This goal was missed in `ai_remove_goal_sexp_sub`, so add handling for it. Also make the error message clearer in case another goal is missed in the future.
* add subsystem indexer and ensure that ship_get_indexed_subsys and ship_get_first_subsys are independent
* also add reverse lookup from subsys to index
* update indexer to accommodate subsystem pointers being changed
* use clearer function names, and fix the type of subsys_list_indexer
* add assertions
* address latest feedbcak
* Add callback for user specified availability status
* Add target restrict hook
* Fix Restrict hook and add not self restrict type
* Fix documentation
* Fix typo
* scope the ai achievability enum
* fix scoped achievabiliy
For script hooks which use conditions, be more consistent about evaluating both objects involved, as well as evaluating the different types of objects.
Fixes#3874.
My guess is that, in `ai_ship_destroy`, if the dead ship's goal object has already died in the same frame, the `goal_objnum` will be -1 when `ai_formation_object_recalculate_slotnums` is about to be called.
* Clean Up ai_attack_object()
There was an unused parameter, and no one has added subsystem targeting (at least to this function) in the past 20 years, so it's time to remove it and make it more readable. Probably better to adjust that behavior somewhere else anyway.
Also changes an Int3() into
* More Int3 cleaning
Refactor a few Int3()'s in the AI code
* Feedback on is_ignore_object_sub
* Feedback, remove duplicate check, add documentation to preserve why it was there
The previous system was kind of hacky and made things a bit inflexible.
This improves that system quite a bit and also adds unit tests for the
hook variable functionality.
Awhile back, the get_operator_const and get_operator_index functions were enhanced to cache the result of the operator lookup. But this only works when called on the node itself, not the text. So let's call these functions on the node whenever possible.
If ever there were more than 100 goal targets in a mission, the old version of ai_get_goal_target_name would start corrupting memory. Rather than making a hacky workaround, this just makes it dynamic.
Adds 'On Goals Cleared' hook variable for scripting system. Previosly there was not scripting or sexp method to determine if a ship had all of it's goals cleared.
Making wp_list null lets ai_mission_goal_achievable reset the waypoints
list correctly, otherwise it thinks the waypoints are ok when in fact
something has invalidated them
This adds a new AI goal which is equivalent to play-dead except that it "sticks". It doesn't clear the goal list
so it will continue playing dead until the goal is removed or another goal with a higher priority is added.
A few things I noticed while working on ai-chase-ship-class, split out into a separate PR. Some code is reordered, some is cleaned up; nothing too extensive. The most notable changes are a) the modification of the Ai_goal_text function to work on the AI_GOAL_X #define directly rather than unnecessarily calculate the bit; b) changing the HUD text of "fly to ship" to "rendezvous with" plus the ship name; c) adding a Warning in ai_update_goal_references; and d) changing ship_name to target_name in ship_return_orders for clarity
This introduces a new mechanism for handling bit flags. Instead of using an int (or two, or three) to write bits into, this uses the std::bitset in a wrapper class that accepts an enum class as input. This means that certain classes of errors we've had a few of in the engine, where a coder used the wrong set of flags or checked them against the wrong variable (SF_STEALTH vs SIF_STEALTH, for example) can now be detected at a compiler level rather than not at all.