func setMinionMasterInfo(a *Ai) lua.GoFunction { return func(L *lua.State) int { if !game.LuaCheckParamsOk(L, "SetEntityMasterInfo", game.LuaEntity, game.LuaString, game.LuaAnything) { return 0 } ent := game.LuaToEntity(L, a.game, -3) if ent == nil { game.LuaDoError(L, "Tried to ExecMinion on an invalid entity.") return 0 } if ent.HauntEnt == nil { game.LuaDoError(L, "Tried to ExecMinion on a non-minion.") return 0 } if ent.Ai_data == nil { ent.Ai_data = make(map[string]string) } if L.IsNil(-1) { delete(ent.Ai_data, L.ToString(-2)) } else { ent.Ai_data[L.ToString(-2)] = L.ToString(-1) } return 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 } }
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 } }
// Performs an Interact action to toggle the opened/closed state of a door. // Format // res = doDoorToggle(d) // // Input: // d - door - A door. // // Output: // res - boolean - True if the door was opened, false if it was closed. // res will be nil if the action could not be performed for some reason. func DoDoorToggleFunc(a *Ai) lua.GoFunction { return func(L *lua.State) int { if !game.LuaCheckParamsOk(L, "doDoorToggle", game.LuaDoor) { return 0 } door := game.LuaToDoor(L, a.ent.Game(), -1) if door == nil { game.LuaDoError(L, "DoDoorToggle: Specified an invalid door.") return 0 } var interact *actions.Interact for _, action := range a.ent.Actions { var ok bool interact, ok = action.(*actions.Interact) if ok { break } } if interact == nil { game.LuaDoError(L, fmt.Sprintf("Tried to toggle a door, but don't have an interact action.")) L.PushNil() return 1 } exec := interact.AiToggleDoor(a.ent, door) if exec != nil { a.execs <- exec <-a.pause L.PushBoolean(door.IsOpened()) } else { L.PushNil() } return 1 } }
// Performs an aoe attack against centered at the specified position. // Format: // res = DoAoeAttack(attack, pos) // // Inputs: // attack - string - Name of the attack to use. // pos - table[x,y] - Position to center the aoe around. // // Outputs: // res - boolean - true if the action performed, nil otherwise. func DoAoeAttackFunc(a *Ai) lua.GoFunction { return func(L *lua.State) int { if !game.LuaCheckParamsOk(L, "DoAoeAttack", game.LuaString, game.LuaPoint) { return 0 } me := a.ent name := L.ToString(-2) action := getActionByName(me, name) if action == nil { game.LuaDoError(L, fmt.Sprintf("Entity '%s' (id=%d) has no action named '%s'.", me.Name, me.Id, name)) return 0 } attack, ok := action.(*actions.AoeAttack) if !ok { game.LuaDoError(L, fmt.Sprintf("Action '%s' is not an aoe attack.", name)) return 0 } tx, ty := game.LuaToPoint(L, -1) exec := attack.AiAttackPosition(me, tx, ty) if exec != nil { a.execs <- exec <-a.pause L.PushBoolean(true) } else { L.PushNil() } return 1 } }
func DoInteractWithObjectFunc(a *Ai) lua.GoFunction { return func(L *lua.State) int { if !game.LuaCheckParamsOk(L, "DoInteractWithObject", game.LuaEntity) { return 0 } object := game.LuaToEntity(L, a.ent.Game(), -1) var interact *actions.Interact for _, action := range a.ent.Actions { var ok bool interact, ok = action.(*actions.Interact) if ok { break } } if interact == nil { game.LuaDoError(L, "Tried to interact with an object, but don't have an interact action.") L.PushNil() return 1 } exec := interact.AiInteractWithObject(a.ent, object) if exec != nil { a.execs <- exec <-a.pause L.PushBoolean(true) } else { L.PushNil() } return 1 } }
// Returns a list of all positions that the specified door can be opened and // closed from. // Format // ps = doorPositions(d) // // Input: // d - door - A door. // // Output: // ps - array[table[x,y]] - List of all position this door can be opened // and closed from. func DoorPositionsFunc(a *Ai) lua.GoFunction { return func(L *lua.State) int { if !game.LuaCheckParamsOk(L, "DoorPositions", game.LuaDoor) { return 0 } room := game.LuaToRoom(L, a.ent.Game(), -1) door := game.LuaToDoor(L, a.ent.Game(), -1) if door == nil || room == nil { game.LuaDoError(L, "DoorPositions: Specified an invalid door.") return 0 } var x, y, dx, dy int switch door.Facing { case house.FarLeft: x = door.Pos y = room.Size.Dy - 1 dx = 1 case house.FarRight: x = room.Size.Dx - 1 y = door.Pos dy = 1 case house.NearLeft: x = -1 y = door.Pos dy = 1 case house.NearRight: x = door.Pos y = -1 dx = 1 default: game.LuaDoError(L, fmt.Sprintf("Found a door with a bad facing.")) } L.NewTable() count := 1 for i := 0; i < door.Width; i++ { L.PushInteger(count*2 - 1) game.LuaPushPoint(L, room.X+x+dx*i, room.Y+y+dy*i) L.SetTable(-3) L.PushInteger(count * 2) game.LuaPushPoint(L, room.X+x+dx*i+dy, room.Y+y+dy*i+dx) L.SetTable(-3) count++ } return 1 } }
func isActiveMinion(a *Ai) lua.GoFunction { return func(L *lua.State) int { if !game.LuaCheckParamsOk(L, "IsActive", game.LuaEntity) { return 0 } ent := game.LuaToEntity(L, a.game, -1) if ent == nil { game.LuaDoError(L, "Tried to IsActive on an invalid entity.") return 0 } if ent.HauntEnt == nil { game.LuaDoError(L, "Tried to IsActive on a non-minion.") return 0 } L.PushBoolean(ent.Ai.Active()) return 1 } }
// Performs a basic attack against the specifed target. // Format: // res = DoBasicAttack(attack, target) // // Inputs: // attack - string - Name of the attack to use. // target - integer - Entity id of the target of this attack. // // Outputs: // res - table - Table containing the following values: // hit (boolean) - true iff the attack hit its target. // If the attack was invalid for some reason res will be nil. func DoBasicAttackFunc(a *Ai) lua.GoFunction { return func(L *lua.State) int { if !game.LuaCheckParamsOk(L, "DoBasicAttack", game.LuaString, game.LuaEntity) { return 0 } me := a.ent name := L.ToString(-2) action := getActionByName(me, name) if action == nil { game.LuaDoError(L, fmt.Sprintf("Entity '%s' (id=%d) has no action named '%s'.", me.Name, me.Id, name)) return 0 } target := game.LuaToEntity(L, a.ent.Game(), -1) if action == nil { game.LuaDoError(L, fmt.Sprintf("Tried to target an entity who doesn't exist.")) return 0 } attack, ok := action.(*actions.BasicAttack) if !ok { game.LuaDoError(L, fmt.Sprintf("Action '%s' is not a basic attack.", name)) return 0 } exec := attack.AiAttackTarget(me, target) if exec != nil { a.execs <- exec <-a.pause result := actions.GetBasicAttackResult(exec) if result == nil { L.PushNil() } else { L.NewTable() L.PushString("hit") L.PushBoolean(result.Hit) L.SetTable(-3) } } else { L.PushNil() } return 1 } }
// Returns a list of rooms representing a path from src to dst. The path will // not include src, but will include dst. This function will return nil if // the path requires going through more than a single unexplored room, this // means that you can use this to path to an unexplored room, but you cannot // use it to path to a room further in the house than that. // rooms. // Format // path = roomPath(src, dst) // // Input: // src - Room to start the path from. // dst - Room to end the path at. // // Output: // path - array - A list of rooms that connect src to dst, excluding src // but including dst. func RoomPathFunc(a *Ai) lua.GoFunction { return func(L *lua.State) int { if !game.LuaCheckParamsOk(L, "roomPath", game.LuaRoom, game.LuaRoom) { return 0 } me := a.ent g := me.Game() graph := g.RoomGraph() r1 := game.LuaToRoom(L, g, -2) r2 := game.LuaToRoom(L, g, -1) if r1 == nil || r2 == nil { game.LuaDoError(L, fmt.Sprintf("Referenced one or more invalid rooms.")) return 0 } L.PushString("room") L.GetTable(-3) r1_index := L.ToInteger(-1) L.Pop(1) L.PushString("room") L.GetTable(-2) r2_index := L.ToInteger(-1) L.Pop(1) cost, path := algorithm.Dijkstra(graph, []int{r1_index}, []int{r2_index}) if cost == -1 { L.PushNil() return 1 } num_unexplored := 0 for _, v := range path { if !me.Info.RoomsExplored[v] { num_unexplored++ } } if num_unexplored > 1 { L.PushNil() return 1 } L.NewTable() for i, v := range path { if i == 0 { continue } // Skip this one because we're in it already L.PushInteger(i) game.LuaPushRoom(L, g, g.House.Floors[0].Rooms[v]) L.SetTable(-3) } return 1 } }
// Performs an aoe attack against centered at the specified position. // Format: // target = BestAoeAttackPos(attack, extra_dist, spec) // // Inputs: // attack - string - Name of the attack to use. // extra_dist - integer - Available distance to move before attacking. // spec - string - One of the following values: // "allies ok", "minions ok", "enemies only" // // Outputs: // pos - table[x,y] - Position to place aoe for maximum results. // hits - array[ents] - Visible entities that will be in the aoe func BestAoeAttackPosFunc(a *Ai) lua.GoFunction { return func(L *lua.State) int { if !game.LuaCheckParamsOk(L, "BestAoeAttackPos", game.LuaString, game.LuaInteger, game.LuaString) { return 0 } me := a.ent name := L.ToString(-3) action := getActionByName(me, name) if action == nil { game.LuaDoError(L, fmt.Sprintf("Entity '%s' (id=%d) has no action named '%s'.", me.Name, me.Id, name)) return 0 } attack, ok := action.(*actions.AoeAttack) if !ok { game.LuaDoError(L, fmt.Sprintf("Action '%s' is not an aoe attack.", name)) return 0 } var spec actions.AiAoeTarget switch L.ToString(-1) { case "allies ok": spec = actions.AiAoeHitAlliesOk case "minions ok": spec = actions.AiAoeHitMinionsOk case "enemies only": spec = actions.AiAoeHitNoAllies default: game.LuaDoError(L, fmt.Sprintf("'%s' is not a valid value of spec for BestAoeAttackPos().", L.ToString(-1))) return 0 } x, y, hits := attack.AiBestTarget(me, L.ToInteger(-2), spec) game.LuaPushPoint(L, x, y) L.NewTable() for i := range hits { L.PushInteger(i + 1) game.LuaPushEntity(L, hits[i]) L.SetTable(-3) } return 2 } }
// Queries whether a door is currently open. // Format // open = doorIsOpen(d) // // Input: // d - door - A door. // // Output: // open - boolean - True if the door is open, false otherwise. func DoorIsOpenFunc(a *Ai) lua.GoFunction { return func(L *lua.State) int { if !game.LuaCheckParamsOk(L, "doorIsOpen", game.LuaDoor) { return 0 } door := game.LuaToDoor(L, a.ent.Game(), -1) if door == nil { game.LuaDoError(L, "DoorIsOpen: Specified an invalid door.") return 0 } L.PushBoolean(door.IsOpened()) return 1 } }
// Returns a list of all doors attached to the specified room. // Format // room = allDoorsOn(r) // // Input: // r - room - A room. // // Output: // doors - array[door] - List of all doors attached to the specified room. func AllDoorsOn(a *Ai) lua.GoFunction { return func(L *lua.State) int { if !game.LuaCheckParamsOk(L, "allDoorsOn", game.LuaRoom) { return 0 } room := game.LuaToRoom(L, a.ent.Game(), -1) if room == nil { game.LuaDoError(L, "Specified an invalid room.") return 0 } L.NewTable() for i := range room.Doors { L.PushInteger(i + 1) game.LuaPushDoor(L, a.ent.Game(), room.Doors[i]) L.SetTable(-3) } return 1 } }
// Returns a list of all doors between two rooms. // Format // doors = allDoorsBetween(r1, r2) // // Input: // r1 - room - A room. // r2 - room - Another room. // // Output: // doors - array[door] - List of all doors connecting r1 and r2. func AllDoorsBetween(a *Ai) lua.GoFunction { return func(L *lua.State) int { if !game.LuaCheckParamsOk(L, "allDoorsBetween", game.LuaRoom, game.LuaRoom) { return 0 } room1 := game.LuaToRoom(L, a.ent.Game(), -2) room2 := game.LuaToRoom(L, a.ent.Game(), -1) if room1 == nil || room2 == nil { game.LuaDoError(L, "AllDoorsBetween: Specified an invalid door.") return 0 } // TODO: Check for floors! // if f1 != f2 { // // Rooms on different floors can theoretically be connected in the // // future by a stairway, but right now that doesn't happen. // L.NewTable() // return 1 // } L.NewTable() count := 1 for _, door1 := range room1.Doors { for _, door2 := range room2.Doors { _, d := a.ent.Game().House.Floors[0].FindMatchingDoor(room1, door1) if d == door2 { L.PushInteger(count) count++ game.LuaPushDoor(L, a.ent.Game(), door1) L.SetTable(-3) } } } return 1 } }
// Returns a list of all positions inside the specified room. // Format // ps = roomPositions(r) // // Input: // r - room - A room. // // Output: // ps - array[table[x,y]] - List of all position inside the specified room. func RoomPositionsFunc(a *Ai) lua.GoFunction { return func(L *lua.State) int { if !game.LuaCheckParamsOk(L, "roomPositions", game.LuaRoom) { return 0 } room := game.LuaToRoom(L, a.ent.Game(), -1) if room == nil { game.LuaDoError(L, "RoomPositions: Specified an invalid room.") return 0 } L.NewTable() count := 1 for x := room.X; x < room.X+room.Size.Dx; x++ { for y := room.Y; y < room.Y+room.Size.Dy; y++ { L.PushInteger(count) count++ game.LuaPushPoint(L, x, y) L.SetTable(-3) } } return 1 } }