Lephisto/src/ai.c

836 lines
24 KiB
C

// Woot, LUA!!!!!!
#include "lauxlib.h"
#include "lualib.h"
#include <math.h>
#include "lephisto.h"
#include "log.h"
#include "pilot.h"
#include "player.h"
#include "physics.h"
#include "pack.h"
#include "rng.h"
#include "space.h"
#include "faction.h"
#include "ai.h"
// == AI ======================================================
//
// -- Goal (Task) based AI with additional optimization.
// AI uses the goal (task) based AI approach with tasks scripted
// in lua. Additionally there is a task that is hardcoded and
// obligatory in any AI script. The 'control' task, whose only
// purpose is to assign tasks if there is none, and optimize
// or change tasks if there are.
//
// Eg.. Pilot A is attacking Pilot B. Pilot C then comes along
// the same system and is of the same faction as Pilot B. and
// therefor attacks Pilot A. Pilot A would keep fighting pilot
// B and until the control task comes in. Then the pilot could
// run if it deems fit that Pilot C and Pilot B together are
// both too strong for A. Or.. Attack C as it is an easy target
// to finish.
// Basically, there is many possibilities, and it's down to the
// Lua fanatics to decide what to do.
//
// -- AI will follow basic tasks defined from Lua AI scripts.
// -- If task is NULL, AI will run "control" task.
// -- Task is continued every frame.
// -- "control" task is a special task that *must* exist in
// any given Pilot AI (missiles, and suck will use "seek".
// -- "control" task is not permanent, but transitory.
// -- "control" task sets another task.
// -- "control" task is also run at a set rate (depending on
// Lua global "control_rate") to choose optimal behaviour
// (task).
// ============================================================
// FUCK LUA!!!
#define luaL_register(L,n,l) (luaL_openlib(L, (n),(l), 0))
// Creates a new lua table.
#define newtable(L) (lua_newtable(L), lua_gettop(L))
// Call the AI function with name f.
#define AI_LCALL(f) (lua_getglobal(L, f), lua_pcall(L, 0, 0, 0))
// Register a number constant n to name s (syntax is just like lua_regfunc).
#define lua_regnumber(l,s,n) (lua_pushnumber(l,n), lua_setglobal(l,s))
// Registers a C function.
#define lua_regfunc(l,s,f) (lua_pushcfunction(l,f), lua_setglobal(L,s))
// L state, void* buf, int n size, char* s identifier.
#define luaL_dobuffer(L,b,n,s) (luaL_loadbuffer(L,b,n,s) || lua_pcall(L, 0, LUA_MULTRET, 0))
// Don't run the function if (n) params aren't passed.
#define MIN_ARGS(n) if(lua_gettop(L) < n) return 0
// Ai flags.
#define ai_setFlag(f) (pilot_flags |= f)
#define ai_isFlag(f) (pilot_flags & f)
// Flags.
#define AI_PRIMARY (1<<0) // Firing primary weapon.
#define AI_SECONDARY (1<<1) // Firing secondary weapon.
// file info.
#define AI_PREFIX "../scripts/ai/"
#define AI_SUFFIX ".lua"
// AI profiles.
static AI_Profile* profiles = NULL;
static int nprofiles = 0;
// Current AI Lua interpreter.
static lua_State* L = NULL;
// Extern pilot hacks.
extern Pilot** pilot_stack;
extern int pilots;
static int ai_minbrakedist(lua_State* L); // Minimal breaking distance.
static int ai_accel(lua_State* L); // Accelerate.
// Internal C routines.
static int ai_loadProfile(char* filename);
static void ai_freetask(Task* t);
// External C routines.
void ai_attacked(Pilot* attacked, const unsigned int attacker); // weapon.c
// Ai routines for Lua.
// Tasks.
static int ai_pushtask(lua_State* L); // pushtask(string, number/pointer, number)
static int ai_poptask(lua_State* L); // poptask()
static int ai_taskname(lua_State* L); // Number taskname.
// Consult values.
static int ai_gettarget(lua_State* L); // Pointer gettarget()
static int ai_gettargetid(lua_State* L); // Number gettargetis()
static int ai_armour(lua_State* L); // armour()
static int ai_shield(lua_State* L); // shield()
static int ai_parmour(lua_State* L); // parmour()
static int ai_pshield(lua_State* L); // pshield()
static int ai_getdistance(lua_State* L); // Number getdist(Vec2)
static int ai_getpos(lua_State* L); // getpos(number)
static int ai_minbrakedist(lua_State* L); // Number minbrakedist()
// Boolean expressions.
static int ai_exists(lua_State* L); // boolean exists
static int ai_ismaxvel(lua_State* L); // Boolean ismaxvel()
static int ai_isstopped(lua_State* L); // Boolean isstopped()
static int ai_isenemy(lua_State* L); // boolean isenemy(number).
static int ai_isally(lua_State* L); // boolean isally(number).
static int ai_incombat(lua_State* L); // boolean incombat([number])
// Movement.
static int ai_accel(lua_State* L); // accel(number); nuimber <= 1.
static int ai_turn(lua_State* L); // turn(number); abs(number) <= 1.
static int ai_face(lua_State* L); // face(number/pointer)
static int ai_brake(lua_State* L); // Brake()
static int ai_getnearestplanet(lua_State* L); // pointer getnearestplanet()
static int ai_getrndplanet(lua_State* L); // pointer getrndplanet()
static int ai_hyperspace(lua_State* L); // [number] hyperspace()
static int ai_stop(lua_State* L); // stop()
// Combat.
static int ai_combat(lua_State* L); // combat(number)
static int ai_settarget(lua_State* L); // settarget(number)
static int ai_secondary(lua_State* L); // string secondary()
static int ai_shoot(lua_State* L); // shoot(number) number = 1,2,3.
static int ai_getenemy(lua_State* L); // number getenemy().
static int ai_hostile(lua_State* L); // hostile(number).
// Timers.
static int ai_settimer(lua_State* L); // settimer(number, number)
static int ai_timeup(lua_State* L); // boolean timeup(number)
// Misc.
static int ai_comm(lua_State* L); // comm(string)
static int ai_broadcast(lua_State* L); // broadcast(string)
static int ai_rng(lua_State* L); // rng(number, number)
static const luaL_Reg ai_methods[] = {
// Tasks.
{ "pushtask", ai_pushtask },
{ "poptask", ai_poptask },
{ "taskname", ai_taskname },
// Sanity checks.
{ "exists", ai_exists },
{ "ismaxvel", ai_ismaxvel },
{ "isstopped", ai_isstopped },
{ "isenemy", ai_isenemy },
{ "isally", ai_isally },
// Get's.
{ "incombat", ai_incombat },
{ "target", ai_gettarget },
{ "targetid", ai_gettargetid },
{ "armour", ai_armour },
{ "shield", ai_shield },
{ "parmour", ai_parmour },
{ "pshield", ai_pshield },
{ "dist", ai_getdistance },
{ "pos", ai_getpos },
{ "minbrakedist", ai_minbrakedist },
{ "nearestplanet", ai_getnearestplanet },
{ "rndplanet", ai_getrndplanet },
// Movement.
{ "accel", ai_accel },
{ "turn", ai_turn },
{ "face", ai_face },
{ "brake", ai_brake },
{ "stop", ai_stop },
{ "hyperspace", ai_hyperspace },
// Combat.
{ "combat", ai_combat },
{ "settarget", ai_settarget },
{ "secondary", ai_secondary },
{ "shoot", ai_shoot },
{ "getenemy", ai_getenemy },
{ "hostile", ai_hostile },
// Timers.
{ "settime", ai_settimer },
{ "timeup", ai_timeup },
// Messages.
{ "comm", ai_comm },
{ "broadcast", ai_broadcast },
{ "rnd", ai_rng },
{ 0, 0 } // End.
};
// Current pilot "thinking" and assorted variables.
static Pilot* cur_pilot = NULL;
static double pilot_acc = 0.;
static double pilot_turn = 0.;
static int pilot_flags = 0;
static int pilot_target = 0;
// Destroy the AI part of the pilot.
void ai_destroy(Pilot* p) {
if(p->task)
ai_freetask(p->task);
}
// Init the AI stuff. Which is basically Lua.
int ai_init(void) {
char** files;
uint32_t nfiles, i;
// Get the file list.
files = pack_listfiles(data, &nfiles);
// Load the profiles.
for(i = 0; i < nfiles; i++)
if((strncmp(files[i], AI_PREFIX, strlen(AI_PREFIX))==0 &&
strncmp(files[i] + strlen(files[i]) - strlen(AI_SUFFIX),
AI_SUFFIX, strlen(AI_SUFFIX))==0))
if(ai_loadProfile(files[i]))
WARN("Error loading AI profile '%s'", files[i]);
// Free the char allocated by pack.
for(i = 0; i < nfiles; i++)
free(files[i]);
free(files);
DEBUG("Loaded %d AI profile%c", nprofiles, (nprofiles==1)?' ':'s');
return 0;
}
// Init an IA_Profile and add it to the stack.
static int ai_loadProfile(char* filename) {
char* buf = NULL;
uint32_t bufsize = 0;
profiles = realloc(profiles, sizeof(AI_Profile)*(++nprofiles));
profiles[nprofiles-1].name =
malloc(sizeof(char)*(strlen(filename)-strlen(AI_PREFIX)-strlen(AI_SUFFIX))+1);
snprintf(profiles[nprofiles-1].name,
strlen(filename)-strlen(AI_PREFIX)-strlen(AI_SUFFIX)+1,
"%s", filename+strlen(AI_PREFIX));
profiles[nprofiles-1].L = luaL_newstate();
if(profiles[nprofiles-1].L == NULL) {
ERR("Unable to create a new Lua state");
return -1;
}
L = profiles[nprofiles-1].L;
// Open the standard Lua libraries.
//luaL_openlibs(L);
// Constants.
lua_regnumber(L, "player", PLAYER_ID); // Player id.
// Register C funstions in Lua.
luaL_register(L, "ai", ai_methods);
// Now load the file, since all the functions have been previously loaded.
buf = pack_readfile(DATA, filename, &bufsize);
if(luaL_dobuffer(L, buf, bufsize, filename) != 0) {
ERR("loading AI file: %s", filename);
ERR("%s", lua_tostring(L, -1));
WARN("Most likely Lua file has improper syntax, please check it.");
return -1;
}
free(buf);
return 0;
}
// Get the AI_Profile with name.
AI_Profile* ai_getProfile(char* name) {
if(profiles == NULL) return NULL;
int i;
for(i = 0; i < nprofiles; i++)
if(strcmp(name, profiles[i].name)==0)
return &profiles[i];
WARN("AI Profile '%s' not found in AI stack", name);
return NULL;
}
// Clean up global AI
void ai_exit(void) {
int i;
for(i = 0; i < nprofiles; i++) {
free(profiles[i].name);
lua_close(profiles[i].L);
}
free(profiles);
}
// Heart of hearts of the ai!! Brains of the pilot.
void ai_think(Pilot* pilot) {
cur_pilot = pilot; // Set current pilot being processed.
L = cur_pilot->ai->L; // Set the AI profile to the current pilot's.
// Clean up some variables.
pilot_acc = pilot_turn = 0.;
pilot_flags = 0;
pilot_target = 0;
// Control function if pilot is idle or tick is up.
if((cur_pilot->tcontrol < SDL_GetTicks()) || (cur_pilot->task == NULL)) {
AI_LCALL("control"); // Run control.
lua_getglobal(L, "control_rate");
cur_pilot->tcontrol = SDL_GetTicks() + 1000*(int)lua_tonumber(L, -1);
}
if(cur_pilot->task != NULL)
// Pilot has a currently running task.
AI_LCALL(cur_pilot->task->name);
// Make sure pilot_acc and pilot_turn are legal moves.
if(pilot_acc > 1.) pilot_acc = 1.; // Value must be <= 1.
if(pilot_turn > 1.) pilot_turn = 1.; // Value must be between -1 and 1.
else if(pilot_turn < -1.) pilot_turn = -1.;
cur_pilot->solid->dir_vel = 0.;
if(pilot_turn) // Set the turning velocity.
cur_pilot->solid->dir_vel -= cur_pilot->ship->turn * pilot_turn;
vect_pset(&cur_pilot->solid->force, cur_pilot->ship->thrust * pilot_acc, cur_pilot->solid->dir);
// Fire weapons if needs be.
if(ai_isFlag(AI_PRIMARY)) pilot_shoot(pilot, pilot_target, 0); // Primary.
if(ai_isFlag(AI_SECONDARY)) pilot_shoot(pilot, pilot_target, 1); // Secondary.
}
// Pilot is attacked.
void ai_attacked(Pilot* attacked, const unsigned int attacker) {
cur_pilot = attacked;
L = cur_pilot->ai->L;
lua_getglobal(L, "attacked");
lua_pushnumber(L, attacker);
lua_pcall(L, 1, 0, 0);
}
// =====================
// INTERNAL C FUNCTIONS.
// =====================
// Free the task.
static void ai_freetask(Task* t) {
if(t->next) ai_freetask(t->next); // Woot, recursive freeing!
if(t->name) free(t->name);
if(t->dtype == TYPE_PTR) free(t->dat.target);
free(t);
}
// ========================================================
// C functions to call from Lua.
// ========================================================
// Push the current stack.
static int ai_pushtask(lua_State* L) {
int pos;
if(lua_isnumber(L, 1)) pos = (int) lua_tonumber(L, 1);
else return 0; // Invalid param.
Task* t = MALLOC_L(Task);
t->name = (lua_isstring(L, 2)) ? strdup((char*) lua_tostring(L, 2)) : NULL;
t->next = NULL;
t->dat.target = NULL;
if(lua_gettop(L) > 2) {
if(lua_isnumber(L, 3)) {
t->dtype = TYPE_INT;
t->dat.ID = (unsigned int) lua_tonumber(L, 3);
}
else if(lua_islightuserdata(L, 3)) {
// Only pointer valid is Vec2* in Lua.
t->dtype = TYPE_PTR;
t->dat.target = MALLOC_L(Vec2);
vectcpy(t->dat.target, (Vec2*)lua_topointer(L,3));
} else
t->dtype = TYPE_NULL;
}
if(cur_pilot->task == NULL) // No other tasks.
cur_pilot->task = t;
else if(pos == 1) {
// Put at the end.
Task* pointer;
for(pointer = cur_pilot->task; pointer->next; pointer = pointer->next);
pointer->next = t;
} else {
// Default put at the beginning.
t->next = cur_pilot->task;
cur_pilot->task = t;
}
return 0;
}
// Pop the current task.
static int ai_poptask(lua_State* L) {
(void)L; // Just a hack to avoid -W -Wall warnings.
Task* t = cur_pilot->task;
cur_pilot->task = t->next;
t->next = NULL;
ai_freetask(t);
return 0;
}
// Grab the current tasks name.
static int ai_taskname(lua_State* L) {
if(cur_pilot->task) lua_pushstring(L, cur_pilot->task->name);
else lua_pushstring(L, "none");
return 1;
}
// Grab the target pointer.
static int ai_gettarget(lua_State* L) {
if(cur_pilot->task->dtype == TYPE_PTR) {
lua_pushlightuserdata(L, cur_pilot->task->dat.target);
return 1;
}
return 0;
}
// Get the ID.
static int ai_gettargetid(lua_State* L) {
if(cur_pilot->task->dtype == TYPE_INT) {
lua_pushnumber(L, cur_pilot->task->dat.ID);
return 1;
}
return 0;
}
// Get the pilots armour.
static int ai_armour(lua_State* L) {
double d;
if(lua_isnumber(L,1)) d = pilot_get((unsigned int)lua_tonumber(L,1))->armour;
else d = cur_pilot->armour;
lua_pushnumber(L, d);
return 1;
}
// Get pilots shield.
static int ai_shield(lua_State* L) {
double d;
if(lua_isnumber(L,1)) d = pilot_get((unsigned int)lua_tonumber(L,1))->shield;
else d = cur_pilot->shield;
lua_pushnumber(L, d);
return 1;
}
// Get the pilot's armour in percentage.
static int ai_parmour(lua_State* L) {
double d;
Pilot* p;
if(lua_isnumber(L,1)) {
p = pilot_get((unsigned int)lua_tonumber(L,1));
d = p->armour / p->armour_max * 100.;
}
else d = cur_pilot->armour / cur_pilot->armour_max * 100.;
lua_pushnumber(L, d);
return 1;
}
// Get the pilot's shield in percentage.
static int ai_pshield(lua_State* L) {
double d;
Pilot* p;
if(lua_isnumber(L,1)) {
p = pilot_get((unsigned int)lua_tonumber(L,1));
d = p->shield / p->shield_max * 100.;
}
else d = cur_pilot->shield / cur_pilot->shield_max * 100.;
lua_pushnumber(L, d);
return 1;
}
// Get the distance from the pointer.
static int ai_getdistance(lua_State* L) {
MIN_ARGS(1);
Vec2* vect = (Vec2*)lua_topointer(L,1);
lua_pushnumber(L, vect_dist(vect, &cur_pilot->solid->pos));
return 1;
}
// Get the pilots position.
static int ai_getpos(lua_State* L) {
Pilot* p;
if(lua_isnumber(L, 1)) {
p = pilot_get((int)lua_tonumber(L,1)); // Pilot ID.
if(p == NULL) return 0;
}
else p = cur_pilot; // Default to ones self.
lua_pushlightuserdata(L, &p->solid->pos);
return 1;
}
// ========================================================
// Get the minimum braking distance.
//
// Braking vel ==> 0 = v - a*dt
// Add turn around time (to initial velocity) :
// ==> 180.*360./cur_pilot->ship->turn
// Add it to general euler equation x = v*t + 0.5 * a * t^2
// Have fun.
// ========================================================
static int ai_minbrakedist(lua_State* L) {
double time = VMOD(cur_pilot->solid->vel) /
(cur_pilot->ship->thrust / cur_pilot->solid->mass);
double dist = VMOD(cur_pilot->solid->vel) * (time + 180./cur_pilot->ship->turn) -
0.5 * (cur_pilot->ship->thrust / cur_pilot->solid->mass)*time*time;
lua_pushnumber(L, dist); // return
return 1;
}
static int ai_exists(lua_State* L) {
MIN_ARGS(1);
if(lua_isnumber(L,1)) {
lua_pushboolean(L, (pilot_get((unsigned int)lua_tonumber(L,1)) != NULL)?1:0);
return 1;
}
return 0;
}
// Are we at max velocity?
static int ai_ismaxvel(lua_State* L) {
lua_pushboolean(L, VMOD(cur_pilot->solid->vel) == cur_pilot->ship->speed);
return 1;
}
// Have we stopped?
static int ai_isstopped(lua_State* L) {
lua_pushboolean(L, VMOD(cur_pilot->solid->vel) < MIN_VEL_ERR);
return 1;
}
// Check if the pilot is an enemy.
static int ai_isenemy(lua_State* L) {
if(lua_isnumber(L,1))
lua_pushboolean(L, areEnemies(cur_pilot->faction, pilot_get(lua_tonumber(L,1))->faction));
return 1;
}
// Check if the pilot is an ally.
static int ai_isally(lua_State* L) {
lua_pushboolean(L, areAllies(cur_pilot->faction, pilot_get(lua_tonumber(L,1))->faction));
return 1;
}
// Check to see if the pilot is in combat. Defaults to self.
static int ai_incombat(lua_State* L) {
Pilot* p;
if(lua_isnumber(L, 1)) p = pilot_get((unsigned int)lua_tonumber(L,1));
else p = cur_pilot;
lua_pushboolean(L,pilot_isFlag(p, PILOT_COMBAT));
return 1;
}
// Accelerate the pilot based on a param.
static int ai_accel(lua_State* L) {
pilot_acc = (lua_gettop(L) > 1 && lua_isnumber(L, 1)) ? ABS((double)lua_tonumber(L, 1)) : 1.;
return 0;
}
// Turn the pilot based on a param.
static int ai_turn(lua_State* L) {
MIN_ARGS(1);
pilot_turn = (lua_isnumber(L, 1)) ? (double)lua_tonumber(L, 1) : 0.;
return 0;
}
// Face the target.
static int ai_face(lua_State* L) {
MIN_ARGS(1);
Vec2* v; // Grab the position to face.
Pilot* p;
double mod, diff;
int invert = 0;
int n = -2;
if(lua_isnumber(L, 1))
n = (int)lua_tonumber(L, 1);
if(n >= 0) {
p = pilot_get(n);
if(p == NULL) return 0; // Make sure pilot is valid.
v = &p->solid->pos;
}
else if(lua_islightuserdata(L,1)) v = (Vec2*)lua_topointer(L,1);
mod = -10;
if(lua_gettop(L) > 1 && lua_isnumber(L,2)) invert = (int)lua_tonumber(L,2);
if(invert) mod *= -1;
diff = angle_diff(cur_pilot->solid->dir,
(n==-1) ? VANGLE(cur_pilot->solid->pos) : vect_angle(&cur_pilot->solid->pos, v));
pilot_turn = mod*diff;
lua_pushnumber(L, ABS(diff*180./M_PI));
return 1;
}
// This is generally good for coming to a halt.
static int ai_brake(lua_State* L) {
(void)L; // Just a hack to avoid -W -Wall warnings.
double diff, d;
d = cur_pilot->solid->dir+M_PI;
if(d >= 2*M_PI) d = fmodf(d, 2*M_PI);
diff = angle_diff(d, VANGLE(cur_pilot->solid->vel));
pilot_turn = -10*diff;
if(ABS(diff) < MAX_DIR_ERR && VMOD(cur_pilot->solid->vel) > MIN_VEL_ERR)
pilot_acc = 1.;
return 0;
}
// Return the nearest friendly planet's position to the pilot.
static int ai_getnearestplanet(lua_State* L) {
if(cur_system->nplanets == 0) return 0; // No planets.
double dist, d;
int i, j;
// Cycle through planets.
for(dist = 0., j = -1, i = 0; i < cur_system->nplanets; i++) {
d = vect_dist(&cur_system->planets[i].pos, &cur_pilot->solid->pos);
if((!areEnemies(cur_pilot->faction, cur_system->planets[i].faction)) &&
(d < dist)) {
// Closer friendly planet.
j = i;
dist = d;
}
}
// No friendly planet found.
if(j == -1) return 0;
lua_pushlightuserdata(L, &cur_system->planets[j].pos);
return 1;
}
// Return a random friendly planet's position to the pilot.
static int ai_getrndplanet(lua_State* L) {
if(cur_system->nplanets == 0) return 0; // No planets.
Planet** planets;
int nplanets, i;
planets = malloc(sizeof(Planet*) * cur_system->nplanets);
for(nplanets = 0, i = 0; i < cur_system->nplanets; i++)
if(!areEnemies(cur_pilot->faction, cur_system->planets[i].faction))
planets[nplanets++] = &cur_system->planets[i];
// No planet to land on found.
if(nplanets == 0) {
free(planets);
return 0;
}
// We can actually get a random planet now.
i = RNG(0,nplanets-1);
lua_pushlightuserdata(L, &planets[i]->pos);
free(planets);
return 1;
}
// Attempt to enter the pilot hyperspace. Return the distance if too far away.
static int ai_hyperspace(lua_State* L) {
int dist;
dist = space_hyperspace(cur_pilot);
if(dist == 0) return 0;
lua_pushnumber(L,dist);
return 1;
}
// Completely stop the pilot if it is below minimum vel error. (No instant stops.)
static int ai_stop(lua_State* L) {
(void)L; // Just avoid a gcc warning.
if(VMOD(cur_pilot->solid->vel) < MIN_VEL_ERR)
vect_pset(&cur_pilot->solid->vel, 0., 0.);
return 0;
}
// Toggle combat flag. Default is on.
static int ai_combat(lua_State* L) {
int i;
if(lua_isnumber(L, 1)) {
i = (int)lua_tonumber(L,1);
if(i == 1) pilot_setFlag(cur_pilot, PILOT_COMBAT);
else if(i == 0) pilot_rmFlag(cur_pilot, PILOT_COMBAT);
} else pilot_setFlag(cur_pilot, PILOT_COMBAT);
return 0;
}
// Set the pilots target.
static int ai_settarget(lua_State* L) {
MIN_ARGS(1);
if(lua_isnumber(L,1)) pilot_target = (int)lua_tonumber(L,1);
return 0;
}
// Set the secondary weapon. Biassed towards launchers..
static int ai_secondary(lua_State* L) {
if(cur_pilot->secondary) {
lua_pushstring(L, outfit_getTypeBroad(cur_pilot->secondary->outfit));
return 1;
}
PilotOutfit* po = NULL;
int i;
for(i = 0; i < cur_pilot->noutfits; i++) {
if((po == NULL) && (outfit_isWeapon(cur_pilot->outfits[i].outfit) ||
outfit_isLauncher(cur_pilot->outfits[i].outfit)))
po = &cur_pilot->outfits[i];
else if((po != NULL) && outfit_isWeapon(po->outfit) &&
outfit_isLauncher(cur_pilot->outfits[i].outfit))
po = &cur_pilot->outfits[i];
}
if(po) {
cur_pilot->secondary = po;
pilot_setAmmo(cur_pilot);
lua_pushstring(L, outfit_getTypeBroad(po->outfit));
return 1;
}
lua_pushstring(L, "None");
return 1;
}
// Pew pew.. Says the pilot.
static int ai_shoot(lua_State* L) {
int n = 1;
if(lua_isnumber(L, 1)) n = (int)lua_tonumber(L,1);
if(n == 1) ai_setFlag(AI_PRIMARY);
else if(n == 2) ai_setFlag(AI_SECONDARY);
else if(n == 3) ai_setFlag(AI_PRIMARY | AI_SECONDARY);
return 0;
}
// Get the nearest enemy.
static int ai_getenemy(lua_State* L) {
lua_pushnumber(L,pilot_getNearest(cur_pilot));
return 1;
}
// Set the enemy hostile. (Simply notifies of an impending attack).
static int ai_hostile(lua_State* L) {
MIN_ARGS(1);
if(lua_isnumber(L,1) && ((unsigned int)lua_tonumber(L,1) == PLAYER_ID))
pilot_setFlag(cur_pilot, PILOT_HOSTILE);
return 0;
}
// Set the timer.
static int ai_settimer(lua_State* L) {
MIN_ARGS(2);
int n; // Get the timer.
if(lua_isnumber(L, 1)) n = lua_tonumber(L,1);
cur_pilot->timer[n] = (lua_isnumber(L,2)) ? lua_tonumber(L,2) + SDL_GetTicks() : 0;
return 0;
}
// Check the timer.
static int ai_timeup(lua_State* L) {
MIN_ARGS(1);
int n; // Get the timer.
if(lua_isnumber(L,1)) n = lua_tonumber(L,1);
lua_pushboolean(L, cur_pilot->timer[n] < SDL_GetTicks());
return 1;
}
// Have the pilot say something to player.
static int ai_comm(lua_State* L) {
MIN_ARGS(2);
if(lua_isnumber(L,1) && (lua_tonumber(L,1)==PLAYER_ID) && lua_isstring(L,2))
player_message("Comm: %s> \"%s\"", cur_pilot->name, lua_tostring(L,2));
return 0;
}
// Broadcasts to the entire area.
static int ai_broadcast(lua_State* L) {
MIN_ARGS(1);
if(lua_isstring(L, 1))
player_message("Broadcast: %s> \"%s\"", cur_pilot->name, lua_tostring(L, 1));
return 0;
}
// Return a number between low and high.
static int ai_rng(lua_State* L) {
MIN_ARGS(2);
int l, h;
if(lua_isnumber(L,1)) l = (int)lua_tonumber(L, 1);
if(lua_isnumber(L,1)) h = (int)lua_tonumber(L, 2);
lua_pushnumber(L, RNG(l,h));
return 1;
}