118 #include <functional>
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)
142 #define ERR_WML LOG_STREAM(err, log_wml)
150 template <member_callback method>
152 return ((lua_kernel_base::get_lua_kernel<game_lua_kernel>(L)).*method)(L);
158 template <member_callback2 method,
bool b>
160 return ((lua_kernel_base::get_lua_kernel<game_lua_kernel>(L)).*method)(L,
b);
207 const vconfig &ssf =
cfg.child(
"filter_side");
210 if(!sides.
empty()) {
WRN_LUA <<
"ignoring duplicate side filter information (inline side=)"; }
212 return filter.get_teams();
216 return filter.get_teams();
228 struct queued_event_context
231 std::stack<qe const *> & stack_;
233 queued_event_context(qe
const *new_qe, std::stack<qe const*> & stack)
239 ~queued_event_context()
254 lua_pushinteger(L, disp->viewing_team().side());
255 lua_pushboolean(L, disp->show_everything());
273 anim.~unit_animator();
282 std::string which = luaL_checkstring(L, 3);
284 std::string hits_str = luaL_checkstring(L, 4);
294 if(lua_istable(L, 5)) {
295 lua_getfield(L, 5,
"target");
298 return luaL_argerror(L, 5,
"target location must be different from animated unit's location");
300 return luaL_argerror(L, 5,
"target location must be adjacent to the animated unit");
305 if(!lua_isnoneornil(L, -1)) {
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);
318 lua_rawgeti(L, -1, 2);
319 v2 = lua_tointeger(L, -1);
321 }
else if(!lua_isnoneornil(L, -1)) {
322 return luaW_type_error(L, 5,
"value",
"number or array of two numbers");
326 lua_getfield(L, 5,
"with_bars");
327 if(lua_isboolean(L, -1)) {
329 }
else if(!lua_isnoneornil(L, -1)) {
330 return luaW_type_error(L, 5,
"with_bars", lua_typename(L, LUA_TBOOLEAN));
334 lua_getfield(L, 5,
"text");
335 if(lua_isstring(L, -1)) {
336 text = lua_tostring(L, -1);
339 }
else if(!lua_isnoneornil(L, -1)) {
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);
348 lua_rawgeti(L, idx, 2);
349 lua_rawgeti(L, idx, 3);
350 color =
color_t(lua_tointeger(L, -3), lua_tointeger(L, -2), lua_tointeger(L, -1));
352 }
else if(!lua_isnoneornil(L, -1)) {
357 lua_getfield(L, 5,
"primary");
359 if(!primary && !lua_isnoneornil(L, -1)) {
364 lua_getfield(L, 5,
"secondary");
366 if(!secondary && !lua_isnoneornil(L, -1)) {
370 }
else if(!lua_isnoneornil(L, 5)) {
374 anim.
add_animation(up, which, u.
get_location(), dest, v1, bars, text, color, hits, primary, secondary, v2);
402 const char* m = lua_tostring(L, 2);
410 luaL_Reg metafuncs[] {
414 {
"run", &dispatch<&game_lua_kernel::impl_run_animation>},
418 luaL_setfuncs(L, metafuncs, 0);
419 lua_pushstring(L,
"__metatable");
422 lua_setmetatable(L, -2);
432 name =
cfg[
"name"].str();
435 name = luaL_optstring(L, 1,
"");
453 if(lua_isstring(L, 1) && !lua_isnumber(L, 1)) {
454 std::string
id = luaL_checkstring(L, 1);
464 return luaL_argerror(L, 1,
"expected string or location");
468 if (!ui.
valid())
return 0;
489 if (!ui.
valid())
return 0;
507 std::vector<const unit*>
units;
511 return luaL_argerror(L, 2,
"unit not found");
514 }
else if(!lua_isnoneornil(L, 2)) {
518 return luaL_argerror(L, 2,
"invalid location");
533 lua_rawseti(L, 1,
i);
553 lua_pushboolean(L,
true);
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.";
568 return luaL_argerror(L, 3,
"unit not found");
608 t.save_id_or_number(),
t.recall_list().find_index(u->id()));
613 lua_rawseti(L, 1,
i);
632 char const *m = luaL_checkstring(L, 1);
649 if(
data.has_child(
"primary_attack")) {
650 data.add_child(
"first",
data.mandatory_child(
"primary_attack"));
651 data.remove_children(
"primary_attack");
653 if(
data.has_child(
"secondary_attack")) {
654 data.add_child(
"second",
data.mandatory_child(
"secondary_attack"));
655 data.remove_children(
"secondary_attack");
666 lua_pushboolean(L,
b);
684 char const *m = luaL_checkstring(L, 1);
689 lua_pushboolean(L,
b);
701 char const *m = luaL_checkstring(L, 1);
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)) {
743 std::string ids(luaL_checkstring(L, 1));
746 WRN_LUA <<
"[clear_menu_item] has been given an empty id=, ignoring";
763 if(lua_istable(L, 2)) {
775 return luaL_argerror(L, 2,
"expected list of locations");
794 if(lua_istable(L, 2)) {
822 if(!
map().on_board(
loc))
return luaL_argerror(L, 1,
"not on board");
836 unsigned side_1, side_2;
840 side_1 = luaL_checkinteger(L, 1);
845 side_2 = luaL_checkinteger(L, 2);
848 lua_pushboolean(L,
board().get_team(side_1).is_enemy(side_2));
882 lua_pushstring(L, tod.
id.c_str());
883 lua_setfield(L, -2,
"id");
885 lua_setfield(L, -2,
"lawful_bonus");
887 lua_setfield(L, -2,
"bonus_modified");
888 lua_pushstring(L, tod.
image.c_str());
889 lua_setfield(L, -2,
"image");
891 lua_setfield(L, -2,
"name");
892 lua_pushstring(L, tod.
sounds.c_str());
893 lua_setfield(L, -2,
"sound");
895 lua_setfield(L, -2,
"mask");
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");
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>},
920 luaL_setfuncs(L, schedule_meta, 0);
922 lua_setmetatable(L, -2);
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);
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)
947 inline static auto metatable =
"schedule";
949 schedule_tag sched{lua_kernel_base::get_lua_kernel<game_lua_kernel>(L)};
958 if(lua_isnumber(L, 2)) {
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");
974 lua_pushinteger(L, times.size());
981 if(lua_isnumber(L, 2)) {
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");
1004 if(sched.area_index >= 0) {
1005 return sched.tod_man().get_area_time_of_day(sched.area_index).id;
1007 return sched.tod_man().get_time_of_day().id;
1011 const auto& times = sched.area_index < 0 ? sched.tod_man().times() : sched.tod_man().times(sched.area_index);
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";
1019 const std::string&
id = sched.tod_man().get_area_id(sched.area_index);
1021 const auto& hexes = sched.tod_man().get_area_by_index(sched.area_index);
1023 err <<
"anonymous empty time area";
1025 err <<
"anonymous time area at (" << hexes.begin()->wml_x() <<
',' << hexes.begin()->wml_y() <<
")";
1028 err <<
"time area with id=" <<
id;
1034 int n = std::distance(times.begin(), iter);
1035 if(sched.area_index < 0) {
1036 sched.tod_man().set_current_time(
n);
1038 sched.tod_man().set_current_time(
n, sched.area_index);
1043 return sched.area_index < 0;
1047 if(sched.area_index >= 0)
return utils::nullopt;
1048 return sched.tod_man().get_max_liminal_bonus();
1052 if(sched.area_index >= 0) {
1053 throw luaL_error(L,
"liminal_bonus can only be set on the global schedule");
1056 sched.tod_man().set_max_liminal_bonus(*value);
1058 sched.tod_man().reset_max_liminal_bonus();
1063 return sched.area_index >= 0;
1067 if(sched.area_index < 0)
return utils::nullopt;
1068 return sched.tod_man().get_area_id(sched.area_index);
1072 if(sched.area_index < 0) {
1073 throw luaL_error(L,
"can't set id of global schedule");
1075 sched.tod_man().set_area_id(sched.area_index, value);
1079 return sched.area_index >= 0;
1083 if(sched.area_index < 0)
return utils::nullopt;
1084 return sched.tod_man().get_area_by_index(sched.area_index);
1088 if(sched.area_index < 0) {
1089 throw luaL_error(L,
"can't set hexes of global schedule");
1091 sched.tod_man().replace_area_locations(sched.area_index, value);
1102 char const *m = luaL_checkstring(L, 2);
1108 lua_pushstring(L,
info.id().c_str());
1109 lua_setfield(L, -2,
"id");
1111 lua_setfield(L, -2,
"name");
1113 lua_setfield(L, -2,
"editor_name");
1115 lua_setfield(L, -2,
"description");
1117 lua_setfield(L, -2,
"icon");
1119 lua_setfield(L, -2,
"editor_image");
1120 lua_pushinteger(L,
info.light_bonus(0));
1121 lua_setfield(L, -2,
"light");
1122 lua_pushboolean(L,
info.is_village());
1123 lua_setfield(L, -2,
"village");
1124 lua_pushboolean(L,
info.is_castle());
1125 lua_setfield(L, -2,
"castle");
1126 lua_pushboolean(L,
info.is_keep());
1127 lua_setfield(L, -2,
"keep");
1128 lua_pushinteger(L,
info.gives_healing());
1129 lua_setfield(L, -2,
"healing");
1134 for (
const auto& terrain :
info.mvt_type()) {
1136 if (!base.
id().empty()) {
1138 lua_rawseti(L, -2, idx++);
1141 lua_setfield(L, -2,
"mvt_alias");
1146 for (
const auto& terrain :
info.def_type()) {
1148 if (!base.
id().empty()) {
1150 lua_rawseti(L, -2, idx++);
1153 lua_setfield(L, -2,
"def_alias");
1165 std::vector<std::string> terrains;
1166 terrains.reserve(codes.size());
1167 for(
auto code : codes) {
1180 template<
bool cons
ider_illuminates>
1187 if(!
map().on_board_with_border(
loc)) {
1188 return luaL_argerror(L, 1,
"coordinates are not on board");
1190 }
else if(lua_isstring(L, 1)) {
1193 return luaL_error(L,
"invalid or empty time_area ID");
1196 loc = *area.begin();
1197 }
else if(!lua_isnil(L, 1)) {
1200 return luaL_error(L,
"empty time_area");
1203 loc = *area.begin();
1206 if(lua_isnumber(L, 2)) {
1207 for_turn = luaL_checkinteger(L, 2);
1209 if(for_turn < 1 || (number_of_turns != -1 && for_turn > number_of_turns)) {
1210 return luaL_argerror(L, 2,
"turn number out of range");
1231 if (!
map().is_village(
loc))
1235 if (!side)
return 0;
1236 lua_pushinteger(L, side);
1248 if(!
map().is_village(
loc)) {
1253 const int new_side_num = lua_isnoneornil(L, 2) ? 0 : luaL_checkinteger(L, 2);
1255 team* old_side =
nullptr;
1256 team* new_side =
nullptr;
1258 if(old_side_num == new_side_num) {
1264 }
catch(
const std::out_of_range&) {
1271 }
catch(
const std::out_of_range&) {
1277 if(new_side &&
board().team_is_defeated(*new_side)) {
1310 if (!
map().on_board(
loc))
return 0;
1328 if (!
map().on_board(
loc))
return 0;
1343 std::string m = luaL_checkstring(L, 1);
1349 return luaL_argerror(L, 1, (
"Cannot find resource with id '" + m +
"'").c_str());
1361 std::string m = luaL_checkstring(L, 1);
1367 return luaL_argerror(L, 1, (
"Cannot find era with id '" + m +
"'").c_str());
1382 #define GAME_CONFIG_SIMPLE_SETTER(name) \
1383 GAME_CONFIG_SETTER(#name, decltype(game_config::name), game_lua_kernel) { \
1385 game_config::name = value; \
1391 return k2.pc().gamestate().do_healing_;
1396 k2.pc().gamestate().do_healing_ = value;}
1406 k2.disp()->set_theme(value);
1409 using traits_map = std::map<std::string, config>;
1412 std::map<std::string, config> result;
1417 result.emplace(trait[
"id"], trait);
1433 static config find_addon(
const std::string&
type,
const std::string&
id)
1442 const char* m = luaL_checkstring(L, 2);
1460 struct end_level_committer {
1462 ~end_level_committer() {
1463 pc_.set_end_level_data(data_);
1474 const char* m = luaL_checkstring(L, 2);
1490 data->~end_level_data();
1496 void*
p = lua_touserdata(L, lua_upvalueindex(1));
1498 if(lua_type(L, 2) == LUA_TNUMBER) {
1501 std::size_t
i = luaL_checkinteger(L, 2);
1503 lua_createtable(L, 2, 0);
1504 lua_pushstring(L,
"options");
1512 auto iter =
settings.addons.begin();
1513 std::advance(iter,
i);
1515 iter->second.write(
cfg);
1516 cfg[
"id"] = iter->first;
1518 lua_createtable(L, 2, 0);
1519 lua_pushstring(L,
"addon");
1527 char const *m = luaL_checkstring(L, 2);
1555 if(strcmp(m,
"savegame") == 0) {
1557 if(
savegame == saved_game_mode::type::no) {
1558 lua_pushboolean(L,
false);
1564 if(strcmp(m,
"side_players") == 0) {
1568 if(strcmp(m,
"addons") == 0) {
1569 for(
const auto& [
id, addon] :
settings.addons) {
1570 lua_createtable(L, 0, 4);
1572 lua_setfield(L, -2,
"id");
1574 lua_setfield(L, -2,
"name");
1575 lua_pushboolean(L, addon.required);
1576 lua_setfield(L, -2,
"required");
1577 if(addon.min_version) {
1579 lua_push(L, addon.min_version->str());
1581 lua_setfield(L, -2,
"min_version");
1587 lua_setfield(L, -2,
"version");
1589 lua_createtable(L, addon.content.size(), 0);
1590 for(
const auto& content : addon.content) {
1591 lua_createtable(L, 0, 3);
1593 lua_setfield(L, -2,
"id");
1595 lua_setfield(L, -2,
"name");
1597 lua_setfield(L, -2,
"type");
1598 lua_seti(L, -2, lua_rawlen(L, -2) + 1);
1600 lua_setfield(L, -2,
"content");
1616 void*
p = lua_touserdata(L, lua_upvalueindex(1));
1618 lua_pushinteger(L,
settings.addons.size() + 1);
1629 auto end_level_set()
const {
return &dispatch<&game_lua_kernel::impl_end_level_data_set>; }
1631 #define SCENARIO_GETTER(name, type) LATTR_GETTER(name, type, scenario_tag, k)
1632 #define SCENARIO_SETTER(name, type) LATTR_SETTER(name, type, scenario_tag, k)
1633 #define SCENARIO_VALID(name) LATTR_VALID(name, scenario_tag, k)
1637 inline static auto metatable =
"scenario";
1639 return lua_kernel_base::get_lua_kernel<game_lua_kernel>(L);
1645 return k.tod_man().number_of_turns();
1649 k.tod_man().set_number_of_turns_by_wml(value);
1653 return k.gamedata().next_scenario();
1657 k.gamedata().set_next_scenario(value);
1661 return k.gamedata().get_id();
1665 return k.pc().get_scenario_name();
1669 return k.gamedata().get_defeat_music();
1673 k.gamedata().set_defeat_music(value);
1677 return k.gamedata().get_victory_music();
1681 k.gamedata().set_victory_music(value);
1686 for(
const std::string& rsrc :
utils::split(k.pc().get_loaded_resources())) {
1687 resources.push_back(find_addon(
"resource", rsrc));
1697 return k.cls().difficulty;
1701 return k.cls().end_credits;
1705 k.cls().end_credits = value;
1709 return k.cls().end_text;
1713 k.cls().end_text = value;
1717 return k.cls().end_text_duration.count();
1721 k.cls().end_text_duration = std::chrono::milliseconds{value};
1725 return !k.cls().campaign.empty();
1729 if(k.cls().campaign.empty())
return utils::nullopt;
1730 return find_addon(
"campaign", k.cls().campaign);
1734 std::vector<config> mods;
1735 for(
const std::string& mod : k.cls().active_mods) {
1736 mods.push_back(find_addon(
"modification", mod));
1742 if (!k.pc().is_regular_game_end()) {
1746 auto data = k.pc().get_end_level_data();
1748 if(luaL_newmetatable(L,
"end level data")) {
1749 static luaL_Reg
const callbacks[] {
1751 {
"__newindex", k.end_level_set()},
1753 {
nullptr,
nullptr }
1755 luaL_setfuncs(L, callbacks, 0);
1757 lua_setmetatable(L, -2);
1764 data.proceed_to_next_level = value[
"proceed_to_next_level"].to_bool(
true);
1765 data.transient.carryover_report = value[
"carryover_report"].to_bool(
true);
1766 data.prescenario_save = value[
"save"].to_bool(
true);
1767 data.replay_save = value[
"replay_save"].to_bool(
true);
1768 data.transient.linger_mode = value[
"linger_mode"].to_bool(
true) && !k.ref.teams().empty();
1769 data.transient.reveal_map = value[
"reveal_map"].to_bool(k.pc().reveal_map_default());
1770 data.is_victory = value[
"result"] == level_result::victory;
1771 data.test_result = value[
"test_result"].str();
1772 k.pc().set_end_level_data(
data);
1776 return k.cls().is_multiplayer();
1780 if(!k.cls().is_multiplayer()) {
1784 lua_newuserdatauv(L, 0, 0);
1785 if(luaL_newmetatable(L,
"mp settings")) {
1786 lua_pushlightuserdata(L, &k.pc());
1788 lua_setfield(L, -2,
"__index");
1789 lua_pushlightuserdata(L, &k.pc());
1791 lua_setfield(L, -2,
"__len");
1792 lua_pushstring(L,
"mp settings");
1793 lua_setfield(L, -2,
"__metatable");
1795 lua_setmetatable(L, -2);
1800 return k.cls().is_multiplayer();
1804 if(!k.cls().is_multiplayer())
return utils::nullopt;
1805 return find_addon(
"era", k.cls().era_id);
1817 DBG_LUA <<
"impl_scenario_get";
1829 DBG_LUA <<
"impl_scenario_set";
1838 DBG_LUA <<
"impl_scenario_dir";
1855 return "local_choice";
1874 #define CURRENT_GETTER(name, type) LATTR_GETTER(name, type, current_tag, k)
1878 inline static auto metatable =
"current";
1880 return lua_kernel_base::get_lua_kernel<game_lua_kernel>(L);
1886 return k.pc().current_side();
1890 return k.pc().turn();
1913 return k.pc().is_replay();
1931 cfg[
"damage_inflicted"] = di;
1977 if (lua_isnone(L, 2)) {
1983 LOG_LUA <<
"Script says: \"" << m <<
"\"";
1992 double factor = luaL_checknumber(L, 1);
2019 if (!lua_isnoneornil(L, 1)) {
2020 int max = 2 *
teams().size();
2021 int npn = luaL_checkinteger(L, 1);
2022 if (npn <= 0 || npn > max) {
2023 return luaL_argerror(L, 1,
"side number out of range");
2040 lua_pushboolean(L,
b);
2058 const unit* u =
nullptr;
2059 int viewing_side = 0;
2061 if (lua_isuserdata(L, arg))
2065 viewing_side = u->
side();
2074 viewing_side = u->
side();
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");
2087 bool ignore_units =
false, see_all =
false, ignore_teleport =
false;
2088 double stop_at = 10000;
2089 std::unique_ptr<pathfind::cost_calculator> calc;
2091 if (lua_istable(L, arg))
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);
2097 stop_at = luaW_table_get_def<double>(L, arg,
"max_cost", stop_at);
2099 lua_pushstring(L,
"viewing_side");
2101 if (!lua_isnil(L, -1)) {
2102 int i = luaL_checkinteger(L, -1);
2103 if(
board().has_team(
i)) {
2106 return luaL_argerror(L, -1,
"invalid viewing side");
2111 lua_pushstring(L,
"calculate");
2113 if(lua_isfunction(L, -1)) {
2118 return luaL_argerror(L, arg,
"table expected");
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;
2134 return luaL_argerror(L, 1,
"unit not found OR custom cost function not provided");
2138 teams(),
map(), ignore_units,
false, see_all));
2142 &teleport_locations);
2144 int nb = res.
steps.size();
2145 lua_createtable(L, nb, 0);
2146 for (
int i = 0;
i < nb; ++
i)
2149 lua_rawseti(L, -2,
i + 1);
2165 const unit* u =
nullptr;
2167 if (lua_isuserdata(L, arg))
2177 return luaL_argerror(L, 1,
"unit not found");
2182 int viewing_side = u->
side();
2183 bool ignore_units =
false, see_all =
false, ignore_teleport =
false;
2184 int additional_turns = 0;
2186 if (lua_istable(L, arg))
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);
2193 lua_pushstring(L,
"viewing_side");
2195 if (!lua_isnil(L, -1)) {
2196 int i = luaL_checkinteger(L, -1);
2197 if(
board().has_team(
i)) {
2200 return luaL_argerror(L, -1,
"invalid viewing side");
2209 viewing_team, additional_turns, see_all, ignore_units);
2212 lua_createtable(L, nb, 0);
2213 for (
int i = 0;
i < nb; ++
i)
2217 lua_pushinteger(L,
s.curr.wml_x());
2218 lua_rawseti(L, -2, 1);
2219 lua_pushinteger(L,
s.curr.wml_y());
2220 lua_rawseti(L, -2, 2);
2221 lua_pushinteger(L,
s.move_left);
2222 lua_rawseti(L, -2, 3);
2223 lua_rawseti(L, -2,
i + 1);
2238 const unit* u =
nullptr;
2240 if (lua_isuserdata(L, arg))
2250 return luaL_argerror(L, 1,
"unit not found");
2257 return luaL_error(L,
"wesnoth.find_vision_range: requires a valid unit");
2260 std::map<map_location, int> jamming_map;
2267 lua_pushinteger(L,
d.curr.wml_x());
2268 lua_rawseti(L, -2, 1);
2269 lua_pushinteger(L,
d.curr.wml_y());
2270 lua_rawseti(L, -2, 2);
2271 lua_pushinteger(L,
d.move_left);
2272 lua_rawseti(L, -2, 3);
2273 lua_rawseti(L, -2, lua_rawlen(L, -2) + 1);
2275 for(
const auto&
e : res.
edges) {
2277 lua_pushinteger(L,
e.wml_x());
2278 lua_rawseti(L, -2, 1);
2279 lua_pushinteger(L,
e.wml_y());
2280 lua_rawseti(L, -2, 2);
2281 lua_pushinteger(L, -1);
2282 lua_rawseti(L, -2, 3);
2283 lua_rawseti(L, -2, lua_rawlen(L, -2) + 1);
2288 template<
typename T>
2291 for (
int i = 1, i_end = lua_rawlen(L, arg);
i <= i_end; ++
i)
2294 lua_rawgeti(L, arg,
i);
2295 int entry = lua_gettop(L);
2296 if (!lua_istable(L, entry)) {
2304 lua_rawgeti(L, entry, 3);
2305 if (!lua_isnumber(L, -1)) {
2306 lua_getfield(L, entry,
"side");
2307 if (!lua_isnumber(L, -1)) {
2311 int side = lua_tointeger(L, -1);
2313 lua_rawgeti(L, entry, 4);
2314 if (!lua_isstring(L, -1)) {
2315 lua_getfield(L, entry,
"type");
2316 if (!lua_isstring(L, -1)) {
2320 std::string
unit_type = lua_tostring(L, -1);
2324 lua_settop(L, entry - 1);
2328 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");
2346 std::vector<const ::unit*> real_units;
2347 typedef std::vector<std::tuple<map_location, int, std::string>> unit_type_vector;
2353 real_units.push_back(
unit);
2358 if(match->get_location().valid()) {
2359 real_units.push_back(match);
2369 real_units.push_back(&(*ui));
2374 if (lua_istable(L, arg))
2382 return luaL_argerror(L, 1,
"unit(s) not found");
2385 int viewing_side = 0;
2386 bool ignore_units =
true, see_all =
true, ignore_teleport =
false,
debug =
false, use_max_moves =
false;
2388 if (lua_istable(L, arg))
2390 lua_pushstring(L,
"ignore_units");
2392 if (!lua_isnil(L, -1))
2398 lua_pushstring(L,
"ignore_teleport");
2400 if (!lua_isnil(L, -1))
2406 lua_pushstring(L,
"viewing_side");
2408 if (!lua_isnil(L, -1))
2410 int i = luaL_checkinteger(L, -1);
2411 if (
i >= 1 &&
i <=
static_cast<int>(
teams().
size()))
2418 lua_pushstring(L,
"debug");
2420 if (!lua_isnil(L, -1))
2426 lua_pushstring(L,
"use_max_moves");
2428 if (!lua_isnil(L, -1))
2450 const team& viewing_team = viewing_side
2455 ignore_units, !ignore_teleport, viewing_team, see_all, ignore_units);
2457 for (const ::unit*
const u : real_units)
2459 cost_map.
add_unit(*u, use_max_moves);
2461 for (
const unit_type_vector::value_type& fu :
fake_units)
2464 cost_map.
add_unit(std::get<0>(fu), ut, std::get<1>(fu));
2473 std::stringstream
s;
2490 lua_rawseti(L, -2, 1);
2493 lua_rawseti(L, -2, 2);
2496 lua_rawseti(L, -2, 3);
2499 lua_rawseti(L, -2, 4);
2501 lua_rawseti(L, -2, counter);
2511 return reinterpret_cast<int*
>(luaL_checkudata(L, idx,
labelKey));
2516 const char* m = luaL_checkstring(L, 2);
2524 std::chrono::milliseconds fade{luaL_optinteger(L, 2, -1)};
2571 int handle_idx = lua_gettop(L);
2576 double width_ratio = 0;
2578 int lifetime = 2'000, fadeout = 100;
2584 if(lua_istable(L, idx+1)) {
2586 size = luaL_checkinteger(L, -1);
2590 width = lua_tointegerx(L, -1, &found_number);
2594 if(!value.empty() && value.back() ==
'%') {
2595 value.remove_suffix(1);
2596 width_ratio =
std::stoi(std::string(value)) / 100.0;
2597 }
else throw std::invalid_argument(value.data());
2598 }
catch(std::invalid_argument&) {
2599 return luaL_argerror(L, -1,
"max_width should be integer or percentage");
2605 if(lua_isstring(L, -1)) {
2608 auto vec = lua_check<std::vector<int>>(L, -1);
2609 if(vec.size() != 3) {
2610 int idx = lua_absindex(L, -1);
2612 color.r = luaL_checkinteger(L, -3);
2613 color.g = luaL_checkinteger(L, -2);
2614 color.b = luaL_checkinteger(L, -1);
2616 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");
2626 if(lua_isstring(L, -1)) {
2629 auto vec = lua_check<std::vector<int>>(L, -1);
2630 if(vec.size() != 3) {
2631 int idx = lua_absindex(L, -1);
2633 bgcolor.r = luaL_checkinteger(L, -3);
2634 bgcolor.g = luaL_checkinteger(L, -2);
2635 bgcolor.b = luaL_checkinteger(L, -1);
2637 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");
2647 bgcolor.a = luaL_checkinteger(L, -1);
2652 lifetime = lua_tointegerx(L, -1, &found_number);
2655 if(value ==
"unlimited") {
2658 return luaL_argerror(L, -1,
"duration should be integer or 'unlimited'");
2663 fadeout = lua_tointeger(L, -1);
2669 static const char* options[] = {
"left",
"center",
"right"};
2670 alignment =
font::ALIGN(luaL_checkoption(L, -1,
nullptr, options));
2673 static const char* options[] = {
"top",
"center",
"bottom"};
2674 vertical_alignment =
font::ALIGN(luaL_checkoption(L, -1,
nullptr, options));
2683 if(width_ratio > 0) {
2684 width =
static_cast<int>(std::round(
rect.w * width_ratio));
2698 switch(vertical_alignment) {
2714 using std::chrono::milliseconds;
2721 flabel.
set_lifetime(milliseconds{lifetime}, milliseconds{fadeout});
2732 lua_settop(L, handle_idx);
2733 if(luaL_newmetatable(L,
labelKey)) {
2735 static const luaL_Reg methods[] = {
2736 {
"remove", &dispatch<&game_lua_kernel::intf_remove_floating_label>},
2737 {
"move", &dispatch<&game_lua_kernel::intf_move_floating_label>},
2738 {
"replace", &dispatch2<&game_lua_kernel::intf_set_floating_label, false>},
2740 {
nullptr,
nullptr }
2742 luaL_setfuncs(L, methods, 0);
2745 lua_setmetatable(L, handle_idx);
2746 lua_settop(L, handle_idx);
2771 return luaL_error(L,
"Attempted to move a unit while the map is locked");
2776 if (!
map().on_board(
loc)) {
2777 return luaL_argerror(L, 2,
"invalid location");
2788 if (!
map().on_board(
loc))
2789 return luaL_argerror(L, 1,
"invalid location");
2796 }
else if(!lua_isnoneornil(L, 1)) {
2797 const vconfig* vcfg =
nullptr;
2799 if (!
map().on_board(
loc)) {
2802 if (!
map().on_board(
loc))
2803 return luaL_argerror(L, 2,
"invalid location");
2809 u->set_location(
loc);
2811 u->anim_comp().reset_affect_adjacent(
units());
2829 return luaL_error(L,
"Attempted to remove a unit while the map is locked");
2837 if (!
map().on_board(
loc)) {
2838 return luaL_argerror(L, 1,
"invalid location");
2844 t.recall_list().erase_if_matches_id(u->
id());
2846 return luaL_argerror(L, 1,
"can't erase private units");
2849 if (!
map().on_board(
loc)) {
2850 return luaL_argerror(L, 1,
"invalid location");
2853 return luaL_argerror(L, 1,
"expected unit or location");
2869 return luaL_error(L,
"Attempted to move a unit while the map is locked");
2873 int side = lua_tointeger(L, 2);
2874 if (
static_cast<unsigned>(side) >
teams().
size()) side = 0;
2878 u = lu->get_shared();
2879 if(lu->on_recall_list() && lu->on_recall_list() == side) {
2880 return luaL_argerror(L, 1,
"unit already on recall list");
2883 const vconfig* vcfg =
nullptr;
2895 std::size_t uid = u->underlying_id();
2896 t.recall_list().erase_by_underlying_id(uid);
2897 t.recall_list().add(u);
2902 u->anim_comp().clear_haloes();
2903 u->anim_comp().reset_affect_adjacent(
units());
2905 lu->lua_unit::~lua_unit();
2919 return luaL_error(L,
"Attempted to remove a unit while the map is locked");
2927 u->anim_comp().clear_haloes();
2928 u->anim_comp().reset_affect_adjacent(
units());
2929 }
else if (
int side = lu->on_recall_list()) {
2932 t.recall_list().erase_if_matches_id(u->id());
2938 lu->lua_unit::~lua_unit();
2954 if (!lua_isnoneornil(L, 2)) {
2958 const vconfig* vcfg =
nullptr;
2961 if (u->get_location().valid()) {
2962 u->anim_comp().reset_affect_adjacent(
units());
2969 if (!res.
valid())
return 0;
2970 lua_pushinteger(L, res.
wml_x());
2971 lua_pushinteger(L, res.
wml_y());
2987 if (!lua_isnoneornil(L, 3)) {
3010 void reset_affect_adjacent(
const unit&
unit)
3023 const vconfig* vcfg =
nullptr;
3027 if (u->get_location().valid()) {
3028 reset_affect_adjacent(*u);
3056 char const *m = luaL_checkstring(L, 2);
3060 if(lua_isboolean(L, 3)) {
3062 if(!lua_isnoneornil(L, 4)) {
3065 }
else if(!lua_isnoneornil(L, 3)) {
3086 }
else if(lua_isstring(L, 2)) {
3087 char const *m = luaL_checkstring(L, 2);
3107 }
else if(lua_isstring(L, 2)) {
3108 char const *m = luaL_checkstring(L, 2);
3128 }
else if(lua_isstring(L, 2)) {
3129 char const *m = luaL_checkstring(L, 2);
3149 }
else if(lua_isstring(L, 2)) {
3150 char const *m = luaL_checkstring(L, 2);
3166 char const *m = luaL_checkstring(L, 2);
3180 char const *m = luaL_checkstring(L, 2);
3182 if (!utp)
return luaL_argerror(L, 2,
"unknown unit type");
3183 if(lua_isstring(L, 3)) {
3184 const std::string& m2 = lua_tostring(L, 3);
3185 if(!utp->
has_variation(m2))
return luaL_argerror(L, 2,
"unknown unit variation");
3190 reset_affect_adjacent(u);
3202 lua_createtable(L, 0, 4);
3204 lua_setfield(L, -2,
"poisoned");
3205 lua_pushnumber(L, cmb.
slowed);
3206 lua_setfield(L, -2,
"slowed");
3208 lua_setfield(L, -2,
"untouched");
3210 lua_setfield(L, -2,
"average_hp");
3211 lua_createtable(L,
n, 0);
3212 for (
int i = 0;
i <
n; ++
i) {
3214 lua_rawseti(L, -2,
i);
3216 lua_setfield(L, -2,
"hp_chance");
3225 lua_createtable(L, 0, 16);
3228 lua_setfield(L, -2,
"num_blows");
3229 lua_pushnumber(L, bcustats.
damage);
3230 lua_setfield(L, -2,
"damage");
3232 lua_setfield(L, -2,
"chance_to_hit");
3233 lua_pushboolean(L, bcustats.
poisons);
3234 lua_setfield(L, -2,
"poisons");
3235 lua_pushboolean(L, bcustats.
slows);
3236 lua_setfield(L, -2,
"slows");
3238 lua_setfield(L, -2,
"petrifies");
3239 lua_pushboolean(L, bcustats.
plagues);
3240 lua_setfield(L, -2,
"plagues");
3242 lua_setfield(L, -2,
"plague_type");
3243 lua_pushnumber(L, bcustats.
rounds);
3244 lua_setfield(L, -2,
"rounds");
3246 lua_setfield(L, -2,
"firststrike");
3247 lua_pushboolean(L, bcustats.
drains);
3248 lua_setfield(L, -2,
"drains");
3250 lua_setfield(L, -2,
"drain_constant");
3252 lua_setfield(L, -2,
"drain_percent");
3257 lua_setfield(L, -2,
"attack_num");
3259 lua_setfield(L, -2,
"number");
3261 if(bcustats.
weapon !=
nullptr)
3263 lua_pushstring(L, bcustats.
weapon->id().c_str());
3264 lua_setfield(L, -2,
"name");
3266 lua_setfield(L, -2,
"weapon");
3285 int arg_num = 1, att_w = -1, def_w = -1;
3289 if (lua_isnumber(L, arg_num)) {
3290 att_w = lua_tointeger(L, arg_num) - 1;
3291 if (att_w < 0 || att_w >=
static_cast<int>(att->attacks().size()))
3292 return luaL_argerror(L, arg_num,
"weapon index out of bounds");
3298 if (lua_isnumber(L, arg_num)) {
3299 def_w = lua_tointeger(L, arg_num) - 1;
3300 if (def_w < 0 || def_w >=
static_cast<int>(def->attacks().size()))
3301 return luaL_argerror(L, arg_num,
"weapon index out of bounds");
3306 def->get_location(), att_w, def_w, 0.0,
nullptr, att, def);
3323 char const *m = luaL_checkstring(L, 1);
3324 int repeats = luaL_optinteger(L, 2, 0);
3336 const char* content_for = luaL_checkstring(L, 1);
3337 const char*
id = luaL_checkstring(L, 2);
3340 if(group.content_for_ == content_for) {
3342 if(achieve.
id_ ==
id) {
3369 ERR_LUA <<
"Achievement " <<
id <<
" not found for achievement group " << content_for;
3375 ERR_LUA <<
"Achievement group " << content_for <<
" not found";
3387 const char* content_for = luaL_checkstring(L, 1);
3388 const char*
id = luaL_checkstring(L, 2);
3391 ERR_LUA <<
"Returning false for whether a player has completed an achievement due to being networked multiplayer.";
3392 lua_pushboolean(L,
false);
3408 const char* content_for = luaL_checkstring(L, 1);
3409 const char*
id = luaL_checkstring(L, 2);
3413 if(group.content_for_ == content_for) {
3414 for(
const auto& achieve : group.achievements_) {
3415 if(achieve.id_ ==
id) {
3417 cfg[
"id"] = achieve.id_;
3418 cfg[
"name"] = achieve.name_;
3419 cfg[
"name_completed"] = achieve.name_completed_;
3420 cfg[
"description"] = achieve.description_;
3421 cfg[
"description_completed"] = achieve.description_completed_;
3422 cfg[
"icon"] = achieve.icon_;
3423 cfg[
"icon_completed"] = achieve.icon_completed_;
3424 cfg[
"hidden"] = achieve.hidden_;
3425 cfg[
"achieved"] = achieve.achieved_;
3426 cfg[
"max_progress"] = achieve.max_progress_;
3427 cfg[
"current_progress"] = achieve.current_progress_;
3429 for(
const auto& sub_ach : achieve.sub_achievements_) {
3431 sub[
"id"] = sub_ach.id_;
3432 sub[
"description"] = sub_ach.description_;
3433 sub[
"icon"] = sub_ach.icon_;
3434 sub[
"achieved"] = sub_ach.achieved_;
3442 ERR_LUA <<
"Achievement " <<
id <<
" not found for achievement group " << content_for;
3448 ERR_LUA <<
"Achievement group " << content_for <<
" not found";
3464 const char* content_for = luaL_checkstring(L, 1);
3465 const char*
id = luaL_checkstring(L, 2);
3466 int amount = luaL_checkinteger(L, 3);
3467 int limit = luaL_optinteger(L, 4, 999999999);
3470 if(group.content_for_ == content_for) {
3472 if(achieve.
id_ ==
id) {
3475 ERR_LUA <<
"Attempted to progress achievement " <<
id <<
" for achievement group " << content_for <<
", is not a progressible achievement.";
3476 lua_pushinteger(L, -1);
3477 lua_pushinteger(L, -1);
3492 lua_pushinteger(L, progress);
3494 lua_pushinteger(L, -1);
3502 lua_push(L,
"Achievement " + std::string(
id) +
" not found for achievement group " + content_for);
3503 return lua_error(L);
3508 lua_push(L,
"Achievement group " + std::string(content_for) +
" not found");
3509 return lua_error(L);
3521 const char* content_for = luaL_checkstring(L, 1);
3522 const char*
id = luaL_checkstring(L, 2);
3523 const char* sub_id = luaL_checkstring(L, 3);
3526 ERR_LUA <<
"Returning false for whether a player has completed an achievement due to being networked multiplayer.";
3527 lua_pushboolean(L,
false);
3543 const char* content_for = luaL_checkstring(L, 1);
3544 const char*
id = luaL_checkstring(L, 2);
3545 const char* sub_id = luaL_checkstring(L, 3);
3548 if(group.content_for_ == content_for) {
3550 if(achieve.
id_ ==
id) {
3557 if(sub_ach.
id_ == sub_id) {
3575 lua_push(L,
"Sub-achievement " + std::string(
id) +
" not found for achievement" +
id +
" in achievement group " + content_for);
3576 return lua_error(L);
3580 lua_push(L,
"Achievement " + std::string(
id) +
" not found for achievement group " + content_for);
3581 return lua_error(L);
3586 lua_push(L,
"Achievement group " + std::string(content_for) +
" not found");
3587 return lua_error(L);
3623 if(lua_isnoneornil(L, 1)) {
3628 if(!
map().on_board(
loc))
return luaL_argerror(L, 1,
"not on board");
3629 bool highlight =
true;
3630 if(!lua_isnoneornil(L, 2))
3660 lua_pushboolean(L, skipping);
3671 if (!lua_isnone(L, 1)) {
3683 int user_choice_index;
3684 int random_choice_index;
3685 int ai_choice_index;
3687 lua_synchronize(lua_State *l,
const std::string& descr,
int user_index,
int random_index = 0,
int ai_index = 0)
3689 , user_choice_index(user_index)
3690 , random_choice_index(random_index)
3691 , ai_choice_index(ai_index != 0 ? ai_index : user_index)
3697 bool is_local_ai = lua_kernel_base::get_lua_kernel<game_lua_kernel>(L).board().get_team(side).is_local_ai();
3699 query_lua(side, is_local_ai ? ai_choice_index : user_choice_index,
cfg);
3706 if(random_choice_index != 0 && lua_isfunction(L, random_choice_index)) {
3707 query_lua(side, random_choice_index,
cfg);
3717 void query_lua(
int side,
int function_index,
config&
cfg)
const
3719 lua_pushvalue(L, function_index);
3720 lua_pushnumber(L, side);
3723 static const char*
msg =
"function returned to wesnoth.sync.[multi_]evaluate a table which was partially invalid";
3724 lua_kernel_base::get_lua_kernel<game_lua_kernel>(L).log_error(
msg);
3725 lua_warning(L,
msg,
false);
3732 virtual bool is_visible()
const override {
return false; }
3746 std::string tagname =
"input";
3753 if(!lua_isfunction(L, nextarg) &&
luaW_totstring(L, nextarg, desc) ) {
3756 if(lua_isfunction(L, nextarg)) {
3757 human_func = nextarg++;
3760 return luaL_argerror(L, nextarg,
"expected a function");
3762 if(lua_isfunction(L, nextarg)) {
3763 ai_func = nextarg++;
3765 side_for = lua_tointeger(L, nextarg);
3781 std::string tagname =
"input";
3785 std::vector<int> sides_for;
3788 if(!lua_isfunction(L, nextarg) &&
luaW_totstring(L, nextarg, desc) ) {
3791 if(lua_isfunction(L, nextarg)) {
3792 human_func = nextarg++;
3795 return luaL_argerror(L, nextarg,
"expected a function");
3797 if(lua_isfunction(L, nextarg)) {
3798 null_func = nextarg++;
3800 sides_for = lua_check<std::vector<int>>(L, nextarg++);
3815 lua_pushvalue(L, 1);
3830 std::set<map_location> res;
3856 lua_pushboolean(L,
true);
3865 lua_pushboolean(L, t_filter.
match(
loc));
3883 lua_pushboolean(L,
true);
3891 lua_pushboolean(L, s_filter.
match(*
t));
3893 unsigned side = luaL_checkinteger(L, 1) - 1;
3895 lua_pushboolean(L, s_filter.
match(side + 1));
3906 team_i = luaL_checkinteger(L, 1);
3908 std::string
flag = luaL_optlstring(L, 2,
"",
nullptr);
3909 std::string color = luaL_optlstring(L, 3,
"",
nullptr);
3911 if(
flag.empty() && color.empty()) {
3914 if(team_i < 1 ||
static_cast<std::size_t
>(team_i) >
teams().
size()) {
3915 return luaL_error(L,
"set_side_id: side number %d out of range", team_i);
3919 if(!color.empty()) {
3934 side_num =
t->side();
3936 side_num = luaL_checkinteger(L, 1);
3938 std::string
path = luaL_checkstring(L, 2);
3943 if(strcmp(action,
"delete") == 0) {
3948 std::size_t len = std::string::npos, open_brak =
path.find_last_of(
'[');
3949 std::size_t dot =
path.find_last_of(
'.');
3950 if(open_brak != len) {
3951 len = open_brak - dot - 1;
3962 side_num =
t->side();
3964 side_num = luaL_checkinteger(L, 1);
3966 if(lua_isstring(L, 2)) {
3967 std::string file = luaL_checkstring(L, 2);
3969 std::string
err =
formatter() <<
"Could not load AI for side " << side_num <<
" from file " << file;
3970 lua_pushlstring(L,
err.c_str(),
err.length());
3971 return lua_error(L);
3983 side_num =
t->side();
3985 side_num = luaL_checkinteger(L, 1);
3991 bool added_dummy_stage =
false;
3993 added_dummy_stage =
true;
3997 if(added_dummy_stage) {
4006 unsigned i = luaL_checkinteger(L, 1);
4007 if(i < 1 || i >
teams().
size())
return 0;
4019 LOG_LUA <<
"intf_get_sides called: this = " << std::hex <<
this << std::dec <<
" myname = " <<
my_name();
4020 std::vector<int> sides;
4024 sides.push_back(
t.side());
4030 sides =
filter.get_teams();
4034 lua_createtable(L, sides.size(), 0);
4036 for(
int side : sides) {
4038 lua_rawseti(L, -2,
index);
4055 char const *m = luaL_checkstring(L, 2);
4057 if (sm ==
"advance") {
4061 if (sm !=
"advancement" && sm !=
"object" && sm !=
"trait") {
4062 return luaL_argerror(L, 2,
"unknown modification type");
4064 bool write_to_mods =
true;
4065 if (!lua_isnone(L, 4)) {
4069 write_to_mods =
false;
4087 std::vector<std::string> tags;
4088 if(lua_isstring(L, 3)) {
4089 tags.push_back(lua_check<std::string>(L, 3));
4090 }
else if (lua_istable(L, 3)){
4091 tags = lua_check<std::vector<std::string>>(L, 3);
4093 tags.push_back(
"object");
4096 if(
filter.attribute_count() == 1 &&
filter.all_children_count() == 0 &&
filter.attribute_range().front().first ==
"duration") {
4099 for(
const std::string&
tag : tags) {
4101 if(obj.matches(
filter)) {
4102 obj[
"duration"] =
"now";
4122 if(lua_isboolean(L, 2)) {
4125 if(lua_isboolean(L, 3)) {
4139 char const *ty = luaL_checkstring(L, 1);
4142 std::stringstream ss;
4143 ss <<
"unknown unit type: '" << ty <<
"'";
4144 return luaL_argerror(L, 1, ss.str().c_str());
4159 const vconfig &ssf =
cfg.child(
"filter_team");
4161 std::string team_name;
4164 std::vector<std::string> team_names;
4166 [&](
int team) { return game_state_.get_disp_context().get_team(team).team_name(); });
4169 team_name =
cfg[
"team_name"].str();
4178 cfg[
"visible_in_fog"].to_bool(
true),
4179 cfg[
"submerge"].to_double(0),
4180 cfg[
"z_order"].to_double(0)
4194 char const *m = lua_tostring(L, 2);
4211 const int nargs = lua_gettop(L);
4212 if(nargs < 2 || nargs > 3) {
4213 return luaL_error(L,
"Wrong number of arguments to ai.log_replay() - should be 2 or 3 arguments.");
4215 const std::string key = nargs == 2 ? luaL_checkstring(L, 1) : luaL_checkstring(L, 2);
4221 }
else if(!lua_isstring(L, 3)) {
4222 return luaL_argerror(L, 3,
"accepts only string or config");
4255 if(lua_isstring(L, idx)) {
4256 return lua_tostring(L, idx);
4296 using namespace std::literals;
4302 }
else if(is_menu_item) {
4304 return luaL_argerror(L, 1,
"non-empty id is required for a menu item");
4306 name =
"menu item " +
id;
4308 if(
id.empty() && name.empty()) {
4309 return luaL_argerror(L, 1,
"either a name or id is required");
4312 if(new_handler.valid()) {
4313 bool has_lua_filter =
false;
4317 int filterIdx = lua_gettop(L);
4320 if(lua_isfunction(L, filterIdx)) {
4321 int fcnIdx = lua_absindex(L, -1);
4322 new_handler->add_filter(std::make_unique<lua_event_filter>(*
this, fcnIdx,
luaW_table_get_def(L, 1,
"filter_args",
config())));
4323 has_lua_filter =
true;
4325 #define READ_ONE_FILTER(key, tag) \
4327 if(luaW_tableget(L, filterIdx, key)) { \
4328 if(lua_isstring(L, -1)) { \
4329 filters.add_child("insert_tag", config{ \
4331 "variable", luaL_checkstring(L, -1) \
4334 filters.add_child(tag, luaW_checkconfig(L, -1)); \
4344 #undef READ_ONE_FILTER
4346 filters[
"filter_formula"] = luaL_checkstring(L, -1);
4350 new_handler->read_filters(filters);
4356 if(has_lua_filter) {
4361 new_handler->register_wml_event(*
this);
4374 lua_pushvalue(L, lua_upvalueindex(1));
4391 template<
bool is_menu_item>
4397 double priority = luaL_optnumber(L, 3, 0.);
4399 return luaL_argerror(L, 1,
"must not be empty");
4403 name =
"menu item " + name;
4404 }
else if(lua_absindex(L, -1) > 2 && lua_isfunction(L, -1)) {
4407 lua_pushcclosure(L, &dispatch<&game_lua_kernel::cfun_undoable_event>, 2);
4410 if(new_handler.valid()) {
4427 bool delayed_variable_substitution =
cfg[
"delayed_variable_substitution"].to_bool(
true);
4428 if(delayed_variable_substitution) {
4455 lua_pushinteger(L, color.r);
4456 lua_pushinteger(L, color.g);
4457 lua_pushinteger(L, color.b);
4466 auto vec = lua_check<std::vector<uint8_t>>(L, 1);
4467 if(vec.size() != 4) {
4470 color_t fade{vec[0], vec[1], vec[2], vec[3]};
4488 using namespace std::chrono_literals;
4489 std::chrono::milliseconds delay{luaL_checkinteger(L, 1)};
4497 const auto end_time = std::chrono::steady_clock::now() + delay;
4500 std::this_thread::sleep_for(10ms);
4501 }
while (std::chrono::steady_clock::now() < end_time);
4525 std::string team_name;
4528 if(lua_gettop(L) == 1 && lua_istable(L, 1)) {
4529 using namespace std::literals;
4532 team_name = luaL_optstring(L, 2,
"");
4546 switch(lua_type(L, 2)) {
4548 case LUA_TNONE:
case LUA_TNIL:
4553 if(std::size_t
n = luaL_checkinteger(L, 2);
n > 0 &&
n <=
teams().size()) {
4593 for (
const int side :
filter.get_teams()){
4615 int side =
cfg[
"side"].to_int();
4625 lua_getfield(L, -1,
"ca_ptr");
4639 lua_getfield(L, -1,
"stg_ptr");
4648 lua_createtable(L, 0, 0);
4650 lua_pushstring(L,
"name");
4651 lua_pushstring(L,
c->get_name().c_str());
4654 lua_pushstring(L,
"engine");
4655 lua_pushstring(L,
c->get_engine().c_str());
4658 lua_pushstring(L,
"id");
4659 lua_pushstring(L,
c->get_id().c_str());
4662 if (ct ==
"candidate_action") {
4663 lua_pushstring(L,
"ca_ptr");
4664 lua_pushlightuserdata(L,
c);
4667 lua_pushstring(L,
"exec");
4672 if (ct ==
"stage") {
4673 lua_pushstring(L,
"stg_ptr");
4674 lua_pushlightuserdata(L,
c);
4677 lua_pushstring(L,
"exec");
4682 for(
const std::string&
type :
c->get_children_types()) {
4683 if (
type ==
"aspect" ||
type ==
"goal" ||
type ==
"engine")
4688 lua_pushstring(L,
type.c_str());
4689 lua_createtable(L, 0, 0);
4692 lua_pushstring(L, child->get_name().c_str());
4721 side = luaL_checkinteger(L, 1);
4730 if(engine->get_name() ==
"lua") {
4739 if (lua_engine ==
nullptr)
4752 LOG_LUA <<
"Created new dummy lua-engine for debug_ai().";
4762 lua_pushstring(L,
"components");
4788 if(lua_isboolean(L, 1)) {
4813 std::set<map_location> locs;
4816 if(lua_gettop(L) == 1) {
4819 id =
cfg[
"id"].str();
4821 filter.get_locations(locs,
true);
4822 times =
cfg.get_parsed_config();
4824 id = luaL_checkstring(L, 1);
4825 if(!lua_isnoneornil(L, 3))
4831 filter.get_locations(locs,
true);
4839 LOG_LUA <<
"Lua inserted time_area '" <<
id <<
"'";
4848 const char *
id = luaL_checkstring(L, 1);
4850 LOG_LUA <<
"Lua removed time_area '" <<
id <<
"'";
4860 if(area_index < 0) {
4867 std::string area_id = luaL_checkstring(L, 1);
4869 if(
auto iter =
std::find(area_ids.begin(), area_ids.end(), area_id); iter == area_ids.end()) {
4883 if(luaL_testudata(L, 1,
"schedule")) {
4892 if(
cfg.get_children(
"time").
empty()) {
4893 ERR_LUA <<
"attempted to to replace ToD schedule with empty schedule";
4899 LOG_LUA <<
"replaced ToD schedule";
4908 point scroll_to(luaL_checkinteger(L, 1), luaL_checkinteger(L, 2));
4925 lua_report_generator(lua_State *L,
const std::string &
n)
4934 if (!
luaW_getglobal(L,
"wesnoth",
"interface",
"game_display", name))
4958 char const *m = luaL_checkstring(L, 2);
4960 lua_pushvalue(L, 2);
4961 lua_pushvalue(L, -2);
4972 char const *m = luaL_checkstring(L, 2);
4973 lua_pushvalue(L, 2);
4974 lua_pushvalue(L, 3);
5015 if (
dst == u->get_location() || !
map().on_board(
dst)) {
5019 if (!
map().on_board(vacant_dst)) {
5030 std::vector<map_location> teleport_path;
5031 teleport_path.push_back(src_loc);
5032 teleport_path.push_back(vacant_dst);
5039 u->anim_comp().set_standing();
5046 if (
map().is_village(vacant_dst)) {
5065 const std::string& logger = lua_isstring(L, 2) ? luaL_checkstring(L, 1) :
"";
5066 const std::string&
msg = lua_isstring(L, 2) ? luaL_checkstring(L, 2) : luaL_checkstring(L, 1);
5068 if(logger ==
"wml" || logger ==
"WML") {
5082 lua_pushboolean(L, fog ?
t.fogged(
loc) :
t.shrouded(
loc));
5100 bool affect_normal_fog =
false;
5101 if(lua_isboolean(L, -1)) {
5104 std::set<int> sides;
5106 sides.insert(
t->side());
5107 }
else if(lua_isnumber(L, 1)) {
5108 sides.insert(lua_tointeger(L, 1));
5109 }
else if(lua_istable(L, 1) && lua_istable(L, 2)) {
5110 const auto& v = lua_check<std::vector<int>>(L, 1);
5111 sides.insert(v.begin(), v.end());
5114 sides.insert(
t.side()+1);
5119 for(
const int &side_num : sides) {
5120 if(side_num < 1 ||
static_cast<std::size_t
>(side_num) >
teams().
size()) {
5126 t.remove_fog_override(locs);
5127 if(affect_normal_fog) {
5130 }
else if(!affect_normal_fog) {
5132 t.add_fog_override(locs);
5150 const std::string name = luaL_checkstring(L, 1);
5155 if(!
luaW_getglobal(L,
"wesnoth",
"custom_synced_commands", name)) {
5156 return luaL_argerror(L, 1,
"Unknown synced command");
5159 cmd_tag[
"name"] = name;
5160 if(!lua_isnoneornil(L, 2)) {
5178 #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); }
5181 template<
typename Ret>
5183 if constexpr(std::is_same_v<Ret, void>)
return 0;
5189 inline static auto metatable =
"game_events";
5191 return lua_kernel_base::get_lua_kernel<game_lua_kernel>(L);
5212 template<
typename Ret =
void>
5214 int top = lua_gettop(L);
5218 lua_getfield(L, -1, name.c_str());
5219 lua_pushcfunction(L, &impl_null_callback<Ret>);
5220 if(lua_rawequal(L, -1, -2)) {
5275 cmd_log_ <<
"Registering game-specific wesnoth lib functions...\n";
5278 static luaL_Reg
const callbacks[] {
5283 {
"cancel_action", &dispatch<&game_lua_kernel::intf_cancel_action > },
5284 {
"log_replay", &dispatch<&game_lua_kernel::intf_log_replay > },
5285 {
"log", &dispatch<&game_lua_kernel::intf_log > },
5286 {
"redraw", &dispatch<&game_lua_kernel::intf_redraw > },
5287 {
"simulate_combat", &dispatch<&game_lua_kernel::intf_simulate_combat > },
5288 {
nullptr,
nullptr }
5289 };lua_getglobal(L,
"wesnoth");
5290 if (!lua_istable(L,-1)) {
5293 luaL_setfuncs(L, callbacks, 0);
5295 lua_setglobal(L,
"wesnoth");
5297 lua_getglobal(L,
"gui");
5298 lua_pushcfunction(L, &dispatch<&game_lua_kernel::intf_gamestate_inspector>);
5299 lua_setfield(L, -2,
"show_inspector");
5301 lua_setfield(L, -2,
"show_recruit_dialog");
5303 lua_setfield(L, -2,
"show_recall_dialog");
5309 static luaL_Reg
const test_callbacks[] {
5310 {
"fire_wml_menu_item", &dispatch<&game_lua_kernel::intf_fire_wml_menu_item> },
5311 {
nullptr,
nullptr }
5313 luaL_setfuncs(L, test_callbacks, 0);
5314 lua_setglobal(L,
"unit_test");
5340 cmd_log_ <<
"Adding terrain_types table...\n";
5341 lua_getglobal(L,
"wesnoth");
5342 lua_newuserdatauv(L, 0, 0);
5343 lua_createtable(L, 0, 2);
5344 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_get_terrain_info>);
5345 lua_setfield(L, -2,
"__index");
5346 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_get_terrain_list>);
5347 lua_setfield(L, -2,
"__dir");
5348 lua_pushstring(L,
"terrain types");
5349 lua_setfield(L, -2,
"__metatable");
5350 lua_setmetatable(L, -2);
5351 lua_setfield(L, -2,
"terrain_types");
5355 cmd_log_ <<
"Adding ai elements table...\n";
5360 cmd_log_ <<
"Adding wesnoth current table...\n";
5362 lua_getglobal(L,
"wesnoth");
5363 lua_newuserdatauv(L, 0, 0);
5364 lua_createtable(L, 0, 2);
5365 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_current_get>);
5366 lua_setfield(L, -2,
"__index");
5367 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_current_dir>);
5368 lua_setfield(L, -2,
"__dir");
5369 lua_pushboolean(L,
true);
5370 lua_setfield(L, -2,
"__dir_tablelike");
5371 lua_pushstring(L,
"current config");
5372 lua_setfield(L, -2,
"__metatable");
5373 lua_setmetatable(L, -2);
5374 lua_setfield(L, -2,
"current");
5378 lua_getglobal(L,
"wml");
5379 static luaL_Reg
const wml_callbacks[] {
5383 {
"get_variable", &dispatch<&game_lua_kernel::intf_get_variable>},
5384 {
"set_variable", &dispatch<&game_lua_kernel::intf_set_variable>},
5385 {
"get_all_vars", &dispatch<&game_lua_kernel::intf_get_all_vars>},
5386 {
nullptr,
nullptr }
5388 luaL_setfuncs(L, wml_callbacks, 0);
5393 static luaL_Reg
const map_callbacks[] {
5400 {
"get_owner", &dispatch<&game_lua_kernel::intf_get_village_owner>},
5401 {
"set_owner", &dispatch<&game_lua_kernel::intf_set_village_owner>},
5403 {
"add_label", &dispatch<&game_lua_kernel::intf_add_label>},
5404 {
"remove_label", &dispatch<&game_lua_kernel::intf_remove_label>},
5405 {
"get_label", &dispatch<&game_lua_kernel::intf_get_label>},
5407 {
"place_area", &dispatch<&game_lua_kernel::intf_add_time_area>},
5408 {
"remove_area", &dispatch<&game_lua_kernel::intf_remove_time_area>},
5409 {
"get_area", &dispatch<&game_lua_kernel::intf_get_time_area>},
5411 {
"find", &dispatch<&game_lua_kernel::intf_get_locations>},
5412 {
"matches", &dispatch<&game_lua_kernel::intf_match_location>},
5414 {
nullptr,
nullptr }
5416 luaL_setfuncs(L, map_callbacks, 0);
5420 cmd_log_ <<
"Adding units module...\n";
5421 static luaL_Reg
const unit_callbacks[] {
5424 {
"erase", &dispatch<&game_lua_kernel::intf_erase_unit>},
5425 {
"extract", &dispatch<&game_lua_kernel::intf_extract_unit>},
5426 {
"matches", &dispatch<&game_lua_kernel::intf_match_unit>},
5427 {
"select", &dispatch<&game_lua_kernel::intf_select_unit>},
5428 {
"to_map", &dispatch<&game_lua_kernel::intf_put_unit>},
5429 {
"to_recall", &dispatch<&game_lua_kernel::intf_put_recall_unit>},
5431 {
"teleport", &dispatch<&game_lua_kernel::intf_teleport>},
5433 {
"ability", &dispatch<&game_lua_kernel::intf_unit_ability>},
5444 {
"find_on_map", &dispatch<&game_lua_kernel::intf_get_units>},
5445 {
"find_on_recall", &dispatch<&game_lua_kernel::intf_get_recall_units>},
5446 {
"get", &dispatch<&game_lua_kernel::intf_get_unit>},
5447 {
"get_hovered", &dispatch<&game_lua_kernel::intf_get_displayed_unit>},
5448 {
"create_animator", &dispatch<&game_lua_kernel::intf_create_animator>},
5451 {
nullptr,
nullptr }
5453 lua_getglobal(L,
"wesnoth");
5455 luaL_setfuncs(L, unit_callbacks, 0);
5456 lua_setfield(L, -2,
"units");
5460 cmd_log_ <<
"Adding sides module...\n";
5461 static luaL_Reg
const side_callbacks[] {
5462 {
"is_enemy", &dispatch<&game_lua_kernel::intf_is_enemy> },
5463 {
"matches", &dispatch<&game_lua_kernel::intf_match_side> },
5464 {
"set_id", &dispatch<&game_lua_kernel::intf_set_side_id> },
5469 {
"find", &dispatch<&game_lua_kernel::intf_get_sides> },
5470 {
"get", &dispatch<&game_lua_kernel::intf_get_side> },
5471 {
"create", &dispatch<&game_lua_kernel::intf_create_side> },
5473 {
"place_shroud", &dispatch2<&game_lua_kernel::intf_toggle_shroud, true>},
5474 {
"remove_shroud", &dispatch2<&game_lua_kernel::intf_toggle_shroud, false>},
5475 {
"override_shroud", &dispatch<&game_lua_kernel::intf_override_shroud>},
5476 {
"is_shrouded", &dispatch2<&game_lua_kernel::intf_get_fog_or_shroud, false>},
5478 {
"place_fog", &dispatch2<&game_lua_kernel::intf_toggle_fog, false>},
5479 {
"remove_fog", &dispatch2<&game_lua_kernel::intf_toggle_fog, true>},
5480 {
"is_fogged", &dispatch2<&game_lua_kernel::intf_get_fog_or_shroud, true>},
5481 {
nullptr,
nullptr }
5483 std::vector<lua_cpp::Reg>
const cpp_side_callbacks {
5484 {
"add_ai_component", std::bind(
intf_modify_ai, std::placeholders::_1,
"add")},
5485 {
"delete_ai_component", std::bind(
intf_modify_ai, std::placeholders::_1,
"delete")},
5486 {
"change_ai_component", std::bind(
intf_modify_ai, std::placeholders::_1,
"change")},
5490 lua_getglobal(L,
"wesnoth");
5492 luaL_setfuncs(L, side_callbacks, 0);
5494 lua_setfield(L, -2,
"sides");
5498 cmd_log_ <<
"Adding interface module...\n";
5499 static luaL_Reg
const intf_callbacks[] {
5500 {
"add_hex_overlay", &dispatch<&game_lua_kernel::intf_add_tile_overlay>},
5501 {
"remove_hex_overlay", &dispatch<&game_lua_kernel::intf_remove_tile_overlay>},
5502 {
"get_color_adjust", &dispatch<&game_lua_kernel::intf_get_color_adjust>},
5503 {
"color_adjust", &dispatch<&game_lua_kernel::intf_color_adjust>},
5504 {
"screen_fade", &dispatch<&game_lua_kernel::intf_screen_fade>},
5505 {
"delay", &dispatch<&game_lua_kernel::intf_delay>},
5506 {
"deselect_hex", &dispatch<&game_lua_kernel::intf_deselect_hex>},
5507 {
"highlight_hex", &dispatch<&game_lua_kernel::intf_highlight_hex>},
5508 {
"float_label", &dispatch<&game_lua_kernel::intf_float_label>},
5509 {
"get_displayed_unit", &dispatch<&game_lua_kernel::intf_get_displayed_unit>},
5510 {
"get_hovered_hex", &dispatch<&game_lua_kernel::intf_get_mouseover_tile>},
5511 {
"get_selected_hex", &dispatch<&game_lua_kernel::intf_get_selected_tile>},
5512 {
"lock", &dispatch<&game_lua_kernel::intf_lock_view>},
5513 {
"is_locked", &dispatch<&game_lua_kernel::intf_view_locked>},
5514 {
"scroll", &dispatch<&game_lua_kernel::intf_scroll>},
5515 {
"scroll_to_hex", &dispatch<&game_lua_kernel::intf_scroll_to_tile>},
5516 {
"skip_messages", &dispatch<&game_lua_kernel::intf_skip_messages>},
5517 {
"is_skipping_messages", &dispatch<&game_lua_kernel::intf_is_skipping_messages>},
5518 {
"zoom", &dispatch<&game_lua_kernel::intf_zoom>},
5519 {
"clear_menu_item", &dispatch<&game_lua_kernel::intf_clear_menu_item>},
5520 {
"set_menu_item", &dispatch<&game_lua_kernel::intf_set_menu_item>},
5521 {
"allow_end_turn", &dispatch<&game_lua_kernel::intf_allow_end_turn>},
5522 {
"clear_chat_messages", &dispatch<&game_lua_kernel::intf_clear_messages>},
5523 {
"end_turn", &dispatch<&game_lua_kernel::intf_end_turn>},
5525 {
"add_chat_message", &dispatch<&game_lua_kernel::intf_message>},
5526 {
"add_overlay_text", &dispatch2<&game_lua_kernel::intf_set_floating_label, true>},
5528 {
nullptr,
nullptr }
5530 lua_getglobal(L,
"wesnoth");
5532 luaL_setfuncs(L, intf_callbacks, 0);
5533 lua_setfield(L, -2,
"interface");
5537 cmd_log_ <<
"Adding achievements module...\n";
5538 static luaL_Reg
const achievement_callbacks[] {
5539 {
"set", &dispatch<&game_lua_kernel::intf_set_achievement> },
5540 {
"has", &dispatch<&game_lua_kernel::intf_has_achievement> },
5541 {
"get", &dispatch<&game_lua_kernel::intf_get_achievement> },
5542 {
"progress", &dispatch<&game_lua_kernel::intf_progress_achievement> },
5543 {
"has_sub_achievement", &dispatch<&game_lua_kernel::intf_has_sub_achievement> },
5544 {
"set_sub_achievement", &dispatch<&game_lua_kernel::intf_set_sub_achievement> },
5545 {
nullptr,
nullptr }
5547 lua_getglobal(L,
"wesnoth");
5549 luaL_setfuncs(L, achievement_callbacks, 0);
5550 lua_setfield(L, -2,
"achievements");
5554 cmd_log_ <<
"Adding audio module...\n";
5555 static luaL_Reg
const audio_callbacks[] {
5556 {
"play", &dispatch<&game_lua_kernel::intf_play_sound > },
5557 {
nullptr,
nullptr }
5559 lua_getglobal(L,
"wesnoth");
5561 luaL_setfuncs(L, audio_callbacks, 0);
5562 lua_setfield(L, -2,
"audio");
5566 cmd_log_ <<
"Adding paths module...\n";
5567 static luaL_Reg
const path_callbacks[] {
5568 {
"find_cost_map", &dispatch<&game_lua_kernel::intf_find_cost_map > },
5569 {
"find_path", &dispatch<&game_lua_kernel::intf_find_path > },
5570 {
"find_reach", &dispatch<&game_lua_kernel::intf_find_reach > },
5571 {
"find_vacant_hex", &dispatch<&game_lua_kernel::intf_find_vacant_tile > },
5572 {
"find_vision_range", &dispatch<&game_lua_kernel::intf_find_vision_range > },
5573 {
nullptr,
nullptr }
5575 lua_getglobal(L,
"wesnoth");
5577 luaL_setfuncs(L, path_callbacks, 0);
5578 lua_setfield(L, -2,
"paths");
5582 cmd_log_ <<
"Adding sync module...\n";
5583 static luaL_Reg
const sync_callbacks[] {
5588 {
nullptr,
nullptr }
5590 lua_getglobal(L,
"wesnoth");
5592 luaL_setfuncs(L, sync_callbacks, 0);
5593 lua_setfield(L, -2,
"sync");
5597 cmd_log_ <<
"Adding schedule module...\n";
5598 static luaL_Reg
const schedule_callbacks[] {
5599 {
"get_time_of_day", &dispatch<&game_lua_kernel::intf_get_time_of_day<false>>},
5600 {
"get_illumination", &dispatch<&game_lua_kernel::intf_get_time_of_day<true>>},
5601 {
"replace", &dispatch<&game_lua_kernel::intf_replace_schedule>},
5602 {
nullptr,
nullptr }
5604 lua_getglobal(L,
"wesnoth");
5606 luaL_setfuncs(L, schedule_callbacks, 0);
5607 lua_createtable(L, 0, 2);
5608 lua_setmetatable(L, -2);
5609 lua_setfield(L, -2,
"schedule");
5616 cmd_log_ <<
"Adding wml_actions table...\n";
5618 lua_getglobal(L,
"wesnoth");
5620 lua_setfield(L, -2,
"wml_actions");
5624 cmd_log_ <<
"Adding wml_conditionals table...\n";
5626 lua_getglobal(L,
"wesnoth");
5628 lua_setfield(L, -2,
"wml_conditionals");
5635 cmd_log_ <<
"Adding effects table...\n";
5637 lua_getglobal(L,
"wesnoth");
5639 lua_setfield(L, -2,
"effects");
5643 cmd_log_ <<
"Adding custom_synced_commands table...\n";
5645 lua_getglobal(L,
"wesnoth");
5647 lua_setfield(L, -2,
"custom_synced_commands");
5651 cmd_log_ <<
"Adding game_events module...\n";
5652 static luaL_Reg
const event_callbacks[] {
5653 {
"add", &dispatch<&game_lua_kernel::intf_add_event> },
5654 {
"add_repeating", &dispatch<&game_lua_kernel::intf_add_event_simple<false>> },
5655 {
"add_menu", &dispatch<&game_lua_kernel::intf_add_event_simple<true>> },
5656 {
"add_wml", &dispatch<&game_lua_kernel::intf_add_event_wml> },
5657 {
"remove", &dispatch<&game_lua_kernel::intf_remove_event> },
5658 {
"fire", &dispatch2<&game_lua_kernel::intf_fire_event, false> },
5659 {
"fire_by_id", &dispatch2<&game_lua_kernel::intf_fire_event, true> },
5660 {
"add_undo_actions", &dispatch<&game_lua_kernel::intf_add_undo_actions> },
5661 {
"set_undoable", &dispatch<&game_lua_kernel::intf_allow_undo > },
5662 {
nullptr,
nullptr }
5664 lua_getglobal(L,
"wesnoth");
5666 luaL_setfuncs(L, event_callbacks, 0);
5667 lua_createtable(L, 0, 2);
5669 lua_setfield(L, -2,
"__dir");
5671 lua_setfield(L, -2,
"__index");
5672 lua_pushstring(L,
"game_events");
5673 lua_setfield(L, -2,
"__metatable");
5674 lua_setmetatable(L, -2);
5675 lua_setfield(L, -2,
"game_events");
5679 cmd_log_ <<
"Adding game_display table...\n";
5683 lua_createtable(L, 0, 2);
5684 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_theme_items_get>);
5685 lua_setfield(L, -2,
"__index");
5686 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_theme_items_set>);
5687 lua_setfield(L, -2,
"__newindex");
5688 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_theme_items_dir>);
5689 lua_setfield(L, -2,
"__dir");
5690 lua_setmetatable(L, -2);
5691 lua_setfield(L, -2,
"game_display");
5695 cmd_log_ <<
"Adding scenario table...\n";
5699 lua_createtable(L, 0, 2);
5700 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_scenario_get>);
5701 lua_setfield(L, -2,
"__index");
5702 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_scenario_set>);
5703 lua_setfield(L, -2,
"__newindex");
5704 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_scenario_dir>);
5705 lua_setfield(L, -2,
"__dir");
5706 lua_setmetatable(L, -2);
5707 lua_setfield(L, -2,
"scenario");
5718 lua_pushstring(L, effect.c_str());
5734 cmd_log_ <<
"Adding races table...\n";
5737 lua_getglobal(L,
"wesnoth");
5739 lua_setfield(L, -2,
"races");
5743 cmd_log_ <<
"Running preload scripts...\n";
5766 using namespace std::literals::string_view_literals;
5767 static constexpr std::array handled_file_tags {
5780 "modify_unit_type"sv,
5786 "terrain_graphics"sv,
5794 return std::binary_search(handled_file_tags.begin(), handled_file_tags.end(),
s);
5810 for(
const auto [child_key, child_cfg] :
level.all_children_view())
5813 lua_createtable(L, 2, 0);
5814 lua_pushstring(L, child_key.c_str());
5815 lua_rawseti(L, -2, 1);
5817 lua_rawseti(L, -2, 2);
5818 lua_rawseti(L, -2, k++);
5832 if(!impl_get_callback<config>(L,
"on_save"))
5845 const std::vector<std::string> src_tags(temp.begin(), temp.end());
5847 for(
const auto& key : src_tags) {
5854 const std::string m =
"Tag is already used: [" + key +
"]";
5875 lua_pushstring(L, ev.
name.c_str());
5884 if (!
luaW_getglobal(L,
"wesnoth",
"custom_synced_commands", name)) {
5900 std::string which_effect = lua_tostring(L, lua_upvalueindex(1));
5915 lua_pushstring(L, description.c_str());
5928 int str_i = lua_gettop(L);
5931 lua_pushstring(L,
"__call");
5932 lua_pushvalue(L, str_i);
5933 lua_pushboolean(L,
true);
5934 lua_pushcclosure(L, &dispatch<&game_lua_kernel::cfun_builtin_effect>, 2);
5936 lua_pushstring(L,
"__descr");
5937 lua_pushvalue(L, str_i);
5938 lua_pushboolean(L,
false);
5939 lua_pushcclosure(L, &dispatch<&game_lua_kernel::cfun_builtin_effect>, 2);
5941 lua_setmetatable(L, -2);
5951 (lua_touserdata(L, lua_upvalueindex(1)));
5965 lua_getglobal(L,
"wesnoth");
5966 lua_pushstring(L,
"wml_actions");
5968 lua_pushstring(L, cmd.c_str());
5969 lua_pushlightuserdata(L,
reinterpret_cast<void *
>(
h));
5970 lua_pushcclosure(L, &dispatch<&game_lua_kernel::cfun_wml_action>, 1);
5983 (lua_touserdata(L, lua_upvalueindex(1)));
5986 lua_pushboolean(L,
h(vcfg));
5997 lua_getglobal(L,
"wesnoth");
5998 lua_pushstring(L,
"wml_conditionals");
6000 lua_pushstring(L, cmd.c_str());
6001 lua_pushlightuserdata(L,
reinterpret_cast<void *
>(
h));
6043 ERR_WML <<
"unknown conditional wml: [" << cmd <<
"]";
6062 int argIdx = lua_gettop(L);
6064 return luaL_error(L,
"wesnoth.wml_actions.command is missing");
6066 lua_pushvalue(L, argIdx);
6075 int evtIdx = lua_gettop(L);
6077 return luaL_ref(L, evtIdx);
6084 int evtIdx = lua_gettop(L);
6085 std::ostringstream lua_name;
6086 lua_name <<
"event ";
6088 lua_name <<
"<anon>";
6093 lua_name <<
"[id=" <<
id <<
"]";
6096 ERR_LUA <<
"Failed to register WML event: " << lua_name.str();
6099 return luaL_ref(L, evtIdx);
6105 idx = lua_absindex(L, idx);
6107 int evtIdx = lua_gettop(L);
6108 lua_pushvalue(L, idx);
6109 return luaL_ref(L, evtIdx);
6116 luaL_unref(L, -1, ref);
6123 lua_geti(L, -1, ref);
6124 if(lua_isnil(L, -1))
return false;
6170 lua_pushvalue(L, -1);
6190 std::string message = std::string() +
"function " + name +
" not found";
6191 log_error(message.c_str(),
"Lua SUF Error");
6195 lua_insert(L, -nArgs - 1);
6207 int top = lua_gettop(L);
6218 if(lua_istable(L, -1)) {
6221 lua_pushvalue(L, -1);
6223 lua_pushvalue(L, top + 1);
6225 lua_pushvalue(L, top + 2);
6230 if(luaL_getmetafield(L, -1,
"__descr")) {
6232 if(lua_isstring(L, -1)) {
6234 descr = lua_tostring(L, -1);
6236 lua_pushvalue(L, -2);
6238 lua_pushvalue(L, top + 1);
6240 lua_pushvalue(L, top + 2);
6243 if(lua_isstring(L, -1) && !lua_isnumber(L, -1)) {
6244 descr = lua_tostring(L, -1);
6246 ERR_LUA <<
"Effect __descr metafunction should have returned a string, but instead returned ";
6247 if(lua_isnone(L, -1)) {
6250 ERR_LUA << lua_typename(L, lua_type(L, -1));
6255 }
else if(need_apply) {
6257 lua_pushvalue(L, top + 1);
6259 lua_pushvalue(L, top + 2);
6297 if(!impl_get_callback<bool>(L,
"on_mouse_button")) {
Various functions that implement attacks and attack calculations.
Various functions related to moving units.
void advance_unit_at(const advance_unit_params ¶ms)
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)
Class to encapsulate fog/shroud clearing and the resultant sighted events.
bool clear_dest(const map_location &dest, const unit &viewer)
Clears shroud (and fog) at the provided location and its immediate neighbors.
game_events::pump_result_t fire_events()
Fires the sighted events that were earlier recorded by fog/shroud clearing.
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,...
virtual ai_context & get_ai_context()
unwrap
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)
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.
virtual void push_ai_table()
Method that pushes the AI table of the lua_context on the stack for debugging purposes.
component * get_component(component *root, const std::string &path)
Proxy class for calling AI action handlers defined in Lua.
static lua_ai_action_handler * create(lua_State *L, char const *code, lua_ai_context &context)
Proxy table for the AI context.
static void init(lua_State *L)
static lua_ai_context * create(lua_State *L, char const *code, engine_lua *engine)
bool add_ai_for_side_from_config(side_number side, const config &cfg, bool replace=true)
Adds active AI for specified side from cfg.
void append_active_ai_for_side(ai::side_number side, const config &cfg)
Appends AI parameters to active AI of the given side.
void raise_user_interact()
Notifies all observers of 'ai_user_interact' event.
static manager & get_singleton()
void modify_active_ai_for_side(ai::side_number side, const config &cfg)
Modifies AI parameters for active AI of the given side.
ai::holder & get_active_ai_holder_for_side_dbg(side_number side)
Gets the active AI holder for debug purposes.
bool play_stage()
Play the turn - strategy.
Computes the statistics of a battle between an attacker and a defender unit.
const battle_context_unit_stats & get_defender_stats() const
This method returns the statistics of the defender.
const combatant & get_attacker_combatant(const combatant *prev_def=nullptr)
Get the simulation results.
const battle_context_unit_stats & get_attacker_stats() const
This method returns the statistics of the attacker.
const combatant & get_defender_combatant(const combatant *prev_def=nullptr)
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.
config & add_child(std::string_view key)
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.
config & child_or_add(std::string_view key)
Returns a reference to the first child with the given key.
child_itors child_range(std::string_view key)
void splice_children(config &src, std::string_view key)
Moves all the children with tag key from src to this.
auto child_name_view() const
A non-owning view over all child tag names.
bool has_child(std::string_view key) const
Determine whether a config has a child or not.
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.
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.
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)
void clear_chat_messages()
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.
const team & viewing_team() const
void remove_overlay(const map_location &loc)
remove_overlay will remove all overlays on a tile.
void recalculate_minimap()
Schedule the minimap for recalculation.
void remove_single_overlay(const map_location &loc, const std::string &toDelete)
remove_single_overlay will remove a single overlay from a tile
bool invalidate(const map_location &loc)
Function to invalidate a specific tile for redrawing.
double turbo_speed() const
void adjust_color_overlay(int r, int g, int b)
Add r,g,b to the colors for all images displayed on the map.
static double get_zoom_factor()
Returns the current zoom factor.
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.
bool set_zoom(bool increase)
Zooms the display in (true) or out (false).
tod_color get_color_overlay() const
void invalidate_all()
Function to invalidate all tiles.
rect map_outside_area() const
Returns the available area for a map, this may differ from the above.
void fade_to(const color_t &color, const std::chrono::milliseconds &duration)
Screen fade.
const display_context & context() const
void add_overlay(const map_location &loc, overlay &&ov)
Functions to add and remove overlays from locations.
const map_location & selected_hex() const
bool show_everything() const
static display * get_singleton()
Returns the display object if a display object exists.
void reinit_flags_for_team(const team &)
Rebuild the flag list (not team colors) for a single side.
const map_location & mouseover_hex() const
void set_view_locked(bool value)
Sets whether the map view is locked (e.g.
bool scroll(const point &amount, bool force=false)
Scrolls the display by amount pixels.
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)
virtual const std::vector< team > & teams() const override
unit_map::iterator find_visible_unit(const map_location &loc, const team ¤t_team, bool see_all=false)
virtual const unit_map & units() const override
virtual const gamemap & map() const override
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.
void set_allow_end_turn(bool value, const t_string &reason={})
@ PRELOAD
the preload [event] is fired next phase: PRESTART (normal game), TURN_STARTING_WAITING (reloaded game...
@ INITIAL
creating intitial [unit]s, executing toplevel [lua] etc.
@ PRESTART
the prestart [event] is fired next phase: START (default), GAME_ENDING
@ TURN_PLAYING
The User is controlling the game and invoking actions The game can be saved here.
const std::string & get_theme() const
variable_access_create get_variable_access_write(const std::string &varname)
returns a variable_access that can be used to change the game variables
void set_theme(const std::string &value)
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
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)
The game event manager loads the scenario configuration object, and ensures that events are handled a...
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.
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.
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.
bool erase(const std::string &id)
Erases the item with the provided id.
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 &)
static const map & registry()
void set_action_canceled()
Sets whether or not wml wants to abort the currently executed user action.
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.
void set_undo_disabled(bool mutated)
[allow_undo] implementation
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.
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)
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.
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.
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.
const std::unique_ptr< actions::undo_list > undo_stack_
undo_stack_ is never nullptr.
const std::unique_ptr< game_events::manager > events_manager_
game_events::wmi_manager & get_wml_menu_items()
Encapsulates the map of the game.
const t_translation::ter_list & get_terrain_list() const
Gets the list of terrains.
const terrain_type & get_terrain_info(const t_translation::terrain_code &terrain) const
virtual void log_error(char const *msg, char const *context="Lua error")
Error reporting mechanisms, used by virtual methods protected_call and load_string.
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 !...
bool put_map(const map_location &loc)
int on_recall_list() const
unit_ptr get_shared() const
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="")
const terrain_label * get_label(const map_location &loc, const std::string &team_name) const
void recalculate_shroud()
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
bool is_skipping_replay() const
std::shared_ptr< wb::manager > get_whiteboard() const
virtual void force_end_turn()=0
game_events::wml_event_pump & pump()
std::set< std::string > & encountered_units()
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)
void register_generator(const std::string &name, generator *)
config generate_builtin_report(const std::string &name, const context &rc)
Generate the specified report using the given context, excluding dynamic generators.
const std::set< std::string > & report_list()
Shallow wrapper around lua_geti which pops the top variable from the Lua stack when destroyed.
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
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()
This class stores all the data for a single 'side' (in game nomenclature).
game_events::pump_result_t get_village(const map_location &, const int owner_side, game_data *fire_event)
Acquires a village from owner_side.
const std::string & team_name() const
void set_color(const std::string &color)
void set_flag(const std::string &flag)
void lose_village(const map_location &)
bool match(const map_location &loc) const
void get_locations(std::set< map_location > &locs, bool with_border=false) const
gets all locations on the map that match this filter
To store label data Class implements logic for rendering.
const std::string & id() const
t_translation::terrain_code number() const
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)
const time_of_day & get_time_of_day(int for_turn=0) const
Returns global time of day for the passed turn.
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
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})
std::vector< const unit * > all_matches_with_unit(const unit &u) const
std::vector< const unit * > all_matches_at(const map_location &loc) const
std::vector< const unit * > all_matches_on_map(const map_location *loc=nullptr, const unit *other_unit=nullptr) const
Container associating units to locations.
unit_ptr extract(const map_location &loc)
Extracts a unit from the map.
unit_iterator find(std::size_t id)
std::size_t erase(const map_location &l)
Erases the unit at location l, if any.
umap_retval_pair_t insert(const unit_ptr &p)
Inserts the unit pointed to by p into the map.
umap_retval_pair_t move(const map_location &src, const map_location &dst)
Moves a unit from location src to location dst.
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.
config_array_view traits() const
A single unit type that the player may recruit.
const unit_type & get_variation(const std::string &id) const
bool has_variation(const std::string &variation_id) const
This class represents a single unit of a specific type.
static void clear_status_caches()
Clear this unit status cache for all units.
static unit_ptr create(const config &cfg, bool use_traits=false, const vconfig *vcfg=nullptr)
Initializes a unit from a config.
Additional functionality for a non-const variable_info.
Information on a WML variable.
A variable-expanding proxy for the config class.
static vconfig unconstructed_vconfig()
This is just a wrapper for the default constructor; it exists for historical reasons and to make it c...
constexpr uint8_t ALPHA_OPAQUE
A component of the AI framework.
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)
LUA AI Support engine - creating specific ai components from config.
Define locations as used by the game's events mechanism.
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)
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)
#define SCHEDULE_SETTER(name, type)
luaW_Registry scenarioReg
bool(*)(const vconfig &) wml_conditional_handler
static int cfun_exec_candidate_action(lua_State *L)
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)
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.
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="")
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.
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)
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)
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.
const std::string & id() const
Gets this unit's id.
int side() const
The side this unit belongs to.
void advance_to(const unit_type &t, bool use_traits=false)
Advances this unit to another type.
int resistance_against(const std::string &damage_name, bool attacker, const map_location &loc) const
The unit's resistance against a given damage type.
int defense_modifier(const t_translation::terrain_code &terrain, const map_location &loc) const
The unit's defense on a given terrain.
unit_animation_component & anim_comp() const
void add_modification(const std::string &type, const config &modification, bool no_add=false)
Add a new modification to the unit.
static const std::set< std::string > builtin_effects
std::string describe_builtin_effect(const std::string &type, const config &effect)
Construct a string describing a built-in effect.
config & get_modifications()
Get the raw modifications.
void expire_modifications(const std::string &duration)
Clears those modifications whose duration has expired.
void apply_builtin_effect(const std::string &type, const config &effect)
Apply a builtin effect to the unit.
const map_location & get_location() const
The current map location this unit is at.
int movement_cost(const t_translation::terrain_code &terrain) const
Get the unit's movement cost on a particular terrain.
int vision_cost(const t_translation::terrain_code &terrain) const
Get the unit's vision cost on a particular terrain.
int jamming_cost(const t_translation::terrain_code &terrain) const
Get the unit's jamming cost on a particular terrain.
std::string label
What to show in the filter's drop-down list.
std::string id
Text to match against addon_info.tags()
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.
Standard logging facilities (interface).
#define log_scope(description)
std::decay_t< T > lua_check(lua_State *L, int n)
void luaW_pushconfig(lua_State *L, const config &cfg)
Converts a config object to a Lua table pushed at the top of the stack.
bool luaW_iststring(lua_State *L, int index)
void luaW_push_namedtuple(lua_State *L, const std::vector< std::string > &names)
Push an empty "named tuple" onto the stack.
config luaW_checkconfig(lua_State *L, int index)
Converts an optional table or vconfig to a config object.
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.
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.
void luaW_pushtstring(lua_State *L, const t_string &v)
Pushes a t_string on the top of the stack.
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.
void luaW_pushvconfig(lua_State *L, const vconfig &cfg)
Pushes a vconfig on the top of the stack.
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.
bool luaW_totstring(lua_State *L, int index, t_string &str)
Converts a scalar to a translatable string.
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.
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.
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.
map_location luaW_checklocation(lua_State *L, int index)
Converts an optional table or pair of integers to a map location object.
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.
#define return_cstring_attrib(name, accessor)
#define return_string_attrib(name, accessor)
#define return_cfgref_attrib(name, accessor)
#define return_int_attrib(name, accessor)
#define modify_bool_attrib(name, accessor)
#define return_bool_attrib(name, accessor)
#define return_cfg_attrib(name, accessor)
#define modify_string_attrib(name, accessor)
#define return_string_attrib_deprecated(name, prefix, level, version, msg, accessor)
#define GAME_CONFIG_GETTER(name, type, kernel_type)
void luaW_pushracetable(lua_State *L)
void luaW_pushteam(lua_State *L, team &tm)
Create a full userdata containing a pointer to the team.
team * luaW_toteam(lua_State *L, int idx)
Test if the top stack element is a team, and if so, return it.
team & luaW_checkteam(lua_State *L, int idx)
Test if the top stack element is a team, and if not, error.
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...
unit & luaW_checkunit(lua_State *L, int index, bool only_on_map)
Converts a Lua value to a unit pointer.
bool luaW_isunit(lua_State *L, int index)
Test if a Lua value is a unit.
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...
lua_unit * luaW_pushlocalunit(lua_State *L, unit &u)
Pushes a private unit on the stack.
unit * luaW_tounit(lua_State *L, int index, bool only_on_map)
Converts a Lua value to a unit pointer.
lua_unit * luaW_pushunit(lua_State *L, Args... args)
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.
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.
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::...
void clear()
Clear the current render target.
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.
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)
Game configuration data as global variables.
void load_config(const config &v)
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
std::stringstream & log_to_chat()
Use this to show WML errors in the ingame chat.
std::string register_table(lua_State *L)
std::string register_vconfig_metatable(lua_State *L)
Adds the vconfig metatable.
int intf_tovconfig(lua_State *L)
Creates a vconfig containing the WML table.
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)
int intf_show_recruit_dialog(lua_State *L)
int show_gamestate_inspector(const std::string &name, const game_data &data, const game_state &state)
std::string register_metatable(lua_State *L)
std::string register_metatable(lua_State *L)
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)
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.
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)
const teleport_map get_teleport_locations(const unit &u, const team &viewing_team, bool see_all, bool ignore_units, bool check_vision)
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,...
Unit and team statistics.
fake_unit_manager * fake_units
play_controller * controller
std::shared_ptr< wb::manager > whiteboard
Contains the general settings which have a default.
void play_sound(const std::string &files, channel_group group, unsigned int repeats)
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
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.
std::size_t size(std::string_view str)
Length in characters of a UTF-8 string.
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.
auto find(Container &container, const Value &value, const Projection &projection={})
@ 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:
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()
bool headless()
The game is running headless.
static void msg(const char *act, debug_info &i, const char *to="", const char *result="")
This module contains various pathfinding functions and utilities.
std::shared_ptr< const unit > unit_const_ptr
std::shared_ptr< const attack_type > const_attack_ptr
std::shared_ptr< unit > unit_ptr
Define the game's event mechanism.
void lua_push(lua_State *L, const T &val)
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...
void luaW_table_set(lua_State *L, int index, std::string_view k, const T &value)
candidate action framework
rect dst
Location on the final composed sheet.
rect src
Non-transparent portion of the surface to compose.
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.
advance_unit_params & animate(bool value)
advance_unit_params & fire_events(bool value)
Structure describing the statistics of a unit involved in the battle.
bool slows
Attack slows opponent when it hits.
unsigned int num_blows
Effective number of blows, takes swarm into account.
std::string plague_type
The plague type used by the attack, if any.
bool petrifies
Attack petrifies opponent when it hits.
int drain_percent
Percentage of damage recovered as health.
bool drains
Attack drains opponent when it hits.
const_attack_ptr weapon
The weapon used by the unit to attack the opponent, or nullptr if there is none.
unsigned int rounds
Berserk special can force us to fight more than one round.
int damage
Effective damage of the weapon (all factors accounted for).
bool poisons
Attack poisons opponent when it hits.
unsigned int chance_to_hit
Effective chance to hit as a percentage (all factors accounted for).
int drain_constant
Base HP drained regardless of damage dealt.
bool firststrike
Attack has firststrike special.
int attack_num
Index into unit->attacks() or -1 for none.
bool plagues
Attack turns opponent into a zombie when fatal.
callbacks_tag(game_lua_kernel &k)
The basic class for representing 8-bit RGB or RGBA colour values.
static color_t from_hex_string(std::string_view c)
Creates a new color_t object from a string variable in hex format.
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.
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
current_tag(game_lua_kernel &k)
Additional information on the game outcome which can be provided by WML.
Error used for any general game error, e.g.
game_config_glk_tag(lua_kernel_base &k)
const map_location & filter_loc() const
Represents a single filter condition on an event.
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.
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.
static const map_location & null_location()
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...
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)
std::pair< int, int > get_pair_at(map_location loc) const
Accessor for the cost/reach-amount pairs.
Object which contains all the possible locations a unit can move to, with associated best routes to t...
Structure which holds a single route between one location and another.
std::vector< map_location > steps
int move_cost
Movement cost for reaching the end of the route.
A refinement of paths for use when calculating vision.
std::set< map_location > edges
The edges are the non-destination hexes bordering the destinations.
An abstract description of a rectangle with integer coordinates.
scenario_tag(game_lua_kernel &k)
auto end_level_set() const
schedule_tag(game_lua_kernel &k)
static std::string get_string(enum_type key)
Converts a enum to its string equivalent.
static constexpr utils::optional< enum_type > get_enum(const std::string_view value)
Converts a string into its enum equivalent.
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...
Object which defines a time of day with associated bonuses, image, sounds etc.
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.
std::string image
The image to be displayed in the game status.
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.
pointer get_shared_ptr() const
This is exactly the same as operator-> but it's slightly more readable, and can replace &*iter syntax...
static map_location::direction n
static map_location::direction s
unit_type_data unit_types
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).