBetweenMinimum:lowWeight andMaximum:highWeight];
    }
    for ( StrongBox *nthBucket in [self strongBoxes] ) {
        [nthBucket randomizeWeightBetweenMinimum:lowWeight andMaximum:highWeight];
    }
    for ( Mattress *nthMattress in [self mattresses] ) {
        [nthMattress randomizeWeightBetweenMinimum:lowWeight andMaximum:highWeight];
    }
}
 
 
 
- (void)setRandomValue:(NSScriptCommand *)command {
    NSDictionary *theArguments = [command evaluatedArguments];
    
        /* report the parameters */
    SLOG(@"\n - the direct parameter is: '%@'\n - other parameters are: %@", [command directParameter], theArguments);
    
        /* calculate the bounds */
    NSNumber *lowValue = [theArguments objectForKey:@"LowestValue"];
    NSNumber *highValue = [theArguments objectForKey:@"HighestValue"];
    
        /* call the items in the application to randomize themselves
         or the items they contain. */
    for ( Treasure *nthTreasure in [self treasures] ) {
        [nthTreasure randomizeValueBetweenMinimum:lowValue andMaximum:highValue];
    }
    for ( Bucket *nthBucket in [self buckets] ) {
        [nthBucket randomizeValueBetweenMinimum:lowValue andMaximum:highValue];
    }
    for ( StrongBox *nthBucket in [self strongBoxes] ) {
        [nthBucket randomizeValueBetweenMinimum:lowValue andMaximum:highValue];
    }
    for ( Mattress *nthMattress in [self mattresses] ) {
        [nthMattress randomizeValueBetweenMinimum:lowValue andMaximum:highValue];
    }
}
 
 
@end