* Automatically generate the isValid() Lua API function for handle types
If an ADE object's stored type has an isValid() member, ade_obj now registers an isValid function for it automatically. An explicit ADE_FUNC(isValid, ...) declared after the ADE_OBJ replaces the generated one, so types with special semantics (e.g. sound) keep their own. The 67 hand-written functions that merely delegated to the member are removed, and 26 types that previously exposed no isValid() gain one.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
* Add ADE_OBJ_VALIDATOR for index-based Lua handles
Int-index handles (shipclass, weaponclass, team, etc.) can now declare their validity predicate with a single ADE_OBJ_VALIDATOR or ADE_OBJ_VALIDATOR_RANGE line after the ADE_OBJ. The registered validator drives the generated isValid() function and is also honored by ade_set_args when the mod table asks for nil instead of invalid objects, which previously never applied to these handles. The 19 hand-written range-check functions are replaced, and loadout_ship, default_primary, default_secondary, and support_rearm_pool_team gain isValid(). Add a validator to HudGauge while we're at it.
Also fully qualify the scripting namespace in LuaConvert.h so its templates can be instantiated from the unit tests.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
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Co-authored-by: Claude Fable 5.1 <[email protected]>
Replaces the copy-then-reset idiom with std::exchange in five
steal-and-reset move constructors and assignment operators.
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
For every move and move-assignment constructor, do the following:
1. Make it default if possible
2. Add or delete where appropriate
3. Check for move-onto-self
4. Apply `std::move` where needed
Also fix problematic moves in `player_h`
As discovered by WouterSmits, campaigns with periods in their filenames caused issues with FSO's campaign handling. Specifically, in The Babylon Project, the EA-Minbari war v1.0.fc2 campaign would not save progress because FSO expected EA-Minbari war v1.fc2 in certain places. This is because the `_splitpath()` function attempted to remove an extension from a filename that already had it removed. For most campaigns this did not matter, but WouterSmits found a campaign where it did.
To solve this, there is now a new `util::get_file_part()` function to remove the path without removing the extension. This replaces `_splitpath()` for campaign files, as well as the similar `clean_filename()` and `GetFilePart()` functions in other places. All code paths were inspected for any chance of inadvertent extension adding, and Assertions were added to verify future code. The only potential problem area was `player:loadCampaignSavefile()` which now pre-removes the campaign extension if needed.
Follow-up to #5280:
1. Make the Rank virtvar actually return a rank object, to be consistent with other Lua API methods
2. Add a RankIndex virtvar to replicate the previous functionality
3. Make RankIndex return the expected 1-based index for Lua
This is a breaking change to the API, but since the original API is less than a month old, the impact should be small.
Many of the recent scripting API enhancements are missing validity functions and validity checks, so this adds them. There are also some documentation fixes and a >= vs. > bugfix.
Load campaigns using the full path provided by the user, not just from the configured mod paths.
Also tweaks initialization based on the campaign having already been cleared in `mission_campaign_clear()`.
1) In commit 770fce8de5, a flag was incorrectly ported from a bit to a flagset, which caused ships not in the tech db to not be removed.
2) Perhaps due to the pilot file upgrade, campaigns which had their tech databases reset would immediately load stale techroom data from the savefile. This change writes the savefile after the reset so that subsequent reloads will load the correct data.
This is a system for storing arbitrary data in the config file and then
easily retrieving it later on. This has full Lua support for exposing
the available options in a custom UI and changing the values of the
options. This ported some of the existing command line options over to
the new system which is opt-in for the moment by using a mod_table flag.