Lua AI: redesign, simplified usage, added lua_ai test scenario

This commit is contained in:
Iurii Chernyi 2010-02-21 12:24:31 +00:00
parent 5f6c1f8001
commit f9b0fdb1f5
8 changed files with 459 additions and 121 deletions

View file

@ -34,6 +34,7 @@
{scenario-leaders.cfg}
{ai/scenarios/scenario-AI_Arena_small.cfg}
{ai/scenarios/scenario-test_move_to_targets.cfg}
{ai/scenarios/scenario-lua-ai.cfg}
#endif
[textdomain]

View file

@ -5,11 +5,44 @@
version=10710
[engine]
name="lua"
code="side = ... local ai = wesnoth.dofile('ai/lua/simple_ai.lua') return ai"
code= <<
local data = ...
local ai = { side = data._side() }
--! do a full move from FROM to TO. Unit's movement points are set to 0 after a move
--! recruit a UNIT_NAME on LOC
function ai:recruit(UNIT_NAME,LOC)
ai:_recruit(UNIT_NAME,LOC.x,LOC.y)
end
--! recall a UNIT_ID at LOC
function ai:recall(UNIT_ID,LOC)
ai:_recall(UNIT_ID,LOC.x,LOC.y)
end
--! stop a unit at LOC - remove MOVES and/or remove ATTACK
function ai:stop(LOC,MOVES,ATTACKS)
ai:_stop(LOC.x,LOC.y,MOVES,ATTACKS)
end
--! implementation
function ai:execute()
print(self.side)
my_leader = wesnoth.get_units( {canrecruit="yes", side=self.side})[1]
self:recruit("Spearman",{x=15, y=3})
self:_move_full(my_leader,{x=11, y=4})
self:_attack({x=11,y=4},{x=11, y=5},1)
end
return ai;
>>
[/engine]
[stage]
engine="lua"
code= "(...):play_turn()"
code= "(...):execute()"
[/stage]
[/ai]

View file

@ -1,33 +0,0 @@
local ai = { side = side }
--! do a full move from FROM to TO. Unit's movement points are set to 0 after a move
function ai:move_full(FROM,TO)
wesnoth.ai_execute_move(self.side,FROM.x,FROM.y,TO.x,TO.y,1)
end
--! do a partial move from FROM to TO.
function ai:move(FROM,TO)
wesnoth.ai_execute_move(self.side,FROM.x,FROM.y,TO.x,TO.y,0)
end
--! do a simple attack using aggression 0.5 and choosing best weapon
function ai:attack_simple(ATT,DEF)
wesnoth.ai_execute_attack(self.side,ATT.x,ATT.y,DEF.x,DEF.y,-1,0.5)
end
--! recruit a UNIT_NAME on LOC
function ai:recruit(UNIT_NAME,LOC)
wesnoth.ai_execute_recruit(self.side,UNIT_NAME,LOC.x,LOC.y)
end
--! recall a UNIT_ID at LOC
function ai:recall(UNIT_ID,LOC)
wesnoth.ai_execute_recall(self.side,UNIT_ID,LOC.x,LOC.y)
end
--! stop a unit at LOC - remove MOVES and/or remove ATTACK
function ai:stop(LOC,MOVES,ATTACKS)
wesnoth.ai_execute_stopunit(self.side,LOC.x,LOC.y,MOVES,ATTACKS)
end
return ai

View file

@ -1,9 +0,0 @@
local ai = wesnoth.dofile('ai/lua/ai.lua')
function ai:play_turn()
--! only a few thousands lines have to be added here to complete the ai
my_leader = wesnoth.get_units( {canrecruit="yes", side=self.side})[1]
self:move_full(my_leader,{x=11, y=4})
end
return ai

17
data/ai/lua/stdlib.lua Normal file
View file

@ -0,0 +1,17 @@
return {
init = function(ai,data)
--! ===========================
--! all functions here should start with an underscore to indicate that they come from wesnoth core
--! say hello to player via a message
function ai:_say_hello()
wesnoth.message(string.format("Hello from Lua AI which controls side %d! It's turn %d.", self.side, wesnoth.current.turn ))
end
--! ===========================
end
}

View file

@ -0,0 +1,244 @@
#textdomain wesnoth
# @file data/scenario-luaai.cfg
[test]
name="Test scenario for Lua AI"
map_data=" border_size=1
usage=map
Hh , Hh , Gg , Wwf , Wwf , Gs^Fp , Mm , Hh , Gg , Gs^Fp , Gg , Hh , Gg , Mm , Hh , Mm , Wwf , Wwf , Hh , Gs^Fp , Hh , Mm , Mm
Hh , Hh , Gg^Ve , Wwf , Wwf , Gs^Fp , Mm , Hh , Gg , Gs^Fp , Gg , Hh , Gg , Mm , Hh , Mm , Wwf , Wwf , Hh , Gs^Fp , Hh , Mm , Mm
Wwf , Wwf , Wwf , Wwf , Gg , Wwf , Wwf , Hh , Gg , Gg , Wwf , Ch , Wwf , Gs^Fp , Wwf , Wwf , Re , Re , Hh , Mm , Wwf , Mm , Mm
Mm , Mm , Wwf , Gs^Fp , Gg^Vh , Wwf , Gg , Gg , Wwf , Wwf , Wwf , 1 Kh , Ch , Wwf , Re , Re , Rd , Rd , Wwf , Wwf , Gs^Fp , Wwf , Wwf
Wwf , Wwf , Mm , Wwf , Gs^Fp , Wwf , Wwf , Wwf , Gg^Vh , Gg , Wwf , Ch , Wwf , Ch , Rd , Rd , Wwf , Wwf , Gg^Vh , Gs^Fp , Re^Gvs , Hh , Hh
Hh , Hh , Wwf , Gs^Fp , Wwf , Wwf , Gg , Gg , Gg , Gg , Wwf , Ch , Gg , Wwf , Wwf , Wwf , Mm , Gs^Fp , Re , Re^Gvs , Gg^Wm , Re^Gvs , Re^Gvs
Wwf , Wwf , Mm , Wwf , Hh , Gs^Fp , Rd , Rd , Gg , Gg , Wwf , Wwf , Gs^Fp , Gg , Hh , Gg , Re , Re , Rd , Rd , Gg , Hh , Hh
Hh , Hh , Gs^Fp , Gg , Gg , Rd , Gg , Gg , Wwf , Wwf , Gs^Fp , Wwf , Gs^Fp , Mm , Re , Re , Rd , Rd , Gg , Ggf , Mm , Gs^Fp , Gs^Fp
Gs^Fp , Gs^Fp , Gg , Gg , Wwf , Gg , Wwf , Wwf , Mm , Hh , Wwf , Wwf , Re , Re , Rd , Rd , Rd , Gg , Gs^Fp , Gs^Fp , Gs^Fp , Hh , Hh
Hh , Hh , Wwf , Wwf , Hh , Wwf , Gg , Gg , Gg , Gg , Wwf , Re , Re , Rd , Gg , Gg , Gg , Gg^Vh , Hh , Gg , Wwf , Ggf , Ggf
Wwf , Wwf , Hh , Ggf , Gs^Fp , Hh^Vhh , Gg , Gg , Gg , Ss^Vhs , Hh , Ww , Gs^Fp , Gg , Gs^Fp , Hh , Wwf , Wwf , Wwf , Wwf , Gg , Wwf , Wwf
Hh , Hh , Gg , Gg , Re , Gg , Re , Re , Gg , Ss , Gs^Fp , Ww , Hh , Mm , Ww , Wwf , Gg , Gg , Ds , Gg , Gg , Gs^Fp , Gs^Fp
Gs^Fp , Gs^Fp , Gg , Rd , Rd , Re , Rd , Re , Hh , Mm , Wwf , Ww , Ww , Ww , Gg , Gg , Hh , Gs^Fp , Rd , Rd , Hh , Gg , Gg
Rd , Rd , Gs^Fp , Hh , Rd , Rd , Gs^Fp , Re , Gg , Gg , Wwf , Gg , Wwf , Gg , Gg , Re , Gs^Fp , Hh , Rd , Mm , Gs^Fp , Rd , Rd
Rd , Rd , Hh , Mm , Rd , Hh , Hh , Re , Gg , Gg , Ww , Gg , Wwf , Gg , Hh , Re , Rd , Rd , Rd , Hh , Gg , Rd , Rd
Gg , Gg , Gg , Rd , Ds , Gs^Fp , Gg , Gg , Ww , Ww , Hh , Ww , Gs^Fp , Mm , Gg , Re , Re , Re , Re , Rd , Gg , Gs^Fp , Gs^Fp
Gs^Fp , Gs^Fp , Gg , Gg , Wwf , Gg , Wwf , Wwf , Gs^Fp , Mm , Gs^Fp , Ww , Hh , Ss , Gg , Re , Gg , Gg , Gs^Fp , Gg , Hh , Hh , Hh
Wwf , Wwf , Wwf , Wwf , Hh , Wwf , Gg , Hh , Gg , Gg , Re , Ww , Wwf , Ss^Vhs , Gg , Gg , Gg , Hh^Vhh , Hh , Ggf , Wwf , Wwf , Wwf
Ggf , Ggf , Gs^Fp , Gg , Gs^Fp , Gg^Vh , Rd , Gg , Rd , Rd , Re , Re , Wwf , Gg , Mm , Gg , Wwf , Wwf , Wwf , Wwf , Gg , Mm , Mm
Hh , Hh , Mm , Gs^Fp , Gg , Gg , Rd , Rd , Re , Re , Gs^Fp , Wwf , Gs^Fp , Hh , Wwf , Wwf , Gg , Gg , Gg , Gg , Gs^Fp , Gs^Fp , Gs^Fp
Gs^Fp , Gs^Fp , Gg , Ggf , Rd , Rd , Re , Re , Hh , Mm , Gg , Wwf , Wwf , Wwf , Gg , Gg , Rd , Rd , Hh , Gg , Mm , Hh , Hh
Hh , Hh , Gg^Wm , Rd , Re , Re , Mm , Gg , Wwf , Wwf , Wwf , Ch , Gg , Gg , Gg , Rd , Gg , Gs^Fp , Wwf , Wwf , Wwf , Wwf , Wwf
Re^Gvs , Re^Gvs , Re^Gvs , Re^Gvs , Gg^Vh , Gs^Fp , Wwf , Wwf , Rd , Ch , Ch , Ch , Gg , Gg , Gg^Vh , Gg , Wwf , Wwf , Gs^Fp , Gs^Fp , Gg^Ve , Gg , Gg
Hh , Hh , Gs^Fp , Gs^Fp , Wwf , Wwf , Rd , Rd , Re , Re , Wwf , 2 Kh , Wwf , Gg , Wwf , Wwf , Gg , Wwf , Wwf , Wwf , Wwf , Gs^Fp , Gs^Fp
Gs^Fp , Gs^Fp , Wwf , Wwf , Mm , Rd , Gs^Fp , Hh , Wwf , Wwf , Gg , Ch , Gg , Wwf , Hh , Gg , Wwf , Wwf , Gg^Vh , Gg , Wwf , Mm , Mm
Gs^Fp , Gs^Fp , Wwf , Wwf , Mm , Rd , Gs^Fp , Wwf , Wwf , Gg , Gg , Gg , Gg , Gg , Hh , Gg , Wwf , Wwf , Gg , Gg , Wwf , Mm , Mm
"
turns=90
id=lua_ai
{DEFAULT_SCHEDULE}
[label]
x,y=16,5
text="Patrol waypoint 1"
[/label]
[label]
x,y=16,15
text="Patrol waypoint 2"
[/label]
[label]
x,y=3,14
text="Formula priorities test"
[/label]
[label]
x,y=2,12
text="first"
[/label]
[label]
x,y=3,11
text="second"
[/label]
[label]
x,y=3,13
text="third"
[/label]
[label]
x,y=8,5
text="Location guarded (range = 3)"
[/label]
[side]
type=Dwarvish Steelclad
id=side_1_leader
side=1
canrecruit=yes
recruit=Dwarvish Guardsman,Dwarvish Fighter,Dwarvish Thunderer,Thief,Poacher,Footpad
gold=100
controller=human
[unit]
x,y=10,8
type="Elvish Archer"
hitpoints=1
generate_name=yes
[/unit]
[unit]
x,y=3,12
type="Elvish Fighter"
random_traits=no
generate_name=yes
[modifications]
[trait]
id=move
[effect]
apply_to=movement
set=0
[/effect]
[/trait]
[trait]
id=hp
[effect]
apply_to=hitpoints
increase_total=120
[/effect]
[/trait]
[/modifications]
[/unit]
[/side]
[side]
#controller=human
name=LuaAI
type=Dark Sorcerer
side=2
canrecruit=yes
recruit=Skeleton,Skeleton Archer,Walking Corpse,Ghost,Vampire Bat,Dark Adept,Ghoul
gold=100
shroud=yes
[unit]
placement=recall
type="Skeletal Dragon"
id="Kiressh"
name="Kiressh"
[/unit]
[unit]
x,y=8,5
type="Orcish Archer"
generate_name=yes
[/unit]
[unit]
x,y=3,8
type="Walking Corpse"
generate_name=yes
[/unit]
[unit]
x,y=16,5
type="Wolf Rider"
generate_name=yes
[/unit]
[unit]
x,y=3,11
type="Goblin Spearman"
generate_name=yes
[/unit]
[unit]
x,y=3,13
type="Goblin Spearman"
generate_name=yes
[/unit]
[unit]
x,y=2,12
type="Goblin Spearman"
generate_name=yes
[/unit]
[unit]
x,y=7,20
type="Silver Mage"
generate_name=yes
[/unit]
[unit]
x,y=6,20
type="Ghost"
generate_name=yes
[/unit]
[unit]
x,y=15,22
type="Ghost"
generate_name=yes
[/unit]
[unit]
x,y=12,19
type="Ghost"
generate_name=yes
[/unit]
[unit]
x,y=10,6
type="Lich"
experience=149
generate_name=yes
[/unit]
[ai]
version=10710
[engine]
name="lua"
code= <<
--! ==============================================================
local data = ...
local ai = { side = data._side() }
local ai_stdlib = wesnoth.require('ai/lua/stdlib.lua');
ai_stdlib.init(ai,data);
function ai:execute()
self:_say_hello();
my_leader = wesnoth.get_units( {canrecruit="yes", side=self.side})[1]
--! move (partial move)
self:_move(my_leader,{x=13, y=22})
--! full move. note that the my_leader still can be used altrough x and y are now different.
self:_move_full(my_leader,{x=11, y=23})
dummy_target = {x=3,y=12}
--! attack with auto weapon/aggression
self:_attack({x=2,y=12},dummy_target)
--! attack with weapon selected
self:_attack({x=3,y=11},dummy_target,1)
--! attack with different aggression
self:_attack({x=3,y=13},dummy_target,-1,1)
if wesnoth.current.turn==1 then
--! recruit on specific location
self:_recruit("Vampire Bat",{x=10, y=22})
--! recruit on any suitable location
self:_recruit("Skeleton")
--! recall on any suitable location.
self:_recall("Kiressh")
end
end
return ai
--! ==============================================================
>>
[/engine]
[stage]
engine="lua"
code= "(...):execute()"
[/stage]
[/ai]
[/side]
[/test]
# vim: tabstop=4: shiftwidth=4: expandtab: softtabstop=4: autoindent:

View file

@ -1846,72 +1846,6 @@ static int intf_float_label(lua_State *L)
return 0;
}
//start of ai_ functions
static int intf_ai_execute_move(lua_State *L)
{
int side = lua_tointeger(L, 1);
map_location from;
from.x = lua_tointeger(L, 2) - 1;
from.y = lua_tointeger(L, 3) - 1;
map_location to;
to.x = lua_tointeger(L, 4) - 1;
to.y = lua_tointeger(L, 5) - 1;
bool remove_movement = lua_toboolean(L, 6);
ai::actions::execute_move_action(side,true,from,to,remove_movement);
return 0;
}
static int intf_ai_execute_attack(lua_State *L)
{
int side = lua_tointeger(L, 1);
map_location attacker;
attacker.x = lua_tointeger(L, 2) - 1;
attacker.y = lua_tointeger(L, 3) - 1;
map_location defender;
defender.x = lua_tointeger(L, 4) - 1;
defender.y = lua_tointeger(L, 5) - 1;
int attacker_weapon = lua_tointeger(L, 6);
double aggression = lua_tonumber(L, 7);
ai::actions::execute_attack_action(side,true,attacker,defender,attacker_weapon,aggression);
return 0;
}
static int intf_ai_execute_stopunit(lua_State *L)
{
int side = lua_tointeger(L, 1);
map_location loc;
loc.x = lua_tointeger(L, 2) - 1;
loc.y = lua_tointeger(L, 3) - 1;
bool remove_movement = lua_toboolean(L, 4);
bool remove_attacks = lua_toboolean(L, 5);
ai::actions::execute_stopunit_action(side,true,loc,remove_movement,remove_attacks);
return 0;
}
static int intf_ai_execute_recruit(lua_State *L)
{
int side = lua_tointeger(L, 1);
const char* unit_name = lua_tostring(L,2);
map_location where;
where.x = lua_tointeger(L, 3) - 1;
where.y = lua_tointeger(L, 4) - 1;
ai::actions::execute_recruit_action(side,true,std::string(unit_name),where);
return 0;
}
static int intf_ai_execute_recall(lua_State *L)
{
int side = lua_tointeger(L, 1);
const char* unit_id = lua_tostring(L,2);
map_location where;
where.x = lua_tointeger(L, 3) - 1;
where.y = lua_tointeger(L, 4) - 1;
ai::actions::execute_recall_action(side,true,std::string(unit_id),where);
return 0;
}
//end of ai_ functions
LuaKernel::LuaKernel()
: mState(luaL_newstate())
{
@ -1935,11 +1869,6 @@ LuaKernel::LuaKernel()
// Put some callback functions in the scripting environment.
static luaL_reg const callbacks[] = {
{ "ai_execute_move", &intf_ai_execute_move },
{ "ai_execute_attack", &intf_ai_execute_attack },
{ "ai_execute_stopunit", &intf_ai_execute_stopunit },
{ "ai_execute_recruit", &intf_ai_execute_recruit },
{ "ai_execute_recall", &intf_ai_execute_recall },
{ "dofile", &intf_dofile },
{ "fire", &intf_fire },
{ "fire_event", &lua_fire_event },
@ -2207,6 +2136,134 @@ bool LuaKernel::execute(char const *prog, int nArgs, int nRets)
// ai support stuff
static int transform_ai_action(lua_State *L, ai::action_result_ptr action_result)
{
lua_newtable(L);
lua_pushboolean(L,action_result->is_ok());
lua_setfield(L, -2, "ok");
lua_pushboolean(L,action_result->is_gamestate_changed());
lua_setfield(L, -2, "gamestate_changed");
lua_pushinteger(L,action_result->get_status());
lua_setfield(L, -2, "status");
return 1;
}
static map_location to_map_location(lua_State *L, int index)
{
map_location loc;
if (!lua_isnoneornil(L,index)) {
lua_getfield(L,index,"x");
loc.x = luaL_checkint(L, -1) - 1;
lua_pop(L,1);
lua_getfield(L,index,"y");
loc.y = luaL_checkint(L, -1) - 1;
lua_pop(L,1);
}
return loc;
}
static int impl_ai_execute_move(lua_State *L, bool remove_movement)
{
int side = lua_tointeger(L,lua_upvalueindex(1));
map_location from = to_map_location(L,2);
map_location to = to_map_location(L,3);
ai::move_result_ptr move_result = ai::actions::execute_move_action(side,true,from,to,remove_movement);
return transform_ai_action(L,move_result);
}
static int impl_ai_execute_move_full(lua_State *L)
{
return impl_ai_execute_move(L,true);
}
static int impl_ai_execute_move_partial(lua_State *L)
{
return impl_ai_execute_move(L,false);
}
static int impl_ai_execute_attack(lua_State *L)
{
int side = lua_tointeger(L,lua_upvalueindex(1));
map_location attacker = to_map_location(L,2);
map_location defender = to_map_location(L,3);
int attacker_weapon = -1;//-1 means 'select what is best'
double aggression = 0.5;//TODO: replace with side agression
if (!lua_isnoneornil(L, 5)) {
aggression = luaL_checknumber(L, 5);
}
if (!lua_isnoneornil(L, 4)) {
attacker_weapon = luaL_checkint(L, 4);
}
ai::attack_result_ptr attack_result = ai::actions::execute_attack_action(side,true,attacker,defender,attacker_weapon,aggression);
return transform_ai_action(L,attack_result);
}
static int impl_ai_execute_stopunit_select(lua_State *L, bool remove_movement, bool remove_attacks)
{
int side = lua_tointeger(L,lua_upvalueindex(1));
map_location loc = to_map_location(L,2);
ai::stopunit_result_ptr stopunit_result = ai::actions::execute_stopunit_action(side,true,loc,remove_movement,remove_attacks);
return transform_ai_action(L,stopunit_result);
}
static int impl_ai_execute_stopunit_moves(lua_State *L)
{
return impl_ai_execute_stopunit_select(L,true,false);
}
static int impl_ai_execute_stopunit_attacks(lua_State *L)
{
return impl_ai_execute_stopunit_select(L,false,true);
}
static int impl_ai_execute_stopunit_all(lua_State *L)
{
return impl_ai_execute_stopunit_select(L,true,true);
}
static int impl_ai_execute_recruit(lua_State *L)
{
int side = lua_tointeger(L,lua_upvalueindex(1));
const char* unit_name = luaL_checkstring(L,2);
map_location where = to_map_location(L,3);
ai::recruit_result_ptr recruit_result = ai::actions::execute_recruit_action(side,true,std::string(unit_name),where);
return transform_ai_action(L,recruit_result);
}
static int impl_ai_execute_recall(lua_State *L)
{
int side = lua_tointeger(L,lua_upvalueindex(1));
const char* unit_id = luaL_checkstring(L,2);
map_location where = to_map_location(L,3);
ai::recall_result_ptr recall_result = ai::actions::execute_recall_action(side,true,std::string(unit_id),where);
return transform_ai_action(L,recall_result);
}
static int impl_ai_side(lua_State *L)
{
int side = lua_tointeger(L,lua_upvalueindex(1));
lua_pushinteger(L,side);
return 1;
}
lua_ai_context* LuaKernel::create_ai_context(char const *code, int side)
{
lua_State *L = mState;
@ -2219,9 +2276,37 @@ lua_ai_context* LuaKernel::create_ai_context(char const *code, int side)
lua_pop(L, 2);//return with stack size 0 []
return NULL;
}
//push data table here
lua_newtable(L);//stack size is 2 [-1: ai_context -2: new table]
lua_pushinteger(L,side);
luaW_pcall(L, 1, 1, true);//compile the ai
lua_pushcclosure(L,&impl_ai_side,1);
lua_setfield(L, -2, "_side");
luaW_pcall(L, 1, 1, true);//compile the ai as a closure
lua_pushinteger(L,side);
lua_pushcclosure(L,&impl_ai_execute_move_partial,1);
lua_setfield(L, -2, "_move");
lua_pushinteger(L,side);
lua_pushcclosure(L,&impl_ai_execute_move_full,1);
lua_setfield(L, -2, "_move_full");
lua_pushinteger(L,side);
lua_pushcclosure(L,&impl_ai_execute_attack,1);
lua_setfield(L, -2, "_attack");
lua_pushinteger(L,side);
lua_pushcclosure(L,&impl_ai_execute_stopunit_moves,1);
lua_setfield(L, -2, "_stopunit_moves");
lua_pushinteger(L,side);
lua_pushcclosure(L,&impl_ai_execute_stopunit_attacks,1);
lua_setfield(L, -2, "_stopunit_attacks");
lua_pushinteger(L,side);
lua_pushcclosure(L,&impl_ai_execute_stopunit_all,1);
lua_setfield(L, -2, "_stopunit_all");
lua_pushinteger(L,side);
lua_pushcclosure(L,&impl_ai_execute_recall,1);
lua_setfield(L, -2, "_recall");
lua_pushinteger(L,side);
lua_pushcclosure(L,&impl_ai_execute_recruit,1);
lua_setfield(L, -2, "_recruit");
// Retrieve the ai elements table from the registry.
lua_pushlightuserdata(L, (void *)&aisKey);
lua_rawget(L, LUA_REGISTRYINDEX); //stack size is now 2 [-1: ais_table -2: f]
@ -2231,7 +2316,7 @@ lua_ai_context* LuaKernel::create_ai_context(char const *code, int side)
lua_rawseti(L, -2, length_ai + 1);// ais_table[length+1]=ai_context. stack size is now 2 [-1: ais_table -2: ai_context]
lua_remove(L, -1);//stack size is now 1 [-1: ai_context]
lua_remove(L, -1);//stack size is now 0 []
return new lua_ai_context(L, length_ai + 1);
return new lua_ai_context(L, length_ai + 1, side);
}
lua_ai_action_handler* LuaKernel::create_ai_action_handler(char const *code, lua_ai_context &context)
@ -2262,7 +2347,6 @@ lua_ai_action_handler* LuaKernel::create_ai_action_handler(char const *code, lua
}
//will be moved to separate file
void lua_ai_context::load()
{
lua_pushlightuserdata(L, (void *)&aisKey);//stack size is now 1 [-1: ais_table key]
@ -2295,7 +2379,7 @@ void lua_ai_action_handler::handle(config &/*cfg*/)
lua_rawgeti(L, -1, num_);//stack size is 2 [-1: ai_action -2: ais_table]
lua_remove(L,-2);//stack size is 1 [-1: ai_action]
//load the lua ai context as a parameter
context_.load();//stack size is 2 [-1: ai_context -2: ai_action]
context_.load();//stack size is 2 [-1: ai_context -2: ai_action]
luaW_pcall(L, 1, 0, true);
}

View file

@ -27,8 +27,9 @@ class lua_ai_context
private:
lua_State *L;
int num_;
int side_;
public:
lua_ai_context(lua_State *l, int num) : L(l), num_(num)
lua_ai_context(lua_State *l, int num, int side) : L(l), num_(num), side_(side)
{
}
~lua_ai_context();