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LuaSystemPath.cpp
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LuaSystemPath.cpp
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#include "LuaObject.h"
#include "LuaSystemPath.h"
#include "LuaUtils.h"
#include "LuaStarSystem.h"
#include "LuaSBody.h"
#include "SystemPath.h"
#include "StarSystem.h"
#include "Sector.h"
/*
* Class: SystemPath
*
* Describes the location of a system within the galaxy and optionally, a body
* within that system.
*
* A <SystemPath> consists of five components
* - the X coordinate of the sector
* - the Y coordinate of the sector
* - the Z coordinate of the sector
* - the system number within that sector
* - optionally, the index of a body within that system
*
* <SystemPath> objects are typically used to describe the location of a
* system, space station or other body when specifying hyperspace or other
* destinations.
*
* <SystemPath> objects will compare equal if and only if all five of their
* components are the same. If you want to see if two paths correspond to the
* same system without reference to their body indexes, use <IsSameSystem>.
*/
/*
* Function: New
*
* Creates a new <SystemPath> object
*
* > path = SystemPath.New(sectorX, sectorY, sectorZ, systemIndex, bodyIndex)
*
* Parameters:
*
* sectorX - galactic sector X coordinate
*
* sectorY - galactic sector Y coordinate
*
* sectorZ - galactic sector Z coordinate
*
* systemIndex - optional. the numeric index of the system within the sector
*
* bodyIndex - optional. the numeric index of a specific body within the
* system. Defaults to 0, which typically corresponds to the
* primary star.
*
* Availability:
*
* alpha 10, alpha 13 (updated)
*
* Status:
*
* stable
*/
static int l_sbodypath_new(lua_State *l)
{
Sint32 sector_x = luaL_checkinteger(l, 1);
Sint32 sector_y = luaL_checkinteger(l, 2);
Sint32 sector_z = luaL_checkinteger(l, 3);
SystemPath path(sector_x, sector_y, sector_z);
if (lua_gettop(l) > 3) {
path.systemIndex = luaL_checkinteger(l, 4);
// if this is a system path, then check that the system exists
Sector s(sector_x, sector_y, sector_z);
if (size_t(path.systemIndex) >= s.m_systems.size())
luaL_error(l, "System %d in sector <%d,%d,%d> does not exist", path.systemIndex, sector_x, sector_y, sector_z);
if (lua_gettop(l) > 4) {
path.bodyIndex = luaL_checkinteger(l, 5);
// and if it's a body path, check that the body exists
RefCountedPtr<StarSystem> sys = StarSystem::GetCached(path);
if (size_t(path.bodyIndex) >= sys->m_bodies.size()) {
luaL_error(l, "Body %d in system <%d,%d,%d : %d ('%s')> does not exist",
path.bodyIndex, sector_x, sector_y, sector_z, path.systemIndex, sys->GetName().c_str());
}
}
}
LuaSystemPath::PushToLua(&path);
return 1;
}
/*
* Method: IsSameSystem
*
* Determine if two <SystemPath> objects point to objects in the same system.
*
* > is_same = path:IsSameSystem(otherpath)
*
* Parameters:
*
* otherpath - the <SystemPath> to compare with this path
*
* Return:
*
* is_same - true if the path's point to the same system, false otherwise
*
* Availability:
*
* alpha 10
*
* Status:
*
* stable
*/
static int l_sbodypath_is_same_system(lua_State *l)
{
SystemPath *a = LuaSystemPath::GetFromLua(1);
SystemPath *b = LuaSystemPath::GetFromLua(2);
lua_pushboolean(l, a->IsSameSystem(b));
return 1;
}
/*
* Method: IsSameSector
*
* Determine if two <SystemPath> objects point to objects in the same sector.
*
* > is_same = path:IsSameSector(otherpath)
*
* Parameters:
*
* otherpath - the <SystemPath> to compare with this path
*
* Return:
*
* is_same - true if the path's point to the same sector, false otherwise
*
* Availability:
*
* alpha 17
*
* Status:
*
* stable
*/
static int l_sbodypath_is_same_sector(lua_State *l)
{
SystemPath *a = LuaSystemPath::GetFromLua(1);
SystemPath *b = LuaSystemPath::GetFromLua(2);
lua_pushboolean(l, a->IsSameSector(b));
return 1;
}
/*
* Method: SystemOnly
*
* Derive a SystemPath that points to the whole system.
*
* > system_path = path:SystemOnly()
*
* Return:
*
* system_path - the SystemPath that represents just the system
*
* Availability:
*
* alpha 17
*
* Status:
*
* stable
*/
static int l_sbodypath_system_only(lua_State *l)
{
SystemPath *path = LuaSystemPath::GetFromLua(1);
LuaSystemPath::PushToLuaGC(new SystemPath(path->SystemOnly()));
return 1;
}
/*
* Method: SectorOnly
*
* Derive a SystemPath that points to the whole sector.
*
* > sector_path = path:SectorOnly()
*
* Return:
*
* sector_path - the SystemPath that represents just the sector
*
* Availability:
*
* alpha 17
*
* Status:
*
* stable
*/
static int l_sbodypath_sector_only(lua_State *l)
{
SystemPath *path = LuaSystemPath::GetFromLua(1);
LuaSystemPath::PushToLuaGC(new SystemPath(path->SectorOnly()));
return 1;
}
/*
* Method: DistanceTo
*
* Calculate the distance between this and another system
*
* > dist = path:DistanceTo(system)
*
* Parameters:
*
* system - a <SystemPath> or <StarSystem> to calculate the distance to
*
* Return:
*
* dist - the distance, in light years
*
* Availability:
*
* alpha 10
*
* Status:
*
* stable
*/
static int l_sbodypath_distance_to(lua_State *l)
{
LUA_DEBUG_START(l);
const SystemPath *loc1 = LuaSystemPath::GetFromLua(1);
const SystemPath *loc2 = LuaSystemPath::CheckFromLua(2);
if (!loc2) {
StarSystem *s2 = LuaStarSystem::GetFromLua(2);
loc2 = &(s2->GetPath());
}
Sector sec1(loc1->sectorX, loc1->sectorY, loc1->sectorZ);
Sector sec2(loc2->sectorX, loc2->sectorY, loc1->sectorZ);
double dist = Sector::DistanceBetween(&sec1, loc1->systemIndex, &sec2, loc2->systemIndex);
lua_pushnumber(l, dist);
LUA_DEBUG_END(l, 1);
return 1;
}
/*
* Method: GetStarSystem
*
* Get a <StarSystem> object for the system that this path points to
*
* > system = path:GetStarSystem()
*
* Return:
*
* system - the <StarSystem>
*
* Availability:
*
* alpha 10
*
* Status:
*
* stable
*/
static int l_sbodypath_get_star_system(lua_State *l)
{
SystemPath *path = LuaSystemPath::GetFromLua(1);
RefCountedPtr<StarSystem> s = StarSystem::GetCached(path);
// LuaStarSystem shares ownership of the StarSystem,
// because LuaAcquirer<LuaStarSystem> uses IncRefCount and DecRefCount
LuaStarSystem::PushToLua(s.Get());
return 1;
}
/*
* Method: GetSystemBody
*
* Get a <SystemBody> object for the body that this path points to
*
* > body = path:GetSystemBody()
*
* Return:
*
* body - the <SystemBody>
*
* Availability:
*
* alpha 10
*
* Status:
*
* stable
*/
static int l_sbodypath_get_system_body(lua_State *l)
{
SystemPath *path = LuaSystemPath::GetFromLua(1);
if (path->IsSectorPath()) {
luaL_error(l, "Path <%d,%d,%d> does not name a system or body", path->sectorX, path->sectorY, path->sectorZ);
return 0;
}
RefCountedPtr<StarSystem> sys = StarSystem::GetCached(path);
if (path->IsSystemPath()) {
luaL_error(l, "Path <%d,%d,%d : %d ('%s')> does not name a body", path->sectorX, path->sectorY, path->sectorZ, path->systemIndex, sys->GetName().c_str());
return 0;
}
// Lua should never be able to get an invalid SystemPath
// (note: this may change if it becomes possible to remove systems during the game)
assert(size_t(path->bodyIndex) < sys->m_bodies.size());
SBody *sbody = sys->GetBodyByPath(path);
LuaSBody::PushToLua(sbody);
return 1;
}
/*
* Attribute: sectorX
*
* The X component of the path
*
* Availability:
*
* alpha 10
*
* Status:
*
* stable
*/
static int l_sbodypath_attr_sector_x(lua_State *l)
{
SystemPath *path = LuaSystemPath::GetFromLua(1);
lua_pushinteger(l, path->sectorX);
return 1;
}
/*
* Attribute: sectorY
*
* The Y component of the path
*
* Availability:
*
* alpha 10
*
* Status:
*
* stable
*/
static int l_sbodypath_attr_sector_y(lua_State *l)
{
SystemPath *path = LuaSystemPath::GetFromLua(1);
lua_pushinteger(l, path->sectorY);
return 1;
}
/*
* Attribute: sectorZ
*
* The Z component of the path
*
* Availability:
*
* alpha 13
*
* Status:
*
* stable
*/
static int l_sbodypath_attr_sector_z(lua_State *l)
{
SystemPath *path = LuaSystemPath::GetFromLua(1);
lua_pushinteger(l, path->sectorZ);
return 1;
}
/*
* Attribute: systemIndex
*
* The system index component of the path, or nil if the SystemPath does
* not point to a system.
*
* Availability:
*
* alpha 10
*
* Status:
*
* stable
*/
static int l_sbodypath_attr_system_index(lua_State *l)
{
SystemPath *path = LuaSystemPath::GetFromLua(1);
if (!path->IsSectorPath())
lua_pushinteger(l, path->systemIndex);
else
lua_pushnil(l);
return 1;
}
/*
* Attribute: bodyIndex
*
* The body index component of the path, or nil if the SystemPath does
* not point to a body.
*
* Availability:
*
* alpha 10
*
* Status:
*
* stable
*/
static int l_sbodypath_attr_body_index(lua_State *l)
{
SystemPath *path = LuaSystemPath::GetFromLua(1);
if (path->IsBodyPath())
lua_pushinteger(l, path->bodyIndex);
else
lua_pushnil(l);
return 1;
}
static int l_sbodypath_meta_eq(lua_State *l)
{
SystemPath *a = LuaSystemPath::GetFromLua(1);
SystemPath *b = LuaSystemPath::GetFromLua(2);
lua_pushboolean(l, *a == *b);
return 1;
}
static int l_sbodypath_meta_tostring(lua_State *l)
{
SystemPath *path = LuaSystemPath::GetFromLua(1);
if (path->IsSectorPath()) {
lua_pushfstring(l, "<%d,%d,%d>", path->sectorX, path->sectorY, path->sectorZ);
} else if (path->IsSystemPath()) {
lua_pushfstring(l, "<%d,%d,%d : %d>",
path->sectorX, path->sectorY, path->sectorZ,
path->systemIndex);
} else {
assert(path->IsBodyPath());
lua_pushfstring(l, "<%d,%d,%d : %d, %d>",
path->sectorX, path->sectorY, path->sectorZ,
path->systemIndex, path->bodyIndex);
}
return 1;
}
template <> const char *LuaObject<LuaUncopyable<SystemPath> >::s_type = "SystemPath";
template <> void LuaObject<LuaUncopyable<SystemPath> >::RegisterClass()
{
static const luaL_reg l_methods[] = {
{ "New", l_sbodypath_new },
{ "IsSameSystem", l_sbodypath_is_same_system },
{ "IsSameSector", l_sbodypath_is_same_sector },
{ "SystemOnly", l_sbodypath_system_only },
{ "SectorOnly", l_sbodypath_sector_only },
{ "DistanceTo", l_sbodypath_distance_to },
{ "GetStarSystem", l_sbodypath_get_star_system },
{ "GetSystemBody", l_sbodypath_get_system_body },
{ 0, 0 }
};
static const luaL_reg l_attrs[] = {
{ "sectorX", l_sbodypath_attr_sector_x },
{ "sectorY", l_sbodypath_attr_sector_y },
{ "sectorZ", l_sbodypath_attr_sector_z },
{ "systemIndex", l_sbodypath_attr_system_index },
{ "bodyIndex", l_sbodypath_attr_body_index },
{ 0, 0 }
};
static const luaL_reg l_meta[] = {
{ "__eq", l_sbodypath_meta_eq },
{ "__tostring", l_sbodypath_meta_tostring },
{ 0, 0 }
};
LuaObjectBase::CreateClass(s_type, NULL, l_methods, l_attrs, l_meta);
}