Beispiel #1
0
func execIntruder(a *Ai) lua.GoFunction {
	return func(L *lua.State) int {
		if !game.LuaNumParamsOk(L, 1, "ExecIntruder") {
			return 0
		}
		ent := game.LuaToEntity(L, a.game, -1)
		if ent == nil {
			game.LuaDoError(L, "Tried to ExecIntruder on an invalid entity.")
			return 0
		}
		if ent.ExplorerEnt == nil {
			game.LuaDoError(L, "Tried to ExecIntruder on a non-intruder.")
			return 0
		}
		if !ent.Ai.Active() {
			game.LuaDoError(L, fmt.Sprintf("Tried to ExecIntruder '%s', who is not active.", ent.Name))
			return 0
		}
		exec := <-ent.Ai.ActionExecs()
		if exec != nil {
			a.execs <- exec
		}
		<-a.pause
		return 0
	}
}
Beispiel #2
0
func execMinionFunc(a *Ai) lua.GoFunction {
	return func(L *lua.State) int {
		base.Log().Printf("Exec minion")
		if !game.LuaNumParamsOk(L, 1, "execMinion") {
			return 0
		}
		ent := game.LuaToEntity(L, a.game, -1)
		if ent == nil {
			game.LuaDoError(L, "Tried to execMinion entity which doesn't exist.")
			return 0
		}
		if ent.HauntEnt == nil || ent.HauntEnt.Level != game.LevelMinion {
			game.LuaDoError(L, fmt.Sprintf("Tried to execMinion entity with Id=%d, which is not a minion.", ent.Id))
			return 0
		}
		if !ent.Ai.Active() {
			game.LuaDoError(L, fmt.Sprintf("Tried to execMinion entity with Id=%d, which is not active.", ent.Id))
			return 0
		}
		exec := <-ent.Ai.ActionExecs()
		if exec != nil {
			a.execs <- exec
		}
		<-a.pause
		return 0
	}
}
Beispiel #3
0
func execMinion(a *Ai) lua.GoFunction {
	return func(L *lua.State) int {
		if !game.LuaNumParamsOk(L, 1, "ExecMinion") {
			return 0
		}
		ent := game.LuaToEntity(L, a.game, -1)
		if ent == nil {
			game.LuaDoError(L, "Tried to ExecMinion on an invalid entity.")
			return 0
		}
		if ent.HauntEnt == nil || ent.HauntEnt.Level != game.LevelMinion {
			game.LuaDoError(L, "Tried to ExecMinion on a non-minion.")
			return 0
		}
		if !ent.Ai.Active() {
			game.LuaDoError(L, fmt.Sprintf("Tried to ExecMinion '%s', who is not active.", ent.Name))
			return 0
		}
		exec := <-ent.Ai.ActionExecs()
		if exec != nil {
			a.execs <- exec
		}
		<-a.pause
		return 0
	}
}
Beispiel #4
0
// Input:
//   None
// Output:
// 1 - Table - Contains a mapping from index to entity Id of all active
//     minions.
func activeMinionsFunc(a *Ai) lua.GoFunction {
	return func(L *lua.State) int {
		if !game.LuaNumParamsOk(L, 0, "activeMinions") {
			return 0
		}
		L.NewTable()
		count := 0
		for _, ent := range a.game.Ents {
			if ent.HauntEnt == nil || ent.HauntEnt.Level != game.LevelMinion {
				continue
			}
			if !ent.Ai.Active() {
				continue
			}
			count++
			L.PushInteger(count)
			game.LuaPushEntity(L, ent)
			L.SetTable(-3)
		}
		base.Log().Printf("activeMinions: %d", count)
		return 1
	}
}