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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]>
93 lines
2.3 KiB
C++
93 lines
2.3 KiB
C++
//
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//
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#include "team.h"
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#include "iff_defs/iff_defs.h"
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#include "scripting/api/objs/color.h"
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namespace scripting {
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namespace api {
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//**********HANDLE: Team
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ADE_OBJ(l_Team, int, "team", "Team handle");
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ADE_OBJ_VALIDATOR(l_Team, idx, Iff_info.in_bounds(idx));
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ADE_FUNC(__eq, l_Team, "team, team", "Checks whether two teams are the same team", "boolean", "true if equal, false otherwise")
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{
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int t1, t2;
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if(!ade_get_args(L, "oo", l_Team.Get(&t1), l_Team.Get(&t2)))
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return ADE_RETURN_FALSE;
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return ade_set_args(L, "b", (t1 == t2));
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}
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ADE_VIRTVAR(Name, l_Team, "string", "Team name", "string", "Team name, or empty string if handle is invalid")
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{
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int tdx=-1;
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const char* s = nullptr;
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if(!ade_get_args(L, "o|s", l_Team.Get(&tdx), &s))
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return ade_set_error(L, "s", "");
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if(!SCP_vector_inbounds(Iff_info, tdx))
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return ade_set_error(L, "s", "");
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if(ADE_SETTING_VAR && s != nullptr) {
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auto len = sizeof(Iff_info[tdx].iff_name);
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strncpy(Iff_info[tdx].iff_name, s, len);
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Iff_info[tdx].iff_name[len - 1] = 0;
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}
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return ade_set_args(L, "s", Iff_info[tdx].iff_name);
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}
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ADE_FUNC(getColor,
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l_Team,
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"boolean ReturnType",
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"Gets the IFF color of the specified Team. False to return raw rgb, true to return color object. Defaults to false.",
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"number, number, number, number | color",
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"rgb color for the specified team or nil if invalid")
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{
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int idx;
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bool rc = false;
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if(!ade_get_args(L, "o|b", l_Team.Get(&idx), &rc))
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return ADE_RETURN_NIL;
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if(!SCP_vector_inbounds(Iff_info, idx))
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return ADE_RETURN_NIL;
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color* cur = iff_get_color_by_team(idx, 0, 0);
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if (!rc) {
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return ade_set_args(L, "iiii", (int)cur->red, (int)cur->green, (int)cur->blue, (int)cur->alpha);
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} else {
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return ade_set_args(L, "o", l_Color.Set(*cur));
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}
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}
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ADE_FUNC(getBreedName, l_Team, nullptr, "Gets the FreeSpace type name", "string", "'Team', or empty string if handle is invalid")
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{
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int idx;
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if (!ade_get_args(L, "o", l_Team.Get(&idx)))
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return ade_set_error(L, "s", "");
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if (!SCP_vector_inbounds(Iff_info, idx))
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return ade_set_error(L, "s", "");
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return ade_set_args(L, "s", "Team");
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}
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ADE_FUNC(attacks, l_Team, "team", "Checks the IFF status of another team", "boolean", "True if this team attacks the specified team")
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{
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int x, y;
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ade_get_args(L, "oo", l_Team.Get(&x), l_Team.Get(&y));
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if (iff_x_attacks_y(x, y))
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return ADE_RETURN_TRUE;
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return ADE_RETURN_FALSE;
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}
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}
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}
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