223 const std::string&
key()
const {
return key_; }
A config object defines a single node in a WML file, with access to child nodes.
Abstract class for exposing game data that doesn't depend on the GUI, however which for historical re...
Encapsulates the map of the game.
This class stores all the data for a single 'side' (in game nomenclature).
A single unit type that the player may recruit.
This class represents a single unit of a specific type.
const attack_type & get_attack_type() const
int do_compare(const formula_callable *callable) const override
variant get_value(const std::string &key) const override
attack_type_callable(const attack_type &attack)
void get_inputs(formula_input_vector &inputs) const override
variant get_value(const std::string &key) const override
const color_t get_color() const
color_callable(color_t clr)
void get_inputs(formula_input_vector &inputs) const override
void get_inputs(formula_input_vector &inputs) const override
variant get_value(const std::string &key) const override
int do_compare(const formula_callable *callable) const override
const config & get_config() const
config_callable(const config &c)
An object representing the state of the current event; equivalent to Lua's wesnoth....
void get_inputs(formula_input_vector &inputs) const override
variant get_value(const std::string &key) const override
std::shared_ptr< attack_type > second_weapon
const game_events::queued_event & event_info
std::shared_ptr< attack_type > first_weapon
event_callable(const game_events::queued_event &event)
const display_context & board_
const gamemap & get_gamemap() const
void get_inputs(formula_input_vector &inputs) const override
gamemap_callable(const display_context &g)
variant get_value(const std::string &key) const override
An object representing the state of the game, providing access to the map and basic information.
variant get_value(const std::string &key) const override
void get_inputs(formula_input_vector &inputs) const override
location_callable(const map_location &loc)
const map_location & loc() const
void serialize_to_string(std::string &str) const override
void get_inputs(formula_input_vector &inputs) const override
int do_compare(const formula_callable *callable) const override
variant get_value(const std::string &key) const override
const expression_ptr & get_backup() const
void set_backup_result(const variant &v)
variant execute_self(variant ctxt) override
safe_call_callable(const variant &main, const expression_ptr &backup)
expression_ptr backup_formula_
variant get_value(const std::string &key) const override
const variant & get_main() const
void get_inputs(formula_input_vector &inputs) const override
const map_location current_unit_location_
void get_inputs(formula_input_vector &inputs) const override
const_formula_callable_ptr failed_callable_
safe_call_result(const_formula_callable_ptr callable, int status, const map_location &loc=map_location())
variant get_value(const std::string &key) const override
void get_inputs(formula_input_vector &inputs) const override
variant get_value(const std::string &key) const override
const std::string & key() const
variant execute_self(variant ctxt) override
set_var_callable(const std::string &key, const variant &value)
team_callable(const team &t)
void get_inputs(formula_input_vector &inputs) const override
const team & get_team() const
variant get_value(const std::string &key) const override
variant get_value(const std::string &key) const override
terrain_callable(const display_context &m, const map_location &loc)
void get_inputs(formula_input_vector &inputs) const override
int do_compare(const formula_callable *callable) const override
variant get_value(const std::string &key) const override
const map_location & loc_
const unit & get_unit() const
void get_inputs(formula_input_vector &inputs) const override
unit_callable(const map_location &loc, const unit &u)
const map_location & get_location() const
int do_compare(const formula_callable *callable) const override
variant get_value(const std::string &key) const override
unit_type_callable(const unit_type &u)
int do_compare(const formula_callable *callable) const override
void get_inputs(formula_input_vector &inputs) const override
const unit_type & get_unit_type() const
std::vector< formula_input > formula_input_vector
std::shared_ptr< formula_expression > expression_ptr
std::shared_ptr< const formula_callable > const_formula_callable_ptr
std::shared_ptr< const attack_type > const_attack_ptr
The basic class for representing 8-bit RGB or RGBA colour values.
Encapsulates the map of the game.