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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]>
86 lines
2.3 KiB
C++
86 lines
2.3 KiB
C++
//
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//
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#include "support_rearm_pool.h"
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#include "mission/missionparse.h"
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#include "scripting/api/objs/weaponclass.h"
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#include "weapon/weapon.h"
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namespace scripting::api {
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//****HANDLE: support_rearm_pool_team
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ADE_OBJ(l_SupportRearmPoolTeam, int, "support_rearm_pool_team", "Support rearm pool team handle");
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ADE_OBJ_VALIDATOR(l_SupportRearmPoolTeam, idx, idx >= 0 && idx < Num_teams && idx < MAX_TVT_TEAMS);
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ADE_INDEXER(l_SupportRearmPoolTeam,
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"number/weaponclass IndexOrClass, number amount",
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"Gets/sets support rearm pool value for a weapon class on this team.\n"
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"Values: -1 = unlimited, 0 = unavailable, >0 = limited amount.\n"
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"If a weapon has $Disallow Support Rearm, this always returns 0 and ignores writes.",
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"number",
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"Current pool value for the weapon class.")
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{
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int team_idx = -1;
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int idx = -1;
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int amount;
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if (lua_isnumber(L, 2)) {
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if (!ade_get_args(L, "oi|i", l_SupportRearmPoolTeam.Get(&team_idx), &idx, &amount)) {
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return ADE_RETURN_NIL;
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}
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if (idx < 1 || idx > weapon_info_size()) {
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return ADE_RETURN_NIL;
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}
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idx--; // Lua to C++ index
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} else {
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if (!ade_get_args(L, "oo|i", l_SupportRearmPoolTeam.Get(&team_idx), l_Weaponclass.Get(&idx), &amount)) {
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return ADE_RETURN_NIL;
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}
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if (idx < 0 || idx >= weapon_info_size()) {
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return ADE_RETURN_NIL;
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}
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}
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if (team_idx < 0 || team_idx >= Num_teams || team_idx >= MAX_TVT_TEAMS) {
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return ADE_RETURN_NIL;
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}
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auto &team_pool = The_mission.support_ships.rearm_weapon_pool[team_idx];
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int pool_default = The_mission.support_ships.rearm_pool_default();
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if (ADE_SETTING_VAR) {
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// disallow_rearm weapons always read as 0, so there is nothing to store for them
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if (!Weapon_info[idx].disallow_rearm) {
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int new_value = (amount < 0) ? -1 : amount;
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// don't store the default value; absence means the default
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if (new_value == pool_default) {
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team_pool.erase(idx);
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} else {
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team_pool[idx] = new_value;
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}
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}
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}
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if (Weapon_info[idx].disallow_rearm) {
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return ade_set_args(L, "i", 0);
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}
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return ade_set_args(L, "i", team_pool.value_or(idx, pool_default));
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}
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ADE_FUNC(__len,
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l_SupportRearmPoolTeam,
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nullptr,
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"The number of weapon classes in this support rearm pool.",
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"number",
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"The number of weapon classes.")
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{
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return ade_set_args(L, "i", weapon_info_size());
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}
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} // namespace scripting::api
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