10 #include <vlutil/vlString.h>
12 #include <luabind/object.hpp>
46 std::string weaponId()
const;
48 std::string getDisplayName()
const;
50 int getStatus()
const;
51 std::string getStatusString()
const;
52 int getTurret()
const;
53 bool getControlExternalTurret()
const;
54 std::list<std::string> getFireTasks()
const;
55 std::list<std::string> getResourceNames()
const;
59 bool isAutonomousFire()
const;
60 bool isAutonomousFireType(
const std::string& targetType)
const;
61 luabind::object weaponProperty(lua_State* L,
const std::string& propertyName)
const;
62 bool isBlockedByOtherWeapon(std::string& blockingWeaponId)
const;
63 bool conflictsWithOtherWeapon(
const std::string& otherWeaponId)
const;
90 void throwIfNotValid()
const;
const DtLocalObject * myObject
Script API functions. ////////////////////////////////////.
Definition: scriptWeaponInfo.h:94
int targetApplicability(const std::string &targetType) const
Script API functions. ////////////////////////////////////.
This class is a wrapper for a DtCompSystem for use by scripts. It derives from DtAsciiSerializable so...
Definition: scriptWeaponInfo.h:22
Definition: asciiSerializable.h:38
virtual bool deserialize(const DtString &)=0
This function should take the string that was serialized via serialize() and fill this object with th...
DT_DLL_terrainCS bool operator==(const DtDegMinSec &lhs, const DtDegMinSec &rhs)
virtual void init(void *userData)
This function is called right after the object is constructed during the deserialization process...
Definition: asciiSerializable.h:76
#define DT_DEFINE_OBJECT_DEBUGGER_NAME(type)
Definition: objectCounter.h:31
DT_DLL_features std::ostream & operator<<(std::ostream &, const DtFeatureTransform &)
std::ostream output.
virtual DtString serialize()=0
The following characters are reserved and cannot be used in serialization: '|', ':'.
luabind::object createFireTask(lua_State *L, luabind::object const &luaLocationRef) const
Script API functions. ////////////////////////////////////.
#define DT_DLL_vrfLua
This file is used to determine how to build.
Definition: vrfLuaDefines.h:25
virtual DtString objectType() const =0
Should return the string name of this object. The object name should not be part of the serialization...
bool canTargetLocation(const DtLocation3D &location) const
Script API functions. ////////////////////////////////////.
Central access point of all non-object-specific the services and managers that are available for use ...
Definition: simulationServices.h:94
std::string myWeaponId
Script API functions. ////////////////////////////////////.
Definition: scriptWeaponInfo.h:96
Abstract interface class for Weapon Information. This is used by DtWeaponInterfaceList. All code that is accessing information about weapons will have access to this base class only, and only be able to read the data. Weapon controllers will have derived versions that implement key functions for their specific weapon.
Definition: weaponInfoInterface.h:18
const DtWeaponInfoInterface * myWeaponInfo
Script API functions. ////////////////////////////////////.
Definition: scriptWeaponInfo.h:95
A locally simulated VRF object. Holds all internal and external data for the object, and provides access to both the current frame and next frame state data for the object. All current frame data is read-only, and next-frame data can be written to. No thread safety guarantees are made on this object during the simulation frame and it should only be accessed by the thread that is simulating the object.
Definition: localObject.h:86
const DtSimulationServices * mySimServices
Script API functions. ////////////////////////////////////.
Definition: scriptWeaponInfo.h:93
A location3D is a point in space, i.e. a geocentric coordinate.
Definition: scriptGeometry.h:22