fill in the validated variables

This commit is contained in:
AzaezelX 2025-03-09 11:53:23 -05:00
parent fa760fa746
commit f633ef3a3d
184 changed files with 1359 additions and 1216 deletions

View file

@ -127,28 +127,28 @@ void AITurretShapeData::initPersistFields()
docsURL;
Parent::initPersistFields();
addGroup("AI Steering");
addField("maxScanHeading", TypeF32, Offset(maxScanHeading, AITurretShapeData),
addFieldV("maxScanHeading", TypeRangedF32, Offset(maxScanHeading, AITurretShapeData), &CommonValidators::PosDegreeRangeQuarter,
"@brief Maximum number of degrees to scan left and right.\n\n"
"@note Maximum scan heading is 90 degrees.\n");
addField("maxScanPitch", TypeF32, Offset(maxScanPitch, AITurretShapeData),
addFieldV("maxScanPitch", TypeRangedF32, Offset(maxScanPitch, AITurretShapeData), &CommonValidators::PosDegreeRangeQuarter,
"@brief Maximum number of degrees to scan up and down.\n\n"
"@note Maximum scan pitch is 90 degrees.\n");
addField("maxScanDistance", TypeF32, Offset(maxScanDistance, AITurretShapeData),
addFieldV("maxScanDistance", TypeRangedF32, Offset(maxScanDistance, AITurretShapeData), &CommonValidators::PositiveFloat,
"@brief Maximum distance to scan.\n\n"
"When combined with maxScanHeading and maxScanPitch this forms a 3D scanning wedge used to initially "
"locate a target.\n");
addField("scanTickFrequency", TypeS32, Offset(scanTickFrequency, AITurretShapeData),
addFieldV("scanTickFrequency", TypeRangedS32, Offset(scanTickFrequency, AITurretShapeData), &CommonValidators::NaturalNumber,
"@brief How often should we perform a full scan when looking for a target.\n\n"
"Expressed as the number of ticks between full scans, but no less than 1.\n");
addField("scanTickFrequencyVariance", TypeS32, Offset(scanTickFrequencyVariance, AITurretShapeData),
addFieldV("scanTickFrequencyVariance", TypeRangedS32, Offset(scanTickFrequencyVariance, AITurretShapeData), &CommonValidators::PositiveInt,
"@brief Random amount that should be added to the scan tick frequency each scan period.\n\n"
"Expressed as the number of ticks to randomly add, but no less than zero.\n");
addField("trackLostTargetTime", TypeF32, Offset(trackLostTargetTime, AITurretShapeData),
addFieldV("trackLostTargetTime", TypeRangedF32, Offset(trackLostTargetTime, AITurretShapeData), &CommonValidators::PositiveFloat,
"@brief How long after the turret has lost the target should it still track it.\n\n"
"Expressed in seconds.\n");
addField("maxWeaponRange", TypeF32, Offset(maxWeaponRange, AITurretShapeData),
addFieldV("maxWeaponRange", TypeRangedF32, Offset(maxWeaponRange, AITurretShapeData), &CommonValidators::PositiveFloat,
"@brief Maximum distance that the weapon will fire upon a target.\n\n");
addField("weaponLeadVelocity", TypeF32, Offset(weaponLeadVelocity, AITurretShapeData),
addFieldV("weaponLeadVelocity", TypeRangedF32, Offset(weaponLeadVelocity, AITurretShapeData), &CommonValidators::PositiveFloat,
"@brief Velocity used to lead target.\n\n"
"If value <= 0, don't lead target.\n");
endGroup("AI Steering");
@ -173,7 +173,7 @@ void AITurretShapeData::initPersistFields()
addField( "stateTransitionOnTimeout", TypeString, Offset(stateTransitionTimeout, AITurretShapeData), MaxStates,
"Name of the state to transition to when we have been in this state "
"for stateTimeoutValue seconds." );
addField( "stateTimeoutValue", TypeF32, Offset(stateTimeoutValue, AITurretShapeData), MaxStates,
addFieldV( "stateTimeoutValue", TypeRangedF32, Offset(stateTimeoutValue, AITurretShapeData), &CommonValidators::PositiveFloat, MaxStates,
"Time in seconds to wait before transitioning to stateTransitionOnTimeout." );
addField( "stateWaitForTimeout", TypeBool, Offset(stateWaitForTimeout, AITurretShapeData), MaxStates,
"If false, this state ignores stateTimeoutValue and transitions "