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fs2open.github.com/code/ai/ailua.cpp
2022-06-05 00:54:55 -04:00

239 lines
8.3 KiB
C++

#include "ai/ailua.h"
#include "hud/hudsquadmsg.h"
#include "iff_defs/iff_defs.h"
#include "parse/sexp/sexp_lookup.h"
#include "parse/sexp/LuaAISEXP.h"
#include "scripting/api/objs/ai_helper.h"
#include "scripting/api/objs/enums.h"
#include "scripting/api/objs/oswpt.h"
#include "scripting/api/objs/ship.h"
#include "scripting/scripting.h"
static std::unordered_map<int, ai_mode_lua> Lua_ai_modes;
static std::unordered_map<int, player_order_lua> Lua_player_orders;
void ai_lua_add_mode(int sexp_op, const ai_mode_lua& mode) {
Lua_ai_modes.emplace(sexp_op, mode);
}
bool ai_lua_add_order(int sexp_op, player_order_lua order) {
Player_orders.emplace_back(vm_strdup(order.parseText.c_str()), vm_strdup(order.displayText.c_str()), -1, sexp_op);
Player_orders.back().localize();
Lua_player_orders.emplace(sexp_op, std::move(order));
return true;
}
bool ai_lua_has_mode(int sexp_op){
return Lua_ai_modes.count(sexp_op) > 0;
}
const ai_mode_lua* ai_lua_find_mode(int sexp_op){
auto aiLuaMode = Lua_ai_modes.find(sexp_op);
if(aiLuaMode == Lua_ai_modes.end())
return nullptr;
else
return &aiLuaMode->second;
}
const player_order_lua* ai_lua_find_player_order(int sexp_op) {
auto aiLuaOrder = Lua_player_orders.find(sexp_op);
if (aiLuaOrder == Lua_player_orders.end())
return nullptr;
else
return &aiLuaOrder->second;
}
void run_ai_lua_action(const luacpp::LuaFunction& action, const ai_mode_lua& lua_ai, ai_info* aip) {
if (!action.isValid()) {
Error(LOCATION,
"Lua AI SEXP called without a valid action function! A script probably failed to set the action for some reason.");
return;
}
luacpp::LuaValueList luaParameters;
luaParameters.push_back(luacpp::LuaValue::createValue(action.getLuaState(), scripting::api::l_AI_Helper.Set(object_h(&Objects[Ships[aip->shipnum].objnum]))));
if (lua_ai.needsTarget) {
luaParameters.push_back(luacpp::LuaValue::createValue(action.getLuaState(), scripting::api::l_OSWPT.Set(aip->lua_ai_target)));
}
auto retVals = action.call(Script_system.GetLuaSession(), luaParameters);
if (!retVals.empty() && retVals[0].getValueType() == luacpp::ValueType::BOOLEAN) {
if (retVals[0].getValue<bool>())
ai_mission_goal_complete(aip);
}
}
void ai_lua(ai_info* aip){
Assertion(aip->mode == AIM_LUA, "Tried to invoke LuaAI on a ship not in LuaAI-Mode");
const auto& lua_ai = Lua_ai_modes.at(aip->submode);
auto dynamicSEXP = sexp::get_dynamic_sexp(aip->submode);
if (dynamicSEXP != nullptr && typeid(*dynamicSEXP) == typeid(sexp::LuaAISEXP)) {
auto lua_ai_sexp = static_cast<sexp::LuaAISEXP*>(dynamicSEXP);
const auto& action = lua_ai_sexp->getActionFrame();
run_ai_lua_action(action, lua_ai, aip);
}
}
void ai_lua_start(ai_goal* aigp, object* objp){
Assert(objp->type == OBJ_SHIP);
Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
aip->mode = AIM_LUA;
aip->submode = aigp->ai_submode;
aip->lua_ai_target = aigp->lua_ai_target;
aip->submode_start_time = Missiontime;
const auto& lua_ai = Lua_ai_modes.at(aigp->ai_submode);
auto dynamicSEXP = sexp::get_dynamic_sexp(aigp->ai_submode);
if (dynamicSEXP != nullptr && typeid(*dynamicSEXP) == typeid(sexp::LuaAISEXP)) {
auto lua_ai_sexp = static_cast<sexp::LuaAISEXP*>(dynamicSEXP);
const auto& action = lua_ai_sexp->getActionEnter();
run_ai_lua_action(action, lua_ai, aip);
}
}
bool ai_lua_is_valid_target_intrinsic(int sexp_op, int target_objnum, ship* self) {
ship* target = &Ships[Objects[target_objnum].instance];
const player_order_lua& order = *ai_lua_find_player_order(sexp_op);
switch (order.targetRestrictions) {
case player_order_lua::target_restrictions::TARGET_ALL:
return true;
case player_order_lua::target_restrictions::TARGET_OWN:
return target->team == self->team;
case player_order_lua::target_restrictions::TARGET_ALLIES:
return !iff_x_attacks_y(self->team, target->team);
case player_order_lua::target_restrictions::TARGET_ENEMIES:
return iff_x_attacks_y(self->team, target->team);
case player_order_lua::target_restrictions::TARGET_SAME_WING:
return target->wingnum != -1 && self->wingnum == target->wingnum;
case player_order_lua::target_restrictions::TARGET_PLAYER_WING:
return target->wingnum != -1 && Ships[Player_obj->instance].wingnum == target->wingnum;
case player_order_lua::target_restrictions::TARGET_ALL_CAPS:
return Ship_info[target->ship_info_index].is_big_ship();
case player_order_lua::target_restrictions::TARGET_ALLIED_CAPS:
return !iff_x_attacks_y(self->team, target->team) && Ship_info[target->ship_info_index].is_big_ship();
case player_order_lua::target_restrictions::TARGET_ENEMY_CAPS:
return iff_x_attacks_y(self->team, target->team) && Ship_info[target->ship_info_index].is_big_ship();
case player_order_lua::target_restrictions::TARGET_NOT_SELF:
return self->objnum != target_objnum;
}
return false;
}
bool ai_lua_is_valid_target_lua(const ai_mode_lua& mode, int sexp_op, int target_objnum, ship* self) {
auto dynamicSEXP = sexp::get_dynamic_sexp(sexp_op);
if (dynamicSEXP != nullptr && typeid(*dynamicSEXP) == typeid(sexp::LuaAISEXP)) {
auto lua_ai_sexp = static_cast<sexp::LuaAISEXP*>(dynamicSEXP);
const auto& action = lua_ai_sexp->getTargetRestrict();
if (!action.isValid())
return true;
luacpp::LuaValueList luaParameters;
luaParameters.push_back(luacpp::LuaValue::createValue(action.getLuaState(), scripting::api::l_Ship.Set(object_h(&Objects[self->objnum]))));
if (mode.needsTarget) {
luaParameters.push_back(luacpp::LuaValue::createValue(action.getLuaState(), scripting::api::l_OSWPT.Set(object_ship_wing_point_team(&Ships[Objects[target_objnum].instance]))));
}
auto retVals = action.call(Script_system.GetLuaSession(), luaParameters);
if (!retVals.empty() && retVals[0].getValueType() == luacpp::ValueType::BOOLEAN) {
return retVals[0].getValue<bool>();
}
else {
Error(LOCATION, "LuaAI target restriction function did not return a valid boolean!");
}
}
return true;
}
bool ai_lua_is_valid_target(int sexp_op, int target_objnum, ship* self) {
const ai_mode_lua& mode = *ai_lua_find_mode(sexp_op);
//All targetless AI modes are fine
if (mode.needsTarget) {
//No target is then not valid
if (target_objnum == -1)
return false;
//As of now, only accept ships
if (Objects[target_objnum].type != OBJ_SHIP)
return false;
if (!ai_lua_is_valid_target_intrinsic(sexp_op, target_objnum, self))
return false;
}
//If we haven't bailed yet, query the custom callback
return ai_lua_is_valid_target_lua(mode, sexp_op, target_objnum, self);
}
ai_achievability ai_lua_is_achievable(const ai_goal* aigp, int objnum){
const auto& lua_ai = Lua_ai_modes.at(aigp->ai_submode);
auto dynamicSEXP = sexp::get_dynamic_sexp(aigp->ai_submode);
if (dynamicSEXP != nullptr && typeid(*dynamicSEXP) == typeid(sexp::LuaAISEXP)) {
auto lua_ai_sexp = static_cast<sexp::LuaAISEXP*>(dynamicSEXP);
const auto& action = lua_ai_sexp->getAchievable();
if (!action.isValid())
return ai_achievability::ACHIEVABLE;
luacpp::LuaValueList luaParameters;
luaParameters.push_back(luacpp::LuaValue::createValue(action.getLuaState(), scripting::api::l_Ship.Set(object_h(&Objects[objnum]))));
if (lua_ai.needsTarget) {
luaParameters.push_back(luacpp::LuaValue::createValue(action.getLuaState(), scripting::api::l_OSWPT.Set(aigp->lua_ai_target)));
}
auto retVals = action.call(Script_system.GetLuaSession(), luaParameters);
if (!retVals.empty() && retVals[0].getValueType() == luacpp::ValueType::USERDATA) {
scripting::api::enum_h enumData;
retVals[0].getValue(scripting::api::l_Enum.Get(&enumData));
if (!enumData.IsValid()) {
Error(LOCATION, "LuaAI SEXP achievability hook returned an invalid avilability enum.");
return ai_achievability::ACHIEVABLE;
}
switch (enumData.index) {
case scripting::api::LE_LUAAI_ACHIEVABLE:
return ai_achievability::ACHIEVABLE;
case scripting::api::LE_LUAAI_NOT_YET_ACHIEVABLE:
return ai_achievability::NOT_KNOWN;
case scripting::api::LE_LUAAI_UNACHIEVABLE:
return ai_achievability::NOT_ACHIEVABLE;
default:
Error(LOCATION, "LuaAI SEXP achievability hook returned an invalid avilability enum.");
return ai_achievability::ACHIEVABLE;
}
}
else {
Error(LOCATION, "LuaAI SEXP achievability hook did not return any avilability enum!");
}
}
return ai_achievability::ACHIEVABLE;
}