The Battle for Wesnoth  1.19.18+dev
game_lua_kernel.cpp
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1 /*
2  Copyright (C) 2009 - 2025
3  by Guillaume Melquiond <guillaume.melquiond@gmail.com>
4  Part of the Battle for Wesnoth Project https://www.wesnoth.org/
5 
6  This program is free software; you can redistribute it and/or modify
7  it under the terms of the GNU General Public License as published by
8  the Free Software Foundation; either version 2 of the License, or
9  (at your option) any later version.
10  This program is distributed in the hope that it will be useful,
11  but WITHOUT ANY WARRANTY.
12 
13  See the COPYING file for more details.
14 */
15 
16 /**
17  * @file
18  * Provides a Lua interpreter, to be embedded in WML.
19  *
20  * @note Naming conventions:
21  * - intf_ functions are exported in the wesnoth domain,
22  * - impl_ functions are hidden inside metatables,
23  * - cfun_ functions are closures,
24  * - luaW_ functions are helpers in Lua style.
25  */
26 
28 
29 #include "actions/attack.hpp" // for battle_context_unit_stats, etc
30 #include "actions/advancement.hpp" // for advance_unit_at, etc
31 #include "actions/move.hpp" // for clear_shroud
32 #include "actions/vision.hpp" // for clear_shroud and create_jamming_map
33 #include "actions/undo.hpp" // for clear_shroud and create_jamming_map
34 #include "actions/undo_action.hpp" // for clear_shroud and create_jamming_map
35 #include "ai/composite/ai.hpp" // for ai_composite
36 #include "ai/composite/component.hpp" // for component, etc
37 #include "ai/composite/contexts.hpp" // for ai_context
38 #include "ai/lua/engine_lua.hpp" // for engine_lua
39 #include "ai/composite/rca.hpp" // for candidate_action
40 #include "ai/composite/stage.hpp" // for stage
41 #include "ai/configuration.hpp" // for configuration
42 #include "ai/lua/core.hpp" // for lua_ai_context, etc
43 #include "ai/manager.hpp" // for manager, holder
44 #include "attack_prediction.hpp" // for combatant
45 #include "chat_events.hpp" // for chat_handler, etc
46 #include "config.hpp" // for config, etc
47 #include "display_chat_manager.hpp" // for clear_chat_messages
48 #include "floating_label.hpp"
49 #include "formatter.hpp"
50 #include "game_board.hpp" // for game_board
51 #include "game_classification.hpp" // for game_classification, etc
52 #include "game_config.hpp" // for debug, base_income, etc
53 #include "game_config_manager.hpp" // for game_config_manager
54 #include "game_data.hpp" // for game_data, etc
55 #include "game_display.hpp" // for game_display
56 #include "game_errors.hpp" // for game_error
57 #include "game_events/conditional_wml.hpp" // for conditional_passed
59 #include "game_events/handlers.hpp"
60 #include "game_events/manager_impl.hpp" // for pending_event_handler
61 #include "game_events/pump.hpp" // for queued_event
62 #include "preferences/preferences.hpp" // for encountered_units
63 #include "log.hpp" // for LOG_STREAM, logger, etc
64 #include "map/map.hpp" // for gamemap
65 #include "map/label.hpp"
66 #include "map/location.hpp" // for map_location
67 #include "mouse_events.hpp" // for mouse_handler
68 #include "mp_game_settings.hpp" // for mp_game_settings
69 #include "overlay.hpp"
70 #include "pathfind/pathfind.hpp" // for full_cost_map, plain_route, etc
71 #include "pathfind/teleport.hpp" // for get_teleport_locations, etc
72 #include "play_controller.hpp" // for play_controller
74 #include "recall_list_manager.hpp" // for recall_list_manager
75 #include "replay.hpp" // for get_user_choice, etc
76 #include "reports.hpp" // for register_generator, etc
77 #include "resources.hpp" // for whiteboard
79 #include "scripting/lua_audio.hpp"
80 #include "scripting/lua_unit.hpp"
82 #include "scripting/lua_common.hpp"
84 #include "scripting/lua_gui2.hpp" // for show_gamestate_inspector
86 #include "scripting/lua_race.hpp"
87 #include "scripting/lua_team.hpp"
90 #include "scripting/push_check.hpp"
91 #include "synced_commands.hpp"
92 #include "color.hpp" // for surface
93 #include "side_filter.hpp" // for side_filter
94 #include "sound.hpp" // for commit_music_changes, etc
95 #include "synced_context.hpp" // for synced_context, etc
96 #include "synced_user_choice.hpp"
97 #include "team.hpp" // for team, village_owner
98 #include "terrain/terrain.hpp" // for terrain_type
99 #include "terrain/filter.hpp" // for terrain_filter
100 #include "terrain/translation.hpp" // for read_terrain_code, etc
101 #include "time_of_day.hpp" // for time_of_day
102 #include "tod_manager.hpp" // for tod_manager
103 #include "tstring.hpp" // for t_string, operator+
104 #include "units/unit.hpp" // for unit
105 #include "units/animation_component.hpp" // for unit_animation_component
106 #include "units/udisplay.hpp"
107 #include "units/filter.hpp"
108 #include "units/map.hpp" // for unit_map, etc
109 #include "units/ptr.hpp" // for unit_const_ptr, unit_ptr
110 #include "units/types.hpp" // for unit_type_data, unit_types, etc
111 #include "utils/general.hpp"
112 #include "variable.hpp" // for vconfig, etc
113 #include "variable_info.hpp"
114 #include "video.hpp" // only for faked
115 #include "whiteboard/manager.hpp" // for whiteboard
116 #include "deprecation.hpp"
117 
118 #include <functional> // for bind_t, bind
119 #include <array>
120 #include <cassert> // for assert
121 #include <cstring> // for strcmp
122 #include <iterator> // for distance, advance
123 #include <map> // for map, map<>::value_type, etc
124 #include <set> // for set
125 #include <sstream> // for operator<<, basic_ostream, etc
126 #include <thread>
127 #include <utility> // for pair
128 #include <algorithm>
129 #include <vector> // for vector, etc
130 
131 #ifdef DEBUG_LUA
132 #include "scripting/debug_lua.hpp"
133 #endif
134 
135 static lg::log_domain log_scripting_lua("scripting/lua");
136 #define DBG_LUA LOG_STREAM(debug, log_scripting_lua)
137 #define LOG_LUA LOG_STREAM(info, log_scripting_lua)
138 #define WRN_LUA LOG_STREAM(warn, log_scripting_lua)
139 #define ERR_LUA LOG_STREAM(err, log_scripting_lua)
140 
141 static lg::log_domain log_wml("wml");
142 #define ERR_WML LOG_STREAM(err, log_wml)
143 
144 std::vector<config> game_lua_kernel::preload_scripts;
146 
147 // Template which allows to push member functions to the lua kernel base into lua as C functions, using a shim
148 typedef int (game_lua_kernel::*member_callback)(lua_State *);
149 
150 template <member_callback method>
151 int dispatch(lua_State *L) {
152  return ((lua_kernel_base::get_lua_kernel<game_lua_kernel>(L)).*method)(L);
153 }
154 
155 // Pass a const bool also...
156 typedef int (game_lua_kernel::*member_callback2)(lua_State *, bool);
157 
158 template <member_callback2 method, bool b>
159 int dispatch2(lua_State *L) {
160  return ((lua_kernel_base::get_lua_kernel<game_lua_kernel>(L)).*method)(L, b);
161 }
162 
164 {
165  map_locker(game_lua_kernel* kernel) : kernel_(kernel)
166  {
167  ++kernel_->map_locked_;
168  }
170  {
171  --kernel_->map_locked_;
172  }
174 };
175 
176 
178 {
180  for (const config& cfg : game_config.child_range("lua")) {
182  }
183  game_lua_kernel::preload_config = game_config.mandatory_child("game_config");
184 }
185 
186 void game_lua_kernel::log_error(char const * msg, char const * context)
187 {
189  lua_chat(context, msg);
190 }
191 
192 void game_lua_kernel::lua_chat(const std::string& caption, const std::string& msg)
193 {
194  if (game_display_) {
196  std::chrono::system_clock::now(), caption, 0, msg, events::chat_handler::MESSAGE_PUBLIC, false);
197  }
198 }
199 
200 /**
201  * Gets a vector of sides from side= attribute in a given config node.
202  * Promotes consistent behavior.
203  */
205 {
206  const config::attribute_value sides = cfg["side"];
207  const vconfig &ssf = cfg.child("filter_side");
208 
209  if (!ssf.null()) {
210  if(!sides.empty()) { WRN_LUA << "ignoring duplicate side filter information (inline side=)"; }
212  return filter.get_teams();
213  }
214 
215  side_filter filter(sides.str(), &game_state_);
216  return filter.get_teams();
217 }
218 
220 {
221  return {L, LUA_REGISTRYINDEX, EVENT_TABLE};
222 }
223 
224 namespace {
225  /**
226  * Temporary entry to a queued_event stack
227  */
228  struct queued_event_context
229  {
230  typedef game_events::queued_event qe;
231  std::stack<qe const *> & stack_;
232 
233  queued_event_context(qe const *new_qe, std::stack<qe const*> & stack)
234  : stack_(stack)
235  {
236  stack_.push(new_qe);
237  }
238 
239  ~queued_event_context()
240  {
241  stack_.pop();
242  }
243  };
244 }//unnamed namespace for queued_event_context
245 
246 /**
247  * Gets currently viewing side.
248  * - Ret 1: integer specifying the currently viewing side
249  * - Ret 2: Bool whether the vision is not limited to that team, this can for example be true during replays.
250  */
251 static int intf_get_viewing_side(lua_State *L)
252 {
253  if(const display* disp = display::get_singleton()) {
254  lua_pushinteger(L, disp->viewing_team().side());
255  lua_pushboolean(L, disp->show_everything());
256  return 2;
257  }
258  else {
259  return 0;
260  }
261 }
262 
263 static int intf_handle_user_interact(lua_State *)
264 {
266  return 0;
267 }
268 
269 static const char animatorKey[] = "unit animator";
270 
271 static int impl_animator_collect(lua_State* L) {
272  unit_animator& anim = *static_cast<unit_animator*>(luaL_checkudata(L, 1, animatorKey));
273  anim.~unit_animator();
274  return 0;
275 }
276 
277 static int impl_add_animation(lua_State* L)
278 {
279  unit_animator& anim = *static_cast<unit_animator*>(luaL_checkudata(L, 1, animatorKey));
280  unit_ptr up = luaW_checkunit_ptr(L, 2, false);
281  unit& u = *up;
282  std::string which = luaL_checkstring(L, 3);
283 
284  std::string hits_str = luaL_checkstring(L, 4);
285  strike_result::type hits = strike_result::get_enum(hits_str).value_or(strike_result::type::invalid);
286 
287  map_location dest;
288  int v1 = 0, v2 = 0;
289  bool bars = false;
290  t_string text;
291  color_t color{255, 255, 255};
292  const_attack_ptr primary, secondary;
293 
294  if(lua_istable(L, 5)) {
295  lua_getfield(L, 5, "target");
296  if(luaW_tolocation(L, -1, dest)) {
297  if(dest == u.get_location()) {
298  return luaL_argerror(L, 5, "target location must be different from animated unit's location");
299  } else if(!tiles_adjacent(dest, u.get_location())) {
300  return luaL_argerror(L, 5, "target location must be adjacent to the animated unit");
301  }
302  } else {
303  // luaW_tolocation may set the location to (0,0) if it fails
304  dest = map_location();
305  if(!lua_isnoneornil(L, -1)) {
306  return luaW_type_error(L, 5, "target", "location table");
307  }
308  }
309  lua_pop(L, 1);
310 
311  lua_getfield(L, 5, "value");
312  if(lua_isnumber(L, -1)) {
313  v1 = lua_tointeger(L, -1);
314  } else if(lua_istable(L, -1)) {
315  lua_rawgeti(L, -1, 1);
316  v1 = lua_tointeger(L, -1);
317  lua_pop(L, 1);
318  lua_rawgeti(L, -1, 2);
319  v2 = lua_tointeger(L, -1);
320  lua_pop(L, 1);
321  } else if(!lua_isnoneornil(L, -1)) {
322  return luaW_type_error(L, 5, "value", "number or array of two numbers");
323  }
324  lua_pop(L, 1);
325 
326  lua_getfield(L, 5, "with_bars");
327  if(lua_isboolean(L, -1)) {
328  bars = luaW_toboolean(L, -1);
329  } else if(!lua_isnoneornil(L, -1)) {
330  return luaW_type_error(L, 5, "with_bars", lua_typename(L, LUA_TBOOLEAN));
331  }
332  lua_pop(L, 1);
333 
334  lua_getfield(L, 5, "text");
335  if(lua_isstring(L, -1)) {
336  text = lua_tostring(L, -1);
337  } else if(luaW_totstring(L, -1, text)) {
338  // Do nothing; luaW_totstring already assigned the value
339  } else if(!lua_isnoneornil(L, -1)) {
340  return luaW_type_error(L, 5, "text", lua_typename(L, LUA_TSTRING));
341  }
342  lua_pop(L, 1);
343 
344  lua_getfield(L, 5, "color");
345  if(lua_istable(L, -1) && lua_rawlen(L, -1) == 3) {
346  int idx = lua_absindex(L, -1);
347  lua_rawgeti(L, idx, 1); // red @ -3
348  lua_rawgeti(L, idx, 2); // green @ -2
349  lua_rawgeti(L, idx, 3); // blue @ -1
350  color = color_t(lua_tointeger(L, -3), lua_tointeger(L, -2), lua_tointeger(L, -1));
351  lua_pop(L, 3);
352  } else if(!lua_isnoneornil(L, -1)) {
353  return luaW_type_error(L, 5, "color", "array of three numbers");
354  }
355  lua_pop(L, 1);
356 
357  lua_getfield(L, 5, "primary");
358  primary = luaW_toweapon(L, -1);
359  if(!primary && !lua_isnoneornil(L, -1)) {
360  return luaW_type_error(L, 5, "primary", "weapon");
361  }
362  lua_pop(L, 1);
363 
364  lua_getfield(L, 5, "secondary");
365  secondary = luaW_toweapon(L, -1);
366  if(!secondary && !lua_isnoneornil(L, -1)) {
367  return luaW_type_error(L, 5, "secondary", "weapon");
368  }
369  lua_pop(L, 1);
370  } else if(!lua_isnoneornil(L, 5)) {
371  return luaW_type_error(L, 5, "table of options");
372  }
373 
374  anim.add_animation(up, which, u.get_location(), dest, v1, bars, text, color, hits, primary, secondary, v2);
375  return 0;
376 }
377 
379 {
380  if(video::headless() || resources::controller->is_skipping_replay()) {
381  return 0;
382  }
383  events::command_disabler command_disabler;
384  unit_animator& anim = *static_cast<unit_animator*>(luaL_checkudata(L, 1, animatorKey));
386  anim.start_animations();
387  anim.wait_for_end();
388  anim.set_all_standing();
389  anim.clear();
390  return 0;
391 }
392 
393 static int impl_clear_animation(lua_State* L)
394 {
395  unit_animator& anim = *static_cast<unit_animator*>(luaL_checkudata(L, 1, animatorKey));
396  anim.clear();
397  return 0;
398 }
399 
400 static int impl_animator_get(lua_State* L)
401 {
402  const char* m = lua_tostring(L, 2);
403  return luaW_getmetafield(L, 1, m);
404 }
405 
407 {
408  new(L) unit_animator;
409  if(luaL_newmetatable(L, animatorKey)) {
410  luaL_Reg metafuncs[] {
411  {"__gc", impl_animator_collect},
412  {"__index", impl_animator_get},
413  {"add", impl_add_animation},
414  {"run", &dispatch<&game_lua_kernel::impl_run_animation>},
415  {"clear", impl_clear_animation},
416  {nullptr, nullptr},
417  };
418  luaL_setfuncs(L, metafuncs, 0);
419  lua_pushstring(L, "__metatable");
420  lua_setfield(L, -2, animatorKey);
421  }
422  lua_setmetatable(L, -2);
423  return 1;
424 }
425 
427 {
428  if (game_display_) {
430  std::string name;
431  if(luaW_tovconfig(L, 1, cfg)) {
432  name = cfg["name"].str();
433  deprecated_message("gui.show_inspector(cfg)", DEP_LEVEL::INDEFINITE, {1, 19, 0}, "Instead of {name = 'title' }, pass just 'title'.");
434  } else {
435  name = luaL_optstring(L, 1, "");
436  }
438  }
439  return 0;
440 }
441 
442 /**
443  * Gets the unit at the given location or with the given id.
444  * - Arg 1: location
445  * OR
446  * - Arg 1: string ID
447  * - Ret 1: full userdata with __index pointing to impl_unit_get and
448  * __newindex pointing to impl_unit_set.
449  */
451 {
453  if(lua_isstring(L, 1) && !lua_isnumber(L, 1)) {
454  std::string id = luaL_checkstring(L, 1);
455  for(const unit& u : units()) {
456  if(u.id() == id) {
457  luaW_pushunit(L, u.underlying_id());
458  return 1;
459  }
460  }
461  return 0;
462  }
463  if(!luaW_tolocation(L, 1, loc)) {
464  return luaL_argerror(L, 1, "expected string or location");
465  }
467 
468  if (!ui.valid()) return 0;
469 
470  luaW_pushunit(L, ui->underlying_id());
471  return 1;
472 }
473 
474 /**
475  * Gets the unit displayed in the sidebar.
476  * - Ret 1: full userdata with __index pointing to impl_unit_get and
477  * __newindex pointing to impl_unit_set.
478  */
480 {
481  if (!game_display_) {
482  return 0;
483  }
484 
489  if (!ui.valid()) return 0;
490 
491  luaW_pushunit(L, ui->underlying_id());
492  return 1;
493 }
494 
495 /**
496  * Gets all the units matching a given filter.
497  * - Arg 1: optional table containing a filter
498  * - Arg 2: optional location (to find all units that would match on that location)
499  * OR unit (to find all units that would match adjacent to that unit)
500  * - Ret 1: table containing full userdata with __index pointing to
501  * impl_unit_get and __newindex pointing to impl_unit_set.
502  */
504 {
505  vconfig filter = luaW_checkvconfig(L, 1, true);
506  unit_filter filt(filter);
507  std::vector<const unit*> units;
508 
509  if(unit* u_adj = luaW_tounit(L, 2)) {
510  if(!u_adj) {
511  return luaL_argerror(L, 2, "unit not found");
512  }
513  units = filt.all_matches_with_unit(*u_adj);
514  } else if(!lua_isnoneornil(L, 2)) {
516  luaW_tolocation(L, 2, loc);
517  if(!loc.valid()) {
518  return luaL_argerror(L, 2, "invalid location");
519  }
520  units = filt.all_matches_at(loc);
521  } else {
522  units = filt.all_matches_on_map();
523  }
524 
525  // Go through all the units while keeping the following stack:
526  // 1: return table, 2: userdata
527  lua_settop(L, 0);
528  lua_newtable(L);
529  int i = 1;
530 
531  for (const unit * ui : units) {
532  luaW_pushunit(L, ui->underlying_id());
533  lua_rawseti(L, 1, i);
534  ++i;
535  }
536  return 1;
537 }
538 
539 /**
540  * Matches a unit against the given filter.
541  * - Arg 1: full userdata.
542  * - Arg 2: table containing a filter
543  * - Arg 3: optional location OR optional "adjacent" unit
544  * - Ret 1: boolean.
545  */
547 {
548  lua_unit& u = *luaW_checkunit_ref(L, 1);
549 
550  vconfig filter = luaW_checkvconfig(L, 2, true);
551 
552  if (filter.null()) {
553  lua_pushboolean(L, true);
554  return 1;
555  }
556 
557  if(unit* u_adj = luaW_tounit(L, 3)) {
558  if(int side = u.on_recall_list()) {
559  WRN_LUA << "wesnoth.units.matches called with a secondary unit (3rd argument), ";
560  WRN_LUA << "but unit to match was on recall list. ";
561  WRN_LUA << "Thus the 3rd argument is ignored.";
562  team &t = board().get_team(side);
563  scoped_recall_unit auto_store("this_unit", t.save_id_or_number(), t.recall_list().find_index(u->id()));
564  lua_pushboolean(L, unit_filter(filter).matches(*u, map_location()));
565  return 1;
566  }
567  if (!u_adj) {
568  return luaL_argerror(L, 3, "unit not found");
569  }
570  lua_pushboolean(L, unit_filter(filter).matches(*u, *u_adj));
571  } else if(int side = u.on_recall_list()) {
573  luaW_tolocation(L, 3, loc); // If argument 3 isn't a location, loc is unchanged
574  team &t = board().get_team(side);
575  scoped_recall_unit auto_store("this_unit", t.save_id_or_number(), t.recall_list().find_index(u->id()));
576  lua_pushboolean(L, unit_filter(filter).matches(*u, loc));
577  return 1;
578  } else {
580  luaW_tolocation(L, 3, loc); // If argument 3 isn't a location, loc is unchanged
581  lua_pushboolean(L, unit_filter(filter).matches(*u, loc));
582  }
583  return 1;
584 }
585 
586 /**
587  * Gets the numeric ids of all the units matching a given filter on the recall lists.
588  * - Arg 1: optional table containing a filter
589  * - Ret 1: table containing full userdata with __index pointing to
590  * impl_unit_get and __newindex pointing to impl_unit_set.
591  */
593 {
594  vconfig filter = luaW_checkvconfig(L, 1, true);
595 
596  // Go through all the units while keeping the following stack:
597  // 1: return table, 2: userdata
598  lua_settop(L, 0);
599  lua_newtable(L);
600  int i = 1, s = 1;
601  const unit_filter ufilt(filter);
602  for (team &t : teams())
603  {
604  for (unit_ptr & u : t.recall_list())
605  {
606  if (!filter.null()) {
607  scoped_recall_unit auto_store("this_unit",
608  t.save_id_or_number(), t.recall_list().find_index(u->id()));
609  if (!ufilt( *u, map_location() ))
610  continue;
611  }
612  luaW_pushunit(L, s, u->underlying_id());
613  lua_rawseti(L, 1, i);
614  ++i;
615  }
616  ++s;
617  }
618  return 1;
619 }
620 
621 /**
622  * Fires an event.
623  * - Arg 1: string containing the event name or id.
624  * - Arg 2: optional first location.
625  * - Arg 3: optional second location.
626  * - Arg 4: optional WML table used used as the event data
627  * Typically this contains [first] as the [weapon] tag and [second] as the [second_weapon] tag.
628  * - Ret 1: boolean indicating whether the event was processed or not.
629  */
630 int game_lua_kernel::intf_fire_event(lua_State *L, const bool by_id)
631 {
632  char const *m = luaL_checkstring(L, 1);
633 
634  int pos = 2;
635  map_location l1, l2;
636  config data;
637 
638  if (luaW_tolocation(L, 2, l1)) {
639  if (luaW_tolocation(L, 3, l2)) {
640  pos = 4;
641  } else {
642  pos = 3;
643  }
644  }
645 
646  luaW_toconfig(L, pos, data);
647 
648  // Support WML names for some common data
649  if(data.has_child("primary_attack")) {
650  data.add_child("first", data.mandatory_child("primary_attack"));
651  data.remove_children("primary_attack");
652  }
653  if(data.has_child("secondary_attack")) {
654  data.add_child("second", data.mandatory_child("secondary_attack"));
655  data.remove_children("secondary_attack");
656  }
657 
658  bool b = false;
659 
660  if (by_id) {
661  b = std::get<0>(play_controller_.pump().fire("", m, l1, l2, data));
662  }
663  else {
664  b = std::get<0>(play_controller_.pump().fire(m, l1, l2, data));
665  }
666  lua_pushboolean(L, b);
667  return 1;
668 }
669 
670 
671 /**
672  * Fires a wml menu item.
673  * - Arg 1: id of the item. it is not possible to fire items that don't have ids with this function.
674  * - Arg 2: optional first location.
675  * - Ret 1: boolean, true indicating that the event was fired successfully
676  *
677  * NOTE: This is not an "official" feature, it may currently cause assertion failures if used with
678  * menu items which have "needs_select". It is not supported right now to use it this way.
679  * The purpose of this function right now is to make it possible to have automated sanity tests for
680  * the wml menu items system.
681  */
683 {
684  char const *m = luaL_checkstring(L, 1);
685 
686  map_location l1 = luaW_checklocation(L, 2);
687 
689  lua_pushboolean(L, b);
690  return 1;
691 }
692 
693 /**
694  * Gets a WML variable.
695  * - Arg 1: string containing the variable name.
696  * - Arg 2: optional bool indicating if tables for containers should be left empty.
697  * - Ret 1: value of the variable, if any.
698  */
700 {
701  char const *m = luaL_checkstring(L, 1);
703  return luaW_pushvariable(L, v) ? 1 : 0;
704 }
705 
706 /**
707  * Sets a WML variable.
708  * - Arg 1: string containing the variable name.
709  * - Arg 2: boolean/integer/string/table containing the value.
710  */
712 {
713  const std::string m = luaL_checkstring(L, 1);
714  if(m.empty()) return luaL_argerror(L, 1, "empty variable name");
715  if (lua_isnoneornil(L, 2)) {
717  return 0;
718  }
720  luaW_checkvariable(L, v, 2);
721  return 0;
722 }
723 
724 
726 {
727  config cfg = luaW_checkconfig(L, 1);
728  cfg["side"] = teams().size() + 1;
730  lua_pushinteger(L, teams().size());
731 
732  return 1;
733 }
734 
736 {
737  game_state_.get_wml_menu_items().set_item(luaL_checkstring(L, 1), luaW_checkvconfig(L,2));
738  return 0;
739 }
740 
742 {
743  std::string ids(luaL_checkstring(L, 1));
744  for(const std::string& id : utils::split(ids, ',', utils::STRIP_SPACES)) {
745  if(id.empty()) {
746  WRN_LUA << "[clear_menu_item] has been given an empty id=, ignoring";
747  continue;
748  }
750  }
751  return 0;
752 }
753 
754 /**
755  * Toggle shroud on some locations
756  * Arg 1: Side number
757  * Arg 2: List of locations on which to place/remove shroud
758  */
759 int game_lua_kernel::intf_toggle_shroud(lua_State *L, bool place_shroud)
760 {
761  team& t = luaW_checkteam(L, 1, board());
762 
763  if(lua_istable(L, 2)) {
764  std::set<map_location> locs = luaW_check_locationset(L, 2);
765 
766  for (const map_location& loc : locs)
767  {
768  if (place_shroud) {
769  t.place_shroud(loc);
770  } else {
771  t.clear_shroud(loc);
772  }
773  }
774  } else {
775  return luaL_argerror(L, 2, "expected list of locations");
776  }
777 
781 
782  return 0;
783 }
784 
785 /**
786  * Overrides the shroud entirely. All locations are shrouded, except for the ones passed in as argument 2.
787  * Arg 1: Side number
788  * Arg 2: List of locations that should be unshrouded
789  */
791 {
792  team& t = luaW_checkteam(L, 1, board());
793 
794  if(lua_istable(L, 2)) {
795  std::set<map_location> locs = luaW_check_locationset(L, 2);
796  t.reshroud();
797  for(const map_location& loc : locs) {
798  t.clear_shroud(loc);
799  }
800  } else {
801  return luaW_type_error(L, 2, "list of locations");
802  }
803 
807 
808  return 0;
809 }
810 
811 /**
812  * Highlights the given location on the map.
813  * - Arg 1: location.
814  */
816 {
817  if (!game_display_) {
818  return 0;
819  }
820 
821  const map_location loc = luaW_checklocation(L, 1);
822  if(!map().on_board(loc)) return luaL_argerror(L, 1, "not on board");
825 
826  return 0;
827 }
828 
829 /**
830  * Returns whether the first side is an enemy of the second one.
831  * - Args 1,2: side numbers.
832  * - Ret 1: boolean.
833  */
835 {
836  unsigned side_1, side_2;
837  if(team* t = luaW_toteam(L, 1)) {
838  side_1 = t->side();
839  } else {
840  side_1 = luaL_checkinteger(L, 1);
841  }
842  if(team* t = luaW_toteam(L, 2)) {
843  side_2 = t->side();
844  } else {
845  side_2 = luaL_checkinteger(L, 2);
846  }
847  if (side_1 > teams().size() || side_2 > teams().size()) return 0;
848  lua_pushboolean(L, board().get_team(side_1).is_enemy(side_2));
849  return 1;
850 }
851 
852 /**
853  * Gets whether gamemap scrolling is disabled for the user.
854  * - Ret 1: boolean.
855  */
857 {
858  if (!game_display_) {
859  return 0;
860  }
861 
862  lua_pushboolean(L, game_display_->view_locked());
863  return 1;
864 }
865 
866 /**
867  * Sets whether gamemap scrolling is disabled for the user.
868  * - Arg 1: boolean, specifying the new locked/unlocked status.
869  */
871 {
872  bool lock = luaW_toboolean(L, 1);
873  if (game_display_) {
875  }
876  return 0;
877 }
878 
879 static void luaW_push_tod(lua_State* L, const time_of_day& tod)
880 {
881  lua_newtable(L);
882  lua_pushstring(L, tod.id.c_str());
883  lua_setfield(L, -2, "id");
884  lua_pushinteger(L, tod.lawful_bonus);
885  lua_setfield(L, -2, "lawful_bonus");
886  lua_pushinteger(L, tod.bonus_modified);
887  lua_setfield(L, -2, "bonus_modified");
888  lua_pushstring(L, tod.image.c_str());
889  lua_setfield(L, -2, "image");
890  luaW_pushtstring(L, tod.name);
891  lua_setfield(L, -2, "name");
892  lua_pushstring(L, tod.sounds.c_str());
893  lua_setfield(L, -2, "sound");
894  lua_pushstring(L, tod.image_mask.c_str());
895  lua_setfield(L, -2, "mask");
896 
897  lua_pushinteger(L, tod.color.r);
898  lua_setfield(L, -2, "red");
899  lua_pushinteger(L, tod.color.g);
900  lua_setfield(L, -2, "green");
901  lua_pushinteger(L, tod.color.b);
902  lua_setfield(L, -2, "blue");
903 }
904 
905 // A schedule object is an index with a special metatable.
906 // The global schedule uses index -1
907 void game_lua_kernel::luaW_push_schedule(lua_State* L, int area_index)
908 {
909  lua_newuserdatauv(L, 0, 1);
910  lua_pushinteger(L, area_index);
911  lua_setiuservalue(L, -2, 1);
912  if(luaL_newmetatable(L, "schedule")) {
913  static luaL_Reg const schedule_meta[] {
914  {"__index", &dispatch<&game_lua_kernel::impl_schedule_get>},
915  {"__newindex", &dispatch<&game_lua_kernel::impl_schedule_set>},
916  {"__dir", &dispatch<&game_lua_kernel::impl_schedule_dir>},
917  {"__len", &dispatch<&game_lua_kernel::impl_schedule_len>},
918  { nullptr, nullptr }
919  };
920  luaL_setfuncs(L, schedule_meta, 0);
921  }
922  lua_setmetatable(L, -2);
923 }
924 
925 static int luaW_check_schedule(lua_State* L, int idx)
926 {
927  int save_top = lua_gettop(L);
928  luaL_checkudata(L, idx, "schedule");
929  lua_getiuservalue(L, idx, 1);
930  int i = luaL_checkinteger(L, -1);
931  lua_settop(L, save_top);
932  return i;
933 }
934 
935 struct schedule_tag {
939  auto& tod_man() const { return ref.tod_man(); }
940 };
941 #define SCHEDULE_GETTER(name, type) LATTR_GETTER(name, type, schedule_tag, sched)
942 #define SCHEDULE_SETTER(name, type) LATTR_SETTER(name, type, schedule_tag, sched)
943 #define SCHEDULE_VALID(name) LATTR_VALID(name, schedule_tag, sched)
945 
946 template<> struct lua_object_traits<schedule_tag> {
947  inline static auto metatable = "schedule";
948  inline static schedule_tag get(lua_State* L, int n) {
949  schedule_tag sched{lua_kernel_base::get_lua_kernel<game_lua_kernel>(L)};
950  sched.area_index = luaW_check_schedule(L, n);
951  return sched;
952  }
953 };
954 
956 {
957  int area_index = luaW_check_schedule(L, 1);
958  if(lua_isnumber(L, 2)) {
959  const auto& times = area_index < 0 ? tod_man().times() : tod_man().times(area_index);
960  int i = lua_tointeger(L, 2) - 1;
961  if(i < 0 || i >= static_cast<int>(times.size())) {
962  return luaL_argerror(L, 2, "invalid time of day index");
963  }
964  luaW_push_tod(L, times[i]);
965  return 1;
966  }
967  return scheduleReg.get(L);
968 }
969 
971 {
972  int area_index = luaW_check_schedule(L, 1);
973  const auto& times = area_index < 0 ? tod_man().times() : tod_man().times(area_index);
974  lua_pushinteger(L, times.size());
975  return 1;
976 }
977 
979 {
980  int area_index = luaW_check_schedule(L, 1);
981  if(lua_isnumber(L, 2)) {
982  std::vector<time_of_day> times = area_index < 0 ? tod_man().times() : tod_man().times(area_index);
983  int i = lua_tointeger(L, 2) - 1;
984  if(i < 0 || i >= static_cast<int>(times.size())) {
985  return luaL_argerror(L, 2, "invalid time of day index");
986  }
987  config time_cfg = luaW_checkconfig(L, 3);
988  times[i] = time_of_day(time_cfg);
989  if(area_index < 0) {
990  tod_man().replace_schedule(times);
991  } else {
992  tod_man().replace_local_schedule(times, area_index);
993  }
994  }
995  return scheduleReg.set(L);
996 }
997 
999  return scheduleReg.dir(L);
1000 }
1001 
1002 namespace {
1003 SCHEDULE_GETTER("time_of_day", std::string) {
1004  if(sched.area_index >= 0) {
1005  return sched.tod_man().get_area_time_of_day(sched.area_index).id;
1006  }
1007  return sched.tod_man().get_time_of_day().id;
1008 }
1009 
1010 SCHEDULE_SETTER("time_of_day", std::string) {
1011  const auto& times = sched.area_index < 0 ? sched.tod_man().times() : sched.tod_man().times(sched.area_index);
1012  auto iter = utils::ranges::find(times, value, &time_of_day::id);
1013  if(iter == times.end()) {
1014  std::ostringstream err;
1015  err << "invalid time of day ID for ";
1016  if(sched.area_index < 0) {
1017  err << "global schedule";
1018  } else {
1019  const std::string& id = sched.tod_man().get_area_id(sched.area_index);
1020  if(id.empty()) {
1021  const auto& hexes = sched.tod_man().get_area_by_index(sched.area_index);
1022  if(hexes.empty()) {
1023  err << "anonymous empty time area";
1024  } else {
1025  err << "anonymous time area at (" << hexes.begin()->wml_x() << ',' << hexes.begin()->wml_y() << ")";
1026  }
1027  } else {
1028  err << "time area with id=" << id;
1029  }
1030  }
1031  lua_push(L, err.str());
1032  throw lua_error(L);
1033  }
1034  int n = std::distance(times.begin(), iter);
1035  if(sched.area_index < 0) {
1036  sched.tod_man().set_current_time(n);
1037  } else {
1038  sched.tod_man().set_current_time(n, sched.area_index);
1039  }
1040 }
1041 
1042 SCHEDULE_VALID("liminal_bonus") {
1043  return sched.area_index < 0;
1044 }
1045 
1046 SCHEDULE_GETTER("liminal_bonus", utils::optional<int>) {
1047  if(sched.area_index >= 0) return utils::nullopt;
1048  return sched.tod_man().get_max_liminal_bonus();
1049 }
1050 
1051 SCHEDULE_SETTER("liminal_bonus", utils::optional<int>) {
1052  if(sched.area_index >= 0) {
1053  throw luaL_error(L, "liminal_bonus can only be set on the global schedule");
1054  }
1055  if(value) {
1056  sched.tod_man().set_max_liminal_bonus(*value);
1057  } else {
1058  sched.tod_man().reset_max_liminal_bonus();
1059  }
1060 }
1061 
1062 SCHEDULE_VALID("id") {
1063  return sched.area_index >= 0;
1064 }
1065 
1066 SCHEDULE_GETTER("id", utils::optional<std::string>) {
1067  if(sched.area_index < 0) return utils::nullopt;
1068  return sched.tod_man().get_area_id(sched.area_index);
1069 }
1070 
1071 SCHEDULE_SETTER("id", std::string) {
1072  if(sched.area_index < 0) {
1073  throw luaL_error(L, "can't set id of global schedule");
1074  }
1075  sched.tod_man().set_area_id(sched.area_index, value);
1076 }
1077 
1078 SCHEDULE_VALID("hexes") {
1079  return sched.area_index >= 0;
1080 }
1081 
1082 SCHEDULE_GETTER("hexes", utils::optional<std::set<map_location>>) {
1083  if(sched.area_index < 0) return utils::nullopt;
1084  return sched.tod_man().get_area_by_index(sched.area_index);
1085 }
1086 
1087 SCHEDULE_SETTER("hexes", std::set<map_location>) {
1088  if(sched.area_index < 0) {
1089  throw luaL_error(L, "can't set hexes of global schedule");
1090  }
1091  sched.tod_man().replace_area_locations(sched.area_index, value);
1092 }
1093 }
1094 
1095 /**
1096  * Gets details about a terrain.
1097  * - Arg 1: terrain code string.
1098  * - Ret 1: table.
1099  */
1101 {
1102  char const *m = luaL_checkstring(L, 2);
1104  if (t == t_translation::NONE_TERRAIN) return 0;
1105  const terrain_type& info = map().get_terrain_info(t);
1106  if (!info.is_nonnull()) return 0;
1107 
1108  lua_newtable(L);
1109  lua_pushstring(L, info.id().c_str());
1110  lua_setfield(L, -2, "id");
1111  luaW_pushtstring(L, info.name());
1112  lua_setfield(L, -2, "name");
1113  luaW_pushtstring(L, info.editor_name());
1114  lua_setfield(L, -2, "editor_name");
1115  luaW_pushtstring(L, info.description());
1116  lua_setfield(L, -2, "description");
1117  lua_push(L, info.icon_image());
1118  lua_setfield(L, -2, "icon");
1119  lua_push(L, info.editor_image());
1120  lua_setfield(L, -2, "editor_image");
1121  lua_pushinteger(L, info.light_bonus(0));
1122  lua_setfield(L, -2, "light");
1123  lua_pushboolean(L, info.is_village());
1124  lua_setfield(L, -2, "village");
1125  lua_pushboolean(L, info.is_castle());
1126  lua_setfield(L, -2, "castle");
1127  lua_pushboolean(L, info.is_keep());
1128  lua_setfield(L, -2, "keep");
1129  lua_pushinteger(L, info.gives_healing());
1130  lua_setfield(L, -2, "healing");
1131 
1132  // movement alias
1133  lua_newtable(L);
1134  int idx = 1;
1135  for (const auto& terrain : info.mvt_type()) {
1136  const terrain_type& base = map().get_terrain_info(terrain);
1137  if (!base.id().empty()) {
1138  lua_pushstring(L, t_translation::write_terrain_code(base.number()).c_str());
1139  lua_rawseti(L, -2, idx++);
1140  }
1141  }
1142  lua_setfield(L, -2, "mvt_alias");
1143 
1144  // defense alias
1145  lua_newtable(L);
1146  idx = 1;
1147  for (const auto& terrain : info.def_type()) {
1148  const terrain_type& base = map().get_terrain_info(terrain);
1149  if (!base.id().empty()) {
1150  lua_pushstring(L, t_translation::write_terrain_code(base.number()).c_str());
1151  lua_rawseti(L, -2, idx++);
1152  }
1153  }
1154  lua_setfield(L, -2, "def_alias");
1155 
1156  return 1;
1157 }
1158 
1159 /**
1160  * Gets a list of known terrain codes.
1161  * - Ret 1: array of terrain codes
1162  */
1164 {
1165  const auto& codes = map().get_terrain_list();
1166  std::vector<std::string> terrains;
1167  terrains.reserve(codes.size());
1168  for(auto code : codes) {
1169  terrains.push_back(t_translation::write_terrain_code(code));
1170  }
1171  lua_push(L, terrains);
1172  return 1;
1173 }
1174 
1175 /**
1176  * Gets time of day information.
1177  * - Arg 1: schedule object, location, time area ID, or nil
1178  * - Arg 2: optional turn number
1179  * - Ret 1: table.
1180  */
1181 template<bool consider_illuminates>
1183 {
1184  int for_turn = tod_man().turn();
1186 
1187  if(luaW_tolocation(L, 1, loc)) {
1188  if(!map().on_board_with_border(loc)) {
1189  return luaL_argerror(L, 1, "coordinates are not on board");
1190  }
1191  } else if(lua_isstring(L, 1)) {
1192  auto area = tod_man().get_area_by_id(lua_tostring(L, 1));
1193  if(area.empty()) {
1194  return luaL_error(L, "invalid or empty time_area ID");
1195  }
1196  // We just need SOME location in that area, it doesn't matter which one.
1197  loc = *area.begin();
1198  } else if(!lua_isnil(L, 1)) {
1199  auto area = tod_man().get_area_by_index(luaW_check_schedule(L, 1));
1200  if(area.empty()) {
1201  return luaL_error(L, "empty time_area");
1202  }
1203  // We just need SOME location in that area, it doesn't matter which one.
1204  loc = *area.begin();
1205  }
1206 
1207  if(lua_isnumber(L, 2)) {
1208  for_turn = luaL_checkinteger(L, 2);
1209  int number_of_turns = tod_man().number_of_turns();
1210  if(for_turn < 1 || (number_of_turns != -1 && for_turn > number_of_turns)) {
1211  return luaL_argerror(L, 2, "turn number out of range");
1212  }
1213  }
1214 
1215  const time_of_day& tod = consider_illuminates ?
1216  tod_man().get_illuminated_time_of_day(units(), map(), loc, for_turn) :
1217  tod_man().get_time_of_day(loc, for_turn);
1218 
1219  luaW_push_tod(L, tod);
1220 
1221  return 1;
1222 }
1223 
1224 /**
1225  * Gets the side of a village owner.
1226  * - Arg 1: map location.
1227  * - Ret 1: integer.
1228  */
1230 {
1232  if (!map().is_village(loc))
1233  return 0;
1234 
1235  int side = board().village_owner(loc);
1236  if (!side) return 0;
1237  lua_pushinteger(L, side);
1238  return 1;
1239 }
1240 
1241 /**
1242  * Sets the owner of a village.
1243  * - Arg 1: map location.
1244  * - Arg 2: integer for the side or empty to remove ownership.
1245  */
1247 {
1249  if(!map().is_village(loc)) {
1250  return 0;
1251  }
1252 
1253  const int old_side_num = board().village_owner(loc);
1254  const int new_side_num = lua_isnoneornil(L, 2) ? 0 : luaL_checkinteger(L, 2);
1255 
1256  team* old_side = nullptr;
1257  team* new_side = nullptr;
1258 
1259  if(old_side_num == new_side_num) {
1260  return 0;
1261  }
1262 
1263  try {
1264  old_side = &board().get_team(old_side_num);
1265  } catch(const std::out_of_range&) {
1266  // old_side_num is invalid, most likely because the village wasn't captured.
1267  old_side = nullptr;
1268  }
1269 
1270  try {
1271  new_side = &board().get_team(new_side_num);
1272  } catch(const std::out_of_range&) {
1273  // new_side_num is invalid.
1274  new_side = nullptr;
1275  }
1276 
1277  // The new side was valid, but already defeated. Do nothing.
1278  if(new_side && board().team_is_defeated(*new_side)) {
1279  return 0;
1280  }
1281 
1282  // Even if the new side is not valid, we still want to remove the village from the old side.
1283  // This covers the case where new_side_num equals 0. The behavior in that case is to simply
1284  // un-assign the village from the old side, which of course we also want to happen if the new
1285  // side IS valid. If the village in question hadn't been captured, this won't fire (old_side
1286  // will be a nullptr).
1287  if(old_side) {
1288  old_side->lose_village(loc);
1289  }
1290 
1291  // If the new side was valid, re-assign the village.
1292  if(new_side) {
1293  new_side->get_village(loc, old_side_num, (luaW_toboolean(L, 3) ? &gamedata() : nullptr));
1294  }
1295 
1296  return 0;
1297 }
1298 
1299 /**
1300  * Returns the currently overed tile.
1301  * - Ret 1: x.
1302  * - Ret 2: y.
1303  */
1305 {
1306  if (!game_display_) {
1307  return 0;
1308  }
1309 
1311  if (!map().on_board(loc)) return 0;
1312  lua_pushinteger(L, loc.wml_x());
1313  lua_pushinteger(L, loc.wml_y());
1314  return 2;
1315 }
1316 
1317 /**
1318  * Returns the currently selected tile.
1319  * - Ret 1: x.
1320  * - Ret 2: y.
1321  */
1323 {
1324  if (!game_display_) {
1325  return 0;
1326  }
1327 
1329  if (!map().on_board(loc)) return 0;
1330  lua_pushinteger(L, loc.wml_x());
1331  lua_pushinteger(L, loc.wml_y());
1332  return 2;
1333 }
1334 
1335 
1336 /**
1337  * Gets a table for an resource tag.
1338  * - Arg 1: userdata (ignored).
1339  * - Arg 2: string containing id of the desired resource
1340  * - Ret 1: config for the era
1341  */
1342 static int intf_get_resource(lua_State *L)
1343 {
1344  std::string m = luaL_checkstring(L, 1);
1345  if(auto res = game_config_manager::get()->game_config().find_child("resource","id",m)) {
1346  luaW_pushconfig(L, *res);
1347  return 1;
1348  }
1349  else {
1350  return luaL_argerror(L, 1, ("Cannot find resource with id '" + m + "'").c_str());
1351  }
1352 }
1353 
1354 /**
1355  * Gets a table for an era tag.
1356  * - Arg 1: userdata (ignored).
1357  * - Arg 2: string containing id of the desired era
1358  * - Ret 1: config for the era
1359  */
1360 static int intf_get_era(lua_State *L)
1361 {
1362  std::string m = luaL_checkstring(L, 1);
1363  if(auto res = game_config_manager::get()->game_config().find_child("era","id",m)) {
1364  luaW_pushconfig(L, *res);
1365  return 1;
1366  }
1367  else {
1368  return luaL_argerror(L, 1, ("Cannot find era with id '" + m + "'").c_str());
1369  }
1370  return 1;
1371 }
1372 
1373 extern luaW_Registry& gameConfigReg();
1374 static auto& dummy = gameConfigReg(); // just to ensure it's constructed.
1375 
1379  auto& pc() const { return ref.play_controller_; }
1380  auto& gamedata() const { return ref.gamedata(); }
1381  auto& disp() const { return ref.game_display_; }
1382 };
1383 #define GAME_CONFIG_SIMPLE_SETTER(name) \
1384 GAME_CONFIG_SETTER(#name, decltype(game_config::name), game_lua_kernel) { \
1385  (void) k; \
1386  game_config::name = value; \
1387 }
1388 
1389 namespace {
1390 GAME_CONFIG_GETTER("do_healing", bool, game_lua_kernel) {
1391  game_config_glk_tag k2{k.ref};
1392  return k2.pc().gamestate().do_healing_;
1393 }
1394 
1395 GAME_CONFIG_SETTER("do_healing", bool, game_lua_kernel) {
1396  game_config_glk_tag k2{k.ref};
1397  k2.pc().gamestate().do_healing_ = value;}
1398 
1399 GAME_CONFIG_GETTER("theme", std::string, game_lua_kernel) {
1400  game_config_glk_tag k2{k.ref};
1401  return k2.gamedata().get_theme();
1402 }
1403 
1404 GAME_CONFIG_SETTER("theme", std::string, game_lua_kernel) {
1405  game_config_glk_tag k2{k.ref};
1406  k2.gamedata().set_theme(value);
1407  k2.disp()->set_theme(value);
1408 }
1409 
1410 using traits_map = std::map<std::string, config>;
1411 GAME_CONFIG_GETTER("global_traits", traits_map, game_lua_kernel) {
1412  (void)k;
1413  std::map<std::string, config> result;
1414  for(const config& trait : unit_types.traits()) {
1415  //It seems the engine never checks the id field for emptiness or duplicates
1416  //However, the worst that could happen is that the trait read later overwrites the older one,
1417  //and this is not the right place for such checks.
1418  result.emplace(trait["id"], trait);
1419  }
1420  return result;
1421 }
1422 
1431 }
1432 
1433 namespace {
1434  static config find_addon(const std::string& type, const std::string& id)
1435  {
1437  }
1438 }
1439 
1440 static int impl_end_level_data_get(lua_State* L)
1441 {
1442  const end_level_data& data = *static_cast<end_level_data*>(lua_touserdata(L, 1));
1443  const char* m = luaL_checkstring(L, 2);
1444 
1445  return_bool_attrib("linger_mode", data.transient.linger_mode);
1446  return_bool_attrib("reveal_map", data.transient.reveal_map);
1447  return_bool_attrib("carryover_report", data.transient.carryover_report);
1448  return_bool_attrib("prescenario_save", data.prescenario_save);
1449  return_bool_attrib("replay_save", data.replay_save);
1450  return_bool_attrib("proceed_to_next_level", data.proceed_to_next_level);
1451  return_bool_attrib("is_victory", data.is_victory);
1452  return_bool_attrib("is_loss", !data.is_victory);
1453  return_cstring_attrib("result", data.is_victory ? level_result::victory : "loss"); // to match wesnoth.end_level()
1454  return_string_attrib("test_result", data.test_result);
1455  return_cfg_attrib("__cfg", data.to_config_full());
1456 
1457  return 0;
1458 }
1459 
1460 namespace {
1461  struct end_level_committer {
1462  end_level_committer(end_level_data& data, play_controller& pc) : data_(data), pc_(pc) {}
1463  ~end_level_committer() {
1464  pc_.set_end_level_data(data_);
1465  }
1466  private:
1467  end_level_data& data_;
1468  play_controller& pc_;
1469  };
1470 }
1471 
1473 {
1474  end_level_data& data = *static_cast<end_level_data*>(lua_touserdata(L, 1));
1475  const char* m = luaL_checkstring(L, 2);
1476  end_level_committer commit(data, play_controller_);
1477 
1478  modify_bool_attrib("linger_mode", data.transient.linger_mode = value);
1479  modify_bool_attrib("reveal_map", data.transient.reveal_map = value);
1480  modify_bool_attrib("carryover_report", data.transient.carryover_report = value);
1481  modify_bool_attrib("prescenario_save", data.prescenario_save = value);
1482  modify_bool_attrib("replay_save", data.replay_save = value);
1483  modify_string_attrib("test_result", data.test_result = value);
1484 
1485  return 0;
1486 }
1487 
1488 static int impl_end_level_data_collect(lua_State* L)
1489 {
1490  end_level_data* data = static_cast<end_level_data*>(lua_touserdata(L, 1));
1491  data->~end_level_data();
1492  return 0;
1493 }
1494 
1495 static int impl_mp_settings_get(lua_State* L)
1496 {
1497  void* p = lua_touserdata(L, lua_upvalueindex(1));
1498  const mp_game_settings& settings = static_cast<play_controller*>(p)->get_mp_settings();
1499  if(lua_type(L, 2) == LUA_TNUMBER) {
1500  // Simulates a WML table with one [options] child and a variable number of [addon] children
1501  // TODO: Deprecate this -> mp_settings.options and mp_settings.addons
1502  std::size_t i = luaL_checkinteger(L, 2);
1503  if(i == 1) {
1504  lua_createtable(L, 2, 0);
1505  lua_pushstring(L, "options");
1506  lua_seti(L, -2, 1);
1507  luaW_pushconfig(L, settings.options);
1508  lua_seti(L, -2, 2);
1509  return 1;
1510  } else if(i >= 2) {
1511  i -= 2;
1512  if(i < settings.addons.size()) {
1513  auto iter = settings.addons.begin();
1514  std::advance(iter, i);
1515  config cfg;
1516  iter->second.write(cfg);
1517  cfg["id"] = iter->first;
1518 
1519  lua_createtable(L, 2, 0);
1520  lua_pushstring(L, "addon");
1521  lua_seti(L, -2, 1);
1522  luaW_pushconfig(L, cfg);
1523  lua_seti(L, -2, 2);
1524  return 1;
1525  }
1526  }
1527  } else {
1528  char const *m = luaL_checkstring(L, 2);
1529  return_string_attrib("scenario", settings.name);
1530  return_string_attrib("game_name", settings.name);
1531  return_string_attrib("hash", settings.hash);
1532  return_string_attrib("mp_era_name", settings.mp_era_name);
1533  return_string_attrib("mp_scenario", settings.mp_scenario);
1534  return_string_attrib("mp_scenario_name", settings.mp_scenario_name);
1535  return_string_attrib("mp_campaign", settings.mp_campaign);
1536  return_string_attrib("side_users", utils::join_map(settings.side_users));
1537  return_int_attrib("experience_modifier", settings.xp_modifier);
1538  return_bool_attrib("mp_countdown", settings.mp_countdown);
1539  return_int_attrib("mp_countdown_init_time", settings.mp_countdown_init_time.count());
1540  return_int_attrib("mp_countdown_turn_bonus", settings.mp_countdown_turn_bonus.count());
1541  return_int_attrib("mp_countdown_reservoir_bonus", settings.mp_countdown_reservoir_time.count());
1542  return_int_attrib("mp_countdown_action_bonus", settings.mp_countdown_action_bonus.count());
1543  return_int_attrib("mp_num_turns", settings.num_turns);
1544  return_int_attrib("mp_village_gold", settings.village_gold);
1545  return_int_attrib("mp_village_support", settings.village_support);
1546  return_bool_attrib("mp_fog", settings.fog_game);
1547  return_bool_attrib("mp_shroud", settings.shroud_game);
1548  return_bool_attrib("mp_use_map_settings", settings.use_map_settings);
1549  return_bool_attrib("mp_random_start_time", settings.random_start_time);
1550  return_bool_attrib("observer", settings.allow_observers);
1551  return_bool_attrib("allow_observers", settings.allow_observers);
1552  return_bool_attrib("private_replay", settings.private_replay);
1553  return_bool_attrib("shuffle_sides", settings.shuffle_sides);
1554  return_string_attrib("random_faction_mode", random_faction_mode::get_string(settings.mode));
1555  return_cfgref_attrib("options", settings.options);
1556  if(strcmp(m, "savegame") == 0) {
1557  auto savegame = settings.saved_game;
1558  if(savegame == saved_game_mode::type::no) {
1559  lua_pushboolean(L, false);
1560  } else {
1562  }
1563  return 1;
1564  }
1565  if(strcmp(m, "side_players") == 0) {
1566  lua_push(L, settings.side_users);
1567  return 1;
1568  }
1569  if(strcmp(m, "addons") == 0) {
1570  for(const auto& [id, addon] : settings.addons) {
1571  lua_createtable(L, 0, 4);
1572  lua_push(L, id);
1573  lua_setfield(L, -2, "id");
1574  lua_push(L, addon.name);
1575  lua_setfield(L, -2, "name");
1576  lua_pushboolean(L, addon.required);
1577  lua_setfield(L, -2, "required");
1578  if(addon.min_version) {
1579  luaW_getglobal(L, "wesnoth", "version");
1580  lua_push(L, addon.min_version->str());
1581  lua_call(L, 1, 1);
1582  lua_setfield(L, -2, "min_version");
1583  }
1584  if(addon.version) {
1585  luaW_getglobal(L, "wesnoth", "version");
1586  lua_push(L, addon.version->str());
1587  lua_call(L, 1, 1);
1588  lua_setfield(L, -2, "version");
1589  }
1590  lua_createtable(L, addon.content.size(), 0);
1591  for(const auto& content : addon.content) {
1592  lua_createtable(L, 0, 3);
1593  lua_push(L, content.id);
1594  lua_setfield(L, -2, "id");
1595  lua_push(L, content.name);
1596  lua_setfield(L, -2, "name");
1597  lua_push(L, content.type);
1598  lua_setfield(L, -2, "type");
1599  lua_seti(L, -2, lua_rawlen(L, -2) + 1);
1600  }
1601  lua_setfield(L, -2, "content");
1602  }
1603  return 1;
1604  }
1605  // Deprecated things that were moved out of mp_settings and into game_classification
1606  const game_classification& game = static_cast<play_controller*>(p)->get_classification();
1607  return_string_attrib_deprecated("mp_era", "wesnoth.scenario.mp_settings", INDEFINITE, "1.17", "Use wesnoth.scenario.era.id instead", game.era_id);
1608  return_string_attrib_deprecated("active_mods", "wesnoth.scenario.mp_settings", INDEFINITE, "1.17", "Use wesnoth.scenario.modifications instead (returns an array of modification tables)", utils::join(game.active_mods));
1609  // Expose the raw config; this is a way to ensure any new stuff can be accessed even if someone forgot to add it here.
1610  return_cfgref_attrib("__cfg", settings.to_config());
1611  }
1612  return 0;
1613 }
1614 
1615 static int impl_mp_settings_len(lua_State* L)
1616 {
1617  void* p = lua_touserdata(L, lua_upvalueindex(1));
1618  const mp_game_settings& settings = static_cast<play_controller*>(p)->get_mp_settings();
1619  lua_pushinteger(L, settings.addons.size() + 1);
1620  return 1;
1621 }
1622 
1626  auto& tod_man() const { return ref.tod_man(); }
1627  auto& gamedata() const { return ref.gamedata(); }
1628  auto& pc() const { return ref.play_controller_; }
1629  auto& cls() const { return ref.play_controller_.get_classification(); }
1630  auto end_level_set() const { return &dispatch<&game_lua_kernel::impl_end_level_data_set>; }
1631 };
1632 #define SCENARIO_GETTER(name, type) LATTR_GETTER(name, type, scenario_tag, k)
1633 #define SCENARIO_SETTER(name, type) LATTR_SETTER(name, type, scenario_tag, k)
1634 #define SCENARIO_VALID(name) LATTR_VALID(name, scenario_tag, k)
1636 
1637 template<> struct lua_object_traits<scenario_tag> {
1638  inline static auto metatable = "scenario";
1639  inline static scenario_tag get(lua_State* L, int) {
1640  return lua_kernel_base::get_lua_kernel<game_lua_kernel>(L);
1641  }
1642 };
1643 
1644 namespace {
1645 SCENARIO_GETTER("turns", int) {
1646  return k.tod_man().number_of_turns();
1647 }
1648 
1649 SCENARIO_SETTER("turns", int) {
1650  k.tod_man().set_number_of_turns_by_wml(value);
1651 }
1652 
1653 SCENARIO_GETTER("next", std::string) {
1654  return k.gamedata().next_scenario();
1655 }
1656 
1657 SCENARIO_SETTER("next", std::string) {
1658  k.gamedata().set_next_scenario(value);
1659 }
1660 
1661 SCENARIO_GETTER("id", std::string) {
1662  return k.gamedata().get_id();
1663 }
1664 
1665 SCENARIO_GETTER("name", t_string) {
1666  return k.pc().get_scenario_name();
1667 }
1668 
1669 SCENARIO_GETTER("defeat_music", std::vector<std::string>) {
1670  return k.gamedata().get_defeat_music();
1671 }
1672 
1673 SCENARIO_SETTER("defeat_music", std::vector<std::string>) {
1674  k.gamedata().set_defeat_music(value);
1675 }
1676 
1677 SCENARIO_GETTER("victory_music", std::vector<std::string>) {
1678  return k.gamedata().get_victory_music();
1679 }
1680 
1681 SCENARIO_SETTER("victory_music", std::vector<std::string>) {
1682  k.gamedata().set_victory_music(value);
1683 }
1684 
1685 SCENARIO_GETTER("resources", std::vector<config>) {
1686  std::vector<config> resources;
1687  for(const std::string& rsrc : utils::split(k.pc().get_loaded_resources())) {
1688  resources.push_back(find_addon("resource", rsrc));
1689  }
1690  return resources;
1691 }
1692 
1693 SCENARIO_GETTER("type", std::string) {
1694  return campaign_type::get_string(k.cls().type);
1695 }
1696 
1697 SCENARIO_GETTER("difficulty", std::string) {
1698  return k.cls().difficulty;
1699 }
1700 
1701 SCENARIO_GETTER("show_credits", bool) {
1702  return k.cls().end_credits;
1703 }
1704 
1705 SCENARIO_SETTER("show_credits", bool) {
1706  k.cls().end_credits = value;
1707 }
1708 
1709 SCENARIO_GETTER("end_text", t_string) {
1710  return k.cls().end_text;
1711 }
1712 
1713 SCENARIO_SETTER("end_text", t_string) {
1714  k.cls().end_text = value;
1715 }
1716 
1717 SCENARIO_GETTER("end_text_duration", int) {
1718  return k.cls().end_text_duration.count();
1719 }
1720 
1721 SCENARIO_SETTER("end_text_duration", int) {
1722  k.cls().end_text_duration = std::chrono::milliseconds{value};
1723 }
1724 
1725 SCENARIO_VALID("campaign") {
1726  return !k.cls().campaign.empty();
1727 }
1728 
1729 SCENARIO_GETTER("campaign", utils::optional<config>) {
1730  if(k.cls().campaign.empty()) return utils::nullopt;
1731  return find_addon("campaign", k.cls().campaign);
1732 }
1733 
1734 SCENARIO_GETTER("modifications", std::vector<config>) {
1735  std::vector<config> mods;
1736  for(const std::string& mod : k.cls().active_mods) {
1737  mods.push_back(find_addon("modification", mod));
1738  }
1739  return mods;
1740 }
1741 
1742 SCENARIO_GETTER("end_level_data", lua_index_raw) {
1743  if (!k.pc().is_regular_game_end()) {
1744  lua_pushnil(L);
1745  return lua_index_raw(L);
1746  }
1747  auto data = k.pc().get_end_level_data();
1748  new(L) end_level_data(data);
1749  if(luaL_newmetatable(L, "end level data")) {
1750  static luaL_Reg const callbacks[] {
1751  { "__index", &impl_end_level_data_get},
1752  { "__newindex", k.end_level_set()},
1753  { "__gc", &impl_end_level_data_collect},
1754  { nullptr, nullptr }
1755  };
1756  luaL_setfuncs(L, callbacks, 0);
1757  }
1758  lua_setmetatable(L, -2);
1759  return lua_index_raw(L);
1760 }
1761 
1762 SCENARIO_SETTER("end_level_data", vconfig) {
1764 
1765  data.proceed_to_next_level = value["proceed_to_next_level"].to_bool(true);
1766  data.transient.carryover_report = value["carryover_report"].to_bool(true);
1767  data.prescenario_save = value["save"].to_bool(true);
1768  data.replay_save = value["replay_save"].to_bool(true);
1769  data.transient.linger_mode = value["linger_mode"].to_bool(true) && !k.ref.teams().empty();
1770  data.transient.reveal_map = value["reveal_map"].to_bool(k.pc().reveal_map_default());
1771  data.is_victory = value["result"] == level_result::victory;
1772  data.test_result = value["test_result"].str();
1773  k.pc().set_end_level_data(data);
1774 }
1775 
1776 SCENARIO_VALID("mp_settings") {
1777  return k.cls().is_multiplayer();
1778 }
1779 
1780 SCENARIO_GETTER("mp_settings", lua_index_raw) {
1781  if(!k.cls().is_multiplayer()) {
1782  lua_pushnil(L);
1783  return lua_index_raw(L);
1784  }
1785  lua_newuserdatauv(L, 0, 0);
1786  if(luaL_newmetatable(L, "mp settings")) {
1787  lua_pushlightuserdata(L, &k.pc());
1788  lua_pushcclosure(L, impl_mp_settings_get, 1);
1789  lua_setfield(L, -2, "__index");
1790  lua_pushlightuserdata(L, &k.pc());
1791  lua_pushcclosure(L, impl_mp_settings_len, 1);
1792  lua_setfield(L, -2, "__len");
1793  lua_pushstring(L, "mp settings");
1794  lua_setfield(L, -2, "__metatable");
1795  }
1796  lua_setmetatable(L, -2);
1797  return lua_index_raw(L);
1798 }
1799 
1800 SCENARIO_VALID("era") {
1801  return k.cls().is_multiplayer();
1802 }
1803 
1804 SCENARIO_GETTER("era", utils::optional<config>) {
1805  if(!k.cls().is_multiplayer()) return utils::nullopt;
1806  return find_addon("era", k.cls().era_id);
1807 }
1808 }
1809 
1810 /**
1811  * Gets some scenario data (__index metamethod).
1812  * - Arg 1: userdata (ignored).
1813  * - Arg 2: string containing the name of the property.
1814  * - Ret 1: something containing the attribute.
1815  */
1817 {
1818  DBG_LUA << "impl_scenario_get";
1819  return scenarioReg.get(L);
1820 }
1821 
1822 /**
1823  * Sets some scenario data (__newindex metamethod).
1824  * - Arg 1: userdata (ignored).
1825  * - Arg 2: string containing the name of the property.
1826  * - Arg 3: something containing the attribute.
1827  */
1829 {
1830  DBG_LUA << "impl_scenario_set";
1831  return scenarioReg.set(L);
1832 }
1833 
1834 /**
1835  * Get a list of scenario data (__dir metamethod).
1836  */
1838 {
1839  DBG_LUA << "impl_scenario_dir";
1840  return scenarioReg.dir(L);
1841 }
1842 
1843 /**
1844  converts synced_context::get_synced_state() to a string.
1845 */
1847 {
1848  //maybe return "initial" for game_data::INITIAL?
1849  if(gamedata().phase() == game_data::PRELOAD || gamedata().phase() == game_data::INITIAL)
1850  {
1851  return "preload";
1852  }
1854  {
1856  return "local_choice";
1858  return "synced";
1860  return "unsynced";
1861  default:
1862  throw game::game_error("Found corrupt synced_context::synced_state");
1863  }
1864 }
1865 
1866 struct current_tag {
1869  auto& pc() const { return ref.play_controller_; }
1870  auto ss() const { return ref.synced_state(); }
1871  auto& gd() const { return ref.gamedata(); }
1872  auto& ev() const { return ref.get_event_info(); }
1873  void push_schedule(lua_State* L) const { ref.luaW_push_schedule(L, -1); }
1874 };
1875 #define CURRENT_GETTER(name, type) LATTR_GETTER(name, type, current_tag, k)
1877 
1878 template<> struct lua_object_traits<current_tag> {
1879  inline static auto metatable = "current";
1880  inline static game_lua_kernel& get(lua_State* L, int) {
1881  return lua_kernel_base::get_lua_kernel<game_lua_kernel>(L);
1882  }
1883 };
1884 
1885 namespace {
1886 CURRENT_GETTER("side", int) {
1887  return k.pc().current_side();
1888 }
1889 
1890 CURRENT_GETTER("turn", int) {
1891  return k.pc().turn();
1892 }
1893 
1894 CURRENT_GETTER("synced_state", std::string) {
1895  return k.ss();
1896 }
1897 
1898 CURRENT_GETTER("user_can_invoke_commands", bool) {
1899  return !events::commands_disabled && k.gd().phase() == game_data::TURN_PLAYING;
1900 }
1901 
1902 CURRENT_GETTER("map", lua_index_raw) {
1903  (void)k;
1905  return lua_index_raw(L);
1906 }
1907 
1908 CURRENT_GETTER("schedule", lua_index_raw) {
1909  k.push_schedule(L);
1910  return lua_index_raw(L);
1911 }
1912 
1913 CURRENT_GETTER("user_is_replaying", bool) {
1914  return k.pc().is_replay();
1915 }
1916 
1917 CURRENT_GETTER("event_context", config) {
1918  const game_events::queued_event &ev = k.ev();
1919  config cfg;
1920  cfg["name"] = ev.name;
1921  cfg["id"] = ev.id;
1922  cfg.add_child("data", ev.data);
1923  if (auto weapon = ev.data.optional_child("first")) {
1924  cfg.add_child("weapon", *weapon);
1925  }
1926  if (auto weapon = ev.data.optional_child("second")) {
1927  cfg.add_child("second_weapon", *weapon);
1928  }
1929 
1930  const config::attribute_value di = ev.data["damage_inflicted"];
1931  if(!di.empty()) {
1932  cfg["damage_inflicted"] = di;
1933  }
1934 
1935  if (ev.loc1.valid()) {
1936  cfg["x1"] = ev.loc1.filter_loc().wml_x();
1937  cfg["y1"] = ev.loc1.filter_loc().wml_y();
1938  // The position of the unit involved in this event, currently the only case where this is different from x1/y1 are enter/exit_hex events
1939  cfg["unit_x"] = ev.loc1.wml_x();
1940  cfg["unit_y"] = ev.loc1.wml_y();
1941  }
1942  if (ev.loc2.valid()) {
1943  cfg["x2"] = ev.loc2.filter_loc().wml_x();
1944  cfg["y2"] = ev.loc2.filter_loc().wml_y();
1945  }
1946  return cfg;
1947 }
1948 }
1949 
1950 /**
1951  * Gets some data about current point of game (__index metamethod).
1952  * - Arg 1: userdata (ignored).
1953  * - Arg 2: string containing the name of the property.
1954  * - Ret 1: something containing the attribute.
1955  */
1957 {
1958  return currentReg.get(L);
1959 }
1960 
1961 /**
1962  * Gets a list of date about current point of game (__dir metamethod).
1963  */
1965 {
1966  return currentReg.dir(L);
1967 }
1968 
1969 /**
1970  * Displays a message in the chat window and in the logs.
1971  * - Arg 1: optional message header.
1972  * - Arg 2 (or 1): message.
1973  */
1975 {
1976  t_string m = luaW_checktstring(L, 1);
1977  t_string h = m;
1978  if (lua_isnone(L, 2)) {
1979  h = "Lua";
1980  } else {
1981  m = luaW_checktstring(L, 2);
1982  }
1983  lua_chat(h, m);
1984  LOG_LUA << "Script says: \"" << m << "\"";
1985  return 0;
1986 }
1987 
1989 {
1990  if(!game_display_) {
1991  return 0;
1992  }
1993  double factor = luaL_checknumber(L, 1);
1994  bool relative = luaW_toboolean(L, 2);
1995  if(relative) {
1996  factor *= game_display_->get_zoom_factor();
1997  }
1998  // Passing true explicitly to avoid casting to int.
1999  // Without doing one of the two, the call is ambiguous.
2001  lua_pushnumber(L, game_display_->get_zoom_factor());
2002  return 1;
2003 }
2004 
2005 /**
2006  * Removes all messages from the chat window.
2007  */
2009 {
2010  if (game_display_) {
2012  }
2013  return 0;
2014 }
2015 
2017 {
2018  //note that next_player_number = 1, next_player_number = nteams+1 both set the next team to be the first team
2019  //but the later will make the turn counter change aswell fire turn end events accoringly etc.
2020  if (!lua_isnoneornil(L, 1)) {
2021  int max = 2 * teams().size();
2022  int npn = luaL_checkinteger(L, 1);
2023  if (npn <= 0 || npn > max) {
2024  return luaL_argerror(L, 1, "side number out of range");
2025  }
2027  }
2029  return 0;
2030 }
2031 
2032 /**
2033  * Evaluates a boolean WML conditional.
2034  * - Arg 1: WML table.
2035  * - Ret 1: boolean.
2036  */
2037 static int intf_eval_conditional(lua_State *L)
2038 {
2039  vconfig cond = luaW_checkvconfig(L, 1);
2040  bool b = game_events::conditional_passed(cond);
2041  lua_pushboolean(L, b);
2042  return 1;
2043 }
2044 
2045 
2046 /**
2047  * Finds a path between two locations.
2048  * - Arg 1: source location. (Or Arg 1: unit.)
2049  * - Arg 2: destination.
2050  * - Arg 3: optional table (optional fields: ignore_units, ignore_teleport, max_cost, viewing_side, calculate).
2051  * - Ret 1: array of pairs containing path steps.
2052  * - Ret 2: path cost.
2053  */
2055 {
2056  int arg = 1;
2057  map_location src, dst;
2058  const unit* u = nullptr;
2059  int viewing_side = 0;
2060 
2061  if (lua_isuserdata(L, arg))
2062  {
2063  u = &luaW_checkunit(L, arg);
2064  src = u->get_location();
2065  viewing_side = u->side();
2066  ++arg;
2067  }
2068  else
2069  {
2070  src = luaW_checklocation(L, arg);
2072  if (ui.valid()) {
2073  u = ui.get_shared_ptr().get();
2074  viewing_side = u->side();
2075  }
2076  ++arg;
2077  }
2078 
2079  dst = luaW_checklocation(L, arg);
2080 
2081  if (!map().on_board(src))
2082  return luaL_argerror(L, 1, "invalid location");
2083  if (!map().on_board(dst))
2084  return luaL_argerror(L, arg, "invalid location");
2085  ++arg;
2086 
2087  bool ignore_units = false, see_all = false, ignore_teleport = false;
2088  double stop_at = 10000;
2089  std::unique_ptr<pathfind::cost_calculator> calc;
2090 
2091  if (lua_istable(L, arg))
2092  {
2093  ignore_units = luaW_table_get_def<bool>(L, arg, "ignore_units", false);
2094  see_all = luaW_table_get_def<bool>(L, arg, "ignore_visibility", false);
2095  ignore_teleport = luaW_table_get_def<bool>(L, arg, "ignore_teleport", false);
2096 
2097  stop_at = luaW_table_get_def<double>(L, arg, "max_cost", stop_at);
2098 
2099  lua_pushstring(L, "viewing_side");
2100  lua_rawget(L, arg);
2101  if (!lua_isnil(L, -1)) {
2102  int i = luaL_checkinteger(L, -1);
2103  if(board().has_team(i)) {
2104  viewing_side = i;
2105  } else {
2106  return luaL_argerror(L, -1, "invalid viewing side");
2107  }
2108  }
2109  lua_pop(L, 1);
2110 
2111  lua_pushstring(L, "calculate");
2112  lua_rawget(L, arg);
2113  if(lua_isfunction(L, -1)) {
2114  calc.reset(new lua_pathfind_cost_calculator(L, lua_gettop(L)));
2115  }
2116  // Don't pop, the lua_pathfind_cost_calculator requires it to stay on the stack.
2117  } else if(!lua_isnoneornil(L, arg)) {
2118  return luaL_argerror(L, arg, "table expected");
2119  }
2120 
2121  pathfind::teleport_map teleport_locations;
2122 
2123  if(!ignore_teleport) {
2124  if(viewing_side == 0) {
2125  lua_warning(L, "wesnoth.paths.find_path: ignore_teleport=false requires a valid viewing_side; continuing with ignore_teleport=true", false);
2126  ignore_teleport = true;
2127  } else {
2128  teleport_locations = pathfind::get_teleport_locations(*u, board().get_team(viewing_side), see_all, ignore_units);
2129  }
2130  }
2131 
2132  if (!calc) {
2133  if(!u) {
2134  return luaL_argerror(L, 1, "unit not found OR custom cost function not provided");
2135  }
2136 
2137  calc.reset(new pathfind::shortest_path_calculator(*u, board().get_team(viewing_side),
2138  teams(), map(), ignore_units, false, see_all));
2139  }
2140 
2141  pathfind::plain_route res = pathfind::a_star_search(src, dst, stop_at, *calc, map().w(), map().h(),
2142  &teleport_locations);
2143 
2144  int nb = res.steps.size();
2145  lua_createtable(L, nb, 0);
2146  for (int i = 0; i < nb; ++i)
2147  {
2148  luaW_pushlocation(L, res.steps[i]);
2149  lua_rawseti(L, -2, i + 1);
2150  }
2151  lua_pushinteger(L, res.move_cost);
2152 
2153  return 2;
2154 }
2155 
2156 /**
2157  * Finds all the locations reachable by a unit.
2158  * - Arg 1: source location OR unit.
2159  * - Arg 2: optional table (optional fields: ignore_units, ignore_teleport, additional_turns, viewing_side).
2160  * - Ret 1: array of triples (coordinates + remaining movement).
2161  */
2163 {
2164  int arg = 1;
2165  const unit* u = nullptr;
2166 
2167  if (lua_isuserdata(L, arg))
2168  {
2169  u = &luaW_checkunit(L, arg);
2170  ++arg;
2171  }
2172  else
2173  {
2176  if (!ui.valid())
2177  return luaL_argerror(L, 1, "unit not found");
2178  u = ui.get_shared_ptr().get();
2179  ++arg;
2180  }
2181 
2182  int viewing_side = u->side();
2183  bool ignore_units = false, see_all = false, ignore_teleport = false;
2184  int additional_turns = 0;
2185 
2186  if (lua_istable(L, arg))
2187  {
2188  ignore_units = luaW_table_get_def<bool>(L, arg, "ignore_units", false);
2189  see_all = luaW_table_get_def<bool>(L, arg, "ignore_visibility", false);
2190  ignore_teleport = luaW_table_get_def<bool>(L, arg, "ignore_teleport", false);
2191  additional_turns = luaW_table_get_def<int>(L, arg, "max_cost", additional_turns);
2192 
2193  lua_pushstring(L, "viewing_side");
2194  lua_rawget(L, arg);
2195  if (!lua_isnil(L, -1)) {
2196  int i = luaL_checkinteger(L, -1);
2197  if(board().has_team(i)) {
2198  viewing_side = i;
2199  } else {
2200  return luaL_argerror(L, -1, "invalid viewing side");
2201  }
2202  }
2203  lua_pop(L, 1);
2204  } else if(!lua_isnoneornil(L, arg)) {
2205  return luaL_argerror(L, arg, "table expected");
2206  }
2207 
2208  const team& viewing_team = board().get_team(viewing_side);
2209 
2210  pathfind::paths res(*u, ignore_units, !ignore_teleport,
2211  viewing_team, additional_turns, see_all, ignore_units);
2212 
2213  int nb = res.destinations.size();
2214  lua_createtable(L, nb, 0);
2215  for (int i = 0; i < nb; ++i)
2216  {
2218  luaW_push_namedtuple(L, {"x", "y", "moves_left"});
2219  lua_pushinteger(L, s.curr.wml_x());
2220  lua_rawseti(L, -2, 1);
2221  lua_pushinteger(L, s.curr.wml_y());
2222  lua_rawseti(L, -2, 2);
2223  lua_pushinteger(L, s.move_left);
2224  lua_rawseti(L, -2, 3);
2225  lua_rawseti(L, -2, i + 1);
2226  }
2227 
2228  return 1;
2229 }
2230 
2231 /**
2232  * Finds all the locations for which a given unit would remove the fog (if there was fog on the map).
2233  *
2234  * - Arg 1: source location OR unit.
2235  * - Ret 1: array of triples (coordinates + remaining vision points).
2236  */
2238 {
2239  int arg = 1;
2240  const unit* u = nullptr;
2241 
2242  if (lua_isuserdata(L, arg))
2243  {
2244  u = &luaW_checkunit(L, arg);
2245  ++arg;
2246  }
2247  else
2248  {
2251  if (!ui.valid())
2252  return luaL_argerror(L, 1, "unit not found");
2253  u = ui.get_shared_ptr().get();
2254  ++arg;
2255  }
2256 
2257  if(!u)
2258  {
2259  return luaL_error(L, "wesnoth.find_vision_range: requires a valid unit");
2260  }
2261 
2262  std::map<map_location, int> jamming_map;
2263  actions::create_jamming_map(jamming_map, resources::gameboard->get_team(u->side()));
2264  pathfind::vision_path res(*u, u->get_location(), jamming_map);
2265 
2266  lua_createtable(L, res.destinations.size() + res.edges.size(), 0);
2267  for(const auto& d : res.destinations) {
2268  luaW_push_namedtuple(L, {"x", "y", "vision_left"});
2269  lua_pushinteger(L, d.curr.wml_x());
2270  lua_rawseti(L, -2, 1);
2271  lua_pushinteger(L, d.curr.wml_y());
2272  lua_rawseti(L, -2, 2);
2273  lua_pushinteger(L, d.move_left);
2274  lua_rawseti(L, -2, 3);
2275  lua_rawseti(L, -2, lua_rawlen(L, -2) + 1);
2276  }
2277  for(const auto& e : res.edges) {
2278  luaW_push_namedtuple(L, {"x", "y", "vision_left"});
2279  lua_pushinteger(L, e.wml_x());
2280  lua_rawseti(L, -2, 1);
2281  lua_pushinteger(L, e.wml_y());
2282  lua_rawseti(L, -2, 2);
2283  lua_pushinteger(L, -1);
2284  lua_rawseti(L, -2, 3);
2285  lua_rawseti(L, -2, lua_rawlen(L, -2) + 1);
2286  }
2287  return 1;
2288 }
2289 
2290 template<typename T> // This is only a template so I can avoid typing out the long typename. >_>
2291 static int load_fake_units(lua_State* L, int arg, T& fake_units)
2292 {
2293  for (int i = 1, i_end = lua_rawlen(L, arg); i <= i_end; ++i)
2294  {
2295  map_location src;
2296  lua_rawgeti(L, arg, i);
2297  int entry = lua_gettop(L);
2298  if (!lua_istable(L, entry)) {
2299  goto error;
2300  }
2301 
2302  if (!luaW_tolocation(L, entry, src)) {
2303  goto error;
2304  }
2305 
2306  lua_rawgeti(L, entry, 3);
2307  if (!lua_isnumber(L, -1)) {
2308  lua_getfield(L, entry, "side");
2309  if (!lua_isnumber(L, -1)) {
2310  goto error;
2311  }
2312  }
2313  int side = lua_tointeger(L, -1);
2314 
2315  lua_rawgeti(L, entry, 4);
2316  if (!lua_isstring(L, -1)) {
2317  lua_getfield(L, entry, "type");
2318  if (!lua_isstring(L, -1)) {
2319  goto error;
2320  }
2321  }
2322  std::string unit_type = lua_tostring(L, -1);
2323 
2324  fake_units.emplace_back(src, side, unit_type);
2325 
2326  lua_settop(L, entry - 1);
2327  }
2328  return 0;
2329 error:
2330  return luaL_argerror(L, arg, "unit type table malformed - each entry should be either array of 4 elements or table with keys x, y, side, type");
2331 }
2332 
2333 /**
2334  * Is called with one or more units and builds a cost map.
2335  * - Arg 1: source location. (Or Arg 1: unit. Or Arg 1: table containing a filter)
2336  * - Arg 2: optional array of tables with 4 elements (coordinates + side + unit type string)
2337  * - Arg 3: optional table (optional fields: ignore_units, ignore_teleport, viewing_side, debug).
2338  * - Arg 4: optional table: standard location filter.
2339  * - Ret 1: array of triples (coordinates + array of tuples(summed cost + reach counter)).
2340  */
2342 {
2343  int arg = 1;
2344  unit* unit = luaW_tounit(L, arg, true);
2346  luaW_tovconfig(L, arg, filter);
2347 
2348  std::vector<const ::unit*> real_units;
2349  typedef std::vector<std::tuple<map_location, int, std::string>> unit_type_vector;
2350  unit_type_vector fake_units;
2351 
2352 
2353  if (unit) // 1. arg - unit
2354  {
2355  real_units.push_back(unit);
2356  }
2357  else if (!filter.null()) // 1. arg - filter
2358  {
2359  for(const ::unit* match : unit_filter(filter).all_matches_on_map()) {
2360  if(match->get_location().valid()) {
2361  real_units.push_back(match);
2362  }
2363  }
2364  }
2365  else // 1. arg - coordinates
2366  {
2369  if (ui.valid())
2370  {
2371  real_units.push_back(&(*ui));
2372  }
2373  }
2374  ++arg;
2375 
2376  if (lua_istable(L, arg)) // 2. arg - optional types
2377  {
2378  load_fake_units(L, arg, fake_units);
2379  ++arg;
2380  }
2381 
2382  if(real_units.empty() && fake_units.empty())
2383  {
2384  return luaL_argerror(L, 1, "unit(s) not found");
2385  }
2386 
2387  int viewing_side = 0;
2388  bool ignore_units = true, see_all = true, ignore_teleport = false, debug = false, use_max_moves = false;
2389 
2390  if (lua_istable(L, arg)) // 4. arg - options
2391  {
2392  lua_pushstring(L, "ignore_units");
2393  lua_rawget(L, arg);
2394  if (!lua_isnil(L, -1))
2395  {
2396  ignore_units = luaW_toboolean(L, -1);
2397  }
2398  lua_pop(L, 1);
2399 
2400  lua_pushstring(L, "ignore_teleport");
2401  lua_rawget(L, arg);
2402  if (!lua_isnil(L, -1))
2403  {
2404  ignore_teleport = luaW_toboolean(L, -1);
2405  }
2406  lua_pop(L, 1);
2407 
2408  lua_pushstring(L, "viewing_side");
2409  lua_rawget(L, arg);
2410  if (!lua_isnil(L, -1))
2411  {
2412  int i = luaL_checkinteger(L, -1);
2413  if (i >= 1 && i <= static_cast<int>(teams().size()))
2414  {
2415  viewing_side = i;
2416  see_all = false;
2417  }
2418  }
2419 
2420  lua_pushstring(L, "debug");
2421  lua_rawget(L, arg);
2422  if (!lua_isnil(L, -1))
2423  {
2424  debug = luaW_toboolean(L, -1);
2425  }
2426  lua_pop(L, 1);
2427 
2428  lua_pushstring(L, "use_max_moves");
2429  lua_rawget(L, arg);
2430  if (!lua_isnil(L, -1))
2431  {
2432  use_max_moves = luaW_toboolean(L, -1);
2433  }
2434  lua_pop(L, 1);
2435  ++arg;
2436  }
2437 
2438  // 5. arg - location filter
2440  std::set<map_location> location_set;
2441  luaW_tovconfig(L, arg, filter);
2442  if (filter.null())
2443  {
2444  filter = vconfig(config(), true);
2445  }
2446  filter_context & fc = game_state_;
2447  const terrain_filter t_filter(filter, &fc, false);
2448  t_filter.get_locations(location_set, true);
2449  ++arg;
2450 
2451  // build cost_map
2452  const team& viewing_team = viewing_side
2453  ? board().get_team(viewing_side)
2454  : board().teams()[0];
2455 
2456  pathfind::full_cost_map cost_map(
2457  ignore_units, !ignore_teleport, viewing_team, see_all, ignore_units);
2458 
2459  for (const ::unit* const u : real_units)
2460  {
2461  cost_map.add_unit(*u, use_max_moves);
2462  }
2463  for (const unit_type_vector::value_type& fu : fake_units)
2464  {
2465  const unit_type* ut = unit_types.find(std::get<2>(fu));
2466  cost_map.add_unit(std::get<0>(fu), ut, std::get<1>(fu));
2467  }
2468 
2469  if (debug)
2470  {
2471  if (game_display_) {
2473  for (const map_location& loc : location_set)
2474  {
2475  std::stringstream s;
2476  s << cost_map.get_pair_at(loc).first;
2477  s << " / ";
2478  s << cost_map.get_pair_at(loc).second;
2479  game_display_->labels().set_label(loc, s.str());
2480  }
2481  }
2482  }
2483 
2484  // create return value
2485  lua_createtable(L, location_set.size(), 0);
2486  int counter = 1;
2487  for (const map_location& loc : location_set)
2488  {
2489  luaW_push_namedtuple(L, {"x", "y", "cost", "reach"});
2490 
2491  lua_pushinteger(L, loc.wml_x());
2492  lua_rawseti(L, -2, 1);
2493 
2494  lua_pushinteger(L, loc.wml_y());
2495  lua_rawseti(L, -2, 2);
2496 
2497  lua_pushinteger(L, cost_map.get_pair_at(loc).first);
2498  lua_rawseti(L, -2, 3);
2499 
2500  lua_pushinteger(L, cost_map.get_pair_at(loc).second);
2501  lua_rawseti(L, -2, 4);
2502 
2503  lua_rawseti(L, -2, counter);
2504  ++counter;
2505  }
2506  return 1;
2507 }
2508 
2509 const char* labelKey = "floating label";
2510 
2511 static int* luaW_check_floating_label(lua_State* L, int idx)
2512 {
2513  return reinterpret_cast<int*>(luaL_checkudata(L, idx, labelKey));
2514 }
2515 
2516 static int impl_floating_label_getmethod(lua_State* L)
2517 {
2518  const char* m = luaL_checkstring(L, 2);
2519  return_bool_attrib("valid", *luaW_check_floating_label(L, 1) != 0);
2520  return luaW_getmetafield(L, 1, m);
2521 }
2522 
2524 {
2525  int* handle = luaW_check_floating_label(L, 1);
2526  std::chrono::milliseconds fade{luaL_optinteger(L, 2, -1)};
2527  if(*handle != 0) {
2528  // Passing -1 as the second argument means it uses the fade time that was set when the label was created
2530  }
2531  *handle = 0;
2532  return 0;
2533 }
2534 
2536 {
2537  int* handle = luaW_check_floating_label(L, 1);
2538  if(*handle != 0) {
2539  font::move_floating_label(*handle, luaL_checknumber(L, 2), luaL_checknumber(L, 3));
2540  }
2541  return 0;
2542 }
2543 
2544 /**
2545  * Create a new floating label or replace an existing one.
2546  * Arg 1: label handle to be replaced (optional). If unspecified, a new floating label is created.
2547  * Arg 2: text - string
2548  * Arg 3: options table
2549  * - size: font size
2550  * - max_width: max width for word wrapping
2551  * - color: font color
2552  * - bgcolor: background color
2553  * - bgalpha: background opacity
2554  * - duration: display duration (integer or the string "unlimited")
2555  * - fade_time: duration of fade-out
2556  * - location: screen offset
2557  * - valign: vertical alignment and anchoring - "top", "center", or "bottom"
2558  * - halign: horizontal alignment and anchoring - "left", "center", or "right"
2559  * Returns: label handle
2560  */
2561 int game_lua_kernel::intf_set_floating_label(lua_State* L, bool spawn)
2562 {
2563  int idx = 1;
2564  int* handle = nullptr;
2565  if(spawn) {
2566  // Creating a new label, allocate a new handle
2567  handle = new(L)int();
2568  } else {
2569  // First argument is the label handle
2571  idx++;
2572  }
2573  int handle_idx = lua_gettop(L);
2574 
2575  t_string text = luaW_checktstring(L, idx);
2576  int size = font::SIZE_SMALL;
2577  int width = 0;
2578  double width_ratio = 0;
2579  color_t color = font::LABEL_COLOR, bgcolor{0, 0, 0, 0};
2580  int lifetime = 2'000, fadeout = 100;
2581  font::ALIGN alignment = font::ALIGN::CENTER_ALIGN, vertical_alignment = font::ALIGN::CENTER_ALIGN;
2582  // This is actually a relative screen location in pixels, but map_location already supports
2583  // everything needed to read in a pair of coordinates.
2584  // Depending on the chosen alignment, it may be relative to centre, an edge centre, or a corner.
2585  map_location loc{0, 0, wml_loc()};
2586  if(lua_istable(L, idx+1)) {
2587  if(luaW_tableget(L, idx+1, "size")) {
2588  size = luaL_checkinteger(L, -1);
2589  }
2590  if(luaW_tableget(L, idx+1, "max_width")) {
2591  int found_number;
2592  width = lua_tointegerx(L, -1, &found_number);
2593  if(!found_number) {
2594  auto value = luaW_tostring(L, -1);
2595  try {
2596  if(!value.empty() && value.back() == '%') {
2597  value.remove_suffix(1);
2598  width_ratio = std::stoi(std::string(value)) / 100.0;
2599  } else throw std::invalid_argument(value.data());
2600  } catch(std::invalid_argument&) {
2601  return luaL_argerror(L, -1, "max_width should be integer or percentage");
2602  }
2603 
2604  }
2605  }
2606  if(luaW_tableget(L, idx+1, "color")) {
2607  if(lua_isstring(L, -1)) {
2608  color = color_t::from_hex_string(lua_tostring(L, -1));
2609  } else {
2610  auto vec = lua_check<std::vector<int>>(L, -1);
2611  if(vec.size() != 3) {
2612  int idx = lua_absindex(L, -1);
2613  if(luaW_tableget(L, idx, "r") && luaW_tableget(L, idx, "g") && luaW_tableget(L, idx, "b")) {
2614  color.r = luaL_checkinteger(L, -3);
2615  color.g = luaL_checkinteger(L, -2);
2616  color.b = luaL_checkinteger(L, -1);
2617  } else {
2618  return luaL_error(L, "floating label text color should be a hex string, an array of 3 integers, or a table with r,g,b keys");
2619  }
2620  } else {
2621  color.r = vec[0];
2622  color.g = vec[1];
2623  color.b = vec[2];
2624  }
2625  }
2626  }
2627  if(luaW_tableget(L, idx+1, "bgcolor")) {
2628  if(lua_isstring(L, -1)) {
2629  bgcolor = color_t::from_hex_string(lua_tostring(L, -1));
2630  } else {
2631  auto vec = lua_check<std::vector<int>>(L, -1);
2632  if(vec.size() != 3) {
2633  int idx = lua_absindex(L, -1);
2634  if(luaW_tableget(L, idx, "r") && luaW_tableget(L, idx, "g") && luaW_tableget(L, idx, "b")) {
2635  bgcolor.r = luaL_checkinteger(L, -3);
2636  bgcolor.g = luaL_checkinteger(L, -2);
2637  bgcolor.b = luaL_checkinteger(L, -1);
2638  } else {
2639  return luaL_error(L, "floating label background color should be a hex string, an array of 3 integers, or a table with r,g,b keys");
2640  }
2641  } else {
2642  bgcolor.r = vec[0];
2643  bgcolor.g = vec[1];
2644  bgcolor.b = vec[2];
2645  }
2646  bgcolor.a = ALPHA_OPAQUE;
2647  }
2648  if(luaW_tableget(L, idx+1, "bgalpha")) {
2649  bgcolor.a = luaL_checkinteger(L, -1);
2650  }
2651  }
2652  if(luaW_tableget(L, idx+1, "duration")) {
2653  int found_number;
2654  lifetime = lua_tointegerx(L, -1, &found_number);
2655  if(!found_number) {
2656  auto value = luaW_tostring(L, -1);
2657  if(value == "unlimited") {
2658  lifetime = -1;
2659  } else {
2660  return luaL_argerror(L, -1, "duration should be integer or 'unlimited'");
2661  }
2662  }
2663  }
2664  if(luaW_tableget(L, idx+1, "fade_time")) {
2665  fadeout = lua_tointeger(L, -1);
2666  }
2667  if(luaW_tableget(L, idx+1, "location")) {
2668  loc = luaW_checklocation(L, -1);
2669  }
2670  if(luaW_tableget(L, idx+1, "halign")) {
2671  static const char* options[] = {"left", "center", "right"};
2672  alignment = font::ALIGN(luaL_checkoption(L, -1, nullptr, options));
2673  }
2674  if(luaW_tableget(L, idx+1, "valign")) {
2675  static const char* options[] = {"top", "center", "bottom"};
2676  vertical_alignment = font::ALIGN(luaL_checkoption(L, -1, nullptr, options));
2677  }
2678  }
2679 
2680  if(*handle != 0) {
2682  }
2683 
2685  if(width_ratio > 0) {
2686  width = static_cast<int>(std::round(rect.w * width_ratio));
2687  }
2688  int x = 0, y = 0;
2689  switch(alignment) {
2691  x = rect.x + loc.wml_x();
2692  break;
2694  x = rect.x + rect.w / 2 + loc.wml_x();
2695  break;
2697  x = rect.x + rect.w - loc.wml_x();
2698  break;
2699  }
2700  switch(vertical_alignment) {
2701  case font::ALIGN::LEFT_ALIGN: // top
2702  y = rect.y + loc.wml_y();
2703  break;
2705  y = rect.y + rect.h / 2 + loc.wml_y();
2706  break;
2707  case font::ALIGN::RIGHT_ALIGN: // bottom
2708  // The size * 1.5 adjustment avoids the text being cut off if placed at y = 0
2709  // This is necessary because the text is positioned by the top edge but we want it to
2710  // seem like it's positioned by the bottom edge.
2711  // This wouldn't work for multiline text, but we don't expect that to be common in this API anyway.
2712  y = rect.y + rect.h - loc.wml_y() - static_cast<int>(size * 1.5);
2713  break;
2714  }
2715 
2716  using std::chrono::milliseconds;
2717  font::floating_label flabel(text);
2718  flabel.set_font_size(size);
2719  flabel.set_color(color);
2720  flabel.set_bg_color(bgcolor);
2721  flabel.set_alignment(alignment);
2722  flabel.set_position(x, y);
2723  flabel.set_lifetime(milliseconds{lifetime}, milliseconds{fadeout});
2724  flabel.set_clip_rect(rect);
2725 
2726  // Adjust fallback width (map area) to avoid text escaping when location != 0
2727  if(width > 0) {
2728  flabel.set_width(std::min(width, rect.w - loc.wml_x()));
2729  } else {
2730  flabel.set_width(rect.w - loc.wml_x());
2731  }
2732 
2733  *handle = font::add_floating_label(flabel);
2734  lua_settop(L, handle_idx);
2735  if(luaL_newmetatable(L, labelKey)) {
2736  // Initialize the metatable
2737  static const luaL_Reg methods[] = {
2738  {"remove", &dispatch<&game_lua_kernel::intf_remove_floating_label>},
2739  {"move", &dispatch<&game_lua_kernel::intf_move_floating_label>},
2740  {"replace", &dispatch2<&game_lua_kernel::intf_set_floating_label, false>},
2741  {"__index", &impl_floating_label_getmethod},
2742  { nullptr, nullptr }
2743  };
2744  luaL_setfuncs(L, methods, 0);
2745  luaW_table_set(L, -1, "__metatable", std::string(labelKey));
2746  }
2747  lua_setmetatable(L, handle_idx);
2748  lua_settop(L, handle_idx);
2749  return 1;
2750 }
2751 
2753 {
2754  if(game_display_) {
2756  }
2757 
2758  resources::whiteboard->on_kill_unit();
2759 }
2760 
2761 /**
2762  * Places a unit on the map.
2763  * - Arg 1: (optional) location.
2764  * - Arg 2: Unit (WML table or proxy), or nothing/nil to delete.
2765  * OR
2766  * - Arg 1: Unit (WML table or proxy)
2767  * - Arg 2: (optional) location
2768  * - Arg 3: (optional) boolean
2769  */
2771 {
2772  if(map_locked_) {
2773  return luaL_error(L, "Attempted to move a unit while the map is locked");
2774  }
2775 
2776  map_location loc;
2777  if (luaW_tolocation(L, 2, loc)) {
2778  if (!map().on_board(loc)) {
2779  return luaL_argerror(L, 2, "invalid location");
2780  }
2781  }
2782 
2783  if((luaW_isunit(L, 1))) {
2784  lua_unit& u = *luaW_checkunit_ref(L, 1);
2785  if(u.on_map() && u->get_location() == loc) {
2786  return 0;
2787  }
2788  if (!loc.valid()) {
2789  loc = u->get_location();
2790  if (!map().on_board(loc))
2791  return luaL_argerror(L, 1, "invalid location");
2792  }
2793 
2795  u.put_map(loc);
2796  u.get_shared()->anim_comp().set_standing();
2798  } else if(!lua_isnoneornil(L, 1)) {
2799  const vconfig* vcfg = nullptr;
2800  config cfg = luaW_checkconfig(L, 1, vcfg);
2801  if (!map().on_board(loc)) {
2802  loc.set_wml_x(cfg["x"].to_int());
2803  loc.set_wml_y(cfg["y"].to_int());
2804  if (!map().on_board(loc))
2805  return luaL_argerror(L, 2, "invalid location");
2806  }
2807 
2808  unit_ptr u = unit::create(cfg, true, vcfg);
2809  units().erase(loc);
2811  u->set_location(loc);
2812  units().insert(u);
2813  u->anim_comp().reset_affect_adjacent(units());
2814  }
2815 
2816  // Fire event if using the deprecated version or if the final argument is not false
2817  // If the final boolean argument is omitted, the actual final argument (the unit or location) will always yield true.
2818  if(luaW_toboolean(L, -1)) {
2819  play_controller_.pump().fire("unit_placed", loc);
2820  }
2821  return 0;
2822 }
2823 
2824 /**
2825  * Erases a unit from the map
2826  * - Arg 1: Unit to erase OR Location to erase unit
2827  */
2829 {
2830  if(map_locked_) {
2831  return luaL_error(L, "Attempted to remove a unit while the map is locked");
2832  }
2833  map_location loc;
2834 
2835  if(luaW_isunit(L, 1)) {
2836  lua_unit& u = *luaW_checkunit_ref(L, 1);
2837  if (u.on_map()) {
2838  loc = u->get_location();
2839  if (!map().on_board(loc)) {
2840  return luaL_argerror(L, 1, "invalid location");
2841  }
2843  } else if (int side = u.on_recall_list()) {
2844  team &t = board().get_team(side);
2845  // Should it use underlying ID instead?
2846  t.recall_list().erase_if_matches_id(u->id());
2847  } else {
2848  return luaL_argerror(L, 1, "can't erase private units");
2849  }
2850  } else if (luaW_tolocation(L, 1, loc)) {
2851  if (!map().on_board(loc)) {
2852  return luaL_argerror(L, 1, "invalid location");
2853  }
2854  } else {
2855  return luaL_argerror(L, 1, "expected unit or location");
2856  }
2857 
2858  units().erase(loc);
2859  resources::whiteboard->on_kill_unit();
2860  return 0;
2861 }
2862 
2863 /**
2864  * Puts a unit on a recall list.
2865  * - Arg 1: WML table or unit.
2866  * - Arg 2: (optional) side.
2867  */
2869 {
2870  if(map_locked_) {
2871  return luaL_error(L, "Attempted to move a unit while the map is locked");
2872  }
2873  lua_unit *lu = nullptr;
2874  unit_ptr u = unit_ptr();
2875  int side = lua_tointeger(L, 2);
2876  if (static_cast<unsigned>(side) > teams().size()) side = 0;
2877 
2878  if(luaW_isunit(L, 1)) {
2879  lu = luaW_checkunit_ref(L, 1);
2880  u = lu->get_shared();
2881  if(lu->on_recall_list() && lu->on_recall_list() == side) {
2882  return luaL_argerror(L, 1, "unit already on recall list");
2883  }
2884  } else {
2885  const vconfig* vcfg = nullptr;
2886  config cfg = luaW_checkconfig(L, 1, vcfg);
2887  u = unit::create(cfg, true, vcfg);
2888  }
2889 
2890  if (!side) {
2891  side = u->side();
2892  } else {
2893  u->set_side(side);
2894  }
2895  team &t = board().get_team(side);
2896  // Avoid duplicates in the recall list.
2897  std::size_t uid = u->underlying_id();
2898  t.recall_list().erase_by_underlying_id(uid);
2899  t.recall_list().add(u);
2900  if (lu) {
2901  if (lu->on_map()) {
2902  units().erase(u->get_location());
2903  resources::whiteboard->on_kill_unit();
2904  u->anim_comp().clear_haloes();
2905  u->anim_comp().reset_affect_adjacent(units());
2906  }
2907  lu->lua_unit::~lua_unit();
2908  new(lu) lua_unit(side, uid);
2909  }
2910 
2911  return 0;
2912 }
2913 
2914 /**
2915  * Extracts a unit from the map or a recall list and gives it to Lua.
2916  * - Arg 1: unit userdata.
2917  */
2919 {
2920  if(map_locked_) {
2921  return luaL_error(L, "Attempted to remove a unit while the map is locked");
2922  }
2923  lua_unit* lu = luaW_checkunit_ref(L, 1);
2924  unit_ptr u = lu->get_shared();
2925 
2926  if (lu->on_map()) {
2927  u = units().extract(u->get_location());
2928  assert(u);
2929  u->anim_comp().clear_haloes();
2930  u->anim_comp().reset_affect_adjacent(units());
2931  } else if (int side = lu->on_recall_list()) {
2932  team &t = board().get_team(side);
2933  unit_ptr v = u->clone();
2934  t.recall_list().erase_if_matches_id(u->id());
2935  u = v;
2936  } else {
2937  return 0;
2938  }
2939 
2940  lu->lua_unit::~lua_unit();
2941  new(lu) lua_unit(u);
2942  return 0;
2943 }
2944 
2945 /**
2946  * Finds a vacant tile.
2947  * - Arg 1: location.
2948  * - Arg 2: optional unit for checking movement type.
2949  * - Rets 1,2: location.
2950  */
2952 {
2954 
2955  unit_ptr u;
2956  if (!lua_isnoneornil(L, 2)) {
2957  if(luaW_isunit(L, 2)) {
2958  u = luaW_checkunit_ptr(L, 2, false);
2959  } else {
2960  const vconfig* vcfg = nullptr;
2961  config cfg = luaW_checkconfig(L, 2, vcfg);
2962  u = unit::create(cfg, false, vcfg);
2963  if (u->get_location().valid()) {
2964  u->anim_comp().reset_affect_adjacent(units());
2965  }
2966  }
2967  }
2968 
2970 
2971  if (!res.valid()) return 0;
2972  lua_pushinteger(L, res.wml_x());
2973  lua_pushinteger(L, res.wml_y());
2974  return 2;
2975 }
2976 
2977 /**
2978  * Floats some text on the map.
2979  * - Arg 1: location.
2980  * - Arg 2: string.
2981  * - Arg 3: color.
2982  */
2984 {
2986  color_t color = font::LABEL_COLOR;
2987 
2988  t_string text = luaW_checktstring(L, 2);
2989  if (!lua_isnoneornil(L, 3)) {
2990  color = color_t::from_rgb_string(luaL_checkstring(L, 3));
2991  }
2992 
2993  if (game_display_) {
2994  game_display_->float_label(loc, text, color);
2995  }
2996  return 0;
2997 }
2998 
2999 namespace
3000 {
3001  const unit_map& get_unit_map()
3002  {
3003  // Used if we're in the game, including during the construction of the display_context
3004  if(resources::gameboard) {
3005  return resources::gameboard->units();
3006  }
3007 
3008  // If we get here, we're in the scenario editor
3009  assert(display::get_singleton());
3010  return display::get_singleton()->context().units();
3011  }
3012  void reset_affect_adjacent(const unit& unit)
3013  {
3014  unit.anim_comp().reset_affect_adjacent(get_unit_map());
3015  }
3016 }
3017 
3018 /**
3019  * Creates a unit from its WML description.
3020  * - Arg 1: WML table.
3021  * - Ret 1: unit userdata.
3022  */
3023 static int intf_create_unit(lua_State *L)
3024 {
3025  const vconfig* vcfg = nullptr;
3026  config cfg = luaW_checkconfig(L, 1, vcfg);
3027  unit_ptr u = unit::create(cfg, true, vcfg);
3028  luaW_pushunit(L, u);
3029  if (u->get_location().valid()) {
3030  reset_affect_adjacent(*u);
3031  }
3032  return 1;
3033 }
3034 
3035 /**
3036  * Copies a unit.
3037  * - Arg 1: unit userdata.
3038  * - Ret 1: unit userdata.
3039  */
3040 static int intf_copy_unit(lua_State *L)
3041 {
3042  unit& u = luaW_checkunit(L, 1);
3043  luaW_pushunit(L, u.clone());
3044  return 1;
3045 }
3046 
3047 /**
3048  * Returns unit resistance against a given attack type.
3049  * - Arg 1: unit userdata.
3050  * - Arg 2: string containing the attack type.
3051  * - Arg 3: boolean indicating if attacker.
3052  * - Arg 4: optional location.
3053  * - Ret 1: integer.
3054  */
3055 static int intf_unit_resistance(lua_State *L)
3056 {
3057  const unit& u = luaW_checkunit(L, 1);
3058  char const *m = luaL_checkstring(L, 2);
3059  bool a = false;
3061 
3062  if(lua_isboolean(L, 3)) {
3063  a = luaW_toboolean(L, 3);
3064  if(!lua_isnoneornil(L, 4)) {
3065  loc = luaW_checklocation(L, 4);
3066  }
3067  } else if(!lua_isnoneornil(L, 3)) {
3068  loc = luaW_checklocation(L, 3);
3069  }
3070 
3071  lua_pushinteger(L, 100 - u.resistance_against(m, a, loc));
3072  return 1;
3073 }
3074 
3075 /**
3076  * Returns unit movement cost on a given terrain.
3077  * - Arg 1: unit userdata.
3078  * - Arg 2: string containing the terrain type.
3079  * - Ret 1: integer.
3080  */
3081 static int intf_unit_movement_cost(lua_State *L)
3082 {
3083  const unit& u = luaW_checkunit(L, 1);
3085  map_location loc;
3086  if(luaW_tolocation(L, 2, loc)) {
3087  t = static_cast<const game_board*>(resources::gameboard)->map()[loc];
3088  } else if(lua_isstring(L, 2)) {
3089  char const *m = luaL_checkstring(L, 2);
3091  } else return luaW_type_error(L, 2, "location or terrain string");
3092  lua_pushinteger(L, u.movement_cost(t));
3093  return 1;
3094 }
3095 
3096 /**
3097  * Returns unit vision cost on a given terrain.
3098  * - Arg 1: unit userdata.
3099  * - Arg 2: string containing the terrain type.
3100  * - Ret 1: integer.
3101  */
3102 static int intf_unit_vision_cost(lua_State *L)
3103 {
3104  const unit& u = luaW_checkunit(L, 1);
3106  map_location loc;
3107  if(luaW_tolocation(L, 2, loc)) {
3108  t = static_cast<const game_board*>(resources::gameboard)->map()[loc];
3109  } else if(lua_isstring(L, 2)) {
3110  char const *m = luaL_checkstring(L, 2);
3112  } else return luaW_type_error(L, 2, "location or terrain string");
3113  lua_pushinteger(L, u.vision_cost(t));
3114  return 1;
3115 }
3116 
3117 /**
3118  * Returns unit jamming cost on a given terrain.
3119  * - Arg 1: unit userdata.
3120  * - Arg 2: string containing the terrain type.
3121  * - Ret 1: integer.
3122  */
3123 static int intf_unit_jamming_cost(lua_State *L)
3124 {
3125  const unit& u = luaW_checkunit(L, 1);
3127  map_location loc;
3128  if(luaW_tolocation(L, 2, loc)) {
3129  t = static_cast<const game_board*>(resources::gameboard)->map()[loc];
3130  } else if(lua_isstring(L, 2)) {
3131  char const *m = luaL_checkstring(L, 2);
3133  } else return luaW_type_error(L, 2, "location or terrain string");
3134  lua_pushinteger(L, u.jamming_cost(t));
3135  return 1;
3136 }
3137 
3138 /**
3139  * Returns unit defense on a given terrain.
3140  * - Arg 1: unit userdata.
3141  * - Arg 2: string containing the terrain type.
3142  * - Ret 1: integer.
3143  */
3144 static int intf_unit_defense(lua_State *L)
3145 {
3146  const unit& u = luaW_checkunit(L, 1);
3148  map_location loc;
3149  if(luaW_tolocation(L, 2, loc)) {
3150  t = static_cast<const game_board*>(resources::gameboard)->map()[loc];
3151  } else if(lua_isstring(L, 2)) {
3152  char const *m = luaL_checkstring(L, 2);
3154  } else return luaW_type_error(L, 2, "location or terrain string");
3155  lua_pushinteger(L, 100 - u.defense_modifier(t));
3156  return 1;
3157 }
3158 
3159 /**
3160  * Returns true if the unit has the given ability enabled.
3161  * - Arg 1: unit userdata.
3162  * - Arg 2: string.
3163  * - Ret 1: boolean.
3164  */
3166 {
3167  const unit& u = luaW_checkunit(L, 1);
3168  char const *m = luaL_checkstring(L, 2);
3169  lua_pushboolean(L, u.get_ability_bool(m));
3170  return 1;
3171 }
3172 
3173 /**
3174  * Changes a unit to the given unit type.
3175  * - Arg 1: unit userdata.
3176  * - Arg 2: unit type name
3177  * - Arg 3: (optional) unit variation name
3178  */
3179 static int intf_transform_unit(lua_State *L)
3180 {
3181  unit& u = luaW_checkunit(L, 1);
3182  char const *m = luaL_checkstring(L, 2);
3183  const unit_type *utp = unit_types.find(m);
3184  if (!utp) return luaL_argerror(L, 2, "unknown unit type");
3185  if(lua_isstring(L, 3)) {
3186  const std::string& m2 = lua_tostring(L, 3);
3187  if(!utp->has_variation(m2)) return luaL_argerror(L, 2, "unknown unit variation");
3188  utp = &utp->get_variation(m2);
3189  }
3190  u.advance_to(*utp);
3191  if (u.get_location().valid()) {
3192  reset_affect_adjacent(u);
3193  }
3194 
3195  return 0;
3196 }
3197 
3198 /**
3199  * Puts a table at the top of the stack with some combat result.
3200  */
3201 static void luaW_pushsimdata(lua_State *L, const combatant &cmb)
3202 {
3203  int n = cmb.hp_dist.size();
3204  lua_createtable(L, 0, 4);
3205  lua_pushnumber(L, cmb.poisoned);
3206  lua_setfield(L, -2, "poisoned");
3207  lua_pushnumber(L, cmb.slowed);
3208  lua_setfield(L, -2, "slowed");
3209  lua_pushnumber(L, cmb.untouched);
3210  lua_setfield(L, -2, "untouched");
3211  lua_pushnumber(L, cmb.average_hp());
3212  lua_setfield(L, -2, "average_hp");
3213  lua_createtable(L, n, 0);
3214  for (int i = 0; i < n; ++i) {
3215  lua_pushnumber(L, cmb.hp_dist[i]);
3216  lua_rawseti(L, -2, i);
3217  }
3218  lua_setfield(L, -2, "hp_chance");
3219 }
3220 
3221 /**
3222  * Puts a table at the top of the stack with information about the combatants' weapons.
3223  */
3224 static void luaW_pushsimweapon(lua_State *L, const battle_context_unit_stats &bcustats)
3225 {
3226 
3227  lua_createtable(L, 0, 16);
3228 
3229  lua_pushnumber(L, bcustats.num_blows);
3230  lua_setfield(L, -2, "num_blows");
3231  lua_pushnumber(L, bcustats.damage);
3232  lua_setfield(L, -2, "damage");
3233  lua_pushnumber(L, bcustats.chance_to_hit);
3234  lua_setfield(L, -2, "chance_to_hit");
3235  lua_pushboolean(L, bcustats.poisons);
3236  lua_setfield(L, -2, "poisons");
3237  lua_pushboolean(L, bcustats.slows);
3238  lua_setfield(L, -2, "slows");
3239  lua_pushboolean(L, bcustats.petrifies);
3240  lua_setfield(L, -2, "petrifies");
3241  lua_pushboolean(L, bcustats.plagues);
3242  lua_setfield(L, -2, "plagues");
3243  lua_pushstring(L, bcustats.plague_type.c_str());
3244  lua_setfield(L, -2, "plague_type");
3245  lua_pushnumber(L, bcustats.rounds);
3246  lua_setfield(L, -2, "rounds");
3247  lua_pushboolean(L, bcustats.firststrike);
3248  lua_setfield(L, -2, "firststrike");
3249  lua_pushboolean(L, bcustats.drains);
3250  lua_setfield(L, -2, "drains");
3251  lua_pushnumber(L, bcustats.drain_constant);
3252  lua_setfield(L, -2, "drain_constant");
3253  lua_pushnumber(L, bcustats.drain_percent);
3254  lua_setfield(L, -2, "drain_percent");
3255 
3256 
3257  //if we called simulate_combat without giving an explicit weapon this can be useful.
3258  lua_pushnumber(L, bcustats.attack_num);
3259  lua_setfield(L, -2, "attack_num"); // DEPRECATED
3260  lua_pushnumber(L, bcustats.attack_num + 1);
3261  lua_setfield(L, -2, "number");
3262  //this is nullptr when there is no counter weapon
3263  if(bcustats.weapon != nullptr)
3264  {
3265  lua_pushstring(L, bcustats.weapon->id().c_str());
3266  lua_setfield(L, -2, "name");
3267  luaW_pushweapon(L, bcustats.weapon);
3268  lua_setfield(L, -2, "weapon");
3269  }
3270 
3271 }
3272 
3273 /**
3274  * Simulates a combat between two units.
3275  * - Arg 1: attacker userdata.
3276  * - Arg 2: optional weapon index.
3277  * - Arg 3: defender userdata.
3278  * - Arg 4: optional weapon index.
3279  *
3280  * - Ret 1: attacker results.
3281  * - Ret 2: defender results.
3282  * - Ret 3: info about the attacker weapon.
3283  * - Ret 4: info about the defender weapon.
3284  */
3286 {
3287  int arg_num = 1, att_w = -1, def_w = -1;
3288 
3289  unit_const_ptr att = luaW_checkunit(L, arg_num).shared_from_this();
3290  ++arg_num;
3291  if (lua_isnumber(L, arg_num)) {
3292  att_w = lua_tointeger(L, arg_num) - 1;
3293  if (att_w < 0 || att_w >= static_cast<int>(att->attacks().size()))
3294  return luaL_argerror(L, arg_num, "weapon index out of bounds");
3295  ++arg_num;
3296  }
3297 
3298  unit_const_ptr def = luaW_checkunit(L, arg_num).shared_from_this();
3299  ++arg_num;
3300  if (lua_isnumber(L, arg_num)) {
3301  def_w = lua_tointeger(L, arg_num) - 1;
3302  if (def_w < 0 || def_w >= static_cast<int>(def->attacks().size()))
3303  return luaL_argerror(L, arg_num, "weapon index out of bounds");
3304  ++arg_num;
3305  }
3306 
3307  battle_context context(units(), att->get_location(),
3308  def->get_location(), att_w, def_w, 0.0, nullptr, att, def);
3309 
3312  luaW_pushsimweapon(L, context.get_attacker_stats());
3313  luaW_pushsimweapon(L, context.get_defender_stats());
3314  return 4;
3315 }
3316 
3317 /**
3318  * Plays a sound, possibly repeated.
3319  * - Arg 1: string.
3320  * - Arg 2: optional integer.
3321  */
3323 {
3324  if (play_controller_.is_skipping_replay()) return 0;
3325  char const *m = luaL_checkstring(L, 1);
3326  int repeats = luaL_optinteger(L, 2, 0);
3327  sound::play_sound(m, sound::SOUND_FX, repeats);
3328  return 0;
3329 }
3330 
3331 /**
3332  * Sets an achievement as being completed.
3333  * - Arg 1: string - content_for.
3334  * - Arg 2: string - id.
3335  */
3337 {
3338  const char* content_for = luaL_checkstring(L, 1);
3339  const char* id = luaL_checkstring(L, 2);
3340 
3341  for(achievement_group& group : game_config_manager::get()->get_achievements()) {
3342  if(group.content_for_ == content_for) {
3343  for(achievement& achieve : group.achievements_) {
3344  if(achieve.id_ == id) {
3345  // already achieved
3346  if(achieve.achieved_) {
3347  return 0;
3348  }
3349  // found the achievement - mark it as completed
3350  if(!play_controller_.is_replay()) {
3351  prefs::get().set_achievement(content_for, id);
3352  }
3353  achieve.achieved_ = true;
3354  // progressable achievements can also check for current progress equals -1
3355  if(achieve.max_progress_ != 0) {
3356  achieve.current_progress_ = -1;
3357  }
3358  if(achieve.sound_path_ != "") {
3360  }
3361  // show the achievement popup
3362  luaW_getglobal(L, "gui", "show_popup");
3363  luaW_pushtstring(L, achieve.name_completed_);
3365  lua_pushstring(L, achieve.icon_completed_.c_str());
3366  luaW_pcall(L, 3, 0, 0);
3367  return 0;
3368  }
3369  }
3370  // achievement not found - existing achievement group but non-existing achievement id
3371  ERR_LUA << "Achievement " << id << " not found for achievement group " << content_for;
3372  return 0;
3373  }
3374  }
3375 
3376  // achievement group not found
3377  ERR_LUA << "Achievement group " << content_for << " not found";
3378  return 0;
3379 }
3380 
3381 /**
3382  * Returns whether an achievement has been completed.
3383  * - Arg 1: string - content_for.
3384  * - Arg 2: string - id.
3385  * - Ret 1: boolean.
3386  */
3388 {
3389  const char* content_for = luaL_checkstring(L, 1);
3390  const char* id = luaL_checkstring(L, 2);
3391 
3392  if(resources::controller->is_networked_mp() && synced_context::is_synced()) {
3393  ERR_LUA << "Returning false for whether a player has completed an achievement due to being networked multiplayer.";
3394  lua_pushboolean(L, false);
3395  } else {
3396  lua_pushboolean(L, prefs::get().achievement(content_for, id));
3397  }
3398 
3399  return 1;
3400 }
3401 
3402 /**
3403  * Returns information on a single achievement, or no data if the achievement is not found.
3404  * - Arg 1: string - content_for.
3405  * - Arg 2: string - id.
3406  * - Ret 1: WML table returned by the function.
3407  */
3409 {
3410  const char* content_for = luaL_checkstring(L, 1);
3411  const char* id = luaL_checkstring(L, 2);
3412 
3413  config cfg;
3414  for(const auto& group : game_config_manager::get()->get_achievements()) {
3415  if(group.content_for_ == content_for) {
3416  for(const auto& achieve : group.achievements_) {
3417  if(achieve.id_ == id) {
3418  // found the achievement - return it as a config
3419  cfg["id"] = achieve.id_;
3420  cfg["name"] = achieve.name_;
3421  cfg["name_completed"] = achieve.name_completed_;
3422  cfg["description"] = achieve.description_;
3423  cfg["description_completed"] = achieve.description_completed_;
3424  cfg["icon"] = achieve.icon_;
3425  cfg["icon_completed"] = achieve.icon_completed_;
3426  cfg["hidden"] = achieve.hidden_;
3427  cfg["achieved"] = achieve.achieved_;
3428  cfg["max_progress"] = achieve.max_progress_;
3429  cfg["current_progress"] = achieve.current_progress_;
3430 
3431  for(const auto& sub_ach : achieve.sub_achievements_) {
3432  config& sub = cfg.add_child("sub_achievement");
3433  sub["id"] = sub_ach.id_;
3434  sub["description"] = sub_ach.description_;
3435  sub["icon"] = sub_ach.icon_;
3436  sub["achieved"] = sub_ach.achieved_;
3437  }
3438 
3439  luaW_pushconfig(L, cfg);
3440  return 1;
3441  }
3442  }
3443  // return empty config - existing achievement group but non-existing achievement id
3444  ERR_LUA << "Achievement " << id << " not found for achievement group " << content_for;
3445  luaW_pushconfig(L, cfg);
3446  return 1;
3447  }
3448  }
3449  // return empty config - non-existing achievement group
3450  ERR_LUA << "Achievement group " << content_for << " not found";
3451  luaW_pushconfig(L, cfg);
3452  return 1;
3453 }
3454 
3455 /**
3456  * Progresses the provided achievement.
3457  * - Arg 1: string - content_for.
3458  * - Arg 2: string - achievement id.
3459  * - Arg 3: int - the amount to progress the achievement.
3460  * - Arg 4: int - the limit the achievement can progress by
3461  * - Ret 1: int - the achievement's current progress after adding amount or -1 if not a progressable achievement (including if it's already achieved)
3462  * - Ret 2: int - the achievement's max progress or -1 if not a progressable achievement
3463  */
3465 {
3466  const char* content_for = luaL_checkstring(L, 1);
3467  const char* id = luaL_checkstring(L, 2);
3468  int amount = luaL_checkinteger(L, 3);
3469  int limit = luaL_optinteger(L, 4, 999999999);
3470 
3471  for(achievement_group& group : game_config_manager::get()->get_achievements()) {
3472  if(group.content_for_ == content_for) {
3473  for(achievement& achieve : group.achievements_) {
3474  if(achieve.id_ == id) {
3475  // check that this is a progressable achievement
3476  if(achieve.max_progress_ == 0 || achieve.sub_achievements_.size() > 0) {
3477  ERR_LUA << "Attempted to progress achievement " << id << " for achievement group " << content_for << ", is not a progressible achievement.";
3478  lua_pushinteger(L, -1);
3479  lua_pushinteger(L, -1);
3480  return 2;
3481  }
3482 
3483  if(!achieve.achieved_) {
3484  int progress = 0;
3485  if(!play_controller_.is_replay()) {
3486  progress = prefs::get().progress_achievement(content_for, id, limit, achieve.max_progress_, amount);
3487  }
3488  if(progress >= achieve.max_progress_) {
3490  achieve.current_progress_ = -1;
3491  } else {
3492  achieve.current_progress_ = progress;
3493  }
3494  lua_pushinteger(L, progress);
3495  } else {
3496  lua_pushinteger(L, -1);
3497  }
3498  lua_pushinteger(L, achieve.max_progress_);
3499 
3500  return 2;
3501  }
3502  }
3503  // achievement not found - existing achievement group but non-existing achievement id
3504  lua_push(L, "Achievement " + std::string(id) + " not found for achievement group " + content_for);
3505  return lua_error(L);
3506  }
3507  }
3508 
3509  // achievement group not found
3510  lua_push(L, "Achievement group " + std::string(content_for) + " not found");
3511  return lua_error(L);
3512 }
3513 
3514 /**
3515  * Returns whether an achievement has been completed.
3516  * - Arg 1: string - content_for.
3517  * - Arg 2: string - achievement id.
3518  * - Arg 3: string - sub-achievement id
3519  * - Ret 1: boolean.
3520  */
3522 {
3523  const char* content_for = luaL_checkstring(L, 1);
3524  const char* id = luaL_checkstring(L, 2);
3525  const char* sub_id = luaL_checkstring(L, 3);
3526 
3527  if(resources::controller->is_networked_mp() && synced_context::is_synced()) {
3528  ERR_LUA << "Returning false for whether a player has completed an achievement due to being networked multiplayer.";
3529  lua_pushboolean(L, false);
3530  } else {
3531  lua_pushboolean(L, prefs::get().sub_achievement(content_for, id, sub_id));
3532  }
3533 
3534  return 1;
3535 }
3536 
3537 /**
3538  * Marks a single sub-achievement as completed.
3539  * - Arg 1: string - content_for.
3540  * - Arg 2: string - achievement id.
3541  * - Arg 3: string - sub-achievement id
3542  */
3544 {
3545  const char* content_for = luaL_checkstring(L, 1);
3546  const char* id = luaL_checkstring(L, 2);
3547  const char* sub_id = luaL_checkstring(L, 3);
3548 
3549  for(achievement_group& group : game_config_manager::get()->get_achievements()) {
3550  if(group.content_for_ == content_for) {
3551  for(achievement& achieve : group.achievements_) {
3552  if(achieve.id_ == id) {
3553  // the whole achievement is already completed
3554  if(achieve.achieved_) {
3555  return 0;
3556  }
3557 
3558  for(sub_achievement& sub_ach : achieve.sub_achievements_) {
3559  if(sub_ach.id_ == sub_id) {
3560  // this particular sub-achievement is already achieved
3561  if(sub_ach.achieved_) {
3562  return 0;
3563  } else {
3564  if(!play_controller_.is_replay()) {
3565  prefs::get().set_sub_achievement(content_for, id, sub_id);
3566  }
3567  sub_ach.achieved_ = true;
3568  achieve.current_progress_++;
3569  if(achieve.current_progress_ == achieve.max_progress_) {
3571  }
3572  return 0;
3573  }
3574  }
3575  }
3576  // sub-achievement not found - existing achievement group and achievement but non-existing sub-achievement id
3577  lua_push(L, "Sub-achievement " + std::string(id) + " not found for achievement" + id + " in achievement group " + content_for);
3578  return lua_error(L);
3579  }
3580  }
3581  // achievement not found - existing achievement group but non-existing achievement id
3582  lua_push(L, "Achievement " + std::string(id) + " not found for achievement group " + content_for);
3583  return lua_error(L);
3584  }
3585  }
3586 
3587  // achievement group not found
3588  lua_push(L, "Achievement group " + std::string(content_for) + " not found");
3589  return lua_error(L);
3590 }
3591 
3592 /**
3593  * Scrolls to given tile.
3594  * - Arg 1: location.
3595  * - Arg 2: boolean preventing scroll to fog.
3596  * - Arg 3: boolean specifying whether to warp instantly.
3597  * - Arg 4: boolean specifying whether to skip if already onscreen
3598  */
3600 {
3602  bool check_fogged = luaW_toboolean(L, 2);
3604  ? luaW_toboolean(L, 3)
3607  : luaW_toboolean(L, 3)
3610  ;
3611  if (game_display_) {
3612  game_display_->scroll_to_tile(loc, scroll, check_fogged);
3613  }
3614  return 0;
3615 }
3616 
3617 /**
3618  * Selects and highlights the given location on the map.
3619  * - Arg 1: location.
3620  * - Args 2,3: booleans
3621  */
3623 {
3624  events::command_disabler command_disabler;
3625  if(lua_isnoneornil(L, 1)) {
3627  return 0;
3628  }
3629  const map_location loc = luaW_checklocation(L, 1);
3630  if(!map().on_board(loc)) return luaL_argerror(L, 1, "not on board");
3631  bool highlight = true;
3632  if(!lua_isnoneornil(L, 2))
3633  highlight = luaW_toboolean(L, 2);
3634  const bool fire_event = luaW_toboolean(L, 3);
3636  loc, false, highlight, fire_event);
3637  return 0;
3638 }
3639 
3640 /**
3641  * Deselects any highlighted hex on the map.
3642  * No arguments or return values
3643  */
3645 {
3646  if(game_display_) {
3648  }
3649 
3650  return 0;
3651 }
3652 
3653 /**
3654  * Return true if a replay is in progress but the player has chosen to skip it
3655  */
3657 {
3659  if (!skipping) {
3660  skipping = game_state_.events_manager_->pump().context_skip_messages();
3661  }
3662  lua_pushboolean(L, skipping);
3663  return 1;
3664 }
3665 
3666 /**
3667  * Set whether to skip messages
3668  * Arg 1 (optional) - boolean
3669  */
3671 {
3672  bool skip = true;
3673  if (!lua_isnone(L, 1)) {
3674  skip = luaW_toboolean(L, 1);
3675  }
3676  game_state_.events_manager_->pump().context_skip_messages(skip);
3677  return 0;
3678 }
3679 
3680 namespace
3681 {
3682  struct lua_synchronize : mp_sync::user_choice
3683  {
3684  lua_State *L;
3685  int user_choice_index;
3686  int random_choice_index;
3687  int ai_choice_index;
3688  std::string desc;
3689  lua_synchronize(lua_State *l, const std::string& descr, int user_index, int random_index = 0, int ai_index = 0)
3690  : L(l)
3691  , user_choice_index(user_index)
3692  , random_choice_index(random_index)
3693  , ai_choice_index(ai_index != 0 ? ai_index : user_index)
3694  , desc(descr)
3695  {}
3696 
3697  virtual config query_user(int side) const override
3698  {
3699  bool is_local_ai = lua_kernel_base::get_lua_kernel<game_lua_kernel>(L).board().get_team(side).is_local_ai();
3700  config cfg;
3701  query_lua(side, is_local_ai ? ai_choice_index : user_choice_index, cfg);
3702  return cfg;
3703  }
3704 
3705  virtual config random_choice(int side) const override
3706  {
3707  config cfg;
3708  if(random_choice_index != 0 && lua_isfunction(L, random_choice_index)) {
3709  query_lua(side, random_choice_index, cfg);
3710  }
3711  return cfg;
3712  }
3713 
3714  virtual std::string description() const override
3715  {
3716  return desc;
3717  }
3718 
3719  void query_lua(int side, int function_index, config& cfg) const
3720  {
3721  lua_pushvalue(L, function_index);
3722  lua_pushnumber(L, side);
3723  if (luaW_pcall(L, 1, 1, false)) {
3724  if(!luaW_toconfig(L, -1, cfg)) {
3725  static const char* msg = "function returned to wesnoth.sync.[multi_]evaluate a table which was partially invalid";
3726  lua_kernel_base::get_lua_kernel<game_lua_kernel>(L).log_error(msg);
3727  lua_warning(L, msg, false);
3728  }
3729  }
3730  }
3731  //Although lua's sync_choice can show a dialog, (and will in most cases)
3732  //we return false to enable other possible things that do not contain UI things.
3733  //it's in the responsibility of the umc dev to not show dialogs during prestart events.
3734  virtual bool is_visible() const override { return false; }
3735  };
3736 }//unnamed namespace for lua_synchronize
3737 
3738 /**
3739  * Ensures a value is synchronized among all the clients.
3740  * - Arg 1: optional string specifying the type id of the choice.
3741  * - Arg 2: function to compute the value, called if the client is the master.
3742  * - Arg 3: optional function, called instead of the first function if the user is not human.
3743  * - Arg 4: optional integer specifying, on which side the function should be evaluated.
3744  * - Ret 1: WML table returned by the function.
3745  */
3746 static int intf_synchronize_choice(lua_State *L)
3747 {
3748  std::string tagname = "input";
3749  t_string desc = _("input");
3750  int human_func = 0;
3751  int ai_func = 0;
3752  int side_for;
3753 
3754  int nextarg = 1;
3755  if(!lua_isfunction(L, nextarg) && luaW_totstring(L, nextarg, desc) ) {
3756  ++nextarg;
3757  }
3758  if(lua_isfunction(L, nextarg)) {
3759  human_func = nextarg++;
3760  }
3761  else {
3762  return luaL_argerror(L, nextarg, "expected a function");
3763  }
3764  if(lua_isfunction(L, nextarg)) {
3765  ai_func = nextarg++;
3766  }
3767  side_for = lua_tointeger(L, nextarg);
3768 
3769  config cfg = mp_sync::get_user_choice(tagname, lua_synchronize(L, desc, human_func, 0, ai_func), side_for);
3770  luaW_pushconfig(L, cfg);
3771  return 1;
3772 }
3773 /**
3774  * Ensures a value is synchronized among all the clients.
3775  * - Arg 1: optional string the id of this type of user input, may only contain characters a-z and '_'
3776  * - Arg 2: function to compute the value, called if the client is the master.
3777  * - Arg 3: an optional function to compute the value, if the side was null/empty controlled.
3778  * - Arg 4: an array of integers specifying, on which side the function should be evaluated.
3779  * - Ret 1: a map int -> WML tabls.
3780  */
3781 static int intf_synchronize_choices(lua_State *L)
3782 {
3783  std::string tagname = "input";
3784  t_string desc = _("input");
3785  int human_func = 0;
3786  int null_func = 0;
3787  std::vector<int> sides_for;
3788 
3789  int nextarg = 1;
3790  if(!lua_isfunction(L, nextarg) && luaW_totstring(L, nextarg, desc) ) {
3791  ++nextarg;
3792  }
3793  if(lua_isfunction(L, nextarg)) {
3794  human_func = nextarg++;
3795  }
3796  else {
3797  return luaL_argerror(L, nextarg, "expected a function");
3798  }
3799  if(lua_isfunction(L, nextarg)) {
3800  null_func = nextarg++;
3801  };
3802  sides_for = lua_check<std::vector<int>>(L, nextarg++);
3803 
3804  lua_push(L, mp_sync::get_user_choice_multiple_sides(tagname, lua_synchronize(L, desc, human_func, null_func), std::set<int>(sides_for.begin(), sides_for.end())));
3805  return 1;
3806 }
3807 
3808 
3809 /**
3810  * Calls a function in an unsynced context (this specially means that all random calls used by that function will be unsynced).
3811  * This is usually used together with an unsynced if like 'if controller != network'
3812  * - Arg 1: function that will be called during the unsynced context.
3813  */
3814 static int intf_do_unsynced(lua_State *L)
3815 {
3816  set_scontext_unsynced sync;
3817  lua_pushvalue(L, 1);
3818  luaW_pcall(L, 0, 0, false);
3819  return 0;
3820 }
3821 
3822 /**
3823  * Gets all the locations matching a given filter.
3824  * - Arg 1: WML table.
3825  * - Arg 2: Optional reference unit (teleport_unit)
3826  * - Ret 1: array of integer pairs.
3827  */
3829 {
3831 
3832  std::set<map_location> res;
3833  filter_context & fc = game_state_;
3834  const terrain_filter t_filter(filter, &fc, false);
3835  if(luaW_isunit(L, 2)) {
3836  t_filter.get_locations(res, *luaW_tounit(L, 2), true);
3837  } else {
3838  t_filter.get_locations(res, true);
3839  }
3840 
3841  luaW_push_locationset(L, res);
3842  return 1;
3843 }
3844 
3845 /**
3846  * Matches a location against the given filter.
3847  * - Arg 1: location.
3848  * - Arg 2: WML table.
3849  * - Arg 3: Optional reference unit (teleport_unit)
3850  * - Ret 1: boolean.
3851  */
3853 {
3855  vconfig filter = luaW_checkvconfig(L, 2, true);
3856 
3857  if (filter.null()) {
3858  lua_pushboolean(L, true);
3859  return 1;
3860  }
3861 
3862  filter_context & fc = game_state_;
3863  const terrain_filter t_filter(filter, &fc, false);
3864  if(luaW_isunit(L, 3)) {
3865  lua_pushboolean(L, t_filter.match(loc, *luaW_tounit(L, 3)));
3866  } else {
3867  lua_pushboolean(L, t_filter.match(loc));
3868  }
3869  return 1;
3870 }
3871 
3872 
3873 
3874 /**
3875  * Matches a side against the given filter.
3876  * - Args 1: side number.
3877  * - Arg 2: WML table.
3878  * - Ret 1: boolean.
3879  */
3881 {
3882  vconfig filter = luaW_checkvconfig(L, 2, true);
3883 
3884  if (filter.null()) {
3885  lua_pushboolean(L, true);
3886  return 1;
3887  }
3888 
3889  filter_context & fc = game_state_;
3890  side_filter s_filter(filter, &fc);
3891 
3892  if(team* t = luaW_toteam(L, 1)) {
3893  lua_pushboolean(L, s_filter.match(*t));
3894  } else {
3895  unsigned side = luaL_checkinteger(L, 1) - 1;
3896  if (side >= teams().size()) return 0;
3897  lua_pushboolean(L, s_filter.match(side + 1));
3898  }
3899  return 1;
3900 }
3901 
3903 {
3904  int team_i;
3905  if(team* t = luaW_toteam(L, 1)) {
3906  team_i = t->side();
3907  } else {
3908  team_i = luaL_checkinteger(L, 1);
3909  }
3910  std::string flag = luaL_optlstring(L, 2, "", nullptr);
3911  std::string color = luaL_optlstring(L, 3, "", nullptr);
3912 
3913  if(flag.empty() && color.empty()) {
3914  return 0;
3915  }
3916  if(team_i < 1 || static_cast<std::size_t>(team_i) > teams().size()) {
3917  return luaL_error(L, "set_side_id: side number %d out of range", team_i);
3918  }
3919  team& side = board().get_team(team_i);
3920 
3921  if(!color.empty()) {
3922  side.set_color(color);
3923  }
3924  if(!flag.empty()) {
3925  side.set_flag(flag);
3926  }
3927 
3929  return 0;
3930 }
3931 
3932 static int intf_modify_ai(lua_State *L, const char* action)
3933 {
3934  int side_num;
3935  if(team* t = luaW_toteam(L, 1)) {
3936  side_num = t->side();
3937  } else {
3938  side_num = luaL_checkinteger(L, 1);
3939  }
3940  std::string path = luaL_checkstring(L, 2);
3941  config cfg {
3942  "action", action,
3943  "path", path
3944  };
3945  if(strcmp(action, "delete") == 0) {
3947  return 0;
3948  }
3949  config component = luaW_checkconfig(L, 3);
3950  std::size_t len = std::string::npos, open_brak = path.find_last_of('[');
3951  std::size_t dot = path.find_last_of('.');
3952  if(open_brak != len) {
3953  len = open_brak - dot - 1;
3954  }
3955  cfg.add_child(path.substr(dot + 1, len), component);
3957  return 0;
3958 }
3959 
3960 static int intf_switch_ai(lua_State *L)
3961 {
3962  int side_num;
3963  if(team* t = luaW_toteam(L, 1)) {
3964  side_num = t->side();
3965  } else {
3966  side_num = luaL_checkinteger(L, 1);
3967  }
3968  if(lua_isstring(L, 2)) {
3969  std::string file = luaL_checkstring(L, 2);
3970  if(!ai::manager::get_singleton().add_ai_for_side_from_file(side_num, file)) {
3971  std::string err = formatter() << "Could not load AI for side " << side_num << " from file " << file;
3972  lua_pushlstring(L, err.c_str(), err.length());
3973  return lua_error(L);
3974  }
3975  } else {
3977  }
3978  return 0;
3979 }
3980 
3981 static int intf_append_ai(lua_State *L)
3982 {
3983  int side_num;
3984  if(team* t = luaW_toteam(L, 1)) {
3985  side_num = t->side();
3986  } else {
3987  side_num = luaL_checkinteger(L, 1);
3988  }
3989  config cfg = luaW_checkconfig(L, 2);
3990  if(!cfg.has_child("ai")) {
3991  cfg = config {"ai", cfg};
3992  }
3993  bool added_dummy_stage = false;
3994  if(!cfg.mandatory_child("ai").has_child("stage")) {
3995  added_dummy_stage = true;
3996  cfg.mandatory_child("ai").add_child("stage", config {"name", "empty"});
3997  }
3999  if(added_dummy_stage) {
4000  cfg.remove_children("stage", [](const config& stage_cfg) { return stage_cfg["name"] == "empty"; });
4001  }
4003  return 0;
4004 }
4005 
4007 {
4008  unsigned i = luaL_checkinteger(L, 1);
4009  if(i < 1 || i > teams().size()) return 0;
4010  luaW_pushteam(L, board().get_team(i));
4011  return 1;
4012 }
4013 
4014 /**
4015  * Returns a proxy table array for all sides matching the given SSF.
4016  * - Arg 1: SSF
4017  * - Ret 1: proxy table array
4018  */
4020 {
4021  LOG_LUA << "intf_get_sides called: this = " << std::hex << this << std::dec << " myname = " << my_name();
4022  std::vector<int> sides;
4023  const vconfig ssf = luaW_checkvconfig(L, 1, true);
4024  if(ssf.null()) {
4025  for(const team& t : teams()) {
4026  sides.push_back(t.side());
4027  }
4028  } else {
4029  filter_context & fc = game_state_;
4030 
4031  side_filter filter(ssf, &fc);
4032  sides = filter.get_teams();
4033  }
4034 
4035  lua_settop(L, 0);
4036  lua_createtable(L, sides.size(), 0);
4037  unsigned index = 1;
4038  for(int side : sides) {
4039  luaW_pushteam(L, board().get_team(side));
4040  lua_rawseti(L, -2, index);
4041  ++index;
4042  }
4043 
4044  return 1;
4045 }
4046 
4047 /**
4048  * Adds a modification to a unit.
4049  * - Arg 1: unit.
4050  * - Arg 2: string.
4051  * - Arg 3: WML table.
4052  * - Arg 4: (optional) Whether to add to [modifications] - default true
4053  */
4054 static int intf_add_modification(lua_State *L)
4055 {
4056  unit& u = luaW_checkunit(L, 1);
4057  char const *m = luaL_checkstring(L, 2);
4058  std::string sm = m;
4059  if (sm == "advance") { // Maintain backwards compatibility
4060  sm = "advancement";
4061  deprecated_message("\"advance\" modification type", DEP_LEVEL::PREEMPTIVE, {1, 15, 0}, "Use \"advancement\" instead.");
4062  }
4063  if (sm != "advancement" && sm != "object" && sm != "trait") {
4064  return luaL_argerror(L, 2, "unknown modification type");
4065  }
4066  bool write_to_mods = true;
4067  if (!lua_isnone(L, 4)) {
4068  write_to_mods = luaW_toboolean(L, 4);
4069  }
4070  if(sm.empty()) {
4071  write_to_mods = false;
4072  }
4073 
4074  config cfg = luaW_checkconfig(L, 3);
4075  u.add_modification(sm, cfg, !write_to_mods);
4076  return 0;
4077 }
4078 
4079 /**
4080  * Removes modifications from a unit
4081  * - Arg 1: unit
4082  * - Arg 2: table (filter as [filter_wml])
4083  * - Arg 3: type of modification (default "object")
4084  */
4085 static int intf_remove_modifications(lua_State *L)
4086 {
4087  unit& u = luaW_checkunit(L, 1);
4088  config filter = luaW_checkconfig(L, 2);
4089  std::vector<std::string> tags;
4090  if(lua_isstring(L, 3)) {
4091  tags.push_back(lua_check<std::string>(L, 3));
4092  } else if (lua_istable(L, 3)){
4093  tags = lua_check<std::vector<std::string>>(L, 3);
4094  } else {
4095  tags.push_back("object");
4096  }
4097  //TODO
4098  if(filter.attribute_count() == 1 && filter.all_children_count() == 0 && filter.attribute_range().front().first == "duration") {
4099  u.expire_modifications(filter["duration"]);
4100  } else {
4101  for(const std::string& tag : tags) {
4102  for(config& obj : u.get_modifications().child_range(tag)) {
4103  if(obj.matches(filter)) {
4104  obj["duration"] = "now";
4105  }
4106  }
4107  }
4108  u.expire_modifications("now");
4109  }
4110  return 0;
4111 }
4112 
4113 /**
4114  * Advances a unit if the unit has enough xp.
4115  * - Arg 1: unit.
4116  * - Arg 2: optional boolean whether to animate the advancement.
4117  * - Arg 3: optional boolean whether to fire advancement events.
4118  */
4119 static int intf_advance_unit(lua_State *L)
4120 {
4121  events::command_disabler command_disabler;
4122  unit& u = luaW_checkunit(L, 1, true);
4124  if(lua_isboolean(L, 2)) {
4125  par.animate(luaW_toboolean(L, 2));
4126  }
4127  if(lua_isboolean(L, 3)) {
4128  par.fire_events(luaW_toboolean(L, 3));
4129  }
4130  advance_unit_at(par);
4131  return 0;
4132 }
4133 
4134 
4135 /**
4136  * Adds a new known unit type to the help system.
4137  * - Arg 1: string.
4138  */
4139 static int intf_add_known_unit(lua_State *L)
4140 {
4141  char const *ty = luaL_checkstring(L, 1);
4142  if(!unit_types.find(ty))
4143  {
4144  std::stringstream ss;
4145  ss << "unknown unit type: '" << ty << "'";
4146  return luaL_argerror(L, 1, ss.str().c_str());
4147  }
4148  prefs::get().encountered_units().insert(ty);
4149  return 0;
4150 }
4151 
4152 /**
4153  * Adds an overlay on a tile.
4154  * - Arg 1: location.
4155  * - Arg 2: WML table.
4156  */
4158 {
4160  vconfig cfg = luaW_checkvconfig(L, 2);
4161  const vconfig &ssf = cfg.child("filter_team");
4162 
4163  std::string team_name;
4164  if (!ssf.null()) {
4165  const std::vector<int>& teams = side_filter(ssf, &game_state_).get_teams();
4166  std::vector<std::string> team_names;
4167  std::transform(teams.begin(), teams.end(), std::back_inserter(team_names),
4168  [&](int team) { return game_state_.get_disp_context().get_team(team).team_name(); });
4169  team_name = utils::join(team_names);
4170  } else {
4171  team_name = cfg["team_name"].str();
4172  }
4173 
4174  if (game_display_) {
4176  cfg["image"],
4177  cfg["halo"],
4178  team_name,
4179  cfg["name"], // Name is treated as the ID
4180  cfg["visible_in_fog"].to_bool(true),
4181  cfg["submerge"].to_double(0),
4182  cfg["z_order"].to_double(0)
4183  ));
4184  }
4185  return 0;
4186 }
4187 
4188 /**
4189  * Removes an overlay from a tile.
4190  * - Arg 1: location.
4191  * - Arg 2: optional string.
4192  */
4194 {
4196  char const *m = lua_tostring(L, 2);
4197 
4198  if (m) {
4199  if (game_display_) {
4201  }
4202  } else {
4203  if (game_display_) {
4205  }
4206  }
4207  return 0;
4208 }
4209 
4211 {
4213  const int nargs = lua_gettop(L);
4214  if(nargs < 2 || nargs > 3) {
4215  return luaL_error(L, "Wrong number of arguments to ai.log_replay() - should be 2 or 3 arguments.");
4216  }
4217  const std::string key = nargs == 2 ? luaL_checkstring(L, 1) : luaL_checkstring(L, 2);
4218  config cfg;
4219  if(nargs == 2) {
4220  recorder.add_log_data(key, luaL_checkstring(L, 2));
4221  } else if(luaW_toconfig(L, 3, cfg)) {
4222  recorder.add_log_data(luaL_checkstring(L, 1), key, cfg);
4223  } else if(!lua_isstring(L, 3)) {
4224  return luaL_argerror(L, 3, "accepts only string or config");
4225  } else {
4226  recorder.add_log_data(luaL_checkstring(L, 1), key, luaL_checkstring(L, 3));
4227  }
4228  return 0;
4229 }
4230 
4232 {
4233  lua_event_filter(game_lua_kernel& lk, int idx, const config& args) : lk(lk), args_(args)
4234  {
4235  ref_ = lk.save_wml_event(idx);
4236  }
4237  bool operator()(const game_events::queued_event& event_info) const override
4238  {
4239  bool result;
4240  return lk.run_wml_event(ref_, args_, event_info, &result) && result;
4241  }
4243  {
4245  }
4246  void serialize(config& cfg) const override {
4247  cfg.add_child("filter_lua")["code"] = "<function>";
4248  }
4249 private:
4251  int ref_;
4253 };
4254 
4255 static std::string read_event_name(lua_State* L, int idx)
4256 {
4257  if(lua_isstring(L, idx)) {
4258  return lua_tostring(L, idx);
4259  } else {
4260  return utils::join(lua_check<std::vector<std::string>>(L, idx));
4261  }
4262 }
4263 
4264 /**
4265  * Add undo actions for the current active event
4266  * Arg 1: Either a table of ActionWML or a function to call
4267  * Arg 2: (optional) If Arg 1 is a function, this is a WML table that will be passed to it
4268  */
4270 {
4271  config cfg;
4272  if(luaW_toconfig(L, 1, cfg)) {
4274  } else {
4275  luaW_toconfig(L, 2, cfg);
4277  }
4278  return 0;
4279 }
4280 
4281 /** Add a new event handler
4282  * Arg 1: Table of options.
4283  * name: Event to handle, as a string or list of strings
4284  * id: Event ID
4285  * menu_item: True if this is a menu item (an ID is required); this means removing the menu item will automatically remove this event. Default false.
4286  * first_time_only: Whether this event should fire again after the first time; default true.
4287  * priority: Number that determines execution order. Events execute in order of decreasing priority, and secondarily in order of addition.
4288  * filter: Event filters as a config with filter tags, a table of the form {filter_type = filter_contents}, or a function
4289  * filter_args: Arbitrary data that will be passed to the filter, if it is a function. Ignored if the filter is specified as WML or a table.
4290  * content: The content of the event. This is a WML table passed verbatim into the event when it fires. If no function is specified, it will be interpreted as ActionWML.
4291  * action: The function to call when the event triggers. Defaults to wesnoth.wml_actions.command.
4292  *
4293  * Lua API: wesnoth.game_events.add
4294  */
4296 {
4298  using namespace std::literals;
4299  std::string name, id = luaW_table_get_def(L, 1, "id", ""s);
4300  bool repeat = !luaW_table_get_def(L, 1, "first_time_only", true), is_menu_item = luaW_table_get_def(L, 1, "menu_item", false);
4301  double priority = luaW_table_get_def(L, 1, "priority", 0.);
4302  if(luaW_tableget(L, 1, "name")) {
4303  name = read_event_name(L, -1);
4304  } else if(is_menu_item) {
4305  if(id.empty()) {
4306  return luaL_argerror(L, 1, "non-empty id is required for a menu item");
4307  }
4308  name = "menu item " + id;
4309  }
4310  if(id.empty() && name.empty()) {
4311  return luaL_argerror(L, 1, "either a name or id is required");
4312  }
4313  auto new_handler = man.add_event_handler_from_lua(name, id, repeat, priority, is_menu_item);
4314  if(new_handler.valid()) {
4315  bool has_lua_filter = false;
4316  new_handler->set_arguments(luaW_table_get_def(L, 1, "content", config{"__empty_lua_event", true}));
4317 
4318  if(luaW_tableget(L, 1, "filter")) {
4319  int filterIdx = lua_gettop(L);
4320  config filters;
4321  if(!luaW_toconfig(L, filterIdx, filters)) {
4322  if(lua_isfunction(L, filterIdx)) {
4323  int fcnIdx = lua_absindex(L, -1);
4324  new_handler->add_filter(std::make_unique<lua_event_filter>(*this, fcnIdx, luaW_table_get_def(L, 1, "filter_args", config())));
4325  has_lua_filter = true;
4326  } else {
4327 #define READ_ONE_FILTER(key, tag) \
4328  do { \
4329  if(luaW_tableget(L, filterIdx, key)) { \
4330  if(lua_isstring(L, -1)) { \
4331  filters.add_child("insert_tag", config{ \
4332  "name", tag, \
4333  "variable", luaL_checkstring(L, -1) \
4334  }); \
4335  } else { \
4336  filters.add_child(tag, luaW_checkconfig(L, -1)); \
4337  } \
4338  } \
4339  } while(false);
4340  READ_ONE_FILTER("condition", "filter_condition");
4341  READ_ONE_FILTER("side", "filter_side");
4342  READ_ONE_FILTER("unit", "filter");
4343  READ_ONE_FILTER("attack", "filter_attack");
4344  READ_ONE_FILTER("second_unit", "filter_second");
4345  READ_ONE_FILTER("second_attack", "filter_second_attack");
4346 #undef READ_ONE_FILTER
4347  if(luaW_tableget(L, filterIdx, "formula")) {
4348  filters["filter_formula"] = luaL_checkstring(L, -1);
4349  }
4350  }
4351  }
4352  new_handler->read_filters(filters);
4353  }
4354 
4355  if(luaW_tableget(L, 1, "action")) {
4356  new_handler->set_event_ref(save_wml_event(-1), has_preloaded_);
4357  } else {
4358  if(has_lua_filter) {
4359  // This just sets the appropriate flags so the engine knows it cannot be serialized.
4360  // The register_wml_event call will override the actual event_ref so just pass LUA_NOREF here.
4361  new_handler->set_event_ref(LUA_NOREF, has_preloaded_);
4362  }
4363  new_handler->register_wml_event(*this);
4364  }
4365  }
4366  return 0;
4367 }
4368 
4369 /**
4370  * Upvalue 1: The event function
4371  * Upvalue 2: The undo function
4372  * Arg 1: The event content
4373  */
4375 {
4376  lua_pushvalue(L, lua_upvalueindex(1));
4377  lua_push(L, 1);
4378  luaW_pcall(L, 1, 0);
4379  game_state_.undo_stack_->add_custom<actions::undo_event>(lua_upvalueindex(2), config(), get_event_info());
4380  return 0;
4381 }
4382 
4383 /** Add a new event handler
4384  * Arg 1: Event to handle, as a string or list of strings; or menu item ID if this is a menu item
4385  * Arg 2: The function to call when the event triggers
4386  * Arg 3: (optional) Event priority
4387  * Arg 4: (optional, non-menu-items only) The function to call when the event is undone
4388  *
4389  * Lua API:
4390  * - wesnoth.game_events.add_repeating
4391  * - wesnoth.game_events.add_menu
4392  */
4393 template<bool is_menu_item>
4395 {
4397  bool repeat = true;
4398  std::string name = read_event_name(L, 1), id;
4399  double priority = luaL_optnumber(L, 3, 0.);
4400  if(name.empty()) {
4401  return luaL_argerror(L, 1, "must not be empty");
4402  }
4403  if(is_menu_item) {
4404  id = name;
4405  name = "menu item " + name;
4406  } else if(lua_absindex(L, -1) > 2 && lua_isfunction(L, -1)) {
4407  // If undo is provided as a separate function, link them together into a single function
4408  // The function can be either the 3rd or 4th argument.
4409  lua_pushcclosure(L, &dispatch<&game_lua_kernel::cfun_undoable_event>, 2);
4410  }
4411  auto new_handler = man.add_event_handler_from_lua(name, id, repeat, priority, is_menu_item);
4412  if(new_handler.valid()) {
4413  // An event with empty arguments is not added, so set some dummy arguments
4414  new_handler->set_arguments(config{"__quick_lua_event", true});
4415  new_handler->set_event_ref(save_wml_event(2), has_preloaded_);
4416  }
4417  return 0;
4418 }
4419 
4420 /** Add a new event handler
4421  * Arg: A full event specification as a WML config
4422  *
4423  * WML API: [event]
4424  */
4426 {
4428  vconfig cfg(luaW_checkvconfig(L, 1));
4429  bool delayed_variable_substitution = cfg["delayed_variable_substitution"].to_bool(true);
4430  if(delayed_variable_substitution) {
4431  man.add_event_handler_from_wml(cfg.get_config(), *this);
4432  } else {
4433  man.add_event_handler_from_wml(cfg.get_parsed_config(), *this);
4434  }
4435  return 0;
4436 }
4437 
4439 {
4440  game_state_.events_manager_->remove_event_handler(luaL_checkstring(L, 1));
4441  return 0;
4442 }
4443 
4445 {
4446  if (game_display_) {
4447  game_display_->adjust_color_overlay(luaL_checkinteger(L, 1), luaL_checkinteger(L, 2), luaL_checkinteger(L, 3));
4449  }
4450  return 0;
4451 }
4452 
4454 {
4455  if(game_display_) {
4456  auto color = game_display_->get_color_overlay();
4457  lua_pushinteger(L, color.r);
4458  lua_pushinteger(L, color.g);
4459  lua_pushinteger(L, color.b);
4460  return 3;
4461  }
4462  return 0;
4463 }
4464 
4466 {
4467  if(game_display_) {
4468  auto vec = lua_check<std::vector<uint8_t>>(L, 1);
4469  if(vec.size() != 4) {
4470  return luaW_type_error(L, 1, "array of 4 integers");
4471  }
4472  color_t fade{vec[0], vec[1], vec[2], vec[3]};
4473  game_display_->fade_to(fade, std::chrono::milliseconds{luaL_checkinteger(L, 2)});
4474  }
4475  return 0;
4476 }
4477 
4478 /**
4479  * Delays engine for a while.
4480  * - Arg 1: integer.
4481  * - Arg 2: boolean (optional).
4482  */
4484 {
4485  if(gamedata().phase() == game_data::PRELOAD || gamedata().phase() == game_data::PRESTART || gamedata().phase() == game_data::INITIAL) {
4486  //don't call play_slice if the game ui is not active yet.
4487  return 0;
4488  }
4489  events::command_disabler command_disabler;
4490  using namespace std::chrono_literals;
4491  std::chrono::milliseconds delay{luaL_checkinteger(L, 1)};
4492  if(delay == 0ms) {
4494  return 0;
4495  }
4496  if(luaW_toboolean(L, 2) && game_display_ && game_display_->turbo_speed() > 0) {
4497  delay /= game_display_->turbo_speed();
4498  }
4499  const auto end_time = std::chrono::steady_clock::now() + delay;
4500  do {
4502  std::this_thread::sleep_for(10ms);
4503  } while (std::chrono::steady_clock::now() < end_time);
4504  return 0;
4505 }
4506 
4508 {
4509  // TODO: Support color = {r = 0, g = 0, b = 0}
4510  if (game_display_) {
4511  vconfig cfg(luaW_checkvconfig(L, 1));
4512 
4513  game_display &screen = *game_display_;
4514 
4515  terrain_label label(screen.labels(), cfg.get_config());
4516 
4517  screen.labels().set_label(label.location(), label.text(), label.creator(), label.team_name(), label.color(),
4518  label.visible_in_fog(), label.visible_in_shroud(), label.immutable(), label.category(), label.tooltip());
4519  }
4520  return 0;
4521 }
4522 
4524 {
4525  if (game_display_) {
4527  std::string team_name;
4528 
4529  // If there's only one parameter and it's a table, check if it contains team_name
4530  if(lua_gettop(L) == 1 && lua_istable(L, 1)) {
4531  using namespace std::literals;
4532  team_name = luaW_table_get_def(L, 1, "team_name", ""sv);
4533  } else {
4534  team_name = luaL_optstring(L, 2, "");
4535  }
4536 
4537  game_display_->labels().set_label(loc, "", -1, team_name);
4538  }
4539  return 0;
4540 }
4541 
4543 {
4544  if(game_display_) {
4545  game_display &screen = *game_display_;
4546  auto loc = luaW_checklocation(L, 1);
4547  const terrain_label* label = nullptr;
4548  switch(lua_type(L, 2)) {
4549  // Missing 2nd argument - get global label
4550  case LUA_TNONE: case LUA_TNIL:
4551  label = screen.labels().get_label(loc, "");
4552  break;
4553  // Side number - get label belonging to that side's team
4554  case LUA_TNUMBER:
4555  if(std::size_t n = luaL_checkinteger(L, 2); n > 0 && n <= teams().size()) {
4556  label = screen.labels().get_label(loc, teams().at(n - 1).team_name());
4557  }
4558  break;
4559  // String - get label belonging to the team with that name
4560  case LUA_TSTRING:
4561  label = screen.labels().get_label(loc, luaL_checkstring(L, 2));
4562  break;
4563  // Side userdata - get label belonging to that side's team
4564  case LUA_TUSERDATA:
4565  label = screen.labels().get_label(loc, luaW_checkteam(L, 2).team_name());
4566  break;
4567  }
4568  if(label) {
4569  config cfg;
4570  label->write(cfg);
4571  luaW_pushconfig(L, cfg);
4572  return 1;
4573  }
4574  }
4575  return 0;
4576 }
4577 
4579 {
4580  if (game_display_) {
4581  game_display & screen = *game_display_;
4582 
4583  vconfig cfg(luaW_checkvconfig(L, 1));
4584  bool clear_shroud(luaW_toboolean(L, 2));
4585 
4586  // We do this twice so any applicable redraws happen both before and after
4587  // any events caused by redrawing shroud are fired
4588  bool result = screen.maybe_rebuild();
4589  if (!result) {
4590  screen.invalidate_all();
4591  }
4592 
4593  if (clear_shroud) {
4595  for (const int side : filter.get_teams()){
4596  actions::clear_shroud(side);
4597  }
4598  screen.recalculate_minimap();
4599  }
4600 
4601  result = screen.maybe_rebuild();
4602  if (!result) {
4603  screen.invalidate_all();
4604  }
4605  }
4606  return 0;
4607 }
4608 
4609 /**
4610  * Lua frontend to the modify_ai functionality
4611  * - Arg 1: config.
4612  */
4613 static int intf_modify_ai_old(lua_State *L)
4614 {
4615  config cfg;
4616  luaW_toconfig(L, 1, cfg);
4617  int side = cfg["side"].to_int();
4619  return 0;
4620 }
4621 
4622 static int cfun_exec_candidate_action(lua_State *L)
4623 {
4624  bool exec = luaW_toboolean(L, -1);
4625  lua_pop(L, 1);
4626 
4627  lua_getfield(L, -1, "ca_ptr");
4628 
4629  ai::candidate_action *ca = static_cast<ai::candidate_action*>(lua_touserdata(L, -1));
4630  lua_pop(L, 2);
4631  if (exec) {
4632  ca->execute();
4633  return 0;
4634  }
4635  lua_pushnumber(L, ca->evaluate());
4636  return 1;
4637 }
4638 
4639 static int cfun_exec_stage(lua_State *L)
4640 {
4641  lua_getfield(L, -1, "stg_ptr");
4642  ai::stage *stg = static_cast<ai::stage*>(lua_touserdata(L, -1));
4643  lua_pop(L, 2);
4644  stg->play_stage();
4645  return 0;
4646 }
4647 
4648 static void push_component(lua_State *L, ai::component* c, const std::string &ct = "")
4649 {
4650  lua_createtable(L, 0, 0); // Table for a component
4651 
4652  lua_pushstring(L, "name");
4653  lua_pushstring(L, c->get_name().c_str());
4654  lua_rawset(L, -3);
4655 
4656  lua_pushstring(L, "engine");
4657  lua_pushstring(L, c->get_engine().c_str());
4658  lua_rawset(L, -3);
4659 
4660  lua_pushstring(L, "id");
4661  lua_pushstring(L, c->get_id().c_str());
4662  lua_rawset(L, -3);
4663 
4664  if (ct == "candidate_action") {
4665  lua_pushstring(L, "ca_ptr");
4666  lua_pushlightuserdata(L, c);
4667  lua_rawset(L, -3);
4668 
4669  lua_pushstring(L, "exec");
4670  lua_pushcclosure(L, &cfun_exec_candidate_action, 0);
4671  lua_rawset(L, -3);
4672  }
4673 
4674  if (ct == "stage") {
4675  lua_pushstring(L, "stg_ptr");
4676  lua_pushlightuserdata(L, c);
4677  lua_rawset(L, -3);
4678 
4679  lua_pushstring(L, "exec");
4680  lua_pushcclosure(L, &cfun_exec_stage, 0);
4681  lua_rawset(L, -3);
4682  }
4683 
4684  for(const std::string& type : c->get_children_types()) {
4685  if (type == "aspect" || type == "goal" || type == "engine")
4686  {
4687  continue;
4688  }
4689 
4690  lua_pushstring(L, type.c_str());
4691  lua_createtable(L, 0, 0); // this table will be on top of the stack during recursive calls
4692 
4693  for(ai::component* child : c->get_children(type)) {
4694  lua_pushstring(L, child->get_name().c_str());
4695  push_component(L, child, type);
4696  lua_rawset(L, -3);
4697 
4698  //if (type == "candidate_action")
4699  //{
4700  // ai::candidate_action *ca = dynamic_cast<ai::candidate_action*>(*i);
4701  // ca->execute();
4702  //}
4703  }
4704 
4705  lua_rawset(L, -3); // setting the child table
4706  }
4707 }
4708 
4709 /**
4710  * Debug access to the ai tables
4711  * - Arg 1: int
4712  * - Ret 1: ai table
4713  */
4714 static int intf_debug_ai(lua_State *L)
4715 {
4716  if (!game_config::debug) { // This function works in debug mode only
4717  return 0;
4718  }
4719  int side;
4720  if(team* t = luaW_toteam(L, 1)) {
4721  side = t->side();
4722  } else {
4723  side = luaL_checkinteger(L, 1);
4724  }
4725  lua_pop(L, 1);
4726 
4728 
4729  // Bad, but works
4730  ai::engine_lua* lua_engine = nullptr;
4731  for(ai::component* engine : c->get_children("engine")) {
4732  if(engine->get_name() == "lua") {
4733  lua_engine = dynamic_cast<ai::engine_lua*>(engine);
4734  }
4735  }
4736 
4737  // Better way, but doesn't work
4738  //ai::component* e = ai::manager::get_singleton().get_active_ai_holder_for_side_dbg(side).get_component(c, "engine[lua]");
4739  //ai::engine_lua* lua_engine = dynamic_cast<ai::engine_lua *>(e);
4740 
4741  if (lua_engine == nullptr)
4742  {
4743  //no lua engine is defined for this side.
4744  //so set up a dummy engine
4745 
4746  ai::ai_composite * ai_ptr = dynamic_cast<ai::ai_composite *>(c);
4747 
4748  assert(ai_ptr);
4749 
4750  ai::ai_context& ai_context = ai_ptr->get_ai_context();
4752 
4753  lua_engine = new ai::engine_lua(ai_context, cfg);
4754  LOG_LUA << "Created new dummy lua-engine for debug_ai().";
4755 
4756  //and add the dummy engine as a component
4757  //to the manager, so we could use it later
4758  cfg.add_child("engine", lua_engine->to_config());
4760  }
4761 
4762  lua_engine->push_ai_table(); // stack: [-1: ai_context]
4763 
4764  lua_pushstring(L, "components");
4765  push_component(L, c); // stack: [-1: component tree; -2: ai context]
4766  lua_rawset(L, -3);
4767 
4768  return 1;
4769 }
4770 
4771 /** Allow undo sets the flag saying whether the event has mutated the game to false. */
4773 {
4774  bool allow;
4775  t_string reason;
4776  // The extra iststring is required to prevent totstring from converting a bool value
4777  if(luaW_iststring(L, 1) && luaW_totstring(L, 1, reason)) {
4778  allow = false;
4779  } else {
4780  allow = luaW_toboolean(L, 1);
4781  luaW_totstring(L, 2, reason);
4782  }
4783  gamedata().set_allow_end_turn(allow, reason);
4784  return 0;
4785 }
4786 
4787 /** Allow undo sets the flag saying whether the event has mutated the game to false. */
4789 {
4790  if(lua_isboolean(L, 1)) {
4792  }
4793  else {
4795  }
4796  return 0;
4797 }
4798 
4800 {
4802  return 0;
4803 }
4804 
4805 /** Adding new time_areas dynamically with Standard Location Filters.
4806  * Arg 1: Area ID
4807  * Arg 2: Area locations (either a filter or a list of locations)
4808  * Arg 3: (optional) Area schedule - WML table with [time] tags and optional current_time=
4809  */
4811 {
4812  log_scope("time_area");
4813 
4814  std::string id;
4815  std::set<map_location> locs;
4816  config times;
4817 
4818  if(lua_gettop(L) == 1) {
4819  vconfig cfg = luaW_checkvconfig(L, 1);
4820  deprecated_message("Single-argument wesnoth.map.place_area is deprecated. Instead, pass ID, filter, and schedule as three separate arguments.", DEP_LEVEL::INDEFINITE, {1, 17, 0});
4821  id = cfg["id"].str();
4822  const terrain_filter filter(cfg, &game_state_, false);
4823  filter.get_locations(locs, true);
4824  times = cfg.get_parsed_config();
4825  } else {
4826  id = luaL_checkstring(L, 1);
4827  if(!lua_isnoneornil(L, 3))
4828  times = luaW_checkconfig(L, 3);
4829  vconfig cfg{config()};
4830  if(luaW_tovconfig(L, 2, cfg)) {
4831  // Second argument is a location filter
4832  const terrain_filter filter(cfg, &game_state_, false);
4833  filter.get_locations(locs, true);
4834  } else {
4835  // Second argument is an array of locations
4836  luaW_check_locationset(L, 2);
4837  }
4838  }
4839 
4840  tod_man().add_time_area(id, locs, times);
4841  LOG_LUA << "Lua inserted time_area '" << id << "'";
4842  return 0;
4843 }
4844 
4845 /** Removing new time_areas dynamically with Standard Location Filters. */
4847 {
4848  log_scope("remove_time_area");
4849 
4850  const char * id = luaL_checkstring(L, 1);
4851  tod_man().remove_time_area(id);
4852  LOG_LUA << "Lua removed time_area '" << id << "'";
4853 
4854  return 0;
4855 }
4856 
4858 {
4859  map_location loc;
4860  if(luaW_tolocation(L, 1, loc)) {
4861  int area_index = tod_man().get_area_on_hex(loc).first;
4862  if(area_index < 0) {
4863  lua_pushnil(L);
4864  return 1;
4865  }
4866  luaW_push_schedule(L, area_index);
4867  return 1;
4868  } else {
4869  std::string area_id = luaL_checkstring(L, 1);
4870  const auto& area_ids = tod_man().get_area_ids();
4871  if(auto iter = std::find(area_ids.begin(), area_ids.end(), area_id); iter == area_ids.end()) {
4872  lua_pushnil(L);
4873  return 1;
4874  } else {
4875  luaW_push_schedule(L, std::distance(area_ids.begin(), iter));
4876  return 1;
4877  }
4878  }
4879 }
4880 
4881 /** Replacing the current time of day schedule. */
4883 {
4884  map_location loc;
4885  if(luaL_testudata(L, 1, "schedule")) {
4886  // Replace the global schedule with a time area's schedule
4887  // Replacing the global schedule with the global schedule
4888  // is also supported but obviously a no-op
4889  int area = luaW_check_schedule(L, 1);
4890  if(area >= 0) tod_man().replace_schedule(tod_man().times(area));
4891  } else {
4892  vconfig cfg = luaW_checkvconfig(L, 1);
4893 
4894  if(cfg.get_children("time").empty()) {
4895  ERR_LUA << "attempted to to replace ToD schedule with empty schedule";
4896  } else {
4897  tod_man().replace_schedule(cfg.get_parsed_config());
4898  if (game_display_) {
4900  }
4901  LOG_LUA << "replaced ToD schedule";
4902  }
4903  }
4904  return 0;
4905 }
4906 
4908 {
4909  if (game_display_) {
4910  point scroll_to(luaL_checkinteger(L, 1), luaL_checkinteger(L, 2));
4911  game_display_->scroll(scroll_to, true);
4912 
4913  lua_remove(L, 1);
4914  lua_remove(L, 1);
4915  lua_push(L, 25);
4916  intf_delay(L);
4917  }
4918 
4919  return 0;
4920 }
4921 
4922 namespace {
4923  struct lua_report_generator : reports::generator
4924  {
4925  lua_State *mState;
4926  std::string name;
4927  lua_report_generator(lua_State *L, const std::string &n)
4928  : mState(L), name(n) {}
4929  virtual config generate(const reports::context & rc);
4930  };
4931 
4932  config lua_report_generator::generate(const reports::context & /*rc*/)
4933  {
4934  lua_State *L = mState;
4935  config cfg;
4936  if (!luaW_getglobal(L, "wesnoth", "interface", "game_display", name))
4937  return cfg;
4938  if (!luaW_pcall(L, 0, 1)) return cfg;
4939  luaW_toconfig(L, -1, cfg);
4940  lua_pop(L, 1);
4941  return cfg;
4942  }
4943 }//unnamed namespace for lua_report_generator
4944 
4945 /**
4946  * Executes its upvalue as a theme item generator.
4947  */
4948 int game_lua_kernel::impl_theme_item(lua_State *L, const std::string& m)
4949 {
4951  luaW_pushconfig(L, reports_.generate_builtin_report(m.c_str(), temp_context));
4952  return 1;
4953 }
4954 
4955 /**
4956  * Creates a field of the theme_items table and returns it (__index metamethod).
4957  */
4959 {
4960  char const *m = luaL_checkstring(L, 2);
4961  lua_cpp::push_closure(L, std::bind(&game_lua_kernel::impl_theme_item, this, std::placeholders::_1, std::string(m)), 0);
4962  lua_pushvalue(L, 2);
4963  lua_pushvalue(L, -2);
4964  lua_rawset(L, 1);
4965  reports_.register_generator(m, new lua_report_generator(L, m));
4966  return 1;
4967 }
4968 
4969 /**
4970  * Sets a field of the theme_items table (__newindex metamethod).
4971  */
4973 {
4974  char const *m = luaL_checkstring(L, 2);
4975  lua_pushvalue(L, 2);
4976  lua_pushvalue(L, 3);
4977  lua_rawset(L, 1);
4978  reports_.register_generator(m, new lua_report_generator(L, m));
4979  return 0;
4980 }
4981 
4982 /**
4983  * Get all available theme_items (__dir metamethod).
4984  */
4986 {
4988  return 1;
4989 }
4990 
4991 /**
4992  * Gets all the WML variables currently set.
4993  * - Ret 1: WML table
4994  */
4996  luaW_pushconfig(L, gamedata().get_variables());
4997  return 1;
4998 }
4999 
5000 /**
5001  * Teeleports a unit to a location.
5002  * Arg 1: unit
5003  * Arg 2: target location
5004  * Arg 3: bool (ignore_passability)
5005  * Arg 4: bool (clear_shroud)
5006  * Arg 5: bool (animate)
5007  */
5009 {
5010  events::command_disabler command_disabler;
5011  unit_ptr u = luaW_checkunit_ptr(L, 1, true);
5013  bool check_passability = !luaW_toboolean(L, 3);
5014  bool clear_shroud = luaW_toboolean(L, 4);
5015  bool animate = luaW_toboolean(L, 5);
5016 
5017  if (dst == u->get_location() || !map().on_board(dst)) {
5018  return 0;
5019  }
5020  const map_location vacant_dst = find_vacant_tile(dst, pathfind::VACANT_ANY, check_passability ? u.get() : nullptr);
5021  if (!map().on_board(vacant_dst)) {
5022  return 0;
5023  }
5024  // Clear the destination hex before the move (so the animation can be seen).
5025  actions::shroud_clearer clearer;
5026  if ( clear_shroud ) {
5027  clearer.clear_dest(vacant_dst, *u);
5028  }
5029 
5030  map_location src_loc = u->get_location();
5031 
5032  std::vector<map_location> teleport_path;
5033  teleport_path.push_back(src_loc);
5034  teleport_path.push_back(vacant_dst);
5035  unit_display::move_unit(teleport_path, u, animate);
5036 
5037  units().move(src_loc, vacant_dst);
5039 
5040  u = units().find(vacant_dst).get_shared_ptr();
5041  u->anim_comp().set_standing();
5042 
5043  if ( clear_shroud ) {
5044  // Now that the unit is visibly in position, clear the shroud.
5045  clearer.clear_unit(vacant_dst, *u);
5046  }
5047 
5048  if (map().is_village(vacant_dst)) {
5049  actions::get_village(vacant_dst, u->side());
5050  }
5051 
5052  game_display_->invalidate_unit_after_move(src_loc, vacant_dst);
5053 
5054  // Sighted events.
5055  clearer.fire_events();
5056  return 0;
5057 }
5058 
5059 /**
5060  * Logs a message
5061  * Arg 1: (optional) Logger; "wml" for WML errors or deprecations
5062  * Arg 2: Message
5063  * Arg 3: Whether to print to chat (always true if arg 1 is "wml")
5064  */
5065 int game_lua_kernel::intf_log(lua_State *L)
5066 {
5067  const std::string& logger = lua_isstring(L, 2) ? luaL_checkstring(L, 1) : "";
5068  const std::string& msg = lua_isstring(L, 2) ? luaL_checkstring(L, 2) : luaL_checkstring(L, 1);
5069 
5070  if(logger == "wml" || logger == "WML") {
5071  lg::log_to_chat() << msg << '\n';
5072  ERR_WML << msg;
5073  } else {
5074  bool in_chat = luaW_toboolean(L, -1);
5075  game_state_.events_manager_->pump().put_wml_message(logger,msg,in_chat);
5076  }
5077  return 0;
5078 }
5079 
5080 int game_lua_kernel::intf_get_fog_or_shroud(lua_State *L, bool fog)
5081 {
5082  team& t = luaW_checkteam(L, 1, board());
5084  lua_pushboolean(L, fog ? t.fogged(loc) : t.shrouded(loc));
5085  return 1;
5086 }
5087 
5088 /**
5089  * Implements the lifting and resetting of fog via WML.
5090  * Keeping affect_normal_fog as false causes only the fog override to be affected.
5091  * Otherwise, fog lifting will be implemented similar to normal sight (cannot be
5092  * individually reset and ends at the end of the turn), and fog resetting will, in
5093  * addition to removing overrides, extend the specified teams' normal fog to all
5094  * hexes.
5095  *
5096  * Arg 1: (optional) Side number, or list of side numbers
5097  * Arg 2: List of locations; each is a two-element array or a table with x and y keys
5098  * Arg 3: (optional) boolean
5099  */
5100 int game_lua_kernel::intf_toggle_fog(lua_State *L, const bool clear)
5101 {
5102  bool affect_normal_fog = false;
5103  if(lua_isboolean(L, -1)) {
5104  affect_normal_fog = luaW_toboolean(L, -1);
5105  }
5106  std::set<int> sides;
5107  if(team* t = luaW_toteam(L, 1)) {
5108  sides.insert(t->side());
5109  } else if(lua_isnumber(L, 1)) {
5110  sides.insert(lua_tointeger(L, 1));
5111  } else if(lua_istable(L, 1) && lua_istable(L, 2)) {
5112  const auto& v = lua_check<std::vector<int>>(L, 1);
5113  sides.insert(v.begin(), v.end());
5114  } else {
5115  for(const team& t : teams()) {
5116  sides.insert(t.side()+1);
5117  }
5118  }
5119  const auto& locs = luaW_check_locationset(L, lua_istable(L, 2) ? 2 : 1);
5120 
5121  for(const int &side_num : sides) {
5122  if(side_num < 1 || static_cast<std::size_t>(side_num) > teams().size()) {
5123  continue;
5124  }
5125  team &t = board().get_team(side_num);
5126  if(!clear) {
5127  // Extend fog.
5128  t.remove_fog_override(locs);
5129  if(affect_normal_fog) {
5130  t.refog();
5131  }
5132  } else if(!affect_normal_fog) {
5133  // Force the locations clear of fog.
5134  t.add_fog_override(locs);
5135  } else {
5136  // Simply clear fog from the locations.
5137  for(const map_location &hex : locs) {
5138  t.clear_fog(hex);
5139  }
5140  }
5141  }
5142 
5143  // Flag a screen update.
5146  return 0;
5147 }
5148 
5149 // Invokes a synced command
5150 static int intf_invoke_synced_command(lua_State* L)
5151 {
5152  const std::string name = luaL_checkstring(L, 1);
5153  auto it = synced_command::registry().find(name);
5154  config cmd;
5155  if(it == synced_command::registry().end()) {
5156  // Custom command
5157  if(!luaW_getglobal(L, "wesnoth", "custom_synced_commands", name)) {
5158  return luaL_argerror(L, 1, "Unknown synced command");
5159  }
5160  config& cmd_tag = cmd.child_or_add("custom_command");
5161  cmd_tag["name"] = name;
5162  if(!lua_isnoneornil(L, 2)) {
5163  cmd_tag.add_child("data", luaW_checkconfig(L, 2));
5164  }
5165  } else {
5166  // Built-in command
5167  cmd.add_child(name, luaW_checkconfig(L, 2));
5168  }
5169  // Now just forward to the WML action.
5170  luaW_getglobal(L, "wesnoth", "wml_actions", "do_command");
5171  luaW_pushconfig(L, cmd);
5172  luaW_pcall(L, 1, 0);
5173  return 0;
5174 }
5175 
5179 };
5180 #define CALLBACK_GETTER(name, type) LATTR_GETTER(name, lua_index_raw, callbacks_tag, ) { lua_pushcfunction(L, &impl_null_callback<type>); return lua_index_raw(L); }
5182 
5183 template<typename Ret>
5184 static int impl_null_callback(lua_State* L) {
5185  if constexpr(std::is_same_v<Ret, void>) return 0;
5186  else lua_push(L, Ret());
5187  return 1;
5188 };
5189 
5190 template<> struct lua_object_traits<callbacks_tag> {
5191  inline static auto metatable = "game_events";
5192  inline static game_lua_kernel& get(lua_State* L, int) {
5193  return lua_kernel_base::get_lua_kernel<game_lua_kernel>(L);
5194  }
5195 };
5196 
5197 namespace {
5198 CALLBACK_GETTER("on_event", void);
5199 CALLBACK_GETTER("on_load", void);
5200 CALLBACK_GETTER("on_save", config);
5201 CALLBACK_GETTER("on_mouse_action", void);
5202 CALLBACK_GETTER("on_mouse_button", bool);
5203 CALLBACK_GETTER("on_mouse_move", void);
5204 }
5205 
5206 static int impl_game_events_dir(lua_State* L) {
5207  return callbacksReg.dir(L);
5208 }
5209 
5210 static int impl_game_events_get(lua_State* L) {
5211  return callbacksReg.get(L);
5212 }
5213 
5214 template<typename Ret = void>
5215 static bool impl_get_callback(lua_State* L, const std::string& name) {
5216  int top = lua_gettop(L);
5217  if(!luaW_getglobal(L, "wesnoth", "game_events")) {
5218  return false;
5219  }
5220  lua_getfield(L, -1, name.c_str()); // calls impl_game_events_get
5221  lua_pushcfunction(L, &impl_null_callback<Ret>);
5222  if(lua_rawequal(L, -1, -2)) {
5223  lua_settop(L, top);
5224  return false;
5225  }
5226  lua_pop(L, 1);
5227  lua_remove(L, -2);
5228  return true;
5229 }
5230 
5231 // END CALLBACK IMPLEMENTATION
5232 
5234  return game_state_.board_;
5235 }
5236 
5238  return game_state_.board_.units();
5239 }
5240 
5241 std::vector<team> & game_lua_kernel::teams() {
5242  return game_state_.board_.teams();
5243 }
5244 
5246  return game_state_.board_.map();
5247 }
5248 
5250  return game_state_.gamedata_;
5251 }
5252 
5254  return game_state_.tod_manager_;
5255 }
5256 
5258  return *queued_events_.top();
5259 }
5260 
5261 
5263  : lua_kernel_base()
5264  , game_display_(nullptr)
5265  , game_state_(gs)
5266  , play_controller_(pc)
5267  , reports_(reports_object)
5268  , EVENT_TABLE(LUA_NOREF)
5269  , queued_events_()
5270  , map_locked_(0)
5271 {
5272  static game_events::queued_event default_queued_event("_from_lua", "", map_location(), map_location(), config());
5273  queued_events_.push(&default_queued_event);
5274 
5275  lua_State *L = mState;
5276 
5277  cmd_log_ << "Registering game-specific wesnoth lib functions...\n";
5278 
5279  // Put some callback functions in the scripting environment.
5280  static luaL_Reg const callbacks[] {
5281  { "add_known_unit", &intf_add_known_unit },
5282  { "get_era", &intf_get_era },
5283  { "get_resource", &intf_get_resource },
5284  { "modify_ai", &intf_modify_ai_old },
5285  { "cancel_action", &dispatch<&game_lua_kernel::intf_cancel_action > },
5286  { "log_replay", &dispatch<&game_lua_kernel::intf_log_replay > },
5287  { "log", &dispatch<&game_lua_kernel::intf_log > },
5288  { "redraw", &dispatch<&game_lua_kernel::intf_redraw > },
5289  { "simulate_combat", &dispatch<&game_lua_kernel::intf_simulate_combat > },
5290  { nullptr, nullptr }
5291  };lua_getglobal(L, "wesnoth");
5292  if (!lua_istable(L,-1)) {
5293  lua_newtable(L);
5294  }
5295  luaL_setfuncs(L, callbacks, 0);
5296 
5297  lua_setglobal(L, "wesnoth");
5298 
5299  lua_getglobal(L, "gui");
5300  lua_pushcfunction(L, &dispatch<&game_lua_kernel::intf_gamestate_inspector>);
5301  lua_setfield(L, -2, "show_inspector");
5302  lua_pushcfunction(L, &lua_gui2::intf_show_recruit_dialog);
5303  lua_setfield(L, -2, "show_recruit_dialog");
5304  lua_pushcfunction(L, &lua_gui2::intf_show_recall_dialog);
5305  lua_setfield(L, -2, "show_recall_dialog");
5306  lua_pop(L, 1);
5307 
5309  // Create the unit_test module
5310  lua_newtable(L);
5311  static luaL_Reg const test_callbacks[] {
5312  { "fire_wml_menu_item", &dispatch<&game_lua_kernel::intf_fire_wml_menu_item> },
5313  { nullptr, nullptr }
5314  };
5315  luaL_setfuncs(L, test_callbacks, 0);
5316  lua_setglobal(L, "unit_test");
5317  }
5318 
5319  // Create the getside metatable.
5321 
5322  // Create the gettype metatable.
5324 
5325  //Create the getrace metatable
5327 
5328  //Create the unit metatables
5331 
5332  // Create the vconfig metatable.
5334 
5335  // Create the unit_types table
5337 
5338  // Create the terrainmap metatables
5340 
5341  // Create the terrain_types table
5342  cmd_log_ << "Adding terrain_types table...\n";
5343  lua_getglobal(L, "wesnoth");
5344  lua_newuserdatauv(L, 0, 0);
5345  lua_createtable(L, 0, 2);
5346  lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_get_terrain_info>);
5347  lua_setfield(L, -2, "__index");
5348  lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_get_terrain_list>);
5349  lua_setfield(L, -2, "__dir");
5350  lua_pushstring(L, "terrain types");
5351  lua_setfield(L, -2, "__metatable");
5352  lua_setmetatable(L, -2);
5353  lua_setfield(L, -2, "terrain_types");
5354  lua_pop(L, 1);
5355 
5356  // Create the ai elements table.
5357  cmd_log_ << "Adding ai elements table...\n";
5358 
5360 
5361  // Create the current variable with its metatable.
5362  cmd_log_ << "Adding wesnoth current table...\n";
5363 
5364  lua_getglobal(L, "wesnoth");
5365  lua_newuserdatauv(L, 0, 0);
5366  lua_createtable(L, 0, 2);
5367  lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_current_get>);
5368  lua_setfield(L, -2, "__index");
5369  lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_current_dir>);
5370  lua_setfield(L, -2, "__dir");
5371  lua_pushboolean(L, true);
5372  lua_setfield(L, -2, "__dir_tablelike");
5373  lua_pushstring(L, "current config");
5374  lua_setfield(L, -2, "__metatable");
5375  lua_setmetatable(L, -2);
5376  lua_setfield(L, -2, "current");
5377  lua_pop(L, 1);
5378 
5379  // Add functions to the WML module
5380  lua_getglobal(L, "wml");
5381  static luaL_Reg const wml_callbacks[] {
5382  {"tovconfig", &lua_common::intf_tovconfig},
5383  {"eval_conditional", &intf_eval_conditional},
5384  // These aren't actually part of the API - they're used internally by the variable metatable.
5385  { "get_variable", &dispatch<&game_lua_kernel::intf_get_variable>},
5386  { "set_variable", &dispatch<&game_lua_kernel::intf_set_variable>},
5387  { "get_all_vars", &dispatch<&game_lua_kernel::intf_get_all_vars>},
5388  { nullptr, nullptr }
5389  };
5390  luaL_setfuncs(L, wml_callbacks, 0);
5391  lua_pop(L, 1);
5392 
5393  // Add functions to the map module
5394  luaW_getglobal(L, "wesnoth", "map");
5395  static luaL_Reg const map_callbacks[] {
5396  // Map methods
5397  {"terrain_mask", &intf_terrain_mask},
5398  {"on_board", &intf_on_board},
5399  {"on_border", &intf_on_border},
5400  {"iter", &intf_terrainmap_iter},
5401  // Village operations
5402  {"get_owner", &dispatch<&game_lua_kernel::intf_get_village_owner>},
5403  {"set_owner", &dispatch<&game_lua_kernel::intf_set_village_owner>},
5404  // Label operations
5405  {"add_label", &dispatch<&game_lua_kernel::intf_add_label>},
5406  {"remove_label", &dispatch<&game_lua_kernel::intf_remove_label>},
5407  {"get_label", &dispatch<&game_lua_kernel::intf_get_label>},
5408  // Time area operations
5409  {"place_area", &dispatch<&game_lua_kernel::intf_add_time_area>},
5410  {"remove_area", &dispatch<&game_lua_kernel::intf_remove_time_area>},
5411  {"get_area", &dispatch<&game_lua_kernel::intf_get_time_area>},
5412  // Filters
5413  {"find", &dispatch<&game_lua_kernel::intf_get_locations>},
5414  {"matches", &dispatch<&game_lua_kernel::intf_match_location>},
5415  {"replace_if_failed", intf_replace_if_failed},
5416  { nullptr, nullptr }
5417  };
5418  luaL_setfuncs(L, map_callbacks, 0);
5419  lua_pop(L, 1);
5420 
5421  // Create the units module
5422  cmd_log_ << "Adding units module...\n";
5423  static luaL_Reg const unit_callbacks[] {
5424  {"advance", &intf_advance_unit},
5425  {"clone", &intf_copy_unit},
5426  {"erase", &dispatch<&game_lua_kernel::intf_erase_unit>},
5427  {"extract", &dispatch<&game_lua_kernel::intf_extract_unit>},
5428  {"matches", &dispatch<&game_lua_kernel::intf_match_unit>},
5429  {"select", &dispatch<&game_lua_kernel::intf_select_unit>},
5430  {"to_map", &dispatch<&game_lua_kernel::intf_put_unit>},
5431  {"to_recall", &dispatch<&game_lua_kernel::intf_put_recall_unit>},
5432  {"transform", &intf_transform_unit},
5433  {"teleport", &dispatch<&game_lua_kernel::intf_teleport>},
5434 
5435  {"ability", &dispatch<&game_lua_kernel::intf_unit_ability>},
5436  {"defense_on", &intf_unit_defense},
5437  {"jamming_on", &intf_unit_jamming_cost},
5438  {"movement_on", &intf_unit_movement_cost},
5439  {"resistance_against", intf_unit_resistance},
5440  {"vision_on", &intf_unit_vision_cost},
5441 
5442  {"add_modification", &intf_add_modification},
5443  {"remove_modifications", &intf_remove_modifications},
5444  // Static functions
5445  {"create", &intf_create_unit},
5446  {"find_on_map", &dispatch<&game_lua_kernel::intf_get_units>},
5447  {"find_on_recall", &dispatch<&game_lua_kernel::intf_get_recall_units>},
5448  {"get", &dispatch<&game_lua_kernel::intf_get_unit>},
5449  {"get_hovered", &dispatch<&game_lua_kernel::intf_get_displayed_unit>},
5450  {"create_animator", &dispatch<&game_lua_kernel::intf_create_animator>},
5451  {"create_weapon", intf_create_attack},
5452 
5453  { nullptr, nullptr }
5454  };
5455  lua_getglobal(L, "wesnoth");
5456  lua_newtable(L);
5457  luaL_setfuncs(L, unit_callbacks, 0);
5458  lua_setfield(L, -2, "units");
5459  lua_pop(L, 1);
5460 
5461  // Create sides module
5462  cmd_log_ << "Adding sides module...\n";
5463  static luaL_Reg const side_callbacks[] {
5464  { "is_enemy", &dispatch<&game_lua_kernel::intf_is_enemy> },
5465  { "matches", &dispatch<&game_lua_kernel::intf_match_side> },
5466  { "set_id", &dispatch<&game_lua_kernel::intf_set_side_id> },
5467  { "append_ai", &intf_append_ai },
5468  { "debug_ai", &intf_debug_ai },
5469  { "switch_ai", &intf_switch_ai },
5470  // Static functions
5471  { "find", &dispatch<&game_lua_kernel::intf_get_sides> },
5472  { "get", &dispatch<&game_lua_kernel::intf_get_side> },
5473  { "create", &dispatch<&game_lua_kernel::intf_create_side> },
5474  // Shroud operations
5475  {"place_shroud", &dispatch2<&game_lua_kernel::intf_toggle_shroud, true>},
5476  {"remove_shroud", &dispatch2<&game_lua_kernel::intf_toggle_shroud, false>},
5477  {"override_shroud", &dispatch<&game_lua_kernel::intf_override_shroud>},
5478  {"is_shrouded", &dispatch2<&game_lua_kernel::intf_get_fog_or_shroud, false>},
5479  // Fog operations
5480  {"place_fog", &dispatch2<&game_lua_kernel::intf_toggle_fog, false>},
5481  {"remove_fog", &dispatch2<&game_lua_kernel::intf_toggle_fog, true>},
5482  {"is_fogged", &dispatch2<&game_lua_kernel::intf_get_fog_or_shroud, true>},
5483  { nullptr, nullptr }
5484  };
5485  std::vector<lua_cpp::Reg> const cpp_side_callbacks {
5486  {"add_ai_component", std::bind(intf_modify_ai, std::placeholders::_1, "add")},
5487  {"delete_ai_component", std::bind(intf_modify_ai, std::placeholders::_1, "delete")},
5488  {"change_ai_component", std::bind(intf_modify_ai, std::placeholders::_1, "change")},
5489  {nullptr, nullptr}
5490  };
5491 
5492  lua_getglobal(L, "wesnoth");
5493  lua_newtable(L);
5494  luaL_setfuncs(L, side_callbacks, 0);
5495  lua_cpp::set_functions(L, cpp_side_callbacks);
5496  lua_setfield(L, -2, "sides");
5497  lua_pop(L, 1);
5498 
5499  // Create the interface module
5500  cmd_log_ << "Adding interface module...\n";
5501  static luaL_Reg const intf_callbacks[] {
5502  {"add_hex_overlay", &dispatch<&game_lua_kernel::intf_add_tile_overlay>},
5503  {"remove_hex_overlay", &dispatch<&game_lua_kernel::intf_remove_tile_overlay>},
5504  {"get_color_adjust", &dispatch<&game_lua_kernel::intf_get_color_adjust>},
5505  {"color_adjust", &dispatch<&game_lua_kernel::intf_color_adjust>},
5506  {"screen_fade", &dispatch<&game_lua_kernel::intf_screen_fade>},
5507  {"delay", &dispatch<&game_lua_kernel::intf_delay>},
5508  {"deselect_hex", &dispatch<&game_lua_kernel::intf_deselect_hex>},
5509  {"highlight_hex", &dispatch<&game_lua_kernel::intf_highlight_hex>},
5510  {"float_label", &dispatch<&game_lua_kernel::intf_float_label>},
5511  {"get_displayed_unit", &dispatch<&game_lua_kernel::intf_get_displayed_unit>},
5512  {"get_hovered_hex", &dispatch<&game_lua_kernel::intf_get_mouseover_tile>},
5513  {"get_selected_hex", &dispatch<&game_lua_kernel::intf_get_selected_tile>},
5514  {"lock", &dispatch<&game_lua_kernel::intf_lock_view>},
5515  {"is_locked", &dispatch<&game_lua_kernel::intf_view_locked>},
5516  {"scroll", &dispatch<&game_lua_kernel::intf_scroll>},
5517  {"scroll_to_hex", &dispatch<&game_lua_kernel::intf_scroll_to_tile>},
5518  {"skip_messages", &dispatch<&game_lua_kernel::intf_skip_messages>},
5519  {"is_skipping_messages", &dispatch<&game_lua_kernel::intf_is_skipping_messages>},
5520  {"zoom", &dispatch<&game_lua_kernel::intf_zoom>},
5521  {"clear_menu_item", &dispatch<&game_lua_kernel::intf_clear_menu_item>},
5522  {"set_menu_item", &dispatch<&game_lua_kernel::intf_set_menu_item>},
5523  {"allow_end_turn", &dispatch<&game_lua_kernel::intf_allow_end_turn>},
5524  {"clear_chat_messages", &dispatch<&game_lua_kernel::intf_clear_messages>},
5525  {"end_turn", &dispatch<&game_lua_kernel::intf_end_turn>},
5526  {"get_viewing_side", &intf_get_viewing_side},
5527  {"add_chat_message", &dispatch<&game_lua_kernel::intf_message>},
5528  {"add_overlay_text", &dispatch2<&game_lua_kernel::intf_set_floating_label, true>},
5529  {"handle_user_interact", &intf_handle_user_interact},
5530  { nullptr, nullptr }
5531  };
5532  lua_getglobal(L, "wesnoth");
5533  lua_newtable(L);
5534  luaL_setfuncs(L, intf_callbacks, 0);
5535  lua_setfield(L, -2, "interface");
5536  lua_pop(L, 1);
5537 
5538  // Create the achievements module
5539  cmd_log_ << "Adding achievements module...\n";
5540  static luaL_Reg const achievement_callbacks[] {
5541  { "set", &dispatch<&game_lua_kernel::intf_set_achievement> },
5542  { "has", &dispatch<&game_lua_kernel::intf_has_achievement> },
5543  { "get", &dispatch<&game_lua_kernel::intf_get_achievement> },
5544  { "progress", &dispatch<&game_lua_kernel::intf_progress_achievement> },
5545  { "has_sub_achievement", &dispatch<&game_lua_kernel::intf_has_sub_achievement> },
5546  { "set_sub_achievement", &dispatch<&game_lua_kernel::intf_set_sub_achievement> },
5547  { nullptr, nullptr }
5548  };
5549  lua_getglobal(L, "wesnoth");
5550  lua_newtable(L);
5551  luaL_setfuncs(L, achievement_callbacks, 0);
5552  lua_setfield(L, -2, "achievements");
5553  lua_pop(L, 1);
5554 
5555  // Create the audio module
5556  cmd_log_ << "Adding audio module...\n";
5557  static luaL_Reg const audio_callbacks[] {
5558  { "play", &dispatch<&game_lua_kernel::intf_play_sound > },
5559  { nullptr, nullptr }
5560  };
5561  lua_getglobal(L, "wesnoth");
5562  lua_newtable(L);
5563  luaL_setfuncs(L, audio_callbacks, 0);
5564  lua_setfield(L, -2, "audio");
5565  lua_pop(L, 1);
5566 
5567  // Create the paths module
5568  cmd_log_ << "Adding paths module...\n";
5569  static luaL_Reg const path_callbacks[] {
5570  { "find_cost_map", &dispatch<&game_lua_kernel::intf_find_cost_map > },
5571  { "find_path", &dispatch<&game_lua_kernel::intf_find_path > },
5572  { "find_reach", &dispatch<&game_lua_kernel::intf_find_reach > },
5573  { "find_vacant_hex", &dispatch<&game_lua_kernel::intf_find_vacant_tile > },
5574  { "find_vision_range", &dispatch<&game_lua_kernel::intf_find_vision_range > },
5575  { nullptr, nullptr }
5576  };
5577  lua_getglobal(L, "wesnoth");
5578  lua_newtable(L);
5579  luaL_setfuncs(L, path_callbacks, 0);
5580  lua_setfield(L, -2, "paths");
5581  lua_pop(L, 1);
5582 
5583  // Create the sync module
5584  cmd_log_ << "Adding sync module...\n";
5585  static luaL_Reg const sync_callbacks[] {
5586  { "invoke_command", &intf_invoke_synced_command },
5587  { "run_unsynced", &intf_do_unsynced },
5588  { "evaluate_single", &intf_synchronize_choice },
5589  { "evaluate_multiple", &intf_synchronize_choices },
5590  { nullptr, nullptr }
5591  };
5592  lua_getglobal(L, "wesnoth");
5593  lua_newtable(L);
5594  luaL_setfuncs(L, sync_callbacks, 0);
5595  lua_setfield(L, -2, "sync");
5596  lua_pop(L, 1);
5597 
5598  // Create the schedule module
5599  cmd_log_ << "Adding schedule module...\n";
5600  static luaL_Reg const schedule_callbacks[] {
5601  { "get_time_of_day", &dispatch<&game_lua_kernel::intf_get_time_of_day<false>>},
5602  { "get_illumination", &dispatch<&game_lua_kernel::intf_get_time_of_day<true>>},
5603  { "replace", &dispatch<&game_lua_kernel::intf_replace_schedule>},
5604  { nullptr, nullptr }
5605  };
5606  lua_getglobal(L, "wesnoth");
5607  lua_newtable(L);
5608  luaL_setfuncs(L, schedule_callbacks, 0);
5609  lua_createtable(L, 0, 2);
5610  lua_setmetatable(L, -2);
5611  lua_setfield(L, -2, "schedule");
5612  lua_pop(L, 1);
5613 
5614  // Create the playlist table with its metatable
5616 
5617  // Create the wml_actions table.
5618  cmd_log_ << "Adding wml_actions table...\n";
5619 
5620  lua_getglobal(L, "wesnoth");
5621  lua_newtable(L);
5622  lua_setfield(L, -2, "wml_actions");
5623  lua_pop(L, 1);
5624 
5625  // Create the wml_conditionals table.
5626  cmd_log_ << "Adding wml_conditionals table...\n";
5627 
5628  lua_getglobal(L, "wesnoth");
5629  lua_newtable(L);
5630  lua_setfield(L, -2, "wml_conditionals");
5631  lua_pop(L, 1);
5635 
5636  // Create the effects table.
5637  cmd_log_ << "Adding effects table...\n";
5638 
5639  lua_getglobal(L, "wesnoth");
5640  lua_newtable(L);
5641  lua_setfield(L, -2, "effects");
5642  lua_pop(L, 1);
5643 
5644  // Create the custom_synced_commands table.
5645  cmd_log_ << "Adding custom_synced_commands table...\n";
5646 
5647  lua_getglobal(L, "wesnoth");
5648  lua_newtable(L);
5649  lua_setfield(L, -2, "custom_synced_commands");
5650  lua_pop(L, 1);
5651 
5652  // Create the game_events table.
5653  cmd_log_ << "Adding game_events module...\n";
5654  static luaL_Reg const event_callbacks[] {
5655  { "add", &dispatch<&game_lua_kernel::intf_add_event> },
5656  { "add_repeating", &dispatch<&game_lua_kernel::intf_add_event_simple<false>> },
5657  { "add_menu", &dispatch<&game_lua_kernel::intf_add_event_simple<true>> },
5658  { "add_wml", &dispatch<&game_lua_kernel::intf_add_event_wml> },
5659  { "remove", &dispatch<&game_lua_kernel::intf_remove_event> },
5660  { "fire", &dispatch2<&game_lua_kernel::intf_fire_event, false> },
5661  { "fire_by_id", &dispatch2<&game_lua_kernel::intf_fire_event, true> },
5662  { "add_undo_actions", &dispatch<&game_lua_kernel::intf_add_undo_actions> },
5663  { "set_undoable", &dispatch<&game_lua_kernel::intf_allow_undo > },
5664  { nullptr, nullptr }
5665  };
5666  lua_getglobal(L, "wesnoth");
5667  lua_newtable(L);
5668  luaL_setfuncs(L, event_callbacks, 0);
5669  lua_createtable(L, 0, 2);
5670  lua_pushcfunction(L, &impl_game_events_dir);
5671  lua_setfield(L, -2, "__dir");
5672  lua_pushcfunction(L, &impl_game_events_get);
5673  lua_setfield(L, -2, "__index");
5674  lua_pushstring(L, "game_events");
5675  lua_setfield(L, -2, "__metatable");
5676  lua_setmetatable(L, -2);
5677  lua_setfield(L, -2, "game_events");
5678  lua_pop(L, 1);
5679 
5680  // Create the theme_items table.
5681  cmd_log_ << "Adding game_display table...\n";
5682 
5683  luaW_getglobal(L, "wesnoth", "interface");
5684  lua_newtable(L);
5685  lua_createtable(L, 0, 2);
5686  lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_theme_items_get>);
5687  lua_setfield(L, -2, "__index");
5688  lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_theme_items_set>);
5689  lua_setfield(L, -2, "__newindex");
5690  lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_theme_items_dir>);
5691  lua_setfield(L, -2, "__dir");
5692  lua_setmetatable(L, -2);
5693  lua_setfield(L, -2, "game_display");
5694  lua_pop(L, 1);
5695 
5696  // Create the scenario table.
5697  cmd_log_ << "Adding scenario table...\n";
5698 
5699  luaW_getglobal(L, "wesnoth");
5700  lua_newtable(L);
5701  lua_createtable(L, 0, 2);
5702  lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_scenario_get>);
5703  lua_setfield(L, -2, "__index");
5704  lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_scenario_set>);
5705  lua_setfield(L, -2, "__newindex");
5706  lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_scenario_dir>);
5707  lua_setfield(L, -2, "__dir");
5708  lua_setmetatable(L, -2);
5709  lua_setfield(L, -2, "scenario");
5710  lua_pop(L, 1);
5711 
5712  lua_settop(L, 0);
5713 
5714  for(const auto& handler : game_events::wml_action::registry())
5715  {
5716  set_wml_action(handler.first, handler.second);
5717  }
5718  luaW_getglobal(L, "wesnoth", "effects");
5719  for(const std::string& effect : unit::builtin_effects) {
5720  lua_pushstring(L, effect.c_str());
5722  lua_rawset(L, -3);
5723  }
5724  lua_settop(L, 0);
5725 
5726  // Set up the registry table for event handlers
5727  lua_newtable(L);
5728  EVENT_TABLE = luaL_ref(L, LUA_REGISTRYINDEX);
5729 }
5730 
5732 {
5733  lua_State *L = mState;
5734 
5735  //Create the races table.
5736  cmd_log_ << "Adding races table...\n";
5737 
5738  lua_settop(L, 0);
5739  lua_getglobal(L, "wesnoth");
5740  luaW_pushracetable(L);
5741  lua_setfield(L, -2, "races");
5742  lua_pop(L, 1);
5743 
5744  // Execute the preload scripts.
5745  cmd_log_ << "Running preload scripts...\n";
5746 
5749  run_lua_tag(cfg);
5750  }
5751  for (const config &cfg : level.child_range("lua")) {
5752  run_lua_tag(cfg);
5753  }
5754 }
5755 
5757  game_display_ = gd;
5758 }
5759 
5760 /**
5761  * These are the child tags of [scenario] (and the like) that are handled
5762  * elsewhere (in the C++ code).
5763  * Any child tags not in this list will be passed to Lua's on_load event.
5764  */
5765 static bool is_handled_file_tag(std::string_view s)
5766 {
5767  // Make sure this is sorted, since we binary_search!
5768  using namespace std::literals::string_view_literals;
5769  static constexpr std::array handled_file_tags {
5770  "color_palette"sv,
5771  "color_range"sv,
5772  "display"sv,
5773  "end_level_data"sv,
5774  "era"sv,
5775  "event"sv,
5776  "generator"sv,
5777  "label"sv,
5778  "lua"sv,
5779  "map"sv,
5780  "menu_item"sv,
5781  "modification"sv,
5782  "modify_unit_type"sv,
5783  "music"sv,
5784  "options"sv,
5785  "side"sv,
5786  "sound_source"sv,
5787  "story"sv,
5788  "terrain_graphics"sv,
5789  "time"sv,
5790  "time_area"sv,
5791  "tunnel"sv,
5792  "undo_stack"sv,
5793  "variables"sv
5794  };
5795 
5796  return std::binary_search(handled_file_tags.begin(), handled_file_tags.end(), s);
5797 }
5798 
5799 /**
5800  * Executes the game_events.on_load function and passes to it all the
5801  * scenario tags not yet handled.
5802  */
5804 {
5805  lua_State *L = mState;
5806 
5807  if(!impl_get_callback(L, "on_load"))
5808  return;
5809 
5810  lua_newtable(L);
5811  int k = 1;
5812  for(const auto [child_key, child_cfg] : level.all_children_view())
5813  {
5814  if (is_handled_file_tag(child_key)) continue;
5815  lua_createtable(L, 2, 0);
5816  lua_pushstring(L, child_key.c_str());
5817  lua_rawseti(L, -2, 1);
5818  luaW_pushconfig(L, child_cfg);
5819  lua_rawseti(L, -2, 2);
5820  lua_rawseti(L, -2, k++);
5821  }
5822 
5823  luaW_pcall(L, 1, 0, true);
5824 }
5825 
5826 /**
5827  * Executes the game_events.on_save function and adds to @a cfg the
5828  * returned tags. Also flushes the [lua] tags.
5829  */
5831 {
5832  lua_State *L = mState;
5833 
5834  if(!impl_get_callback<config>(L, "on_save"))
5835  return;
5836 
5837  if (!luaW_pcall(L, 0, 1, false))
5838  return;
5839 
5840  config v;
5841  luaW_toconfig(L, -1, v);
5842  lua_pop(L, 1);
5843 
5844  // Make a copy of the source tag names. Since splice is a destructive operation,
5845  // we can't guarantee that the view will remain valid during iteration.
5846  const auto temp = v.child_name_view();
5847  const std::vector<std::string> src_tags(temp.begin(), temp.end());
5848 
5849  for(const auto& key : src_tags) {
5850  if(is_handled_file_tag(key)) {
5851  /*
5852  * It seems the only tags appearing in the config v variable here
5853  * are the core-lua-handled (currently [item] and [objectives])
5854  * and the extra UMC ones.
5855  */
5856  const std::string m = "Tag is already used: [" + key + "]";
5857  log_error(m.c_str());
5858  continue;
5859  } else {
5860  cfg.splice_children(v, key);
5861  }
5862  }
5863 }
5864 
5865 /**
5866  * Executes the game_events.on_event function.
5867  * Returns false if there was no lua handler for this event
5868  */
5870 {
5871  lua_State *L = mState;
5872 
5873  if(!impl_get_callback(L, "on_event"))
5874  return false;
5875 
5876  queued_event_context dummy(&ev, queued_events_);
5877  lua_pushstring(L, ev.name.c_str());
5878  luaW_pcall(L, 1, 0, false);
5879  return true;
5880 }
5881 
5882 void game_lua_kernel::custom_command(const std::string& name, const config& cfg)
5883 {
5884  lua_State *L = mState;
5885 
5886  if (!luaW_getglobal(L, "wesnoth", "custom_synced_commands", name)) {
5887  return;
5888  }
5889  luaW_pushconfig(L, cfg);
5890  luaW_pcall(L, 1, 0, false);
5891 }
5892 
5893 /**
5894  * Applies its upvalue as an effect
5895  * Arg 1: The unit to apply to
5896  * Arg 3: The [effect] tag contents
5897  * Arg 3: If false, only build description
5898  * Return: The description of the effect
5899  */
5901 {
5902  std::string which_effect = lua_tostring(L, lua_upvalueindex(1));
5903  bool need_apply = luaW_toboolean(L, lua_upvalueindex(2));
5904  // Argument 1 is the implicit "self" argument, which isn't needed here
5905  lua_unit u(luaW_checkunit(L, 2));
5906  config cfg = luaW_checkconfig(L, 3);
5907 
5908  // The times= key is supposed to be ignored by the effect function.
5909  // However, just in case someone doesn't realize this, we will set it to 1 here.
5910  cfg["times"] = 1;
5911 
5912  if(need_apply) {
5913  u->apply_builtin_effect(which_effect, cfg);
5914  return 0;
5915  } else {
5916  std::string description = u->describe_builtin_effect(which_effect, cfg);
5917  lua_pushstring(L, description.c_str());
5918  return 1;
5919  }
5920 }
5921 
5922 /**
5923 * Registers a function for use as an effect handler.
5924 */
5926 {
5927  lua_State *L = mState;
5928 
5929  // The effect name is at the top of the stack
5930  int str_i = lua_gettop(L);
5931  lua_newtable(L); // The functor table
5932  lua_newtable(L); // The functor metatable
5933  lua_pushstring(L, "__call");
5934  lua_pushvalue(L, str_i);
5935  lua_pushboolean(L, true);
5936  lua_pushcclosure(L, &dispatch<&game_lua_kernel::cfun_builtin_effect>, 2);
5937  lua_rawset(L, -3); // Set the call metafunction
5938  lua_pushstring(L, "__descr");
5939  lua_pushvalue(L, str_i);
5940  lua_pushboolean(L, false);
5941  lua_pushcclosure(L, &dispatch<&game_lua_kernel::cfun_builtin_effect>, 2);
5942  lua_rawset(L, -3); // Set the descr "metafunction"
5943  lua_setmetatable(L, -2); // Apply the metatable to the functor table
5944 }
5945 
5946 
5947 /**
5948  * Executes its upvalue as a wml action.
5949  */
5951 {
5953  (lua_touserdata(L, lua_upvalueindex(1)));
5954 
5955  vconfig vcfg = luaW_checkvconfig(L, 1);
5956  h(get_event_info(), vcfg);
5957  return 0;
5958 }
5959 
5960 /**
5961  * Registers a function for use as an action handler.
5962  */
5964 {
5965  lua_State *L = mState;
5966 
5967  lua_getglobal(L, "wesnoth");
5968  lua_pushstring(L, "wml_actions");
5969  lua_rawget(L, -2);
5970  lua_pushstring(L, cmd.c_str());
5971  lua_pushlightuserdata(L, reinterpret_cast<void *>(h));
5972  lua_pushcclosure(L, &dispatch<&game_lua_kernel::cfun_wml_action>, 1);
5973  lua_rawset(L, -3);
5974  lua_pop(L, 2);
5975 }
5976 
5977 using wml_conditional_handler = bool(*)(const vconfig&);
5978 
5979 /**
5980  * Executes its upvalue as a wml condition and returns the result.
5981  */
5982 static int cfun_wml_condition(lua_State *L)
5983 {
5985  (lua_touserdata(L, lua_upvalueindex(1)));
5986 
5987  vconfig vcfg = luaW_checkvconfig(L, 1);
5988  lua_pushboolean(L, h(vcfg));
5989  return 1;
5990 }
5991 
5992 /**
5993  * Registers a function for use as a conditional handler.
5994  */
5996 {
5997  lua_State *L = mState;
5998 
5999  lua_getglobal(L, "wesnoth");
6000  lua_pushstring(L, "wml_conditionals");
6001  lua_rawget(L, -2);
6002  lua_pushstring(L, cmd.c_str());
6003  lua_pushlightuserdata(L, reinterpret_cast<void *>(h));
6004  lua_pushcclosure(L, &cfun_wml_condition, 1);
6005  lua_rawset(L, -3);
6006  lua_pop(L, 2);
6007 }
6008 
6009 /**
6010  * Runs a command from an event handler.
6011  * @return true if there is a handler for the command.
6012  * @note @a cfg should be either volatile or long-lived since the Lua
6013  * code may grab it for an arbitrary long time.
6014  */
6015 bool game_lua_kernel::run_wml_action(const std::string& cmd, const vconfig& cfg,
6016  const game_events::queued_event& ev)
6017 {
6018  lua_State *L = mState;
6019 
6020 
6021  if (!luaW_getglobal(L, "wesnoth", "wml_actions", cmd))
6022  return false;
6023 
6024  queued_event_context dummy(&ev, queued_events_);
6025  luaW_pushvconfig(L, cfg);
6026  luaW_pcall(L, 1, 0, true);
6027  return true;
6028 }
6029 
6030 
6031 /**
6032  * Evaluates a WML conidition.
6033  *
6034  * @returns Whether the condition passed.
6035  * @note @a cfg should be either volatile or long-lived since the Lua
6036  * code may grab it for an arbitrarily long time.
6037  */
6038 bool game_lua_kernel::run_wml_conditional(const std::string& cmd, const vconfig& cfg)
6039 {
6040  lua_State* L = mState;
6041 
6042  // If an invalid coniditional tag is used, consider it a pass.
6043  if(!luaW_getglobal(L, "wesnoth", "wml_conditionals", cmd)) {
6044  lg::log_to_chat() << "unknown conditional wml: [" << cmd << "]\n";
6045  ERR_WML << "unknown conditional wml: [" << cmd << "]";
6046  return true;
6047  }
6048 
6049  luaW_pushvconfig(L, cfg);
6050 
6051  // Any runtime error is considered a fail.
6052  if(!luaW_pcall(L, 1, 1, true)) {
6053  return false;
6054  }
6055 
6056  bool b = luaW_toboolean(L, -1);
6057 
6058  lua_pop(L, 1);
6059  return b;
6060 }
6061 
6062 static int intf_run_event_wml(lua_State* L)
6063 {
6064  int argIdx = lua_gettop(L);
6065  if(!luaW_getglobal(L, "wesnoth", "wml_actions", "command")) {
6066  return luaL_error(L, "wesnoth.wml_actions.command is missing");
6067  }
6068  lua_pushvalue(L, argIdx);
6069  lua_call(L, 1, 0);
6070  return 0;
6071 }
6072 
6074 {
6075  lua_State* L = mState;
6076  const auto events = push_wml_events_table(L);
6077  int evtIdx = lua_gettop(L);
6078  lua_pushcfunction(L, intf_run_event_wml);
6079  return luaL_ref(L, evtIdx);
6080 }
6081 
6082 int game_lua_kernel::save_wml_event(const std::string& name, const std::string& id, const std::string& code)
6083 {
6084  lua_State* L = mState;
6085  const auto events = push_wml_events_table(L);
6086  int evtIdx = lua_gettop(L);
6087  std::ostringstream lua_name;
6088  lua_name << "event ";
6089  if(name.empty()) {
6090  lua_name << "<anon>";
6091  } else {
6092  lua_name << name;
6093  }
6094  if(!id.empty()) {
6095  lua_name << "[id=" << id << "]";
6096  }
6097  if(!load_string(code.c_str(), lua_name.str())) {
6098  ERR_LUA << "Failed to register WML event: " << lua_name.str();
6099  return LUA_NOREF;
6100  }
6101  return luaL_ref(L, evtIdx);
6102 }
6103 
6105 {
6106  lua_State* L = mState;
6107  idx = lua_absindex(L, idx);
6108  const auto events = push_wml_events_table(L);
6109  int evtIdx = lua_gettop(L);
6110  lua_pushvalue(L, idx);
6111  return luaL_ref(L, evtIdx);
6112 }
6113 
6115 {
6116  lua_State* L = mState;
6117  const auto events = push_wml_events_table(L);
6118  luaL_unref(L, -1, ref);
6119 }
6120 
6121 bool game_lua_kernel::run_wml_event(int ref, const vconfig& args, const game_events::queued_event& ev, bool* out)
6122 {
6123  lua_State* L = mState;
6124  const auto events = push_wml_events_table(L);
6125  lua_geti(L, -1, ref);
6126  if(lua_isnil(L, -1)) return false;
6127  luaW_pushvconfig(L, args);
6128  queued_event_context dummy(&ev, queued_events_);
6129  if(luaW_pcall(L, 1, out ? 1 : 0, true)) {
6130  if(out) {
6131  *out = luaW_toboolean(L, -1);
6132  lua_pop(L, 1);
6133  }
6134  return true;
6135  }
6136  return false;
6137 }
6138 
6139 
6140 /**
6141 * Runs a script from a location filter.
6142 * The script is an already compiled function given by its name.
6143 */
6144 bool game_lua_kernel::run_filter(char const *name, const map_location& l)
6145 {
6146  lua_pushinteger(mState, l.wml_x());
6147  lua_pushinteger(mState, l.wml_y());
6148  return run_filter(name, 2);
6149 }
6150 
6151 /**
6152 * Runs a script from a location filter.
6153 * The script is an already compiled function given by its name.
6154 */
6155 bool game_lua_kernel::run_filter(char const *name, const team& t)
6156 {
6157  //TODO: instead of passing the lua team object we coudl also jsut pass its
6158  // number. then we wouldn't need this const cast.
6159  luaW_pushteam(mState, const_cast<team&>(t));
6160  return run_filter(name, 1);
6161 }
6162 /**
6163 * Runs a script from a unit filter.
6164 * The script is an already compiled function given by its name.
6165 */
6166 bool game_lua_kernel::run_filter(char const *name, const unit& u)
6167 {
6168  lua_State *L = mState;
6169  lua_unit* lu = luaW_pushlocalunit(L, const_cast<unit&>(u));
6170  // stack: unit
6171  // put the unit to the stack twice to prevent gc.
6172  lua_pushvalue(L, -1);
6173  // stack: unit, unit
6174  bool res = run_filter(name, 1);
6175  // stack: unit
6176  lu->clear_ref();
6177  lua_pop(L, 1);
6178  return res;
6179 }
6180 /**
6181 * Runs a script from a filter.
6182 * The script is an already compiled function given by its name.
6183 */
6184 bool game_lua_kernel::run_filter(char const *name, int nArgs)
6185 {
6186  auto ml = map_locker(this);
6187  lua_State *L = mState;
6188  // Get the user filter by name.
6189  const std::vector<std::string>& path = utils::split(name, '.', utils::STRIP_SPACES);
6190  if (!luaW_getglobal(L, path))
6191  {
6192  std::string message = std::string() + "function " + name + " not found";
6193  log_error(message.c_str(), "Lua SUF Error");
6194  //we pushed nothing and can safeley return.
6195  return false;
6196  }
6197  lua_insert(L, -nArgs - 1);
6198 
6199  if (!luaW_pcall(L, nArgs, 1)) return false;
6200 
6201  bool b = luaW_toboolean(L, -1);
6202  lua_pop(L, 1);
6203  return b;
6204 }
6205 
6206 std::string game_lua_kernel::apply_effect(const std::string& name, unit& u, const config& cfg, bool need_apply)
6207 {
6208  lua_State *L = mState;
6209  int top = lua_gettop(L);
6210  std::string descr;
6211  // Stack: nothing
6212  lua_unit* lu = luaW_pushlocalunit(L, u);
6213  // Stack: unit
6214  // (Note: The unit needs to be on the stack twice to prevent untimely GC.)
6215  luaW_pushconfig(L, cfg);
6216  // Stack: unit, cfg
6217  if(luaW_getglobal(L, "wesnoth", "effects", name)) {
6218  auto ml = map_locker(this);
6219  // Stack: unit, cfg, effect
6220  if(lua_istable(L, -1)) {
6221  // Effect is implemented by a table with __call and __descr
6222  if(need_apply) {
6223  lua_pushvalue(L, -1);
6224  // Stack: unit, cfg, effect, effect
6225  lua_pushvalue(L, top + 1);
6226  // Stack: unit, cfg, effect, effect, unit
6227  lua_pushvalue(L, top + 2);
6228  // Stack: unit, cfg, effect, effect, unit, cfg
6229  luaW_pcall(L, 2, 0);
6230  // Stack: unit, cfg, effect
6231  }
6232  if(luaL_getmetafield(L, -1, "__descr")) {
6233  // Stack: unit, cfg, effect, __descr
6234  if(lua_isstring(L, -1)) {
6235  // __descr was a static string
6236  descr = lua_tostring(L, -1);
6237  } else {
6238  lua_pushvalue(L, -2);
6239  // Stack: unit, cfg, effect, __descr, effect
6240  lua_pushvalue(L, top + 1);
6241  // Stack: unit, cfg, effect, __descr, effect, unit
6242  lua_pushvalue(L, top + 2);
6243  // Stack: unit, cfg, effect, __descr, effect, unit, cfg
6244  luaW_pcall(L, 3, 1);
6245  if(lua_isstring(L, -1) && !lua_isnumber(L, -1)) {
6246  descr = lua_tostring(L, -1);
6247  } else {
6248  ERR_LUA << "Effect __descr metafunction should have returned a string, but instead returned ";
6249  if(lua_isnone(L, -1)) {
6250  ERR_LUA << "nothing";
6251  } else {
6252  ERR_LUA << lua_typename(L, lua_type(L, -1));
6253  }
6254  }
6255  }
6256  }
6257  } else if(need_apply) {
6258  // Effect is assumed to be a simple function; no description is provided
6259  lua_pushvalue(L, top + 1);
6260  // Stack: unit, cfg, effect, unit
6261  lua_pushvalue(L, top + 2);
6262  // Stack: unit, cfg, effect, unit, cfg
6263  luaW_pcall(L, 2, 0);
6264  // Stack: unit, cfg
6265  }
6266  }
6267  lua_settop(L, top);
6268  lu->clear_ref();
6269  return descr;
6270 }
6271 
6273 {
6274  return ai::lua_ai_context::create(mState,code,engine);
6275 }
6276 
6278 {
6279  return ai::lua_ai_action_handler::create(mState,code,context);
6280 }
6281 
6283 {
6284  lua_State *L = mState;
6285 
6286  if(!impl_get_callback(L, "on_mouse_move")) {
6287  return;
6288  }
6289  lua_push(L, loc.wml_x());
6290  lua_push(L, loc.wml_y());
6291  luaW_pcall(L, 2, 0, false);
6292  return;
6293 }
6294 
6295 bool game_lua_kernel::mouse_button_callback(const map_location& loc, const std::string &button, const std::string &event)
6296 {
6297  lua_State *L = mState;
6298 
6299  if(!impl_get_callback<bool>(L, "on_mouse_button")) {
6300  return false;
6301  }
6302 
6303  lua_push(L, loc.wml_x());
6304  lua_push(L, loc.wml_y());
6305  lua_push(L, button);
6306  lua_push(L, event);
6307 
6308  if (!luaW_pcall(L, 4, 1)) return false;
6309  bool result = luaW_toboolean(L, -1);
6310  lua_pop(L, 1);
6311  return result;
6312 }
6313 
6315 {
6316  lua_State *L = mState;
6317 
6318  if(!impl_get_callback(L, "on_mouse_action")) {
6319  return;
6320  }
6321  lua_push(L, loc.wml_x());
6322  lua_push(L, loc.wml_y());
6323  luaW_pcall(L, 2, 0, false);
6324  return;
6325 }
static bool is_enemy(std::size_t side, std::size_t other_side)
Definition: abilities.cpp:1028
Various functions that implement attacks and attack calculations.
map_location loc
Definition: move.cpp:172
Various functions related to moving units.
void advance_unit_at(const advance_unit_params &params)
Various functions that implement advancements of units.
Managing the AIs lifecycle - headers TODO: Refactor history handling and internal commands.
Composite AI with turn sequence which is a vector of stages.
GAME_CONFIG_SETTER("debug", bool, application_lua_kernel)
double t
Definition: astarsearch.cpp:63
#define debug(x)
Class to encapsulate fog/shroud clearing and the resultant sighted events.
Definition: vision.hpp:72
bool clear_dest(const map_location &dest, const unit &viewer)
Clears shroud (and fog) at the provided location and its immediate neighbors.
Definition: vision.cpp:490
game_events::pump_result_t fire_events()
Fires the sighted events that were earlier recorded by fog/shroud clearing.
Definition: vision.cpp:541
bool clear_unit(const map_location &view_loc, team &view_team, std::size_t viewer_id, int sight_range, bool slowed, const movetype::terrain_costs &costs, const map_location &real_loc, const std::set< map_location > *known_units=nullptr, std::size_t *enemy_count=nullptr, std::size_t *friend_count=nullptr, move_unit_spectator *spectator=nullptr, bool instant=true)
Clears shroud (and fog) around the provided location for view_team based on sight_range,...
Definition: vision.cpp:330
virtual ai_context & get_ai_context()
unwrap
Definition: ai.cpp:168
virtual double evaluate()=0
Evaluate the candidate action, resetting the internal state of the action.
virtual void execute()=0
Execute the candidate action.
static bool add_component(component *root, const std::string &path, const config &cfg)
Definition: component.cpp:172
static void expand_simplified_aspects(side_number side, config &cfg)
Expand simplified aspects, similar to the change from 1.7.2 to 1.7.3 but with some additional syntax ...
static const config & get_default_ai_parameters()
get default AI parameters
virtual config to_config() const
Serialize to config.
Definition: engine_lua.cpp:385
virtual void push_ai_table()
Method that pushes the AI table of the lua_context on the stack for debugging purposes.
Definition: engine_lua.cpp:298
component * get_component(component *root, const std::string &path)
Definition: manager.cpp:310
Proxy class for calling AI action handlers defined in Lua.
Definition: core.hpp:71
static lua_ai_action_handler * create(lua_State *L, char const *code, lua_ai_context &context)
Definition: core.cpp:1020
Proxy table for the AI context.
Definition: core.hpp:34
static void init(lua_State *L)
Definition: core.cpp:53
static lua_ai_context * create(lua_State *L, char const *code, engine_lua *engine)
Definition: core.cpp:978
bool add_ai_for_side_from_config(side_number side, const config &cfg, bool replace=true)
Adds active AI for specified side from cfg.
Definition: manager.cpp:482
void append_active_ai_for_side(ai::side_number side, const config &cfg)
Appends AI parameters to active AI of the given side.
Definition: manager.cpp:527
void raise_user_interact()
Notifies all observers of 'ai_user_interact' event.
Definition: manager.cpp:424
static manager & get_singleton()
Definition: manager.hpp:140
void modify_active_ai_for_side(ai::side_number side, const config &cfg)
Modifies AI parameters for active AI of the given side.
Definition: manager.cpp:522
ai::holder & get_active_ai_holder_for_side_dbg(side_number side)
Gets the active AI holder for debug purposes.
Definition: manager.cpp:547
bool play_stage()
Play the turn - strategy.
Definition: stage.cpp:55
Computes the statistics of a battle between an attacker and a defender unit.
Definition: attack.hpp:164
const battle_context_unit_stats & get_defender_stats() const
This method returns the statistics of the defender.
Definition: attack.hpp:196
const combatant & get_attacker_combatant(const combatant *prev_def=nullptr)
Get the simulation results.
Definition: attack.cpp:328
const battle_context_unit_stats & get_attacker_stats() const
This method returns the statistics of the attacker.
Definition: attack.hpp:190
const combatant & get_defender_combatant(const combatant *prev_def=nullptr)
Definition: attack.cpp:335
Variant for storing WML attributes.
std::string str(const std::string &fallback="") const
bool empty() const
Tests for an attribute that either was never set or was set to "".
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:157
config & add_child(std::string_view key)
Definition: config.cpp:436
optional_config_impl< config > optional_child(std::string_view key, int n=0)
Equivalent to mandatory_child, but returns an empty optional if the nth child was not found.
Definition: config.cpp:380
config & child_or_add(std::string_view key)
Returns a reference to the first child with the given key.
Definition: config.cpp:401
child_itors child_range(std::string_view key)
Definition: config.cpp:268
void splice_children(config &src, std::string_view key)
Moves all the children with tag key from src to this.
Definition: config.cpp:558
auto child_name_view() const
A non-owning view over all child tag names.
Definition: config.hpp:903
bool has_child(std::string_view key) const
Determine whether a config has a child or not.
Definition: config.cpp:312
bool empty() const
Definition: config.cpp:823
config & mandatory_child(std::string_view key, int n=0)
Returns the nth child with the given key, or throws an error if there is none.
Definition: config.cpp:362
void remove_children(std::string_view key, const std::function< bool(const config &)> &p={})
Removes all children with tag key for which p returns true.
Definition: config.cpp:634
virtual void play_slice()
void add_chat_message(const std::chrono::system_clock::time_point &time, const std::string &speaker, int side, const std::string &msg, events::chat_handler::MESSAGE_TYPE type, bool bell)
int village_owner(const map_location &loc) const
Given the location of a village, will return the 1-based number of the team that currently owns it,...
virtual const unit_map & units() const =0
Sort-of-Singleton that many classes, both GUI and non-GUI, use to access the game data.
Definition: display.hpp:88
const team & viewing_team() const
Definition: display.cpp:331
void remove_overlay(const map_location &loc)
remove_overlay will remove all overlays on a tile.
Definition: display.cpp:131
void recalculate_minimap()
Schedule the minimap for recalculation.
Definition: display.cpp:1456
void remove_single_overlay(const map_location &loc, const std::string &toDelete)
remove_single_overlay will remove a single overlay from a tile
Definition: display.cpp:136
bool invalidate(const map_location &loc)
Function to invalidate a specific tile for redrawing.
Definition: display.cpp:2961
double turbo_speed() const
Definition: display.cpp:2005
@ ONSCREEN
Definition: display.hpp:496
@ ONSCREEN_WARP
Definition: display.hpp:496
@ SCROLL
Definition: display.hpp:496
void adjust_color_overlay(int r, int g, int b)
Add r,g,b to the colors for all images displayed on the map.
Definition: display.cpp:394
static double get_zoom_factor()
Returns the current zoom factor.
Definition: display.hpp:261
map_labels & labels()
Definition: display.cpp:2426
void scroll_to_tile(const map_location &loc, SCROLL_TYPE scroll_type=ONSCREEN, bool check_fogged=true, bool force=true)
Scroll such that location loc is on-screen.
Definition: display.cpp:1855
bool view_locked() const
Definition: display.hpp:491
bool set_zoom(bool increase)
Zooms the display in (true) or out (false).
Definition: display.cpp:1683
tod_color get_color_overlay() const
Definition: display.hpp:207
void invalidate_all()
Function to invalidate all tiles.
Definition: display.cpp:2954
rect map_outside_area() const
Returns the available area for a map, this may differ from the above.
Definition: display.cpp:510
void fade_to(const color_t &color, const std::chrono::milliseconds &duration)
Screen fade.
Definition: display.cpp:2102
const display_context & context() const
Definition: display.hpp:184
void add_overlay(const map_location &loc, overlay &&ov)
Functions to add and remove overlays from locations.
Definition: display.cpp:118
const map_location & selected_hex() const
Definition: display.hpp:300
bool show_everything() const
Definition: display.hpp:104
static display * get_singleton()
Returns the display object if a display object exists.
Definition: display.hpp:102
void reinit_flags_for_team(const team &)
Rebuild the flag list (not team colors) for a single side.
Definition: display.cpp:263
const map_location & mouseover_hex() const
Definition: display.hpp:301
void set_view_locked(bool value)
Sets whether the map view is locked (e.g.
Definition: display.hpp:494
bool scroll(const point &amount, bool force=false)
Scrolls the display by amount pixels.
Definition: display.cpp:1580
void select_hex(const map_location &hex, const bool browse, const bool highlight=true, const bool fire_event=true, const bool force_unhighlight=false)
void set_position(double xpos, double ypos)
void set_alignment(ALIGN align)
void set_lifetime(const std::chrono::milliseconds &lifetime, const std::chrono::milliseconds &fadeout=std::chrono::milliseconds{100})
void set_color(const color_t &color)
void set_bg_color(const color_t &bg_color)
void set_clip_rect(const rect &r)
void set_font_size(int font_size)
std::ostringstream wrapper.
Definition: formatter.hpp:40
Game board class.
Definition: game_board.hpp:47
virtual const std::vector< team > & teams() const override
Definition: game_board.hpp:80
team & get_team(int i)
Definition: game_board.hpp:92
unit_map::iterator find_visible_unit(const map_location &loc, const team &current_team, bool see_all=false)
Definition: game_board.cpp:185
virtual const unit_map & units() const override
Definition: game_board.hpp:107
virtual const gamemap & map() const override
Definition: game_board.hpp:97
static game_config_manager * get()
const game_config_view & game_config() const
A class grating read only view to a vector of config objects, viewed as one config with all children ...
const config & find_mandatory_child(std::string_view key, const std::string &name, const std::string &value) const
void clear_variable(const std::string &varname)
Clears attributes config children does nothing if varname is no valid variable name.
Definition: game_data.cpp:118
void set_allow_end_turn(bool value, const t_string &reason={})
Definition: game_data.hpp:120
@ PRELOAD
the preload [event] is fired next phase: PRESTART (normal game), TURN_STARTING_WAITING (reloaded game...
Definition: game_data.hpp:76
@ INITIAL
creating intitial [unit]s, executing toplevel [lua] etc.
Definition: game_data.hpp:73
@ PRESTART
the prestart [event] is fired next phase: START (default), GAME_ENDING
Definition: game_data.hpp:79
@ TURN_PLAYING
The User is controlling the game and invoking actions The game can be saved here.
Definition: game_data.hpp:93
const std::string & get_theme() const
Definition: game_data.hpp:136
variable_access_create get_variable_access_write(const std::string &varname)
returns a variable_access that can be used to change the game variables
Definition: game_data.hpp:51
void set_theme(const std::string &value)
Definition: game_data.hpp:137
variable_access_const get_variable_access_read(const std::string &varname) const
returns a variable_access that cannot be used to change the game variables
Definition: game_data.hpp:45
void display_unit_hex(map_location hex)
Change the unit to be displayed in the sidebar.
void invalidate_unit_after_move(const map_location &src, const map_location &dst)
Same as invalidate_unit() if moving the displayed unit.
virtual void highlight_hex(map_location hex) override
Function to highlight a location.
virtual const map_location & displayed_unit_hex() const override
Virtual functions shadowed in game_display.
void new_turn()
Update lighting settings.
bool maybe_rebuild()
Rebuilds the screen if needs_rebuild(true) was previously called, and resets the flag.
display_chat_manager & get_chat_manager()
void float_label(const map_location &loc, const std::string &text, const color_t &color)
Function to float a label above a tile.
void set_arguments(const config &cfg)
Definition: handlers.hpp:127
The game event manager loads the scenario configuration object, and ensures that events are handled a...
Definition: manager.hpp:45
void add_event_handler_from_wml(const config &handler, game_lua_kernel &lk, bool is_menu_item=false)
Create an event handler from an [event] tag.
Definition: manager.cpp:68
pending_event_handler add_event_handler_from_lua(const std::string &name, const std::string &id, bool repeat=false, double priority=0., bool is_menu_item=false)
Create an empty event handler.
Definition: manager.cpp:108
bool fire_item(const std::string &id, const map_location &hex, game_data &gamedata, filter_context &fc, unit_map &units, bool is_key_hold_repeat=false) const
Fires the menu item with the given id.
Definition: wmi_manager.cpp:78
bool erase(const std::string &id)
Erases the item with the provided id.
Definition: wmi_manager.cpp:53
void set_item(const std::string &id, const vconfig &menu_item)
Updates or creates (as appropriate) the menu item with the given id.
void(* handler)(const queued_event &, const vconfig &)
Definition: action_wml.hpp:44
static const map & registry()
Definition: action_wml.hpp:57
void set_action_canceled()
Sets whether or not wml wants to abort the currently executed user action.
Definition: pump.cpp:363
pump_result_t fire(const std::string &event, const entity_location &loc1=entity_location::null_entity, const entity_location &loc2=entity_location::null_entity, const config &data=config())
Function to fire an event.
Definition: pump.cpp:399
void set_undo_disabled(bool mutated)
[allow_undo] implementation
Definition: pump.cpp:351
int intf_get_mouseover_tile(lua_State *L)
Returns the currently overed tile.
void custom_command(const std::string &, const config &)
int intf_put_unit(lua_State *L)
Places a unit on the map.
int intf_get_label(lua_State *L)
int intf_cancel_action(lua_State *)
int intf_set_floating_label(lua_State *L, bool spawn)
Create a new floating label or replace an existing one.
int intf_replace_schedule(lua_State *l)
Replacing the current time of day schedule.
int intf_select_unit(lua_State *L)
Selects and highlights the given location on the map.
int intf_deselect_hex(lua_State *L)
Deselects any highlighted hex on the map.
std::stack< game_events::queued_event const * > queued_events_
int intf_get_all_vars(lua_State *L)
Gets all the WML variables currently set.
int intf_remove_tile_overlay(lua_State *L)
Removes an overlay from a tile.
int intf_screen_fade(lua_State *L)
int intf_erase_unit(lua_State *L)
Erases a unit from the map.
int intf_get_fog_or_shroud(lua_State *L, bool fog)
int intf_override_shroud(lua_State *L)
Overrides the shroud entirely.
int intf_get_variable(lua_State *L)
Gets a WML variable.
int intf_scroll(lua_State *L)
game_lua_kernel(game_state &, play_controller &, reports &)
int intf_set_sub_achievement(lua_State *L)
Marks a single sub-achievement as completed.
int intf_lock_view(lua_State *L)
Sets whether gamemap scrolling is disabled for the user.
void put_unit_helper(const map_location &loc)
int intf_toggle_shroud(lua_State *L, bool place_shroud)
Toggle shroud on some locations Arg 1: Side number Arg 2: List of locations on which to place/remove ...
int intf_match_side(lua_State *L)
Matches a side against the given filter.
int intf_get_selected_tile(lua_State *L)
Returns the currently selected tile.
int cfun_wml_action(lua_State *L)
Executes its upvalue as a wml action.
virtual void log_error(char const *msg, char const *context="Lua error") override
Error reporting mechanisms, used by virtual methods protected_call and load_string.
int cfun_builtin_effect(lua_State *L)
Applies its upvalue as an effect Arg 1: The unit to apply to Arg 3: The [effect] tag contents Arg 3: ...
int impl_theme_item(lua_State *L, const std::string &name)
Executes its upvalue as a theme item generator.
ai::lua_ai_context * create_lua_ai_context(char const *code, ai::engine_lua *engine)
int intf_has_achievement(lua_State *L)
Returns whether an achievement has been completed.
int intf_gamestate_inspector(lua_State *)
int intf_float_label(lua_State *L)
Floats some text on the map.
tod_manager & tod_man()
int intf_find_reach(lua_State *L)
Finds all the locations reachable by a unit.
bool run_event(const game_events::queued_event &)
Executes the game_events.on_event function.
int intf_end_turn(lua_State *)
int save_wml_event()
Store a WML event in the Lua registry, as a function.
int impl_scenario_dir(lua_State *L)
Get a list of scenario data (__dir metamethod).
int intf_set_achievement(lua_State *L)
Sets an achievement as being completed.
int intf_get_units(lua_State *)
Gets all the units matching a given filter.
int intf_color_adjust(lua_State *L)
int intf_redraw(lua_State *L)
int intf_set_village_owner(lua_State *L)
Sets the owner of a village.
int impl_current_dir(lua_State *L)
Gets a list of date about current point of game (__dir metamethod).
static config preload_config
int intf_find_cost_map(lua_State *L)
Is called with one or more units and builds a cost map.
int intf_get_time_area(lua_State *)
int intf_highlight_hex(lua_State *L)
Highlights the given location on the map.
bool run_wml_event(int ref, const vconfig &args, const game_events::queued_event &ev, bool *out=nullptr)
Run a WML stored in the Lua registry.
int intf_scroll_to_tile(lua_State *L)
Scrolls to given tile.
int intf_get_side(lua_State *L)
int intf_remove_event(lua_State *L)
int intf_is_enemy(lua_State *L)
Returns whether the first side is an enemy of the second one.
static void extract_preload_scripts(const game_config_view &game_config)
int impl_get_terrain_info(lua_State *L)
Gets details about a terrain.
virtual std::string my_name() override
User-visible name of the lua kernel that they are talking to.
int intf_remove_label(lua_State *L)
bool run_wml_action(const std::string &, const vconfig &, const game_events::queued_event &)
Runs a command from an event handler.
int intf_move_floating_label(lua_State *L)
int intf_match_unit(lua_State *L)
Matches a unit against the given filter.
int intf_add_time_area(lua_State *)
Adding new time_areas dynamically with Standard Location Filters.
scoped_lua_argument push_wml_events_table(lua_State *L) const
Pushes the WML events table to the Lua stack.
void clear_wml_event(int ref)
Clear a WML event store in the Lua registry.
int intf_create_animator(lua_State *)
int impl_theme_items_dir(lua_State *L)
Get all available theme_items (__dir metamethod).
int intf_add_event_wml(lua_State *L)
Add a new event handler Arg: A full event specification as a WML config.
int impl_scenario_set(lua_State *L)
Sets some scenario data (__newindex metamethod).
int intf_message(lua_State *L)
Displays a message in the chat window and in the logs.
int intf_set_side_id(lua_State *L)
int intf_view_locked(lua_State *L)
Gets whether gamemap scrolling is disabled for the user.
int intf_get_displayed_unit(lua_State *)
Gets the unit displayed in the sidebar.
bool run_wml_conditional(const std::string &, const vconfig &)
Evaluates a WML conidition.
int intf_get_recall_units(lua_State *L)
Gets the numeric ids of all the units matching a given filter on the recall lists.
int intf_add_label(lua_State *L)
int intf_zoom(lua_State *L)
int intf_log_replay(lua_State *L)
const game_events::queued_event & get_event_info()
int intf_unit_ability(lua_State *L)
Returns true if the unit has the given ability enabled.
void push_builtin_effect()
Registers a function for use as an effect handler.
int impl_run_animation(lua_State *)
std::string apply_effect(const std::string &name, unit &u, const config &cfg, bool need_apply)
game_board & board()
int intf_fire_wml_menu_item(lua_State *L)
Fires a wml menu item.
int intf_clear_menu_item(lua_State *L)
void mouse_over_hex_callback(const map_location &loc)
int impl_theme_items_get(lua_State *L)
Creates a field of the theme_items table and returns it (__index metamethod).
int intf_find_vacant_tile(lua_State *L)
Finds a vacant tile.
play_controller & play_controller_
int impl_schedule_dir(lua_State *L)
const gamemap & map() const
int map_locked_
A value != 0 means that the shouldn't remove any units from the map, usually because we are currently...
static std::vector< config > preload_scripts
int intf_get_unit(lua_State *)
Gets the unit at the given location or with the given id.
int impl_current_get(lua_State *L)
Gets some data about current point of game (__index metamethod).
int impl_schedule_set(lua_State *L)
void select_hex_callback(const map_location &loc)
void set_wml_condition(const std::string &, bool(*)(const vconfig &))
Registers a function for use as a conditional handler.
game_state & game_state_
int impl_end_level_data_set(lua_State *)
std::string synced_state()
converts synced_context::get_synced_state() to a string.
int intf_find_path(lua_State *L)
Finds a path between two locations.
int intf_remove_floating_label(lua_State *L)
void set_wml_action(const std::string &, game_events::wml_action::handler)
Registers a function for use as an action handler.
int intf_put_recall_unit(lua_State *L)
Puts a unit on a recall list.
int intf_teleport(lua_State *L)
Teeleports a unit to a location.
void luaW_push_schedule(lua_State *L, int area_index)
int intf_add_tile_overlay(lua_State *L)
Adds an overlay on a tile.
int intf_play_sound(lua_State *L)
Plays a sound, possibly repeated.
void lua_chat(const std::string &caption, const std::string &msg)
int intf_allow_end_turn(lua_State *)
Allow undo sets the flag saying whether the event has mutated the game to false.
int intf_get_village_owner(lua_State *L)
Gets the side of a village owner.
int intf_get_sides(lua_State *L)
Returns a proxy table array for all sides matching the given SSF.
int intf_has_sub_achievement(lua_State *L)
Returns whether an achievement has been completed.
int intf_create_side(lua_State *L)
void initialize(const config &level)
int intf_add_undo_actions(lua_State *L)
Add undo actions for the current active event Arg 1: Either a table of ActionWML or a function to cal...
void save_game(config &level)
Executes the game_events.on_save function and adds to cfg the returned tags.
int impl_scenario_get(lua_State *L)
Gets some scenario data (__index metamethod).
int intf_remove_time_area(lua_State *)
Removing new time_areas dynamically with Standard Location Filters.
int impl_schedule_len(lua_State *L)
int intf_get_locations(lua_State *L)
Gets all the locations matching a given filter.
int intf_add_event(lua_State *L)
Add a new event handler Arg 1: Table of options.
int intf_simulate_combat(lua_State *L)
Simulates a combat between two units.
int impl_get_terrain_list(lua_State *L)
Gets a list of known terrain codes.
std::vector< team > & teams()
int intf_progress_achievement(lua_State *L)
Progresses the provided achievement.
int intf_match_location(lua_State *L)
Matches a location against the given filter.
int intf_toggle_fog(lua_State *L, const bool clear)
Implements the lifting and resetting of fog via WML.
int intf_extract_unit(lua_State *L)
Extracts a unit from the map or a recall list and gives it to Lua.
int intf_log(lua_State *L)
Logs a message Arg 1: (optional) Logger; "wml" for WML errors or deprecations Arg 2: Message Arg 3: W...
int intf_clear_messages(lua_State *)
Removes all messages from the chat window.
int intf_allow_undo(lua_State *)
Allow undo sets the flag saying whether the event has mutated the game to false.
int impl_schedule_get(lua_State *L)
int intf_set_variable(lua_State *L)
Sets a WML variable.
int impl_theme_items_set(lua_State *L)
Sets a field of the theme_items table (__newindex metamethod).
void set_game_display(game_display *gd)
int intf_set_menu_item(lua_State *L)
ai::lua_ai_action_handler * create_lua_ai_action_handler(char const *code, ai::lua_ai_context &context)
bool mouse_button_callback(const map_location &loc, const std::string &button, const std::string &event)
int intf_get_achievement(lua_State *L)
Returns information on a single achievement, or no data if the achievement is not found.
std::vector< int > get_sides_vector(const vconfig &cfg)
Gets a vector of sides from side= attribute in a given config node.
int intf_fire_event(lua_State *L, const bool by_id)
Fires an event.
int intf_delay(lua_State *L)
Delays engine for a while.
int intf_add_event_simple(lua_State *L)
Add a new event handler Arg 1: Event to handle, as a string or list of strings; or menu item ID if th...
bool run_filter(char const *name, const unit &u)
Runs a script from a unit filter.
int intf_find_vision_range(lua_State *L)
Finds all the locations for which a given unit would remove the fog (if there was fog on the map).
int intf_skip_messages(lua_State *L)
Set whether to skip messages Arg 1 (optional) - boolean.
game_display * game_display_
int cfun_undoable_event(lua_State *L)
Upvalue 1: The event function Upvalue 2: The undo function Arg 1: The event content.
void load_game(const config &level)
Executes the game_events.on_load function and passes to it all the scenario tags not yet handled.
int intf_get_time_of_day(lua_State *L)
Gets time of day information.
game_data & gamedata()
int intf_get_color_adjust(lua_State *L)
int intf_is_skipping_messages(lua_State *L)
Return true if a replay is in progress but the player has chosen to skip it.
void add_side_wml(config cfg)
creates a new side during a game.
Definition: game_state.cpp:430
int next_player_number_
Definition: game_state.hpp:58
const std::unique_ptr< actions::undo_list > undo_stack_
undo_stack_ is never nullptr.
Definition: game_state.hpp:56
game_board board_
Definition: game_state.hpp:44
const std::unique_ptr< game_events::manager > events_manager_
Definition: game_state.hpp:50
game_events::wmi_manager & get_wml_menu_items()
Definition: game_state.cpp:383
tod_manager tod_manager_
Definition: game_state.hpp:45
game_data gamedata_
Definition: game_state.hpp:43
Encapsulates the map of the game.
Definition: map.hpp:176
const t_translation::ter_list & get_terrain_list() const
Gets the list of terrains.
Definition: map.cpp:42
const terrain_type & get_terrain_info(const t_translation::terrain_code &terrain) const
Definition: map.cpp:78
virtual void log_error(char const *msg, char const *context="Lua error")
Error reporting mechanisms, used by virtual methods protected_call and load_string.
command_log cmd_log_
lua_State * mState
bool load_string(const std::string &prog, const std::string &name, const error_handler &, bool allow_unsafe=false)
void run_lua_tag(const config &cfg)
Runs a [lua] tag.
Storage for a unit, either owned by the Lua code (ptr != 0), a local variable unit (c_ptr !...
Definition: lua_unit.hpp:81
bool on_map() const
Definition: lua_unit.hpp:100
bool put_map(const map_location &loc)
Definition: lua_unit.cpp:74
int on_recall_list() const
Definition: lua_unit.hpp:102
unit_ptr get_shared() const
Definition: lua_unit.cpp:59
const terrain_label * set_label(const map_location &loc, const t_string &text, const int creator=-1, const std::string &team="", const color_t color=font::NORMAL_COLOR, const bool visible_in_fog=true, const bool visible_in_shroud=false, const bool immutable=false, const std::string &category="", const t_string &tooltip="")
Definition: label.cpp:148
const terrain_label * get_label(const map_location &loc, const std::string &team_name) const
Definition: label.hpp:48
void recalculate_shroud()
Definition: label.cpp:279
void clear_all()
Definition: label.cpp:241
game_classification & get_classification()
events::mouse_handler & get_mouse_handler_base() override
Get a reference to a mouse handler member a derived class uses.
bool is_skipping_story() const
game_state & gamestate()
bool is_skipping_replay() const
std::shared_ptr< wb::manager > get_whiteboard() const
bool is_replay() const
virtual void force_end_turn()=0
game_events::wml_event_pump & pump()
std::set< std::string > & encountered_units()
static prefs & get()
int progress_achievement(const std::string &content_for, const std::string &id, int limit=999999, int max_progress=999999, int amount=0)
Increments the achievement's current progress by amount if it hasn't already been completed.
void set_achievement(const std::string &content_for, const std::string &id)
Marks the specified achievement as completed.
void set_sub_achievement(const std::string &content_for, const std::string &id, const std::string &sub_id)
Marks the specified sub-achievement as completed.
void add_log_data(const std::string &key, const std::string &var)
Definition: replay.cpp:300
void register_generator(const std::string &name, generator *)
Definition: reports.cpp:1858
config generate_builtin_report(const std::string &name, const context &rc)
Generate the specified report using the given context, excluding dynamic generators.
Definition: reports.cpp:1874
const std::set< std::string > & report_list()
Definition: reports.cpp:1884
Shallow wrapper around lua_geti which pops the top variable from the Lua stack when destroyed.
Definition: lua_common.hpp:53
An object to leave the synced context during draw or unsynced wml items when we don’t know whether we...
std::vector< int > get_teams() const
Definition: side_filter.cpp:59
bool match(const team &t) const
static map & registry()
using static function variable instead of static member variable to prevent static initialization fia...
static synced_state get_synced_state()
static bool is_synced()
This class stores all the data for a single 'side' (in game nomenclature).
Definition: team.hpp:74
game_events::pump_result_t get_village(const map_location &, const int owner_side, game_data *fire_event)
Acquires a village from owner_side.
Definition: team.cpp:424
const std::string & team_name() const
Definition: team.hpp:320
void set_color(const std::string &color)
Definition: team.hpp:282
void set_flag(const std::string &flag)
Definition: team.hpp:328
void lose_village(const map_location &)
Definition: team.cpp:450
bool match(const map_location &loc) const
Definition: filter.hpp:43
void get_locations(std::set< map_location > &locs, bool with_border=false) const
gets all locations on the map that match this filter
Definition: filter.hpp:63
To store label data Class implements logic for rendering.
Definition: label.hpp:111
const std::string & id() const
Definition: terrain.hpp:52
t_translation::terrain_code number() const
Definition: terrain.hpp:66
void replace_schedule(const config &time_cfg)
Replace the time of day schedule.
int number_of_turns() const
std::vector< std::string > get_area_ids() const
const std::set< map_location > & get_area_by_index(int index) const
void remove_time_area(const std::string &id)
Removes a time area from config, making it follow the scenario's normal time-of-day sequence.
const std::vector< time_of_day > & times() const
void add_time_area(const gamemap &map, const config &cfg)
Adds a new local time area from config, making it follow its own time-of-day sequence.
void replace_local_schedule(const std::vector< time_of_day > &schedule, int area_index, int initial_time=0)
int turn() const
const time_of_day & get_time_of_day(int for_turn=0) const
Returns global time of day for the passed turn.
Definition: tod_manager.hpp:57
time_of_day get_illuminated_time_of_day(const unit_map &units, const gamemap &map, const map_location &loc, int for_turn=0) const
Returns time of day object for the passed turn at a location.
const std::set< map_location > & get_area_by_id(const std::string &id) const
std::pair< int, std::string > get_area_on_hex(const map_location &loc) const
void reset_affect_adjacent(const unit_map &units)
Refresh map around unit if has ability with [affect_adjacent/distant] tag.
void wait_for_end() const
Definition: animation.cpp:1439
void add_animation(unit_const_ptr animated_unit, const unit_animation *animation, const map_location &src=map_location::null_location(), bool with_bars=false, const std::string &text="", const color_t text_color={0, 0, 0})
Definition: animation.cpp:1321
void start_animations()
Definition: animation.cpp:1373
void set_all_standing()
Definition: animation.cpp:1500
std::vector< const unit * > all_matches_with_unit(const unit &u) const
Definition: filter.hpp:162
std::vector< const unit * > all_matches_at(const map_location &loc) const
Definition: filter.hpp:158
std::vector< const unit * > all_matches_on_map(const map_location *loc=nullptr, const unit *other_unit=nullptr) const
Definition: filter.cpp:67
Container associating units to locations.
Definition: map.hpp:98
unit_ptr extract(const map_location &loc)
Extracts a unit from the map.
Definition: map.cpp:259
unit_iterator find(std::size_t id)
Definition: map.cpp:302
std::size_t erase(const map_location &l)
Erases the unit at location l, if any.
Definition: map.cpp:289
umap_retval_pair_t insert(const unit_ptr &p)
Inserts the unit pointed to by p into the map.
Definition: map.cpp:135
umap_retval_pair_t move(const map_location &src, const map_location &dst)
Moves a unit from location src to location dst.
Definition: map.cpp:92
const unit_type * find(const std::string &key, unit_type::BUILD_STATUS status=unit_type::FULL) const
Finds a unit_type by its id() and makes sure it is built to the specified level.
Definition: types.cpp:1273
config_array_view traits() const
Definition: types.hpp:413
A single unit type that the player may recruit.
Definition: types.hpp:43
const unit_type & get_variation(const std::string &id) const
Definition: types.cpp:437
bool has_variation(const std::string &variation_id) const
Definition: types.cpp:718
This class represents a single unit of a specific type.
Definition: unit.hpp:39
unit_ptr clone() const
Definition: unit.hpp:127
static void clear_status_caches()
Clear this unit status cache for all units.
Definition: unit.cpp:780
static unit_ptr create(const config &cfg, bool use_traits=false, const vconfig *vcfg=nullptr)
Initializes a unit from a config.
Definition: unit.hpp:107
Additional functionality for a non-const variable_info.
Information on a WML variable.
A variable-expanding proxy for the config class.
Definition: variable.hpp:45
static vconfig unconstructed_vconfig()
This is just a wrapper for the default constructor; it exists for historical reasons and to make it c...
Definition: variable.cpp:153
bool null() const
Definition: variable.hpp:72
constexpr uint8_t ALPHA_OPAQUE
Definition: color.hpp:47
A component of the AI framework.
Composite AI contexts.
Define conditionals for the game's events mechanism, a.k.a.
Definitions for the interface to Wesnoth Markup Language (WML).
Managing the AIs configuration - headers.
std::string deprecated_message(const std::string &elem_name, DEP_LEVEL level, const version_info &version, const std::string &detail)
Definition: deprecation.cpp:29
LUA AI Support engine - creating specific ai components from config.
Define locations as used by the game's events mechanism.
const config * cfg
std::size_t i
Definition: function.cpp:1032
static int intf_modify_ai(lua_State *L, const char *action)
int dispatch(lua_State *L)
static int load_fake_units(lua_State *L, int arg, T &fake_units)
static int impl_animator_get(lua_State *L)
#define SCENARIO_SETTER(name, type)
static int impl_null_callback(lua_State *L)
static int impl_animator_collect(lua_State *L)
#define SCENARIO_GETTER(name, type)
static int intf_unit_resistance(lua_State *L)
Returns unit resistance against a given attack type.
static int intf_synchronize_choice(lua_State *L)
Ensures a value is synchronized among all the clients.
static int luaW_check_schedule(lua_State *L, int idx)
#define SCENARIO_VALID(name)
#define ERR_LUA
static lg::log_domain log_scripting_lua("scripting/lua")
static int intf_add_known_unit(lua_State *L)
Adds a new known unit type to the help system.
static int intf_append_ai(lua_State *L)
static int impl_end_level_data_collect(lua_State *L)
static int impl_mp_settings_len(lua_State *L)
#define CURRENT_GETTER(name, type)
#define READ_ONE_FILTER(key, tag)
luaW_Registry currentReg
#define SCHEDULE_SETTER(name, type)
luaW_Registry scenarioReg
bool(*)(const vconfig &) wml_conditional_handler
static int cfun_exec_candidate_action(lua_State *L)
#define ERR_WML
static int intf_run_event_wml(lua_State *L)
static int intf_eval_conditional(lua_State *L)
Evaluates a boolean WML conditional.
luaW_Registry & gameConfigReg()
static int impl_clear_animation(lua_State *L)
const char * labelKey
static int intf_advance_unit(lua_State *L)
Advances a unit if the unit has enough xp.
static int impl_add_animation(lua_State *L)
static int intf_debug_ai(lua_State *L)
Debug access to the ai tables.
#define GAME_CONFIG_SIMPLE_SETTER(name)
static int intf_unit_movement_cost(lua_State *L)
Returns unit movement cost on a given terrain.
#define LOG_LUA
static int intf_add_modification(lua_State *L)
Adds a modification to a unit.
#define SCHEDULE_GETTER(name, type)
static void luaW_pushsimdata(lua_State *L, const combatant &cmb)
Puts a table at the top of the stack with some combat result.
#define CALLBACK_GETTER(name, type)
static std::string read_event_name(lua_State *L, int idx)
static int intf_remove_modifications(lua_State *L)
Removes modifications from a unit.
int dispatch2(lua_State *L)
static int intf_copy_unit(lua_State *L)
Copies a unit.
static void push_component(lua_State *L, ai::component *c, const std::string &ct="")
#define WRN_LUA
static int impl_mp_settings_get(lua_State *L)
static int cfun_exec_stage(lua_State *L)
static int impl_game_events_get(lua_State *L)
static int intf_modify_ai_old(lua_State *L)
Lua frontend to the modify_ai functionality.
static int intf_get_resource(lua_State *L)
Gets a table for an resource tag.
static const char animatorKey[]
static bool is_handled_file_tag(std::string_view s)
These are the child tags of [scenario] (and the like) that are handled elsewhere (in the C++ code).
static int intf_synchronize_choices(lua_State *L)
Ensures a value is synchronized among all the clients.
static int intf_switch_ai(lua_State *L)
static int intf_create_unit(lua_State *L)
Creates a unit from its WML description.
static int intf_transform_unit(lua_State *L)
Changes a unit to the given unit type.
static int impl_floating_label_getmethod(lua_State *L)
static int intf_get_viewing_side(lua_State *L)
Gets currently viewing side.
static auto & dummy
int(game_lua_kernel::* member_callback)(lua_State *)
int(game_lua_kernel::* member_callback2)(lua_State *, bool)
static int intf_invoke_synced_command(lua_State *L)
static void luaW_push_tod(lua_State *L, const time_of_day &tod)
#define DBG_LUA
static int intf_do_unsynced(lua_State *L)
Calls a function in an unsynced context (this specially means that all random calls used by that func...
luaW_Registry scheduleReg
static void luaW_pushsimweapon(lua_State *L, const battle_context_unit_stats &bcustats)
Puts a table at the top of the stack with information about the combatants' weapons.
static int intf_handle_user_interact(lua_State *)
static int intf_unit_jamming_cost(lua_State *L)
Returns unit jamming cost on a given terrain.
static int impl_end_level_data_get(lua_State *L)
static lg::log_domain log_wml("wml")
static int intf_unit_defense(lua_State *L)
Returns unit defense on a given terrain.
static int intf_get_era(lua_State *L)
Gets a table for an era tag.
static bool impl_get_callback(lua_State *L, const std::string &name)
#define SCHEDULE_VALID(name)
static int cfun_wml_condition(lua_State *L)
Executes its upvalue as a wml condition and returns the result.
luaW_Registry callbacksReg
static int * luaW_check_floating_label(lua_State *L, int idx)
static int impl_game_events_dir(lua_State *L)
static int intf_unit_vision_cost(lua_State *L)
Returns unit vision cost on a given terrain.
static std::string _(const char *str)
Definition: gettext.hpp:97
bool get_ability_bool(const std::string &tag_name, const map_location &loc) const
Checks whether this unit currently possesses or is affected by a given ability.
Definition: abilities.cpp:655
const std::string & id() const
Gets this unit's id.
Definition: unit.hpp:286
int side() const
The side this unit belongs to.
Definition: unit.hpp:249
void advance_to(const unit_type &t, bool use_traits=false)
Advances this unit to another type.
Definition: unit.cpp:1009
int resistance_against(const std::string &damage_name, bool attacker, const map_location &loc) const
The unit's resistance against a given damage type.
Definition: unit.cpp:1806
int defense_modifier(const t_translation::terrain_code &terrain, const map_location &loc) const
The unit's defense on a given terrain.
Definition: unit.cpp:1756
unit_animation_component & anim_comp() const
Definition: unit.hpp:1537
void add_modification(const std::string &type, const config &modification, bool no_add=false)
Add a new modification to the unit.
Definition: unit.cpp:2477
static const std::set< std::string > builtin_effects
Definition: unit.hpp:1510
std::string describe_builtin_effect(const std::string &type, const config &effect)
Construct a string describing a built-in effect.
Definition: unit.cpp:1981
config & get_modifications()
Get the raw modifications.
Definition: unit.hpp:1449
void expire_modifications(const std::string &duration)
Clears those modifications whose duration has expired.
Definition: unit.cpp:1320
void apply_builtin_effect(const std::string &type, const config &effect)
Apply a builtin effect to the unit.
Definition: unit.cpp:2046
const map_location & get_location() const
The current map location this unit is at.
Definition: unit.hpp:1327
int movement_cost(const t_translation::terrain_code &terrain) const
Get the unit's movement cost on a particular terrain.
Definition: unit.hpp:1410
int vision_cost(const t_translation::terrain_code &terrain) const
Get the unit's vision cost on a particular terrain.
Definition: unit.hpp:1420
int jamming_cost(const t_translation::terrain_code &terrain) const
Get the unit's jamming cost on a particular terrain.
Definition: unit.hpp:1430
std::string label
What to show in the filter's drop-down list.
Definition: manager.cpp:201
std::string id
Text to match against addon_info.tags()
Definition: manager.cpp:199
Define the handlers for the game's events mechanism.
bool tiles_adjacent(const map_location &a, const map_location &b)
Function which tells if two locations are adjacent.
Definition: location.cpp:541
Standard logging facilities (interface).
#define log_scope(description)
Definition: log.hpp:275
std::decay_t< T > lua_check(lua_State *L, int n)
Definition: push_check.hpp:411
void luaW_pushconfig(lua_State *L, const config &cfg)
Converts a config object to a Lua table pushed at the top of the stack.
Definition: lua_common.cpp:864
bool luaW_iststring(lua_State *L, int index)
Definition: lua_common.cpp:603
void luaW_push_namedtuple(lua_State *L, const std::vector< std::string > &names)
Push an empty "named tuple" onto the stack.
Definition: lua_common.cpp:723
config luaW_checkconfig(lua_State *L, int index)
Converts an optional table or vconfig to a config object.
Definition: lua_common.cpp:971
void luaW_pushlocation(lua_State *L, const map_location &ml)
Converts a map location object to a Lua table pushed at the top of the stack.
Definition: lua_common.cpp:768
std::set< map_location > luaW_check_locationset(lua_State *L, int idx)
Converts a table of integer pairs to a set of map location objects.
Definition: lua_common.cpp:848
void luaW_pushtstring(lua_State *L, const t_string &v)
Pushes a t_string on the top of the stack.
Definition: lua_common.cpp:505
bool luaW_pushvariable(lua_State *L, variable_access_const &v)
bool luaW_tovconfig(lua_State *L, int index, vconfig &vcfg)
Gets an optional vconfig from either a table or a userdata.
Definition: lua_common.cpp:988
void luaW_pushvconfig(lua_State *L, const vconfig &cfg)
Pushes a vconfig on the top of the stack.
Definition: lua_common.cpp:499
bool luaW_toboolean(lua_State *L, int n)
int luaW_type_error(lua_State *L, int narg, const char *tname)
std::string_view luaW_tostring(lua_State *L, int index)
bool luaW_getmetafield(lua_State *L, int idx, const char *key)
Like luaL_getmetafield, but returns false if key is an empty string or begins with two underscores.
Definition: lua_common.cpp:484
bool luaW_totstring(lua_State *L, int index, t_string &str)
Converts a scalar to a translatable string.
Definition: lua_common.cpp:570
bool luaW_tableget(lua_State *L, int index, const char *key)
bool luaW_checkvariable(lua_State *L, variable_access_create &v, int n)
bool luaW_pcall(lua_State *L, int nArgs, int nRets, bool allow_wml_error)
Calls a Lua function stored below its nArgs arguments at the top of the stack.
bool luaW_toconfig(lua_State *L, int index, config &cfg)
Converts an optional table or vconfig to a config object.
Definition: lua_common.cpp:893
int luaW_push_locationset(lua_State *L, const std::set< map_location > &locs)
Converts a set of map locations to a Lua table pushed at the top of the stack.
Definition: lua_common.cpp:836
vconfig luaW_checkvconfig(lua_State *L, int index, bool allow_missing)
Gets an optional vconfig from either a table or a userdata.
bool luaW_tolocation(lua_State *L, int index, map_location &loc)
Converts an optional table or pair of integers to a map location object.
Definition: lua_common.cpp:779
map_location luaW_checklocation(lua_State *L, int index)
Converts an optional table or pair of integers to a map location object.
Definition: lua_common.cpp:828
bool luaW_getglobal(lua_State *L, const std::vector< std::string > &path)
Pushes the value found by following the variadic names (char *), if the value is not nil.
t_string luaW_checktstring(lua_State *L, int index)
Converts a scalar to a translatable string.
Definition: lua_common.cpp:595
#define return_cstring_attrib(name, accessor)
Definition: lua_common.hpp:278
#define return_string_attrib(name, accessor)
Definition: lua_common.hpp:288
#define return_cfgref_attrib(name, accessor)
Definition: lua_common.hpp:341
#define return_int_attrib(name, accessor)
Definition: lua_common.hpp:299
#define modify_bool_attrib(name, accessor)
Definition: lua_common.hpp:436
#define return_bool_attrib(name, accessor)
Definition: lua_common.hpp:319
#define return_cfg_attrib(name, accessor)
Definition: lua_common.hpp:329
#define modify_string_attrib(name, accessor)
Definition: lua_common.hpp:379
#define return_string_attrib_deprecated(name, prefix, level, version, msg, accessor)
Definition: lua_common.hpp:296
#define GAME_CONFIG_GETTER(name, type, kernel_type)
void luaW_pushracetable(lua_State *L)
Definition: lua_race.cpp:130
void luaW_pushteam(lua_State *L, team &tm)
Create a full userdata containing a pointer to the team.
Definition: lua_team.cpp:535
team * luaW_toteam(lua_State *L, int idx)
Test if the top stack element is a team, and if so, return it.
Definition: lua_team.cpp:561
team & luaW_checkteam(lua_State *L, int idx)
Test if the top stack element is a team, and if not, error.
Definition: lua_team.cpp:542
std::set< map_location > location_set
int intf_terrain_mask(lua_State *L)
Replaces part of the map.
int intf_on_border(lua_State *L)
int intf_on_board(lua_State *L)
int intf_terrainmap_iter(lua_State *L)
int intf_terrainmap_get(lua_State *L)
int intf_replace_if_failed(lua_State *L)
lua_unit * luaW_checkunit_ref(lua_State *L, int index)
Similar to luaW_checkunit but returns a lua_unit; use this if you need to handle map and recall units...
Definition: lua_unit.cpp:199
unit & luaW_checkunit(lua_State *L, int index, bool only_on_map)
Converts a Lua value to a unit pointer.
Definition: lua_unit.cpp:191
bool luaW_isunit(lua_State *L, int index)
Test if a Lua value is a unit.
Definition: lua_unit.cpp:113
unit_ptr luaW_checkunit_ptr(lua_State *L, int index, bool only_on_map)
Similar to luaW_checkunit but returns a unit_ptr; use this instead of luaW_checkunit when using an ap...
Definition: lua_unit.cpp:183
lua_unit * luaW_pushlocalunit(lua_State *L, unit &u)
Pushes a private unit on the stack.
Definition: lua_unit.cpp:212
unit * luaW_tounit(lua_State *L, int index, bool only_on_map)
Converts a Lua value to a unit pointer.
Definition: lua_unit.cpp:142
lua_unit * luaW_pushunit(lua_State *L, Args... args)
Definition: lua_unit.hpp:116
int intf_create_attack(lua_State *L)
const_attack_ptr luaW_toweapon(lua_State *L, int idx)
void luaW_pushweapon(lua_State *L, const attack_ptr &weapon)
std::map< std::string, config > traits_map
bool clear_shroud(int side, bool reset_fog, bool fire_events)
Function that will clear shroud (and fog) based on current unit positions.
Definition: vision.cpp:746
game_events::pump_result_t get_village(const map_location &loc, int side, bool *action_timebonus, bool fire_event)
Makes it so the village at the given location is owned by the given side.
Definition: move.cpp:221
void create_jamming_map(std::map< map_location, int > &jamming, const team &view_team)
Helper function that creates the map of enemy anti-vision that's needed when creating a pathfinding::...
Definition: vision.cpp:47
void clear()
Clear the current render target.
Definition: draw.cpp:42
Handling of system events.
const color_t LABEL_COLOR
int add_floating_label(const floating_label &flabel)
add a label floating on the screen above everything else.
const int SIZE_SMALL
Definition: constants.cpp:24
void remove_floating_label(int handle, const std::chrono::milliseconds &fadeout)
removes the floating label given by 'handle' from the screen
void move_floating_label(int handle, double xmove, double ymove)
moves the floating label given by 'handle' by (xmove,ymove)
@ CENTER_ALIGN
Game configuration data as global variables.
Definition: build_info.cpp:61
std::string path
Definition: filesystem.cpp:106
int rest_heal_amount
Definition: game_config.cpp:48
int village_income
Definition: game_config.cpp:41
const bool & debug
Definition: game_config.cpp:95
int kill_experience
Definition: game_config.cpp:44
unsigned int tile_size
Definition: game_config.cpp:55
int combat_experience
Definition: game_config.cpp:45
void load_config(const config &v)
int village_support
Definition: game_config.cpp:42
bool variable_matches(const vconfig &values)
bool have_location(const vconfig &cfg)
bool have_unit(const vconfig &cfg)
bool conditional_passed(const vconfig &cond)
bool fire_event(const ui_event event, const std::vector< std::pair< widget *, ui_event >> &event_chain, widget *dispatcher, widget *w, F &&... params)
Helper function for fire_event.
std::shared_ptr< halo_record > handle
Definition: halo.hpp:31
logger & err()
Definition: log.cpp:339
std::stringstream & log_to_chat()
Use this to show WML errors in the ingame chat.
Definition: log.cpp:550
logger & info()
Definition: log.cpp:351
std::string register_table(lua_State *L)
Definition: lua_audio.cpp:492
std::string register_vconfig_metatable(lua_State *L)
Adds the vconfig metatable.
Definition: lua_common.cpp:422
int intf_tovconfig(lua_State *L)
Creates a vconfig containing the WML table.
Definition: lua_common.cpp:360
void set_functions(lua_State *L, const std::vector< lua_cpp::Reg > &functions)
Analogous to lua_setfuncs, it registers a collection of function wrapper objects into a table,...
void push_closure(lua_State *L, const lua_function &f, int nup)
Pushes a closure which retains a std::function object as its first up-value.
int intf_show_recall_dialog(lua_State *L)
Definition: lua_gui2.cpp:318
int intf_show_recruit_dialog(lua_State *L)
Definition: lua_gui2.cpp:262
int show_gamestate_inspector(const std::string &name, const game_data &data, const game_state &state)
Definition: lua_gui2.cpp:256
std::string register_metatable(lua_State *L)
Definition: lua_race.cpp:104
std::string register_metatable(lua_State *L)
Definition: lua_team.cpp:499
std::string register_metatables(lua_State *L)
std::string register_metatable(lua_State *L)
std::string register_table(lua_State *L)
std::string register_metatables(lua_State *L)
Definition: lua_unit.cpp:942
std::string register_attacks_metatables(lua_State *L)
std::string tag(std::string_view tag, Args &&... data)
Wraps the given data in the specified tag.
Definition: markup.hpp:45
config get_user_choice(const std::string &name, const user_choice &uch, int side=0)
std::map< int, config > get_user_choice_multiple_sides(const std::string &name, const user_choice &uch, std::set< int > sides)
Performs a choice for multiple sides for WML events.
plain_route a_star_search(const map_location &src, const map_location &dst, double stop_at, const cost_calculator &calc, const std::size_t width, const std::size_t height, const teleport_map *teleports, bool border)
@ VACANT_ANY
Definition: pathfind.hpp:39
const teleport_map get_teleport_locations(const unit &u, const team &viewing_team, bool see_all, bool ignore_units, bool check_vision)
Definition: teleport.cpp:251
map_location find_vacant_tile(const map_location &loc, VACANT_TILE_TYPE vacancy, const unit *pass_check, const team *shroud_check, const game_board *board)
Function that will find a location on the board that is as near to loc as possible,...
Definition: pathfind.cpp:54
Unit and team statistics.
game_board * gameboard
Definition: resources.cpp:20
fake_unit_manager * fake_units
Definition: resources.cpp:30
replay * recorder
Definition: resources.cpp:28
play_controller * controller
Definition: resources.cpp:21
std::shared_ptr< wb::manager > whiteboard
Definition: resources.cpp:33
Contains the general settings which have a default.
void play_sound(const std::string &files, channel_group group, unsigned int repeats)
Definition: sound.cpp:1020
@ SOUND_FX
Definition: sound.hpp:34
terrain_code read_terrain_code(std::string_view str, const ter_layer filler)
Reads a single terrain from a string.
constexpr terrain_code NONE_TERRAIN
Definition: translation.hpp:58
std::string write_terrain_code(const terrain_code &tcode)
Writes a single terrain code to a string.
void move_unit(const std::vector< map_location > &path, const unit_ptr &u, bool animate, map_location::direction dir, bool force_scroll)
Display a unit moving along a given path.
Definition: udisplay.cpp:510
std::size_t size(std::string_view str)
Length in characters of a UTF-8 string.
Definition: unicode.cpp:81
std::size_t index(std::string_view str, const std::size_t index)
Codepoint index corresponding to the nth character in a UTF-8 string.
Definition: unicode.cpp:70
auto find(Container &container, const Value &value, const Projection &projection={})
Definition: general.hpp:196
constexpr auto transform
Definition: ranges.hpp:41
constexpr auto filter
Definition: ranges.hpp:38
@ STRIP_SPACES
REMOVE_EMPTY: remove empty elements.
int stoi(std::string_view str)
Same interface as std::stoi and meant as a drop in replacement, except:
Definition: charconv.hpp:156
std::string join_map(const T &v, const std::string &major=",", const std::string &minor=":")
std::string join(const T &v, const std::string &s=",")
Generates a new string joining container items in a list.
std::vector< std::string > split(const config_attribute_value &val)
auto * find(Container &container, const Value &value)
Convenience wrapper for using find on a container without needing to comare to end()
Definition: general.hpp:141
bool headless()
The game is running headless.
Definition: video.cpp:147
static void msg(const char *act, debug_info &i, const char *to="", const char *result="")
Definition: debugger.cpp:109
int w
Definition: pathfind.cpp:188
This module contains various pathfinding functions and utilities.
std::string_view data
Definition: picture.cpp:188
std::shared_ptr< const unit > unit_const_ptr
Definition: ptr.hpp:27
std::shared_ptr< const attack_type > const_attack_ptr
Definition: ptr.hpp:34
std::shared_ptr< unit > unit_ptr
Definition: ptr.hpp:26
Define the game's event mechanism.
void lua_push(lua_State *L, const T &val)
Definition: push_check.hpp:425
std::decay_t< T > luaW_table_get_def(lua_State *L, int index, std::string_view k, const T &def)
returns t[k] where k is the table at index index and k is k or def if it is not convertible to the co...
Definition: push_check.hpp:435
void luaW_table_set(lua_State *L, int index, std::string_view k, const T &value)
Definition: push_check.hpp:457
candidate action framework
Replay control code.
rect dst
Location on the final composed sheet.
rect src
Non-transparent portion of the surface to compose.
Composite AI stages.
A set of achievements tied to a particular content.
Represents a single achievement and its data.
std::string icon_completed_
The icon of the achievement to show on the UI if the achievement is completed.
t_string name_completed_
The name of the achievement to show on the UI if the achievement is completed.
t_string description_completed_
The name of the achievement to show on the UI if the achievement is completed.
bool achieved_
Whether the achievement has been completed.
std::string id_
The ID of the achievement.
int max_progress_
When the achievement's current progress matches or equals this value, then it should be marked as com...
std::string sound_path_
The path to a sound to play when an achievement is completed.
int current_progress_
The current progress value of the achievement.
std::vector< sub_achievement > sub_achievements_
The list of distinct sub-achievements for this achievement.
advances the unit at loc if it has enough experience, maximum 20 times.
Definition: advancement.hpp:39
advance_unit_params & animate(bool value)
Definition: advancement.hpp:43
advance_unit_params & fire_events(bool value)
Definition: advancement.hpp:42
Structure describing the statistics of a unit involved in the battle.
Definition: attack.hpp:54
bool slows
Attack slows opponent when it hits.
Definition: attack.hpp:60
unsigned int num_blows
Effective number of blows, takes swarm into account.
Definition: attack.hpp:80
std::string plague_type
The plague type used by the attack, if any.
Definition: attack.hpp:84
bool petrifies
Attack petrifies opponent when it hits.
Definition: attack.hpp:62
int drain_percent
Percentage of damage recovered as health.
Definition: attack.hpp:78
bool drains
Attack drains opponent when it hits.
Definition: attack.hpp:61
const_attack_ptr weapon
The weapon used by the unit to attack the opponent, or nullptr if there is none.
Definition: attack.hpp:55
unsigned int rounds
Berserk special can force us to fight more than one round.
Definition: attack.hpp:72
int damage
Effective damage of the weapon (all factors accounted for).
Definition: attack.hpp:76
bool poisons
Attack poisons opponent when it hits.
Definition: attack.hpp:64
unsigned int chance_to_hit
Effective chance to hit as a percentage (all factors accounted for).
Definition: attack.hpp:75
int drain_constant
Base HP drained regardless of damage dealt.
Definition: attack.hpp:79
bool firststrike
Attack has firststrike special.
Definition: attack.hpp:66
int attack_num
Index into unit->attacks() or -1 for none.
Definition: attack.hpp:56
bool plagues
Attack turns opponent into a zombie when fatal.
Definition: attack.hpp:63
game_lua_kernel & ref
callbacks_tag(game_lua_kernel &k)
The basic class for representing 8-bit RGB or RGBA colour values.
Definition: color.hpp:61
static color_t from_hex_string(std::string_view c)
Creates a new color_t object from a string variable in hex format.
Definition: color.cpp:64
static color_t from_rgb_string(std::string_view c)
Creates a new opaque color_t object from a string variable in "R,G,B" format.
Definition: color.cpp:44
All combat-related info.
double slowed
Resulting chance we are slowed.
std::vector< double > hp_dist
Resulting probability distribution (might be not as large as max_hp)
double poisoned
Resulting chance we are poisoned.
double average_hp(unsigned int healing=0) const
What's the average hp (weighted average of hp_dist).
double untouched
Resulting chance we were not hit by this opponent (important if it poisons)
void push_schedule(lua_State *L) const
auto & pc() const
current_tag(game_lua_kernel &k)
auto & gd() const
game_lua_kernel & ref
auto & ev() const
auto ss() const
Additional information on the game outcome which can be provided by WML.
Error used for any general game error, e.g.
Definition: game_errors.hpp:47
game_config_glk_tag(lua_kernel_base &k)
game_lua_kernel & ref
const map_location & filter_loc() const
Represents a single filter condition on an event.
Definition: handlers.hpp:38
entity_location loc1
Definition: pump.hpp:65
entity_location loc2
Definition: pump.hpp:66
std::string name
Definition: pump.hpp:63
Holds a lookup table for members of one type of object.
int dir(lua_State *L)
Implement __dir metamethod.
int set(lua_State *L)
Implement __newindex metamethod.
int get(lua_State *L)
Implement __index metamethod.
void serialize(config &cfg) const override
Serializes the filter into a config, if possible.
game_lua_kernel & lk
lua_event_filter(game_lua_kernel &lk, int idx, const config &args)
bool operator()(const game_events::queued_event &event_info) const override
Runs the filter and returns whether it passes on the given event.
static game_lua_kernel & get(lua_State *L, int)
static game_lua_kernel & get(lua_State *L, int)
static scenario_tag get(lua_State *L, int)
static schedule_tag get(lua_State *L, int n)
Cost function object relying on a Lua function.
Encapsulates the map of the game.
Definition: location.hpp:46
void set_wml_y(int v)
Definition: location.hpp:190
bool valid() const
Definition: location.hpp:111
int wml_y() const
Definition: location.hpp:187
void set_wml_x(int v)
Definition: location.hpp:189
static const map_location & null_location()
Definition: location.hpp:103
int wml_x() const
Definition: location.hpp:186
game_lua_kernel * kernel_
map_locker(game_lua_kernel *kernel)
Interface for querying local choices.
virtual config query_user(int side) const =0
virtual std::string description() const
virtual bool is_visible() const
whether the choice is visible for the user like an advancement choice a non-visible choice is for exa...
virtual config random_choice(int side) const =0
Structure which uses find_routes() to build a cost map This maps each hex to a the movements a unit w...
Definition: pathfind.hpp:268
void add_unit(const unit &u, bool use_max_moves=true)
Adds a units cost map to cost_map (increments the elements in cost_map)
Definition: pathfind.cpp:919
std::pair< int, int > get_pair_at(map_location loc) const
Accessor for the cost/reach-amount pairs.
Definition: pathfind.cpp:970
Object which contains all the possible locations a unit can move to, with associated best routes to t...
Definition: pathfind.hpp:73
dest_vect destinations
Definition: pathfind.hpp:101
Structure which holds a single route between one location and another.
Definition: pathfind.hpp:133
std::vector< map_location > steps
Definition: pathfind.hpp:135
int move_cost
Movement cost for reaching the end of the route.
Definition: pathfind.hpp:137
A refinement of paths for use when calculating vision.
Definition: pathfind.hpp:108
std::set< map_location > edges
The edges are the non-destination hexes bordering the destinations.
Definition: pathfind.hpp:117
Holds a 2D point.
Definition: point.hpp:25
An abstract description of a rectangle with integer coordinates.
Definition: rect.hpp:49
auto & cls() const
auto & gamedata() const
auto & tod_man() const
game_lua_kernel & ref
scenario_tag(game_lua_kernel &k)
auto end_level_set() const
auto & pc() const
auto & tod_man() const
schedule_tag(game_lua_kernel &k)
game_lua_kernel & ref
static std::string get_string(enum_type key)
Converts a enum to its string equivalent.
Definition: enum_base.hpp:46
static constexpr utils::optional< enum_type > get_enum(const std::string_view value)
Converts a string into its enum equivalent.
Definition: enum_base.hpp:57
Represents a distinct sub-achievement within another achievement.
std::string id_
The ID of the sub-achievement.
bool achieved_
Whether the sub-achievement has been completed.
A terrain string which is converted to a terrain is a string with 1 or 2 layers the layers are separa...
Definition: translation.hpp:49
Object which defines a time of day with associated bonuses, image, sounds etc.
Definition: time_of_day.hpp:57
int bonus_modified
Definition: time_of_day.hpp:84
std::string id
Definition: time_of_day.hpp:90
tod_color color
The color modifications that should be made to the game board to reflect the time of day.
int lawful_bonus
The % bonus lawful units receive.
Definition: time_of_day.hpp:83
t_string name
Definition: time_of_day.hpp:88
std::string image
The image to be displayed in the game status.
Definition: time_of_day.hpp:87
std::string sounds
List of "ambient" sounds associated with this time_of_day, Played at the beginning of turn.
std::string image_mask
The image that is to be laid over all images while this time of day lasts.
Definition: time_of_day.hpp:96
bool valid() const
Definition: map.hpp:273
pointer get_shared_ptr() const
This is exactly the same as operator-> but it's slightly more readable, and can replace &*iter syntax...
Definition: map.hpp:217
mock_char c
mock_party p
static map_location::direction n
static map_location::direction s
unit_type_data unit_types
Definition: types.cpp:1514
Display units performing various actions: moving, attacking, and dying.
Various functions that implement the undoing (and redoing) of in-game commands.
Various functions implementing vision (through fog of war and shroud).
#define d
#define e
#define h
#define b