#include "Base.h" #include "ScriptController.h" #include "lua_AIController.h" #include "AIController.h" #include "Base.h" #include "Game.h" namespace gameplay { void luaRegister_AIController() { const luaL_Reg lua_members[] = { {"findAgent", lua_AIController_findAgent}, {"sendMessage", lua_AIController_sendMessage}, {NULL, NULL} }; const luaL_Reg* lua_statics = NULL; std::vector scopePath; ScriptUtil::registerClass("AIController", lua_members, NULL, NULL, lua_statics, scopePath); } static AIController* getInstance(lua_State* state) { void* userdata = luaL_checkudata(state, 1, "AIController"); luaL_argcheck(state, userdata != NULL, 1, "'AIController' expected."); return (AIController*)((ScriptUtil::LuaObject*)userdata)->instance; } int lua_AIController_findAgent(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 2: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. const char* param1 = ScriptUtil::getString(2, false); AIController* instance = getInstance(state); void* returnPtr = (void*)instance->findAgent(param1); if (returnPtr) { ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = false; luaL_getmetatable(state, "AIAgent"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } else { lua_pushstring(state, "lua_AIController_findAgent - Failed to match the given parameters to a valid function signature."); lua_error(state); } break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2)."); lua_error(state); break; } } return 0; } int lua_AIController_sendMessage(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 2: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. AIMessage* param1 = ScriptUtil::getObjectPointer(2, "AIMessage", false); AIController* instance = getInstance(state); instance->sendMessage(param1); return 0; } else { lua_pushstring(state, "lua_AIController_sendMessage - Failed to match the given parameters to a valid function signature."); lua_error(state); } break; } case 3: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) && lua_type(state, 3) == LUA_TNUMBER) { // Get parameter 1 off the stack. AIMessage* param1 = ScriptUtil::getObjectPointer(2, "AIMessage", false); // Get parameter 2 off the stack. float param2 = (float)luaL_checknumber(state, 3); AIController* instance = getInstance(state); instance->sendMessage(param1, param2); return 0; } else { lua_pushstring(state, "lua_AIController_sendMessage - Failed to match the given parameters to a valid function signature."); lua_error(state); } break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2 or 3)."); lua_error(state); break; } } return 0; } }