1067 lines
31 KiB
C
1067 lines
31 KiB
C
#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include "lauxlib.h"
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#include "lualib.h"
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#include <math.h>
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#include "lephisto.h"
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#include "log.h"
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#include "pilot.h"
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#include "player.h"
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#include "physics.h"
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#include "pack.h"
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#include "rng.h"
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#include "space.h"
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#include "faction.h"
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#include "llua.h"
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#include "lluadef.h"
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#include "ai.h"
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/* == AI ======================================================
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*
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* -- Goal (Task) based AI with additional optimization.
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* AI uses the goal (task) based AI approach with tasks scripted
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* in lua. Additionally there is a task that is hardcoded and
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* obligatory in any AI script. The 'control' task, whose only
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* purpose is to assign tasks if there is none, and optimize
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* or change tasks if there are.
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*
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* Eg.. Pilot A is attacking Pilot B. Pilot C then comes along
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* the same system and is of the same faction as Pilot B. and
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* therefor attacks Pilot A. Pilot A would keep fighting pilot
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* B and until the control task comes in. Then the pilot could
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* run if it deems fit that Pilot C and Pilot B together are
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* both too strong for A. Or.. Attack C as it is an easy target
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* to finish.
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* Basically, there is many possibilities, and it's down to the
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* Lua fanatics to decide what to do.
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*
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* -- AI will follow basic tasks defined from Lua AI scripts.
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* -- If task is NULL, AI will run "control" task.
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* -- Task is continued every frame.
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* -- "control" task is a special task that *must* exist in
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* any given Pilot AI (missiles, and suck will use "seek".
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* -- "control" task is not permanent, but transitory.
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* -- "control" task sets another task.
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* -- "control" task is also run at a set rate (depending on
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* Lua global "control_rate") to choose optimal behaviour
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* (task).
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*/
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/* Register a number constant n to name s (syntax is just like lua_regfunc). */
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#define lua_regnumber(l,s,n) (lua_pushnumber(l,n), lua_setglobal(l,s))
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/* Ai flags. */
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#define ai_setFlag(f) (pilot_flags |= f)
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#define ai_isFlag(f) (pilot_flags & f)
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/* Flags. */
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#define AI_PRIMARY (1<<0) /* Firing primary weapon. */
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#define AI_SECONDARY (1<<1) /* Firing secondary weapon. */
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/* file info. */
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#define AI_PREFIX "../scripts/ai/"
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#define AI_SUFFIX ".lua"
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#define AI_INCLUDE "include/"
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/* AI profiles. */
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static AI_Profile* profiles = NULL;
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static int nprofiles = 0;
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/* Extern pilot hacks. */
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extern Pilot** pilot_stack;
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extern int pilot_nstack;
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static int ai_minbrakedist(lua_State* L); /* Minimal breaking distance. */
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static int ai_accel(lua_State* L); /* Accelerate. */
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/* Internal C routines. */
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static void ai_run(lua_State* L, const char* funcname);
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static int ai_loadProfile(char* filename);
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static void ai_freetask(Task* t);
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/* External C routines. */
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void ai_attacked(Pilot* attacked, const unsigned int attacker); /* weapon.c */
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void ai_create(Pilot* pilot);
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/* C routines made external. */
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void ai_destroy(Pilot* p);
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void ai_think(Pilot* pilot);
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/* Ai routines for Lua. */
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/* Tasks. */
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static int ai_pushtask(lua_State* L); /* pushtask(string, number/pointer, number) */
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static int ai_poptask(lua_State* L); /* poptask() */
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static int ai_taskname(lua_State* L); /* Number taskname. */
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/* Consult values. */
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static int ai_gettarget(lua_State* L); /* Pointer gettarget() */
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static int ai_gettargetid(lua_State* L); /* Number gettargetis() */
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static int ai_getrndpilot(lua_State* L); /* Number getrndpilot() */
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static int ai_armour(lua_State* L); /* armour() */
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static int ai_shield(lua_State* L); /* shield() */
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static int ai_parmour(lua_State* L); /* parmour() */
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static int ai_pshield(lua_State* L); /* pshield() */
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static int ai_getdistance(lua_State* L); /* Number getdist(Vec2) */
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static int ai_getpos(lua_State* L); /* getpos(number) */
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static int ai_minbrakedist(lua_State* L); /* Number minbrakedist() */
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static int ai_cargofree(lua_State* L); /* Number cargofree(). */
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/* Boolean expressions. */
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static int ai_exists(lua_State* L); /* boolean exists */
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static int ai_ismaxvel(lua_State* L); /* Boolean ismaxvel() */
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static int ai_isstopped(lua_State* L); /* Boolean isstopped() */
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static int ai_isenemy(lua_State* L); /* boolean isenemy(number). */
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static int ai_isally(lua_State* L); /* boolean isally(number). */
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static int ai_incombat(lua_State* L); /* boolean incombat([number]) */
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static int ai_haslockon(lua_State* L); /* boolean haslockon() */
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/* Movement. */
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static int ai_accel(lua_State* L); /* accel(number); nuimber <= 1. */
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static int ai_turn(lua_State* L); /* turn(number); abs(number) <= 1. */
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static int ai_face(lua_State* L); /* face(number/pointer) */
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static int ai_brake(lua_State* L); /* Brake() */
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static int ai_getnearestplanet(lua_State* L); /* pointer getnearestplanet() */
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static int ai_getrndplanet(lua_State* L); /* pointer getrndplanet() */
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static int ai_getlandplanet(lua_State* L); /* pointer getlandplanet() */
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static int ai_hyperspace(lua_State* L); /* [number] hyperspace() */
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static int ai_stop(lua_State* L); /* stop() */
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/* Combat. */
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static int ai_combat(lua_State* L); /* combat(number) */
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static int ai_settarget(lua_State* L); /* settarget(number) */
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static int ai_secondary(lua_State* L); /* string secondary() */
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static int ai_hasturrets(lua_State* L); /* bool hasturrets() */
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static int ai_shoot(lua_State* L); /* shoot(number) number = 1,2,3. */
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static int ai_getenemy(lua_State* L); /* number getenemy(). */
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static int ai_hostile(lua_State* L); /* hostile(number). */
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static int ai_getweaprange(lua_State* L); /* number getweaprange(). */
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/* Timers. */
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static int ai_settimer(lua_State* L); /* settimer(number, number) */
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static int ai_timeup(lua_State* L); /* boolean timeup(number) */
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/* Messages. */
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static int ai_comm(lua_State* L); /* comm(string) */
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static int ai_broadcast(lua_State* L); /* broadcast(string) */
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/* Loot. */
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static int ai_credits(lua_State* L); /* credits(number). */
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static int ai_cargo(lua_State* L); /* cargo(name, quantity). */
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static int ai_shipprice(lua_State* L); /* shipprice(). */
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static const luaL_Reg ai_methods[] = {
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/* Tasks. */
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{ "pushtask", ai_pushtask },
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{ "poptask", ai_poptask },
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{ "taskname", ai_taskname },
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/* Sanity checks. */
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{ "exists", ai_exists },
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{ "ismaxvel", ai_ismaxvel },
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{ "isstopped", ai_isstopped },
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{ "isenemy", ai_isenemy },
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{ "isally", ai_isally },
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/* Get's. */
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{ "incombat", ai_incombat },
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{ "haslockon", ai_haslockon },
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{ "target", ai_gettarget },
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{ "targetid", ai_gettargetid },
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{ "rndpilot", ai_getrndpilot },
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{ "armour", ai_armour },
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{ "shield", ai_shield },
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{ "parmour", ai_parmour },
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{ "pshield", ai_pshield },
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{ "dist", ai_getdistance },
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{ "pos", ai_getpos },
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{ "minbrakedist", ai_minbrakedist },
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{ "cargofree", ai_cargofree },
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{ "nearestplanet", ai_getnearestplanet },
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{ "rndplanet", ai_getrndplanet },
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{ "landplanet", ai_getlandplanet },
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/* Movement. */
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{ "accel", ai_accel },
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{ "turn", ai_turn },
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{ "face", ai_face },
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{ "brake", ai_brake },
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{ "stop", ai_stop },
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{ "hyperspace", ai_hyperspace },
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/* Combat. */
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{ "combat", ai_combat },
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{ "settarget", ai_settarget },
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{ "secondary", ai_secondary },
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{ "hasturrets", ai_hasturrets },
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{ "shoot", ai_shoot },
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{ "getenemy", ai_getenemy },
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{ "hostile", ai_hostile },
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{ "getweaprange", ai_getweaprange },
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/* Timers. */
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{ "settime", ai_settimer },
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{ "timeup", ai_timeup },
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/* Messages. */
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{ "comm", ai_comm },
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{ "broadcast", ai_broadcast },
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/* Loot. */
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{ "setcredits", ai_credits },
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{ "setcargo", ai_cargo },
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{ "shipprice", ai_shipprice },
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{ 0, 0 } /* End. */
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};
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/* Current pilot "thinking" and assorted variables. */
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static Pilot* cur_pilot = NULL;
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static double pilot_acc = 0.;
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static double pilot_turn = 0.;
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static int pilot_flags = 0;
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static int pilot_target = 0;
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/* Ai status: 'Create' functions that can't be used elsewhere. */
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#define AI_STATUS_NORMAL 1
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#define AI_STATUS_CREATE 2
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static int ai_status = AI_STATUS_NORMAL;
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/* Attempt to run a function. */
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static void ai_run(lua_State* L, const char* funcname) {
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lua_getglobal(L, funcname);
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if(lua_pcall(L, 0, 0, 0))
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/* Errors accured. */
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WARN("Pilot '%s' ai -> '%s' : %s",
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cur_pilot->name, funcname, lua_tostring(L,-1));
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}
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/* Destroy the AI part of the pilot. */
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void ai_destroy(Pilot* p) {
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if(p->task)
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ai_freetask(p->task);
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}
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/* Init the AI stuff. Which is basically Lua. */
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int ai_init(void) {
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char** files;
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uint32_t nfiles, i;
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/* Get the file list. */
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files = pack_listfiles(data, &nfiles);
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/* Load the profiles. */
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for(i = 0; i < nfiles; i++)
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if((strncmp(files[i], AI_PREFIX, strlen(AI_PREFIX))==0) && /* Prefixed. */
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(strncmp(files[i] + strlen(AI_PREFIX), AI_INCLUDE, /* Not an include. */
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strlen(AI_INCLUDE)) != 0) &&
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(strncmp(files[i] + strlen(files[i]) - strlen(AI_SUFFIX), /* Suffixed. */
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AI_SUFFIX, strlen(AI_SUFFIX))==0))
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if(ai_loadProfile(files[i]))
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WARN("Error loading AI profile '%s'", files[i]);
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/* Free the char allocated by pack. */
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for(i = 0; i < nfiles; i++)
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free(files[i]);
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free(files);
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DEBUG("Loaded %d AI profile%c", nprofiles, (nprofiles==1)?' ':'s');
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return 0;
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}
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/* Init an IA_Profile and add it to the stack. */
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static int ai_loadProfile(char* filename) {
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char* buf = NULL;
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uint32_t bufsize = 0;
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lua_State* L;
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profiles = realloc(profiles, sizeof(AI_Profile)*(++nprofiles));
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profiles[nprofiles-1].name =
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malloc(sizeof(char)*
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(strlen(filename)-strlen(AI_PREFIX)-strlen(AI_SUFFIX))+1);
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snprintf(profiles[nprofiles-1].name,
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strlen(filename)-strlen(AI_PREFIX)-strlen(AI_SUFFIX)+1,
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"%s", filename+strlen(AI_PREFIX));
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profiles[nprofiles-1].L = llua_newState();
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if(profiles[nprofiles-1].L == NULL) {
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ERR("Unable to create a new Lua state");
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return -1;
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}
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L = profiles[nprofiles-1].L;
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/* Open basic Lua stuff. */
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llua_loadBasic(L);
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/* Constants. */
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lua_regnumber(L, "player", PLAYER_ID); /* Player id. */
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/* Register C funstions in Lua. */
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luaL_register(L, "ai", ai_methods);
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lua_loadRnd(L);
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/* Now load the file, since all the functions have been previously loaded. */
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buf = pack_readfile(DATA, filename, &bufsize);
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if(luaL_dobuffer(L, buf, bufsize, filename) != 0) {
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ERR("loading AI file: %s", filename);
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ERR("%s", lua_tostring(L, -1));
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WARN("Most likely Lua file has improper syntax, please check it.");
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return -1;
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}
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free(buf);
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return 0;
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}
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/* Get the AI_Profile with name. */
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AI_Profile* ai_getProfile(char* name) {
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if(profiles == NULL) return NULL;
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int i;
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for(i = 0; i < nprofiles; i++)
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if(strcmp(name, profiles[i].name)==0)
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return &profiles[i];
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WARN("AI Profile '%s' not found in AI stack", name);
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return NULL;
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}
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/* Clean up global AI */
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void ai_exit(void) {
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int i;
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for(i = 0; i < nprofiles; i++) {
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free(profiles[i].name);
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lua_close(profiles[i].L);
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}
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free(profiles);
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}
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/* Heart of hearts of the ai!! Brains of the pilot. */
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void ai_think(Pilot* pilot) {
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lua_State* L;
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cur_pilot = pilot; /* Set current pilot being processed. */
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L = cur_pilot->ai->L; /* Set the AI profile to the current pilot's. */
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/* Clean up some variables. */
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pilot_acc = 0.;
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pilot_turn = 0.;
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pilot_flags = 0;
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pilot_target = 0;
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/* Control function if pilot is idle or tick is up. */
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if((cur_pilot->tcontrol < SDL_GetTicks()) || (cur_pilot->task == NULL)) {
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ai_run(L, "control"); /* Run control. */
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lua_getglobal(L, "control_rate");
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cur_pilot->tcontrol = SDL_GetTicks() + 1000*(int)lua_tonumber(L, -1);
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}
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if(cur_pilot->task)
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/* Pilot has a currently running task. */
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ai_run(L, cur_pilot->task->name);
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/* Make sure pilot_acc and pilot_turn are legal moves. */
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if(pilot_acc > 1.) pilot_acc = 1.; /* Value must be <= 1. */
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if(pilot_turn > 1.) pilot_turn = 1.; /* Value must be between -1 and 1. */
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else if(pilot_turn < -1.) pilot_turn = -1.;
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cur_pilot->solid->dir_vel = 0.;
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if(pilot_turn) /* Set the turning velocity. */
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cur_pilot->solid->dir_vel -= cur_pilot->turn * pilot_turn;
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vect_pset(&cur_pilot->solid->force, cur_pilot->thrust * pilot_acc,
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cur_pilot->solid->dir);
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/* Fire weapons if needs be. */
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if(ai_isFlag(AI_PRIMARY)) pilot_shoot(pilot, pilot_target, 0); /* Primary. */
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if(ai_isFlag(AI_SECONDARY)) pilot_shoot(pilot, pilot_target, 1); /* Secondary. */
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}
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/* Pilot is attacked. */
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void ai_attacked(Pilot* attacked, const unsigned int attacker) {
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lua_State* L;
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cur_pilot = attacked;
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L = cur_pilot->ai->L;
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lua_getglobal(L, "attacked");
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lua_pushnumber(L, attacker);
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if(lua_pcall(L, 1, 0, 0))
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WARN("Pilot '%s' ai -> 'attacked' : %s", cur_pilot->name, lua_tostring(L, -1));
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}
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/* Pilot was just created. */
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void ai_create(Pilot* pilot) {
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lua_State* L;
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cur_pilot = pilot;
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L = cur_pilot->ai->L;
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ai_status = AI_STATUS_CREATE;
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ai_run(L, "create");
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ai_status = AI_STATUS_NORMAL;
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}
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/* ===================== */
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/* INTERNAL C FUNCTIONS. */
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/* ===================== */
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/* Free the task. */
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static void ai_freetask(Task* t) {
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if(t->next) ai_freetask(t->next); /* Woot, recursive freeing! */
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if(t->name) free(t->name);
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if(t->dtype == TYPE_PTR) free(t->dat.target);
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free(t);
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}
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/* ======================================================== */
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/* C functions to call from Lua. */
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/* ======================================================== */
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/* Push the current stack. */
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static int ai_pushtask(lua_State* L) {
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int pos;
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if(lua_isnumber(L, 1)) pos = (int) lua_tonumber(L, 1);
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else return 0; /* Invalid param. */
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Task* t = MALLOC_L(Task);
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t->name = (lua_isstring(L, 2)) ? strdup((char*) lua_tostring(L, 2)) : NULL;
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t->next = NULL;
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t->dat.target = NULL;
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if(lua_gettop(L) > 2) {
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if(lua_isnumber(L, 3)) {
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t->dtype = TYPE_INT;
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t->dat.ID = (unsigned int) lua_tonumber(L, 3);
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}
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else if(lua_islightuserdata(L, 3)) {
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/* Only pointer valid is Vec2* in Lua. */
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t->dtype = TYPE_PTR;
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t->dat.target = MALLOC_L(Vec2);
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/* No idea why vectcpy doesn't work here.. */
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((Vec2*)t->dat.target)->x = ((Vec2*)lua_topointer(L,3))->x;
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((Vec2*)t->dat.target)->y = ((Vec2*)lua_topointer(L,3))->y;
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((Vec2*)t->dat.target)->mod = ((Vec2*)lua_topointer(L,3))->mod;
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((Vec2*)t->dat.target)->angle = ((Vec2*)lua_topointer(L,3))->angle;
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} else
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t->dtype = TYPE_NULL;
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}
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if(cur_pilot->task == NULL) /* No other tasks. */
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cur_pilot->task = t;
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else if(pos == 1) {
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/* Put at the end. */
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Task* pointer;
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for(pointer = cur_pilot->task; pointer->next; pointer = pointer->next);
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pointer->next = t;
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} else {
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/* Default put at the beginning. */
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t->next = cur_pilot->task;
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cur_pilot->task = t;
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}
|
|
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;
|
|
}
|
|
|
|
static int ai_getrndpilot(lua_State* L) {
|
|
lua_pushnumber(L, pilot_stack[RNG(0, pilot_nstack-1)]->id);
|
|
return 1;
|
|
}
|
|
|
|
/* 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) {
|
|
Vec2* vect;
|
|
Pilot* pilot;
|
|
unsigned int n;
|
|
|
|
LLUA_MIN_ARGS(1);
|
|
|
|
/* Vector as a parameter. */
|
|
if(lua_islightuserdata(L, 1))
|
|
vect = (Vec2*)lua_topointer(L, 1);
|
|
|
|
/* Pilot id as parameter. */
|
|
else if(lua_isnumber(L, 1)) {
|
|
n = (unsigned int)lua_tonumber(L,1);
|
|
pilot = pilot_get((unsigned int) lua_tonumber(L, 1));
|
|
if(pilot == NULL) {
|
|
LLUA_DEBUG("Pilot '%d' not found in stack", n);
|
|
return 0;
|
|
}
|
|
vect = &pilot->solid->pos;
|
|
} else
|
|
/* Wrong parameter. */
|
|
LLUA_INVALID_PARAMETER();
|
|
|
|
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->turn
|
|
* Add it to general euler equation x = v*t + 0.5 * a * t^2
|
|
* Have fun.
|
|
*
|
|
* I really hate this function. Why isn't it depricated yet?
|
|
*/
|
|
static int ai_minbrakedist(lua_State* L) {
|
|
double time, dist, vel;
|
|
time = VMOD(cur_pilot->solid->vel) /
|
|
(cur_pilot->thrust / cur_pilot->solid->mass);
|
|
|
|
vel = MIN(cur_pilot->speed, VMOD(cur_pilot->solid->vel));
|
|
dist = vel*(time+1.1*180./cur_pilot->turn) -
|
|
0.5 * (cur_pilot->thrust / cur_pilot->solid->mass)*time*time;
|
|
|
|
lua_pushnumber(L, dist); /* return */
|
|
return 1;
|
|
}
|
|
|
|
static int ai_cargofree(lua_State* L) {
|
|
lua_pushnumber(L, pilot_cargoFree(cur_pilot));
|
|
return 1;
|
|
}
|
|
|
|
static int ai_exists(lua_State* L) {
|
|
Pilot* p;
|
|
int i;
|
|
|
|
if(lua_isnumber(L,1)) {
|
|
i = 1;
|
|
p = pilot_get((unsigned int)lua_tonumber(L,1));
|
|
if(p == NULL) i = 0;
|
|
else if(pilot_isFlag(p, PILOT_DEAD)) i = 0;
|
|
lua_pushboolean(L, i);
|
|
return 1;
|
|
}
|
|
|
|
/* Default to false for everything that isn't a pilot. */
|
|
lua_pushboolean(L, 0);
|
|
return 0;
|
|
}
|
|
|
|
/* Are we at max velocity? */
|
|
static int ai_ismaxvel(lua_State* L) {
|
|
lua_pushboolean(L,(VMOD(cur_pilot->solid->vel)>cur_pilot->speed-MIN_VEL_ERR));
|
|
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;
|
|
}
|
|
|
|
static int ai_haslockon(lua_State* L) {
|
|
lua_pushboolean(L, cur_pilot->lockons > 0);
|
|
return 1;
|
|
}
|
|
|
|
/* Accelerate the pilot based on a param. */
|
|
static int ai_accel(lua_State* L) {
|
|
double n;
|
|
|
|
if(lua_gettop(L) > 1 && lua_isnumber(L, 1)) {
|
|
n = (double)lua_tonumber(L,1);
|
|
|
|
if(n > 1.) n = 1.;
|
|
else if(n < 0.) n = 0.;
|
|
|
|
if(VMOD(cur_pilot->solid->vel) > (n * cur_pilot->speed))
|
|
pilot_acc = 0.;
|
|
} else
|
|
pilot_acc = 1.;
|
|
|
|
return 0;
|
|
}
|
|
|
|
/* Turn the pilot based on a param. */
|
|
static int ai_turn(lua_State* L) {
|
|
LLUA_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) {
|
|
LLUA_MIN_ARGS(1);
|
|
Vec2* v, sv, tv; /* 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. */
|
|
vect_cset(&tv, VX(p->solid->pos) + FACE_WVEL*VX(p->solid->vel),
|
|
VY(p->solid->pos) + FACE_WVEL*VY(p->solid->vel));
|
|
v = NULL;
|
|
}
|
|
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;
|
|
vect_cset(&sv, VX(cur_pilot->solid->pos) + FACE_WVEL*VX(cur_pilot->solid->vel),
|
|
VY(cur_pilot->solid->pos) + FACE_WVEL*VY(cur_pilot->solid->vel));
|
|
|
|
if(v == NULL)
|
|
/* Target is dynamic. */
|
|
diff = angle_diff(cur_pilot->solid->dir,
|
|
(n==-1) ? VANGLE(sv) :
|
|
vect_angle(&sv, &tv));
|
|
else
|
|
/* Target is static. */
|
|
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 planet's position to the pilot. */
|
|
static int ai_getrndplanet(lua_State* L) {
|
|
Vec2 v;
|
|
int p;
|
|
|
|
if(cur_system->nplanets == 0) return 0; /* No planets. */
|
|
|
|
/* Get a random planet. */
|
|
p = RNG(0, cur_system->nplanets-1);
|
|
|
|
/* Copy the data into a vector. */
|
|
vectcpy(&v, &cur_system->planets[p].pos);
|
|
lua_pushlightuserdata(L, &v);
|
|
|
|
return 1;
|
|
}
|
|
|
|
/* Return a random friendly planet's position to the pilot. */
|
|
static int ai_getlandplanet(lua_State* L) {
|
|
Planet** planets;
|
|
int nplanets, i;
|
|
Vec2 v;
|
|
planets = malloc(sizeof(Planet*) * cur_system->nplanets);
|
|
|
|
if(cur_system->nplanets == 0) return 0; /* No planets. */
|
|
|
|
for(nplanets = 0, i = 0; i < cur_system->nplanets; i++)
|
|
if(planet_hasService(&cur_system->planets[i], PLANET_SERVICE_BASIC) &&
|
|
!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);
|
|
vectcpy(&v, &planets[i]->pos);
|
|
vect_cadd(&v, RNG(0, planets[i]->gfx_space->sw)-planets[i]->gfx_space->sw/2.,
|
|
RNG(0, planets[i]->gfx_space->sh)-planets[i]->gfx_space->sh/2.);
|
|
lua_pushlightuserdata(L, &v);
|
|
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) {
|
|
LLUA_MIN_ARGS(1);
|
|
|
|
if(lua_isnumber(L,1)) {
|
|
pilot_target = (int)lua_tonumber(L,1);
|
|
return 1;
|
|
}
|
|
|
|
LLUA_INVALID_PARAMETER();
|
|
}
|
|
|
|
/* Set the secondary weapon. Biassed towards launchers.. */
|
|
static int ai_secondary(lua_State* L) {
|
|
PilotOutfit* po;
|
|
int i;
|
|
|
|
if(cur_pilot->secondary) {
|
|
lua_pushstring(L, outfit_getTypeBroad(cur_pilot->secondary->outfit));
|
|
return 1;
|
|
}
|
|
|
|
po = NULL;
|
|
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;
|
|
}
|
|
|
|
static int ai_hasturrets(lua_State* L) {
|
|
lua_pushboolean(L, pilot_isFlag(cur_pilot, PILOT_HASTURRET));
|
|
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) {
|
|
unsigned int p;
|
|
|
|
p = pilot_getNearestEnemy(cur_pilot);
|
|
|
|
if(p == 0) /* No enemy found. */
|
|
return 0;
|
|
|
|
lua_pushnumber(L,p);
|
|
return 1;
|
|
}
|
|
|
|
/* Set the enemy hostile. (Simply notifies of an impending attack). */
|
|
static int ai_hostile(lua_State* L) {
|
|
LLUA_MIN_ARGS(1);
|
|
|
|
if(lua_isnumber(L,1) && ((unsigned int)lua_tonumber(L,1) == PLAYER_ID))
|
|
pilot_setFlag(cur_pilot, PILOT_HOSTILE);
|
|
|
|
return 0;
|
|
}
|
|
|
|
/* Return the maximum range of weapons if parameter is 1, then do secondary. */
|
|
static int ai_getweaprange(lua_State* L) {
|
|
int i;
|
|
double range, max;
|
|
Outfit* o;
|
|
|
|
/* If 1 is passed as parameter, secondary weapon is checked. */
|
|
if(lua_isnumber(L, 1) && ((int)lua_tonumber(L, 1) == 1))
|
|
if(cur_pilot->secondary != NULL) {
|
|
/* Get range, launchers use ammo's range. */
|
|
if(outfit_isLauncher(cur_pilot->secondary->outfit) && (cur_pilot->ammo != NULL))
|
|
range = outfit_range(cur_pilot->ammo->outfit);
|
|
else
|
|
range = outfit_range(cur_pilot->secondary->outfit);
|
|
|
|
if(range < 0.) return 0; /* Secondary doesn't have range. */
|
|
|
|
/* Secondary does have range. */
|
|
lua_pushnumber(L, range);
|
|
return 1;
|
|
}
|
|
|
|
max = -1.;
|
|
for(i = 0; i < cur_pilot->noutfits; i++) {
|
|
o = cur_pilot->outfits[i].outfit;
|
|
|
|
/* Not interested in secondary weapons nor ammunition. */
|
|
if(outfit_isProp(o, OUTFIT_PROP_WEAP_SECONDARY) || outfit_isAmmo(o))
|
|
continue;
|
|
|
|
/* Compare vs current outfit's range. */
|
|
range = outfit_range(o);
|
|
if(range > max)
|
|
max = range;
|
|
}
|
|
|
|
if(max < 0.) return 0; /* No ranged weapons. */
|
|
|
|
lua_pushnumber(L, max);
|
|
return 1;
|
|
}
|
|
|
|
/* Set the timer. */
|
|
static int ai_settimer(lua_State* L) {
|
|
LLUA_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) {
|
|
LLUA_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) {
|
|
LLUA_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) {
|
|
LLUA_MIN_ARGS(1);
|
|
|
|
if(lua_isstring(L, 1))
|
|
player_message("Broadcast: %s> \"%s\"", cur_pilot->name, lua_tostring(L,1));
|
|
|
|
return 0;
|
|
}
|
|
|
|
/* Set the pilots credits. */
|
|
static int ai_credits(lua_State* L) {
|
|
LLUA_MIN_ARGS(1);
|
|
if(ai_status != AI_STATUS_CREATE) return 0;
|
|
|
|
if(lua_isnumber(L,1))
|
|
cur_pilot->credits = (int)lua_tonumber(L,1);
|
|
|
|
return 0;
|
|
}
|
|
|
|
/* Set the pilots cargo. */
|
|
static int ai_cargo(lua_State* L) {
|
|
LLUA_MIN_ARGS(2);
|
|
if(ai_status != AI_STATUS_CREATE) return 0;
|
|
|
|
if(lua_isstring(L,1) && lua_isnumber(L,2))
|
|
pilot_addCargo(cur_pilot, commodity_get(lua_tostring(L,1)),
|
|
(int)lua_tonumber(L,2));
|
|
|
|
return 0;
|
|
}
|
|
|
|
/* Get the pilot's ship value. */
|
|
static int ai_shipprice(lua_State* L) {
|
|
lua_pushnumber(L, cur_pilot->ship->price);
|
|
return 1;
|
|
}
|
|
|