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- #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<std::string> 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.
- ScriptUtil::LuaArray<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;
- }
- 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.
- bool param1Valid;
- ScriptUtil::LuaArray<AIMessage> param1 = ScriptUtil::getObjectPointer<AIMessage>(2, "AIMessage", false, ¶m1Valid);
- if (!param1Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 1 to type 'AIMessage'.");
- lua_error(state);
- }
- AIController* instance = getInstance(state);
- instance->sendMessage(param1);
-
- return 0;
- }
- 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.
- bool param1Valid;
- ScriptUtil::LuaArray<AIMessage> param1 = ScriptUtil::getObjectPointer<AIMessage>(2, "AIMessage", false, ¶m1Valid);
- if (!param1Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 1 to type 'AIMessage'.");
- lua_error(state);
- }
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 3);
- AIController* instance = getInstance(state);
- instance->sendMessage(param1, param2);
-
- return 0;
- }
- 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;
- }
- }
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