This allows a script to create its own execution context so that it can
control when a coroutine is valid to play based on custom data.
Also adds a function which causes a coroutine to end in an error.
The previous API only allowed very limited access to the audio stream
system. These changes add full support for playing all types of audio
streams via a dedicated API.
1) Upgrade the pilot file code to correctly save flags whether entries are added *or* removed
2) Make the tech-db/tech-db-multi ship flag handling consistent
3) Add scripting support for intel entries
4) Add scripting support for adding and removing entries from the tech room
5) Minor cleanup
Properly whacks all ships that are docked together when any are whacked, makes everything more consistent by calling ship_apply_whack instead of physics_apply_whack, whacking in general now unrotates its hit pos to get a world pos like physics whack was expecting and adds a few matrix helper functions.
Previously a ship's shields and weapon regeneration per second rates were only stored in the ship_info strut, thus they should not be changed during a mission or via scripting (see #2236 and and #2239). There are many precedents for taking a ship_info value ans copying it to a ship_object value so the value can be changed on a per ship basis in mission (auto aim FOV is one of many examples). This PR thus copies the shield and weapon recharge values to the ship_object and exposes those new values to scripting.
Many physics values are exposed to scripting, including rotational damp. This PR exposes the linear damp to scripting. Note that in the code the linear damp is called `side_slip_time_const`.
This adds access to the command briefing data parsed from the mission
file to the scripting API so it can be used by the UI scripts for the
high res UI.
Also switches the animation support to using the generic anim to use
streaming to improve performance.
This adds an Antlr grammar for parsing argument lists instead of using a
hand written parser. This allows to write much more complicated syntax
constructs and have all the code being auto-generated. It will also
produce a much more correct parser instead of having all those hacks in
the hand-written one.
This also adds (in addition to supporting the previous syntax) support
for function types along with support for them in HTML and JSON output
formats.
The ANTLR generated parser is included in source form so that it is not
necessary to have an ANTLR installation around if you are not going to
change the grammar. Also includes the necessary runtime code from Antlr.
This adds a mechanism for running generic operations at specific points
of the frame execution. This can be used by any part of the code an not
just Lua since it simply executes std::functions. It also adds an
"execution context" concept that specifies in which situation an
operation should be executed.
This is then used by the Lua Coroutines code for resuming coroutines at
specific points instead of always when the awaited promise resolves.
This adds a simple parser that takes the existing argument
documentations and parses them so that better documentation can be
generated from that information. This should be sufficient for providing
proper documentation generation for the most common and simple cases of
argument lists (type, name, possible default value, and optional
groups).
This will ensure that Lua functions will always be executed in the
correct Lua state. Since we now have multiple threads (which are
different lua_State objects) it is possible that the current code could
execute a Lua function in the main state instead of the thread that is
currently executing. This can lead to weird behavior and probably also
to issues inside Lua.
This can be used by Lua code to trace the runtime of their code in the
same way the engine already is capable of doing for most in-mission and
mission loading code.
Also adds some tracing scopes to the libRocket code
Previosuly, using the script function ArmorClass did not properly display the actual armor class, instead it always displayed -1. This PR fixes that. I have tested these changes and they now proprely display the armor class.
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.
Although not used very often, ai_info.target_signature should be set to -1 whenever no target is specified, just like everywhere else to make sure that the code is as predictable as possible.
(Found while trying to figure out why the heck would the Object update packet send this at all??)
The largest new feature is that it is now possible to include other
files into the RML by using the "include" tag. This is useful for making
markup files more modular.
Also added some more options for existing things (e.g. built-in detail
options).