Beispiel #1
0
/**
**  Need a unit.
**
**  @param l  Lua state.
**
**  @return   Number of return values
*/
static int CclAiNeed(lua_State *l)
{
	LuaCheckArgs(l, 1);
	InsertUnitTypeRequests(CclGetUnitType(l), 1);

	lua_pushboolean(l, 0);
	return 1;
}
Beispiel #2
0
/**
**  Player has the quantity of rescued unit-type near to unit-type.
*/
static int CclIfRescuedNearUnit(lua_State *l)
{
	LuaCheckArgs(l, 5);

	lua_pushvalue(l, 1);
	const int plynr = TriggerGetPlayer(l);
	lua_pop(l, 1);
	const char *op = LuaToString(l, 2);
	const int q = LuaToNumber(l, 3);
	lua_pushvalue(l, 4);
	const CUnitType *unittype = TriggerGetUnitType(l);
	lua_pop(l, 1);
	const CUnitType *ut2 = CclGetUnitType(l);
	if (!unittype || !ut2) {
		LuaError(l, "CclIfRescuedNearUnit: not a unit-type valid");
	}

	CompareFunction compare = GetCompareFunction(op);
	if (!compare) {
		LuaError(l, "Illegal comparison operation in if-rescued-near-unit: %s" _C_ op);
	}

	// Get all unit types 'near'.
	std::vector<CUnit *> table;
	FindUnitsByType(*ut2, table);
	for (size_t i = 0; i != table.size(); ++i) {
		CUnit &centerUnit = *table[i];
		std::vector<CUnit *> around;

		SelectAroundUnit(centerUnit, 1, around);
		// Count the requested units
		int s = 0;
		for (size_t j = 0; j != around.size(); ++j) {
			CUnit &unit = *around[j];

			if (unit.RescuedFrom) { // only rescued units
				// Check unit type

				if (unittype == ANY_UNIT
					|| (unittype == ALL_FOODUNITS && !unit.Type->Building)
					|| (unittype == ALL_BUILDINGS && unit.Type->Building)
					|| (unittype == unit.Type)) {

					// Check the player
					if (plynr == -1 || plynr == unit.Player->Index) {
						++s;
					}
				}
			}
		}
		if (compare(s, q)) {
			lua_pushboolean(l, 1);
			return 1;
		}
	}
	lua_pushboolean(l, 0);
	return 1;
}
Beispiel #3
0
/**
**  Upgrade an unit to an new unit-type.
**
**  @param l  Lua state.
*/
static int CclAiUpgradeTo(lua_State *l)
{
	LuaCheckArgs(l, 1);
	CUnitType *type = CclGetUnitType(l);
	InsertUpgradeToRequests(type);

	lua_pushboolean(l, 0);
	return 1;
}
Beispiel #4
0
/**
**  Define a force, a groups of units.
**
**  @param l  Lua state.
*/
static int CclAiForce(lua_State *l)
{
	LuaCheckArgs(l, 2);
	if (!lua_istable(l, 2)) {
		LuaError(l, "incorrect argument");
	}
	int force = LuaToNumber(l, 1);
	if (force < 0 || force >= AI_MAX_FORCES) {
		LuaError(l, "Force out of range: %d" _C_ force);
	}
	AiForce &aiforce = AiPlayer->Force[AiPlayer->Force.getScriptForce(force)];

	int args = lua_rawlen(l, 2);
	for (int j = 0; j < args; ++j) {
		lua_rawgeti(l, 2, j + 1);
		CUnitType *type = CclGetUnitType(l);
		lua_pop(l, 1);
		++j;
		lua_rawgeti(l, 2, j + 1);
		int count = LuaToNumber(l, -1);
		lua_pop(l, 1);

		if (!type) { // bulletproof
			continue;
		}

		// Use the equivalent unittype.
		type = UnitTypes[UnitTypeEquivs[type->Slot]];

		// Look if already in force.
		size_t i;
		for (i = 0; i < aiforce.UnitTypes.size(); ++i) {
			AiUnitType *aiut = &aiforce.UnitTypes[i];
			if (aiut->Type->Slot == type->Slot) { // found
				if (count) {
					aiut->Want = count;
				} else {
					aiforce.UnitTypes.erase(aiforce.UnitTypes.begin() + i);
				}
				break;
			}
		}
		// New type append it.
		if (i == aiforce.UnitTypes.size()) {
			AiUnitType newaiut;
			newaiut.Want = count;
			newaiut.Type = type;
			aiforce.UnitTypes.push_back(newaiut);
		}
	}
	AiAssignFreeUnitsToForce();
	lua_pushboolean(l, 0);
	return 1;
}
Beispiel #5
0
/**
**  Get the unit-type.
**
**  @param l  Lua state.
**
**  @return   The unit-type pointer.
*/
const CUnitType *TriggerGetUnitType(lua_State *l)
{
	const char *unit = LuaToString(l, -1);

	if (!strcmp(unit, "any")) {
		return ANY_UNIT;
	} else if (!strcmp(unit, "units")) {
		return ALL_FOODUNITS;
	} else if (!strcmp(unit, "buildings")) {
		return ALL_BUILDINGS;
	}
	return CclGetUnitType(l);
}
Beispiel #6
0
/**
**  Wait for a unit.
**
**  @param l  Lua State.
**
**  @return   Number of return values
*/
static int CclAiWait(lua_State *l)
{
	LuaCheckArgs(l, 1);
	const CUnitType *type = CclGetUnitType(l);
	const int *unit_types_count = AiPlayer->Player->UnitTypesCount;
	const AiRequestType *autt = FindInUnitTypeRequests(type);
	if (!autt) {
		// Look if we have this unit-type.
		if (unit_types_count[type->Slot]) {
			lua_pushboolean(l, 0);
			return 1;
		}

		// Look if we have equivalent unit-types.
		if (type->Slot < (int)AiHelpers.Equiv.size()) {
			for (size_t j = 0; j < AiHelpers.Equiv[type->Slot].size(); ++j) {
				if (unit_types_count[AiHelpers.Equiv[type->Slot][j]->Slot]) {
					lua_pushboolean(l, 0);
					return 1;
				}
			}
		}
		// Look if we have an upgrade-to request.
		if (FindInUpgradeToRequests(type)) {
			lua_pushboolean(l, 1);
			return 1;
		}
		DebugPrint("Broken? waiting on %s which wasn't requested.\n" _C_ type->Ident.c_str());
		lua_pushboolean(l, 0);
		return 1;
	}
	//
	// Add equivalent units
	//
	unsigned int n = unit_types_count[type->Slot];
	if (type->Slot < (int)AiHelpers.Equiv.size()) {
		for (size_t j = 0; j < AiHelpers.Equiv[type->Slot].size(); ++j) {
			n += unit_types_count[AiHelpers.Equiv[type->Slot][j]->Slot];
		}
	}
	// units available?
	if (n >= autt->Count) {
		lua_pushboolean(l, 0);
		return 1;
	}
	lua_pushboolean(l, 1);
	return 1;
}
Beispiel #7
0
/**
**  Set the number of units.
**
**  @param l  Lua state
**
**  @return   Number of return values
*/
static int CclAiSet(lua_State *l)
{
	LuaCheckArgs(l, 2);
	lua_pushvalue(l, 1);
	CUnitType *type = CclGetUnitType(l);
	lua_pop(l, 1);

	AiRequestType *autt = FindInUnitTypeRequests(type);
	if (autt) {
		autt->Count = LuaToNumber(l, 2);
		// FIXME: 0 should remove it.
	} else {
		InsertUnitTypeRequests(type, LuaToNumber(l, 2));
	}
	lua_pushboolean(l, 0);
	return 1;
}
Beispiel #8
0
/**
**  Create a unit and place it on the map
**
**  @param l  Lua state.
**
**  @return   Returns the slot number of the made unit.
*/
static int CclCreateUnit(lua_State *l)
{
	LuaCheckArgs(l, 3);

	lua_pushvalue(l, 1);
	CUnitType *unittype = CclGetUnitType(l);
	if (unittype == NULL) {
		LuaError(l, "Bad unittype");
	}
	lua_pop(l, 1);
	Vec2i ipos;
	CclGetPos(l, &ipos.x, &ipos.y, 3);

	lua_pushvalue(l, 2);
	const int playerno = TriggerGetPlayer(l);
	lua_pop(l, 1);
	if (playerno == -1) {
		printf("CreateUnit: You cannot use \"any\" in create-unit, specify a player\n");
		LuaError(l, "bad player");
		return 0;
	}
	if (Players[playerno].Type == PlayerNobody) {
		printf("CreateUnit: player %d does not exist\n", playerno);
		LuaError(l, "bad player");
		return 0;
	}
	CUnit *unit = MakeUnit(*unittype, &Players[playerno]);
	if (unit == NULL) {
		DebugPrint("Unable to allocate unit");
		return 0;
	} else {
		if (UnitCanBeAt(*unit, ipos)
			|| (unit->Type->Building && CanBuildUnitType(NULL, *unit->Type, ipos, 0))) {
			unit->Place(ipos);
		} else {
			const int heading = SyncRand() % 256;

			unit->tilePos = ipos;
			DropOutOnSide(*unit, heading, NULL);
		}
		UpdateForNewUnit(*unit, 0);

		lua_pushnumber(l, UnitNumber(*unit));
		return 1;
	}
}
Beispiel #9
0
/**
**  Get player data.
**
**  @param l  Lua state.
*/
static int CclGetPlayerData(lua_State *l)
{
	if (lua_gettop(l) < 2) {
		LuaError(l, "incorrect argument");
	}
	lua_pushvalue(l, 1);
	const CPlayer *p = CclGetPlayer(l);
	lua_pop(l, 1);
	const char *data = LuaToString(l, 2);

	if (!strcmp(data, "Name")) {
		lua_pushstring(l, p->Name.c_str());
		return 1;
	} else if (!strcmp(data, "RaceName")) {
		lua_pushstring(l, PlayerRaces.Name[p->Race].c_str());
		return 1;
	} else if (!strcmp(data, "Resources")) {
		LuaCheckArgs(l, 3);

		const std::string res = LuaToString(l, 3);
		const int resId = GetResourceIdByName(l, res.c_str());
		lua_pushnumber(l, p->Resources[resId] + p->StoredResources[resId]);
		return 1;
	} else if (!strcmp(data, "StoredResources")) {
		LuaCheckArgs(l, 3);

		const std::string res = LuaToString(l, 3);
		const int resId = GetResourceIdByName(l, res.c_str());
		lua_pushnumber(l, p->StoredResources[resId]);
		return 1;
	} else if (!strcmp(data, "MaxResources")) {
		LuaCheckArgs(l, 3);

		const std::string res = LuaToString(l, 3);
		const int resId = GetResourceIdByName(l, res.c_str());
		lua_pushnumber(l, p->MaxResources[resId]);
		return 1;
	} else if (!strcmp(data, "UnitTypesCount")) {
		CUnitType *type;

		LuaCheckArgs(l, 3);
		type = CclGetUnitType(l);
		lua_pushnumber(l, p->UnitTypesCount[type->Slot]);
		return 1;
	} else if (!strcmp(data, "AiEnabled")) {
		lua_pushboolean(l, p->AiEnabled);
		return 1;
	} else if (!strcmp(data, "TotalNumUnits")) {
		lua_pushnumber(l, p->GetUnitCount());
		return 1;
	} else if (!strcmp(data, "NumBuildings")) {
		lua_pushnumber(l, p->NumBuildings);
		return 1;
	} else if (!strcmp(data, "Supply")) {
		lua_pushnumber(l, p->Supply);
		return 1;
	} else if (!strcmp(data, "Demand")) {
		lua_pushnumber(l, p->Demand);
		return 1;
	} else if (!strcmp(data, "UnitLimit")) {
		lua_pushnumber(l, p->UnitLimit);
		return 1;
	} else if (!strcmp(data, "BuildingLimit")) {
		lua_pushnumber(l, p->BuildingLimit);
		return 1;
	} else if (!strcmp(data, "TotalUnitLimit")) {
		lua_pushnumber(l, p->TotalUnitLimit);
		return 1;
	} else if (!strcmp(data, "Score")) {
		lua_pushnumber(l, p->Score);
		return 1;
	} else if (!strcmp(data, "TotalUnits")) {
		lua_pushnumber(l, p->TotalUnits);
		return 1;
	} else if (!strcmp(data, "TotalBuildings")) {
		lua_pushnumber(l, p->TotalBuildings);
		return 1;
	} else if (!strcmp(data, "TotalResources")) {
		LuaCheckArgs(l, 3);

		const std::string res = LuaToString(l, 3);
		const int resId = GetResourceIdByName(l, res.c_str());
		lua_pushnumber(l, p->TotalResources[resId]);
		return 1;
	} else if (!strcmp(data, "TotalRazings")) {
		lua_pushnumber(l, p->TotalRazings);
		return 1;
	} else if (!strcmp(data, "TotalKills")) {
		lua_pushnumber(l, p->TotalKills);
		return 1;
	} else if (!strcmp(data, "SpeedResourcesHarvest")) {
		LuaCheckArgs(l, 3);

		const std::string res = LuaToString(l, 3);
		const int resId = GetResourceIdByName(l, res.c_str());
		lua_pushnumber(l, p->SpeedResourcesHarvest[resId]);
		return 1;
	} else if (!strcmp(data, "SpeedResourcesReturn")) {
		LuaCheckArgs(l, 3);

		const std::string res = LuaToString(l, 3);
		const int resId = GetResourceIdByName(l, res.c_str());
		lua_pushnumber(l, p->SpeedResourcesReturn[resId]);
		return 1;
	} else if (!strcmp(data, "SpeedBuild")) {
		lua_pushnumber(l, p->SpeedBuild);
		return 1;
	} else if (!strcmp(data, "SpeedTrain")) {
		lua_pushnumber(l, p->SpeedTrain);
		return 1;
	} else if (!strcmp(data, "SpeedUpgrade")) {
		lua_pushnumber(l, p->SpeedUpgrade);
		return 1;
	} else if (!strcmp(data, "SpeedResearch")) {
		lua_pushnumber(l, p->SpeedResearch);
		return 1;
	} else {
		LuaError(l, "Invalid field: %s" _C_ data);
	}

	return 0;
}
Beispiel #10
0
/**
**  Get player data.
**
**  @param l  Lua state.
*/
static int CclGetPlayerData(lua_State *l)
{
	CPlayer *p;
	const char *data;

	if (lua_gettop(l) < 2) {
		LuaError(l, "incorrect argument");
	}
	lua_pushvalue(l, 1);
	p = CclGetPlayer(l);
	lua_pop(l, 1);
	data = LuaToString(l, 2);

	if (!strcmp(data, "Name")) {
		lua_pushstring(l, p->Name.c_str());
		return 1;
	} else if (!strcmp(data, "RaceName")) {
		lua_pushstring(l, PlayerRaces.Name[p->Race]);
		return 1;
	} else if (!strcmp(data, "Resources")) {
		const char *res;
		int i;

		LuaCheckArgs(l, 3);
		res = LuaToString(l, 3);
		for (i = 0; i < MaxCosts; ++i) {
			if (!strcmp(res, DefaultResourceNames[i])) {
				break;
			}
		}
		if (i == MaxCosts) {
			LuaError(l, "Invalid resource \"%s\"" _C_ res);
		}
		lua_pushnumber(l, p->Resources[i]);
		return 1;
	} else if (!strcmp(data, "UnitTypesCount")) {
		CUnitType *type;

		LuaCheckArgs(l, 3);
		type = CclGetUnitType(l);
		lua_pushnumber(l, p->UnitTypesCount[type->Slot]);
		return 1;
	} else if (!strcmp(data, "AiEnabled")) {
		lua_pushboolean(l, p->AiEnabled);
		return 1;
	} else if (!strcmp(data, "TotalNumUnits")) {
		lua_pushnumber(l, p->TotalNumUnits);
		return 1;
	} else if (!strcmp(data, "NumBuildings")) {
		lua_pushnumber(l, p->NumBuildings);
		return 1;
	} else if (!strcmp(data, "Supply")) {
		lua_pushnumber(l, p->Supply);
		return 1;
	} else if (!strcmp(data, "Demand")) {
		lua_pushnumber(l, p->Demand);
		return 1;
	} else if (!strcmp(data, "UnitLimit")) {
		lua_pushnumber(l, p->UnitLimit);
		return 1;
	} else if (!strcmp(data, "BuildingLimit")) {
		lua_pushnumber(l, p->BuildingLimit);
		return 1;
	} else if (!strcmp(data, "TotalUnitLimit")) {
		lua_pushnumber(l, p->TotalUnitLimit);
		return 1;
	} else if (!strcmp(data, "Score")) {
		lua_pushnumber(l, p->Score);
		return 1;
	} else if (!strcmp(data, "TotalUnits")) {
		lua_pushnumber(l, p->TotalUnits);
		return 1;
	} else if (!strcmp(data, "TotalBuildings")) {
		lua_pushnumber(l, p->TotalBuildings);
		return 1;
	} else if (!strcmp(data, "TotalResources")) {
		const char *res;
		int i;

		LuaCheckArgs(l, 3);
		res = LuaToString(l, 3);
		for (i = 0; i < MaxCosts; ++i) {
			if (!strcmp(res, DefaultResourceNames[i])) {
				break;
			}
		}
		if (i == MaxCosts) {
			LuaError(l, "Invalid resource \"%s\"" _C_ res);
		}
		lua_pushnumber(l, p->TotalResources[i]);
		return 1;
	} else if (!strcmp(data, "TotalRazings")) {
		lua_pushnumber(l, p->TotalRazings);
		return 1;
	} else if (!strcmp(data, "TotalKills")) {
		lua_pushnumber(l, p->TotalKills);
		return 1;
	} else {
		LuaError(l, "Invalid field: %s" _C_ data);
	}

	return 0;
}