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* 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
83 lines
3.0 KiB
C++
83 lines
3.0 KiB
C++
//
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//
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#include "luaaisexp.h"
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namespace scripting {
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namespace api {
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lua_ai_sexp_h::lua_ai_sexp_h(sexp::LuaAISEXP* handle) : sexp_handle(handle) {
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}
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lua_ai_sexp_h::lua_ai_sexp_h() : sexp_handle(nullptr) {
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}
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bool lua_ai_sexp_h::isValid() {
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return sexp_handle != nullptr;
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}
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ADE_OBJ(l_LuaAISEXP, lua_ai_sexp_h, "LuaAISEXP", "Lua AI SEXP handle");
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inline int sexp_function_getset_helper(lua_State* L, void (sexp::LuaAISEXP::*setter)(const luacpp::LuaFunction&), luacpp::LuaFunction (sexp::LuaAISEXP::* getter)() const) {
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lua_ai_sexp_h lua_sexp;
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luacpp::LuaFunction action_arg;
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if (!ade_get_args(L, "o|u", l_LuaAISEXP.Get(&lua_sexp), &action_arg)) {
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return ADE_RETURN_NIL;
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}
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if (!lua_sexp.isValid()) {
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return ADE_RETURN_NIL;
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}
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if (ADE_SETTING_VAR) {
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Assertion(action_arg.isValid(), "Function reference must be valid!");
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(lua_sexp.sexp_handle->*setter)(action_arg);
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}
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auto action = (lua_sexp.sexp_handle->*getter)();
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return ade_set_args(L, "u", &action);
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}
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ADE_VIRTVAR(ActionEnter,
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l_LuaAISEXP,
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"function(ai_helper helper, oswpt | nil arg) => boolean action",
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"The action of this AI SEXP to be executed once when the AI receives this order. Return true if the AI goal is complete.",
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"function(ai_helper helper, oswpt | nil arg) => boolean action",
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"The action function or nil on error")
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{
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return sexp_function_getset_helper(L, &sexp::LuaAISEXP::setActionEnter, &sexp::LuaAISEXP::getActionEnter);
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}
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ADE_VIRTVAR(ActionFrame,
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l_LuaAISEXP,
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"function(ai_helper helper, oswpt | nil arg) => boolean action",
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"The action of this AI SEXP to be executed each frame while active. Return true if the AI goal is complete.",
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"function(ai_helper helper, oswpt | nil arg) => boolean action",
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"The action function or nil on error")
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{
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return sexp_function_getset_helper(L, &sexp::LuaAISEXP::setActionFrame, &sexp::LuaAISEXP::getActionFrame);
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}
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ADE_VIRTVAR(Achievability,
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l_LuaAISEXP,
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"function(ship ship, oswpt | nil arg) => enumeration achievable",
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"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.",
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"function(ship ship, oswpt | nil arg) => enumeration achievable",
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"The achievability function or nil on error")
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{
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return sexp_function_getset_helper(L, &sexp::LuaAISEXP::setAchievable, &sexp::LuaAISEXP::getAchievable);
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}
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ADE_VIRTVAR(TargetRestrict,
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l_LuaAISEXP,
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"function(ship ship, oswpt | nil arg) => boolean validTarget",
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"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.",
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"function(ship ship, oswpt | nil arg) => boolean validTarget",
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"The target restrict function or nil on error")
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{
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return sexp_function_getset_helper(L, &sexp::LuaAISEXP::setTargetRestrict, &sexp::LuaAISEXP::getTargetRestrict);
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}
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}
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}
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