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Goober5000 d5e387479e replace pointers with indexes in object_h
This refactors the object_h struct to store objects as indexes rather than pointers.  This is a prerequisite for making the collection of objects dynamic in the future.  See also #6100.

Follow-up to #5800 and #5829.
2024-06-09 02:06:22 -04:00

122 lines
4.0 KiB
C++

#include "ai_helper.h"
#include "object.h"
#include "ship.h"
#include "vecmath.h"
#include "ai/ai.h"
#include "mission/missionparse.h"
#include "ship/ship.h"
namespace scripting {
namespace api {
//**********HANDLE: AI Helper
ADE_OBJ_NO_MULTI(l_AI_Helper, object_h, "ai_helper", "A helper object to access functions for ship manipulation during AI phase");
ADE_VIRTVAR(Ship, l_AI_Helper, nullptr, "The ship this AI runs for", "ship", "The ship, or invalid ship if the handle is invalid")
{
object_h ship;
if (!ade_get_args(L, "o", l_AI_Helper.Get(&ship)))
return ade_set_error(L, "o", l_Ship.Set(object_h()));
return ade_set_args(L, "o", l_Ship.Set(ship));
}
inline int aici_getset_helper(lua_State* L, float control_info::* value) {
//Use with care! This works only if, as expected, the l_AI_Helper object is the one supplied to the luaai scripts this very frame
object_h ship;
float f = 0.0f;
if (!ade_get_args(L, "o|f", l_AI_Helper.Get(&ship), &f))
return ade_set_error(L, "f", 0.0f);
if (!ship.isValid())
return ade_set_error(L, "f", 0.0f);
if (ADE_SETTING_VAR) {
AI_ci.*value = f;
}
return ade_set_args(L, "f", AI_ci.*value);
}
ADE_VIRTVAR(Pitch, l_AI_Helper, "number", "The pitch thrust rate for the ship this frame, -1 to 1", "number", "The pitch rate, or 0 if the handle is invalid")
{
return aici_getset_helper(L, &control_info::pitch);
}
ADE_VIRTVAR(Bank, l_AI_Helper, "number", "The bank thrust rate for the ship this frame, -1 to 1", "number", "The bank rate, or 0 if the handle is invalid")
{
return aici_getset_helper(L, &control_info::bank);
}
ADE_VIRTVAR(Heading, l_AI_Helper, "number", "The heading thrust rate for the ship this frame, -1 to 1", "number", "The heading rate, or 0 if the handle is invalid")
{
return aici_getset_helper(L, &control_info::heading);
}
ADE_VIRTVAR(ForwardThrust, l_AI_Helper, "number", "The forward thrust rate for the ship this frame, -1 to 1", "number", "The forward thrust rate, or 0 if the handle is invalid")
{
return aici_getset_helper(L, &control_info::forward);
}
ADE_VIRTVAR(VerticalThrust, l_AI_Helper, "number", "The vertical thrust rate for the ship this frame, -1 to 1", "number", "The vertical thrust rate, or 0 if the handle is invalid")
{
return aici_getset_helper(L, &control_info::vertical);
}
ADE_VIRTVAR(SidewaysThrust, l_AI_Helper, "number", "The sideways thrust rate for the ship this frame, -1 to 1", "number", "The sideways thrust rate, or 0 if the handle is invalid")
{
return aici_getset_helper(L, &control_info::sideways);
}
ADE_FUNC(turnTowardsPoint,
l_AI_Helper,
"vector target, [boolean respectDifficulty = true, vector turnrateModifier /* 100% of tabled values in all rotation axes by default */, number bank /* native bank-on-heading by default */ ]",
"turns the ship towards the specified point during this frame",
nullptr,
nullptr)
{
object_h ship;
vec3d* target;
bool diffTurn = true;
vec3d* modifier = nullptr;
float bank = 0.0f;
int argnum = ade_get_args(L, "oo|bof", l_AI_Helper.Get(&ship), l_Vector.GetPtr(&target), &diffTurn, l_Vector.GetPtr(&modifier), &bank);
if (argnum == 0) {
return ADE_RETURN_NIL;
}
ai_turn_towards_vector(target, ship.objp(), nullptr, nullptr, bank, (diffTurn ? 0 : AITTV_FAST) | (argnum >= 5 ? AITTV_FORCE_DELTA_BANK : 0), nullptr, modifier);
return ADE_RETURN_NIL;
}
ADE_FUNC(turnTowardsOrientation,
l_AI_Helper,
"orientation target, [boolean respectDifficulty = true, vector turnrateModifier /* 100% of tabled values in all rotation axes by default */]",
"turns the ship towards the specified orientation during this frame",
nullptr,
nullptr)
{
object_h ship;
matrix_h* target;
bool diffTurn = true;
vec3d* modifier = nullptr;
int argnum = ade_get_args(L, "oo|bo", l_AI_Helper.Get(&ship), l_Matrix.GetPtr(&target), &diffTurn, l_Vector.GetPtr(&modifier));
if (argnum == 0) {
return ADE_RETURN_NIL;
}
matrix* mat = target->GetMatrix();
vec3d targetVec = mat->vec.fvec + ship.objp()->pos;
ai_turn_towards_vector(&targetVec, ship.objp(), nullptr, nullptr, 0.0f, (diffTurn ? 0 : AITTV_FAST), &mat->vec.rvec, modifier);
return ADE_RETURN_NIL;
}
}
}