Commit Graph
69 Commits
Author SHA1 Message Date
Goober5000 afeca7cc8f add the same for ships and parse objects 2022-10-04 21:45:56 -04:00
Goober5000 20653ece8e add WaypointSpeedCap
As requested by FotG
2022-10-02 00:13:50 -04:00
Goober5000 c7b1092a96 a few more script enhancements
1) Add the "no-thrusters" ship flag to the list of flag that can be used by alter-ship-flag or the ship's setFlag function
2) Add a `FireRateMultiplier` virtvar to control the firing rate of turrets (fulfills #4300)
3) Add a `setGlowPointBankActive` function to do the same thing as `activate-glow-point-bank`/`deactivate-glow-point-bank`
2022-09-22 02:12:17 -04:00
Goober5000 5e3f72229c Merge pull request #4684 from Goober5000/set_and_get_ship_flags
add setFlag and getFlag for ships and parse objects
2022-09-21 12:39:00 -04:00
Goober5000 fdb5506d41 make autodoc happy 2022-09-20 20:16:54 -04:00
Goober5000 9c71a3a1a0 allow an arbitrary number of flag arguments 2022-09-20 20:06:11 -04:00
wookieejedi 7926366ee6 Update max priority for scripting AIgoals (#4685) 2022-09-20 19:09:16 -04:00
Goober5000 a89ba892a2 add setFlag and getFlag for ships and parse objects
This mirrors alter-ship-flag and are-ship-flags-set.
2022-09-20 14:43:24 -04:00
Goober5000 622c99fa2f add stopLoopingSubmodelAnimation
A script command to mirror the SEXP operator.
2022-09-17 17:45:28 -04:00
wookieejedi 261dc508f8 Script function for turnTowardsOrientation (#4578)
A simple copy of the same function on `ai_helper`, now usable on plain ships too.
2022-08-23 22:23:30 -04:00
BMagnu 2557478d55 Allow changing Animation Instance speed (#4572)
* Allow changing animation speed

* Return nil from function

* address feedback
2022-08-22 03:14:34 +09:00
Goober5000 38fbe6311e Merge pull request #4555 from MjnMixael/LuaPersonaAccess
Implement ability to get and set a ship's persona index
2022-08-21 00:54:50 -04:00
BMagnu 61197d4c12 Add SEXP to stop an animation after loop (#4566)
* Add Animation Instance Flags

* Add SEXP barebones

* Unify and simplify animation parsing

* Clean up animation calling and use new animationlist api

* Add missing break
2022-08-20 18:44:17 +09:00
mjn-mixael 1d5c457c83 Fix issue 2022-08-19 00:28:59 -05:00
Mike N c0c7854c86 Address feedback 2022-08-18 16:01:32 -05:00
Mike N 103522b72a Implement ability to get and set a ship's persona index 2022-08-18 12:55:16 -05:00
Asteroth 6e7fcdaac7 copy script function from ai helpers to plain ships (#4539) 2022-08-17 14:33:06 -04:00
Goober5000 e3ad6664e0 Cached subsystem indexing (#4316)
* 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
2022-06-05 08:44:54 -05:00
wookieejedi 1de7ffc782 Fix RTT Cockpits Gauges with Change Ship Class (#4216)
* Fix RTT Cockpits Gauges with Change Ship Class

Previously, using the `change-ship-class` sexp or scripting function did not update RTT cockpit gauges. This PR adds the cockpit code update functions to fix the issue. Tested and works as expected.

* comment consistency
2022-04-25 22:18:02 -04:00
EatThePath e577e8db81 lua ship.checkVisibility mimicing sexp ship-is-visible (#4132)
* Implemented ship.checkVisibility for luaAPI, sharing logic with sexp isVisible. Made new function for the shared functionality

* Fixed a viewer-viewed mixup
2022-04-04 10:38:56 +09:00
BMagnu 79283d9002 Animation Rework: Phase 3 (#3793)
* Refactor submodel handling by animation code

* Add Animation Flags

* Add Codeowner for animations

* Add new Animation Table

* Time Fix

* Weapon Launched trigger + bugfixes

* cleanup rebase artifact

* Add WeaponFired triggers

* Table deprec

* Allow multiple animations on the same trigger

* Add Translation segment

* Integrate new Animation workflow

* Small Fixes

* Submodel not found safety

* Add Pause

* Also allow dockport name

* Update Animation SEXP/Scripting + fix change ship class issue

* Multi fix + disable old animation sexp

* Weapon Scripting Function

* Fix bugs and replace bind

* Add onspawn trigger type

* Fix issue on ship death

* Fix Absolute Rotation

* Fix erroneous application of animation, add random start phase

* Disable Translation

* Fix Clang

* Incorporate feedback

* Incorporate feedback 2
2021-12-10 14:44:13 +09:00
Asteroth 375e1caca9 Remove 'stream' weapon handling (#3720)
* remove stream handling

* unused variable

* turn stream' into an unused flag

* yes really whitespace changes just for clang tidy
2021-10-22 16:15:56 +09:00
BMagnu 12be7576f7 Animation Overhaul: Phase 2 (#3609)
* Add Generic Rotation Segment

* SEXPd rotations work

* Fully replace old animation system

* Add sound segment

* Fixes

* Trigger Hangarbay doors for lone player without AI

* Address Warnings

* Fix Docking ANimations + some bugs

* Fix sound issue + docking bug

* fix bugs, add multi handling

* Change direction into enum class

* Address feedback

* Futher clean aicode

* Address feedback

* Add Multi packet constexprs

* Fix multi constexprs

* Clarify AIS_DOCK comments

* Address multi issues

* Clang somehow detects issues where there are none...
2021-10-06 08:50:58 +09:00
Goober5000 30d4455417 patch up scripted kills
When a ship is killed via scripting, the killer should be credited for the kill in the mission log and the correct hull percentage should be used.  Also, the script should work with either the ship or its weapon passed as the killer parameter.
2021-09-29 01:41:36 -04:00
Goober5000 106da3c95f allow two SEXPs to be used in multiplayer that previously couldn't be
1) The ship-vanish SEXP (and script function) was already multiplayer-ready
2) The is-ship-visible SEXP was enhanced to add a second argument, which defaults to the player's ship in single-player mode
2021-03-03 13:22:50 -05:00
BMagnu fd60dd342f Add vanish Lua function to some objects (#3238)
* Add vanish function to some objects

* Modify vanish function return. Modify fireball access

* Remove dedunant check for ship vanish
2021-02-21 11:59:49 +00:00
Baezon 4024ff197d separate rotational and lateral maneuvers 2020-11-23 00:30:19 -05:00
Baezon c90171d8a3 add no_override flag to maneuvers 2020-11-22 11:58:15 -05:00
Goober5000 53ad0ea163 fix CTD when running ship:kill() with no parameters 2020-10-03 00:02:46 -04:00
Goober5000 f6ca9cddfa support zero-length display names
Previously the code assumed that an empty display name was the same as no display name.  This adds a flag so that empty names are allowed.
2020-09-07 14:38:16 -04:00
Goober5000 3d734948da Merge branch 'master' into display_name 2020-08-29 13:47:21 -04:00
Goober5000andm!m 05044290df Update code/scripting/api/objs/ship.cpp
Co-authored-by: m!m <[email protected]>
2020-08-29 13:45:30 -04:00
Goober5000 d8012d4ff0 miscellaneous scripting and ship-destruction enhancements 2020-08-23 20:44:25 -04:00
Goober5000 3b2af702f7 refactor display_name for ships, ship classes, and weapon classes
Several things going on here:
1) refactor `get_display_string()` to `get_display_name()` to be more precise
2) likewise, refactor `alt_name` to `display_name`
3) automatically generate display names when parsing the ship, ship class, and weapon class for the first time
4) remove the on-the-fly truncation of names with hash symbols

Basically this subsumes the `end_string_at_first_hash_symbol` logic into the display name.  Rather than truncate the name every time it's displayed, truncate it once when it's parsed.  This takes advantage of the previous display name infrastructure, since display names are a superset of the case of truncating the hash symbol.

This also has the benefit of now allowing hash symbols within display names.  When updating Destiny of Peace, I noticed that "Lockheed Shuttle #4" would no longer display properly; and it was not previously possible to fix this even with display names.

I could pull out the `get_display_string()` and `alt_name` renaming into a separate PR if desired.
2020-08-21 00:15:38 -04:00
Goober5000 2dddbaa6ae add some more useful functions 2020-07-29 21:26:16 -04:00
Goober5000 9b7549213d might as well add these too 2020-07-27 13:38:44 -04:00
Goober5000 31fa2ac444 cleanup of tech room, and scripting stuff
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
2020-07-15 13:27:27 -04:00
wookieejedi 050e9ad67a Merge pull request #2503 from wookieejedi/add-shield-weapon-recharge-to-ship-object
Add Shield and Weapon Regen Rates to Ship Object and Expose to Scripting
2020-06-23 22:17:22 -04:00
wookieejedi 52030b1cc6 Add Shield and Weapon Regen Rates to Ship Object and Expose to Scripting
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.
2020-06-23 10:45:45 -04:00
Fabian Woltermann ec494f0229 Change the model anim type enums to a enum class 2020-06-21 14:51:43 +02:00
asarium d54d7d41e6 Output parameter information to JSON
Also fixes the parameter strings which currently could not be parsed by
the argument parser.
2020-06-06 23:45:36 +02:00
wookieejedi 59073533a8 Fix minor missetting of script function for displaying armor string
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.
2020-06-04 18:06:03 -04:00
Goober5000 1ef90d79c4 Apply suggestions from code review
some comment tweaks
2020-05-13 20:15:36 -04:00
wookieejedi 280ff2d4f0 Incorporate feedback 2020-05-08 22:40:58 -04:00
wookieejedi 45775a0d97 One more update to the scripting function calls 2020-05-08 11:29:07 -04:00
wookieejedi c4d405e33e change to nullptr 2020-05-08 11:14:53 -04:00
wookieejedi 86e1ebaf08 fixed copy paste error with new script function 2020-05-08 10:34:20 -04:00
wookieejedi 82921467a5 Update ship.cpp 2020-05-08 09:58:35 -04:00
wookieejedi c2820f10c8 Updates and fixes multiple warp out related code 2020-05-08 09:53:32 -04:00
JohnAFernandez 6b7df053fa Make sure aip->net_signature always defaults to -1 for no target.
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??)
2020-03-27 23:11:19 -04:00