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* 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]>
114 lines
2.4 KiB
C++
114 lines
2.4 KiB
C++
#include "rank.h"
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#include "stats/scoring.h"
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namespace scripting {
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namespace api {
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rank_h::rank_h() : rank(-1) {}
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rank_h::rank_h(int l_rank) : rank(l_rank) {}
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rank_stuff* rank_h::getRank() const
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{
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if (!isValid())
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return nullptr;
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return &Ranks[rank];
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}
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bool rank_h::isValid() const
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{
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return rank >= 0 && rank < (int)Ranks.size();
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}
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//**********HANDLE: rank
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ADE_OBJ(l_Rank, rank_h, "rank", "Rank handle");
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ADE_VIRTVAR(Name, l_Rank, nullptr, "The name of the rank", "string", "The name")
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{
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rank_h current;
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if (!ade_get_args(L, "o", l_Rank.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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if (!current.isValid()) {
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return ade_set_error(L, "s", "");
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}
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if (ADE_SETTING_VAR) {
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LuaError(L, "This property is read only.");
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}
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return ade_set_args(L, "s", current.getRank()->name);
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}
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ADE_VIRTVAR(AltName, l_Rank, nullptr, "The alt name of the rank", "string", "The alt name")
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{
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rank_h current;
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if (!ade_get_args(L, "o", l_Rank.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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if (!current.isValid()) {
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return ade_set_error(L, "s", "");
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}
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if (ADE_SETTING_VAR) {
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LuaError(L, "This property is read only.");
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}
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return ade_set_args(L, "s", current.getRank()->alt_name.c_str());
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}
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ADE_VIRTVAR(Title, l_Rank, nullptr, "The title of the rank", "string", "The title")
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{
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rank_h current;
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if (!ade_get_args(L, "o", l_Rank.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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if (!current.isValid()) {
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return ade_set_error(L, "s", "");
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}
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if (ADE_SETTING_VAR) {
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LuaError(L, "This property is read only.");
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}
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return ade_set_args(L, "s", current.getRank()->title.c_str());
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}
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ADE_VIRTVAR(Bitmap, l_Rank, nullptr, "The bitmap of the rank", "string", "The bitmap")
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{
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rank_h current;
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if (!ade_get_args(L, "o", l_Rank.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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if (!current.isValid()) {
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return ade_set_error(L, "s", "");
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}
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if (ADE_SETTING_VAR) {
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LuaError(L, "This property is read only.");
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}
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return ade_set_args(L, "s", current.getRank()->bitmap);
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}
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ADE_VIRTVAR(Index, l_Rank, nullptr, "The index of the rank within the Ranks list", "number", "The rank index")
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{
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rank_h current;
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if (!ade_get_args(L, "o", l_Rank.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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if (!current.isValid()) {
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return ade_set_error(L, "i", 0);
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}
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if (ADE_SETTING_VAR) {
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LuaError(L, "This property is read only.");
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}
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return ade_set_args(L, "i", current.rank + 1); // Convert to Lua's 1 based index system
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}
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} // namespace api
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} // namespace scripting
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