Files
BMagnu f193c5233d Add LuaAI validity callbacks (#4304)
* Add callback for user specified availability status

* Add target restrict hook

* Fix Restrict hook and add not self restrict type

* Fix documentation

* Fix typo

* scope the ai achievability enum

* fix scoped achievabiliy
2022-05-28 21:18:28 +09:00

83 lines
3.0 KiB
C++

//
//
#include "luaaisexp.h"
namespace scripting {
namespace api {
lua_ai_sexp_h::lua_ai_sexp_h(sexp::LuaAISEXP* handle) : sexp_handle(handle) {
}
lua_ai_sexp_h::lua_ai_sexp_h() : sexp_handle(nullptr) {
}
bool lua_ai_sexp_h::isValid() {
return sexp_handle != nullptr;
}
ADE_OBJ(l_LuaAISEXP, lua_ai_sexp_h, "LuaAISEXP", "Lua AI SEXP handle");
inline int sexp_function_getset_helper(lua_State* L, void (sexp::LuaAISEXP::*setter)(const luacpp::LuaFunction&), luacpp::LuaFunction (sexp::LuaAISEXP::* getter)() const) {
lua_ai_sexp_h lua_sexp;
luacpp::LuaFunction action_arg;
if (!ade_get_args(L, "o|u", l_LuaAISEXP.Get(&lua_sexp), &action_arg)) {
return ADE_RETURN_NIL;
}
if (!lua_sexp.isValid()) {
return ADE_RETURN_NIL;
}
if (ADE_SETTING_VAR) {
Assertion(action_arg.isValid(), "Function reference must be valid!");
(lua_sexp.sexp_handle->*setter)(action_arg);
}
auto action = (lua_sexp.sexp_handle->*getter)();
return ade_set_args(L, "u", &action);
}
ADE_VIRTVAR(ActionEnter,
l_LuaAISEXP,
"function(ai_helper helper, oswpt | nil arg) => boolean action",
"The action of this AI SEXP to be executed once when the AI receives this order. Return true if the AI goal is complete.",
"function(ai_helper helper, oswpt | nil arg) => boolean action",
"The action function or nil on error")
{
return sexp_function_getset_helper(L, &sexp::LuaAISEXP::setActionEnter, &sexp::LuaAISEXP::getActionEnter);
}
ADE_VIRTVAR(ActionFrame,
l_LuaAISEXP,
"function(ai_helper helper, oswpt | nil arg) => boolean action",
"The action of this AI SEXP to be executed each frame while active. Return true if the AI goal is complete.",
"function(ai_helper helper, oswpt | nil arg) => boolean action",
"The action function or nil on error")
{
return sexp_function_getset_helper(L, &sexp::LuaAISEXP::setActionFrame, &sexp::LuaAISEXP::getActionFrame);
}
ADE_VIRTVAR(Achievability,
l_LuaAISEXP,
"function(ship ship, oswpt | nil arg) => enumeration achievable",
"An optional function that specifies whether the AI mode is achieveable. Return LUAAI_ACHIEVABLE if it can be achieved, LUAAI_NOT_YET_ACHIEVABLE if it can be achieved later and execution should be delayed, and LUAAI_UNACHIEVABLE if the AI mode will never be achievable and should be cancelled. Assumes LUAAI_ACHIEVABLE if not specified.",
"function(ship ship, oswpt | nil arg) => enumeration achievable",
"The achievability function or nil on error")
{
return sexp_function_getset_helper(L, &sexp::LuaAISEXP::setAchievable, &sexp::LuaAISEXP::getAchievable);
}
ADE_VIRTVAR(TargetRestrict,
l_LuaAISEXP,
"function(ship ship, oswpt | nil arg) => boolean validTarget",
"An optional function that specifies whether a target is a valid target for a player order. Result must be true and the player order +Target Restrict: must be fulfilled for the target to be valid. Assumes true if not specified.",
"function(ship ship, oswpt | nil arg) => boolean validTarget",
"The target restrict function or nil on error")
{
return sexp_function_getset_helper(L, &sexp::LuaAISEXP::setTargetRestrict, &sexp::LuaAISEXP::getTargetRestrict);
}
}
}