118 #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);
211 if(!sides.
empty()) {
WRN_LUA <<
"ignoring duplicate side filter information (inline side=)"; }
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");
566 lua_pushboolean(L,
unit_filter(filter).matches(*u, *u_adj));
602 if (!filter.
null()) {
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)) {
724 cfg[
"side"] =
teams().size() + 1;
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);
1008 auto iter = std::find_if(times.begin(), times.end(), [&value](
const time_of_day& tod) {
1009 return tod.id == value;
1011 if(iter == times.end()) {
1012 std::ostringstream
err;
1013 err <<
"invalid time of day ID for ";
1014 if(sched.area_index < 0) {
1015 err <<
"global schedule";
1017 const std::string&
id = sched.tod_man().get_area_id(sched.area_index);
1019 const auto& hexes = sched.tod_man().get_area_by_index(sched.area_index);
1021 err <<
"anonymous empty time area";
1023 err <<
"anonymous time area at (" << hexes.begin()->wml_x() <<
',' << hexes.begin()->wml_y() <<
")";
1026 err <<
"time area with id=" <<
id;
1032 int n = std::distance(times.begin(), iter);
1033 if(sched.area_index < 0) {
1034 sched.tod_man().set_current_time(
n);
1036 sched.tod_man().set_current_time(
n, sched.area_index);
1041 return sched.area_index < 0;
1045 if(sched.area_index >= 0)
return utils::nullopt;
1046 return sched.tod_man().get_max_liminal_bonus();
1050 if(sched.area_index >= 0) {
1051 throw luaL_error(L,
"liminal_bonus can only be set on the global schedule");
1054 sched.tod_man().set_max_liminal_bonus(*value);
1056 sched.tod_man().reset_max_liminal_bonus();
1061 return sched.area_index >= 0;
1065 if(sched.area_index < 0)
return utils::nullopt;
1066 return sched.tod_man().get_area_id(sched.area_index);
1070 if(sched.area_index < 0) {
1071 throw luaL_error(L,
"can't set id of global schedule");
1073 sched.tod_man().set_area_id(sched.area_index, value);
1077 return sched.area_index >= 0;
1081 if(sched.area_index < 0)
return utils::nullopt;
1082 return sched.tod_man().get_area_by_index(sched.area_index);
1086 if(sched.area_index < 0) {
1087 throw luaL_error(L,
"can't set hexes of global schedule");
1089 sched.tod_man().replace_area_locations(sched.area_index, value);
1100 char const *m = luaL_checkstring(L, 2);
1106 lua_pushstring(L,
info.id().c_str());
1107 lua_setfield(L, -2,
"id");
1109 lua_setfield(L, -2,
"name");
1111 lua_setfield(L, -2,
"editor_name");
1113 lua_setfield(L, -2,
"description");
1115 lua_setfield(L, -2,
"icon");
1117 lua_setfield(L, -2,
"editor_image");
1118 lua_pushinteger(L,
info.light_bonus(0));
1119 lua_setfield(L, -2,
"light");
1120 lua_pushboolean(L,
info.is_village());
1121 lua_setfield(L, -2,
"village");
1122 lua_pushboolean(L,
info.is_castle());
1123 lua_setfield(L, -2,
"castle");
1124 lua_pushboolean(L,
info.is_keep());
1125 lua_setfield(L, -2,
"keep");
1126 lua_pushinteger(L,
info.gives_healing());
1127 lua_setfield(L, -2,
"healing");
1139 std::vector<std::string> terrains;
1140 terrains.reserve(codes.size());
1141 for(
auto code : codes) {
1154 template<
bool cons
ider_illuminates>
1162 return luaL_argerror(L, 1,
"coordinates are not on board");
1164 }
else if(lua_isstring(L, 1)) {
1167 return luaL_error(L,
"invalid or empty time_area ID");
1170 loc = *area.begin();
1171 }
else if(!lua_isnil(L, 1)) {
1174 return luaL_error(L,
"empty time_area");
1177 loc = *area.begin();
1180 if(lua_isnumber(L, 2)) {
1181 for_turn = luaL_checkinteger(L, 2);
1183 if(for_turn < 1 || (number_of_turns != -1 && for_turn > number_of_turns)) {
1184 return luaL_argerror(L, 2,
"turn number out of range");
1209 if (!side)
return 0;
1210 lua_pushinteger(L, side);
1227 const int new_side_num = lua_isnoneornil(L, 2) ? 0 : luaL_checkinteger(L, 2);
1229 team* old_side =
nullptr;
1230 team* new_side =
nullptr;
1232 if(old_side_num == new_side_num) {
1238 }
catch(
const std::out_of_range&) {
1245 }
catch(
const std::out_of_range&) {
1251 if(new_side &&
board().team_is_defeated(*new_side)) {
1317 std::string m = luaL_checkstring(L, 1);
1323 return luaL_argerror(L, 1, (
"Cannot find resource with id '" + m +
"'").c_str());
1335 std::string m = luaL_checkstring(L, 1);
1341 return luaL_argerror(L, 1, (
"Cannot find era with id '" + m +
"'").c_str());
1356 #define GAME_CONFIG_SIMPLE_SETTER(name) \
1357 GAME_CONFIG_SETTER(#name, decltype(game_config::name), game_lua_kernel) { \
1359 game_config::name = value; \
1365 return k2.pc().gamestate().do_healing_;
1370 k2.pc().gamestate().do_healing_ = value;}
1380 k2.disp()->set_theme(value);
1383 using traits_map = std::map<std::string, config>;
1386 std::map<std::string, config> result;
1391 result.emplace(trait[
"id"], trait);
1407 static config find_addon(
const std::string&
type,
const std::string&
id)
1416 const char* m = luaL_checkstring(L, 2);
1434 struct end_level_committer {
1436 ~end_level_committer() {
1437 pc_.set_end_level_data(data_);
1448 const char* m = luaL_checkstring(L, 2);
1464 data->~end_level_data();
1470 void*
p = lua_touserdata(L, lua_upvalueindex(1));
1472 if(lua_type(L, 2) == LUA_TNUMBER) {
1475 size_t i = luaL_checkinteger(L, 2);
1477 lua_createtable(L, 2, 0);
1478 lua_pushstring(L,
"options");
1486 auto iter =
settings.addons.begin();
1487 std::advance(iter,
i);
1489 iter->second.write(cfg);
1490 cfg[
"id"] = iter->first;
1492 lua_createtable(L, 2, 0);
1493 lua_pushstring(L,
"addon");
1501 char const *m = luaL_checkstring(L, 2);
1529 if(strcmp(m,
"savegame") == 0) {
1531 if(
savegame == saved_game_mode::type::no) {
1532 lua_pushboolean(L,
false);
1538 if(strcmp(m,
"side_players") == 0) {
1542 if(strcmp(m,
"addons") == 0) {
1543 for(
const auto& [
id, addon] :
settings.addons) {
1544 lua_createtable(L, 0, 4);
1546 lua_setfield(L, -2,
"id");
1548 lua_setfield(L, -2,
"name");
1549 lua_pushboolean(L, addon.required);
1550 lua_setfield(L, -2,
"required");
1551 if(addon.min_version) {
1553 lua_push(L, addon.min_version->str());
1555 lua_setfield(L, -2,
"min_version");
1561 lua_setfield(L, -2,
"version");
1563 lua_createtable(L, addon.content.size(), 0);
1564 for(
const auto& content : addon.content) {
1565 lua_createtable(L, 0, 3);
1567 lua_setfield(L, -2,
"id");
1569 lua_setfield(L, -2,
"name");
1571 lua_setfield(L, -2,
"type");
1572 lua_seti(L, -2, lua_rawlen(L, -2) + 1);
1574 lua_setfield(L, -2,
"content");
1590 void*
p = lua_touserdata(L, lua_upvalueindex(1));
1592 lua_pushinteger(L,
settings.addons.size() + 1);
1603 auto end_level_set()
const {
return &dispatch<&game_lua_kernel::impl_end_level_data_set>; }
1605 #define SCENARIO_GETTER(name, type) LATTR_GETTER(name, type, scenario_tag, k)
1606 #define SCENARIO_SETTER(name, type) LATTR_SETTER(name, type, scenario_tag, k)
1607 #define SCENARIO_VALID(name) LATTR_VALID(name, scenario_tag, k)
1611 inline static auto metatable =
"scenario";
1613 return lua_kernel_base::get_lua_kernel<game_lua_kernel>(L);
1619 return k.tod_man().number_of_turns();
1623 k.tod_man().set_number_of_turns_by_wml(value);
1627 return k.gamedata().next_scenario();
1631 k.gamedata().set_next_scenario(value);
1635 return k.gamedata().get_id();
1639 return k.pc().get_scenario_name();
1643 return k.gamedata().get_defeat_music();
1647 k.gamedata().set_defeat_music(value);
1651 return k.gamedata().get_victory_music();
1655 k.gamedata().set_victory_music(value);
1660 for(
const std::string& rsrc :
utils::split(k.pc().get_loaded_resources())) {
1661 resources.push_back(find_addon(
"resource", rsrc));
1671 return k.cls().difficulty;
1675 return k.cls().end_credits;
1679 k.cls().end_credits = value;
1683 return k.cls().end_text;
1687 k.cls().end_text = value;
1691 return k.cls().end_text_duration.count();
1695 k.cls().end_text_duration = std::chrono::milliseconds{value};
1699 return !k.cls().campaign.empty();
1703 if(k.cls().campaign.empty())
return utils::nullopt;
1704 return find_addon(
"campaign", k.cls().campaign);
1708 std::vector<config> mods;
1709 for(
const std::string& mod : k.cls().active_mods) {
1710 mods.push_back(find_addon(
"modification", mod));
1716 if (!k.pc().is_regular_game_end()) {
1720 auto data = k.pc().get_end_level_data();
1722 if(luaL_newmetatable(L,
"end level data")) {
1723 static luaL_Reg
const callbacks[] {
1725 {
"__newindex", k.end_level_set()},
1727 {
nullptr,
nullptr }
1729 luaL_setfuncs(L, callbacks, 0);
1731 lua_setmetatable(L, -2);
1738 data.proceed_to_next_level = value[
"proceed_to_next_level"].to_bool(
true);
1739 data.transient.carryover_report = value[
"carryover_report"].to_bool(
true);
1740 data.prescenario_save = value[
"save"].to_bool(
true);
1741 data.replay_save = value[
"replay_save"].to_bool(
true);
1742 data.transient.linger_mode = value[
"linger_mode"].to_bool(
true) && !k.ref.teams().empty();
1743 data.transient.reveal_map = value[
"reveal_map"].to_bool(k.pc().reveal_map_default());
1744 data.is_victory = value[
"result"] == level_result::victory;
1745 data.test_result = value[
"test_result"].str();
1746 k.pc().set_end_level_data(
data);
1750 return k.cls().is_multiplayer();
1754 if(!k.cls().is_multiplayer()) {
1758 lua_newuserdatauv(L, 0, 0);
1759 if(luaL_newmetatable(L,
"mp settings")) {
1760 lua_pushlightuserdata(L, &k.pc());
1762 lua_setfield(L, -2,
"__index");
1763 lua_pushlightuserdata(L, &k.pc());
1765 lua_setfield(L, -2,
"__len");
1766 lua_pushstring(L,
"mp settings");
1767 lua_setfield(L, -2,
"__metatable");
1769 lua_setmetatable(L, -2);
1774 return k.cls().is_multiplayer();
1778 if(!k.cls().is_multiplayer())
return utils::nullopt;
1779 return find_addon(
"era", k.cls().era_id);
1791 DBG_LUA <<
"impl_scenario_get";
1803 DBG_LUA <<
"impl_scenario_set";
1812 DBG_LUA <<
"impl_scenario_dir";
1829 return "local_choice";
1848 #define CURRENT_GETTER(name, type) LATTR_GETTER(name, type, current_tag, k)
1852 inline static auto metatable =
"current";
1854 return lua_kernel_base::get_lua_kernel<game_lua_kernel>(L);
1860 return k.pc().current_side();
1864 return k.pc().turn();
1887 return k.pc().is_replay();
1893 cfg[
"name"] = ev.
name;
1900 cfg.
add_child(
"second_weapon", *weapon);
1905 cfg[
"damage_inflicted"] = di;
1951 if (lua_isnone(L, 2)) {
1957 LOG_LUA <<
"Script says: \"" << m <<
"\"";
1966 double factor = luaL_checknumber(L, 1);
1993 if (!lua_isnoneornil(L, 1)) {
1994 int max = 2 *
teams().size();
1995 int npn = luaL_checkinteger(L, 1);
1996 if (npn <= 0 || npn > max) {
1997 return luaL_argerror(L, 1,
"side number out of range");
2014 lua_pushboolean(L,
b);
2032 const unit* u =
nullptr;
2033 int viewing_side = 0;
2035 if (lua_isuserdata(L, arg))
2039 viewing_side = u->
side();
2048 viewing_side = u->
side();
2056 return luaL_argerror(L, 1,
"invalid location");
2058 return luaL_argerror(L, arg,
"invalid location");
2062 bool ignore_units =
false, see_all =
false, ignore_teleport =
false;
2063 double stop_at = 10000;
2064 std::unique_ptr<pathfind::cost_calculator> calc;
2066 if (lua_istable(L, arg))
2068 ignore_units = luaW_table_get_def<bool>(L, arg,
"ignore_units",
false);
2069 see_all = luaW_table_get_def<bool>(L, arg,
"ignore_visibility",
false);
2070 ignore_teleport = luaW_table_get_def<bool>(L, arg,
"ignore_teleport",
false);
2072 stop_at = luaW_table_get_def<double>(L, arg,
"max_cost", stop_at);
2075 lua_pushstring(L,
"viewing_side");
2077 if (!lua_isnil(L, -1)) {
2078 int i = luaL_checkinteger(L, -1);
2079 if (
i >= 1 &&
i <=
static_cast<int>(
teams().
size())) viewing_side =
i;
2083 if(u) see_all =
true;
2084 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.");
2089 lua_pushstring(L,
"calculate");
2091 if(lua_isfunction(L, -1)) {
2096 else if (lua_isfunction(L, arg))
2104 if(!ignore_teleport) {
2105 if(viewing_side == 0) {
2106 lua_warning(L,
"wesnoth.paths.find_path: ignore_teleport=false requires a valid viewing_side; continuing with ignore_teleport=true",
false);
2107 ignore_teleport =
true;
2115 return luaL_argerror(L, 1,
"unit not found OR custom cost function not provided");
2119 teams(),
map, ignore_units,
false, see_all));
2123 &teleport_locations);
2125 int nb = res.
steps.size();
2126 lua_createtable(L, nb, 0);
2127 for (
int i = 0;
i < nb; ++
i)
2130 lua_rawseti(L, -2,
i + 1);
2146 const unit* u =
nullptr;
2148 if (lua_isuserdata(L, arg))
2158 return luaL_argerror(L, 1,
"unit not found");
2163 int viewing_side = u->
side();
2164 bool ignore_units =
false, see_all =
false, ignore_teleport =
false;
2165 int additional_turns = 0;
2167 if (lua_istable(L, arg))
2169 ignore_units = luaW_table_get_def<bool>(L, arg,
"ignore_units",
false);
2170 see_all = luaW_table_get_def<bool>(L, arg,
"ignore_visibility",
false);
2171 ignore_teleport = luaW_table_get_def<bool>(L, arg,
"ignore_teleport",
false);
2172 additional_turns = luaW_table_get_def<int>(L, arg,
"max_cost", additional_turns);
2174 lua_pushstring(L,
"viewing_side");
2176 if (!lua_isnil(L, -1)) {
2177 int i = luaL_checkinteger(L, -1);
2178 if (
i >= 1 &&
i <=
static_cast<int>(
teams().
size())) viewing_side =
i;
2182 if(u) see_all =
true;
2192 viewing_team, additional_turns, see_all, ignore_units);
2195 lua_createtable(L, nb, 0);
2196 for (
int i = 0;
i < nb; ++
i)
2200 lua_pushinteger(L,
s.curr.wml_x());
2201 lua_rawseti(L, -2, 1);
2202 lua_pushinteger(L,
s.curr.wml_y());
2203 lua_rawseti(L, -2, 2);
2204 lua_pushinteger(L,
s.move_left);
2205 lua_rawseti(L, -2, 3);
2206 lua_rawseti(L, -2,
i + 1);
2221 const unit* u =
nullptr;
2223 if (lua_isuserdata(L, arg))
2233 return luaL_argerror(L, 1,
"unit not found");
2240 return luaL_error(L,
"wesnoth.find_vision_range: requires a valid unit");
2243 std::map<map_location, int> jamming_map;
2250 lua_pushinteger(L,
d.curr.wml_x());
2251 lua_rawseti(L, -2, 1);
2252 lua_pushinteger(L,
d.curr.wml_y());
2253 lua_rawseti(L, -2, 2);
2254 lua_pushinteger(L,
d.move_left);
2255 lua_rawseti(L, -2, 3);
2256 lua_rawseti(L, -2, lua_rawlen(L, -2) + 1);
2258 for(
const auto&
e : res.
edges) {
2260 lua_pushinteger(L,
e.wml_x());
2261 lua_rawseti(L, -2, 1);
2262 lua_pushinteger(L,
e.wml_y());
2263 lua_rawseti(L, -2, 2);
2264 lua_pushinteger(L, -1);
2265 lua_rawseti(L, -2, 3);
2266 lua_rawseti(L, -2, lua_rawlen(L, -2) + 1);
2271 template<
typename T>
2274 for (
int i = 1, i_end = lua_rawlen(L, arg);
i <= i_end; ++
i)
2277 lua_rawgeti(L, arg,
i);
2278 int entry = lua_gettop(L);
2279 if (!lua_istable(L, entry)) {
2287 lua_rawgeti(L, entry, 3);
2288 if (!lua_isnumber(L, -1)) {
2289 lua_getfield(L, entry,
"side");
2290 if (!lua_isnumber(L, -1)) {
2294 int side = lua_tointeger(L, -1);
2296 lua_rawgeti(L, entry, 4);
2297 if (!lua_isstring(L, -1)) {
2298 lua_getfield(L, entry,
"type");
2299 if (!lua_isstring(L, -1)) {
2303 std::string
unit_type = lua_tostring(L, -1);
2307 lua_settop(L, entry - 1);
2311 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");
2329 std::vector<const ::unit*> real_units;
2330 typedef std::vector<std::tuple<map_location, int, std::string>> unit_type_vector;
2336 real_units.push_back(
unit);
2338 else if (!filter.
null())
2340 for(const ::unit* match :
unit_filter(filter).all_matches_on_map()) {
2341 if(match->get_location().valid()) {
2342 real_units.push_back(match);
2352 real_units.push_back(&(*ui));
2357 if (lua_istable(L, arg))
2365 return luaL_argerror(L, 1,
"unit(s) not found");
2368 int viewing_side = 0;
2369 bool ignore_units =
true, see_all =
true, ignore_teleport =
false,
debug =
false, use_max_moves =
false;
2371 if (lua_istable(L, arg))
2373 lua_pushstring(L,
"ignore_units");
2375 if (!lua_isnil(L, -1))
2381 lua_pushstring(L,
"ignore_teleport");
2383 if (!lua_isnil(L, -1))
2389 lua_pushstring(L,
"viewing_side");
2391 if (!lua_isnil(L, -1))
2393 int i = luaL_checkinteger(L, -1);
2394 if (
i >= 1 &&
i <=
static_cast<int>(
teams().
size()))
2401 lua_pushstring(L,
"debug");
2403 if (!lua_isnil(L, -1))
2409 lua_pushstring(L,
"use_max_moves");
2411 if (!lua_isnil(L, -1))
2433 const team& viewing_team = viewing_side
2438 ignore_units, !ignore_teleport, viewing_team, see_all, ignore_units);
2440 for (const ::unit*
const u : real_units)
2442 cost_map.
add_unit(*u, use_max_moves);
2444 for (
const unit_type_vector::value_type& fu :
fake_units)
2447 cost_map.
add_unit(std::get<0>(fu), ut, std::get<1>(fu));
2456 std::stringstream
s;
2473 lua_rawseti(L, -2, 1);
2476 lua_rawseti(L, -2, 2);
2479 lua_rawseti(L, -2, 3);
2482 lua_rawseti(L, -2, 4);
2484 lua_rawseti(L, -2, counter);
2494 return reinterpret_cast<int*
>(luaL_checkudata(L, idx,
labelKey));
2499 const char* m = luaL_checkstring(L, 2);
2507 std::chrono::milliseconds fade{luaL_optinteger(L, 2, -1)};
2545 double width_ratio = 0;
2547 int lifetime = 2'000, fadeout = 100;
2553 if(lua_istable(L, 2)) {
2555 size = luaL_checkinteger(L, -1);
2559 width = lua_tointegerx(L, -1, &found_number);
2563 if(!value.empty() && value.back() ==
'%') {
2564 value.remove_suffix(1);
2565 width_ratio =
std::stoi(std::string(value)) / 100.0;
2566 }
else throw std::invalid_argument(value.data());
2567 }
catch(std::invalid_argument&) {
2568 return luaL_argerror(L, -1,
"max_width should be integer or percentage");
2574 if(lua_isstring(L, -1)) {
2577 auto vec = lua_check<std::vector<int>>(L, -1);
2578 if(vec.size() != 3) {
2579 int idx = lua_absindex(L, -1);
2581 color.r = luaL_checkinteger(L, -3);
2582 color.g = luaL_checkinteger(L, -2);
2583 color.b = luaL_checkinteger(L, -1);
2585 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");
2595 if(lua_isstring(L, -1)) {
2598 auto vec = lua_check<std::vector<int>>(L, -1);
2599 if(vec.size() != 3) {
2600 int idx = lua_absindex(L, -1);
2602 bgcolor.r = luaL_checkinteger(L, -3);
2603 bgcolor.g = luaL_checkinteger(L, -2);
2604 bgcolor.b = luaL_checkinteger(L, -1);
2606 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");
2616 bgcolor.a = luaL_checkinteger(L, -1);
2621 lifetime = lua_tointegerx(L, -1, &found_number);
2624 if(value ==
"unlimited") {
2627 return luaL_argerror(L, -1,
"duration should be integer or 'unlimited'");
2632 fadeout = lua_tointeger(L, -1);
2638 static const char* options[] = {
"left",
"center",
"right"};
2639 alignment =
font::ALIGN(luaL_checkoption(L, -1,
nullptr, options));
2642 static const char* options[] = {
"top",
"center",
"bottom"};
2643 vertical_alignment =
font::ALIGN(luaL_checkoption(L, -1,
nullptr, options));
2655 int handle_idx = lua_gettop(L);
2662 if(width_ratio > 0) {
2663 width =
static_cast<int>(std::round(
rect.w * width_ratio));
2688 switch(vertical_alignment) {
2704 using std::chrono::milliseconds;
2711 flabel.
set_lifetime(milliseconds{lifetime}, milliseconds{fadeout});
2715 lua_settop(L, handle_idx);
2716 if(luaL_newmetatable(L,
labelKey)) {
2718 static const luaL_Reg methods[] = {
2719 {
"remove", &dispatch<&game_lua_kernel::intf_remove_floating_label>},
2720 {
"move", &dispatch<&game_lua_kernel::intf_move_floating_label>},
2721 {
"replace", &dispatch2<&game_lua_kernel::intf_set_floating_label, false>},
2723 {
nullptr,
nullptr }
2725 luaL_setfuncs(L, methods, 0);
2728 lua_setmetatable(L, handle_idx);
2729 lua_settop(L, handle_idx);
2754 return luaL_error(L,
"Attempted to move a unit while the map is locked");
2759 if (!
map().on_board(
loc)) {
2760 return luaL_argerror(L, 2,
"invalid location");
2771 if (!
map().on_board(
loc))
2772 return luaL_argerror(L, 1,
"invalid location");
2778 }
else if(!lua_isnoneornil(L, 1)) {
2779 const vconfig* vcfg =
nullptr;
2781 if (!
map().on_board(
loc)) {
2784 if (!
map().on_board(
loc))
2785 return luaL_argerror(L, 2,
"invalid location");
2791 u->set_location(
loc);
2810 return luaL_error(L,
"Attempted to remove a unit while the map is locked");
2818 if (!
map().on_board(
loc)) {
2819 return luaL_argerror(L, 1,
"invalid location");
2824 t.recall_list().erase_if_matches_id(u->
id());
2826 return luaL_argerror(L, 1,
"can't erase private units");
2829 if (!
map().on_board(
loc)) {
2830 return luaL_argerror(L, 1,
"invalid location");
2833 return luaL_argerror(L, 1,
"expected unit or location");
2849 return luaL_error(L,
"Attempted to move a unit while the map is locked");
2853 int side = lua_tointeger(L, 2);
2854 if (
static_cast<unsigned>(side) >
teams().
size()) side = 0;
2858 u = lu->get_shared();
2859 if(lu->on_recall_list() && lu->on_recall_list() == side) {
2860 return luaL_argerror(L, 1,
"unit already on recall list");
2863 const vconfig* vcfg =
nullptr;
2875 std::size_t uid = u->underlying_id();
2876 t.recall_list().erase_by_underlying_id(uid);
2877 t.recall_list().add(u);
2882 u->anim_comp().clear_haloes();
2884 lu->lua_unit::~lua_unit();
2898 return luaL_error(L,
"Attempted to remove a unit while the map is locked");
2906 u->anim_comp().clear_haloes();
2907 }
else if (
int side = lu->on_recall_list()) {
2910 t.recall_list().erase_if_matches_id(u->id());
2916 lu->lua_unit::~lua_unit();
2932 if (!lua_isnoneornil(L, 2)) {
2936 const vconfig* vcfg =
nullptr;
2944 if (!res.
valid())
return 0;
2945 lua_pushinteger(L, res.
wml_x());
2946 lua_pushinteger(L, res.
wml_y());
2962 if (!lua_isnoneornil(L, 3)) {
2979 const vconfig* vcfg =
nullptr;
3009 char const *m = luaL_checkstring(L, 2);
3013 if(lua_isboolean(L, 3)) {
3015 if(!lua_isnoneornil(L, 4)) {
3018 }
else if(!lua_isnoneornil(L, 3)) {
3039 }
else if(lua_isstring(L, 2)) {
3040 char const *m = luaL_checkstring(L, 2);
3060 }
else if(lua_isstring(L, 2)) {
3061 char const *m = luaL_checkstring(L, 2);
3081 }
else if(lua_isstring(L, 2)) {
3082 char const *m = luaL_checkstring(L, 2);
3102 }
else if(lua_isstring(L, 2)) {
3103 char const *m = luaL_checkstring(L, 2);
3119 char const *m = luaL_checkstring(L, 2);
3133 char const *m = luaL_checkstring(L, 2);
3135 if (!utp)
return luaL_argerror(L, 2,
"unknown unit type");
3136 if(lua_isstring(L, 3)) {
3137 const std::string& m2 = lua_tostring(L, 3);
3138 if(!utp->
has_variation(m2))
return luaL_argerror(L, 2,
"unknown unit variation");
3152 lua_createtable(L, 0, 4);
3154 lua_setfield(L, -2,
"poisoned");
3155 lua_pushnumber(L, cmb.
slowed);
3156 lua_setfield(L, -2,
"slowed");
3158 lua_setfield(L, -2,
"untouched");
3160 lua_setfield(L, -2,
"average_hp");
3161 lua_createtable(L,
n, 0);
3162 for (
int i = 0;
i <
n; ++
i) {
3164 lua_rawseti(L, -2,
i);
3166 lua_setfield(L, -2,
"hp_chance");
3175 lua_createtable(L, 0, 16);
3178 lua_setfield(L, -2,
"num_blows");
3179 lua_pushnumber(L, bcustats.
damage);
3180 lua_setfield(L, -2,
"damage");
3182 lua_setfield(L, -2,
"chance_to_hit");
3183 lua_pushboolean(L, bcustats.
poisons);
3184 lua_setfield(L, -2,
"poisons");
3185 lua_pushboolean(L, bcustats.
slows);
3186 lua_setfield(L, -2,
"slows");
3188 lua_setfield(L, -2,
"petrifies");
3189 lua_pushboolean(L, bcustats.
plagues);
3190 lua_setfield(L, -2,
"plagues");
3192 lua_setfield(L, -2,
"plague_type");
3193 lua_pushnumber(L, bcustats.
rounds);
3194 lua_setfield(L, -2,
"rounds");
3196 lua_setfield(L, -2,
"firststrike");
3197 lua_pushboolean(L, bcustats.
drains);
3198 lua_setfield(L, -2,
"drains");
3200 lua_setfield(L, -2,
"drain_constant");
3202 lua_setfield(L, -2,
"drain_percent");
3207 lua_setfield(L, -2,
"attack_num");
3209 lua_setfield(L, -2,
"number");
3211 if(bcustats.
weapon !=
nullptr)
3213 lua_pushstring(L, bcustats.
weapon->id().c_str());
3214 lua_setfield(L, -2,
"name");
3216 lua_setfield(L, -2,
"weapon");
3235 int arg_num = 1, att_w = -1, def_w = -1;
3239 if (lua_isnumber(L, arg_num)) {
3240 att_w = lua_tointeger(L, arg_num) - 1;
3241 if (att_w < 0 || att_w >=
static_cast<int>(att->attacks().size()))
3242 return luaL_argerror(L, arg_num,
"weapon index out of bounds");
3248 if (lua_isnumber(L, arg_num)) {
3249 def_w = lua_tointeger(L, arg_num) - 1;
3250 if (def_w < 0 || def_w >=
static_cast<int>(def->attacks().size()))
3251 return luaL_argerror(L, arg_num,
"weapon index out of bounds");
3256 def->get_location(), att_w, def_w, 0.0,
nullptr, att, def);
3273 char const *m = luaL_checkstring(L, 1);
3274 int repeats = luaL_optinteger(L, 2, 0);
3286 const char* content_for = luaL_checkstring(L, 1);
3287 const char*
id = luaL_checkstring(L, 2);
3290 if(group.content_for_ == content_for) {
3292 if(achieve.
id_ ==
id) {
3319 ERR_LUA <<
"Achievement " <<
id <<
" not found for achievement group " << content_for;
3325 ERR_LUA <<
"Achievement group " << content_for <<
" not found";
3337 const char* content_for = luaL_checkstring(L, 1);
3338 const char*
id = luaL_checkstring(L, 2);
3341 ERR_LUA <<
"Returning false for whether a player has completed an achievement due to being networked multiplayer.";
3342 lua_pushboolean(L,
false);
3358 const char* content_for = luaL_checkstring(L, 1);
3359 const char*
id = luaL_checkstring(L, 2);
3363 if(group.content_for_ == content_for) {
3364 for(
const auto& achieve : group.achievements_) {
3365 if(achieve.id_ ==
id) {
3367 cfg[
"id"] = achieve.id_;
3368 cfg[
"name"] = achieve.name_;
3369 cfg[
"name_completed"] = achieve.name_completed_;
3370 cfg[
"description"] = achieve.description_;
3371 cfg[
"description_completed"] = achieve.description_completed_;
3372 cfg[
"icon"] = achieve.icon_;
3373 cfg[
"icon_completed"] = achieve.icon_completed_;
3374 cfg[
"hidden"] = achieve.hidden_;
3375 cfg[
"achieved"] = achieve.achieved_;
3376 cfg[
"max_progress"] = achieve.max_progress_;
3377 cfg[
"current_progress"] = achieve.current_progress_;
3379 for(
const auto& sub_ach : achieve.sub_achievements_) {
3381 sub[
"id"] = sub_ach.id_;
3382 sub[
"description"] = sub_ach.description_;
3383 sub[
"icon"] = sub_ach.icon_;
3384 sub[
"achieved"] = sub_ach.achieved_;
3392 ERR_LUA <<
"Achievement " <<
id <<
" not found for achievement group " << content_for;
3398 ERR_LUA <<
"Achievement group " << content_for <<
" not found";
3414 const char* content_for = luaL_checkstring(L, 1);
3415 const char*
id = luaL_checkstring(L, 2);
3416 int amount = luaL_checkinteger(L, 3);
3417 int limit = luaL_optinteger(L, 4, 999999999);
3420 if(group.content_for_ == content_for) {
3422 if(achieve.
id_ ==
id) {
3425 ERR_LUA <<
"Attempted to progress achievement " <<
id <<
" for achievement group " << content_for <<
", is not a progressible achievement.";
3426 lua_pushinteger(L, -1);
3427 lua_pushinteger(L, -1);
3442 lua_pushinteger(L, progress);
3444 lua_pushinteger(L, -1);
3452 lua_push(L,
"Achievement " + std::string(
id) +
" not found for achievement group " + content_for);
3453 return lua_error(L);
3458 lua_push(L,
"Achievement group " + std::string(content_for) +
" not found");
3459 return lua_error(L);
3471 const char* content_for = luaL_checkstring(L, 1);
3472 const char*
id = luaL_checkstring(L, 2);
3473 const char* sub_id = luaL_checkstring(L, 3);
3476 ERR_LUA <<
"Returning false for whether a player has completed an achievement due to being networked multiplayer.";
3477 lua_pushboolean(L,
false);
3493 const char* content_for = luaL_checkstring(L, 1);
3494 const char*
id = luaL_checkstring(L, 2);
3495 const char* sub_id = luaL_checkstring(L, 3);
3498 if(group.content_for_ == content_for) {
3500 if(achieve.
id_ ==
id) {
3507 if(sub_ach.
id_ == sub_id) {
3525 lua_push(L,
"Sub-achievement " + std::string(
id) +
" not found for achievement" +
id +
" in achievement group " + content_for);
3526 return lua_error(L);
3530 lua_push(L,
"Achievement " + std::string(
id) +
" not found for achievement group " + content_for);
3531 return lua_error(L);
3536 lua_push(L,
"Achievement group " + std::string(content_for) +
" not found");
3537 return lua_error(L);
3573 if(lua_isnoneornil(L, 1)) {
3578 if(!
map().on_board(
loc))
return luaL_argerror(L, 1,
"not on board");
3579 bool highlight =
true;
3580 if(!lua_isnoneornil(L, 2))
3610 lua_pushboolean(L, skipping);
3621 if (!lua_isnone(L, 1)) {
3633 int user_choice_index;
3634 int random_choice_index;
3635 int ai_choice_index;
3637 lua_synchronize(lua_State *l,
const std::string& descr,
int user_index,
int random_index = 0,
int ai_index = 0)
3639 , user_choice_index(user_index)
3640 , random_choice_index(random_index)
3641 , ai_choice_index(ai_index != 0 ? ai_index : user_index)
3647 bool is_local_ai = lua_kernel_base::get_lua_kernel<game_lua_kernel>(L).board().get_team(side).is_local_ai();
3649 query_lua(side, is_local_ai ? ai_choice_index : user_choice_index, cfg);
3656 if(random_choice_index != 0 && lua_isfunction(L, random_choice_index)) {
3657 query_lua(side, random_choice_index, cfg);
3667 void query_lua(
int side,
int function_index,
config& cfg)
const
3669 lua_pushvalue(L, function_index);
3670 lua_pushnumber(L, side);
3673 static const char*
msg =
"function returned to wesnoth.sync.[multi_]evaluate a table which was partially invalid";
3674 lua_kernel_base::get_lua_kernel<game_lua_kernel>(L).log_error(
msg);
3675 lua_warning(L,
msg,
false);
3682 virtual bool is_visible()
const override {
return false; }
3696 std::string tagname =
"input";
3703 if(!lua_isfunction(L, nextarg) &&
luaW_totstring(L, nextarg, desc) ) {
3706 if(lua_isfunction(L, nextarg)) {
3707 human_func = nextarg++;
3710 return luaL_argerror(L, nextarg,
"expected a function");
3712 if(lua_isfunction(L, nextarg)) {
3713 ai_func = nextarg++;
3715 side_for = lua_tointeger(L, nextarg);
3731 std::string tagname =
"input";
3735 std::vector<int> sides_for;
3738 if(!lua_isfunction(L, nextarg) &&
luaW_totstring(L, nextarg, desc) ) {
3741 if(lua_isfunction(L, nextarg)) {
3742 human_func = nextarg++;
3745 return luaL_argerror(L, nextarg,
"expected a function");
3747 if(lua_isfunction(L, nextarg)) {
3748 null_func = nextarg++;
3750 sides_for = lua_check<std::vector<int>>(L, nextarg++);
3765 lua_pushvalue(L, 1);
3780 std::set<map_location> res;
3805 if (filter.
null()) {
3806 lua_pushboolean(L,
true);
3815 lua_pushboolean(L, t_filter.
match(
loc));
3832 if (filter.
null()) {
3833 lua_pushboolean(L,
true);
3841 lua_pushboolean(L, s_filter.
match(*
t));
3843 unsigned side = luaL_checkinteger(L, 1) - 1;
3845 lua_pushboolean(L, s_filter.
match(side + 1));
3856 team_i = luaL_checkinteger(L, 1);
3858 std::string
flag = luaL_optlstring(L, 2,
"",
nullptr);
3859 std::string color = luaL_optlstring(L, 3,
"",
nullptr);
3861 if(
flag.empty() && color.empty()) {
3864 if(team_i < 1 ||
static_cast<std::size_t
>(team_i) >
teams().
size()) {
3865 return luaL_error(L,
"set_side_id: side number %d out of range", team_i);
3869 if(!color.empty()) {
3884 side_num =
t->side();
3886 side_num = luaL_checkinteger(L, 1);
3888 std::string
path = luaL_checkstring(L, 2);
3893 if(strcmp(action,
"delete") == 0) {
3898 std::size_t len = std::string::npos, open_brak =
path.find_last_of(
'[');
3899 std::size_t dot =
path.find_last_of(
'.');
3900 if(open_brak != len) {
3901 len = open_brak - dot - 1;
3912 side_num =
t->side();
3914 side_num = luaL_checkinteger(L, 1);
3916 if(lua_isstring(L, 2)) {
3917 std::string file = luaL_checkstring(L, 2);
3919 std::string
err =
formatter() <<
"Could not load AI for side " << side_num <<
" from file " << file;
3920 lua_pushlstring(L,
err.c_str(),
err.length());
3921 return lua_error(L);
3933 side_num =
t->side();
3935 side_num = luaL_checkinteger(L, 1);
3939 cfg =
config {
"ai", cfg};
3941 bool added_dummy_stage =
false;
3943 added_dummy_stage =
true;
3947 if(added_dummy_stage) {
3956 unsigned i = luaL_checkinteger(L, 1);
3957 if(i < 1 || i >
teams().
size())
return 0;
3969 LOG_LUA <<
"intf_get_sides called: this = " << std::hex <<
this << std::dec <<
" myname = " <<
my_name();
3970 std::vector<int> sides;
3974 sides.push_back(
t.side());
3984 lua_createtable(L, sides.size(), 0);
3986 for(
int side : sides) {
3988 lua_rawseti(L, -2,
index);
4005 char const *m = luaL_checkstring(L, 2);
4007 if (sm ==
"advance") {
4011 if (sm !=
"advancement" && sm !=
"object" && sm !=
"trait") {
4012 return luaL_argerror(L, 2,
"unknown modification type");
4014 bool write_to_mods =
true;
4015 if (!lua_isnone(L, 4)) {
4019 write_to_mods =
false;
4037 std::vector<std::string> tags;
4038 if(lua_isstring(L, 3)) {
4039 tags.push_back(lua_check<std::string>(L, 3));
4040 }
else if (lua_istable(L, 3)){
4041 tags = lua_check<std::vector<std::string>>(L, 3);
4043 tags.push_back(
"object");
4049 for(
const std::string&
tag : tags) {
4051 if(obj.matches(filter)) {
4052 obj[
"duration"] =
"now";
4072 if(lua_isboolean(L, 2)) {
4075 if(lua_isboolean(L, 3)) {
4089 char const *ty = luaL_checkstring(L, 1);
4092 std::stringstream ss;
4093 ss <<
"unknown unit type: '" << ty <<
"'";
4094 return luaL_argerror(L, 1, ss.str().c_str());
4111 std::string team_name;
4114 std::vector<std::string> team_names;
4115 std::transform(
teams.begin(),
teams.end(), std::back_inserter(team_names),
4116 [&](
int team) { return game_state_.get_disp_context().get_team(team).team_name(); });
4119 team_name = cfg[
"team_name"].str();
4128 cfg[
"visible_in_fog"].to_bool(
true),
4129 cfg[
"submerge"].to_double(0),
4130 cfg[
"z_order"].to_double(0)
4144 char const *m = lua_tostring(L, 2);
4161 const int nargs = lua_gettop(L);
4162 if(nargs < 2 || nargs > 3) {
4163 return luaL_error(L,
"Wrong number of arguments to ai.log_replay() - should be 2 or 3 arguments.");
4165 const std::string key = nargs == 2 ? luaL_checkstring(L, 1) : luaL_checkstring(L, 2);
4171 }
else if(!lua_isstring(L, 3)) {
4172 return luaL_argerror(L, 3,
"accepts only string or config");
4195 cfg.
add_child(
"filter_lua")[
"code"] =
"<function>";
4205 if(lua_isstring(L, idx)) {
4206 return lua_tostring(L, idx);
4246 using namespace std::literals;
4252 }
else if(is_menu_item) {
4254 return luaL_argerror(L, 1,
"non-empty id is required for a menu item");
4256 name =
"menu item " +
id;
4258 if(
id.empty() && name.empty()) {
4259 return luaL_argerror(L, 1,
"either a name or id is required");
4262 if(new_handler.valid()) {
4263 bool has_lua_filter =
false;
4267 int filterIdx = lua_gettop(L);
4270 if(lua_isfunction(L, filterIdx)) {
4271 int fcnIdx = lua_absindex(L, -1);
4272 new_handler->add_filter(std::make_unique<lua_event_filter>(*
this, fcnIdx,
luaW_table_get_def(L, 1,
"filter_args",
config())));
4273 has_lua_filter =
true;
4275 #define READ_ONE_FILTER(key, tag) \
4277 if(luaW_tableget(L, filterIdx, key)) { \
4278 if(lua_isstring(L, -1)) { \
4279 filters.add_child("insert_tag", config{ \
4281 "variable", luaL_checkstring(L, -1) \
4284 filters.add_child(tag, luaW_checkconfig(L, -1)); \
4294 #undef READ_ONE_FILTER
4296 filters[
"filter_formula"] = luaL_checkstring(L, -1);
4300 new_handler->read_filters(filters);
4306 if(has_lua_filter) {
4311 new_handler->register_wml_event(*
this);
4324 lua_pushvalue(L, lua_upvalueindex(1));
4341 template<
bool is_menu_item>
4347 double priority = luaL_optnumber(L, 3, 0.);
4349 return luaL_argerror(L, 1,
"must not be empty");
4353 name =
"menu item " + name;
4354 }
else if(lua_absindex(L, -1) > 2 && lua_isfunction(L, -1)) {
4357 lua_pushcclosure(L, &dispatch<&game_lua_kernel::cfun_undoable_event>, 2);
4360 if(new_handler.valid()) {
4377 bool delayed_variable_substitution = cfg[
"delayed_variable_substitution"].to_bool(
true);
4378 if(delayed_variable_substitution) {
4405 lua_pushinteger(L, color.r);
4406 lua_pushinteger(L, color.g);
4407 lua_pushinteger(L, color.b);
4416 auto vec = lua_check<std::vector<uint8_t>>(L, 1);
4417 if(vec.size() != 4) {
4420 color_t fade{vec[0], vec[1], vec[2], vec[3]};
4438 using namespace std::chrono_literals;
4439 std::chrono::milliseconds delay{luaL_checkinteger(L, 1)};
4447 const auto end_time = std::chrono::steady_clock::now() + delay;
4450 std::this_thread::sleep_for(10ms);
4451 }
while (std::chrono::steady_clock::now() < end_time);
4475 std::string team_name;
4478 if(lua_gettop(L) == 1 && lua_istable(L, 1)) {
4479 using namespace std::literals;
4482 team_name = luaL_optstring(L, 2,
"");
4496 switch(lua_type(L, 2)) {
4498 case LUA_TNONE:
case LUA_TNIL:
4503 if(
size_t n = luaL_checkinteger(L, 2);
n > 0 &&
n <=
teams().size()) {
4543 for (
const int side : filter.
get_teams()){
4565 int side = cfg[
"side"].to_int();
4575 lua_getfield(L, -1,
"ca_ptr");
4589 lua_getfield(L, -1,
"stg_ptr");
4598 lua_createtable(L, 0, 0);
4600 lua_pushstring(L,
"name");
4601 lua_pushstring(L,
c->get_name().c_str());
4604 lua_pushstring(L,
"engine");
4605 lua_pushstring(L,
c->get_engine().c_str());
4608 lua_pushstring(L,
"id");
4609 lua_pushstring(L,
c->get_id().c_str());
4612 if (ct ==
"candidate_action") {
4613 lua_pushstring(L,
"ca_ptr");
4614 lua_pushlightuserdata(L,
c);
4617 lua_pushstring(L,
"exec");
4622 if (ct ==
"stage") {
4623 lua_pushstring(L,
"stg_ptr");
4624 lua_pushlightuserdata(L,
c);
4627 lua_pushstring(L,
"exec");
4633 std::vector<std::string> c_types =
c->get_children_types();
4635 for (std::vector<std::string>::const_iterator
t = c_types.begin();
t != c_types.end(); ++
t)
4637 std::vector<ai::component*> children =
c->get_children(*
t);
4638 std::string
type = *
t;
4639 if (
type ==
"aspect" ||
type ==
"goal" ||
type ==
"engine")
4644 lua_pushstring(L,
type.c_str());
4645 lua_createtable(L, 0, 0);
4647 for (std::vector<ai::component*>::const_iterator
i = children.begin();
i != children.end(); ++
i)
4649 lua_pushstring(L, (*i)->get_name().c_str());
4680 side = luaL_checkinteger(L, 1);
4687 std::vector<ai::component*> engines =
c->get_children(
"engine");
4689 for (std::vector<ai::component*>::const_iterator
i = engines.begin();
i != engines.end(); ++
i)
4691 if ((*i)->get_name() ==
"lua")
4701 if (lua_engine ==
nullptr)
4714 LOG_LUA <<
"Created new dummy lua-engine for debug_ai().";
4724 lua_pushstring(L,
"components");
4750 if(lua_isboolean(L, 1)) {
4775 std::set<map_location> locs;
4778 if(lua_gettop(L) == 1) {
4781 id = cfg[
"id"].str();
4786 id = luaL_checkstring(L, 1);
4787 if(!lua_isnoneornil(L, 3))
4801 LOG_LUA <<
"Lua inserted time_area '" <<
id <<
"'";
4810 const char *
id = luaL_checkstring(L, 1);
4812 LOG_LUA <<
"Lua removed time_area '" <<
id <<
"'";
4822 if(area_index < 0) {
4829 std::string area_id = luaL_checkstring(L, 1);
4831 if(
auto iter =
std::find(area_ids.begin(), area_ids.end(), area_id); iter == area_ids.end()) {
4845 if(luaL_testudata(L, 1,
"schedule")) {
4855 ERR_LUA <<
"attempted to to replace ToD schedule with empty schedule";
4861 LOG_LUA <<
"replaced ToD schedule";
4870 point scroll_to(luaL_checkinteger(L, 1), luaL_checkinteger(L, 2));
4887 lua_report_generator(lua_State *L,
const std::string &
n)
4896 if (!
luaW_getglobal(L,
"wesnoth",
"interface",
"game_display", name))
4920 char const *m = luaL_checkstring(L, 2);
4922 lua_pushvalue(L, 2);
4923 lua_pushvalue(L, -2);
4934 char const *m = luaL_checkstring(L, 2);
4935 lua_pushvalue(L, 2);
4936 lua_pushvalue(L, 3);
4977 if (
dst == u->get_location() || !
map().on_board(
dst)) {
4981 if (!
map().on_board(vacant_dst)) {
4992 std::vector<map_location> teleport_path;
4993 teleport_path.push_back(src_loc);
4994 teleport_path.push_back(vacant_dst);
5001 u->anim_comp().set_standing();
5008 if (
map().is_village(vacant_dst)) {
5027 const std::string& logger = lua_isstring(L, 2) ? luaL_checkstring(L, 1) :
"";
5028 const std::string&
msg = lua_isstring(L, 2) ? luaL_checkstring(L, 2) : luaL_checkstring(L, 1);
5030 if(logger ==
"wml" || logger ==
"WML") {
5044 lua_pushboolean(L, fog ?
t.fogged(
loc) :
t.shrouded(
loc));
5062 bool affect_normal_fog =
false;
5063 if(lua_isboolean(L, -1)) {
5066 std::set<int> sides;
5068 sides.insert(
t->side());
5069 }
else if(lua_isnumber(L, 1)) {
5070 sides.insert(lua_tointeger(L, 1));
5071 }
else if(lua_istable(L, 1) && lua_istable(L, 2)) {
5072 const auto& v = lua_check<std::vector<int>>(L, 1);
5073 sides.insert(v.begin(), v.end());
5076 sides.insert(
t.side()+1);
5081 for(
const int &side_num : sides) {
5082 if(side_num < 1 ||
static_cast<std::size_t
>(side_num) >
teams().
size()) {
5088 t.remove_fog_override(locs);
5089 if(affect_normal_fog) {
5092 }
else if(!affect_normal_fog) {
5094 t.add_fog_override(locs);
5112 const std::string name = luaL_checkstring(L, 1);
5117 if(!
luaW_getglobal(L,
"wesnoth",
"custom_synced_commands", name)) {
5118 return luaL_argerror(L, 1,
"Unknown synced command");
5121 cmd_tag[
"name"] = name;
5122 if(!lua_isnoneornil(L, 2)) {
5140 #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); }
5143 template<
typename Ret>
5145 if constexpr(std::is_same_v<Ret, void>)
return 0;
5151 inline static auto metatable =
"game_events";
5153 return lua_kernel_base::get_lua_kernel<game_lua_kernel>(L);
5174 template<
typename Ret =
void>
5176 int top = lua_gettop(L);
5180 lua_getfield(L, -1, name.c_str());
5181 lua_pushcfunction(L, &impl_null_callback<Ret>);
5182 if(lua_rawequal(L, -1, -2)) {
5238 cmd_log_ <<
"Registering game-specific wesnoth lib functions...\n";
5241 static luaL_Reg
const callbacks[] {
5246 {
"cancel_action", &dispatch<&game_lua_kernel::intf_cancel_action > },
5247 {
"log_replay", &dispatch<&game_lua_kernel::intf_log_replay > },
5248 {
"log", &dispatch<&game_lua_kernel::intf_log > },
5249 {
"redraw", &dispatch<&game_lua_kernel::intf_redraw > },
5250 {
"simulate_combat", &dispatch<&game_lua_kernel::intf_simulate_combat > },
5251 {
nullptr,
nullptr }
5252 };lua_getglobal(L,
"wesnoth");
5253 if (!lua_istable(L,-1)) {
5256 luaL_setfuncs(L, callbacks, 0);
5258 lua_setglobal(L,
"wesnoth");
5260 lua_getglobal(L,
"gui");
5261 lua_pushcfunction(L, &dispatch<&game_lua_kernel::intf_gamestate_inspector>);
5262 lua_setfield(L, -2,
"show_inspector");
5268 static luaL_Reg
const test_callbacks[] {
5269 {
"fire_wml_menu_item", &dispatch<&game_lua_kernel::intf_fire_wml_menu_item> },
5270 {
nullptr,
nullptr }
5272 luaL_setfuncs(L, test_callbacks, 0);
5273 lua_setglobal(L,
"unit_test");
5299 cmd_log_ <<
"Adding terrain_types table...\n";
5300 lua_getglobal(L,
"wesnoth");
5301 lua_newuserdatauv(L, 0, 0);
5302 lua_createtable(L, 0, 2);
5303 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_get_terrain_info>);
5304 lua_setfield(L, -2,
"__index");
5305 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_get_terrain_list>);
5306 lua_setfield(L, -2,
"__dir");
5307 lua_pushstring(L,
"terrain types");
5308 lua_setfield(L, -2,
"__metatable");
5309 lua_setmetatable(L, -2);
5310 lua_setfield(L, -2,
"terrain_types");
5314 cmd_log_ <<
"Adding ai elements table...\n";
5319 cmd_log_ <<
"Adding wesnoth current table...\n";
5321 lua_getglobal(L,
"wesnoth");
5322 lua_newuserdatauv(L, 0, 0);
5323 lua_createtable(L, 0, 2);
5324 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_current_get>);
5325 lua_setfield(L, -2,
"__index");
5326 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_current_dir>);
5327 lua_setfield(L, -2,
"__dir");
5328 lua_pushboolean(L,
true);
5329 lua_setfield(L, -2,
"__dir_tablelike");
5330 lua_pushstring(L,
"current config");
5331 lua_setfield(L, -2,
"__metatable");
5332 lua_setmetatable(L, -2);
5333 lua_setfield(L, -2,
"current");
5337 lua_getglobal(L,
"wml");
5338 static luaL_Reg
const wml_callbacks[] {
5342 {
"get_variable", &dispatch<&game_lua_kernel::intf_get_variable>},
5343 {
"set_variable", &dispatch<&game_lua_kernel::intf_set_variable>},
5344 {
"get_all_vars", &dispatch<&game_lua_kernel::intf_get_all_vars>},
5345 {
nullptr,
nullptr }
5347 luaL_setfuncs(L, wml_callbacks, 0);
5352 static luaL_Reg
const map_callbacks[] {
5359 {
"get_owner", &dispatch<&game_lua_kernel::intf_get_village_owner>},
5360 {
"set_owner", &dispatch<&game_lua_kernel::intf_set_village_owner>},
5362 {
"add_label", &dispatch<&game_lua_kernel::intf_add_label>},
5363 {
"remove_label", &dispatch<&game_lua_kernel::intf_remove_label>},
5364 {
"get_label", &dispatch<&game_lua_kernel::intf_get_label>},
5366 {
"place_area", &dispatch<&game_lua_kernel::intf_add_time_area>},
5367 {
"remove_area", &dispatch<&game_lua_kernel::intf_remove_time_area>},
5368 {
"get_area", &dispatch<&game_lua_kernel::intf_get_time_area>},
5370 {
"find", &dispatch<&game_lua_kernel::intf_get_locations>},
5371 {
"matches", &dispatch<&game_lua_kernel::intf_match_location>},
5373 {
nullptr,
nullptr }
5375 luaL_setfuncs(L, map_callbacks, 0);
5379 cmd_log_ <<
"Adding units module...\n";
5380 static luaL_Reg
const unit_callbacks[] {
5383 {
"erase", &dispatch<&game_lua_kernel::intf_erase_unit>},
5384 {
"extract", &dispatch<&game_lua_kernel::intf_extract_unit>},
5385 {
"matches", &dispatch<&game_lua_kernel::intf_match_unit>},
5386 {
"select", &dispatch<&game_lua_kernel::intf_select_unit>},
5387 {
"to_map", &dispatch<&game_lua_kernel::intf_put_unit>},
5388 {
"to_recall", &dispatch<&game_lua_kernel::intf_put_recall_unit>},
5390 {
"teleport", &dispatch<&game_lua_kernel::intf_teleport>},
5392 {
"ability", &dispatch<&game_lua_kernel::intf_unit_ability>},
5403 {
"find_on_map", &dispatch<&game_lua_kernel::intf_get_units>},
5404 {
"find_on_recall", &dispatch<&game_lua_kernel::intf_get_recall_units>},
5405 {
"get", &dispatch<&game_lua_kernel::intf_get_unit>},
5406 {
"get_hovered", &dispatch<&game_lua_kernel::intf_get_displayed_unit>},
5407 {
"create_animator", &dispatch<&game_lua_kernel::intf_create_animator>},
5410 {
nullptr,
nullptr }
5412 lua_getglobal(L,
"wesnoth");
5414 luaL_setfuncs(L, unit_callbacks, 0);
5415 lua_setfield(L, -2,
"units");
5419 cmd_log_ <<
"Adding sides module...\n";
5420 static luaL_Reg
const side_callbacks[] {
5421 {
"is_enemy", &dispatch<&game_lua_kernel::intf_is_enemy> },
5422 {
"matches", &dispatch<&game_lua_kernel::intf_match_side> },
5423 {
"set_id", &dispatch<&game_lua_kernel::intf_set_side_id> },
5428 {
"find", &dispatch<&game_lua_kernel::intf_get_sides> },
5429 {
"get", &dispatch<&game_lua_kernel::intf_get_side> },
5430 {
"create", &dispatch<&game_lua_kernel::intf_create_side> },
5432 {
"place_shroud", &dispatch2<&game_lua_kernel::intf_toggle_shroud, true>},
5433 {
"remove_shroud", &dispatch2<&game_lua_kernel::intf_toggle_shroud, false>},
5434 {
"override_shroud", &dispatch<&game_lua_kernel::intf_override_shroud>},
5435 {
"is_shrouded", &dispatch2<&game_lua_kernel::intf_get_fog_or_shroud, false>},
5437 {
"place_fog", &dispatch2<&game_lua_kernel::intf_toggle_fog, false>},
5438 {
"remove_fog", &dispatch2<&game_lua_kernel::intf_toggle_fog, true>},
5439 {
"is_fogged", &dispatch2<&game_lua_kernel::intf_get_fog_or_shroud, true>},
5440 {
nullptr,
nullptr }
5442 std::vector<lua_cpp::Reg>
const cpp_side_callbacks {
5443 {
"add_ai_component", std::bind(
intf_modify_ai, std::placeholders::_1,
"add")},
5444 {
"delete_ai_component", std::bind(
intf_modify_ai, std::placeholders::_1,
"delete")},
5445 {
"change_ai_component", std::bind(
intf_modify_ai, std::placeholders::_1,
"change")},
5449 lua_getglobal(L,
"wesnoth");
5451 luaL_setfuncs(L, side_callbacks, 0);
5453 lua_setfield(L, -2,
"sides");
5457 cmd_log_ <<
"Adding interface module...\n";
5458 static luaL_Reg
const intf_callbacks[] {
5459 {
"add_hex_overlay", &dispatch<&game_lua_kernel::intf_add_tile_overlay>},
5460 {
"remove_hex_overlay", &dispatch<&game_lua_kernel::intf_remove_tile_overlay>},
5461 {
"get_color_adjust", &dispatch<&game_lua_kernel::intf_get_color_adjust>},
5462 {
"color_adjust", &dispatch<&game_lua_kernel::intf_color_adjust>},
5463 {
"screen_fade", &dispatch<&game_lua_kernel::intf_screen_fade>},
5464 {
"delay", &dispatch<&game_lua_kernel::intf_delay>},
5465 {
"deselect_hex", &dispatch<&game_lua_kernel::intf_deselect_hex>},
5466 {
"highlight_hex", &dispatch<&game_lua_kernel::intf_highlight_hex>},
5467 {
"float_label", &dispatch<&game_lua_kernel::intf_float_label>},
5468 {
"get_displayed_unit", &dispatch<&game_lua_kernel::intf_get_displayed_unit>},
5469 {
"get_hovered_hex", &dispatch<&game_lua_kernel::intf_get_mouseover_tile>},
5470 {
"get_selected_hex", &dispatch<&game_lua_kernel::intf_get_selected_tile>},
5471 {
"lock", &dispatch<&game_lua_kernel::intf_lock_view>},
5472 {
"is_locked", &dispatch<&game_lua_kernel::intf_view_locked>},
5473 {
"scroll", &dispatch<&game_lua_kernel::intf_scroll>},
5474 {
"scroll_to_hex", &dispatch<&game_lua_kernel::intf_scroll_to_tile>},
5475 {
"skip_messages", &dispatch<&game_lua_kernel::intf_skip_messages>},
5476 {
"is_skipping_messages", &dispatch<&game_lua_kernel::intf_is_skipping_messages>},
5477 {
"zoom", &dispatch<&game_lua_kernel::intf_zoom>},
5478 {
"clear_menu_item", &dispatch<&game_lua_kernel::intf_clear_menu_item>},
5479 {
"set_menu_item", &dispatch<&game_lua_kernel::intf_set_menu_item>},
5480 {
"allow_end_turn", &dispatch<&game_lua_kernel::intf_allow_end_turn>},
5481 {
"clear_chat_messages", &dispatch<&game_lua_kernel::intf_clear_messages>},
5482 {
"end_turn", &dispatch<&game_lua_kernel::intf_end_turn>},
5484 {
"add_chat_message", &dispatch<&game_lua_kernel::intf_message>},
5485 {
"add_overlay_text", &dispatch2<&game_lua_kernel::intf_set_floating_label, true>},
5487 {
nullptr,
nullptr }
5489 lua_getglobal(L,
"wesnoth");
5491 luaL_setfuncs(L, intf_callbacks, 0);
5492 lua_setfield(L, -2,
"interface");
5496 cmd_log_ <<
"Adding achievements module...\n";
5497 static luaL_Reg
const achievement_callbacks[] {
5498 {
"set", &dispatch<&game_lua_kernel::intf_set_achievement> },
5499 {
"has", &dispatch<&game_lua_kernel::intf_has_achievement> },
5500 {
"get", &dispatch<&game_lua_kernel::intf_get_achievement> },
5501 {
"progress", &dispatch<&game_lua_kernel::intf_progress_achievement> },
5502 {
"has_sub_achievement", &dispatch<&game_lua_kernel::intf_has_sub_achievement> },
5503 {
"set_sub_achievement", &dispatch<&game_lua_kernel::intf_set_sub_achievement> },
5504 {
nullptr,
nullptr }
5506 lua_getglobal(L,
"wesnoth");
5508 luaL_setfuncs(L, achievement_callbacks, 0);
5509 lua_setfield(L, -2,
"achievements");
5513 cmd_log_ <<
"Adding audio module...\n";
5514 static luaL_Reg
const audio_callbacks[] {
5515 {
"play", &dispatch<&game_lua_kernel::intf_play_sound > },
5516 {
nullptr,
nullptr }
5518 lua_getglobal(L,
"wesnoth");
5520 luaL_setfuncs(L, audio_callbacks, 0);
5521 lua_setfield(L, -2,
"audio");
5525 cmd_log_ <<
"Adding paths module...\n";
5526 static luaL_Reg
const path_callbacks[] {
5527 {
"find_cost_map", &dispatch<&game_lua_kernel::intf_find_cost_map > },
5528 {
"find_path", &dispatch<&game_lua_kernel::intf_find_path > },
5529 {
"find_reach", &dispatch<&game_lua_kernel::intf_find_reach > },
5530 {
"find_vacant_hex", &dispatch<&game_lua_kernel::intf_find_vacant_tile > },
5531 {
"find_vision_range", &dispatch<&game_lua_kernel::intf_find_vision_range > },
5532 {
nullptr,
nullptr }
5534 lua_getglobal(L,
"wesnoth");
5536 luaL_setfuncs(L, path_callbacks, 0);
5537 lua_setfield(L, -2,
"paths");
5541 cmd_log_ <<
"Adding sync module...\n";
5542 static luaL_Reg
const sync_callbacks[] {
5547 {
nullptr,
nullptr }
5549 lua_getglobal(L,
"wesnoth");
5551 luaL_setfuncs(L, sync_callbacks, 0);
5552 lua_setfield(L, -2,
"sync");
5556 cmd_log_ <<
"Adding schedule module...\n";
5557 static luaL_Reg
const schedule_callbacks[] {
5558 {
"get_time_of_day", &dispatch<&game_lua_kernel::intf_get_time_of_day<false>>},
5559 {
"get_illumination", &dispatch<&game_lua_kernel::intf_get_time_of_day<true>>},
5560 {
"replace", &dispatch<&game_lua_kernel::intf_replace_schedule>},
5561 {
nullptr,
nullptr }
5563 lua_getglobal(L,
"wesnoth");
5565 luaL_setfuncs(L, schedule_callbacks, 0);
5566 lua_createtable(L, 0, 2);
5567 lua_setmetatable(L, -2);
5568 lua_setfield(L, -2,
"schedule");
5575 cmd_log_ <<
"Adding wml_actions table...\n";
5577 lua_getglobal(L,
"wesnoth");
5579 lua_setfield(L, -2,
"wml_actions");
5583 cmd_log_ <<
"Adding wml_conditionals table...\n";
5585 lua_getglobal(L,
"wesnoth");
5587 lua_setfield(L, -2,
"wml_conditionals");
5594 cmd_log_ <<
"Adding effects table...\n";
5596 lua_getglobal(L,
"wesnoth");
5598 lua_setfield(L, -2,
"effects");
5602 cmd_log_ <<
"Adding custom_synced_commands table...\n";
5604 lua_getglobal(L,
"wesnoth");
5606 lua_setfield(L, -2,
"custom_synced_commands");
5610 cmd_log_ <<
"Adding game_events module...\n";
5611 static luaL_Reg
const event_callbacks[] {
5612 {
"add", &dispatch<&game_lua_kernel::intf_add_event> },
5613 {
"add_repeating", &dispatch<&game_lua_kernel::intf_add_event_simple<false>> },
5614 {
"add_menu", &dispatch<&game_lua_kernel::intf_add_event_simple<true>> },
5615 {
"add_wml", &dispatch<&game_lua_kernel::intf_add_event_wml> },
5616 {
"remove", &dispatch<&game_lua_kernel::intf_remove_event> },
5617 {
"fire", &dispatch2<&game_lua_kernel::intf_fire_event, false> },
5618 {
"fire_by_id", &dispatch2<&game_lua_kernel::intf_fire_event, true> },
5619 {
"add_undo_actions", &dispatch<&game_lua_kernel::intf_add_undo_actions> },
5620 {
"set_undoable", &dispatch<&game_lua_kernel::intf_allow_undo > },
5621 {
nullptr,
nullptr }
5623 lua_getglobal(L,
"wesnoth");
5625 luaL_setfuncs(L, event_callbacks, 0);
5626 lua_createtable(L, 0, 2);
5628 lua_setfield(L, -2,
"__dir");
5630 lua_setfield(L, -2,
"__index");
5631 lua_pushstring(L,
"game_events");
5632 lua_setfield(L, -2,
"__metatable");
5633 lua_setmetatable(L, -2);
5634 lua_setfield(L, -2,
"game_events");
5638 cmd_log_ <<
"Adding game_display table...\n";
5642 lua_createtable(L, 0, 2);
5643 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_theme_items_get>);
5644 lua_setfield(L, -2,
"__index");
5645 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_theme_items_set>);
5646 lua_setfield(L, -2,
"__newindex");
5647 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_theme_items_dir>);
5648 lua_setfield(L, -2,
"__dir");
5649 lua_setmetatable(L, -2);
5650 lua_setfield(L, -2,
"game_display");
5654 cmd_log_ <<
"Adding scenario table...\n";
5658 lua_createtable(L, 0, 2);
5659 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_scenario_get>);
5660 lua_setfield(L, -2,
"__index");
5661 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_scenario_set>);
5662 lua_setfield(L, -2,
"__newindex");
5663 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_scenario_dir>);
5664 lua_setfield(L, -2,
"__dir");
5665 lua_setmetatable(L, -2);
5666 lua_setfield(L, -2,
"scenario");
5677 lua_pushstring(L, effect.c_str());
5695 cmd_log_ <<
"Adding races table...\n";
5698 lua_getglobal(L,
"wesnoth");
5700 lua_setfield(L, -2,
"races");
5704 cmd_log_ <<
"Running preload scripts...\n";
5727 using namespace std::literals::string_view_literals;
5728 static constexpr std::array handled_file_tags {
5741 "modify_unit_type"sv,
5747 "terrain_graphics"sv,
5755 return std::binary_search(handled_file_tags.begin(), handled_file_tags.end(),
s);
5771 for(
const auto [child_key, child_cfg] :
level.all_children_view())
5774 lua_createtable(L, 2, 0);
5775 lua_pushstring(L, child_key.c_str());
5776 lua_rawseti(L, -2, 1);
5778 lua_rawseti(L, -2, 2);
5779 lua_rawseti(L, -2, k++);
5793 if(!impl_get_callback<config>(L,
"on_save"))
5806 const std::vector<std::string> src_tags(temp.begin(), temp.end());
5808 for(
const auto& key : src_tags) {
5815 const std::string m =
"Tag is already used: [" + key +
"]";
5836 lua_pushstring(L, ev.
name.c_str());
5845 if (!
luaW_getglobal(L,
"wesnoth",
"custom_synced_commands", name)) {
5861 std::string which_effect = lua_tostring(L, lua_upvalueindex(1));
5876 lua_pushstring(L, description.c_str());
5889 int str_i = lua_gettop(L);
5892 lua_pushstring(L,
"__call");
5893 lua_pushvalue(L, str_i);
5894 lua_pushboolean(L,
true);
5895 lua_pushcclosure(L, &dispatch<&game_lua_kernel::cfun_builtin_effect>, 2);
5897 lua_pushstring(L,
"__descr");
5898 lua_pushvalue(L, str_i);
5899 lua_pushboolean(L,
false);
5900 lua_pushcclosure(L, &dispatch<&game_lua_kernel::cfun_builtin_effect>, 2);
5902 lua_setmetatable(L, -2);
5912 (lua_touserdata(L, lua_upvalueindex(1)));
5926 lua_getglobal(L,
"wesnoth");
5927 lua_pushstring(L,
"wml_actions");
5929 lua_pushstring(L, cmd.c_str());
5930 lua_pushlightuserdata(L,
reinterpret_cast<void *
>(
h));
5931 lua_pushcclosure(L, &dispatch<&game_lua_kernel::cfun_wml_action>, 1);
5944 (lua_touserdata(L, lua_upvalueindex(1)));
5947 lua_pushboolean(L,
h(vcfg));
5958 lua_getglobal(L,
"wesnoth");
5959 lua_pushstring(L,
"wml_conditionals");
5961 lua_pushstring(L, cmd.c_str());
5962 lua_pushlightuserdata(L,
reinterpret_cast<void *
>(
h));
6004 ERR_WML <<
"unknown conditional wml: [" << cmd <<
"]";
6023 int argIdx = lua_gettop(L);
6025 return luaL_error(L,
"wesnoth.wml_actions.command is missing");
6027 lua_pushvalue(L, argIdx);
6036 int evtIdx = lua_gettop(L);
6041 return luaL_ref(L, evtIdx);
6048 int evtIdx = lua_gettop(L);
6052 std::ostringstream lua_name;
6053 lua_name <<
"event ";
6055 lua_name <<
"<anon>";
6060 lua_name <<
"[id=" <<
id <<
"]";
6063 ERR_LUA <<
"Failed to register WML event: " << lua_name.str();
6066 return luaL_ref(L, evtIdx);
6072 idx = lua_absindex(L, idx);
6074 int evtIdx = lua_gettop(L);
6078 lua_pushvalue(L, idx);
6079 return luaL_ref(L, evtIdx);
6086 luaL_unref(L, -1, ref);
6097 lua_geti(L, -1, ref);
6098 if(lua_isnil(L, -1))
return false;
6144 lua_pushvalue(L, -1);
6164 std::string message = std::string() +
"function " + name +
" not found";
6165 log_error(message.c_str(),
"Lua SUF Error");
6169 lua_insert(L, -nArgs - 1);
6181 int top = lua_gettop(L);
6192 if(lua_istable(L, -1)) {
6195 lua_pushvalue(L, -1);
6197 lua_pushvalue(L, top + 1);
6199 lua_pushvalue(L, top + 2);
6204 if(luaL_getmetafield(L, -1,
"__descr")) {
6206 if(lua_isstring(L, -1)) {
6208 descr = lua_tostring(L, -1);
6210 lua_pushvalue(L, -2);
6212 lua_pushvalue(L, top + 1);
6214 lua_pushvalue(L, top + 2);
6217 if(lua_isstring(L, -1) && !lua_isnumber(L, -1)) {
6218 descr = lua_tostring(L, -1);
6220 ERR_LUA <<
"Effect __descr metafunction should have returned a string, but instead returned ";
6221 if(lua_isnone(L, -1)) {
6224 ERR_LUA << lua_typename(L, lua_type(L, -1));
6229 }
else if(need_apply) {
6231 lua_pushvalue(L, top + 1);
6233 lua_pushvalue(L, top + 2);
6271 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.
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.
std::size_t attribute_count() const
Count the number of non-blank attributes.
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.
const_attr_itors attribute_range() const
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.
std::size_t all_children_count() const
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 clear_chat_messages()
void add_chat_message(const std::time_t &time, const std::string &speaker, int side, const std::string &msg, events::chat_handler::MESSAGE_TYPE type, bool bell)
int village_owner(const map_location &loc) const
Given the location of a village, will return the 1-based number of the team that currently owns it,...
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.
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_clip_rect(const SDL_Rect &r)
void set_bg_color(const color_t &bg_color)
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)
Arg 1: text - string Arg 2: options table.
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(char const *prog, const std::string &name, const error_handler &)
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.
void replace_schedule(const config &time_cfg)
Replace the time of day schedule.
int number_of_turns() const
const 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::vector< time_of_day > & times(const map_location &loc=map_location::null_location()) 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.
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.
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 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...
vconfig child(const std::string &key) const
Returns a child of *this whose key is key.
const config & get_config() const
config get_parsed_config() const
child_list get_children(const std::string &key) const
constexpr uint8_t ALPHA_OPAQUE
A component of the AI framework.
Composite AI with turn sequence which is a vector of stages.
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.
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.
luaW_Registry & gameConfigReg()
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.
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_SETTER(name, type, kernel_type)
#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 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(const std::string &tag_name, Args &&... contents)
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.
@ 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).