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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

892 lines
22 KiB
C++

//
//
#include "player.h"
#include "gamesequence/gamesequence.h"
#include "menuui/mainhallmenu.h"
#include "menuui/readyroom.h"
#include "menuui/techmenu.h"
#include "mission/missioncampaign.h"
#include "pilotfile/pilotfile.h"
#include "playerman/player.h"
#include "stats/medals.h"
#include "scripting/api/objs/rank.h"
#include "scripting/api/objs/shipclass.h"
#include "scripting/lua/LuaTable.h"
#include "ship/ship.h"
#include "freespace.h"
namespace scripting {
namespace api {
player_h::player_h() = default;
player_h::player_h(player* plr)
{
_plr = plr;
_owned = false;
}
player_h::player_h(const player& plr)
{
_plr = new player();
_plr->assign(&plr);
_owned = true;
}
bool player_h::isValid() const { return _plr != nullptr; }
player* player_h::get() { return _plr; }
player_h::~player_h()
{
if (_owned)
delete _plr;
}
player_h::player_h(player_h&& other) noexcept
: _owned(std::exchange(other._owned, false)), _plr(std::exchange(other._plr, nullptr))
{}
player_h& player_h::operator=(player_h&& other) noexcept
{
if (this != &other)
{
if (_owned)
delete _plr;
_owned = std::exchange(other._owned, false);
_plr = std::exchange(other._plr, nullptr);
}
return *this;
}
//**********HANDLE: Player
ADE_OBJ(l_Player, player_h, "player", "Player handle");
ADE_VIRTVAR(Stats, l_Player, "scoring_stats stats", "The scoring stats of this player (read-only)", "scoring_stats", "The player stats or invalid handle") {
player_h* plr;
if (!ade_get_args(L, "o", l_Player.GetPtr(&plr)))
return ade_set_error(L, "o", l_ScoringStats.Set(scoring_stats_h()));
if (!plr->isValid())
return ade_set_error(L, "o", l_ScoringStats.Set(scoring_stats_h()));
return ade_set_args(L, "o", l_ScoringStats.Set(scoring_stats_h(plr->get()->stats, plr->get())));
}
ADE_VIRTVAR(ImageFilename, l_Player, "string name", "The image filename of this pilot", "string",
"Player image filename, or empty string if handle is invalid")
{
player_h* plr;
const char* filename = nullptr;
if (!ade_get_args(L, "o|s", l_Player.GetPtr(&plr), &filename))
return ade_set_error(L, "s", "");
if (!plr->isValid())
return ade_set_error(L, "s", "");
if (ADE_SETTING_VAR && filename != nullptr) {
strcpy_s(plr->get()->image_filename, filename);
}
return ade_set_args(L, "s", plr->get()->image_filename);
}
ADE_VIRTVAR(SingleSquadFilename, l_Player, "string name", "The singleplayer squad filename of this pilot", "string",
"singleplayer squad image filename, or empty string if handle is invalid")
{
player_h* plr;
const char* filename = nullptr;
if (!ade_get_args(L, "o|s", l_Player.GetPtr(&plr), &filename))
return ade_set_error(L, "s", "");
if (!plr->isValid())
return ade_set_error(L, "s", "");
if (ADE_SETTING_VAR && filename != nullptr) {
strcpy_s(plr->get()->s_squad_filename, filename);
}
return ade_set_args(L, "s", plr->get()->s_squad_filename);
}
ADE_VIRTVAR(MultiSquadFilename, l_Player, "string name", "The multiplayer squad filename of this pilot", "string",
"Multiplayer squad image filename, or empty string if handle is invalid")
{
player_h* plr;
const char* filename = nullptr;
if (!ade_get_args(L, "o|s", l_Player.GetPtr(&plr), &filename))
return ade_set_error(L, "s", "");
if (!plr->isValid())
return ade_set_error(L, "s", "");
if (ADE_SETTING_VAR && filename != nullptr) {
strcpy_s(plr->get()->m_squad_filename, filename);
}
return ade_set_args(L, "s", plr->get()->m_squad_filename);
}
ADE_VIRTVAR(IsMultiplayer, l_Player, "boolean value", "Determines if this player is currently configured for multiplayer.", "boolean", "true if this is a multiplayer pilot, false otherwise or if the handle is invalid") {
player_h* plr;
bool value = false;
if (!ade_get_args(L, "o|b", l_Player.GetPtr(&plr), &value))
return ADE_RETURN_FALSE;
if (!plr->isValid())
return ADE_RETURN_FALSE;
if (ADE_SETTING_VAR) {
if (value) {
plr->get()->flags |= PLAYER_FLAGS_IS_MULTI;
} else {
plr->get()->flags &= ~PLAYER_FLAGS_IS_MULTI;
}
}
return ade_set_args(L, "b", (plr->get()->flags & PLAYER_FLAGS_IS_MULTI) != 0);
}
ADE_VIRTVAR(WasMultiplayer, l_Player, "boolean value", "Determines if this player is currently configured for multiplayer.", "boolean", "true if this is a multiplayer pilot, false otherwise or if the handle is invalid") {
player_h* plr;
bool value = false;
if (!ade_get_args(L, "o|b", l_Player.GetPtr(&plr), &value))
return ADE_RETURN_FALSE;
if (!plr->isValid())
return ADE_RETURN_FALSE;
if (ADE_SETTING_VAR) {
plr->get()->player_was_multi = value ? 1 : 0;
}
return ade_set_args(L, "b", plr->get()->player_was_multi != 0);
}
ADE_VIRTVAR(AutoAdvance,
l_Player,
"boolean value",
"Determines if briefing stages should be auto advanced.",
"boolean",
"true if auto advance is enabled, false otherwise or if the handle is invalid")
{
player_h* plr;
bool value = false;
if (!ade_get_args(L, "o|b", l_Player.GetPtr(&plr), &value))
return ADE_RETURN_FALSE;
if (!plr->isValid())
return ADE_RETURN_FALSE;
if (ADE_SETTING_VAR) {
plr->get()->auto_advance = value ? 1 : 0;
}
return ade_set_args(L, "b", plr->get()->auto_advance != 0);
}
ADE_VIRTVAR(ShowSkipPopup,
l_Player,
"boolean value",
"Determines if the skip mission popup is shown for the current mission.",
"boolean",
"true if it should be shown, false otherwise or if the handle is invalid")
{
player_h* plr;
bool value = false;
if (!ade_get_args(L, "o|b", l_Player.GetPtr(&plr), &value))
return ADE_RETURN_FALSE;
if (!plr->isValid())
return ADE_RETURN_FALSE;
if (ADE_SETTING_VAR) {
plr->get()->show_skip_popup = value ? 1 : 0;
}
return ade_set_args(L, "b", plr->get()->show_skip_popup != 0);
}
ADE_FUNC(getName, l_Player, NULL, "Gets current player name", "string", "Player name, or empty string if handle is invalid")
{
player_h* plr;
if (!ade_get_args(L, "o", l_Player.GetPtr(&plr)))
return ade_set_error(L, "s", "");
if (!plr->isValid())
return ade_set_error(L, "s", "");
return ade_set_args(L, "s", plr->get()->callsign);
}
ADE_FUNC(getCampaignFilename, l_Player, NULL, "Gets current player campaign filename", "string", "Campaign name, or empty string if handle is invalid")
{
player_h* plr;
if (!ade_get_args(L, "o", l_Player.GetPtr(&plr)))
return ade_set_error(L, "s", "");
if (!plr->isValid())
return ade_set_error(L, "s", "");
return ade_set_args(L, "s", plr->get()->current_campaign);
}
ADE_FUNC(getImageFilename, l_Player, NULL, "Gets current player image filename", "string", "Player image filename, or empty string if handle is invalid")
{
player_h* plr;
if (!ade_get_args(L, "o", l_Player.GetPtr(&plr)))
return ade_set_error(L, "s", "");
if (!plr->isValid())
return ade_set_error(L, "s", "");
return ade_set_args(L, "s", plr->get()->image_filename);
}
ADE_FUNC(getMainHallName, l_Player, NULL, "Gets player's current main hall name", "string", "Main hall name, or name of first mainhall in campaign if something goes wrong")
{
SCP_string hallname;
// FS2-->Lua
if (Campaign.next_mission == -1) {
hallname = Campaign.missions[0].main_hall;
} else {
hallname = Campaign.missions[Campaign.next_mission].main_hall;
}
return ade_set_args(L, "s", hallname.c_str());
}
// use getMainHallName if at all possible.
ADE_FUNC(getMainHallIndex, l_Player, NULL, "Gets player's current main hall number", "number", "Main hall index, or index of first mainhall in campaign if something goes wrong")
{
int hallnum = 0;
//FS2-->Lua
if (Campaign.next_mission == -1) {
hallnum = main_hall_get_index(Campaign.missions[0].main_hall);
} else {
hallnum = main_hall_get_index(Campaign.missions[Campaign.next_mission].main_hall);
}
return ade_set_args(L, "i", hallnum);
}
ADE_FUNC(getSquadronName, l_Player, NULL, "Gets current player squad name", "string", "Squadron name, or empty string if handle is invalid")
{
player_h* plr;
if (!ade_get_args(L, "o", l_Player.GetPtr(&plr)))
return ade_set_error(L, "s", "");
if (!plr->isValid())
return ade_set_error(L, "s", "");
return ade_set_args(L, "s", plr->get()->s_squad_name);
}
ADE_FUNC(getMultiSquadronName, l_Player, NULL, "Gets current player multi squad name", "string", "Squadron name, or empty string if handle is invalid")
{
player_h* plr;
if (!ade_get_args(L, "o", l_Player.GetPtr(&plr)))
return ade_set_error(L, "s", "");
if (!plr->isValid())
return ade_set_error(L, "s", "");
return ade_set_args(L, "s", plr->get()->m_squad_name);
}
ADE_FUNC(loadCampaignSavefile, l_Player, "string campaign = \"<current>\"", "Loads the specified campaign save file.",
"boolean", "true on success, false otherwise")
{
player_h* plh;
const char* savefile = nullptr;
if (!ade_get_args(L, "o|s", l_Player.GetPtr(&plh), &savefile)) {
return ADE_RETURN_FALSE;
}
if (!plh->isValid()) {
return ADE_RETURN_FALSE;
}
char temp_buffer[MAX_FILENAME_LEN + 1]; // see current_campaign field in player class
if (savefile == nullptr) {
savefile = plh->get()->current_campaign;
} else {
memset(temp_buffer, 0, sizeof(temp_buffer));
strncpy(temp_buffer, savefile, MAX_FILENAME_LEN);
// drop the extension if it exists
auto p = stristr(temp_buffer, FS_CAMPAIGN_FILE_EXT);
if (p) {
*p = '\0';
savefile = temp_buffer;
}
}
pilotfile loader;
if (!loader.load_savefile(plh->get(), savefile)) {
return ADE_RETURN_FALSE;
}
return ADE_RETURN_TRUE;
}
ADE_FUNC(loadCampaign, l_Player, "string campaign", "Loads the specified campaign file and return to it's mainhall.", "boolean", "true on success, false otherwise")
{
player_h* plh;
const char* filename = nullptr;
if (!ade_get_args(L, "os", l_Player.GetPtr(&plh), &filename)) {
return ADE_RETURN_FALSE;
}
if (!plh->isValid()) {
return ADE_RETURN_FALSE;
}
player* pl = plh->get();
strcpy_s(pl->current_campaign, filename); // track new campaign for player
// attempt to load the campaign
const int load_status = mission_campaign_load(filename, nullptr, pl);
// see if we successfully loaded this campaign and it's at the beginning
if (load_status == 0 && Campaign.prev_mission < 0) {
// Goober5000 - reinitialize tech database if needed
if ((Campaign.flags & CF_CUSTOM_TECH_DATABASE) || !stricmp(Campaign.filename, "freespace2")) {
// reset tech database to what's in the tables
tech_reset_to_default();
// write the savefile so that we don't later load a stale techroom
Pilot.save_savefile();
}
if (OnCampaignBeginHook->isActive()) {
OnCampaignBeginHook->run(scripting::hook_param_list(scripting::hook_param("Campaign", 's', Campaign.filename)));
}
}
// that's all we need to do for now; the campaign loading status will be checked again when we try to load the
// campaign in the ready room
gameseq_post_event(GS_EVENT_MAIN_MENU);
return ADE_RETURN_TRUE;
}
scoring_stats_h::scoring_stats_h() = default;
scoring_stats_h::scoring_stats_h(const scoring_struct& stats, player *player)
{
_score.assign(stats);
_valid = true;
_plr = player;
}
bool scoring_stats_h::isValid() const { return _valid; }
scoring_struct* scoring_stats_h::get() { return &_score; }
player* scoring_stats_h::getPlayer() { return _plr; }
ADE_OBJ(l_ScoringStats, scoring_stats_h, "scoring_stats", "Player related scoring stats.");
ADE_VIRTVAR(Score, l_ScoringStats, "number", "The current score.", "number", "The score value")
{
scoring_stats_h* ssh;
if (!ade_get_args(L, "o", l_ScoringStats.GetPtr(&ssh))) {
return ade_set_error(L, "i", -1);
}
if (!ssh->isValid()) {
return ade_set_error(L, "i", -1);
}
if (!ssh->isValid()) {
return ade_set_error(L, "i", -1);
}
return ade_set_args(L, "i", ssh->get()->score);
}
ADE_VIRTVAR(PrimaryShotsFired, l_ScoringStats, "number", "The number of primary shots that have been fired.", "number",
"The score value")
{
scoring_stats_h* ssh;
if (!ade_get_args(L, "o", l_ScoringStats.GetPtr(&ssh))) {
return ade_set_error(L, "i", -1);
}
if (!ssh->isValid()) {
return ade_set_error(L, "i", -1);
}
return ade_set_args(L, "i", ssh->get()->p_shots_fired);
}
ADE_VIRTVAR(PrimaryShotsHit, l_ScoringStats, "number", "The number of primary shots that have hit.", "number",
"The score value")
{
scoring_stats_h* ssh;
if (!ade_get_args(L, "o", l_ScoringStats.GetPtr(&ssh))) {
return ade_set_error(L, "i", -1);
}
if (!ssh->isValid()) {
return ade_set_error(L, "i", -1);
}
return ade_set_args(L, "i", ssh->get()->p_shots_hit);
}
ADE_VIRTVAR(PrimaryFriendlyHit, l_ScoringStats, "number", "The number of primary friendly fire hits.", "number",
"The score value")
{
scoring_stats_h* ssh;
if (!ade_get_args(L, "o", l_ScoringStats.GetPtr(&ssh))) {
return ade_set_error(L, "i", -1);
}
if (!ssh->isValid()) {
return ade_set_error(L, "i", -1);
}
return ade_set_args(L, "i", ssh->get()->p_bonehead_hits);
}
ADE_VIRTVAR(SecondaryShotsFired, l_ScoringStats, "number", "The number of secondary shots that have been fired.",
"number", "The score value")
{
scoring_stats_h* ssh;
if (!ade_get_args(L, "o", l_ScoringStats.GetPtr(&ssh))) {
return ade_set_error(L, "i", -1);
}
if (!ssh->isValid()) {
return ade_set_error(L, "i", -1);
}
return ade_set_args(L, "i", ssh->get()->s_shots_fired);
}
ADE_VIRTVAR(SecondaryShotsHit, l_ScoringStats, "number", "The number of secondary shots that have hit.", "number",
"The score value")
{
scoring_stats_h* ssh;
if (!ade_get_args(L, "o", l_ScoringStats.GetPtr(&ssh))) {
return ade_set_error(L, "i", -1);
}
if (!ssh->isValid()) {
return ade_set_error(L, "i", -1);
}
return ade_set_args(L, "i", ssh->get()->s_shots_hit);
}
ADE_VIRTVAR(SecondaryFriendlyHit, l_ScoringStats, "number", "The number of secondary friendly fire hits.", "number",
"The score value")
{
scoring_stats_h* ssh;
if (!ade_get_args(L, "o", l_ScoringStats.GetPtr(&ssh))) {
return ade_set_error(L, "i", -1);
}
if (!ssh->isValid()) {
return ade_set_error(L, "i", -1);
}
return ade_set_args(L, "i", ssh->get()->s_bonehead_hits);
}
ADE_VIRTVAR(TotalKills, l_ScoringStats, "number", "The total number of kills.", "number", "The score value")
{
scoring_stats_h* ssh;
if (!ade_get_args(L, "o", l_ScoringStats.GetPtr(&ssh))) {
return ade_set_error(L, "i", -1);
}
if (!ssh->isValid()) {
return ade_set_error(L, "i", -1);
}
return ade_set_args(L, "i", ssh->get()->kill_count_ok);
}
ADE_VIRTVAR(Assists, l_ScoringStats, "number", "The total number of assists.", "number", "The score value")
{
scoring_stats_h* ssh;
if (!ade_get_args(L, "o", l_ScoringStats.GetPtr(&ssh))) {
return ade_set_error(L, "i", -1);
}
if (!ssh->isValid()) {
return ade_set_error(L, "i", -1);
}
return ade_set_args(L, "i", ssh->get()->assists);
}
ADE_FUNC(getShipclassKills, l_ScoringStats, "shipclass class",
"Returns the number of kills of a specific ship class recorded in this statistics structure.", "number",
"The kills for that specific ship class")
{
using namespace luacpp;
scoring_stats_h* ssh;
int ship_idx;
if (!ade_get_args(L, "oo", l_ScoringStats.GetPtr(&ssh), l_Shipclass.Get(&ship_idx))) {
return ade_set_error(L, "i", -1);
}
if (!ssh->isValid()) {
return ade_set_error(L, "i", -1);
}
if (ship_idx < 0 || ship_idx >= (int)Ship_info.size()) {
return ade_set_error(L, "i", -1);
}
return ade_set_args(L, "i", ssh->get()->kills[ship_idx]);
}
//This is per mission stats
ADE_VIRTVAR(MissionPrimaryShotsFired,
l_ScoringStats,
"number",
"The number of primary shots that have been fired in the current mission.",
"number",
"The score value")
{
scoring_stats_h* ssh;
int setv;
if (!ade_get_args(L, "o|i", l_ScoringStats.GetPtr(&ssh), &setv)) {
return ade_set_error(L, "i", -1);
}
if (!ssh->isValid()) {
return ade_set_error(L, "i", -1);
}
int r_val = ssh->get()->mp_shots_fired;
if (ADE_SETTING_VAR) {
if (setv < 0) {
setv = 0;
}
ssh->getPlayer()->stats.mp_shots_fired = setv;
r_val = ssh->getPlayer()->stats.mp_shots_fired;
}
return ade_set_args(L, "i", r_val);
}
ADE_VIRTVAR(MissionPrimaryShotsHit,
l_ScoringStats,
"number",
"The number of primary shots that have hit in the current mission.",
"number",
"The score value")
{
scoring_stats_h* ssh;
int setv;
if (!ade_get_args(L, "o|i", l_ScoringStats.GetPtr(&ssh), &setv)) {
return ade_set_error(L, "i", -1);
}
if (!ssh->isValid()) {
return ade_set_error(L, "i", -1);
}
int r_val = ssh->get()->mp_shots_hit;
if (ADE_SETTING_VAR) {
if (setv < 0) {
setv = 0;
}
ssh->getPlayer()->stats.mp_shots_hit = setv;
r_val = ssh->getPlayer()->stats.mp_shots_hit;
}
return ade_set_args(L, "i", r_val);
}
ADE_VIRTVAR(MissionPrimaryFriendlyHit,
l_ScoringStats,
"number",
"The number of primary friendly fire hits in the current mission.",
"number",
"The score value")
{
scoring_stats_h* ssh;
int setv;
if (!ade_get_args(L, "o|i", l_ScoringStats.GetPtr(&ssh), &setv)) {
return ade_set_error(L, "i", -1);
}
if (!ssh->isValid()) {
return ade_set_error(L, "i", -1);
}
int r_val = ssh->get()->mp_bonehead_hits;
if (ADE_SETTING_VAR) {
if (setv < 0) {
setv = 0;
}
ssh->getPlayer()->stats.mp_bonehead_hits = setv;
r_val = ssh->getPlayer()->stats.mp_bonehead_hits;
}
return ade_set_args(L, "i", r_val);
}
ADE_VIRTVAR(MissionSecondaryShotsFired,
l_ScoringStats,
"number",
"The number of secondary shots that have been fired in the current mission.",
"number",
"The score value")
{
scoring_stats_h* ssh;
int setv;
if (!ade_get_args(L, "o|i", l_ScoringStats.GetPtr(&ssh), &setv)) {
return ade_set_error(L, "i", -1);
}
if (!ssh->isValid()) {
return ade_set_error(L, "i", -1);
}
int r_val = ssh->get()->ms_shots_fired;
if (ADE_SETTING_VAR) {
if (setv < 0) {
setv = 0;
}
ssh->getPlayer()->stats.ms_shots_fired = setv;
r_val = ssh->getPlayer()->stats.ms_shots_fired;
}
return ade_set_args(L, "i", r_val);
}
ADE_VIRTVAR(MissionSecondaryShotsHit,
l_ScoringStats,
"number",
"The number of secondary shots that have hit in the current mission.",
"number",
"The score value")
{
scoring_stats_h* ssh;
int setv;
if (!ade_get_args(L, "o|i", l_ScoringStats.GetPtr(&ssh), &setv)) {
return ade_set_error(L, "i", -1);
}
if (!ssh->isValid()) {
return ade_set_error(L, "i", -1);
}
int r_val = ssh->get()->ms_shots_hit;
if (ADE_SETTING_VAR) {
if (setv < 0) {
setv = 0;
}
ssh->getPlayer()->stats.ms_shots_hit = setv;
r_val = ssh->getPlayer()->stats.ms_shots_hit;
}
return ade_set_args(L, "i", r_val);
}
ADE_VIRTVAR(MissionSecondaryFriendlyHit,
l_ScoringStats,
"number",
"The number of secondary friendly fire hits in the current mission.",
"number",
"The score value")
{
scoring_stats_h* ssh;
int setv;
if (!ade_get_args(L, "o|i", l_ScoringStats.GetPtr(&ssh), &setv)) {
return ade_set_error(L, "i", -1);
}
if (!ssh->isValid()) {
return ade_set_error(L, "i", -1);
}
int r_val = ssh->get()->ms_bonehead_hits;
if (ADE_SETTING_VAR) {
if (setv < 0) {
setv = 0;
}
ssh->getPlayer()->stats.ms_bonehead_hits = setv;
r_val = ssh->getPlayer()->stats.ms_bonehead_hits;
}
return ade_set_args(L, "i", r_val);
}
ADE_VIRTVAR(MissionTotalKills, l_ScoringStats, "number", "The total number of kills in the current mission.", "number", "The score value")
{
scoring_stats_h* ssh;
int setv;
if (!ade_get_args(L, "o|i", l_ScoringStats.GetPtr(&ssh), &setv)) {
return ade_set_error(L, "i", -1);
}
if (!ssh->isValid()) {
return ade_set_error(L, "i", -1);
}
int r_val = ssh->get()->m_kill_count_ok;
if (ADE_SETTING_VAR) {
if (setv < 0) {
setv = 0;
}
ssh->getPlayer()->stats.m_kill_count_ok = setv;
r_val = ssh->getPlayer()->stats.m_kill_count_ok;
}
return ade_set_args(L, "i", r_val);
}
ADE_VIRTVAR(MissionAssists, l_ScoringStats, "number", "The total number of assists in the current mission.", "number", "The score value")
{
scoring_stats_h* ssh;
int setv;
if (!ade_get_args(L, "o|i", l_ScoringStats.GetPtr(&ssh), &setv)) {
return ade_set_error(L, "i", -1);
}
if (!ssh->isValid()) {
return ade_set_error(L, "i", -1);
}
int r_val = ssh->get()->m_assists;
if (ADE_SETTING_VAR) {
if (setv < 0) {
setv = 0;
}
ssh->getPlayer()->stats.m_assists = setv;
r_val = ssh->getPlayer()->stats.m_assists;
}
return ade_set_args(L, "i", r_val);
}
ADE_FUNC(getMissionShipclassKills,
l_ScoringStats,
"shipclass class",
"Returns the number of kills of a specific ship class recorded in this statistics structure for the current mission.",
"number",
"The kills for that specific ship class")
{
using namespace luacpp;
scoring_stats_h* ssh;
int ship_idx;
if (!ade_get_args(L, "oo", l_ScoringStats.GetPtr(&ssh), l_Shipclass.Get(&ship_idx))) {
return ade_set_error(L, "i", -1);
}
if (!ssh->isValid()) {
return ade_set_error(L, "i", -1);
}
if (ship_idx < 0 || ship_idx >= (int)Ship_info.size()) {
return ade_set_error(L, "i", -1);
}
return ade_set_args(L, "i", ssh->get()->m_kills[ship_idx]);
}
ADE_FUNC(setMissionShipclassKills,
l_ScoringStats,
"shipclass class, number kills",
"Sets the number of kills of a specific ship class recorded in this statistics structure for the current "
"mission. Returns true if successful.",
"boolean",
"True if successful")
{
using namespace luacpp;
scoring_stats_h* ssh;
int ship_idx;
int setv;
if (!ade_get_args(L, "ooi", l_ScoringStats.GetPtr(&ssh), l_Shipclass.Get(&ship_idx), &setv)) {
return ADE_RETURN_FALSE;
}
if (!ssh->isValid()) {
return ADE_RETURN_FALSE;
}
if (ship_idx < 0 || ship_idx >= (int)Ship_info.size()) {
return ADE_RETURN_FALSE;
}
if (setv < 0) {
setv = 0;
}
ssh->getPlayer()->stats.m_kills[ship_idx] = setv;
return ADE_RETURN_TRUE;
}
ADE_VIRTVAR(Medals,
l_ScoringStats,
nullptr,
"Gets a table of medals that the player has earned. The number returned is the number of times the player has won that medal. "
"The index position in the table is an index into Medals.",
"{ number => number ... }",
"The medals table")
{
scoring_stats_h* ssh;
if (!ade_get_args(L, "o", l_ScoringStats.GetPtr(&ssh))) {
return ADE_RETURN_NIL;
}
auto table = luacpp::LuaTable::create(L);
if (!ssh->isValid()) {
return ade_set_error(L, "t", &table);
}
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
for (int i = 0; i < (int)Medals.size(); i++) {
table.addValue(i + 1, ssh->get()->medal_counts[i]); // translate to Lua index
}
return ade_set_args(L, "t", &table);
}
ADE_VIRTVAR(Rank,
l_ScoringStats,
nullptr,
"Returns the player's current rank",
"rank",
"The current rank")
{
scoring_stats_h* ssh;
if (!ade_get_args(L, "o", l_ScoringStats.GetPtr(&ssh))) {
return ADE_RETURN_NIL;
}
if (!ssh->isValid()) {
return ade_set_error(L, "o", l_Rank.Set(rank_h()));
}
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
int rank_index = verify_rank(ssh->get()->rank);
return ade_set_args(L, "o", l_Rank.Set(rank_h(rank_index)));
}
}
}