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fs2open.github.com/code/scripting/api/objs/order.cpp
T
asarium b825f57bf4 Add scripting API support for model paths
This adds a scripting API for querying the paths of a model.
2019-12-14 09:15:44 +01:00

423 lines
12 KiB
C++

//
//
#include "order.h"
#include "enums.h"
#include "object.h"
#include "subsystem.h"
#include "ai/aigoals.h"
#include "weapon/weapon.h"
#include "playerman/player.h"
namespace scripting {
namespace api {
order_h::order_h() {
objh = object_h();
odx = -1;
sig = -1;
aigp = NULL;
}
order_h::order_h(object* objp, int n_odx) {
objh = object_h(objp);
if(objh.IsValid() && objh.objp->type == OBJ_SHIP && n_odx > -1 && n_odx < MAX_AI_GOALS)
{
odx = n_odx;
sig = Ai_info[Ships[objh.objp->instance].ai_index].goals[odx].signature;
aigp = &Ai_info[Ships[objh.objp->instance].ai_index].goals[odx];
}
else
{
odx = -1;
sig = -1;
aigp = NULL;
}
}
bool order_h::IsValid() {
if (objh.objp == NULL || aigp == NULL)
return false;
return objh.IsValid() && objh.objp->type == OBJ_SHIP && odx > -1 && odx < MAX_AI_GOALS && sig == Ai_info[Ships[objh.objp->instance].ai_index].goals[odx].signature;
}
//**********HANDLE: order
ADE_OBJ(l_Order, order_h, "order", "order handle");
ADE_VIRTVAR(Priority, l_Order, "number", "Priority of the given order", "number", "Order priority or 0 if invalid")
{
order_h *ohp = NULL;
int priority = 1;
if(!ade_get_args(L, "o|i", l_Order.GetPtr(&ohp), &priority))
return ade_set_error(L, "i", 0);
if(!ohp->IsValid())
return ade_set_error(L, "i", 0);
if(ADE_SETTING_VAR) {
ohp->aigp->priority = priority;
}
return ade_set_args(L, "i", ohp->aigp->priority);
}
ADE_FUNC(remove, l_Order, NULL, "Removes the given order from the ship's priority queue.", "boolean", "True if order was successfully removed, otherwise false or nil.")
{
order_h *ohp = NULL;
if(!ade_get_args(L, "o", l_Order.GetPtr(&ohp)))
return ADE_RETURN_NIL;
if(!ohp->IsValid())
return ADE_RETURN_FALSE;
ai_info *aip = &Ai_info[Ships[ohp->objh.objp->instance].ai_index];
ai_remove_ship_goal(aip, ohp->odx);
return ADE_RETURN_TRUE;
}
ADE_FUNC(getType, l_Order, NULL, "Gets the type of the order.", "enumeration", "The type of the order as one of the ORDER_* enumerations.")
{
order_h *ohp = NULL;
int eh_idx = -1;
if(!ade_get_args(L, "o", l_Order.GetPtr(&ohp)))
return ade_set_error(L, "o", l_Enum.Set(enum_h()));
if(!ohp->IsValid())
return ade_set_error(L, "o", l_Enum.Set(enum_h()));
switch(ohp->aigp->ai_mode){
case AI_GOAL_DESTROY_SUBSYSTEM:
case AI_GOAL_CHASE_WEAPON:
case AI_GOAL_CHASE:
eh_idx = LE_ORDER_ATTACK;
break;
case AI_GOAL_DOCK:
eh_idx = LE_ORDER_DOCK;
break;
case AI_GOAL_WAYPOINTS:
eh_idx = LE_ORDER_WAYPOINTS;
break;
case AI_GOAL_WAYPOINTS_ONCE:
eh_idx = LE_ORDER_WAYPOINTS_ONCE;
break;
case AI_GOAL_WARP:
eh_idx = LE_ORDER_DEPART;
break;
case AI_GOAL_FORM_ON_WING:
eh_idx = LE_ORDER_FORM_ON_WING;
break;
case AI_GOAL_UNDOCK:
eh_idx = LE_ORDER_UNDOCK;
break;
case AI_GOAL_GUARD:
eh_idx = LE_ORDER_GUARD;
break;
case AI_GOAL_DISABLE_SHIP:
eh_idx = LE_ORDER_DISABLE;
break;
case AI_GOAL_DISARM_SHIP:
eh_idx = LE_ORDER_DISARM;
break;
case AI_GOAL_CHASE_ANY:
eh_idx = LE_ORDER_ATTACK_ANY;
break;
case AI_GOAL_IGNORE_NEW:
case AI_GOAL_IGNORE:
eh_idx = LE_ORDER_IGNORE;
break;
case AI_GOAL_EVADE_SHIP:
eh_idx = LE_ORDER_EVADE;
break;
case AI_GOAL_STAY_NEAR_SHIP:
eh_idx = LE_ORDER_STAY_NEAR;
break;
case AI_GOAL_KEEP_SAFE_DISTANCE:
eh_idx = LE_ORDER_KEEP_SAFE_DISTANCE;
break;
case AI_GOAL_REARM_REPAIR:
eh_idx = LE_ORDER_REARM;
break;
case AI_GOAL_STAY_STILL:
eh_idx = LE_ORDER_STAY_STILL;
break;
case AI_GOAL_PLAY_DEAD:
eh_idx = LE_ORDER_PLAY_DEAD;
break;
case AI_GOAL_PLAY_DEAD_PERSISTENT:
eh_idx = LE_ORDER_PLAY_DEAD_PERSISTENT;
break;
case AI_GOAL_FLY_TO_SHIP:
eh_idx = LE_ORDER_FLY_TO;
break;
case AI_GOAL_CHASE_WING:
eh_idx = LE_ORDER_ATTACK_WING;
break;
case AI_GOAL_GUARD_WING:
eh_idx = LE_ORDER_GUARD_WING;
break;
case AI_GOAL_CHASE_SHIP_CLASS:
eh_idx = LE_ORDER_ATTACK_SHIP_CLASS;
break;
}
return ade_set_args(L, "o", l_Enum.Set(enum_h(eh_idx)));
}
ADE_VIRTVAR(Target, l_Order, "object", "Target of the order. Value may also be a deriviative of the 'object' class, such as 'ship'.", "object", "Target object or invalid object handle if order handle is invalid or order requires no target.")
{
order_h *ohp = NULL;
object_h *newh = NULL;
ai_info *aip = NULL;
waypoint_list *wpl = NULL;
int shipnum = -1, objnum = -1;
if(!ade_get_args(L, "o|o", l_Order.GetPtr(&ohp), l_Object.GetPtr(&newh)))
return ade_set_error(L, "o", l_Object.Set(object_h()));
if(!ohp->IsValid())
return ade_set_error(L, "o", l_Object.Set(object_h()));
aip = &Ai_info[Ships[ohp->objh.objp->instance].ai_index];
if(ADE_SETTING_VAR){
if(newh && newh->IsValid()){
switch(ohp->aigp->ai_mode){
case AI_GOAL_DESTROY_SUBSYSTEM:
case AI_GOAL_CHASE:
case AI_GOAL_FORM_ON_WING:
case AI_GOAL_GUARD:
case AI_GOAL_DISABLE_SHIP:
case AI_GOAL_DISARM_SHIP:
case AI_GOAL_IGNORE_NEW:
case AI_GOAL_IGNORE:
case AI_GOAL_EVADE_SHIP:
case AI_GOAL_STAY_NEAR_SHIP:
case AI_GOAL_KEEP_SAFE_DISTANCE:
case AI_GOAL_FLY_TO_SHIP:
case AI_GOAL_STAY_STILL:
if ((newh->objp->type == OBJ_SHIP) && !stricmp(Ships[newh->objp->instance].ship_name, ohp->aigp->target_name)){
ohp->aigp->target_name = Ships[newh->objp->instance].ship_name;
ohp->aigp->time = Missiontime;
if(ohp->odx == 0) {
aip->ok_to_target_timestamp = timestamp(0);
set_target_objnum(aip, OBJ_INDEX(newh->objp));
}
}
break;
case AI_GOAL_CHASE_WEAPON:
if ((newh->objp->type == OBJ_WEAPON) && (ohp->aigp->target_signature != newh->sig)){
ohp->aigp->target_instance = newh->objp->instance;
ohp->aigp->target_signature = Weapons[newh->objp->instance].objnum;
ohp->aigp->time = Missiontime;
if(ohp->odx == 0) {
aip->ok_to_target_timestamp = timestamp(0);
set_target_objnum(aip, OBJ_INDEX(newh->objp));
}
}
break;
case AI_GOAL_CHASE_SHIP_CLASS:
// a ship class isn't an in-mission object
return ade_set_error(L, "o", l_Object.Set(object_h()));
case AI_GOAL_WAYPOINTS:
case AI_GOAL_WAYPOINTS_ONCE:
if (newh->objp->type == OBJ_WAYPOINT){
wpl = find_waypoint_list_with_instance(newh->objp->instance);
if (!stricmp(wpl->get_name(),ohp->aigp->target_name)){
ohp->aigp->target_name = wpl->get_name();
ohp->aigp->time = Missiontime;
if(ohp->odx == 0) {
int flags = 0;
if ( ohp->aigp->ai_mode == AI_GOAL_WAYPOINTS)
flags |= WPF_REPEAT;
ai_start_waypoints(ohp->objh.objp, wpl, flags);
}
}
}
break;
case AI_GOAL_CHASE_WING:
if((newh->objp->type == OBJ_SHIP) && !stricmp(Ships[newh->objp->instance].ship_name, ohp->aigp->target_name)){
ship *shipp = &Ships[newh->objp->instance];
if (shipp->wingnum != -1){
ohp->aigp->target_name = Wings[shipp->wingnum].name;
if(ohp->odx == 0) {
aip->ok_to_target_timestamp = timestamp(0);
ai_attack_wing(ohp->objh.objp,shipp->wingnum);
}
}
}
break;
case AI_GOAL_GUARD_WING:
if((newh->objp->type == OBJ_SHIP) && !stricmp(Ships[newh->objp->instance].ship_name, ohp->aigp->target_name)){
ship *shipp = &Ships[newh->objp->instance];
if (shipp->wingnum != -1){
ohp->aigp->target_name = Wings[shipp->wingnum].name;
if(ohp->odx == 0) {
aip->ok_to_target_timestamp = timestamp(0);
ai_set_guard_wing(ohp->objh.objp,shipp->wingnum);
}
}
}
break;
}
}
}
switch(ohp->aigp->ai_mode){
case AI_GOAL_DESTROY_SUBSYSTEM:
case AI_GOAL_CHASE:
case AI_GOAL_DOCK:
case AI_GOAL_FORM_ON_WING:
case AI_GOAL_GUARD:
case AI_GOAL_DISABLE_SHIP:
case AI_GOAL_DISARM_SHIP:
case AI_GOAL_IGNORE_NEW:
case AI_GOAL_IGNORE:
case AI_GOAL_EVADE_SHIP:
case AI_GOAL_STAY_NEAR_SHIP:
case AI_GOAL_KEEP_SAFE_DISTANCE:
case AI_GOAL_REARM_REPAIR:
case AI_GOAL_FLY_TO_SHIP:
case AI_GOAL_UNDOCK:
shipnum = ship_name_lookup(ohp->aigp->target_name);
objnum = Ships[shipnum].objnum;
break;
case AI_GOAL_CHASE_WEAPON:
objnum = Weapons[ohp->aigp->target_instance].objnum;
break;
case AI_GOAL_WAYPOINTS:
case AI_GOAL_WAYPOINTS_ONCE:
wpl = find_matching_waypoint_list(ohp->aigp->target_name);
if(ohp->odx == 0) {
objnum = aip->wp_list->get_waypoints()[aip->wp_index].get_objnum();
} else {
objnum = wpl->get_waypoints().front().get_objnum();
}
break;
case AI_GOAL_STAY_STILL:
shipnum = ship_name_lookup(ohp->aigp->target_name);
if (shipnum != -1){
objnum = Ships[shipnum].objnum;
break;
}
break;
case AI_GOAL_CHASE_WING:
case AI_GOAL_GUARD_WING:
int wingnum = wing_name_lookup(ohp->aigp->target_name);
if (Wings[wingnum].current_count > 0){
shipnum = Wings[wingnum].ship_index[0];
objnum = Ships[shipnum].objnum;
}
break;
}
return ade_set_object_with_breed(L, objnum);
}
ADE_VIRTVAR(TargetSubsystem, l_Order, "subsystem", "Target subsystem of the order.", "subsystem", "Target subsystem, or invalid subsystem handle if order handle is invalid or order requires no subsystem target.")
{
order_h *ohp = NULL;
ship_subsys_h *newh = NULL;
ai_info *aip = NULL;
object *objp = NULL;
if(!ade_get_args(L, "o|o", l_Order.GetPtr(&ohp), l_Subsystem.GetPtr(&newh)))
return ade_set_error(L, "o", l_Subsystem.Set(ship_subsys_h()));
if(!ohp->IsValid())
return ade_set_error(L, "o", l_Subsystem.Set(ship_subsys_h()));
aip = &Ai_info[Ships[ohp->objh.objp->instance].ai_index];
if(ADE_SETTING_VAR)
{
if(newh && newh->isSubsystemValid() && (ohp->aigp->ai_mode == AI_GOAL_DESTROY_SUBSYSTEM))
{
objp = &Objects[newh->ss->parent_objnum];
if(!stricmp(Ships[objp->instance].ship_name, ohp->aigp->target_name)) {
ohp->aigp->target_name = Ships[objp->instance].ship_name;
ohp->aigp->time = Missiontime;
if(ohp->odx == 0) {
aip->ok_to_target_timestamp = timestamp(0);
set_target_objnum(aip, OBJ_INDEX(objp));
}
}
ohp->aigp->ai_submode = ship_get_subsys_index( &Ships[objp->instance], newh->ss->system_info->subobj_name );
if(ohp->odx == 0) {
set_targeted_subsys(aip, newh->ss, OBJ_INDEX(objp));
}
if (aip == Player_ai) {
Ships[newh->ss->parent_objnum].last_targeted_subobject[Player_num] = newh->ss;
}
}
}
if(ohp->aigp->ai_mode == AI_GOAL_DESTROY_SUBSYSTEM){
return ade_set_args(L, "o", l_Subsystem.Set(ship_subsys_h(&Objects[Ships[ship_name_lookup(ohp->aigp->target_name)].objnum], ship_get_indexed_subsys(&Ships[ship_name_lookup(ohp->aigp->target_name)],ohp->aigp->ai_submode))));
} else {
return ade_set_error(L, "o", l_Subsystem.Set(ship_subsys_h()));
}
}
ADE_FUNC(isValid, l_Order, NULL, "Detects whether handle is valid", "boolean", "true if valid, false if handle is invalid, nil if a syntax/type error occurs")
{
order_h *ohp = NULL;
if(!ade_get_args(L, "o", l_Order.GetPtr(&ohp)))
return ADE_RETURN_NIL;
return ade_set_args(L, "b", ohp->IsValid());
}
//**********HANDLE: shiporders
ADE_OBJ(l_ShipOrders, object_h, "shiporders", "Ship orders");
ADE_FUNC(__len, l_ShipOrders, NULL, "Number of ship orders", "number", "Number of ship orders, or 0 if handle is invalid")
{
object_h *objh = NULL;
if(!ade_get_args(L, "o", l_ShipOrders.GetPtr(&objh)))
return ade_set_error(L, "i", 0);
if(!objh->IsValid() || objh->objp->type != OBJ_SHIP || Ships[objh->objp->instance].ai_index < 0)
return ade_set_error(L, "i", 0);
return ade_set_args(L, "i", ai_goal_num(&Ai_info[Ships[objh->objp->instance].ai_index].goals[0]));
}
ADE_INDEXER(l_ShipOrders, "number Index", "Array of ship orders", "order", "Order, or invalid order handle on failure")
{
object_h *objh = NULL;
int i;
if (!ade_get_args(L, "oi", l_ShipOrders.GetPtr(&objh), &i))
return ade_set_error(L, "o", l_Order.Set(order_h()));
i--; //Lua->FS2
if (!objh->IsValid() || i < 0 || i >= MAX_AI_GOALS)
return ade_set_error(L, "o", l_Order.Set(order_h()));
ai_info *aip = &Ai_info[Ships[objh->objp->instance].ai_index];
if (aip->goals[i].ai_mode != AI_GOAL_NONE)
return ade_set_args(L, "o", l_Order.Set(order_h(objh->objp, i)));
else
return ade_set_args(L, "o", l_Order.Set(order_h()));
}
ADE_FUNC(isValid, l_ShipOrders, NULL, "Detects whether handle is valid", "boolean", "true if valid, false if handle is invalid, nil if a syntax/type error occurs")
{
object_h *oh;
if(!ade_get_args(L, "o", l_ShipOrders.GetPtr(&oh)))
return ADE_RETURN_NIL;
return ade_set_args(L, "b", oh->IsValid());
}
}
}