The Battle for Wesnoth  1.17.0-dev
core.hpp
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1 /*
2  Copyright (C) 2010 - 2021
3  by Yurii Chernyi <terraninfo@terraninfo.net>
4  Part of the Battle for Wesnoth Project https://www.wesnoth.org/
5 
6  This program is free software; you can redistribute it and/or modify
7  it under the terms of the GNU General Public License as published by
8  the Free Software Foundation; either version 2 of the License, or
9  (at your option) any later version.
10  This program is distributed in the hope that it will be useful,
11  but WITHOUT ANY WARRANTY.
12 
13  See the COPYING file for more details.
14 */
15 
16 #pragma once
17 
18 #include <memory>
19 
20 struct lua_State;
21 class game_lua_kernel;
22 class config;
23 
24 namespace ai {
25 
26 class engine_lua;
28 typedef std::shared_ptr<lua_object_base> lua_object_ptr;
29 
30 /**
31  * Proxy table for the AI context
32  */
34 {
35 private:
37  int num_;
38  int side_;
39  lua_ai_context(lua_State *l, int num, int side) : L(l), num_(num), side_(side)
40  {
41  }
42  static lua_ai_context* create(lua_State *L, char const *code, engine_lua *engine);
43 public:
45  void update_state();
46  void get_persistent_data(config &) const;
47  void set_persistent_data(const config &);
48  void get_arguments(config &) const;
49  void set_arguments(const config &);
50  void push_ai_table();
51  void apply_micro_ai(const config& cfg);
52  static void init(lua_State *L);
53  friend class ::game_lua_kernel;
54  friend class lua_ai_load;
55 };
56 
58 {
60  static int refcount;
61 public:
63  lua_ai_load(lua_ai_context& ctx, bool read_only);
64  ~lua_ai_load();
65 };
66 
67 /**
68  * Proxy class for calling AI action handlers defined in Lua.
69  */
71 {
72 private:
75  int num_;
76  lua_ai_action_handler(lua_State *l, lua_ai_context &context, int num) : L(l), context_(context),num_(num)
77  {
78  }
79  static lua_ai_action_handler* create(lua_State *L, char const *code, lua_ai_context &context);
80 public:
82  //void handle(const config &cfg, bool read_only, lua_object_ptr l_obj);
83  void handle(const config &cfg, const config &filter_own, bool read_only, lua_object_ptr l_obj);
84  friend class ::game_lua_kernel;
85 };
86 
87 }//of namespace ai
void get_arguments(config &) const
Definition: core.cpp:69
lua_ai_context & context_
Definition: core.hpp:74
static lua_ai_context * create(lua_State *L, char const *code, engine_lua *engine)
Definition: core.cpp:962
void get_persistent_data(config &) const
Definition: core.cpp:95
A small explanation about what&#39;s going on here: Each action has access to two game_info objects First...
Definition: actions.cpp:61
void set_arguments(const config &)
Definition: core.cpp:82
void set_persistent_data(const config &)
Definition: core.cpp:108
bool was_readonly
Definition: core.hpp:62
Proxy table for the AI context.
Definition: core.hpp:33
static int refcount
Definition: core.hpp:60
void push_ai_table()
Definition: core.cpp:132
static void init(lua_State *L)
Definition: core.cpp:62
lua_ai_context(lua_State *l, int num, int side)
Definition: core.hpp:39
friend class lua_ai_load
Definition: core.hpp:54
Proxy class for calling AI action handlers defined in Lua.
Definition: core.hpp:70
lua_ai_action_handler(lua_State *l, lua_ai_context &context, int num)
Definition: core.hpp:76
void apply_micro_ai(const config &cfg)
Definition: core.cpp:955
lua_State * L
Definition: core.hpp:36
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:61
lua_State * L
Definition: core.hpp:59
std::shared_ptr< halo_record > handle
Definition: halo.hpp:30
void update_state()
Definition: core.cpp:983
std::shared_ptr< lua_object_base > lua_object_ptr
Definition: core.hpp:27