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=)"; }
213 return filter.get_teams();
217 return filter.get_teams();
224 struct queued_event_context
227 std::stack<qe const *> & stack_;
229 queued_event_context(qe
const *new_qe, std::stack<qe const*> & stack)
235 ~queued_event_context()
250 lua_pushinteger(L, disp->viewing_team().side());
251 lua_pushboolean(L, disp->show_everything());
269 anim.~unit_animator();
278 std::string which = luaL_checkstring(L, 3);
280 std::string hits_str = luaL_checkstring(L, 4);
290 if(lua_istable(L, 5)) {
291 lua_getfield(L, 5,
"target");
294 return luaL_argerror(L, 5,
"target location must be different from animated unit's location");
296 return luaL_argerror(L, 5,
"target location must be adjacent to the animated unit");
301 if(!lua_isnoneornil(L, -1)) {
307 lua_getfield(L, 5,
"value");
308 if(lua_isnumber(L, -1)) {
309 v1 = lua_tointeger(L, -1);
310 }
else if(lua_istable(L, -1)) {
311 lua_rawgeti(L, -1, 1);
312 v1 = lua_tointeger(L, -1);
314 lua_rawgeti(L, -1, 2);
315 v2 = lua_tointeger(L, -1);
317 }
else if(!lua_isnoneornil(L, -1)) {
318 return luaW_type_error(L, 5,
"value",
"number or array of two numbers");
322 lua_getfield(L, 5,
"with_bars");
323 if(lua_isboolean(L, -1)) {
325 }
else if(!lua_isnoneornil(L, -1)) {
326 return luaW_type_error(L, 5,
"with_bars", lua_typename(L, LUA_TBOOLEAN));
330 lua_getfield(L, 5,
"text");
331 if(lua_isstring(L, -1)) {
332 text = lua_tostring(L, -1);
335 }
else if(!lua_isnoneornil(L, -1)) {
340 lua_getfield(L, 5,
"color");
341 if(lua_istable(L, -1) && lua_rawlen(L, -1) == 3) {
342 int idx = lua_absindex(L, -1);
343 lua_rawgeti(L, idx, 1);
344 lua_rawgeti(L, idx, 2);
345 lua_rawgeti(L, idx, 3);
346 color =
color_t(lua_tointeger(L, -3), lua_tointeger(L, -2), lua_tointeger(L, -1));
348 }
else if(!lua_isnoneornil(L, -1)) {
353 lua_getfield(L, 5,
"primary");
355 if(!primary && !lua_isnoneornil(L, -1)) {
360 lua_getfield(L, 5,
"secondary");
362 if(!secondary && !lua_isnoneornil(L, -1)) {
366 }
else if(!lua_isnoneornil(L, 5)) {
370 anim.
add_animation(up, which, u.
get_location(), dest, v1, bars, text, color, hits, primary, secondary, v2);
398 const char* m = lua_tostring(L, 2);
406 luaL_Reg metafuncs[] {
410 {
"run", &dispatch<&game_lua_kernel::impl_run_animation>},
414 luaL_setfuncs(L, metafuncs, 0);
415 lua_pushstring(L,
"__metatable");
418 lua_setmetatable(L, -2);
428 name = cfg[
"name"].str();
431 name = luaL_optstring(L, 1,
"");
449 if(lua_isstring(L, 1) && !lua_isnumber(L, 1)) {
450 std::string
id = luaL_checkstring(L, 1);
460 return luaL_argerror(L, 1,
"expected string or location");
464 if (!ui.
valid())
return 0;
485 if (!ui.
valid())
return 0;
503 std::vector<const unit*>
units;
507 return luaL_argerror(L, 2,
"unit not found");
510 }
else if(!lua_isnoneornil(L, 2)) {
514 return luaL_argerror(L, 2,
"invalid location");
529 lua_rawseti(L, 1,
i);
549 lua_pushboolean(L,
true);
555 WRN_LUA <<
"wesnoth.units.matches called with a secondary unit (3rd argument), ";
556 WRN_LUA <<
"but unit to match was on recall list. ";
557 WRN_LUA <<
"Thus the 3rd argument is ignored.";
564 return luaL_argerror(L, 3,
"unit not found");
604 t.save_id_or_number(),
t.recall_list().find_index(u->id()));
609 lua_rawseti(L, 1,
i);
628 char const *m = luaL_checkstring(L, 1);
645 if(
data.has_child(
"primary_attack")) {
646 data.add_child(
"first",
data.mandatory_child(
"primary_attack"));
647 data.remove_children(
"primary_attack");
649 if(
data.has_child(
"secondary_attack")) {
650 data.add_child(
"second",
data.mandatory_child(
"secondary_attack"));
651 data.remove_children(
"secondary_attack");
662 lua_pushboolean(L,
b);
680 char const *m = luaL_checkstring(L, 1);
685 lua_pushboolean(L,
b);
697 char const *m = luaL_checkstring(L, 1);
709 const std::string m = luaL_checkstring(L, 1);
710 if(m.empty())
return luaL_argerror(L, 1,
"empty variable name");
711 if (lua_isnoneornil(L, 2)) {
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");
1132 for (
const auto& terrain :
info.mvt_type()) {
1134 if (!base.
id().empty()) {
1136 lua_rawseti(L, -2, idx++);
1139 lua_setfield(L, -2,
"mvt_alias");
1144 for (
const auto& terrain :
info.def_type()) {
1146 if (!base.
id().empty()) {
1148 lua_rawseti(L, -2, idx++);
1151 lua_setfield(L, -2,
"def_alias");
1163 std::vector<std::string> terrains;
1164 terrains.reserve(codes.size());
1165 for(
auto code : codes) {
1178 template<
bool cons
ider_illuminates>
1186 return luaL_argerror(L, 1,
"coordinates are not on board");
1188 }
else if(lua_isstring(L, 1)) {
1191 return luaL_error(L,
"invalid or empty time_area ID");
1194 loc = *area.begin();
1195 }
else if(!lua_isnil(L, 1)) {
1198 return luaL_error(L,
"empty time_area");
1201 loc = *area.begin();
1204 if(lua_isnumber(L, 2)) {
1205 for_turn = luaL_checkinteger(L, 2);
1207 if(for_turn < 1 || (number_of_turns != -1 && for_turn > number_of_turns)) {
1208 return luaL_argerror(L, 2,
"turn number out of range");
1233 if (!side)
return 0;
1234 lua_pushinteger(L, side);
1251 const int new_side_num = lua_isnoneornil(L, 2) ? 0 : luaL_checkinteger(L, 2);
1253 team* old_side =
nullptr;
1254 team* new_side =
nullptr;
1256 if(old_side_num == new_side_num) {
1262 }
catch(
const std::out_of_range&) {
1269 }
catch(
const std::out_of_range&) {
1275 if(new_side &&
board().team_is_defeated(*new_side)) {
1341 std::string m = luaL_checkstring(L, 1);
1347 return luaL_argerror(L, 1, (
"Cannot find resource with id '" + m +
"'").c_str());
1359 std::string m = luaL_checkstring(L, 1);
1365 return luaL_argerror(L, 1, (
"Cannot find era with id '" + m +
"'").c_str());
1380 #define GAME_CONFIG_SIMPLE_SETTER(name) \
1381 GAME_CONFIG_SETTER(#name, decltype(game_config::name), game_lua_kernel) { \
1383 game_config::name = value; \
1389 return k2.pc().gamestate().do_healing_;
1394 k2.pc().gamestate().do_healing_ = value;}
1404 k2.disp()->set_theme(value);
1407 using traits_map = std::map<std::string, config>;
1410 std::map<std::string, config> result;
1415 result.emplace(trait[
"id"], trait);
1431 static config find_addon(
const std::string&
type,
const std::string&
id)
1440 const char* m = luaL_checkstring(L, 2);
1458 struct end_level_committer {
1460 ~end_level_committer() {
1461 pc_.set_end_level_data(data_);
1472 const char* m = luaL_checkstring(L, 2);
1488 data->~end_level_data();
1494 void*
p = lua_touserdata(L, lua_upvalueindex(1));
1496 if(lua_type(L, 2) == LUA_TNUMBER) {
1499 size_t i = luaL_checkinteger(L, 2);
1501 lua_createtable(L, 2, 0);
1502 lua_pushstring(L,
"options");
1510 auto iter =
settings.addons.begin();
1511 std::advance(iter,
i);
1513 iter->second.write(cfg);
1514 cfg[
"id"] = iter->first;
1516 lua_createtable(L, 2, 0);
1517 lua_pushstring(L,
"addon");
1525 char const *m = luaL_checkstring(L, 2);
1553 if(strcmp(m,
"savegame") == 0) {
1555 if(
savegame == saved_game_mode::type::no) {
1556 lua_pushboolean(L,
false);
1562 if(strcmp(m,
"side_players") == 0) {
1566 if(strcmp(m,
"addons") == 0) {
1567 for(
const auto& [
id, addon] :
settings.addons) {
1568 lua_createtable(L, 0, 4);
1570 lua_setfield(L, -2,
"id");
1572 lua_setfield(L, -2,
"name");
1573 lua_pushboolean(L, addon.required);
1574 lua_setfield(L, -2,
"required");
1575 if(addon.min_version) {
1577 lua_push(L, addon.min_version->str());
1579 lua_setfield(L, -2,
"min_version");
1585 lua_setfield(L, -2,
"version");
1587 lua_createtable(L, addon.content.size(), 0);
1588 for(
const auto& content : addon.content) {
1589 lua_createtable(L, 0, 3);
1591 lua_setfield(L, -2,
"id");
1593 lua_setfield(L, -2,
"name");
1595 lua_setfield(L, -2,
"type");
1596 lua_seti(L, -2, lua_rawlen(L, -2) + 1);
1598 lua_setfield(L, -2,
"content");
1614 void*
p = lua_touserdata(L, lua_upvalueindex(1));
1616 lua_pushinteger(L,
settings.addons.size() + 1);
1627 auto end_level_set()
const {
return &dispatch<&game_lua_kernel::impl_end_level_data_set>; }
1629 #define SCENARIO_GETTER(name, type) LATTR_GETTER(name, type, scenario_tag, k)
1630 #define SCENARIO_SETTER(name, type) LATTR_SETTER(name, type, scenario_tag, k)
1631 #define SCENARIO_VALID(name) LATTR_VALID(name, scenario_tag, k)
1635 inline static auto metatable =
"scenario";
1637 return lua_kernel_base::get_lua_kernel<game_lua_kernel>(L);
1643 return k.tod_man().number_of_turns();
1647 k.tod_man().set_number_of_turns_by_wml(value);
1651 return k.gamedata().next_scenario();
1655 k.gamedata().set_next_scenario(value);
1659 return k.gamedata().get_id();
1663 return k.pc().get_scenario_name();
1667 return k.gamedata().get_defeat_music();
1671 k.gamedata().set_defeat_music(value);
1675 return k.gamedata().get_victory_music();
1679 k.gamedata().set_victory_music(value);
1684 for(
const std::string& rsrc :
utils::split(k.pc().get_loaded_resources())) {
1685 resources.push_back(find_addon(
"resource", rsrc));
1695 return k.cls().difficulty;
1699 return k.cls().end_credits;
1703 k.cls().end_credits = value;
1707 return k.cls().end_text;
1711 k.cls().end_text = value;
1715 return k.cls().end_text_duration.count();
1719 k.cls().end_text_duration = std::chrono::milliseconds{value};
1723 return !k.cls().campaign.empty();
1727 if(k.cls().campaign.empty())
return utils::nullopt;
1728 return find_addon(
"campaign", k.cls().campaign);
1732 std::vector<config> mods;
1733 for(
const std::string& mod : k.cls().active_mods) {
1734 mods.push_back(find_addon(
"modification", mod));
1740 if (!k.pc().is_regular_game_end()) {
1744 auto data = k.pc().get_end_level_data();
1746 if(luaL_newmetatable(L,
"end level data")) {
1747 static luaL_Reg
const callbacks[] {
1749 {
"__newindex", k.end_level_set()},
1751 {
nullptr,
nullptr }
1753 luaL_setfuncs(L, callbacks, 0);
1755 lua_setmetatable(L, -2);
1762 data.proceed_to_next_level = value[
"proceed_to_next_level"].to_bool(
true);
1763 data.transient.carryover_report = value[
"carryover_report"].to_bool(
true);
1764 data.prescenario_save = value[
"save"].to_bool(
true);
1765 data.replay_save = value[
"replay_save"].to_bool(
true);
1766 data.transient.linger_mode = value[
"linger_mode"].to_bool(
true) && !k.ref.teams().empty();
1767 data.transient.reveal_map = value[
"reveal_map"].to_bool(k.pc().reveal_map_default());
1768 data.is_victory = value[
"result"] == level_result::victory;
1769 data.test_result = value[
"test_result"].str();
1770 k.pc().set_end_level_data(
data);
1774 return k.cls().is_multiplayer();
1778 if(!k.cls().is_multiplayer()) {
1782 lua_newuserdatauv(L, 0, 0);
1783 if(luaL_newmetatable(L,
"mp settings")) {
1784 lua_pushlightuserdata(L, &k.pc());
1786 lua_setfield(L, -2,
"__index");
1787 lua_pushlightuserdata(L, &k.pc());
1789 lua_setfield(L, -2,
"__len");
1790 lua_pushstring(L,
"mp settings");
1791 lua_setfield(L, -2,
"__metatable");
1793 lua_setmetatable(L, -2);
1798 return k.cls().is_multiplayer();
1802 if(!k.cls().is_multiplayer())
return utils::nullopt;
1803 return find_addon(
"era", k.cls().era_id);
1815 DBG_LUA <<
"impl_scenario_get";
1827 DBG_LUA <<
"impl_scenario_set";
1836 DBG_LUA <<
"impl_scenario_dir";
1853 return "local_choice";
1872 #define CURRENT_GETTER(name, type) LATTR_GETTER(name, type, current_tag, k)
1876 inline static auto metatable =
"current";
1878 return lua_kernel_base::get_lua_kernel<game_lua_kernel>(L);
1884 return k.pc().current_side();
1888 return k.pc().turn();
1911 return k.pc().is_replay();
1917 cfg[
"name"] = ev.
name;
1924 cfg.
add_child(
"second_weapon", *weapon);
1929 cfg[
"damage_inflicted"] = di;
1975 if (lua_isnone(L, 2)) {
1981 LOG_LUA <<
"Script says: \"" << m <<
"\"";
1990 double factor = luaL_checknumber(L, 1);
2017 if (!lua_isnoneornil(L, 1)) {
2018 int max = 2 *
teams().size();
2019 int npn = luaL_checkinteger(L, 1);
2020 if (npn <= 0 || npn > max) {
2021 return luaL_argerror(L, 1,
"side number out of range");
2038 lua_pushboolean(L,
b);
2056 const unit* u =
nullptr;
2057 int viewing_side = 0;
2059 if (lua_isuserdata(L, arg))
2063 viewing_side = u->
side();
2072 viewing_side = u->
side();
2080 return luaL_argerror(L, 1,
"invalid location");
2082 return luaL_argerror(L, arg,
"invalid location");
2086 bool ignore_units =
false, see_all =
false, ignore_teleport =
false;
2087 double stop_at = 10000;
2088 std::unique_ptr<pathfind::cost_calculator> calc;
2090 if (lua_istable(L, arg))
2092 ignore_units = luaW_table_get_def<bool>(L, arg,
"ignore_units",
false);
2093 see_all = luaW_table_get_def<bool>(L, arg,
"ignore_visibility",
false);
2094 ignore_teleport = luaW_table_get_def<bool>(L, arg,
"ignore_teleport",
false);
2096 stop_at = luaW_table_get_def<double>(L, arg,
"max_cost", stop_at);
2099 lua_pushstring(L,
"viewing_side");
2101 if (!lua_isnil(L, -1)) {
2102 int i = luaL_checkinteger(L, -1);
2103 if (
i >= 1 &&
i <=
static_cast<int>(
teams().
size())) viewing_side =
i;
2107 if(u) see_all =
true;
2108 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.");
2113 lua_pushstring(L,
"calculate");
2115 if(lua_isfunction(L, -1)) {
2120 else if (lua_isfunction(L, arg))
2128 if(!ignore_teleport) {
2129 if(viewing_side == 0) {
2130 lua_warning(L,
"wesnoth.paths.find_path: ignore_teleport=false requires a valid viewing_side; continuing with ignore_teleport=true",
false);
2131 ignore_teleport =
true;
2139 return luaL_argerror(L, 1,
"unit not found OR custom cost function not provided");
2143 teams(),
map, ignore_units,
false, see_all));
2147 &teleport_locations);
2149 int nb = res.
steps.size();
2150 lua_createtable(L, nb, 0);
2151 for (
int i = 0;
i < nb; ++
i)
2154 lua_rawseti(L, -2,
i + 1);
2170 const unit* u =
nullptr;
2172 if (lua_isuserdata(L, arg))
2182 return luaL_argerror(L, 1,
"unit not found");
2187 int viewing_side = u->
side();
2188 bool ignore_units =
false, see_all =
false, ignore_teleport =
false;
2189 int additional_turns = 0;
2191 if (lua_istable(L, arg))
2193 ignore_units = luaW_table_get_def<bool>(L, arg,
"ignore_units",
false);
2194 see_all = luaW_table_get_def<bool>(L, arg,
"ignore_visibility",
false);
2195 ignore_teleport = luaW_table_get_def<bool>(L, arg,
"ignore_teleport",
false);
2196 additional_turns = luaW_table_get_def<int>(L, arg,
"max_cost", additional_turns);
2198 lua_pushstring(L,
"viewing_side");
2200 if (!lua_isnil(L, -1)) {
2201 int i = luaL_checkinteger(L, -1);
2202 if (
i >= 1 &&
i <=
static_cast<int>(
teams().
size())) viewing_side =
i;
2206 if(u) see_all =
true;
2216 viewing_team, additional_turns, see_all, ignore_units);
2219 lua_createtable(L, nb, 0);
2220 for (
int i = 0;
i < nb; ++
i)
2224 lua_pushinteger(L,
s.curr.wml_x());
2225 lua_rawseti(L, -2, 1);
2226 lua_pushinteger(L,
s.curr.wml_y());
2227 lua_rawseti(L, -2, 2);
2228 lua_pushinteger(L,
s.move_left);
2229 lua_rawseti(L, -2, 3);
2230 lua_rawseti(L, -2,
i + 1);
2245 const unit* u =
nullptr;
2247 if (lua_isuserdata(L, arg))
2257 return luaL_argerror(L, 1,
"unit not found");
2264 return luaL_error(L,
"wesnoth.find_vision_range: requires a valid unit");
2267 std::map<map_location, int> jamming_map;
2274 lua_pushinteger(L,
d.curr.wml_x());
2275 lua_rawseti(L, -2, 1);
2276 lua_pushinteger(L,
d.curr.wml_y());
2277 lua_rawseti(L, -2, 2);
2278 lua_pushinteger(L,
d.move_left);
2279 lua_rawseti(L, -2, 3);
2280 lua_rawseti(L, -2, lua_rawlen(L, -2) + 1);
2282 for(
const auto&
e : res.
edges) {
2284 lua_pushinteger(L,
e.wml_x());
2285 lua_rawseti(L, -2, 1);
2286 lua_pushinteger(L,
e.wml_y());
2287 lua_rawseti(L, -2, 2);
2288 lua_pushinteger(L, -1);
2289 lua_rawseti(L, -2, 3);
2290 lua_rawseti(L, -2, lua_rawlen(L, -2) + 1);
2295 template<
typename T>
2298 for (
int i = 1, i_end = lua_rawlen(L, arg);
i <= i_end; ++
i)
2301 lua_rawgeti(L, arg,
i);
2302 int entry = lua_gettop(L);
2303 if (!lua_istable(L, entry)) {
2311 lua_rawgeti(L, entry, 3);
2312 if (!lua_isnumber(L, -1)) {
2313 lua_getfield(L, entry,
"side");
2314 if (!lua_isnumber(L, -1)) {
2318 int side = lua_tointeger(L, -1);
2320 lua_rawgeti(L, entry, 4);
2321 if (!lua_isstring(L, -1)) {
2322 lua_getfield(L, entry,
"type");
2323 if (!lua_isstring(L, -1)) {
2327 std::string
unit_type = lua_tostring(L, -1);
2331 lua_settop(L, entry - 1);
2335 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");
2353 std::vector<const ::unit*> real_units;
2354 typedef std::vector<std::tuple<map_location, int, std::string>> unit_type_vector;
2360 real_units.push_back(
unit);
2365 if(match->get_location().valid()) {
2366 real_units.push_back(match);
2376 real_units.push_back(&(*ui));
2381 if (lua_istable(L, arg))
2389 return luaL_argerror(L, 1,
"unit(s) not found");
2392 int viewing_side = 0;
2393 bool ignore_units =
true, see_all =
true, ignore_teleport =
false,
debug =
false, use_max_moves =
false;
2395 if (lua_istable(L, arg))
2397 lua_pushstring(L,
"ignore_units");
2399 if (!lua_isnil(L, -1))
2405 lua_pushstring(L,
"ignore_teleport");
2407 if (!lua_isnil(L, -1))
2413 lua_pushstring(L,
"viewing_side");
2415 if (!lua_isnil(L, -1))
2417 int i = luaL_checkinteger(L, -1);
2418 if (
i >= 1 &&
i <=
static_cast<int>(
teams().
size()))
2425 lua_pushstring(L,
"debug");
2427 if (!lua_isnil(L, -1))
2433 lua_pushstring(L,
"use_max_moves");
2435 if (!lua_isnil(L, -1))
2457 const team& viewing_team = viewing_side
2462 ignore_units, !ignore_teleport, viewing_team, see_all, ignore_units);
2464 for (const ::unit*
const u : real_units)
2466 cost_map.
add_unit(*u, use_max_moves);
2468 for (
const unit_type_vector::value_type& fu :
fake_units)
2471 cost_map.
add_unit(std::get<0>(fu), ut, std::get<1>(fu));
2480 std::stringstream
s;
2497 lua_rawseti(L, -2, 1);
2500 lua_rawseti(L, -2, 2);
2503 lua_rawseti(L, -2, 3);
2506 lua_rawseti(L, -2, 4);
2508 lua_rawseti(L, -2, counter);
2518 return reinterpret_cast<int*
>(luaL_checkudata(L, idx,
labelKey));
2523 const char* m = luaL_checkstring(L, 2);
2531 std::chrono::milliseconds fade{luaL_optinteger(L, 2, -1)};
2569 double width_ratio = 0;
2571 int lifetime = 2'000, fadeout = 100;
2577 if(lua_istable(L, 2)) {
2579 size = luaL_checkinteger(L, -1);
2583 width = lua_tointegerx(L, -1, &found_number);
2587 if(!value.empty() && value.back() ==
'%') {
2588 value.remove_suffix(1);
2589 width_ratio =
std::stoi(std::string(value)) / 100.0;
2590 }
else throw std::invalid_argument(value.data());
2591 }
catch(std::invalid_argument&) {
2592 return luaL_argerror(L, -1,
"max_width should be integer or percentage");
2598 if(lua_isstring(L, -1)) {
2601 auto vec = lua_check<std::vector<int>>(L, -1);
2602 if(vec.size() != 3) {
2603 int idx = lua_absindex(L, -1);
2605 color.r = luaL_checkinteger(L, -3);
2606 color.g = luaL_checkinteger(L, -2);
2607 color.b = luaL_checkinteger(L, -1);
2609 return luaL_error(L,
"floating label text color should be a hex string, an array of 3 integers, or a table with r,g,b keys");
2619 if(lua_isstring(L, -1)) {
2622 auto vec = lua_check<std::vector<int>>(L, -1);
2623 if(vec.size() != 3) {
2624 int idx = lua_absindex(L, -1);
2626 bgcolor.r = luaL_checkinteger(L, -3);
2627 bgcolor.g = luaL_checkinteger(L, -2);
2628 bgcolor.b = luaL_checkinteger(L, -1);
2630 return luaL_error(L,
"floating label background color should be a hex string, an array of 3 integers, or a table with r,g,b keys");
2640 bgcolor.a = luaL_checkinteger(L, -1);
2645 lifetime = lua_tointegerx(L, -1, &found_number);
2648 if(value ==
"unlimited") {
2651 return luaL_argerror(L, -1,
"duration should be integer or 'unlimited'");
2656 fadeout = lua_tointeger(L, -1);
2662 static const char* options[] = {
"left",
"center",
"right"};
2663 alignment =
font::ALIGN(luaL_checkoption(L, -1,
nullptr, options));
2666 static const char* options[] = {
"top",
"center",
"bottom"};
2667 vertical_alignment =
font::ALIGN(luaL_checkoption(L, -1,
nullptr, options));
2679 int handle_idx = lua_gettop(L);
2686 if(width_ratio > 0) {
2687 width =
static_cast<int>(std::round(
rect.w * width_ratio));
2701 switch(vertical_alignment) {
2717 using std::chrono::milliseconds;
2724 flabel.
set_lifetime(milliseconds{lifetime}, milliseconds{fadeout});
2735 lua_settop(L, handle_idx);
2736 if(luaL_newmetatable(L,
labelKey)) {
2738 static const luaL_Reg methods[] = {
2739 {
"remove", &dispatch<&game_lua_kernel::intf_remove_floating_label>},
2740 {
"move", &dispatch<&game_lua_kernel::intf_move_floating_label>},
2741 {
"replace", &dispatch2<&game_lua_kernel::intf_set_floating_label, false>},
2743 {
nullptr,
nullptr }
2745 luaL_setfuncs(L, methods, 0);
2748 lua_setmetatable(L, handle_idx);
2749 lua_settop(L, handle_idx);
2774 return luaL_error(L,
"Attempted to move a unit while the map is locked");
2779 if (!
map().on_board(
loc)) {
2780 return luaL_argerror(L, 2,
"invalid location");
2791 if (!
map().on_board(
loc))
2792 return luaL_argerror(L, 1,
"invalid location");
2798 }
else if(!lua_isnoneornil(L, 1)) {
2799 const vconfig* vcfg =
nullptr;
2801 if (!
map().on_board(
loc)) {
2804 if (!
map().on_board(
loc))
2805 return luaL_argerror(L, 2,
"invalid location");
2811 u->set_location(
loc);
2830 return luaL_error(L,
"Attempted to remove a unit while the map is locked");
2838 if (!
map().on_board(
loc)) {
2839 return luaL_argerror(L, 1,
"invalid location");
2844 t.recall_list().erase_if_matches_id(u->
id());
2846 return luaL_argerror(L, 1,
"can't erase private units");
2849 if (!
map().on_board(
loc)) {
2850 return luaL_argerror(L, 1,
"invalid location");
2853 return luaL_argerror(L, 1,
"expected unit or location");
2869 return luaL_error(L,
"Attempted to move a unit while the map is locked");
2873 int side = lua_tointeger(L, 2);
2874 if (
static_cast<unsigned>(side) >
teams().
size()) side = 0;
2878 u = lu->get_shared();
2879 if(lu->on_recall_list() && lu->on_recall_list() == side) {
2880 return luaL_argerror(L, 1,
"unit already on recall list");
2883 const vconfig* vcfg =
nullptr;
2895 std::size_t uid = u->underlying_id();
2896 t.recall_list().erase_by_underlying_id(uid);
2897 t.recall_list().add(u);
2902 u->anim_comp().clear_haloes();
2904 lu->lua_unit::~lua_unit();
2918 return luaL_error(L,
"Attempted to remove a unit while the map is locked");
2926 u->anim_comp().clear_haloes();
2927 }
else if (
int side = lu->on_recall_list()) {
2930 t.recall_list().erase_if_matches_id(u->id());
2936 lu->lua_unit::~lua_unit();
2952 if (!lua_isnoneornil(L, 2)) {
2956 const vconfig* vcfg =
nullptr;
2964 if (!res.
valid())
return 0;
2965 lua_pushinteger(L, res.
wml_x());
2966 lua_pushinteger(L, res.
wml_y());
2982 if (!lua_isnoneornil(L, 3)) {
2999 const vconfig* vcfg =
nullptr;
3029 char const *m = luaL_checkstring(L, 2);
3033 if(lua_isboolean(L, 3)) {
3035 if(!lua_isnoneornil(L, 4)) {
3038 }
else if(!lua_isnoneornil(L, 3)) {
3059 }
else if(lua_isstring(L, 2)) {
3060 char const *m = luaL_checkstring(L, 2);
3080 }
else if(lua_isstring(L, 2)) {
3081 char const *m = luaL_checkstring(L, 2);
3101 }
else if(lua_isstring(L, 2)) {
3102 char const *m = luaL_checkstring(L, 2);
3122 }
else if(lua_isstring(L, 2)) {
3123 char const *m = luaL_checkstring(L, 2);
3139 char const *m = luaL_checkstring(L, 2);
3153 char const *m = luaL_checkstring(L, 2);
3155 if (!utp)
return luaL_argerror(L, 2,
"unknown unit type");
3156 if(lua_isstring(L, 3)) {
3157 const std::string& m2 = lua_tostring(L, 3);
3158 if(!utp->
has_variation(m2))
return luaL_argerror(L, 2,
"unknown unit variation");
3172 lua_createtable(L, 0, 4);
3174 lua_setfield(L, -2,
"poisoned");
3175 lua_pushnumber(L, cmb.
slowed);
3176 lua_setfield(L, -2,
"slowed");
3178 lua_setfield(L, -2,
"untouched");
3180 lua_setfield(L, -2,
"average_hp");
3181 lua_createtable(L,
n, 0);
3182 for (
int i = 0;
i <
n; ++
i) {
3184 lua_rawseti(L, -2,
i);
3186 lua_setfield(L, -2,
"hp_chance");
3195 lua_createtable(L, 0, 16);
3198 lua_setfield(L, -2,
"num_blows");
3199 lua_pushnumber(L, bcustats.
damage);
3200 lua_setfield(L, -2,
"damage");
3202 lua_setfield(L, -2,
"chance_to_hit");
3203 lua_pushboolean(L, bcustats.
poisons);
3204 lua_setfield(L, -2,
"poisons");
3205 lua_pushboolean(L, bcustats.
slows);
3206 lua_setfield(L, -2,
"slows");
3208 lua_setfield(L, -2,
"petrifies");
3209 lua_pushboolean(L, bcustats.
plagues);
3210 lua_setfield(L, -2,
"plagues");
3212 lua_setfield(L, -2,
"plague_type");
3213 lua_pushnumber(L, bcustats.
rounds);
3214 lua_setfield(L, -2,
"rounds");
3216 lua_setfield(L, -2,
"firststrike");
3217 lua_pushboolean(L, bcustats.
drains);
3218 lua_setfield(L, -2,
"drains");
3220 lua_setfield(L, -2,
"drain_constant");
3222 lua_setfield(L, -2,
"drain_percent");
3227 lua_setfield(L, -2,
"attack_num");
3229 lua_setfield(L, -2,
"number");
3231 if(bcustats.
weapon !=
nullptr)
3233 lua_pushstring(L, bcustats.
weapon->id().c_str());
3234 lua_setfield(L, -2,
"name");
3236 lua_setfield(L, -2,
"weapon");
3255 int arg_num = 1, att_w = -1, def_w = -1;
3259 if (lua_isnumber(L, arg_num)) {
3260 att_w = lua_tointeger(L, arg_num) - 1;
3261 if (att_w < 0 || att_w >=
static_cast<int>(att->attacks().size()))
3262 return luaL_argerror(L, arg_num,
"weapon index out of bounds");
3268 if (lua_isnumber(L, arg_num)) {
3269 def_w = lua_tointeger(L, arg_num) - 1;
3270 if (def_w < 0 || def_w >=
static_cast<int>(def->attacks().size()))
3271 return luaL_argerror(L, arg_num,
"weapon index out of bounds");
3276 def->get_location(), att_w, def_w, 0.0,
nullptr, att, def);
3293 char const *m = luaL_checkstring(L, 1);
3294 int repeats = luaL_optinteger(L, 2, 0);
3306 const char* content_for = luaL_checkstring(L, 1);
3307 const char*
id = luaL_checkstring(L, 2);
3310 if(group.content_for_ == content_for) {
3312 if(achieve.
id_ ==
id) {
3339 ERR_LUA <<
"Achievement " <<
id <<
" not found for achievement group " << content_for;
3345 ERR_LUA <<
"Achievement group " << content_for <<
" not found";
3357 const char* content_for = luaL_checkstring(L, 1);
3358 const char*
id = luaL_checkstring(L, 2);
3361 ERR_LUA <<
"Returning false for whether a player has completed an achievement due to being networked multiplayer.";
3362 lua_pushboolean(L,
false);
3378 const char* content_for = luaL_checkstring(L, 1);
3379 const char*
id = luaL_checkstring(L, 2);
3383 if(group.content_for_ == content_for) {
3384 for(
const auto& achieve : group.achievements_) {
3385 if(achieve.id_ ==
id) {
3387 cfg[
"id"] = achieve.id_;
3388 cfg[
"name"] = achieve.name_;
3389 cfg[
"name_completed"] = achieve.name_completed_;
3390 cfg[
"description"] = achieve.description_;
3391 cfg[
"description_completed"] = achieve.description_completed_;
3392 cfg[
"icon"] = achieve.icon_;
3393 cfg[
"icon_completed"] = achieve.icon_completed_;
3394 cfg[
"hidden"] = achieve.hidden_;
3395 cfg[
"achieved"] = achieve.achieved_;
3396 cfg[
"max_progress"] = achieve.max_progress_;
3397 cfg[
"current_progress"] = achieve.current_progress_;
3399 for(
const auto& sub_ach : achieve.sub_achievements_) {
3401 sub[
"id"] = sub_ach.id_;
3402 sub[
"description"] = sub_ach.description_;
3403 sub[
"icon"] = sub_ach.icon_;
3404 sub[
"achieved"] = sub_ach.achieved_;
3412 ERR_LUA <<
"Achievement " <<
id <<
" not found for achievement group " << content_for;
3418 ERR_LUA <<
"Achievement group " << content_for <<
" not found";
3434 const char* content_for = luaL_checkstring(L, 1);
3435 const char*
id = luaL_checkstring(L, 2);
3436 int amount = luaL_checkinteger(L, 3);
3437 int limit = luaL_optinteger(L, 4, 999999999);
3440 if(group.content_for_ == content_for) {
3442 if(achieve.
id_ ==
id) {
3445 ERR_LUA <<
"Attempted to progress achievement " <<
id <<
" for achievement group " << content_for <<
", is not a progressible achievement.";
3446 lua_pushinteger(L, -1);
3447 lua_pushinteger(L, -1);
3462 lua_pushinteger(L, progress);
3464 lua_pushinteger(L, -1);
3472 lua_push(L,
"Achievement " + std::string(
id) +
" not found for achievement group " + content_for);
3473 return lua_error(L);
3478 lua_push(L,
"Achievement group " + std::string(content_for) +
" not found");
3479 return lua_error(L);
3491 const char* content_for = luaL_checkstring(L, 1);
3492 const char*
id = luaL_checkstring(L, 2);
3493 const char* sub_id = luaL_checkstring(L, 3);
3496 ERR_LUA <<
"Returning false for whether a player has completed an achievement due to being networked multiplayer.";
3497 lua_pushboolean(L,
false);
3513 const char* content_for = luaL_checkstring(L, 1);
3514 const char*
id = luaL_checkstring(L, 2);
3515 const char* sub_id = luaL_checkstring(L, 3);
3518 if(group.content_for_ == content_for) {
3520 if(achieve.
id_ ==
id) {
3527 if(sub_ach.
id_ == sub_id) {
3545 lua_push(L,
"Sub-achievement " + std::string(
id) +
" not found for achievement" +
id +
" in achievement group " + content_for);
3546 return lua_error(L);
3550 lua_push(L,
"Achievement " + std::string(
id) +
" not found for achievement group " + content_for);
3551 return lua_error(L);
3556 lua_push(L,
"Achievement group " + std::string(content_for) +
" not found");
3557 return lua_error(L);
3593 if(lua_isnoneornil(L, 1)) {
3598 if(!
map().on_board(
loc))
return luaL_argerror(L, 1,
"not on board");
3599 bool highlight =
true;
3600 if(!lua_isnoneornil(L, 2))
3630 lua_pushboolean(L, skipping);
3641 if (!lua_isnone(L, 1)) {
3653 int user_choice_index;
3654 int random_choice_index;
3655 int ai_choice_index;
3657 lua_synchronize(lua_State *l,
const std::string& descr,
int user_index,
int random_index = 0,
int ai_index = 0)
3659 , user_choice_index(user_index)
3660 , random_choice_index(random_index)
3661 , ai_choice_index(ai_index != 0 ? ai_index : user_index)
3667 bool is_local_ai = lua_kernel_base::get_lua_kernel<game_lua_kernel>(L).board().get_team(side).is_local_ai();
3669 query_lua(side, is_local_ai ? ai_choice_index : user_choice_index, cfg);
3676 if(random_choice_index != 0 && lua_isfunction(L, random_choice_index)) {
3677 query_lua(side, random_choice_index, cfg);
3687 void query_lua(
int side,
int function_index,
config& cfg)
const
3689 lua_pushvalue(L, function_index);
3690 lua_pushnumber(L, side);
3693 static const char*
msg =
"function returned to wesnoth.sync.[multi_]evaluate a table which was partially invalid";
3694 lua_kernel_base::get_lua_kernel<game_lua_kernel>(L).log_error(
msg);
3695 lua_warning(L,
msg,
false);
3702 virtual bool is_visible()
const override {
return false; }
3716 std::string tagname =
"input";
3723 if(!lua_isfunction(L, nextarg) &&
luaW_totstring(L, nextarg, desc) ) {
3726 if(lua_isfunction(L, nextarg)) {
3727 human_func = nextarg++;
3730 return luaL_argerror(L, nextarg,
"expected a function");
3732 if(lua_isfunction(L, nextarg)) {
3733 ai_func = nextarg++;
3735 side_for = lua_tointeger(L, nextarg);
3751 std::string tagname =
"input";
3755 std::vector<int> sides_for;
3758 if(!lua_isfunction(L, nextarg) &&
luaW_totstring(L, nextarg, desc) ) {
3761 if(lua_isfunction(L, nextarg)) {
3762 human_func = nextarg++;
3765 return luaL_argerror(L, nextarg,
"expected a function");
3767 if(lua_isfunction(L, nextarg)) {
3768 null_func = nextarg++;
3770 sides_for = lua_check<std::vector<int>>(L, nextarg++);
3785 lua_pushvalue(L, 1);
3800 std::set<map_location> res;
3826 lua_pushboolean(L,
true);
3835 lua_pushboolean(L, t_filter.
match(
loc));
3853 lua_pushboolean(L,
true);
3861 lua_pushboolean(L, s_filter.
match(*
t));
3863 unsigned side = luaL_checkinteger(L, 1) - 1;
3865 lua_pushboolean(L, s_filter.
match(side + 1));
3876 team_i = luaL_checkinteger(L, 1);
3878 std::string
flag = luaL_optlstring(L, 2,
"",
nullptr);
3879 std::string color = luaL_optlstring(L, 3,
"",
nullptr);
3881 if(
flag.empty() && color.empty()) {
3884 if(team_i < 1 ||
static_cast<std::size_t
>(team_i) >
teams().
size()) {
3885 return luaL_error(L,
"set_side_id: side number %d out of range", team_i);
3889 if(!color.empty()) {
3904 side_num =
t->side();
3906 side_num = luaL_checkinteger(L, 1);
3908 std::string
path = luaL_checkstring(L, 2);
3913 if(strcmp(action,
"delete") == 0) {
3918 std::size_t len = std::string::npos, open_brak =
path.find_last_of(
'[');
3919 std::size_t dot =
path.find_last_of(
'.');
3920 if(open_brak != len) {
3921 len = open_brak - dot - 1;
3932 side_num =
t->side();
3934 side_num = luaL_checkinteger(L, 1);
3936 if(lua_isstring(L, 2)) {
3937 std::string file = luaL_checkstring(L, 2);
3939 std::string
err =
formatter() <<
"Could not load AI for side " << side_num <<
" from file " << file;
3940 lua_pushlstring(L,
err.c_str(),
err.length());
3941 return lua_error(L);
3953 side_num =
t->side();
3955 side_num = luaL_checkinteger(L, 1);
3959 cfg =
config {
"ai", cfg};
3961 bool added_dummy_stage =
false;
3963 added_dummy_stage =
true;
3967 if(added_dummy_stage) {
3976 unsigned i = luaL_checkinteger(L, 1);
3977 if(i < 1 || i >
teams().
size())
return 0;
3989 LOG_LUA <<
"intf_get_sides called: this = " << std::hex <<
this << std::dec <<
" myname = " <<
my_name();
3990 std::vector<int> sides;
3994 sides.push_back(
t.side());
4000 sides =
filter.get_teams();
4004 lua_createtable(L, sides.size(), 0);
4006 for(
int side : sides) {
4008 lua_rawseti(L, -2,
index);
4025 char const *m = luaL_checkstring(L, 2);
4027 if (sm ==
"advance") {
4031 if (sm !=
"advancement" && sm !=
"object" && sm !=
"trait") {
4032 return luaL_argerror(L, 2,
"unknown modification type");
4034 bool write_to_mods =
true;
4035 if (!lua_isnone(L, 4)) {
4039 write_to_mods =
false;
4057 std::vector<std::string> tags;
4058 if(lua_isstring(L, 3)) {
4059 tags.push_back(lua_check<std::string>(L, 3));
4060 }
else if (lua_istable(L, 3)){
4061 tags = lua_check<std::vector<std::string>>(L, 3);
4063 tags.push_back(
"object");
4066 if(
filter.attribute_count() == 1 &&
filter.all_children_count() == 0 &&
filter.attribute_range().front().first ==
"duration") {
4069 for(
const std::string&
tag : tags) {
4071 if(obj.matches(
filter)) {
4072 obj[
"duration"] =
"now";
4092 if(lua_isboolean(L, 2)) {
4095 if(lua_isboolean(L, 3)) {
4109 char const *ty = luaL_checkstring(L, 1);
4112 std::stringstream ss;
4113 ss <<
"unknown unit type: '" << ty <<
"'";
4114 return luaL_argerror(L, 1, ss.str().c_str());
4131 std::string team_name;
4134 std::vector<std::string> team_names;
4136 [&](
int team) { return game_state_.get_disp_context().get_team(team).team_name(); });
4139 team_name = cfg[
"team_name"].str();
4148 cfg[
"visible_in_fog"].to_bool(
true),
4149 cfg[
"submerge"].to_double(0),
4150 cfg[
"z_order"].to_double(0)
4164 char const *m = lua_tostring(L, 2);
4181 const int nargs = lua_gettop(L);
4182 if(nargs < 2 || nargs > 3) {
4183 return luaL_error(L,
"Wrong number of arguments to ai.log_replay() - should be 2 or 3 arguments.");
4185 const std::string key = nargs == 2 ? luaL_checkstring(L, 1) : luaL_checkstring(L, 2);
4191 }
else if(!lua_isstring(L, 3)) {
4192 return luaL_argerror(L, 3,
"accepts only string or config");
4215 cfg.
add_child(
"filter_lua")[
"code"] =
"<function>";
4225 if(lua_isstring(L, idx)) {
4226 return lua_tostring(L, idx);
4266 using namespace std::literals;
4272 }
else if(is_menu_item) {
4274 return luaL_argerror(L, 1,
"non-empty id is required for a menu item");
4276 name =
"menu item " +
id;
4278 if(
id.empty() && name.empty()) {
4279 return luaL_argerror(L, 1,
"either a name or id is required");
4282 if(new_handler.valid()) {
4283 bool has_lua_filter =
false;
4287 int filterIdx = lua_gettop(L);
4290 if(lua_isfunction(L, filterIdx)) {
4291 int fcnIdx = lua_absindex(L, -1);
4292 new_handler->add_filter(std::make_unique<lua_event_filter>(*
this, fcnIdx,
luaW_table_get_def(L, 1,
"filter_args",
config())));
4293 has_lua_filter =
true;
4295 #define READ_ONE_FILTER(key, tag) \
4297 if(luaW_tableget(L, filterIdx, key)) { \
4298 if(lua_isstring(L, -1)) { \
4299 filters.add_child("insert_tag", config{ \
4301 "variable", luaL_checkstring(L, -1) \
4304 filters.add_child(tag, luaW_checkconfig(L, -1)); \
4314 #undef READ_ONE_FILTER
4316 filters[
"filter_formula"] = luaL_checkstring(L, -1);
4320 new_handler->read_filters(filters);
4326 if(has_lua_filter) {
4331 new_handler->register_wml_event(*
this);
4344 lua_pushvalue(L, lua_upvalueindex(1));
4361 template<
bool is_menu_item>
4367 double priority = luaL_optnumber(L, 3, 0.);
4369 return luaL_argerror(L, 1,
"must not be empty");
4373 name =
"menu item " + name;
4374 }
else if(lua_absindex(L, -1) > 2 && lua_isfunction(L, -1)) {
4377 lua_pushcclosure(L, &dispatch<&game_lua_kernel::cfun_undoable_event>, 2);
4380 if(new_handler.valid()) {
4397 bool delayed_variable_substitution = cfg[
"delayed_variable_substitution"].to_bool(
true);
4398 if(delayed_variable_substitution) {
4425 lua_pushinteger(L, color.r);
4426 lua_pushinteger(L, color.g);
4427 lua_pushinteger(L, color.b);
4436 auto vec = lua_check<std::vector<uint8_t>>(L, 1);
4437 if(vec.size() != 4) {
4440 color_t fade{vec[0], vec[1], vec[2], vec[3]};
4458 using namespace std::chrono_literals;
4459 std::chrono::milliseconds delay{luaL_checkinteger(L, 1)};
4467 const auto end_time = std::chrono::steady_clock::now() + delay;
4470 std::this_thread::sleep_for(10ms);
4471 }
while (std::chrono::steady_clock::now() < end_time);
4495 std::string team_name;
4498 if(lua_gettop(L) == 1 && lua_istable(L, 1)) {
4499 using namespace std::literals;
4502 team_name = luaL_optstring(L, 2,
"");
4516 switch(lua_type(L, 2)) {
4518 case LUA_TNONE:
case LUA_TNIL:
4523 if(
size_t n = luaL_checkinteger(L, 2);
n > 0 &&
n <=
teams().size()) {
4563 for (
const int side :
filter.get_teams()){
4585 int side = cfg[
"side"].to_int();
4595 lua_getfield(L, -1,
"ca_ptr");
4609 lua_getfield(L, -1,
"stg_ptr");
4618 lua_createtable(L, 0, 0);
4620 lua_pushstring(L,
"name");
4621 lua_pushstring(L,
c->get_name().c_str());
4624 lua_pushstring(L,
"engine");
4625 lua_pushstring(L,
c->get_engine().c_str());
4628 lua_pushstring(L,
"id");
4629 lua_pushstring(L,
c->get_id().c_str());
4632 if (ct ==
"candidate_action") {
4633 lua_pushstring(L,
"ca_ptr");
4634 lua_pushlightuserdata(L,
c);
4637 lua_pushstring(L,
"exec");
4642 if (ct ==
"stage") {
4643 lua_pushstring(L,
"stg_ptr");
4644 lua_pushlightuserdata(L,
c);
4647 lua_pushstring(L,
"exec");
4653 std::vector<std::string> c_types =
c->get_children_types();
4655 for (std::vector<std::string>::const_iterator
t = c_types.begin();
t != c_types.end(); ++
t)
4657 std::vector<ai::component*> children =
c->get_children(*
t);
4658 std::string
type = *
t;
4659 if (
type ==
"aspect" ||
type ==
"goal" ||
type ==
"engine")
4664 lua_pushstring(L,
type.c_str());
4665 lua_createtable(L, 0, 0);
4667 for (std::vector<ai::component*>::const_iterator
i = children.begin();
i != children.end(); ++
i)
4669 lua_pushstring(L, (*i)->get_name().c_str());
4700 side = luaL_checkinteger(L, 1);
4707 std::vector<ai::component*> engines =
c->get_children(
"engine");
4709 for (std::vector<ai::component*>::const_iterator
i = engines.begin();
i != engines.end(); ++
i)
4711 if ((*i)->get_name() ==
"lua")
4721 if (lua_engine ==
nullptr)
4734 LOG_LUA <<
"Created new dummy lua-engine for debug_ai().";
4744 lua_pushstring(L,
"components");
4770 if(lua_isboolean(L, 1)) {
4795 std::set<map_location> locs;
4798 if(lua_gettop(L) == 1) {
4801 id = cfg[
"id"].str();
4803 filter.get_locations(locs,
true);
4806 id = luaL_checkstring(L, 1);
4807 if(!lua_isnoneornil(L, 3))
4813 filter.get_locations(locs,
true);
4821 LOG_LUA <<
"Lua inserted time_area '" <<
id <<
"'";
4830 const char *
id = luaL_checkstring(L, 1);
4832 LOG_LUA <<
"Lua removed time_area '" <<
id <<
"'";
4842 if(area_index < 0) {
4849 std::string area_id = luaL_checkstring(L, 1);
4851 if(
auto iter =
std::find(area_ids.begin(), area_ids.end(), area_id); iter == area_ids.end()) {
4865 if(luaL_testudata(L, 1,
"schedule")) {
4875 ERR_LUA <<
"attempted to to replace ToD schedule with empty schedule";
4881 LOG_LUA <<
"replaced ToD schedule";
4890 point scroll_to(luaL_checkinteger(L, 1), luaL_checkinteger(L, 2));
4907 lua_report_generator(lua_State *L,
const std::string &
n)
4916 if (!
luaW_getglobal(L,
"wesnoth",
"interface",
"game_display", name))
4940 char const *m = luaL_checkstring(L, 2);
4942 lua_pushvalue(L, 2);
4943 lua_pushvalue(L, -2);
4954 char const *m = luaL_checkstring(L, 2);
4955 lua_pushvalue(L, 2);
4956 lua_pushvalue(L, 3);
4997 if (
dst == u->get_location() || !
map().on_board(
dst)) {
5001 if (!
map().on_board(vacant_dst)) {
5012 std::vector<map_location> teleport_path;
5013 teleport_path.push_back(src_loc);
5014 teleport_path.push_back(vacant_dst);
5021 u->anim_comp().set_standing();
5028 if (
map().is_village(vacant_dst)) {
5047 const std::string& logger = lua_isstring(L, 2) ? luaL_checkstring(L, 1) :
"";
5048 const std::string&
msg = lua_isstring(L, 2) ? luaL_checkstring(L, 2) : luaL_checkstring(L, 1);
5050 if(logger ==
"wml" || logger ==
"WML") {
5064 lua_pushboolean(L, fog ?
t.fogged(
loc) :
t.shrouded(
loc));
5082 bool affect_normal_fog =
false;
5083 if(lua_isboolean(L, -1)) {
5086 std::set<int> sides;
5088 sides.insert(
t->side());
5089 }
else if(lua_isnumber(L, 1)) {
5090 sides.insert(lua_tointeger(L, 1));
5091 }
else if(lua_istable(L, 1) && lua_istable(L, 2)) {
5092 const auto& v = lua_check<std::vector<int>>(L, 1);
5093 sides.insert(v.begin(), v.end());
5096 sides.insert(
t.side()+1);
5101 for(
const int &side_num : sides) {
5102 if(side_num < 1 ||
static_cast<std::size_t
>(side_num) >
teams().
size()) {
5108 t.remove_fog_override(locs);
5109 if(affect_normal_fog) {
5112 }
else if(!affect_normal_fog) {
5114 t.add_fog_override(locs);
5132 const std::string name = luaL_checkstring(L, 1);
5137 if(!
luaW_getglobal(L,
"wesnoth",
"custom_synced_commands", name)) {
5138 return luaL_argerror(L, 1,
"Unknown synced command");
5141 cmd_tag[
"name"] = name;
5142 if(!lua_isnoneornil(L, 2)) {
5160 #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); }
5163 template<
typename Ret>
5165 if constexpr(std::is_same_v<Ret, void>)
return 0;
5171 inline static auto metatable =
"game_events";
5173 return lua_kernel_base::get_lua_kernel<game_lua_kernel>(L);
5194 template<
typename Ret =
void>
5196 int top = lua_gettop(L);
5200 lua_getfield(L, -1, name.c_str());
5201 lua_pushcfunction(L, &impl_null_callback<Ret>);
5202 if(lua_rawequal(L, -1, -2)) {
5258 cmd_log_ <<
"Registering game-specific wesnoth lib functions...\n";
5261 static luaL_Reg
const callbacks[] {
5266 {
"cancel_action", &dispatch<&game_lua_kernel::intf_cancel_action > },
5267 {
"log_replay", &dispatch<&game_lua_kernel::intf_log_replay > },
5268 {
"log", &dispatch<&game_lua_kernel::intf_log > },
5269 {
"redraw", &dispatch<&game_lua_kernel::intf_redraw > },
5270 {
"simulate_combat", &dispatch<&game_lua_kernel::intf_simulate_combat > },
5271 {
nullptr,
nullptr }
5272 };lua_getglobal(L,
"wesnoth");
5273 if (!lua_istable(L,-1)) {
5276 luaL_setfuncs(L, callbacks, 0);
5278 lua_setglobal(L,
"wesnoth");
5280 lua_getglobal(L,
"gui");
5281 lua_pushcfunction(L, &dispatch<&game_lua_kernel::intf_gamestate_inspector>);
5282 lua_setfield(L, -2,
"show_inspector");
5284 lua_setfield(L, -2,
"show_recruit_dialog");
5286 lua_setfield(L, -2,
"show_recall_dialog");
5292 static luaL_Reg
const test_callbacks[] {
5293 {
"fire_wml_menu_item", &dispatch<&game_lua_kernel::intf_fire_wml_menu_item> },
5294 {
nullptr,
nullptr }
5296 luaL_setfuncs(L, test_callbacks, 0);
5297 lua_setglobal(L,
"unit_test");
5323 cmd_log_ <<
"Adding terrain_types table...\n";
5324 lua_getglobal(L,
"wesnoth");
5325 lua_newuserdatauv(L, 0, 0);
5326 lua_createtable(L, 0, 2);
5327 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_get_terrain_info>);
5328 lua_setfield(L, -2,
"__index");
5329 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_get_terrain_list>);
5330 lua_setfield(L, -2,
"__dir");
5331 lua_pushstring(L,
"terrain types");
5332 lua_setfield(L, -2,
"__metatable");
5333 lua_setmetatable(L, -2);
5334 lua_setfield(L, -2,
"terrain_types");
5338 cmd_log_ <<
"Adding ai elements table...\n";
5343 cmd_log_ <<
"Adding wesnoth current table...\n";
5345 lua_getglobal(L,
"wesnoth");
5346 lua_newuserdatauv(L, 0, 0);
5347 lua_createtable(L, 0, 2);
5348 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_current_get>);
5349 lua_setfield(L, -2,
"__index");
5350 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_current_dir>);
5351 lua_setfield(L, -2,
"__dir");
5352 lua_pushboolean(L,
true);
5353 lua_setfield(L, -2,
"__dir_tablelike");
5354 lua_pushstring(L,
"current config");
5355 lua_setfield(L, -2,
"__metatable");
5356 lua_setmetatable(L, -2);
5357 lua_setfield(L, -2,
"current");
5361 lua_getglobal(L,
"wml");
5362 static luaL_Reg
const wml_callbacks[] {
5366 {
"get_variable", &dispatch<&game_lua_kernel::intf_get_variable>},
5367 {
"set_variable", &dispatch<&game_lua_kernel::intf_set_variable>},
5368 {
"get_all_vars", &dispatch<&game_lua_kernel::intf_get_all_vars>},
5369 {
nullptr,
nullptr }
5371 luaL_setfuncs(L, wml_callbacks, 0);
5376 static luaL_Reg
const map_callbacks[] {
5383 {
"get_owner", &dispatch<&game_lua_kernel::intf_get_village_owner>},
5384 {
"set_owner", &dispatch<&game_lua_kernel::intf_set_village_owner>},
5386 {
"add_label", &dispatch<&game_lua_kernel::intf_add_label>},
5387 {
"remove_label", &dispatch<&game_lua_kernel::intf_remove_label>},
5388 {
"get_label", &dispatch<&game_lua_kernel::intf_get_label>},
5390 {
"place_area", &dispatch<&game_lua_kernel::intf_add_time_area>},
5391 {
"remove_area", &dispatch<&game_lua_kernel::intf_remove_time_area>},
5392 {
"get_area", &dispatch<&game_lua_kernel::intf_get_time_area>},
5394 {
"find", &dispatch<&game_lua_kernel::intf_get_locations>},
5395 {
"matches", &dispatch<&game_lua_kernel::intf_match_location>},
5397 {
nullptr,
nullptr }
5399 luaL_setfuncs(L, map_callbacks, 0);
5403 cmd_log_ <<
"Adding units module...\n";
5404 static luaL_Reg
const unit_callbacks[] {
5407 {
"erase", &dispatch<&game_lua_kernel::intf_erase_unit>},
5408 {
"extract", &dispatch<&game_lua_kernel::intf_extract_unit>},
5409 {
"matches", &dispatch<&game_lua_kernel::intf_match_unit>},
5410 {
"select", &dispatch<&game_lua_kernel::intf_select_unit>},
5411 {
"to_map", &dispatch<&game_lua_kernel::intf_put_unit>},
5412 {
"to_recall", &dispatch<&game_lua_kernel::intf_put_recall_unit>},
5414 {
"teleport", &dispatch<&game_lua_kernel::intf_teleport>},
5416 {
"ability", &dispatch<&game_lua_kernel::intf_unit_ability>},
5427 {
"find_on_map", &dispatch<&game_lua_kernel::intf_get_units>},
5428 {
"find_on_recall", &dispatch<&game_lua_kernel::intf_get_recall_units>},
5429 {
"get", &dispatch<&game_lua_kernel::intf_get_unit>},
5430 {
"get_hovered", &dispatch<&game_lua_kernel::intf_get_displayed_unit>},
5431 {
"create_animator", &dispatch<&game_lua_kernel::intf_create_animator>},
5434 {
nullptr,
nullptr }
5436 lua_getglobal(L,
"wesnoth");
5438 luaL_setfuncs(L, unit_callbacks, 0);
5439 lua_setfield(L, -2,
"units");
5443 cmd_log_ <<
"Adding sides module...\n";
5444 static luaL_Reg
const side_callbacks[] {
5445 {
"is_enemy", &dispatch<&game_lua_kernel::intf_is_enemy> },
5446 {
"matches", &dispatch<&game_lua_kernel::intf_match_side> },
5447 {
"set_id", &dispatch<&game_lua_kernel::intf_set_side_id> },
5452 {
"find", &dispatch<&game_lua_kernel::intf_get_sides> },
5453 {
"get", &dispatch<&game_lua_kernel::intf_get_side> },
5454 {
"create", &dispatch<&game_lua_kernel::intf_create_side> },
5456 {
"place_shroud", &dispatch2<&game_lua_kernel::intf_toggle_shroud, true>},
5457 {
"remove_shroud", &dispatch2<&game_lua_kernel::intf_toggle_shroud, false>},
5458 {
"override_shroud", &dispatch<&game_lua_kernel::intf_override_shroud>},
5459 {
"is_shrouded", &dispatch2<&game_lua_kernel::intf_get_fog_or_shroud, false>},
5461 {
"place_fog", &dispatch2<&game_lua_kernel::intf_toggle_fog, false>},
5462 {
"remove_fog", &dispatch2<&game_lua_kernel::intf_toggle_fog, true>},
5463 {
"is_fogged", &dispatch2<&game_lua_kernel::intf_get_fog_or_shroud, true>},
5464 {
nullptr,
nullptr }
5466 std::vector<lua_cpp::Reg>
const cpp_side_callbacks {
5467 {
"add_ai_component", std::bind(
intf_modify_ai, std::placeholders::_1,
"add")},
5468 {
"delete_ai_component", std::bind(
intf_modify_ai, std::placeholders::_1,
"delete")},
5469 {
"change_ai_component", std::bind(
intf_modify_ai, std::placeholders::_1,
"change")},
5473 lua_getglobal(L,
"wesnoth");
5475 luaL_setfuncs(L, side_callbacks, 0);
5477 lua_setfield(L, -2,
"sides");
5481 cmd_log_ <<
"Adding interface module...\n";
5482 static luaL_Reg
const intf_callbacks[] {
5483 {
"add_hex_overlay", &dispatch<&game_lua_kernel::intf_add_tile_overlay>},
5484 {
"remove_hex_overlay", &dispatch<&game_lua_kernel::intf_remove_tile_overlay>},
5485 {
"get_color_adjust", &dispatch<&game_lua_kernel::intf_get_color_adjust>},
5486 {
"color_adjust", &dispatch<&game_lua_kernel::intf_color_adjust>},
5487 {
"screen_fade", &dispatch<&game_lua_kernel::intf_screen_fade>},
5488 {
"delay", &dispatch<&game_lua_kernel::intf_delay>},
5489 {
"deselect_hex", &dispatch<&game_lua_kernel::intf_deselect_hex>},
5490 {
"highlight_hex", &dispatch<&game_lua_kernel::intf_highlight_hex>},
5491 {
"float_label", &dispatch<&game_lua_kernel::intf_float_label>},
5492 {
"get_displayed_unit", &dispatch<&game_lua_kernel::intf_get_displayed_unit>},
5493 {
"get_hovered_hex", &dispatch<&game_lua_kernel::intf_get_mouseover_tile>},
5494 {
"get_selected_hex", &dispatch<&game_lua_kernel::intf_get_selected_tile>},
5495 {
"lock", &dispatch<&game_lua_kernel::intf_lock_view>},
5496 {
"is_locked", &dispatch<&game_lua_kernel::intf_view_locked>},
5497 {
"scroll", &dispatch<&game_lua_kernel::intf_scroll>},
5498 {
"scroll_to_hex", &dispatch<&game_lua_kernel::intf_scroll_to_tile>},
5499 {
"skip_messages", &dispatch<&game_lua_kernel::intf_skip_messages>},
5500 {
"is_skipping_messages", &dispatch<&game_lua_kernel::intf_is_skipping_messages>},
5501 {
"zoom", &dispatch<&game_lua_kernel::intf_zoom>},
5502 {
"clear_menu_item", &dispatch<&game_lua_kernel::intf_clear_menu_item>},
5503 {
"set_menu_item", &dispatch<&game_lua_kernel::intf_set_menu_item>},
5504 {
"allow_end_turn", &dispatch<&game_lua_kernel::intf_allow_end_turn>},
5505 {
"clear_chat_messages", &dispatch<&game_lua_kernel::intf_clear_messages>},
5506 {
"end_turn", &dispatch<&game_lua_kernel::intf_end_turn>},
5508 {
"add_chat_message", &dispatch<&game_lua_kernel::intf_message>},
5509 {
"add_overlay_text", &dispatch2<&game_lua_kernel::intf_set_floating_label, true>},
5511 {
nullptr,
nullptr }
5513 lua_getglobal(L,
"wesnoth");
5515 luaL_setfuncs(L, intf_callbacks, 0);
5516 lua_setfield(L, -2,
"interface");
5520 cmd_log_ <<
"Adding achievements module...\n";
5521 static luaL_Reg
const achievement_callbacks[] {
5522 {
"set", &dispatch<&game_lua_kernel::intf_set_achievement> },
5523 {
"has", &dispatch<&game_lua_kernel::intf_has_achievement> },
5524 {
"get", &dispatch<&game_lua_kernel::intf_get_achievement> },
5525 {
"progress", &dispatch<&game_lua_kernel::intf_progress_achievement> },
5526 {
"has_sub_achievement", &dispatch<&game_lua_kernel::intf_has_sub_achievement> },
5527 {
"set_sub_achievement", &dispatch<&game_lua_kernel::intf_set_sub_achievement> },
5528 {
nullptr,
nullptr }
5530 lua_getglobal(L,
"wesnoth");
5532 luaL_setfuncs(L, achievement_callbacks, 0);
5533 lua_setfield(L, -2,
"achievements");
5537 cmd_log_ <<
"Adding audio module...\n";
5538 static luaL_Reg
const audio_callbacks[] {
5539 {
"play", &dispatch<&game_lua_kernel::intf_play_sound > },
5540 {
nullptr,
nullptr }
5542 lua_getglobal(L,
"wesnoth");
5544 luaL_setfuncs(L, audio_callbacks, 0);
5545 lua_setfield(L, -2,
"audio");
5549 cmd_log_ <<
"Adding paths module...\n";
5550 static luaL_Reg
const path_callbacks[] {
5551 {
"find_cost_map", &dispatch<&game_lua_kernel::intf_find_cost_map > },
5552 {
"find_path", &dispatch<&game_lua_kernel::intf_find_path > },
5553 {
"find_reach", &dispatch<&game_lua_kernel::intf_find_reach > },
5554 {
"find_vacant_hex", &dispatch<&game_lua_kernel::intf_find_vacant_tile > },
5555 {
"find_vision_range", &dispatch<&game_lua_kernel::intf_find_vision_range > },
5556 {
nullptr,
nullptr }
5558 lua_getglobal(L,
"wesnoth");
5560 luaL_setfuncs(L, path_callbacks, 0);
5561 lua_setfield(L, -2,
"paths");
5565 cmd_log_ <<
"Adding sync module...\n";
5566 static luaL_Reg
const sync_callbacks[] {
5571 {
nullptr,
nullptr }
5573 lua_getglobal(L,
"wesnoth");
5575 luaL_setfuncs(L, sync_callbacks, 0);
5576 lua_setfield(L, -2,
"sync");
5580 cmd_log_ <<
"Adding schedule module...\n";
5581 static luaL_Reg
const schedule_callbacks[] {
5582 {
"get_time_of_day", &dispatch<&game_lua_kernel::intf_get_time_of_day<false>>},
5583 {
"get_illumination", &dispatch<&game_lua_kernel::intf_get_time_of_day<true>>},
5584 {
"replace", &dispatch<&game_lua_kernel::intf_replace_schedule>},
5585 {
nullptr,
nullptr }
5587 lua_getglobal(L,
"wesnoth");
5589 luaL_setfuncs(L, schedule_callbacks, 0);
5590 lua_createtable(L, 0, 2);
5591 lua_setmetatable(L, -2);
5592 lua_setfield(L, -2,
"schedule");
5599 cmd_log_ <<
"Adding wml_actions table...\n";
5601 lua_getglobal(L,
"wesnoth");
5603 lua_setfield(L, -2,
"wml_actions");
5607 cmd_log_ <<
"Adding wml_conditionals table...\n";
5609 lua_getglobal(L,
"wesnoth");
5611 lua_setfield(L, -2,
"wml_conditionals");
5618 cmd_log_ <<
"Adding effects table...\n";
5620 lua_getglobal(L,
"wesnoth");
5622 lua_setfield(L, -2,
"effects");
5626 cmd_log_ <<
"Adding custom_synced_commands table...\n";
5628 lua_getglobal(L,
"wesnoth");
5630 lua_setfield(L, -2,
"custom_synced_commands");
5634 cmd_log_ <<
"Adding game_events module...\n";
5635 static luaL_Reg
const event_callbacks[] {
5636 {
"add", &dispatch<&game_lua_kernel::intf_add_event> },
5637 {
"add_repeating", &dispatch<&game_lua_kernel::intf_add_event_simple<false>> },
5638 {
"add_menu", &dispatch<&game_lua_kernel::intf_add_event_simple<true>> },
5639 {
"add_wml", &dispatch<&game_lua_kernel::intf_add_event_wml> },
5640 {
"remove", &dispatch<&game_lua_kernel::intf_remove_event> },
5641 {
"fire", &dispatch2<&game_lua_kernel::intf_fire_event, false> },
5642 {
"fire_by_id", &dispatch2<&game_lua_kernel::intf_fire_event, true> },
5643 {
"add_undo_actions", &dispatch<&game_lua_kernel::intf_add_undo_actions> },
5644 {
"set_undoable", &dispatch<&game_lua_kernel::intf_allow_undo > },
5645 {
nullptr,
nullptr }
5647 lua_getglobal(L,
"wesnoth");
5649 luaL_setfuncs(L, event_callbacks, 0);
5650 lua_createtable(L, 0, 2);
5652 lua_setfield(L, -2,
"__dir");
5654 lua_setfield(L, -2,
"__index");
5655 lua_pushstring(L,
"game_events");
5656 lua_setfield(L, -2,
"__metatable");
5657 lua_setmetatable(L, -2);
5658 lua_setfield(L, -2,
"game_events");
5662 cmd_log_ <<
"Adding game_display table...\n";
5666 lua_createtable(L, 0, 2);
5667 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_theme_items_get>);
5668 lua_setfield(L, -2,
"__index");
5669 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_theme_items_set>);
5670 lua_setfield(L, -2,
"__newindex");
5671 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_theme_items_dir>);
5672 lua_setfield(L, -2,
"__dir");
5673 lua_setmetatable(L, -2);
5674 lua_setfield(L, -2,
"game_display");
5678 cmd_log_ <<
"Adding scenario table...\n";
5682 lua_createtable(L, 0, 2);
5683 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_scenario_get>);
5684 lua_setfield(L, -2,
"__index");
5685 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_scenario_set>);
5686 lua_setfield(L, -2,
"__newindex");
5687 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_scenario_dir>);
5688 lua_setfield(L, -2,
"__dir");
5689 lua_setmetatable(L, -2);
5690 lua_setfield(L, -2,
"scenario");
5701 lua_pushstring(L, effect.c_str());
5719 cmd_log_ <<
"Adding races table...\n";
5722 lua_getglobal(L,
"wesnoth");
5724 lua_setfield(L, -2,
"races");
5728 cmd_log_ <<
"Running preload scripts...\n";
5751 using namespace std::literals::string_view_literals;
5752 static constexpr std::array handled_file_tags {
5765 "modify_unit_type"sv,
5771 "terrain_graphics"sv,
5779 return std::binary_search(handled_file_tags.begin(), handled_file_tags.end(),
s);
5795 for(
const auto [child_key, child_cfg] :
level.all_children_view())
5798 lua_createtable(L, 2, 0);
5799 lua_pushstring(L, child_key.c_str());
5800 lua_rawseti(L, -2, 1);
5802 lua_rawseti(L, -2, 2);
5803 lua_rawseti(L, -2, k++);
5817 if(!impl_get_callback<config>(L,
"on_save"))
5830 const std::vector<std::string> src_tags(temp.begin(), temp.end());
5832 for(
const auto& key : src_tags) {
5839 const std::string m =
"Tag is already used: [" + key +
"]";
5860 lua_pushstring(L, ev.
name.c_str());
5869 if (!
luaW_getglobal(L,
"wesnoth",
"custom_synced_commands", name)) {
5885 std::string which_effect = lua_tostring(L, lua_upvalueindex(1));
5900 lua_pushstring(L, description.c_str());
5913 int str_i = lua_gettop(L);
5916 lua_pushstring(L,
"__call");
5917 lua_pushvalue(L, str_i);
5918 lua_pushboolean(L,
true);
5919 lua_pushcclosure(L, &dispatch<&game_lua_kernel::cfun_builtin_effect>, 2);
5921 lua_pushstring(L,
"__descr");
5922 lua_pushvalue(L, str_i);
5923 lua_pushboolean(L,
false);
5924 lua_pushcclosure(L, &dispatch<&game_lua_kernel::cfun_builtin_effect>, 2);
5926 lua_setmetatable(L, -2);
5936 (lua_touserdata(L, lua_upvalueindex(1)));
5950 lua_getglobal(L,
"wesnoth");
5951 lua_pushstring(L,
"wml_actions");
5953 lua_pushstring(L, cmd.c_str());
5954 lua_pushlightuserdata(L,
reinterpret_cast<void *
>(
h));
5955 lua_pushcclosure(L, &dispatch<&game_lua_kernel::cfun_wml_action>, 1);
5968 (lua_touserdata(L, lua_upvalueindex(1)));
5971 lua_pushboolean(L,
h(vcfg));
5982 lua_getglobal(L,
"wesnoth");
5983 lua_pushstring(L,
"wml_conditionals");
5985 lua_pushstring(L, cmd.c_str());
5986 lua_pushlightuserdata(L,
reinterpret_cast<void *
>(
h));
6028 ERR_WML <<
"unknown conditional wml: [" << cmd <<
"]";
6047 int argIdx = lua_gettop(L);
6049 return luaL_error(L,
"wesnoth.wml_actions.command is missing");
6051 lua_pushvalue(L, argIdx);
6060 int evtIdx = lua_gettop(L);
6065 return luaL_ref(L, evtIdx);
6072 int evtIdx = lua_gettop(L);
6076 std::ostringstream lua_name;
6077 lua_name <<
"event ";
6079 lua_name <<
"<anon>";
6084 lua_name <<
"[id=" <<
id <<
"]";
6087 ERR_LUA <<
"Failed to register WML event: " << lua_name.str();
6090 return luaL_ref(L, evtIdx);
6096 idx = lua_absindex(L, idx);
6098 int evtIdx = lua_gettop(L);
6102 lua_pushvalue(L, idx);
6103 return luaL_ref(L, evtIdx);
6110 luaL_unref(L, -1, ref);
6121 lua_geti(L, -1, ref);
6122 if(lua_isnil(L, -1))
return false;
6168 lua_pushvalue(L, -1);
6188 std::string message = std::string() +
"function " + name +
" not found";
6189 log_error(message.c_str(),
"Lua SUF Error");
6193 lua_insert(L, -nArgs - 1);
6205 int top = lua_gettop(L);
6216 if(lua_istable(L, -1)) {
6219 lua_pushvalue(L, -1);
6221 lua_pushvalue(L, top + 1);
6223 lua_pushvalue(L, top + 2);
6228 if(luaL_getmetafield(L, -1,
"__descr")) {
6230 if(lua_isstring(L, -1)) {
6232 descr = lua_tostring(L, -1);
6234 lua_pushvalue(L, -2);
6236 lua_pushvalue(L, top + 1);
6238 lua_pushvalue(L, top + 2);
6241 if(lua_isstring(L, -1) && !lua_isnumber(L, -1)) {
6242 descr = lua_tostring(L, -1);
6244 ERR_LUA <<
"Effect __descr metafunction should have returned a string, but instead returned ";
6245 if(lua_isnone(L, -1)) {
6248 ERR_LUA << lua_typename(L, lua_type(L, -1));
6253 }
else if(need_apply) {
6255 lua_pushvalue(L, top + 1);
6257 lua_pushvalue(L, top + 2);
6295 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.
GAME_CONFIG_SETTER("debug", bool, application_lua_kernel)
Class to encapsulate fog/shroud clearing and the resultant sighted events.
bool clear_dest(const map_location &dest, const unit &viewer)
Clears shroud (and fog) at the provided location and its immediate neighbors.
game_events::pump_result_t fire_events()
Fires the sighted events that were earlier recorded by fog/shroud clearing.
bool clear_unit(const map_location &view_loc, team &view_team, std::size_t viewer_id, int sight_range, bool slowed, const movetype::terrain_costs &costs, const map_location &real_loc, const std::set< map_location > *known_units=nullptr, std::size_t *enemy_count=nullptr, std::size_t *friend_count=nullptr, move_unit_spectator *spectator=nullptr, bool instant=true)
Clears shroud (and fog) around the provided location for view_team based on sight_range,...
virtual ai_context & get_ai_context()
unwrap
virtual double evaluate()=0
Evaluate the candidate action, resetting the internal state of the action.
virtual void execute()=0
Execute the candidate action.
static bool add_component(component *root, const std::string &path, const config &cfg)
static void expand_simplified_aspects(side_number side, config &cfg)
Expand simplified aspects, similar to the change from 1.7.2 to 1.7.3 but with some additional syntax ...
static const config & get_default_ai_parameters()
get default AI parameters
virtual config to_config() const
Serialize to config.
virtual void push_ai_table()
Method that pushes the AI table of the lua_context on the stack for debugging purposes.
component * get_component(component *root, const std::string &path)
Proxy class for calling AI action handlers defined in Lua.
static lua_ai_action_handler * create(lua_State *L, char const *code, lua_ai_context &context)
Proxy table for the AI context.
static void init(lua_State *L)
static lua_ai_context * create(lua_State *L, char const *code, engine_lua *engine)
bool add_ai_for_side_from_config(side_number side, const config &cfg, bool replace=true)
Adds active AI for specified side from cfg.
void append_active_ai_for_side(ai::side_number side, const config &cfg)
Appends AI parameters to active AI of the given side.
void raise_user_interact()
Notifies all observers of 'ai_user_interact' event.
static manager & get_singleton()
void modify_active_ai_for_side(ai::side_number side, const config &cfg)
Modifies AI parameters for active AI of the given side.
ai::holder & get_active_ai_holder_for_side_dbg(side_number side)
Gets the active AI holder for debug purposes.
bool play_stage()
Play the turn - strategy.
Computes the statistics of a battle between an attacker and a defender unit.
const battle_context_unit_stats & get_defender_stats() const
This method returns the statistics of the defender.
const combatant & get_attacker_combatant(const combatant *prev_def=nullptr)
Get the simulation results.
const battle_context_unit_stats & get_attacker_stats() const
This method returns the statistics of the attacker.
const combatant & get_defender_combatant(const combatant *prev_def=nullptr)
Variant for storing WML attributes.
std::string str(const std::string &fallback="") const
bool empty() const
Tests for an attribute that either was never set or was set to "".
A config object defines a single node in a WML file, with access to child nodes.
config & mandatory_child(config_key_type key, int n=0)
Returns the nth child with the given key, or throws an error if there is none.
bool has_child(config_key_type key) const
Determine whether a config has a child or not.
void remove_children(config_key_type key, const std::function< bool(const config &)> &p={})
Removes all children with tag key for which p returns true.
child_itors child_range(config_key_type key)
config & child_or_add(config_key_type key)
Returns a reference to the first child with the given key.
auto child_name_view() const
A non-owning view over all child tag names.
void append_children(const config &cfg)
Adds children from cfg.
void splice_children(config &src, config_key_type key)
Moves all the children with tag key from src to this.
optional_config_impl< config > optional_child(config_key_type key, int n=0)
Equivalent to mandatory_child, but returns an empty optional if the nth child was not found.
config & add_child(config_key_type key)
virtual void play_slice()
void 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(const std::string &prog, const std::string &name, const error_handler &, bool allow_unsafe=false)
void run_lua_tag(const config &cfg)
Runs a [lua] tag.
Storage for a unit, either owned by the Lua code (ptr != 0), a local variable unit (c_ptr !...
bool put_map(const map_location &loc)
int on_recall_list() const
unit_ptr get_shared() const
const terrain_label * set_label(const map_location &loc, const t_string &text, const int creator=-1, const std::string &team="", const color_t color=font::NORMAL_COLOR, const bool visible_in_fog=true, const bool visible_in_shroud=false, const bool immutable=false, const std::string &category="", const t_string &tooltip="")
const terrain_label * get_label(const map_location &loc, const std::string &team_name) const
void recalculate_shroud()
game_classification & get_classification()
events::mouse_handler & get_mouse_handler_base() override
Get a reference to a mouse handler member a derived class uses.
bool is_skipping_story() const
bool is_skipping_replay() const
std::shared_ptr< wb::manager > get_whiteboard() const
virtual void force_end_turn()=0
game_events::wml_event_pump & pump()
std::set< std::string > & encountered_units()
int progress_achievement(const std::string &content_for, const std::string &id, int limit=999999, int max_progress=999999, int amount=0)
Increments the achievement's current progress by amount if it hasn't already been completed.
void set_achievement(const std::string &content_for, const std::string &id)
Marks the specified achievement as completed.
void set_sub_achievement(const std::string &content_for, const std::string &id, const std::string &sub_id)
Marks the specified sub-achievement as completed.
void add_log_data(const std::string &key, const std::string &var)
config generate_report(const std::string &name, const context &ct, bool only_static=false)
void register_generator(const std::string &name, generator *)
const std::set< std::string > & report_list()
An object to leave the synced context during draw or unsynced wml items when we don’t know whether we...
std::vector< int > get_teams() const
bool match(const team &t) const
static map & registry()
using static function variable instead of static member variable to prevent static initialization fia...
static synced_state get_synced_state()
This class stores all the data for a single 'side' (in game nomenclature).
game_events::pump_result_t get_village(const map_location &, const int owner_side, game_data *fire_event)
Acquires a village from owner_side.
const std::string & team_name() const
void set_color(const std::string &color)
void set_flag(const std::string &flag)
void lose_village(const map_location &)
bool match(const map_location &loc) const
void get_locations(std::set< map_location > &locs, bool with_border=false) const
gets all locations on the map that match this filter
To store label data Class implements logic for rendering.
const std::string & id() const
t_translation::terrain_code number() const
void replace_schedule(const config &time_cfg)
Replace the time of day schedule.
int number_of_turns() const
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.
luaW_Registry & gameConfigReg()
static int impl_clear_animation(lua_State *L)
static int intf_advance_unit(lua_State *L)
Advances a unit if the unit has enough xp.
static int impl_add_animation(lua_State *L)
static int intf_debug_ai(lua_State *L)
Debug access to the ai tables.
#define GAME_CONFIG_SIMPLE_SETTER(name)
static int intf_unit_movement_cost(lua_State *L)
Returns unit movement cost on a given terrain.
static int intf_add_modification(lua_State *L)
Adds a modification to a unit.
#define SCHEDULE_GETTER(name, type)
static void luaW_pushsimdata(lua_State *L, const combatant &cmb)
Puts a table at the top of the stack with some combat result.
#define CALLBACK_GETTER(name, type)
static std::string read_event_name(lua_State *L, int idx)
static int intf_remove_modifications(lua_State *L)
Removes modifications from a unit.
int dispatch2(lua_State *L)
static int intf_copy_unit(lua_State *L)
Copies a unit.
static void push_component(lua_State *L, ai::component *c, const std::string &ct="")
static int impl_mp_settings_get(lua_State *L)
static int cfun_exec_stage(lua_State *L)
static int impl_game_events_get(lua_State *L)
static int intf_modify_ai_old(lua_State *L)
Lua frontend to the modify_ai functionality.
static int intf_get_resource(lua_State *L)
Gets a table for an resource tag.
static const char animatorKey[]
static bool is_handled_file_tag(std::string_view s)
These are the child tags of [scenario] (and the like) that are handled elsewhere (in the C++ code).
static int intf_synchronize_choices(lua_State *L)
Ensures a value is synchronized among all the clients.
static int intf_switch_ai(lua_State *L)
static int intf_create_unit(lua_State *L)
Creates a unit from its WML description.
static int intf_transform_unit(lua_State *L)
Changes a unit to the given unit type.
static int impl_floating_label_getmethod(lua_State *L)
static int intf_get_viewing_side(lua_State *L)
Gets currently viewing side.
int(game_lua_kernel::* member_callback)(lua_State *)
int(game_lua_kernel::* member_callback2)(lua_State *, bool)
static int intf_invoke_synced_command(lua_State *L)
static void luaW_push_tod(lua_State *L, const time_of_day &tod)
static int intf_do_unsynced(lua_State *L)
Calls a function in an unsynced context (this specially means that all random calls used by that func...
luaW_Registry scheduleReg
static void luaW_pushsimweapon(lua_State *L, const battle_context_unit_stats &bcustats)
Puts a table at the top of the stack with information about the combatants' weapons.
static int intf_handle_user_interact(lua_State *)
static int intf_unit_jamming_cost(lua_State *L)
Returns unit jamming cost on a given terrain.
static int impl_end_level_data_get(lua_State *L)
static lg::log_domain log_wml("wml")
static int intf_unit_defense(lua_State *L)
Returns unit defense on a given terrain.
static int intf_get_era(lua_State *L)
Gets a table for an era tag.
static bool impl_get_callback(lua_State *L, const std::string &name)
#define SCHEDULE_VALID(name)
static int cfun_wml_condition(lua_State *L)
Executes its upvalue as a wml condition and returns the result.
luaW_Registry callbacksReg
static int * luaW_check_floating_label(lua_State *L, int idx)
static int impl_game_events_dir(lua_State *L)
static int intf_unit_vision_cost(lua_State *L)
Returns unit vision cost on a given terrain.
static std::string _(const char *str)
bool get_ability_bool(const std::string &tag_name, const map_location &loc) const
Checks whether this unit currently possesses or is affected by a given ability.
const std::string & id() const
Gets this unit's id.
int side() const
The side this unit belongs to.
void advance_to(const unit_type &t, bool use_traits=false)
Advances this unit to another type.
int defense_modifier(const t_translation::terrain_code &terrain) const
The unit's defense on a given terrain.
int resistance_against(const std::string &damage_name, bool attacker, const map_location &loc, const_attack_ptr weapon=nullptr, const const_attack_ptr &opp_weapon=nullptr) const
The unit's resistance against a given damage type.
void add_modification(const std::string &type, const config &modification, bool no_add=false)
Add a new modification to the unit.
static const std::set< std::string > builtin_effects
std::string describe_builtin_effect(const std::string &type, const config &effect)
Construct a string describing a built-in effect.
config & get_modifications()
Get the raw modifications.
void expire_modifications(const std::string &duration)
Clears those modifications whose duration has expired.
void apply_builtin_effect(const std::string &type, const config &effect)
Apply a builtin effect to the unit.
const map_location & get_location() const
The current map location this unit is at.
int movement_cost(const t_translation::terrain_code &terrain) const
Get the unit's movement cost on a particular terrain.
int vision_cost(const t_translation::terrain_code &terrain) const
Get the unit's vision cost on a particular terrain.
int jamming_cost(const t_translation::terrain_code &terrain) const
Get the unit's jamming cost on a particular terrain.
std::string label
What to show in the filter's drop-down list.
std::string id
Text to match against addon_info.tags()
Define the handlers for the game's events mechanism.
bool tiles_adjacent(const map_location &a, const map_location &b)
Function which tells if two locations are adjacent.
Standard logging facilities (interface).
#define log_scope(description)
std::decay_t< T > lua_check(lua_State *L, int n)
void luaW_pushconfig(lua_State *L, const config &cfg)
Converts a config object to a Lua table pushed at the top of the stack.
bool luaW_iststring(lua_State *L, int index)
void luaW_push_namedtuple(lua_State *L, const std::vector< std::string > &names)
Push an empty "named tuple" onto the stack.
config luaW_checkconfig(lua_State *L, int index)
Converts an optional table or vconfig to a config object.
void luaW_pushlocation(lua_State *L, const map_location &ml)
Converts a map location object to a Lua table pushed at the top of the stack.
std::set< map_location > luaW_check_locationset(lua_State *L, int idx)
Converts a table of integer pairs to a set of map location objects.
void luaW_pushtstring(lua_State *L, const t_string &v)
Pushes a t_string on the top of the stack.
bool luaW_pushvariable(lua_State *L, variable_access_const &v)
bool luaW_tovconfig(lua_State *L, int index, vconfig &vcfg)
Gets an optional vconfig from either a table or a userdata.
void luaW_pushvconfig(lua_State *L, const vconfig &cfg)
Pushes a vconfig on the top of the stack.
bool luaW_toboolean(lua_State *L, int n)
int luaW_type_error(lua_State *L, int narg, const char *tname)
std::string_view luaW_tostring(lua_State *L, int index)
bool luaW_getmetafield(lua_State *L, int idx, const char *key)
Like luaL_getmetafield, but returns false if key is an empty string or begins with two underscores.
bool luaW_totstring(lua_State *L, int index, t_string &str)
Converts a scalar to a translatable string.
bool luaW_tableget(lua_State *L, int index, const char *key)
bool luaW_checkvariable(lua_State *L, variable_access_create &v, int n)
bool luaW_pcall(lua_State *L, int nArgs, int nRets, bool allow_wml_error)
Calls a Lua function stored below its nArgs arguments at the top of the stack.
bool luaW_toconfig(lua_State *L, int index, config &cfg)
Converts an optional table or vconfig to a config object.
int luaW_push_locationset(lua_State *L, const std::set< map_location > &locs)
Converts a set of map locations to a Lua table pushed at the top of the stack.
vconfig luaW_checkvconfig(lua_State *L, int index, bool allow_missing)
Gets an optional vconfig from either a table or a userdata.
bool luaW_tolocation(lua_State *L, int index, map_location &loc)
Converts an optional table or pair of integers to a map location object.
map_location luaW_checklocation(lua_State *L, int index)
Converts an optional table or pair of integers to a map location object.
bool luaW_getglobal(lua_State *L, const std::vector< std::string > &path)
Pushes the value found by following the variadic names (char *), if the value is not nil.
t_string luaW_checktstring(lua_State *L, int index)
Converts a scalar to a translatable string.
#define return_cstring_attrib(name, accessor)
#define return_string_attrib(name, accessor)
#define return_cfgref_attrib(name, accessor)
#define return_int_attrib(name, accessor)
#define modify_bool_attrib(name, accessor)
#define return_bool_attrib(name, accessor)
#define return_cfg_attrib(name, accessor)
#define modify_string_attrib(name, accessor)
#define return_string_attrib_deprecated(name, prefix, level, version, msg, accessor)
#define GAME_CONFIG_GETTER(name, type, kernel_type)
void luaW_pushracetable(lua_State *L)
void luaW_pushteam(lua_State *L, team &tm)
Create a full userdata containing a pointer to the team.
team * luaW_toteam(lua_State *L, int idx)
Test if the top stack element is a team, and if so, return it.
team & luaW_checkteam(lua_State *L, int idx)
Test if the top stack element is a team, and if not, error.
std::set< map_location > location_set
int intf_terrain_mask(lua_State *L)
Replaces part of the map.
int intf_on_border(lua_State *L)
int intf_on_board(lua_State *L)
int intf_terrainmap_iter(lua_State *L)
int intf_terrainmap_get(lua_State *L)
int intf_replace_if_failed(lua_State *L)
lua_unit * luaW_checkunit_ref(lua_State *L, int index)
Similar to luaW_checkunit but returns a lua_unit; use this if you need to handle map and recall units...
unit & luaW_checkunit(lua_State *L, int index, bool only_on_map)
Converts a Lua value to a unit pointer.
bool luaW_isunit(lua_State *L, int index)
Test if a Lua value is a unit.
unit_ptr luaW_checkunit_ptr(lua_State *L, int index, bool only_on_map)
Similar to luaW_checkunit but returns a unit_ptr; use this instead of luaW_checkunit when using an ap...
lua_unit * luaW_pushlocalunit(lua_State *L, unit &u)
Pushes a private unit on the stack.
unit * luaW_tounit(lua_State *L, int index, bool only_on_map)
Converts a Lua value to a unit pointer.
lua_unit * luaW_pushunit(lua_State *L, Args... args)
int intf_create_attack(lua_State *L)
const_attack_ptr luaW_toweapon(lua_State *L, int idx)
void luaW_pushweapon(lua_State *L, const attack_ptr &weapon)
std::map< std::string, config > traits_map
bool clear_shroud(int side, bool reset_fog, bool fire_events)
Function that will clear shroud (and fog) based on current unit positions.
game_events::pump_result_t get_village(const map_location &loc, int side, bool *action_timebonus, bool fire_event)
Makes it so the village at the given location is owned by the given side.
void create_jamming_map(std::map< map_location, int > &jamming, const team &view_team)
Helper function that creates the map of enemy anti-vision that's needed when creating a pathfinding::...
void clear()
Clear the current render target.
const color_t LABEL_COLOR
int add_floating_label(const floating_label &flabel)
add a label floating on the screen above everything else.
void remove_floating_label(int handle, const std::chrono::milliseconds &fadeout)
removes the floating label given by 'handle' from the screen
void move_floating_label(int handle, double xmove, double ymove)
moves the floating label given by 'handle' by (xmove,ymove)
Game configuration data as global variables.
void load_config(const config &v)
bool variable_matches(const vconfig &values)
bool have_location(const vconfig &cfg)
bool have_unit(const vconfig &cfg)
bool conditional_passed(const vconfig &cond)
bool fire_event(const ui_event event, const std::vector< std::pair< widget *, ui_event >> &event_chain, widget *dispatcher, widget *w, F &&... params)
Helper function for fire_event.
std::shared_ptr< halo_record > handle
std::stringstream & log_to_chat()
Use this to show WML errors in the ingame chat.
std::string register_table(lua_State *L)
std::string register_vconfig_metatable(lua_State *L)
Adds the vconfig metatable.
int intf_tovconfig(lua_State *L)
Creates a vconfig containing the WML table.
void set_functions(lua_State *L, const std::vector< lua_cpp::Reg > &functions)
Analogous to lua_setfuncs, it registers a collection of function wrapper objects into a table,...
void push_closure(lua_State *L, const lua_function &f, int nup)
Pushes a closure which retains a std::function object as its first up-value.
int intf_show_recall_dialog(lua_State *L)
int intf_show_recruit_dialog(lua_State *L)
int show_gamestate_inspector(const std::string &name, const game_data &data, const game_state &state)
std::string register_metatable(lua_State *L)
std::string register_metatable(lua_State *L)
std::string register_metatables(lua_State *L)
std::string register_metatable(lua_State *L)
std::string register_table(lua_State *L)
std::string register_metatables(lua_State *L)
std::string register_attacks_metatables(lua_State *L)
std::string tag(std::string_view tag, Args &&... data)
Wraps the given data in the specified tag.
config get_user_choice(const std::string &name, const user_choice &uch, int side=0)
std::map< int, config > get_user_choice_multiple_sides(const std::string &name, const user_choice &uch, std::set< int > sides)
Performs a choice for multiple sides for WML events.
plain_route a_star_search(const map_location &src, const map_location &dst, double stop_at, const cost_calculator &calc, const std::size_t width, const std::size_t height, const teleport_map *teleports, bool border)
const teleport_map get_teleport_locations(const unit &u, const team &viewing_team, bool see_all, bool ignore_units, bool check_vision)
map_location find_vacant_tile(const map_location &loc, VACANT_TILE_TYPE vacancy, const unit *pass_check, const team *shroud_check, const game_board *board)
Function that will find a location on the board that is as near to loc as possible,...
Unit and team statistics.
fake_unit_manager * fake_units
play_controller * controller
std::shared_ptr< wb::manager > whiteboard
Contains the general settings which have a default.
void play_sound(const std::string &files, channel_group group, unsigned int repeats)
terrain_code read_terrain_code(std::string_view str)
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).