119 #include <functional>
137 #define DBG_LUA LOG_STREAM(debug, log_scripting_lua)
138 #define LOG_LUA LOG_STREAM(info, log_scripting_lua)
139 #define WRN_LUA LOG_STREAM(warn, log_scripting_lua)
140 #define ERR_LUA LOG_STREAM(err, log_scripting_lua)
143 #define ERR_WML LOG_STREAM(err, log_wml)
151 template <member_callback method>
153 return ((lua_kernel_base::get_lua_kernel<game_lua_kernel>(L)).*method)(L);
159 template <member_callback2 method,
bool b>
161 return ((lua_kernel_base::get_lua_kernel<game_lua_kernel>(L)).*method)(L,
b);
208 const vconfig &ssf =
cfg.child(
"filter_side");
211 if(!sides.
empty()) {
WRN_LUA <<
"ignoring duplicate side filter information (inline side=)"; }
213 return filter.get_teams();
217 return filter.get_teams();
224 struct queued_event_context
227 std::stack<qe const *> & stack_;
229 queued_event_context(qe
const *new_qe, std::stack<qe const*> & stack)
235 ~queued_event_context()
250 lua_pushinteger(L, disp->viewing_team().side());
251 lua_pushboolean(L, disp->show_everything());
269 anim.~unit_animator();
278 std::string which = luaL_checkstring(L, 3);
280 std::string hits_str = luaL_checkstring(L, 4);
290 if(lua_istable(L, 5)) {
291 lua_getfield(L, 5,
"target");
294 return luaL_argerror(L, 5,
"target location must be different from animated unit's location");
296 return luaL_argerror(L, 5,
"target location must be adjacent to the animated unit");
301 if(!lua_isnoneornil(L, -1)) {
307 lua_getfield(L, 5,
"value");
308 if(lua_isnumber(L, -1)) {
309 v1 = lua_tointeger(L, -1);
310 }
else if(lua_istable(L, -1)) {
311 lua_rawgeti(L, -1, 1);
312 v1 = lua_tointeger(L, -1);
314 lua_rawgeti(L, -1, 2);
315 v2 = lua_tointeger(L, -1);
317 }
else if(!lua_isnoneornil(L, -1)) {
318 return luaW_type_error(L, 5,
"value",
"number or array of two numbers");
322 lua_getfield(L, 5,
"with_bars");
323 if(lua_isboolean(L, -1)) {
325 }
else if(!lua_isnoneornil(L, -1)) {
326 return luaW_type_error(L, 5,
"with_bars", lua_typename(L, LUA_TBOOLEAN));
330 lua_getfield(L, 5,
"text");
331 if(lua_isstring(L, -1)) {
332 text = lua_tostring(L, -1);
335 }
else if(!lua_isnoneornil(L, -1)) {
340 lua_getfield(L, 5,
"color");
341 if(lua_istable(L, -1) && lua_rawlen(L, -1) == 3) {
342 int idx = lua_absindex(L, -1);
343 lua_rawgeti(L, idx, 1);
344 lua_rawgeti(L, idx, 2);
345 lua_rawgeti(L, idx, 3);
346 color =
color_t(lua_tointeger(L, -3), lua_tointeger(L, -2), lua_tointeger(L, -1));
348 }
else if(!lua_isnoneornil(L, -1)) {
353 lua_getfield(L, 5,
"primary");
355 if(!primary && !lua_isnoneornil(L, -1)) {
360 lua_getfield(L, 5,
"secondary");
362 if(!secondary && !lua_isnoneornil(L, -1)) {
366 }
else if(!lua_isnoneornil(L, 5)) {
370 anim.
add_animation(up, which, u.
get_location(), dest, v1, bars, text, color, hits, primary, secondary, v2);
398 const char* m = lua_tostring(L, 2);
406 luaL_Reg metafuncs[] {
410 {
"run", &dispatch<&game_lua_kernel::impl_run_animation>},
414 luaL_setfuncs(L, metafuncs, 0);
415 lua_pushstring(L,
"__metatable");
418 lua_setmetatable(L, -2);
428 name =
cfg[
"name"].str();
431 name = luaL_optstring(L, 1,
"");
449 if(lua_isstring(L, 1) && !lua_isnumber(L, 1)) {
450 std::string
id = luaL_checkstring(L, 1);
460 return luaL_argerror(L, 1,
"expected string or location");
464 if (!ui.
valid())
return 0;
485 if (!ui.
valid())
return 0;
503 std::vector<const unit*>
units;
507 return luaL_argerror(L, 2,
"unit not found");
510 }
else if(!lua_isnoneornil(L, 2)) {
514 return luaL_argerror(L, 2,
"invalid location");
529 lua_rawseti(L, 1,
i);
549 lua_pushboolean(L,
true);
555 WRN_LUA <<
"wesnoth.units.matches called with a secondary unit (3rd argument), ";
556 WRN_LUA <<
"but unit to match was on recall list. ";
557 WRN_LUA <<
"Thus the 3rd argument is ignored.";
564 return luaL_argerror(L, 3,
"unit not found");
604 t.save_id_or_number(),
t.recall_list().find_index(u->id()));
609 lua_rawseti(L, 1,
i);
628 char const *m = luaL_checkstring(L, 1);
645 if(
data.has_child(
"primary_attack")) {
646 data.add_child(
"first",
data.mandatory_child(
"primary_attack"));
647 data.remove_children(
"primary_attack");
649 if(
data.has_child(
"secondary_attack")) {
650 data.add_child(
"second",
data.mandatory_child(
"secondary_attack"));
651 data.remove_children(
"secondary_attack");
662 lua_pushboolean(L,
b);
680 char const *m = luaL_checkstring(L, 1);
685 lua_pushboolean(L,
b);
697 char const *m = luaL_checkstring(L, 1);
709 const std::string m = luaL_checkstring(L, 1);
710 if(m.empty())
return luaL_argerror(L, 1,
"empty variable name");
711 if (lua_isnoneornil(L, 2)) {
739 std::string ids(luaL_checkstring(L, 1));
742 WRN_LUA <<
"[clear_menu_item] has been given an empty id=, ignoring";
759 if(lua_istable(L, 2)) {
771 return luaL_argerror(L, 2,
"expected list of locations");
790 if(lua_istable(L, 2)) {
818 if(!
map().on_board(
loc))
return luaL_argerror(L, 1,
"not on board");
832 unsigned side_1, side_2;
836 side_1 = luaL_checkinteger(L, 1);
841 side_2 = luaL_checkinteger(L, 2);
844 lua_pushboolean(L,
board().get_team(side_1).is_enemy(side_2));
878 lua_pushstring(L, tod.
id.c_str());
879 lua_setfield(L, -2,
"id");
881 lua_setfield(L, -2,
"lawful_bonus");
883 lua_setfield(L, -2,
"bonus_modified");
884 lua_pushstring(L, tod.
image.c_str());
885 lua_setfield(L, -2,
"image");
887 lua_setfield(L, -2,
"name");
888 lua_pushstring(L, tod.
sounds.c_str());
889 lua_setfield(L, -2,
"sound");
891 lua_setfield(L, -2,
"mask");
893 lua_pushinteger(L, tod.
color.
r);
894 lua_setfield(L, -2,
"red");
895 lua_pushinteger(L, tod.
color.
g);
896 lua_setfield(L, -2,
"green");
897 lua_pushinteger(L, tod.
color.
b);
898 lua_setfield(L, -2,
"blue");
905 lua_newuserdatauv(L, 0, 1);
906 lua_pushinteger(L, area_index);
907 lua_setiuservalue(L, -2, 1);
908 if(luaL_newmetatable(L,
"schedule")) {
909 static luaL_Reg
const schedule_meta[] {
910 {
"__index", &dispatch<&game_lua_kernel::impl_schedule_get>},
911 {
"__newindex", &dispatch<&game_lua_kernel::impl_schedule_set>},
912 {
"__dir", &dispatch<&game_lua_kernel::impl_schedule_dir>},
913 {
"__len", &dispatch<&game_lua_kernel::impl_schedule_len>},
916 luaL_setfuncs(L, schedule_meta, 0);
918 lua_setmetatable(L, -2);
923 int save_top = lua_gettop(L);
924 luaL_checkudata(L, idx,
"schedule");
925 lua_getiuservalue(L, idx, 1);
926 int i = luaL_checkinteger(L, -1);
927 lua_settop(L, save_top);
937 #define SCHEDULE_GETTER(name, type) LATTR_GETTER(name, type, schedule_tag, sched)
938 #define SCHEDULE_SETTER(name, type) LATTR_SETTER(name, type, schedule_tag, sched)
939 #define SCHEDULE_VALID(name) LATTR_VALID(name, schedule_tag, sched)
943 inline static auto metatable =
"schedule";
945 schedule_tag sched{lua_kernel_base::get_lua_kernel<game_lua_kernel>(L)};
954 if(lua_isnumber(L, 2)) {
956 int i = lua_tointeger(L, 2) - 1;
957 if(i < 0 || i >=
static_cast<int>(times.size())) {
958 return luaL_argerror(L, 2,
"invalid time of day index");
970 lua_pushinteger(L, times.size());
977 if(lua_isnumber(L, 2)) {
979 int i = lua_tointeger(L, 2) - 1;
980 if(i < 0 || i >=
static_cast<int>(times.size())) {
981 return luaL_argerror(L, 2,
"invalid time of day index");
1000 if(sched.area_index >= 0) {
1001 return sched.tod_man().get_area_time_of_day(sched.area_index).id;
1003 return sched.tod_man().get_time_of_day().id;
1007 const auto& times = sched.area_index < 0 ? sched.tod_man().times() : sched.tod_man().times(sched.area_index);
1009 if(iter == times.end()) {
1010 std::ostringstream
err;
1011 err <<
"invalid time of day ID for ";
1012 if(sched.area_index < 0) {
1013 err <<
"global schedule";
1015 const std::string&
id = sched.tod_man().get_area_id(sched.area_index);
1017 const auto& hexes = sched.tod_man().get_area_by_index(sched.area_index);
1019 err <<
"anonymous empty time area";
1021 err <<
"anonymous time area at (" << hexes.begin()->wml_x() <<
',' << hexes.begin()->wml_y() <<
")";
1024 err <<
"time area with id=" <<
id;
1030 int n = std::distance(times.begin(), iter);
1031 if(sched.area_index < 0) {
1032 sched.tod_man().set_current_time(
n);
1034 sched.tod_man().set_current_time(
n, sched.area_index);
1039 return sched.area_index < 0;
1043 if(sched.area_index >= 0)
return utils::nullopt;
1044 return sched.tod_man().get_max_liminal_bonus();
1048 if(sched.area_index >= 0) {
1049 throw luaL_error(L,
"liminal_bonus can only be set on the global schedule");
1052 sched.tod_man().set_max_liminal_bonus(*value);
1054 sched.tod_man().reset_max_liminal_bonus();
1059 return sched.area_index >= 0;
1063 if(sched.area_index < 0)
return utils::nullopt;
1064 return sched.tod_man().get_area_id(sched.area_index);
1068 if(sched.area_index < 0) {
1069 throw luaL_error(L,
"can't set id of global schedule");
1071 sched.tod_man().set_area_id(sched.area_index, value);
1075 return sched.area_index >= 0;
1079 if(sched.area_index < 0)
return utils::nullopt;
1080 return sched.tod_man().get_area_by_index(sched.area_index);
1084 if(sched.area_index < 0) {
1085 throw luaL_error(L,
"can't set hexes of global schedule");
1087 sched.tod_man().replace_area_locations(sched.area_index, value);
1098 char const *m = luaL_checkstring(L, 2);
1104 lua_pushstring(L,
info.id().c_str());
1105 lua_setfield(L, -2,
"id");
1107 lua_setfield(L, -2,
"name");
1109 lua_setfield(L, -2,
"editor_name");
1111 lua_setfield(L, -2,
"description");
1113 lua_setfield(L, -2,
"icon");
1115 lua_setfield(L, -2,
"editor_image");
1116 lua_pushinteger(L,
info.light_bonus(0));
1117 lua_setfield(L, -2,
"light");
1118 lua_pushboolean(L,
info.is_village());
1119 lua_setfield(L, -2,
"village");
1120 lua_pushboolean(L,
info.is_castle());
1121 lua_setfield(L, -2,
"castle");
1122 lua_pushboolean(L,
info.is_keep());
1123 lua_setfield(L, -2,
"keep");
1124 lua_pushinteger(L,
info.gives_healing());
1125 lua_setfield(L, -2,
"healing");
1130 for (
const auto& terrain :
info.mvt_type()) {
1132 if (!base.
id().empty()) {
1134 lua_rawseti(L, -2, idx++);
1137 lua_setfield(L, -2,
"mvt_alias");
1142 for (
const auto& terrain :
info.def_type()) {
1144 if (!base.
id().empty()) {
1146 lua_rawseti(L, -2, idx++);
1149 lua_setfield(L, -2,
"def_alias");
1161 std::vector<std::string> terrains;
1162 terrains.reserve(codes.size());
1163 for(
auto code : codes) {
1176 template<
bool cons
ider_illuminates>
1184 return luaL_argerror(L, 1,
"coordinates are not on board");
1186 }
else if(lua_isstring(L, 1)) {
1189 return luaL_error(L,
"invalid or empty time_area ID");
1192 loc = *area.begin();
1193 }
else if(!lua_isnil(L, 1)) {
1196 return luaL_error(L,
"empty time_area");
1199 loc = *area.begin();
1202 if(lua_isnumber(L, 2)) {
1203 for_turn = luaL_checkinteger(L, 2);
1205 if(for_turn < 1 || (number_of_turns != -1 && for_turn > number_of_turns)) {
1206 return luaL_argerror(L, 2,
"turn number out of range");
1231 if (!side)
return 0;
1232 lua_pushinteger(L, side);
1249 const int new_side_num = lua_isnoneornil(L, 2) ? 0 : luaL_checkinteger(L, 2);
1251 team* old_side =
nullptr;
1252 team* new_side =
nullptr;
1254 if(old_side_num == new_side_num) {
1260 }
catch(
const std::out_of_range&) {
1267 }
catch(
const std::out_of_range&) {
1273 if(new_side &&
board().team_is_defeated(*new_side)) {
1339 std::string m = luaL_checkstring(L, 1);
1345 return luaL_argerror(L, 1, (
"Cannot find resource with id '" + m +
"'").c_str());
1357 std::string m = luaL_checkstring(L, 1);
1363 return luaL_argerror(L, 1, (
"Cannot find era with id '" + m +
"'").c_str());
1378 #define GAME_CONFIG_SIMPLE_SETTER(name) \
1379 GAME_CONFIG_SETTER(#name, decltype(game_config::name), game_lua_kernel) { \
1381 game_config::name = value; \
1387 return k2.pc().gamestate().do_healing_;
1392 k2.pc().gamestate().do_healing_ = value;}
1402 k2.disp()->set_theme(value);
1405 using traits_map = std::map<std::string, config>;
1408 std::map<std::string, config> result;
1413 result.emplace(trait[
"id"], trait);
1429 static config find_addon(
const std::string&
type,
const std::string&
id)
1438 const char* m = luaL_checkstring(L, 2);
1456 struct end_level_committer {
1458 ~end_level_committer() {
1459 pc_.set_end_level_data(data_);
1470 const char* m = luaL_checkstring(L, 2);
1486 data->~end_level_data();
1492 void*
p = lua_touserdata(L, lua_upvalueindex(1));
1494 if(lua_type(L, 2) == LUA_TNUMBER) {
1497 std::size_t
i = luaL_checkinteger(L, 2);
1499 lua_createtable(L, 2, 0);
1500 lua_pushstring(L,
"options");
1508 auto iter =
settings.addons.begin();
1509 std::advance(iter,
i);
1511 iter->second.write(
cfg);
1512 cfg[
"id"] = iter->first;
1514 lua_createtable(L, 2, 0);
1515 lua_pushstring(L,
"addon");
1523 char const *m = luaL_checkstring(L, 2);
1551 if(strcmp(m,
"savegame") == 0) {
1553 if(
savegame == saved_game_mode::type::no) {
1554 lua_pushboolean(L,
false);
1560 if(strcmp(m,
"side_players") == 0) {
1564 if(strcmp(m,
"addons") == 0) {
1565 for(
const auto& [
id, addon] :
settings.addons) {
1566 lua_createtable(L, 0, 4);
1568 lua_setfield(L, -2,
"id");
1570 lua_setfield(L, -2,
"name");
1571 lua_pushboolean(L, addon.required);
1572 lua_setfield(L, -2,
"required");
1573 if(addon.min_version) {
1575 lua_push(L, addon.min_version->str());
1577 lua_setfield(L, -2,
"min_version");
1583 lua_setfield(L, -2,
"version");
1585 lua_createtable(L, addon.content.size(), 0);
1586 for(
const auto& content : addon.content) {
1587 lua_createtable(L, 0, 3);
1589 lua_setfield(L, -2,
"id");
1591 lua_setfield(L, -2,
"name");
1593 lua_setfield(L, -2,
"type");
1594 lua_seti(L, -2, lua_rawlen(L, -2) + 1);
1596 lua_setfield(L, -2,
"content");
1612 void*
p = lua_touserdata(L, lua_upvalueindex(1));
1614 lua_pushinteger(L,
settings.addons.size() + 1);
1625 auto end_level_set()
const {
return &dispatch<&game_lua_kernel::impl_end_level_data_set>; }
1627 #define SCENARIO_GETTER(name, type) LATTR_GETTER(name, type, scenario_tag, k)
1628 #define SCENARIO_SETTER(name, type) LATTR_SETTER(name, type, scenario_tag, k)
1629 #define SCENARIO_VALID(name) LATTR_VALID(name, scenario_tag, k)
1633 inline static auto metatable =
"scenario";
1635 return lua_kernel_base::get_lua_kernel<game_lua_kernel>(L);
1641 return k.tod_man().number_of_turns();
1645 k.tod_man().set_number_of_turns_by_wml(value);
1649 return k.gamedata().next_scenario();
1653 k.gamedata().set_next_scenario(value);
1657 return k.gamedata().get_id();
1661 return k.pc().get_scenario_name();
1665 return k.gamedata().get_defeat_music();
1669 k.gamedata().set_defeat_music(value);
1673 return k.gamedata().get_victory_music();
1677 k.gamedata().set_victory_music(value);
1682 for(
const std::string& rsrc :
utils::split(k.pc().get_loaded_resources())) {
1683 resources.push_back(find_addon(
"resource", rsrc));
1693 return k.cls().difficulty;
1697 return k.cls().end_credits;
1701 k.cls().end_credits = value;
1705 return k.cls().end_text;
1709 k.cls().end_text = value;
1713 return k.cls().end_text_duration.count();
1717 k.cls().end_text_duration = std::chrono::milliseconds{value};
1721 return !k.cls().campaign.empty();
1725 if(k.cls().campaign.empty())
return utils::nullopt;
1726 return find_addon(
"campaign", k.cls().campaign);
1730 std::vector<config> mods;
1731 for(
const std::string& mod : k.cls().active_mods) {
1732 mods.push_back(find_addon(
"modification", mod));
1738 if (!k.pc().is_regular_game_end()) {
1742 auto data = k.pc().get_end_level_data();
1744 if(luaL_newmetatable(L,
"end level data")) {
1745 static luaL_Reg
const callbacks[] {
1747 {
"__newindex", k.end_level_set()},
1749 {
nullptr,
nullptr }
1751 luaL_setfuncs(L, callbacks, 0);
1753 lua_setmetatable(L, -2);
1760 data.proceed_to_next_level = value[
"proceed_to_next_level"].to_bool(
true);
1761 data.transient.carryover_report = value[
"carryover_report"].to_bool(
true);
1762 data.prescenario_save = value[
"save"].to_bool(
true);
1763 data.replay_save = value[
"replay_save"].to_bool(
true);
1764 data.transient.linger_mode = value[
"linger_mode"].to_bool(
true) && !k.ref.teams().empty();
1765 data.transient.reveal_map = value[
"reveal_map"].to_bool(k.pc().reveal_map_default());
1766 data.is_victory = value[
"result"] == level_result::victory;
1767 data.test_result = value[
"test_result"].str();
1768 k.pc().set_end_level_data(
data);
1772 return k.cls().is_multiplayer();
1776 if(!k.cls().is_multiplayer()) {
1780 lua_newuserdatauv(L, 0, 0);
1781 if(luaL_newmetatable(L,
"mp settings")) {
1782 lua_pushlightuserdata(L, &k.pc());
1784 lua_setfield(L, -2,
"__index");
1785 lua_pushlightuserdata(L, &k.pc());
1787 lua_setfield(L, -2,
"__len");
1788 lua_pushstring(L,
"mp settings");
1789 lua_setfield(L, -2,
"__metatable");
1791 lua_setmetatable(L, -2);
1796 return k.cls().is_multiplayer();
1800 if(!k.cls().is_multiplayer())
return utils::nullopt;
1801 return find_addon(
"era", k.cls().era_id);
1813 DBG_LUA <<
"impl_scenario_get";
1825 DBG_LUA <<
"impl_scenario_set";
1834 DBG_LUA <<
"impl_scenario_dir";
1851 return "local_choice";
1870 #define CURRENT_GETTER(name, type) LATTR_GETTER(name, type, current_tag, k)
1874 inline static auto metatable =
"current";
1876 return lua_kernel_base::get_lua_kernel<game_lua_kernel>(L);
1882 return k.pc().current_side();
1886 return k.pc().turn();
1909 return k.pc().is_replay();
1927 cfg[
"damage_inflicted"] = di;
1973 if (lua_isnone(L, 2)) {
1979 LOG_LUA <<
"Script says: \"" << m <<
"\"";
1988 double factor = luaL_checknumber(L, 1);
2015 if (!lua_isnoneornil(L, 1)) {
2016 int max = 2 *
teams().size();
2017 int npn = luaL_checkinteger(L, 1);
2018 if (npn <= 0 || npn > max) {
2019 return luaL_argerror(L, 1,
"side number out of range");
2036 lua_pushboolean(L,
b);
2054 const unit* u =
nullptr;
2055 int viewing_side = 0;
2057 if (lua_isuserdata(L, arg))
2061 viewing_side = u->
side();
2070 viewing_side = u->
side();
2078 return luaL_argerror(L, 1,
"invalid location");
2080 return luaL_argerror(L, arg,
"invalid location");
2084 bool ignore_units =
false, see_all =
false, ignore_teleport =
false;
2085 double stop_at = 10000;
2086 std::unique_ptr<pathfind::cost_calculator> calc;
2088 if (lua_istable(L, arg))
2090 ignore_units = luaW_table_get_def<bool>(L, arg,
"ignore_units",
false);
2091 see_all = luaW_table_get_def<bool>(L, arg,
"ignore_visibility",
false);
2092 ignore_teleport = luaW_table_get_def<bool>(L, arg,
"ignore_teleport",
false);
2094 stop_at = luaW_table_get_def<double>(L, arg,
"max_cost", stop_at);
2097 lua_pushstring(L,
"viewing_side");
2099 if (!lua_isnil(L, -1)) {
2100 int i = luaL_checkinteger(L, -1);
2101 if (
i >= 1 &&
i <=
static_cast<int>(
teams().
size())) viewing_side =
i;
2105 if(u) see_all =
true;
2106 deprecated_message(
"wesnoth.paths.find_path with viewing_side=0 (or an invalid side)",
DEP_LEVEL::FOR_REMOVAL, {1, 17, 0},
"To consider fogged and hidden units, use ignore_visibility=true instead.");
2111 lua_pushstring(L,
"calculate");
2113 if(lua_isfunction(L, -1)) {
2118 else if (lua_isfunction(L, arg))
2126 if(!ignore_teleport) {
2127 if(viewing_side == 0) {
2128 lua_warning(L,
"wesnoth.paths.find_path: ignore_teleport=false requires a valid viewing_side; continuing with ignore_teleport=true",
false);
2129 ignore_teleport =
true;
2137 return luaL_argerror(L, 1,
"unit not found OR custom cost function not provided");
2141 teams(),
map, ignore_units,
false, see_all));
2145 &teleport_locations);
2147 int nb = res.
steps.size();
2148 lua_createtable(L, nb, 0);
2149 for (
int i = 0;
i < nb; ++
i)
2152 lua_rawseti(L, -2,
i + 1);
2168 const unit* u =
nullptr;
2170 if (lua_isuserdata(L, arg))
2180 return luaL_argerror(L, 1,
"unit not found");
2185 int viewing_side = u->
side();
2186 bool ignore_units =
false, see_all =
false, ignore_teleport =
false;
2187 int additional_turns = 0;
2189 if (lua_istable(L, arg))
2191 ignore_units = luaW_table_get_def<bool>(L, arg,
"ignore_units",
false);
2192 see_all = luaW_table_get_def<bool>(L, arg,
"ignore_visibility",
false);
2193 ignore_teleport = luaW_table_get_def<bool>(L, arg,
"ignore_teleport",
false);
2194 additional_turns = luaW_table_get_def<int>(L, arg,
"max_cost", additional_turns);
2196 lua_pushstring(L,
"viewing_side");
2198 if (!lua_isnil(L, -1)) {
2199 int i = luaL_checkinteger(L, -1);
2200 if (
i >= 1 &&
i <=
static_cast<int>(
teams().
size())) viewing_side =
i;
2204 if(u) see_all =
true;
2214 viewing_team, additional_turns, see_all, ignore_units);
2217 lua_createtable(L, nb, 0);
2218 for (
int i = 0;
i < nb; ++
i)
2222 lua_pushinteger(L,
s.curr.wml_x());
2223 lua_rawseti(L, -2, 1);
2224 lua_pushinteger(L,
s.curr.wml_y());
2225 lua_rawseti(L, -2, 2);
2226 lua_pushinteger(L,
s.move_left);
2227 lua_rawseti(L, -2, 3);
2228 lua_rawseti(L, -2,
i + 1);
2243 const unit* u =
nullptr;
2245 if (lua_isuserdata(L, arg))
2255 return luaL_argerror(L, 1,
"unit not found");
2262 return luaL_error(L,
"wesnoth.find_vision_range: requires a valid unit");
2265 std::map<map_location, int> jamming_map;
2272 lua_pushinteger(L,
d.curr.wml_x());
2273 lua_rawseti(L, -2, 1);
2274 lua_pushinteger(L,
d.curr.wml_y());
2275 lua_rawseti(L, -2, 2);
2276 lua_pushinteger(L,
d.move_left);
2277 lua_rawseti(L, -2, 3);
2278 lua_rawseti(L, -2, lua_rawlen(L, -2) + 1);
2280 for(
const auto&
e : res.
edges) {
2282 lua_pushinteger(L,
e.wml_x());
2283 lua_rawseti(L, -2, 1);
2284 lua_pushinteger(L,
e.wml_y());
2285 lua_rawseti(L, -2, 2);
2286 lua_pushinteger(L, -1);
2287 lua_rawseti(L, -2, 3);
2288 lua_rawseti(L, -2, lua_rawlen(L, -2) + 1);
2293 template<
typename T>
2296 for (
int i = 1, i_end = lua_rawlen(L, arg);
i <= i_end; ++
i)
2299 lua_rawgeti(L, arg,
i);
2300 int entry = lua_gettop(L);
2301 if (!lua_istable(L, entry)) {
2309 lua_rawgeti(L, entry, 3);
2310 if (!lua_isnumber(L, -1)) {
2311 lua_getfield(L, entry,
"side");
2312 if (!lua_isnumber(L, -1)) {
2316 int side = lua_tointeger(L, -1);
2318 lua_rawgeti(L, entry, 4);
2319 if (!lua_isstring(L, -1)) {
2320 lua_getfield(L, entry,
"type");
2321 if (!lua_isstring(L, -1)) {
2325 std::string
unit_type = lua_tostring(L, -1);
2329 lua_settop(L, entry - 1);
2333 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");
2351 std::vector<const ::unit*> real_units;
2352 typedef std::vector<std::tuple<map_location, int, std::string>> unit_type_vector;
2358 real_units.push_back(
unit);
2363 if(match->get_location().valid()) {
2364 real_units.push_back(match);
2374 real_units.push_back(&(*ui));
2379 if (lua_istable(L, arg))
2387 return luaL_argerror(L, 1,
"unit(s) not found");
2390 int viewing_side = 0;
2391 bool ignore_units =
true, see_all =
true, ignore_teleport =
false,
debug =
false, use_max_moves =
false;
2393 if (lua_istable(L, arg))
2395 lua_pushstring(L,
"ignore_units");
2397 if (!lua_isnil(L, -1))
2403 lua_pushstring(L,
"ignore_teleport");
2405 if (!lua_isnil(L, -1))
2411 lua_pushstring(L,
"viewing_side");
2413 if (!lua_isnil(L, -1))
2415 int i = luaL_checkinteger(L, -1);
2416 if (
i >= 1 &&
i <=
static_cast<int>(
teams().
size()))
2423 lua_pushstring(L,
"debug");
2425 if (!lua_isnil(L, -1))
2431 lua_pushstring(L,
"use_max_moves");
2433 if (!lua_isnil(L, -1))
2455 const team& viewing_team = viewing_side
2460 ignore_units, !ignore_teleport, viewing_team, see_all, ignore_units);
2462 for (const ::unit*
const u : real_units)
2464 cost_map.
add_unit(*u, use_max_moves);
2466 for (
const unit_type_vector::value_type& fu :
fake_units)
2469 cost_map.
add_unit(std::get<0>(fu), ut, std::get<1>(fu));
2478 std::stringstream
s;
2495 lua_rawseti(L, -2, 1);
2498 lua_rawseti(L, -2, 2);
2501 lua_rawseti(L, -2, 3);
2504 lua_rawseti(L, -2, 4);
2506 lua_rawseti(L, -2, counter);
2516 return reinterpret_cast<int*
>(luaL_checkudata(L, idx,
labelKey));
2521 const char* m = luaL_checkstring(L, 2);
2529 std::chrono::milliseconds fade{luaL_optinteger(L, 2, -1)};
2576 int handle_idx = lua_gettop(L);
2581 double width_ratio = 0;
2583 int lifetime = 2'000, fadeout = 100;
2589 if(lua_istable(L, idx+1)) {
2591 size = luaL_checkinteger(L, -1);
2595 width = lua_tointegerx(L, -1, &found_number);
2599 if(!value.empty() && value.back() ==
'%') {
2600 value.remove_suffix(1);
2601 width_ratio =
std::stoi(std::string(value)) / 100.0;
2602 }
else throw std::invalid_argument(value.data());
2603 }
catch(std::invalid_argument&) {
2604 return luaL_argerror(L, -1,
"max_width should be integer or percentage");
2610 if(lua_isstring(L, -1)) {
2613 auto vec = lua_check<std::vector<int>>(L, -1);
2614 if(vec.size() != 3) {
2615 int idx = lua_absindex(L, -1);
2617 color.r = luaL_checkinteger(L, -3);
2618 color.g = luaL_checkinteger(L, -2);
2619 color.b = luaL_checkinteger(L, -1);
2621 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");
2631 if(lua_isstring(L, -1)) {
2634 auto vec = lua_check<std::vector<int>>(L, -1);
2635 if(vec.size() != 3) {
2636 int idx = lua_absindex(L, -1);
2638 bgcolor.r = luaL_checkinteger(L, -3);
2639 bgcolor.g = luaL_checkinteger(L, -2);
2640 bgcolor.b = luaL_checkinteger(L, -1);
2642 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");
2652 bgcolor.a = luaL_checkinteger(L, -1);
2657 lifetime = lua_tointegerx(L, -1, &found_number);
2660 if(value ==
"unlimited") {
2663 return luaL_argerror(L, -1,
"duration should be integer or 'unlimited'");
2668 fadeout = lua_tointeger(L, -1);
2674 static const char* options[] = {
"left",
"center",
"right"};
2675 alignment =
font::ALIGN(luaL_checkoption(L, -1,
nullptr, options));
2678 static const char* options[] = {
"top",
"center",
"bottom"};
2679 vertical_alignment =
font::ALIGN(luaL_checkoption(L, -1,
nullptr, options));
2688 if(width_ratio > 0) {
2689 width =
static_cast<int>(std::round(
rect.w * width_ratio));
2703 switch(vertical_alignment) {
2719 using std::chrono::milliseconds;
2726 flabel.
set_lifetime(milliseconds{lifetime}, milliseconds{fadeout});
2737 lua_settop(L, handle_idx);
2738 if(luaL_newmetatable(L,
labelKey)) {
2740 static const luaL_Reg methods[] = {
2741 {
"remove", &dispatch<&game_lua_kernel::intf_remove_floating_label>},
2742 {
"move", &dispatch<&game_lua_kernel::intf_move_floating_label>},
2743 {
"replace", &dispatch2<&game_lua_kernel::intf_set_floating_label, false>},
2745 {
nullptr,
nullptr }
2747 luaL_setfuncs(L, methods, 0);
2750 lua_setmetatable(L, handle_idx);
2751 lua_settop(L, handle_idx);
2776 return luaL_error(L,
"Attempted to move a unit while the map is locked");
2781 if (!
map().on_board(
loc)) {
2782 return luaL_argerror(L, 2,
"invalid location");
2793 if (!
map().on_board(
loc))
2794 return luaL_argerror(L, 1,
"invalid location");
2801 }
else if(!lua_isnoneornil(L, 1)) {
2802 const vconfig* vcfg =
nullptr;
2804 if (!
map().on_board(
loc)) {
2807 if (!
map().on_board(
loc))
2808 return luaL_argerror(L, 2,
"invalid location");
2814 u->set_location(
loc);
2816 u->anim_comp().reset_affect_adjacent(
units());
2834 return luaL_error(L,
"Attempted to remove a unit while the map is locked");
2842 if (!
map().on_board(
loc)) {
2843 return luaL_argerror(L, 1,
"invalid location");
2849 t.recall_list().erase_if_matches_id(u->
id());
2851 return luaL_argerror(L, 1,
"can't erase private units");
2854 if (!
map().on_board(
loc)) {
2855 return luaL_argerror(L, 1,
"invalid location");
2858 return luaL_argerror(L, 1,
"expected unit or location");
2874 return luaL_error(L,
"Attempted to move a unit while the map is locked");
2878 int side = lua_tointeger(L, 2);
2879 if (
static_cast<unsigned>(side) >
teams().
size()) side = 0;
2883 u = lu->get_shared();
2884 if(lu->on_recall_list() && lu->on_recall_list() == side) {
2885 return luaL_argerror(L, 1,
"unit already on recall list");
2888 const vconfig* vcfg =
nullptr;
2900 std::size_t uid = u->underlying_id();
2901 t.recall_list().erase_by_underlying_id(uid);
2902 t.recall_list().add(u);
2907 u->anim_comp().clear_haloes();
2908 u->anim_comp().reset_affect_adjacent(
units());
2910 lu->lua_unit::~lua_unit();
2924 return luaL_error(L,
"Attempted to remove a unit while the map is locked");
2932 u->anim_comp().clear_haloes();
2933 u->anim_comp().reset_affect_adjacent(
units());
2934 }
else if (
int side = lu->on_recall_list()) {
2937 t.recall_list().erase_if_matches_id(u->id());
2943 lu->lua_unit::~lua_unit();
2959 if (!lua_isnoneornil(L, 2)) {
2963 const vconfig* vcfg =
nullptr;
2966 if (u->get_location().valid()) {
2967 u->anim_comp().reset_affect_adjacent(
units());
2974 if (!res.
valid())
return 0;
2975 lua_pushinteger(L, res.
wml_x());
2976 lua_pushinteger(L, res.
wml_y());
2992 if (!lua_isnoneornil(L, 3)) {
3015 void reset_affect_adjacent(
const unit&
unit)
3028 const vconfig* vcfg =
nullptr;
3032 if (u->get_location().valid()) {
3033 reset_affect_adjacent(*u);
3061 char const *m = luaL_checkstring(L, 2);
3065 if(lua_isboolean(L, 3)) {
3067 if(!lua_isnoneornil(L, 4)) {
3070 }
else if(!lua_isnoneornil(L, 3)) {
3091 }
else if(lua_isstring(L, 2)) {
3092 char const *m = luaL_checkstring(L, 2);
3112 }
else if(lua_isstring(L, 2)) {
3113 char const *m = luaL_checkstring(L, 2);
3133 }
else if(lua_isstring(L, 2)) {
3134 char const *m = luaL_checkstring(L, 2);
3154 }
else if(lua_isstring(L, 2)) {
3155 char const *m = luaL_checkstring(L, 2);
3171 char const *m = luaL_checkstring(L, 2);
3185 char const *m = luaL_checkstring(L, 2);
3187 if (!utp)
return luaL_argerror(L, 2,
"unknown unit type");
3188 if(lua_isstring(L, 3)) {
3189 const std::string& m2 = lua_tostring(L, 3);
3190 if(!utp->
has_variation(m2))
return luaL_argerror(L, 2,
"unknown unit variation");
3195 reset_affect_adjacent(u);
3207 lua_createtable(L, 0, 4);
3209 lua_setfield(L, -2,
"poisoned");
3210 lua_pushnumber(L, cmb.
slowed);
3211 lua_setfield(L, -2,
"slowed");
3213 lua_setfield(L, -2,
"untouched");
3215 lua_setfield(L, -2,
"average_hp");
3216 lua_createtable(L,
n, 0);
3217 for (
int i = 0;
i <
n; ++
i) {
3219 lua_rawseti(L, -2,
i);
3221 lua_setfield(L, -2,
"hp_chance");
3230 lua_createtable(L, 0, 16);
3233 lua_setfield(L, -2,
"num_blows");
3234 lua_pushnumber(L, bcustats.
damage);
3235 lua_setfield(L, -2,
"damage");
3237 lua_setfield(L, -2,
"chance_to_hit");
3238 lua_pushboolean(L, bcustats.
poisons);
3239 lua_setfield(L, -2,
"poisons");
3240 lua_pushboolean(L, bcustats.
slows);
3241 lua_setfield(L, -2,
"slows");
3243 lua_setfield(L, -2,
"petrifies");
3244 lua_pushboolean(L, bcustats.
plagues);
3245 lua_setfield(L, -2,
"plagues");
3247 lua_setfield(L, -2,
"plague_type");
3248 lua_pushnumber(L, bcustats.
rounds);
3249 lua_setfield(L, -2,
"rounds");
3251 lua_setfield(L, -2,
"firststrike");
3252 lua_pushboolean(L, bcustats.
drains);
3253 lua_setfield(L, -2,
"drains");
3255 lua_setfield(L, -2,
"drain_constant");
3257 lua_setfield(L, -2,
"drain_percent");
3262 lua_setfield(L, -2,
"attack_num");
3264 lua_setfield(L, -2,
"number");
3266 if(bcustats.
weapon !=
nullptr)
3268 lua_pushstring(L, bcustats.
weapon->id().c_str());
3269 lua_setfield(L, -2,
"name");
3271 lua_setfield(L, -2,
"weapon");
3290 int arg_num = 1, att_w = -1, def_w = -1;
3294 if (lua_isnumber(L, arg_num)) {
3295 att_w = lua_tointeger(L, arg_num) - 1;
3296 if (att_w < 0 || att_w >=
static_cast<int>(att->attacks().size()))
3297 return luaL_argerror(L, arg_num,
"weapon index out of bounds");
3303 if (lua_isnumber(L, arg_num)) {
3304 def_w = lua_tointeger(L, arg_num) - 1;
3305 if (def_w < 0 || def_w >=
static_cast<int>(def->attacks().size()))
3306 return luaL_argerror(L, arg_num,
"weapon index out of bounds");
3311 def->get_location(), att_w, def_w, 0.0,
nullptr, att, def);
3328 char const *m = luaL_checkstring(L, 1);
3329 int repeats = luaL_optinteger(L, 2, 0);
3341 const char* content_for = luaL_checkstring(L, 1);
3342 const char*
id = luaL_checkstring(L, 2);
3345 if(group.content_for_ == content_for) {
3347 if(achieve.
id_ ==
id) {
3374 ERR_LUA <<
"Achievement " <<
id <<
" not found for achievement group " << content_for;
3380 ERR_LUA <<
"Achievement group " << content_for <<
" not found";
3392 const char* content_for = luaL_checkstring(L, 1);
3393 const char*
id = luaL_checkstring(L, 2);
3396 ERR_LUA <<
"Returning false for whether a player has completed an achievement due to being networked multiplayer.";
3397 lua_pushboolean(L,
false);
3413 const char* content_for = luaL_checkstring(L, 1);
3414 const char*
id = luaL_checkstring(L, 2);
3418 if(group.content_for_ == content_for) {
3419 for(
const auto& achieve : group.achievements_) {
3420 if(achieve.id_ ==
id) {
3422 cfg[
"id"] = achieve.id_;
3423 cfg[
"name"] = achieve.name_;
3424 cfg[
"name_completed"] = achieve.name_completed_;
3425 cfg[
"description"] = achieve.description_;
3426 cfg[
"description_completed"] = achieve.description_completed_;
3427 cfg[
"icon"] = achieve.icon_;
3428 cfg[
"icon_completed"] = achieve.icon_completed_;
3429 cfg[
"hidden"] = achieve.hidden_;
3430 cfg[
"achieved"] = achieve.achieved_;
3431 cfg[
"max_progress"] = achieve.max_progress_;
3432 cfg[
"current_progress"] = achieve.current_progress_;
3434 for(
const auto& sub_ach : achieve.sub_achievements_) {
3436 sub[
"id"] = sub_ach.id_;
3437 sub[
"description"] = sub_ach.description_;
3438 sub[
"icon"] = sub_ach.icon_;
3439 sub[
"achieved"] = sub_ach.achieved_;
3447 ERR_LUA <<
"Achievement " <<
id <<
" not found for achievement group " << content_for;
3453 ERR_LUA <<
"Achievement group " << content_for <<
" not found";
3469 const char* content_for = luaL_checkstring(L, 1);
3470 const char*
id = luaL_checkstring(L, 2);
3471 int amount = luaL_checkinteger(L, 3);
3472 int limit = luaL_optinteger(L, 4, 999999999);
3475 if(group.content_for_ == content_for) {
3477 if(achieve.
id_ ==
id) {
3480 ERR_LUA <<
"Attempted to progress achievement " <<
id <<
" for achievement group " << content_for <<
", is not a progressible achievement.";
3481 lua_pushinteger(L, -1);
3482 lua_pushinteger(L, -1);
3497 lua_pushinteger(L, progress);
3499 lua_pushinteger(L, -1);
3507 lua_push(L,
"Achievement " + std::string(
id) +
" not found for achievement group " + content_for);
3508 return lua_error(L);
3513 lua_push(L,
"Achievement group " + std::string(content_for) +
" not found");
3514 return lua_error(L);
3526 const char* content_for = luaL_checkstring(L, 1);
3527 const char*
id = luaL_checkstring(L, 2);
3528 const char* sub_id = luaL_checkstring(L, 3);
3531 ERR_LUA <<
"Returning false for whether a player has completed an achievement due to being networked multiplayer.";
3532 lua_pushboolean(L,
false);
3548 const char* content_for = luaL_checkstring(L, 1);
3549 const char*
id = luaL_checkstring(L, 2);
3550 const char* sub_id = luaL_checkstring(L, 3);
3553 if(group.content_for_ == content_for) {
3555 if(achieve.
id_ ==
id) {
3562 if(sub_ach.
id_ == sub_id) {
3580 lua_push(L,
"Sub-achievement " + std::string(
id) +
" not found for achievement" +
id +
" in achievement group " + content_for);
3581 return lua_error(L);
3585 lua_push(L,
"Achievement " + std::string(
id) +
" not found for achievement group " + content_for);
3586 return lua_error(L);
3591 lua_push(L,
"Achievement group " + std::string(content_for) +
" not found");
3592 return lua_error(L);
3628 if(lua_isnoneornil(L, 1)) {
3633 if(!
map().on_board(
loc))
return luaL_argerror(L, 1,
"not on board");
3634 bool highlight =
true;
3635 if(!lua_isnoneornil(L, 2))
3665 lua_pushboolean(L, skipping);
3676 if (!lua_isnone(L, 1)) {
3688 int user_choice_index;
3689 int random_choice_index;
3690 int ai_choice_index;
3692 lua_synchronize(lua_State *l,
const std::string& descr,
int user_index,
int random_index = 0,
int ai_index = 0)
3694 , user_choice_index(user_index)
3695 , random_choice_index(random_index)
3696 , ai_choice_index(ai_index != 0 ? ai_index : user_index)
3702 bool is_local_ai = lua_kernel_base::get_lua_kernel<game_lua_kernel>(L).board().get_team(side).is_local_ai();
3704 query_lua(side, is_local_ai ? ai_choice_index : user_choice_index,
cfg);
3711 if(random_choice_index != 0 && lua_isfunction(L, random_choice_index)) {
3712 query_lua(side, random_choice_index,
cfg);
3722 void query_lua(
int side,
int function_index,
config&
cfg)
const
3724 lua_pushvalue(L, function_index);
3725 lua_pushnumber(L, side);
3728 static const char*
msg =
"function returned to wesnoth.sync.[multi_]evaluate a table which was partially invalid";
3729 lua_kernel_base::get_lua_kernel<game_lua_kernel>(L).log_error(
msg);
3730 lua_warning(L,
msg,
false);
3737 virtual bool is_visible()
const override {
return false; }
3751 std::string tagname =
"input";
3758 if(!lua_isfunction(L, nextarg) &&
luaW_totstring(L, nextarg, desc) ) {
3761 if(lua_isfunction(L, nextarg)) {
3762 human_func = nextarg++;
3765 return luaL_argerror(L, nextarg,
"expected a function");
3767 if(lua_isfunction(L, nextarg)) {
3768 ai_func = nextarg++;
3770 side_for = lua_tointeger(L, nextarg);
3786 std::string tagname =
"input";
3790 std::vector<int> sides_for;
3793 if(!lua_isfunction(L, nextarg) &&
luaW_totstring(L, nextarg, desc) ) {
3796 if(lua_isfunction(L, nextarg)) {
3797 human_func = nextarg++;
3800 return luaL_argerror(L, nextarg,
"expected a function");
3802 if(lua_isfunction(L, nextarg)) {
3803 null_func = nextarg++;
3805 sides_for = lua_check<std::vector<int>>(L, nextarg++);
3820 lua_pushvalue(L, 1);
3835 std::set<map_location> res;
3861 lua_pushboolean(L,
true);
3870 lua_pushboolean(L, t_filter.
match(
loc));
3888 lua_pushboolean(L,
true);
3896 lua_pushboolean(L, s_filter.
match(*
t));
3898 unsigned side = luaL_checkinteger(L, 1) - 1;
3900 lua_pushboolean(L, s_filter.
match(side + 1));
3911 team_i = luaL_checkinteger(L, 1);
3913 std::string
flag = luaL_optlstring(L, 2,
"",
nullptr);
3914 std::string color = luaL_optlstring(L, 3,
"",
nullptr);
3916 if(
flag.empty() && color.empty()) {
3919 if(team_i < 1 ||
static_cast<std::size_t
>(team_i) >
teams().
size()) {
3920 return luaL_error(L,
"set_side_id: side number %d out of range", team_i);
3924 if(!color.empty()) {
3939 side_num =
t->side();
3941 side_num = luaL_checkinteger(L, 1);
3943 std::string
path = luaL_checkstring(L, 2);
3948 if(strcmp(action,
"delete") == 0) {
3953 std::size_t len = std::string::npos, open_brak =
path.find_last_of(
'[');
3954 std::size_t dot =
path.find_last_of(
'.');
3955 if(open_brak != len) {
3956 len = open_brak - dot - 1;
3967 side_num =
t->side();
3969 side_num = luaL_checkinteger(L, 1);
3971 if(lua_isstring(L, 2)) {
3972 std::string file = luaL_checkstring(L, 2);
3974 std::string
err =
formatter() <<
"Could not load AI for side " << side_num <<
" from file " << file;
3975 lua_pushlstring(L,
err.c_str(),
err.length());
3976 return lua_error(L);
3988 side_num =
t->side();
3990 side_num = luaL_checkinteger(L, 1);
3996 bool added_dummy_stage =
false;
3998 added_dummy_stage =
true;
4002 if(added_dummy_stage) {
4011 unsigned i = luaL_checkinteger(L, 1);
4012 if(i < 1 || i >
teams().
size())
return 0;
4024 LOG_LUA <<
"intf_get_sides called: this = " << std::hex <<
this << std::dec <<
" myname = " <<
my_name();
4025 std::vector<int> sides;
4029 sides.push_back(
t.side());
4035 sides =
filter.get_teams();
4039 lua_createtable(L, sides.size(), 0);
4041 for(
int side : sides) {
4043 lua_rawseti(L, -2,
index);
4060 char const *m = luaL_checkstring(L, 2);
4062 if (sm ==
"advance") {
4066 if (sm !=
"advancement" && sm !=
"object" && sm !=
"trait") {
4067 return luaL_argerror(L, 2,
"unknown modification type");
4069 bool write_to_mods =
true;
4070 if (!lua_isnone(L, 4)) {
4074 write_to_mods =
false;
4092 std::vector<std::string> tags;
4093 if(lua_isstring(L, 3)) {
4094 tags.push_back(lua_check<std::string>(L, 3));
4095 }
else if (lua_istable(L, 3)){
4096 tags = lua_check<std::vector<std::string>>(L, 3);
4098 tags.push_back(
"object");
4101 if(
filter.attribute_count() == 1 &&
filter.all_children_count() == 0 &&
filter.attribute_range().front().first ==
"duration") {
4104 for(
const std::string&
tag : tags) {
4106 if(obj.matches(
filter)) {
4107 obj[
"duration"] =
"now";
4127 if(lua_isboolean(L, 2)) {
4130 if(lua_isboolean(L, 3)) {
4144 char const *ty = luaL_checkstring(L, 1);
4147 std::stringstream ss;
4148 ss <<
"unknown unit type: '" << ty <<
"'";
4149 return luaL_argerror(L, 1, ss.str().c_str());
4164 const vconfig &ssf =
cfg.child(
"filter_team");
4166 std::string team_name;
4169 std::vector<std::string> team_names;
4171 [&](
int team) { return game_state_.get_disp_context().get_team(team).team_name(); });
4174 team_name =
cfg[
"team_name"].str();
4183 cfg[
"visible_in_fog"].to_bool(
true),
4184 cfg[
"submerge"].to_double(0),
4185 cfg[
"z_order"].to_double(0)
4199 char const *m = lua_tostring(L, 2);
4216 const int nargs = lua_gettop(L);
4217 if(nargs < 2 || nargs > 3) {
4218 return luaL_error(L,
"Wrong number of arguments to ai.log_replay() - should be 2 or 3 arguments.");
4220 const std::string key = nargs == 2 ? luaL_checkstring(L, 1) : luaL_checkstring(L, 2);
4226 }
else if(!lua_isstring(L, 3)) {
4227 return luaL_argerror(L, 3,
"accepts only string or config");
4260 if(lua_isstring(L, idx)) {
4261 return lua_tostring(L, idx);
4301 using namespace std::literals;
4307 }
else if(is_menu_item) {
4309 return luaL_argerror(L, 1,
"non-empty id is required for a menu item");
4311 name =
"menu item " +
id;
4313 if(
id.empty() && name.empty()) {
4314 return luaL_argerror(L, 1,
"either a name or id is required");
4317 if(new_handler.valid()) {
4318 bool has_lua_filter =
false;
4322 int filterIdx = lua_gettop(L);
4325 if(lua_isfunction(L, filterIdx)) {
4326 int fcnIdx = lua_absindex(L, -1);
4327 new_handler->add_filter(std::make_unique<lua_event_filter>(*
this, fcnIdx,
luaW_table_get_def(L, 1,
"filter_args",
config())));
4328 has_lua_filter =
true;
4330 #define READ_ONE_FILTER(key, tag) \
4332 if(luaW_tableget(L, filterIdx, key)) { \
4333 if(lua_isstring(L, -1)) { \
4334 filters.add_child("insert_tag", config{ \
4336 "variable", luaL_checkstring(L, -1) \
4339 filters.add_child(tag, luaW_checkconfig(L, -1)); \
4349 #undef READ_ONE_FILTER
4351 filters[
"filter_formula"] = luaL_checkstring(L, -1);
4355 new_handler->read_filters(filters);
4361 if(has_lua_filter) {
4366 new_handler->register_wml_event(*
this);
4379 lua_pushvalue(L, lua_upvalueindex(1));
4396 template<
bool is_menu_item>
4402 double priority = luaL_optnumber(L, 3, 0.);
4404 return luaL_argerror(L, 1,
"must not be empty");
4408 name =
"menu item " + name;
4409 }
else if(lua_absindex(L, -1) > 2 && lua_isfunction(L, -1)) {
4412 lua_pushcclosure(L, &dispatch<&game_lua_kernel::cfun_undoable_event>, 2);
4415 if(new_handler.valid()) {
4432 bool delayed_variable_substitution =
cfg[
"delayed_variable_substitution"].to_bool(
true);
4433 if(delayed_variable_substitution) {
4460 lua_pushinteger(L, color.r);
4461 lua_pushinteger(L, color.g);
4462 lua_pushinteger(L, color.b);
4471 auto vec = lua_check<std::vector<uint8_t>>(L, 1);
4472 if(vec.size() != 4) {
4475 color_t fade{vec[0], vec[1], vec[2], vec[3]};
4493 using namespace std::chrono_literals;
4494 std::chrono::milliseconds delay{luaL_checkinteger(L, 1)};
4502 const auto end_time = std::chrono::steady_clock::now() + delay;
4505 std::this_thread::sleep_for(10ms);
4506 }
while (std::chrono::steady_clock::now() < end_time);
4530 std::string team_name;
4533 if(lua_gettop(L) == 1 && lua_istable(L, 1)) {
4534 using namespace std::literals;
4537 team_name = luaL_optstring(L, 2,
"");
4551 switch(lua_type(L, 2)) {
4553 case LUA_TNONE:
case LUA_TNIL:
4558 if(std::size_t
n = luaL_checkinteger(L, 2);
n > 0 &&
n <=
teams().size()) {
4598 for (
const int side :
filter.get_teams()){
4620 int side =
cfg[
"side"].to_int();
4630 lua_getfield(L, -1,
"ca_ptr");
4644 lua_getfield(L, -1,
"stg_ptr");
4653 lua_createtable(L, 0, 0);
4655 lua_pushstring(L,
"name");
4656 lua_pushstring(L,
c->get_name().c_str());
4659 lua_pushstring(L,
"engine");
4660 lua_pushstring(L,
c->get_engine().c_str());
4663 lua_pushstring(L,
"id");
4664 lua_pushstring(L,
c->get_id().c_str());
4667 if (ct ==
"candidate_action") {
4668 lua_pushstring(L,
"ca_ptr");
4669 lua_pushlightuserdata(L,
c);
4672 lua_pushstring(L,
"exec");
4677 if (ct ==
"stage") {
4678 lua_pushstring(L,
"stg_ptr");
4679 lua_pushlightuserdata(L,
c);
4682 lua_pushstring(L,
"exec");
4687 for(
const std::string&
type :
c->get_children_types()) {
4688 if (
type ==
"aspect" ||
type ==
"goal" ||
type ==
"engine")
4693 lua_pushstring(L,
type.c_str());
4694 lua_createtable(L, 0, 0);
4697 lua_pushstring(L, child->get_name().c_str());
4726 side = luaL_checkinteger(L, 1);
4735 if(engine->get_name() ==
"lua") {
4744 if (lua_engine ==
nullptr)
4757 LOG_LUA <<
"Created new dummy lua-engine for debug_ai().";
4767 lua_pushstring(L,
"components");
4793 if(lua_isboolean(L, 1)) {
4818 std::set<map_location> locs;
4821 if(lua_gettop(L) == 1) {
4824 id =
cfg[
"id"].str();
4826 filter.get_locations(locs,
true);
4827 times =
cfg.get_parsed_config();
4829 id = luaL_checkstring(L, 1);
4830 if(!lua_isnoneornil(L, 3))
4836 filter.get_locations(locs,
true);
4844 LOG_LUA <<
"Lua inserted time_area '" <<
id <<
"'";
4853 const char *
id = luaL_checkstring(L, 1);
4855 LOG_LUA <<
"Lua removed time_area '" <<
id <<
"'";
4865 if(area_index < 0) {
4872 std::string area_id = luaL_checkstring(L, 1);
4874 if(
auto iter =
std::find(area_ids.begin(), area_ids.end(), area_id); iter == area_ids.end()) {
4888 if(luaL_testudata(L, 1,
"schedule")) {
4897 if(
cfg.get_children(
"time").
empty()) {
4898 ERR_LUA <<
"attempted to to replace ToD schedule with empty schedule";
4904 LOG_LUA <<
"replaced ToD schedule";
4913 point scroll_to(luaL_checkinteger(L, 1), luaL_checkinteger(L, 2));
4930 lua_report_generator(lua_State *L,
const std::string &
n)
4939 if (!
luaW_getglobal(L,
"wesnoth",
"interface",
"game_display", name))
4963 char const *m = luaL_checkstring(L, 2);
4965 lua_pushvalue(L, 2);
4966 lua_pushvalue(L, -2);
4977 char const *m = luaL_checkstring(L, 2);
4978 lua_pushvalue(L, 2);
4979 lua_pushvalue(L, 3);
5020 if (
dst == u->get_location() || !
map().on_board(
dst)) {
5024 if (!
map().on_board(vacant_dst)) {
5035 std::vector<map_location> teleport_path;
5036 teleport_path.push_back(src_loc);
5037 teleport_path.push_back(vacant_dst);
5044 u->anim_comp().set_standing();
5051 if (
map().is_village(vacant_dst)) {
5070 const std::string& logger = lua_isstring(L, 2) ? luaL_checkstring(L, 1) :
"";
5071 const std::string&
msg = lua_isstring(L, 2) ? luaL_checkstring(L, 2) : luaL_checkstring(L, 1);
5073 if(logger ==
"wml" || logger ==
"WML") {
5087 lua_pushboolean(L, fog ?
t.fogged(
loc) :
t.shrouded(
loc));
5105 bool affect_normal_fog =
false;
5106 if(lua_isboolean(L, -1)) {
5109 std::set<int> sides;
5111 sides.insert(
t->side());
5112 }
else if(lua_isnumber(L, 1)) {
5113 sides.insert(lua_tointeger(L, 1));
5114 }
else if(lua_istable(L, 1) && lua_istable(L, 2)) {
5115 const auto& v = lua_check<std::vector<int>>(L, 1);
5116 sides.insert(v.begin(), v.end());
5119 sides.insert(
t.side()+1);
5124 for(
const int &side_num : sides) {
5125 if(side_num < 1 ||
static_cast<std::size_t
>(side_num) >
teams().
size()) {
5131 t.remove_fog_override(locs);
5132 if(affect_normal_fog) {
5135 }
else if(!affect_normal_fog) {
5137 t.add_fog_override(locs);
5155 const std::string name = luaL_checkstring(L, 1);
5160 if(!
luaW_getglobal(L,
"wesnoth",
"custom_synced_commands", name)) {
5161 return luaL_argerror(L, 1,
"Unknown synced command");
5164 cmd_tag[
"name"] = name;
5165 if(!lua_isnoneornil(L, 2)) {
5183 #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); }
5186 template<
typename Ret>
5188 if constexpr(std::is_same_v<Ret, void>)
return 0;
5194 inline static auto metatable =
"game_events";
5196 return lua_kernel_base::get_lua_kernel<game_lua_kernel>(L);
5217 template<
typename Ret =
void>
5219 int top = lua_gettop(L);
5223 lua_getfield(L, -1, name.c_str());
5224 lua_pushcfunction(L, &impl_null_callback<Ret>);
5225 if(lua_rawequal(L, -1, -2)) {
5281 cmd_log_ <<
"Registering game-specific wesnoth lib functions...\n";
5284 static luaL_Reg
const callbacks[] {
5289 {
"cancel_action", &dispatch<&game_lua_kernel::intf_cancel_action > },
5290 {
"log_replay", &dispatch<&game_lua_kernel::intf_log_replay > },
5291 {
"log", &dispatch<&game_lua_kernel::intf_log > },
5292 {
"redraw", &dispatch<&game_lua_kernel::intf_redraw > },
5293 {
"simulate_combat", &dispatch<&game_lua_kernel::intf_simulate_combat > },
5294 {
nullptr,
nullptr }
5295 };lua_getglobal(L,
"wesnoth");
5296 if (!lua_istable(L,-1)) {
5299 luaL_setfuncs(L, callbacks, 0);
5301 lua_setglobal(L,
"wesnoth");
5303 lua_getglobal(L,
"gui");
5304 lua_pushcfunction(L, &dispatch<&game_lua_kernel::intf_gamestate_inspector>);
5305 lua_setfield(L, -2,
"show_inspector");
5307 lua_setfield(L, -2,
"show_recruit_dialog");
5309 lua_setfield(L, -2,
"show_recall_dialog");
5315 static luaL_Reg
const test_callbacks[] {
5316 {
"fire_wml_menu_item", &dispatch<&game_lua_kernel::intf_fire_wml_menu_item> },
5317 {
nullptr,
nullptr }
5319 luaL_setfuncs(L, test_callbacks, 0);
5320 lua_setglobal(L,
"unit_test");
5346 cmd_log_ <<
"Adding terrain_types table...\n";
5347 lua_getglobal(L,
"wesnoth");
5348 lua_newuserdatauv(L, 0, 0);
5349 lua_createtable(L, 0, 2);
5350 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_get_terrain_info>);
5351 lua_setfield(L, -2,
"__index");
5352 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_get_terrain_list>);
5353 lua_setfield(L, -2,
"__dir");
5354 lua_pushstring(L,
"terrain types");
5355 lua_setfield(L, -2,
"__metatable");
5356 lua_setmetatable(L, -2);
5357 lua_setfield(L, -2,
"terrain_types");
5361 cmd_log_ <<
"Adding ai elements table...\n";
5366 cmd_log_ <<
"Adding wesnoth current table...\n";
5368 lua_getglobal(L,
"wesnoth");
5369 lua_newuserdatauv(L, 0, 0);
5370 lua_createtable(L, 0, 2);
5371 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_current_get>);
5372 lua_setfield(L, -2,
"__index");
5373 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_current_dir>);
5374 lua_setfield(L, -2,
"__dir");
5375 lua_pushboolean(L,
true);
5376 lua_setfield(L, -2,
"__dir_tablelike");
5377 lua_pushstring(L,
"current config");
5378 lua_setfield(L, -2,
"__metatable");
5379 lua_setmetatable(L, -2);
5380 lua_setfield(L, -2,
"current");
5384 lua_getglobal(L,
"wml");
5385 static luaL_Reg
const wml_callbacks[] {
5389 {
"get_variable", &dispatch<&game_lua_kernel::intf_get_variable>},
5390 {
"set_variable", &dispatch<&game_lua_kernel::intf_set_variable>},
5391 {
"get_all_vars", &dispatch<&game_lua_kernel::intf_get_all_vars>},
5392 {
nullptr,
nullptr }
5394 luaL_setfuncs(L, wml_callbacks, 0);
5399 static luaL_Reg
const map_callbacks[] {
5406 {
"get_owner", &dispatch<&game_lua_kernel::intf_get_village_owner>},
5407 {
"set_owner", &dispatch<&game_lua_kernel::intf_set_village_owner>},
5409 {
"add_label", &dispatch<&game_lua_kernel::intf_add_label>},
5410 {
"remove_label", &dispatch<&game_lua_kernel::intf_remove_label>},
5411 {
"get_label", &dispatch<&game_lua_kernel::intf_get_label>},
5413 {
"place_area", &dispatch<&game_lua_kernel::intf_add_time_area>},
5414 {
"remove_area", &dispatch<&game_lua_kernel::intf_remove_time_area>},
5415 {
"get_area", &dispatch<&game_lua_kernel::intf_get_time_area>},
5417 {
"find", &dispatch<&game_lua_kernel::intf_get_locations>},
5418 {
"matches", &dispatch<&game_lua_kernel::intf_match_location>},
5420 {
nullptr,
nullptr }
5422 luaL_setfuncs(L, map_callbacks, 0);
5426 cmd_log_ <<
"Adding units module...\n";
5427 static luaL_Reg
const unit_callbacks[] {
5430 {
"erase", &dispatch<&game_lua_kernel::intf_erase_unit>},
5431 {
"extract", &dispatch<&game_lua_kernel::intf_extract_unit>},
5432 {
"matches", &dispatch<&game_lua_kernel::intf_match_unit>},
5433 {
"select", &dispatch<&game_lua_kernel::intf_select_unit>},
5434 {
"to_map", &dispatch<&game_lua_kernel::intf_put_unit>},
5435 {
"to_recall", &dispatch<&game_lua_kernel::intf_put_recall_unit>},
5437 {
"teleport", &dispatch<&game_lua_kernel::intf_teleport>},
5439 {
"ability", &dispatch<&game_lua_kernel::intf_unit_ability>},
5450 {
"find_on_map", &dispatch<&game_lua_kernel::intf_get_units>},
5451 {
"find_on_recall", &dispatch<&game_lua_kernel::intf_get_recall_units>},
5452 {
"get", &dispatch<&game_lua_kernel::intf_get_unit>},
5453 {
"get_hovered", &dispatch<&game_lua_kernel::intf_get_displayed_unit>},
5454 {
"create_animator", &dispatch<&game_lua_kernel::intf_create_animator>},
5457 {
nullptr,
nullptr }
5459 lua_getglobal(L,
"wesnoth");
5461 luaL_setfuncs(L, unit_callbacks, 0);
5462 lua_setfield(L, -2,
"units");
5466 cmd_log_ <<
"Adding sides module...\n";
5467 static luaL_Reg
const side_callbacks[] {
5468 {
"is_enemy", &dispatch<&game_lua_kernel::intf_is_enemy> },
5469 {
"matches", &dispatch<&game_lua_kernel::intf_match_side> },
5470 {
"set_id", &dispatch<&game_lua_kernel::intf_set_side_id> },
5475 {
"find", &dispatch<&game_lua_kernel::intf_get_sides> },
5476 {
"get", &dispatch<&game_lua_kernel::intf_get_side> },
5477 {
"create", &dispatch<&game_lua_kernel::intf_create_side> },
5479 {
"place_shroud", &dispatch2<&game_lua_kernel::intf_toggle_shroud, true>},
5480 {
"remove_shroud", &dispatch2<&game_lua_kernel::intf_toggle_shroud, false>},
5481 {
"override_shroud", &dispatch<&game_lua_kernel::intf_override_shroud>},
5482 {
"is_shrouded", &dispatch2<&game_lua_kernel::intf_get_fog_or_shroud, false>},
5484 {
"place_fog", &dispatch2<&game_lua_kernel::intf_toggle_fog, false>},
5485 {
"remove_fog", &dispatch2<&game_lua_kernel::intf_toggle_fog, true>},
5486 {
"is_fogged", &dispatch2<&game_lua_kernel::intf_get_fog_or_shroud, true>},
5487 {
nullptr,
nullptr }
5489 std::vector<lua_cpp::Reg>
const cpp_side_callbacks {
5490 {
"add_ai_component", std::bind(
intf_modify_ai, std::placeholders::_1,
"add")},
5491 {
"delete_ai_component", std::bind(
intf_modify_ai, std::placeholders::_1,
"delete")},
5492 {
"change_ai_component", std::bind(
intf_modify_ai, std::placeholders::_1,
"change")},
5496 lua_getglobal(L,
"wesnoth");
5498 luaL_setfuncs(L, side_callbacks, 0);
5500 lua_setfield(L, -2,
"sides");
5504 cmd_log_ <<
"Adding interface module...\n";
5505 static luaL_Reg
const intf_callbacks[] {
5506 {
"add_hex_overlay", &dispatch<&game_lua_kernel::intf_add_tile_overlay>},
5507 {
"remove_hex_overlay", &dispatch<&game_lua_kernel::intf_remove_tile_overlay>},
5508 {
"get_color_adjust", &dispatch<&game_lua_kernel::intf_get_color_adjust>},
5509 {
"color_adjust", &dispatch<&game_lua_kernel::intf_color_adjust>},
5510 {
"screen_fade", &dispatch<&game_lua_kernel::intf_screen_fade>},
5511 {
"delay", &dispatch<&game_lua_kernel::intf_delay>},
5512 {
"deselect_hex", &dispatch<&game_lua_kernel::intf_deselect_hex>},
5513 {
"highlight_hex", &dispatch<&game_lua_kernel::intf_highlight_hex>},
5514 {
"float_label", &dispatch<&game_lua_kernel::intf_float_label>},
5515 {
"get_displayed_unit", &dispatch<&game_lua_kernel::intf_get_displayed_unit>},
5516 {
"get_hovered_hex", &dispatch<&game_lua_kernel::intf_get_mouseover_tile>},
5517 {
"get_selected_hex", &dispatch<&game_lua_kernel::intf_get_selected_tile>},
5518 {
"lock", &dispatch<&game_lua_kernel::intf_lock_view>},
5519 {
"is_locked", &dispatch<&game_lua_kernel::intf_view_locked>},
5520 {
"scroll", &dispatch<&game_lua_kernel::intf_scroll>},
5521 {
"scroll_to_hex", &dispatch<&game_lua_kernel::intf_scroll_to_tile>},
5522 {
"skip_messages", &dispatch<&game_lua_kernel::intf_skip_messages>},
5523 {
"is_skipping_messages", &dispatch<&game_lua_kernel::intf_is_skipping_messages>},
5524 {
"zoom", &dispatch<&game_lua_kernel::intf_zoom>},
5525 {
"clear_menu_item", &dispatch<&game_lua_kernel::intf_clear_menu_item>},
5526 {
"set_menu_item", &dispatch<&game_lua_kernel::intf_set_menu_item>},
5527 {
"allow_end_turn", &dispatch<&game_lua_kernel::intf_allow_end_turn>},
5528 {
"clear_chat_messages", &dispatch<&game_lua_kernel::intf_clear_messages>},
5529 {
"end_turn", &dispatch<&game_lua_kernel::intf_end_turn>},
5531 {
"add_chat_message", &dispatch<&game_lua_kernel::intf_message>},
5532 {
"add_overlay_text", &dispatch2<&game_lua_kernel::intf_set_floating_label, true>},
5534 {
nullptr,
nullptr }
5536 lua_getglobal(L,
"wesnoth");
5538 luaL_setfuncs(L, intf_callbacks, 0);
5539 lua_setfield(L, -2,
"interface");
5543 cmd_log_ <<
"Adding achievements module...\n";
5544 static luaL_Reg
const achievement_callbacks[] {
5545 {
"set", &dispatch<&game_lua_kernel::intf_set_achievement> },
5546 {
"has", &dispatch<&game_lua_kernel::intf_has_achievement> },
5547 {
"get", &dispatch<&game_lua_kernel::intf_get_achievement> },
5548 {
"progress", &dispatch<&game_lua_kernel::intf_progress_achievement> },
5549 {
"has_sub_achievement", &dispatch<&game_lua_kernel::intf_has_sub_achievement> },
5550 {
"set_sub_achievement", &dispatch<&game_lua_kernel::intf_set_sub_achievement> },
5551 {
nullptr,
nullptr }
5553 lua_getglobal(L,
"wesnoth");
5555 luaL_setfuncs(L, achievement_callbacks, 0);
5556 lua_setfield(L, -2,
"achievements");
5560 cmd_log_ <<
"Adding audio module...\n";
5561 static luaL_Reg
const audio_callbacks[] {
5562 {
"play", &dispatch<&game_lua_kernel::intf_play_sound > },
5563 {
nullptr,
nullptr }
5565 lua_getglobal(L,
"wesnoth");
5567 luaL_setfuncs(L, audio_callbacks, 0);
5568 lua_setfield(L, -2,
"audio");
5572 cmd_log_ <<
"Adding paths module...\n";
5573 static luaL_Reg
const path_callbacks[] {
5574 {
"find_cost_map", &dispatch<&game_lua_kernel::intf_find_cost_map > },
5575 {
"find_path", &dispatch<&game_lua_kernel::intf_find_path > },
5576 {
"find_reach", &dispatch<&game_lua_kernel::intf_find_reach > },
5577 {
"find_vacant_hex", &dispatch<&game_lua_kernel::intf_find_vacant_tile > },
5578 {
"find_vision_range", &dispatch<&game_lua_kernel::intf_find_vision_range > },
5579 {
nullptr,
nullptr }
5581 lua_getglobal(L,
"wesnoth");
5583 luaL_setfuncs(L, path_callbacks, 0);
5584 lua_setfield(L, -2,
"paths");
5588 cmd_log_ <<
"Adding sync module...\n";
5589 static luaL_Reg
const sync_callbacks[] {
5594 {
nullptr,
nullptr }
5596 lua_getglobal(L,
"wesnoth");
5598 luaL_setfuncs(L, sync_callbacks, 0);
5599 lua_setfield(L, -2,
"sync");
5603 cmd_log_ <<
"Adding schedule module...\n";
5604 static luaL_Reg
const schedule_callbacks[] {
5605 {
"get_time_of_day", &dispatch<&game_lua_kernel::intf_get_time_of_day<false>>},
5606 {
"get_illumination", &dispatch<&game_lua_kernel::intf_get_time_of_day<true>>},
5607 {
"replace", &dispatch<&game_lua_kernel::intf_replace_schedule>},
5608 {
nullptr,
nullptr }
5610 lua_getglobal(L,
"wesnoth");
5612 luaL_setfuncs(L, schedule_callbacks, 0);
5613 lua_createtable(L, 0, 2);
5614 lua_setmetatable(L, -2);
5615 lua_setfield(L, -2,
"schedule");
5622 cmd_log_ <<
"Adding wml_actions table...\n";
5624 lua_getglobal(L,
"wesnoth");
5626 lua_setfield(L, -2,
"wml_actions");
5630 cmd_log_ <<
"Adding wml_conditionals table...\n";
5632 lua_getglobal(L,
"wesnoth");
5634 lua_setfield(L, -2,
"wml_conditionals");
5641 cmd_log_ <<
"Adding effects table...\n";
5643 lua_getglobal(L,
"wesnoth");
5645 lua_setfield(L, -2,
"effects");
5649 cmd_log_ <<
"Adding custom_synced_commands table...\n";
5651 lua_getglobal(L,
"wesnoth");
5653 lua_setfield(L, -2,
"custom_synced_commands");
5657 cmd_log_ <<
"Adding game_events module...\n";
5658 static luaL_Reg
const event_callbacks[] {
5659 {
"add", &dispatch<&game_lua_kernel::intf_add_event> },
5660 {
"add_repeating", &dispatch<&game_lua_kernel::intf_add_event_simple<false>> },
5661 {
"add_menu", &dispatch<&game_lua_kernel::intf_add_event_simple<true>> },
5662 {
"add_wml", &dispatch<&game_lua_kernel::intf_add_event_wml> },
5663 {
"remove", &dispatch<&game_lua_kernel::intf_remove_event> },
5664 {
"fire", &dispatch2<&game_lua_kernel::intf_fire_event, false> },
5665 {
"fire_by_id", &dispatch2<&game_lua_kernel::intf_fire_event, true> },
5666 {
"add_undo_actions", &dispatch<&game_lua_kernel::intf_add_undo_actions> },
5667 {
"set_undoable", &dispatch<&game_lua_kernel::intf_allow_undo > },
5668 {
nullptr,
nullptr }
5670 lua_getglobal(L,
"wesnoth");
5672 luaL_setfuncs(L, event_callbacks, 0);
5673 lua_createtable(L, 0, 2);
5675 lua_setfield(L, -2,
"__dir");
5677 lua_setfield(L, -2,
"__index");
5678 lua_pushstring(L,
"game_events");
5679 lua_setfield(L, -2,
"__metatable");
5680 lua_setmetatable(L, -2);
5681 lua_setfield(L, -2,
"game_events");
5685 cmd_log_ <<
"Adding game_display table...\n";
5689 lua_createtable(L, 0, 2);
5690 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_theme_items_get>);
5691 lua_setfield(L, -2,
"__index");
5692 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_theme_items_set>);
5693 lua_setfield(L, -2,
"__newindex");
5694 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_theme_items_dir>);
5695 lua_setfield(L, -2,
"__dir");
5696 lua_setmetatable(L, -2);
5697 lua_setfield(L, -2,
"game_display");
5701 cmd_log_ <<
"Adding scenario table...\n";
5705 lua_createtable(L, 0, 2);
5706 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_scenario_get>);
5707 lua_setfield(L, -2,
"__index");
5708 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_scenario_set>);
5709 lua_setfield(L, -2,
"__newindex");
5710 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_scenario_dir>);
5711 lua_setfield(L, -2,
"__dir");
5712 lua_setmetatable(L, -2);
5713 lua_setfield(L, -2,
"scenario");
5724 lua_pushstring(L, effect.c_str());
5742 cmd_log_ <<
"Adding races table...\n";
5745 lua_getglobal(L,
"wesnoth");
5747 lua_setfield(L, -2,
"races");
5751 cmd_log_ <<
"Running preload scripts...\n";
5774 using namespace std::literals::string_view_literals;
5775 static constexpr std::array handled_file_tags {
5788 "modify_unit_type"sv,
5794 "terrain_graphics"sv,
5802 return std::binary_search(handled_file_tags.begin(), handled_file_tags.end(),
s);
5818 for(
const auto [child_key, child_cfg] :
level.all_children_view())
5821 lua_createtable(L, 2, 0);
5822 lua_pushstring(L, child_key.c_str());
5823 lua_rawseti(L, -2, 1);
5825 lua_rawseti(L, -2, 2);
5826 lua_rawseti(L, -2, k++);
5840 if(!impl_get_callback<config>(L,
"on_save"))
5853 const std::vector<std::string> src_tags(temp.begin(), temp.end());
5855 for(
const auto& key : src_tags) {
5862 const std::string m =
"Tag is already used: [" + key +
"]";
5883 lua_pushstring(L, ev.
name.c_str());
5892 if (!
luaW_getglobal(L,
"wesnoth",
"custom_synced_commands", name)) {
5908 std::string which_effect = lua_tostring(L, lua_upvalueindex(1));
5923 lua_pushstring(L, description.c_str());
5936 int str_i = lua_gettop(L);
5939 lua_pushstring(L,
"__call");
5940 lua_pushvalue(L, str_i);
5941 lua_pushboolean(L,
true);
5942 lua_pushcclosure(L, &dispatch<&game_lua_kernel::cfun_builtin_effect>, 2);
5944 lua_pushstring(L,
"__descr");
5945 lua_pushvalue(L, str_i);
5946 lua_pushboolean(L,
false);
5947 lua_pushcclosure(L, &dispatch<&game_lua_kernel::cfun_builtin_effect>, 2);
5949 lua_setmetatable(L, -2);
5959 (lua_touserdata(L, lua_upvalueindex(1)));
5973 lua_getglobal(L,
"wesnoth");
5974 lua_pushstring(L,
"wml_actions");
5976 lua_pushstring(L, cmd.c_str());
5977 lua_pushlightuserdata(L,
reinterpret_cast<void *
>(
h));
5978 lua_pushcclosure(L, &dispatch<&game_lua_kernel::cfun_wml_action>, 1);
5991 (lua_touserdata(L, lua_upvalueindex(1)));
5994 lua_pushboolean(L,
h(vcfg));
6005 lua_getglobal(L,
"wesnoth");
6006 lua_pushstring(L,
"wml_conditionals");
6008 lua_pushstring(L, cmd.c_str());
6009 lua_pushlightuserdata(L,
reinterpret_cast<void *
>(
h));
6051 ERR_WML <<
"unknown conditional wml: [" << cmd <<
"]";
6070 int argIdx = lua_gettop(L);
6072 return luaL_error(L,
"wesnoth.wml_actions.command is missing");
6074 lua_pushvalue(L, argIdx);
6083 int evtIdx = lua_gettop(L);
6088 return luaL_ref(L, evtIdx);
6095 int evtIdx = lua_gettop(L);
6099 std::ostringstream lua_name;
6100 lua_name <<
"event ";
6102 lua_name <<
"<anon>";
6107 lua_name <<
"[id=" <<
id <<
"]";
6110 ERR_LUA <<
"Failed to register WML event: " << lua_name.str();
6113 return luaL_ref(L, evtIdx);
6119 idx = lua_absindex(L, idx);
6121 int evtIdx = lua_gettop(L);
6125 lua_pushvalue(L, idx);
6126 return luaL_ref(L, evtIdx);
6133 luaL_unref(L, -1, ref);
6144 lua_geti(L, -1, ref);
6145 if(lua_isnil(L, -1))
return false;
6191 lua_pushvalue(L, -1);
6211 std::string message = std::string() +
"function " + name +
" not found";
6212 log_error(message.c_str(),
"Lua SUF Error");
6216 lua_insert(L, -nArgs - 1);
6228 int top = lua_gettop(L);
6239 if(lua_istable(L, -1)) {
6242 lua_pushvalue(L, -1);
6244 lua_pushvalue(L, top + 1);
6246 lua_pushvalue(L, top + 2);
6251 if(luaL_getmetafield(L, -1,
"__descr")) {
6253 if(lua_isstring(L, -1)) {
6255 descr = lua_tostring(L, -1);
6257 lua_pushvalue(L, -2);
6259 lua_pushvalue(L, top + 1);
6261 lua_pushvalue(L, top + 2);
6264 if(lua_isstring(L, -1) && !lua_isnumber(L, -1)) {
6265 descr = lua_tostring(L, -1);
6267 ERR_LUA <<
"Effect __descr metafunction should have returned a string, but instead returned ";
6268 if(lua_isnone(L, -1)) {
6271 ERR_LUA << lua_typename(L, lua_type(L, -1));
6276 }
else if(need_apply) {
6278 lua_pushvalue(L, top + 1);
6280 lua_pushvalue(L, top + 2);
6318 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 & mandatory_child(config_key_type key, int n=0)
Returns the nth child with the given key, or throws an error if there is none.
bool has_child(config_key_type key) const
Determine whether a config has a child or not.
void remove_children(config_key_type key, const std::function< bool(const config &)> &p={})
Removes all children with tag key for which p returns true.
child_itors child_range(config_key_type key)
config & child_or_add(config_key_type key)
Returns a reference to the first child with the given key.
auto child_name_view() const
A non-owning view over all child tag names.
void append_children(const config &cfg)
Adds children from cfg.
void splice_children(config &src, config_key_type key)
Moves all the children with tag key from src to this.
optional_config_impl< config > optional_child(config_key_type key, int n=0)
Equivalent to mandatory_child, but returns an empty optional if the nth child was not found.
config & add_child(config_key_type key)
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(config_key_type 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.
@ 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)
void set_allow_end_turn(bool value, const t_string &reason="")
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.
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()
int w() const
Effective map width.
int h() const
Effective map height.
Encapsulates the map of the game.
const std::shared_ptr< terrain_type_data > & tdata() 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)
config generate_report(const std::string &name, const context &ct, bool only_static=false)
void register_generator(const std::string &name, generator *)
const std::set< std::string > & report_list()
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 defense_modifier(const t_translation::terrain_code &terrain) const
The unit's defense on a given terrain.
int resistance_against(const std::string &damage_name, bool attacker, const map_location &loc, const_attack_ptr weapon=nullptr, const const_attack_ptr &opp_weapon=nullptr) const
The unit's resistance against a given damage type.
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.
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.
std::string write_terrain_code(const terrain_code &tcode)
Writes a single terrain code to a string.
const terrain_code NONE_TERRAIN
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
#define ON_SCOPE_EXIT(...)
Run some arbitrary code (a lambda) when the current scope exits The lambda body follows this header,...
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).