Commit Graph
11 Commits
Author SHA1 Message Date
Goober5000andClaude Fable 5.1 37b0b6ea82 Standardize isValid across the Lua API by making the types auto-generate it (#7761)
* 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]>

---------

Co-authored-by: Claude Fable 5.1 <[email protected]>
2026-09-08 10:50:53 -04:00
Goober5000 76b944e01d fix tests 2021-06-15 19:53:28 -04:00
asarium f71a86f2db Use a stack for scripting hook variables
Previously, if a script called a function that called another scripting
hook, some hook variables might be removed. This was the case since
after executing the hook the code would remove the set hook variables
again. If these variables had the same name as previously set variables,
they would overwrite and corrupt the state the original script expected.

This was unexpected behavior for script writers so this puts values on a
stack and only adds or removes from the stack instead of overwriting
values. This should make the hook variable state consistent for scripts
even if scripting hooks are called indirectly.
2020-10-03 15:37:20 +02:00
asarium cf4fe8accc Add Lua API for serializing values
This can be used by script code for reliably storing Lua values without
having to build a custom serialization format.

The C++ code can also be used by other code modules that want to
serialize data. The new classes simply return a byte array with an
unspecified format.

At the moment this uses a plain JSON encoding but could be extended in
the future to include either compression or BSON encoding if necessary.
The format is future compatible by using a simple header to identify
different kinds of formats.
2020-09-12 14:28:16 +02:00
asarium 2303785717 Improve scripting hook variable system
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.
2020-08-29 10:27:41 +02:00
asarium 08c6e0d072 Introduce error state of promises
This is necessary after all to properly clean up resources if an
operation becomes invalid.

Also bumps Visual Studio version to 2017 on Appveyor.
2020-05-24 22:07:09 +02:00
asarium ebcf686cf7 Add Lua API for promises and async coroutines
This adds a Lua API for representing asynchronous operations and running
coroutines based on those operations comfortably. This is very similar
to features other languages have introduced such as C# or JavaScript. In
fact, the whole "promise" thing is derived from how JavaScript
represents these operations.

This is the initial and very basic system for supporting async
coroutines in Lua. There is no native support for running these
operations at specific points (they run whenever the awaited promise
resolved) or making sure they do not leak through different game states.
2020-05-24 12:36:01 +02:00
asarium a34ca578ba Add a lua loader that uses the CFile system
This allows to use the built-in lua "require" function with our file
system. This will help organize complicated scripts and it will also
allow to use libraries which were designed for this system.

To enable this change, this includes a new mechanism which allows to
load scripts from the default file system so that the files don't need
to be included in every mod. The default files can be overridden by a
mod if a special mod-table option has been set, similar to how external
shaders are handled right now.
2018-07-15 18:10:40 +02:00
asarium bf2d996bd0 Move base scripting library to separate file 2016-12-30 12:33:32 +01:00
asarium a42e9ff90f Move Enums to own file
Also added unit tests to check if enums exist and work as intended.
2016-10-14 09:50:30 +02:00
asarium 11483057e5 Add unit tests
This also fixes the toggleBit function which was broken until now.
2016-10-13 12:22:47 +02:00