Example #1
0
/*
 * Attribute: frameRotating
 *
 * Whether the frame this dynamic body is in is a rotating frame.
 *
 * Only valid for dynamic <Bodies>. For non-dynamic bodies <frameRotating>
 * will be nil.
 *
 * Availability:
 *
 *   alpha 12
 *
 * Status:
 *
 *   experimental
 */
static int l_body_attr_frame_rotating(lua_State *l)
{
	Body *b = LuaBody::GetFromLua(1);
	if (!b->IsType(Object::DYNAMICBODY)) {
		lua_pushnil(l);
		return 1;
	}

	Frame *f = b->GetFrame();
	lua_pushboolean(l, f->IsRotatingFrame());
	return 1;
}
Example #2
0
/*
 * Function: SpawnShipNear
 *
 * Create a ship and place it in space near the given <Body>.
 *
 * > ship = Space.SpawnShip(type, body, min, max, hyperspace)
 *
 * Parameters:
 *
 *   type - the name of the ship
 *
 *   body - the <Body> near which the ship should be spawned
 *
 *   min - minimum distance from the body to place the ship, in Km
 *
 *   max - maximum distance to place the ship
 *
 *   hyperspace - optional table containing hyperspace entry information. If
 *                this is provided the ship will not spawn directly. Instead,
 *                a hyperspace cloud will be created that the ship will exit
 *                from. The table contains two elements, a <SystemPath> for
 *                the system the ship is travelling from, and the due
 *                date/time that the ship should emerge from the cloud.
 *
 * Return:
 *
 *   ship - a <Ship> object for the new ship
 *
 * Example:
 *
 * > -- spawn a ship 10km from the player
 * > local ship = Ship.SpawnNear("viper_police_craft", Game.player, 10, 10)
 *
 * Availability:
 *
 *   alpha 10
 *
 * Status:
 *
 *   experimental
 */
static int l_space_spawn_ship_near(lua_State *l)
{
	if (!Pi::game)
		luaL_error(l, "Game is not started");

	LUA_DEBUG_START(l);

	const char *type = luaL_checkstring(l, 1);
	if (! ShipType::Get(type))
		luaL_error(l, "Unknown ship type '%s'", type);

	Body *nearbody = LuaBody::CheckFromLua(2);
	float min_dist = luaL_checknumber(l, 3);
	float max_dist = luaL_checknumber(l, 4);

	SystemPath *path = NULL;
	double due = -1;
	_unpack_hyperspace_args(l, 5, path, due);

	Ship *ship = new Ship(type);
	assert(ship);

	Body *thing = _maybe_wrap_ship_with_cloud(ship, path, due);

	// XXX protect against spawning inside the body
	Frame * newframe = nearbody->GetFrame();
	const vector3d newPosition = (MathUtil::RandomPointOnSphere(min_dist, max_dist)* 1000.0) + nearbody->GetPosition();
	// If the frame is rotating and the chosen position is too far, use non-rotating parent.
	// Otherwise the ship will be given a massive initial velocity when it's bumped out of the
	// rotating frame in the next update
	if (newframe->IsRotatingFrame() && !newframe->IsLocalPosInFrame(newPosition)) {
		assert(newframe->m_parent);
		newframe = newframe->m_parent;
	}

	thing->SetFrame(newframe);;
	thing->SetPosition(newPosition);
	thing->SetVelocity(vector3d(0,0,0));
	Pi::game->GetSpace()->AddBody(thing);

	LuaShip::PushToLua(ship);

	LUA_DEBUG_END(l, 1);

	return 1;
}