The Battle for Wesnoth  1.19.5+dev
core.hpp
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1 /*
2  Copyright (C) 2010 - 2024
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;
27 class lua_object_base;
28 typedef std::shared_ptr<lua_object_base> lua_object_ptr;
29 
30 /**
31  * Proxy table for the AI context
32  */
34 {
35 private:
36  lua_State *L;
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 {
59  lua_State* L;
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:
73  lua_State *L;
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
Proxy class for calling AI action handlers defined in Lua.
Definition: core.hpp:71
lua_ai_context & context_
Definition: core.hpp:74
lua_ai_action_handler(lua_State *l, lua_ai_context &context, int num)
Definition: core.hpp:76
void handle(const config &cfg, const config &filter_own, bool read_only, lua_object_ptr l_obj)
Definition: core.cpp:1101
static lua_ai_action_handler * create(lua_State *L, char const *code, lua_ai_context &context)
Definition: core.cpp:1020
Proxy table for the AI context.
Definition: core.hpp:34
void set_persistent_data(const config &)
Definition: core.cpp:99
void update_state()
Definition: core.cpp:999
void get_persistent_data(config &) const
Definition: core.cpp:86
void push_ai_table()
Definition: core.cpp:123
lua_ai_context(lua_State *l, int num, int side)
Definition: core.hpp:39
static void init(lua_State *L)
Definition: core.cpp:53
static lua_ai_context * create(lua_State *L, char const *code, engine_lua *engine)
Definition: core.cpp:978
void set_arguments(const config &)
Definition: core.cpp:73
void get_arguments(config &) const
Definition: core.cpp:60
lua_State * L
Definition: core.hpp:36
void apply_micro_ai(const config &cfg)
Definition: core.cpp:971
lua_ai_load(lua_ai_context &ctx, bool read_only)
Definition: core.cpp:1045
bool was_readonly
Definition: core.hpp:62
static int refcount
Definition: core.hpp:60
lua_State * L
Definition: core.hpp:59
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:172
A small explanation about what's going on here: Each action has access to two game_info objects First...
Definition: actions.cpp:59
std::shared_ptr< lua_object_base > lua_object_ptr
Definition: core.hpp:27