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Add "goal" as a type recognized by scripted sexps. Also add `mn.Goals` as a collection to complement `mn.Events` and move the goal type to goal.cpp and goal.h to match event.cpp and event.h. The new `mn.Goals` collection contains the same data as the existing `Objectives` collection in the briefing UI library, so the latter could be deprecated.
143 lines
3.1 KiB
C++
143 lines
3.1 KiB
C++
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#include "goal.h"
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#include "scripting/ade_args.h"
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#include "scripting/ade.h"
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#include "scripting/api/objs/team.h"
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#include "mission/missiongoals.h"
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namespace scripting::api
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{
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//**********HANDLE: mission goal
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ADE_OBJ(l_Goal, int, "mission_goal", "Mission goal handle");
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ADE_VIRTVAR(Name, l_Goal, nullptr, "The name of the goal", "string", "The goal name")
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{
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int current;
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if (!ade_get_args(L, "o", l_Goal.Get(¤t))) {
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return ADE_RETURN_NIL;
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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", Mission_goals[current].name.c_str());
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}
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ADE_VIRTVAR(Message, l_Goal, nullptr, "The message of the goal", "string", "The goal message")
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{
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int current;
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if (!ade_get_args(L, "o", l_Goal.Get(¤t))) {
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return ADE_RETURN_NIL;
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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", Mission_goals[current].message.c_str());
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}
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ADE_VIRTVAR(Type, l_Goal, nullptr, "The goal type", "string", "primary, secondary, bonus, or none")
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{
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int current;
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if (!ade_get_args(L, "o", l_Goal.Get(¤t))) {
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return ADE_RETURN_NIL;
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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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SCP_string type;
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int bit = Mission_goals[current].type & GOAL_TYPE_MASK;
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switch (bit) {
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case PRIMARY_GOAL:
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type = "primary";
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break;
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case SECONDARY_GOAL:
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type = "secondary";
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break;
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case BONUS_GOAL:
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type = "bonus";
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break;
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default:
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type = "none";
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break;
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}
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return ade_set_args(L, "s", type);
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}
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ADE_VIRTVAR(Team, l_Goal, nullptr, "The goal team", "team", "The goal team")
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{
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int current;
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if (!ade_get_args(L, "o", l_Goal.Get(¤t))) {
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return ADE_RETURN_NIL;
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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, "o", l_Team.Set(Mission_goals[current].team));
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}
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ADE_VIRTVAR(isGoalSatisfied, l_Goal, nullptr, "The status of the goal", "number", "0 if failed, 1 if complete, 2 if incomplete")
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{
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int current;
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if (!ade_get_args(L, "o", l_Goal.Get(¤t))) {
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return ADE_RETURN_NIL;
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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", Mission_goals[current].satisfied);
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}
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ADE_VIRTVAR(Score, l_Goal, nullptr, "The score of the goal", "number", "the score")
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{
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int current;
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if (!ade_get_args(L, "o", l_Goal.Get(¤t))) {
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return ADE_RETURN_NIL;
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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", Mission_goals[current].score);
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}
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ADE_VIRTVAR(isGoalValid, l_Goal, nullptr, "The goal validity", "boolean", "true if valid, false otherwise")
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{
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int current;
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if (!ade_get_args(L, "o", l_Goal.Get(¤t))) {
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return ADE_RETURN_NIL;
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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, "b", !(Mission_goals[current].type & INVALID_GOAL));
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}
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ADE_FUNC(isValid, l_Goal, nullptr, "Detect if the handle is valid", "boolean", "true if valid, false otherwise")
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{
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int current = -1;
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if (!ade_get_args(L, "o", l_Goal.Get(¤t)))
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return ADE_RETURN_FALSE;
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return ade_set_args(L, "b", (current >= 0) && (current < (int)Mission_goals.size()));
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}
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}
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