118 #include <functional>
136 #define DBG_LUA LOG_STREAM(debug, log_scripting_lua)
137 #define LOG_LUA LOG_STREAM(info, log_scripting_lua)
138 #define WRN_LUA LOG_STREAM(warn, log_scripting_lua)
139 #define ERR_LUA LOG_STREAM(err, log_scripting_lua)
142 #define ERR_WML LOG_STREAM(err, log_wml)
150 template <member_callback method>
152 return ((lua_kernel_base::get_lua_kernel<game_lua_kernel>(L)).*method)(L);
158 template <member_callback2 method,
bool b>
160 return ((lua_kernel_base::get_lua_kernel<game_lua_kernel>(L)).*method)(L,
b);
210 if(!sides.
empty()) {
WRN_LUA <<
"ignoring duplicate side filter information (inline side=)"; }
212 return filter.get_teams();
216 return filter.get_teams();
223 struct queued_event_context
226 std::stack<qe const *> & stack_;
228 queued_event_context(qe
const *new_qe, std::stack<qe const*> & stack)
234 ~queued_event_context()
249 lua_pushinteger(L, disp->viewing_team().side());
250 lua_pushboolean(L, disp->show_everything());
268 anim.~unit_animator();
277 std::string which = luaL_checkstring(L, 3);
279 std::string hits_str = luaL_checkstring(L, 4);
289 if(lua_istable(L, 5)) {
290 lua_getfield(L, 5,
"target");
293 return luaL_argerror(L, 5,
"target location must be different from animated unit's location");
295 return luaL_argerror(L, 5,
"target location must be adjacent to the animated unit");
300 if(!lua_isnoneornil(L, -1)) {
306 lua_getfield(L, 5,
"value");
307 if(lua_isnumber(L, -1)) {
308 v1 = lua_tointeger(L, -1);
309 }
else if(lua_istable(L, -1)) {
310 lua_rawgeti(L, -1, 1);
311 v1 = lua_tointeger(L, -1);
313 lua_rawgeti(L, -1, 2);
314 v2 = lua_tointeger(L, -1);
316 }
else if(!lua_isnoneornil(L, -1)) {
317 return luaW_type_error(L, 5,
"value",
"number or array of two numbers");
321 lua_getfield(L, 5,
"with_bars");
322 if(lua_isboolean(L, -1)) {
324 }
else if(!lua_isnoneornil(L, -1)) {
325 return luaW_type_error(L, 5,
"with_bars", lua_typename(L, LUA_TBOOLEAN));
329 lua_getfield(L, 5,
"text");
330 if(lua_isstring(L, -1)) {
331 text = lua_tostring(L, -1);
334 }
else if(!lua_isnoneornil(L, -1)) {
339 lua_getfield(L, 5,
"color");
340 if(lua_istable(L, -1) && lua_rawlen(L, -1) == 3) {
341 int idx = lua_absindex(L, -1);
342 lua_rawgeti(L, idx, 1);
343 lua_rawgeti(L, idx, 2);
344 lua_rawgeti(L, idx, 3);
345 color =
color_t(lua_tointeger(L, -3), lua_tointeger(L, -2), lua_tointeger(L, -1));
347 }
else if(!lua_isnoneornil(L, -1)) {
352 lua_getfield(L, 5,
"primary");
354 if(!primary && !lua_isnoneornil(L, -1)) {
359 lua_getfield(L, 5,
"secondary");
361 if(!secondary && !lua_isnoneornil(L, -1)) {
365 }
else if(!lua_isnoneornil(L, 5)) {
369 anim.
add_animation(up, which, u.
get_location(), dest, v1, bars, text, color, hits, primary, secondary, v2);
397 const char* m = lua_tostring(L, 2);
405 luaL_Reg metafuncs[] {
409 {
"run", &dispatch<&game_lua_kernel::impl_run_animation>},
413 luaL_setfuncs(L, metafuncs, 0);
414 lua_pushstring(L,
"__metatable");
417 lua_setmetatable(L, -2);
427 name = cfg[
"name"].str();
430 name = luaL_optstring(L, 1,
"");
448 if(lua_isstring(L, 1) && !lua_isnumber(L, 1)) {
449 std::string
id = luaL_checkstring(L, 1);
459 return luaL_argerror(L, 1,
"expected string or location");
463 if (!ui.
valid())
return 0;
484 if (!ui.
valid())
return 0;
502 std::vector<const unit*>
units;
506 return luaL_argerror(L, 2,
"unit not found");
509 }
else if(!lua_isnoneornil(L, 2)) {
513 return luaL_argerror(L, 2,
"invalid location");
528 lua_rawseti(L, 1,
i);
548 lua_pushboolean(L,
true);
554 WRN_LUA <<
"wesnoth.units.matches called with a secondary unit (3rd argument), ";
555 WRN_LUA <<
"but unit to match was on recall list. ";
556 WRN_LUA <<
"Thus the 3rd argument is ignored.";
563 return luaL_argerror(L, 3,
"unit not found");
603 t.save_id_or_number(),
t.recall_list().find_index(u->id()));
608 lua_rawseti(L, 1,
i);
627 char const *m = luaL_checkstring(L, 1);
644 if(
data.has_child(
"primary_attack")) {
645 data.add_child(
"first",
data.mandatory_child(
"primary_attack"));
646 data.remove_children(
"primary_attack");
648 if(
data.has_child(
"secondary_attack")) {
649 data.add_child(
"second",
data.mandatory_child(
"secondary_attack"));
650 data.remove_children(
"secondary_attack");
661 lua_pushboolean(L,
b);
679 char const *m = luaL_checkstring(L, 1);
684 lua_pushboolean(L,
b);
696 char const *m = luaL_checkstring(L, 1);
708 const std::string m = luaL_checkstring(L, 1);
709 if(m.empty())
return luaL_argerror(L, 1,
"empty variable name");
710 if (lua_isnoneornil(L, 2)) {
723 cfg[
"side"] =
teams().size() + 1;
738 std::string ids(luaL_checkstring(L, 1));
741 WRN_LUA <<
"[clear_menu_item] has been given an empty id=, ignoring";
758 if(lua_istable(L, 2)) {
770 return luaL_argerror(L, 2,
"expected list of locations");
789 if(lua_istable(L, 2)) {
817 if(!
map().on_board(
loc))
return luaL_argerror(L, 1,
"not on board");
831 unsigned side_1, side_2;
835 side_1 = luaL_checkinteger(L, 1);
840 side_2 = luaL_checkinteger(L, 2);
843 lua_pushboolean(L,
board().get_team(side_1).is_enemy(side_2));
877 lua_pushstring(L, tod.
id.c_str());
878 lua_setfield(L, -2,
"id");
880 lua_setfield(L, -2,
"lawful_bonus");
882 lua_setfield(L, -2,
"bonus_modified");
883 lua_pushstring(L, tod.
image.c_str());
884 lua_setfield(L, -2,
"image");
886 lua_setfield(L, -2,
"name");
887 lua_pushstring(L, tod.
sounds.c_str());
888 lua_setfield(L, -2,
"sound");
890 lua_setfield(L, -2,
"mask");
892 lua_pushinteger(L, tod.
color.
r);
893 lua_setfield(L, -2,
"red");
894 lua_pushinteger(L, tod.
color.
g);
895 lua_setfield(L, -2,
"green");
896 lua_pushinteger(L, tod.
color.
b);
897 lua_setfield(L, -2,
"blue");
904 lua_newuserdatauv(L, 0, 1);
905 lua_pushinteger(L, area_index);
906 lua_setiuservalue(L, -2, 1);
907 if(luaL_newmetatable(L,
"schedule")) {
908 static luaL_Reg
const schedule_meta[] {
909 {
"__index", &dispatch<&game_lua_kernel::impl_schedule_get>},
910 {
"__newindex", &dispatch<&game_lua_kernel::impl_schedule_set>},
911 {
"__dir", &dispatch<&game_lua_kernel::impl_schedule_dir>},
912 {
"__len", &dispatch<&game_lua_kernel::impl_schedule_len>},
915 luaL_setfuncs(L, schedule_meta, 0);
917 lua_setmetatable(L, -2);
922 int save_top = lua_gettop(L);
923 luaL_checkudata(L, idx,
"schedule");
924 lua_getiuservalue(L, idx, 1);
925 int i = luaL_checkinteger(L, -1);
926 lua_settop(L, save_top);
936 #define SCHEDULE_GETTER(name, type) LATTR_GETTER(name, type, schedule_tag, sched)
937 #define SCHEDULE_SETTER(name, type) LATTR_SETTER(name, type, schedule_tag, sched)
938 #define SCHEDULE_VALID(name) LATTR_VALID(name, schedule_tag, sched)
942 inline static auto metatable =
"schedule";
944 schedule_tag sched{lua_kernel_base::get_lua_kernel<game_lua_kernel>(L)};
953 if(lua_isnumber(L, 2)) {
955 int i = lua_tointeger(L, 2) - 1;
956 if(i < 0 || i >=
static_cast<int>(times.size())) {
957 return luaL_argerror(L, 2,
"invalid time of day index");
969 lua_pushinteger(L, times.size());
976 if(lua_isnumber(L, 2)) {
978 int i = lua_tointeger(L, 2) - 1;
979 if(i < 0 || i >=
static_cast<int>(times.size())) {
980 return luaL_argerror(L, 2,
"invalid time of day index");
999 if(sched.area_index >= 0) {
1000 return sched.tod_man().get_area_time_of_day(sched.area_index).id;
1002 return sched.tod_man().get_time_of_day().id;
1006 const auto& times = sched.area_index < 0 ? sched.tod_man().times() : sched.tod_man().times(sched.area_index);
1007 auto iter = std::find_if(times.begin(), times.end(), [&value](
const time_of_day& tod) {
1008 return tod.id == value;
1010 if(iter == times.end()) {
1011 std::ostringstream
err;
1012 err <<
"invalid time of day ID for ";
1013 if(sched.area_index < 0) {
1014 err <<
"global schedule";
1016 const std::string&
id = sched.tod_man().get_area_id(sched.area_index);
1018 const auto& hexes = sched.tod_man().get_area_by_index(sched.area_index);
1020 err <<
"anonymous empty time area";
1022 err <<
"anonymous time area at (" << hexes.begin()->wml_x() <<
',' << hexes.begin()->wml_y() <<
")";
1025 err <<
"time area with id=" <<
id;
1031 int n = std::distance(times.begin(), iter);
1032 if(sched.area_index < 0) {
1033 sched.tod_man().set_current_time(
n);
1035 sched.tod_man().set_current_time(
n, sched.area_index);
1040 return sched.area_index < 0;
1044 if(sched.area_index >= 0)
return utils::nullopt;
1045 return sched.tod_man().get_max_liminal_bonus();
1049 if(sched.area_index >= 0) {
1050 throw luaL_error(L,
"liminal_bonus can only be set on the global schedule");
1053 sched.tod_man().set_max_liminal_bonus(*value);
1055 sched.tod_man().reset_max_liminal_bonus();
1060 return sched.area_index >= 0;
1064 if(sched.area_index < 0)
return utils::nullopt;
1065 return sched.tod_man().get_area_id(sched.area_index);
1069 if(sched.area_index < 0) {
1070 throw luaL_error(L,
"can't set id of global schedule");
1072 sched.tod_man().set_area_id(sched.area_index, value);
1076 return sched.area_index >= 0;
1080 if(sched.area_index < 0)
return utils::nullopt;
1081 return sched.tod_man().get_area_by_index(sched.area_index);
1085 if(sched.area_index < 0) {
1086 throw luaL_error(L,
"can't set hexes of global schedule");
1088 sched.tod_man().replace_area_locations(sched.area_index, value);
1099 char const *m = luaL_checkstring(L, 2);
1105 lua_pushstring(L,
info.id().c_str());
1106 lua_setfield(L, -2,
"id");
1108 lua_setfield(L, -2,
"name");
1110 lua_setfield(L, -2,
"editor_name");
1112 lua_setfield(L, -2,
"description");
1114 lua_setfield(L, -2,
"icon");
1116 lua_setfield(L, -2,
"editor_image");
1117 lua_pushinteger(L,
info.light_bonus(0));
1118 lua_setfield(L, -2,
"light");
1119 lua_pushboolean(L,
info.is_village());
1120 lua_setfield(L, -2,
"village");
1121 lua_pushboolean(L,
info.is_castle());
1122 lua_setfield(L, -2,
"castle");
1123 lua_pushboolean(L,
info.is_keep());
1124 lua_setfield(L, -2,
"keep");
1125 lua_pushinteger(L,
info.gives_healing());
1126 lua_setfield(L, -2,
"healing");
1131 for (
const auto& terrain :
info.mvt_type()) {
1133 if (!base.
id().empty()) {
1135 lua_rawseti(L, -2, idx++);
1138 lua_setfield(L, -2,
"mvt_alias");
1143 for (
const auto& terrain :
info.def_type()) {
1145 if (!base.
id().empty()) {
1147 lua_rawseti(L, -2, idx++);
1150 lua_setfield(L, -2,
"def_alias");
1162 std::vector<std::string> terrains;
1163 terrains.reserve(codes.size());
1164 for(
auto code : codes) {
1177 template<
bool cons
ider_illuminates>
1185 return luaL_argerror(L, 1,
"coordinates are not on board");
1187 }
else if(lua_isstring(L, 1)) {
1190 return luaL_error(L,
"invalid or empty time_area ID");
1193 loc = *area.begin();
1194 }
else if(!lua_isnil(L, 1)) {
1197 return luaL_error(L,
"empty time_area");
1200 loc = *area.begin();
1203 if(lua_isnumber(L, 2)) {
1204 for_turn = luaL_checkinteger(L, 2);
1206 if(for_turn < 1 || (number_of_turns != -1 && for_turn > number_of_turns)) {
1207 return luaL_argerror(L, 2,
"turn number out of range");
1232 if (!side)
return 0;
1233 lua_pushinteger(L, side);
1250 const int new_side_num = lua_isnoneornil(L, 2) ? 0 : luaL_checkinteger(L, 2);
1252 team* old_side =
nullptr;
1253 team* new_side =
nullptr;
1255 if(old_side_num == new_side_num) {
1261 }
catch(
const std::out_of_range&) {
1268 }
catch(
const std::out_of_range&) {
1274 if(new_side &&
board().team_is_defeated(*new_side)) {
1340 std::string m = luaL_checkstring(L, 1);
1346 return luaL_argerror(L, 1, (
"Cannot find resource with id '" + m +
"'").c_str());
1358 std::string m = luaL_checkstring(L, 1);
1364 return luaL_argerror(L, 1, (
"Cannot find era with id '" + m +
"'").c_str());
1379 #define GAME_CONFIG_SIMPLE_SETTER(name) \
1380 GAME_CONFIG_SETTER(#name, decltype(game_config::name), game_lua_kernel) { \
1382 game_config::name = value; \
1388 return k2.pc().gamestate().do_healing_;
1393 k2.pc().gamestate().do_healing_ = value;}
1403 k2.disp()->set_theme(value);
1406 using traits_map = std::map<std::string, config>;
1409 std::map<std::string, config> result;
1414 result.emplace(trait[
"id"], trait);
1430 static config find_addon(
const std::string&
type,
const std::string&
id)
1439 const char* m = luaL_checkstring(L, 2);
1457 struct end_level_committer {
1459 ~end_level_committer() {
1460 pc_.set_end_level_data(data_);
1471 const char* m = luaL_checkstring(L, 2);
1487 data->~end_level_data();
1493 void*
p = lua_touserdata(L, lua_upvalueindex(1));
1495 if(lua_type(L, 2) == LUA_TNUMBER) {
1498 size_t i = luaL_checkinteger(L, 2);
1500 lua_createtable(L, 2, 0);
1501 lua_pushstring(L,
"options");
1509 auto iter =
settings.addons.begin();
1510 std::advance(iter,
i);
1512 iter->second.write(cfg);
1513 cfg[
"id"] = iter->first;
1515 lua_createtable(L, 2, 0);
1516 lua_pushstring(L,
"addon");
1524 char const *m = luaL_checkstring(L, 2);
1552 if(strcmp(m,
"savegame") == 0) {
1554 if(
savegame == saved_game_mode::type::no) {
1555 lua_pushboolean(L,
false);
1561 if(strcmp(m,
"side_players") == 0) {
1565 if(strcmp(m,
"addons") == 0) {
1566 for(
const auto& [
id, addon] :
settings.addons) {
1567 lua_createtable(L, 0, 4);
1569 lua_setfield(L, -2,
"id");
1571 lua_setfield(L, -2,
"name");
1572 lua_pushboolean(L, addon.required);
1573 lua_setfield(L, -2,
"required");
1574 if(addon.min_version) {
1576 lua_push(L, addon.min_version->str());
1578 lua_setfield(L, -2,
"min_version");
1584 lua_setfield(L, -2,
"version");
1586 lua_createtable(L, addon.content.size(), 0);
1587 for(
const auto& content : addon.content) {
1588 lua_createtable(L, 0, 3);
1590 lua_setfield(L, -2,
"id");
1592 lua_setfield(L, -2,
"name");
1594 lua_setfield(L, -2,
"type");
1595 lua_seti(L, -2, lua_rawlen(L, -2) + 1);
1597 lua_setfield(L, -2,
"content");
1613 void*
p = lua_touserdata(L, lua_upvalueindex(1));
1615 lua_pushinteger(L,
settings.addons.size() + 1);
1626 auto end_level_set()
const {
return &dispatch<&game_lua_kernel::impl_end_level_data_set>; }
1628 #define SCENARIO_GETTER(name, type) LATTR_GETTER(name, type, scenario_tag, k)
1629 #define SCENARIO_SETTER(name, type) LATTR_SETTER(name, type, scenario_tag, k)
1630 #define SCENARIO_VALID(name) LATTR_VALID(name, scenario_tag, k)
1634 inline static auto metatable =
"scenario";
1636 return lua_kernel_base::get_lua_kernel<game_lua_kernel>(L);
1642 return k.tod_man().number_of_turns();
1646 k.tod_man().set_number_of_turns_by_wml(value);
1650 return k.gamedata().next_scenario();
1654 k.gamedata().set_next_scenario(value);
1658 return k.gamedata().get_id();
1662 return k.pc().get_scenario_name();
1666 return k.gamedata().get_defeat_music();
1670 k.gamedata().set_defeat_music(value);
1674 return k.gamedata().get_victory_music();
1678 k.gamedata().set_victory_music(value);
1683 for(
const std::string& rsrc :
utils::split(k.pc().get_loaded_resources())) {
1684 resources.push_back(find_addon(
"resource", rsrc));
1694 return k.cls().difficulty;
1698 return k.cls().end_credits;
1702 k.cls().end_credits = value;
1706 return k.cls().end_text;
1710 k.cls().end_text = value;
1714 return k.cls().end_text_duration.count();
1718 k.cls().end_text_duration = std::chrono::milliseconds{value};
1722 return !k.cls().campaign.empty();
1726 if(k.cls().campaign.empty())
return utils::nullopt;
1727 return find_addon(
"campaign", k.cls().campaign);
1731 std::vector<config> mods;
1732 for(
const std::string& mod : k.cls().active_mods) {
1733 mods.push_back(find_addon(
"modification", mod));
1739 if (!k.pc().is_regular_game_end()) {
1743 auto data = k.pc().get_end_level_data();
1745 if(luaL_newmetatable(L,
"end level data")) {
1746 static luaL_Reg
const callbacks[] {
1748 {
"__newindex", k.end_level_set()},
1750 {
nullptr,
nullptr }
1752 luaL_setfuncs(L, callbacks, 0);
1754 lua_setmetatable(L, -2);
1761 data.proceed_to_next_level = value[
"proceed_to_next_level"].to_bool(
true);
1762 data.transient.carryover_report = value[
"carryover_report"].to_bool(
true);
1763 data.prescenario_save = value[
"save"].to_bool(
true);
1764 data.replay_save = value[
"replay_save"].to_bool(
true);
1765 data.transient.linger_mode = value[
"linger_mode"].to_bool(
true) && !k.ref.teams().empty();
1766 data.transient.reveal_map = value[
"reveal_map"].to_bool(k.pc().reveal_map_default());
1767 data.is_victory = value[
"result"] == level_result::victory;
1768 data.test_result = value[
"test_result"].str();
1769 k.pc().set_end_level_data(
data);
1773 return k.cls().is_multiplayer();
1777 if(!k.cls().is_multiplayer()) {
1781 lua_newuserdatauv(L, 0, 0);
1782 if(luaL_newmetatable(L,
"mp settings")) {
1783 lua_pushlightuserdata(L, &k.pc());
1785 lua_setfield(L, -2,
"__index");
1786 lua_pushlightuserdata(L, &k.pc());
1788 lua_setfield(L, -2,
"__len");
1789 lua_pushstring(L,
"mp settings");
1790 lua_setfield(L, -2,
"__metatable");
1792 lua_setmetatable(L, -2);
1797 return k.cls().is_multiplayer();
1801 if(!k.cls().is_multiplayer())
return utils::nullopt;
1802 return find_addon(
"era", k.cls().era_id);
1814 DBG_LUA <<
"impl_scenario_get";
1826 DBG_LUA <<
"impl_scenario_set";
1835 DBG_LUA <<
"impl_scenario_dir";
1852 return "local_choice";
1871 #define CURRENT_GETTER(name, type) LATTR_GETTER(name, type, current_tag, k)
1875 inline static auto metatable =
"current";
1877 return lua_kernel_base::get_lua_kernel<game_lua_kernel>(L);
1883 return k.pc().current_side();
1887 return k.pc().turn();
1910 return k.pc().is_replay();
1916 cfg[
"name"] = ev.
name;
1923 cfg.
add_child(
"second_weapon", *weapon);
1928 cfg[
"damage_inflicted"] = di;
1974 if (lua_isnone(L, 2)) {
1980 LOG_LUA <<
"Script says: \"" << m <<
"\"";
1989 double factor = luaL_checknumber(L, 1);
2016 if (!lua_isnoneornil(L, 1)) {
2017 int max = 2 *
teams().size();
2018 int npn = luaL_checkinteger(L, 1);
2019 if (npn <= 0 || npn > max) {
2020 return luaL_argerror(L, 1,
"side number out of range");
2037 lua_pushboolean(L,
b);
2055 const unit* u =
nullptr;
2056 int viewing_side = 0;
2058 if (lua_isuserdata(L, arg))
2062 viewing_side = u->
side();
2071 viewing_side = u->
side();
2079 return luaL_argerror(L, 1,
"invalid location");
2081 return luaL_argerror(L, arg,
"invalid location");
2085 bool ignore_units =
false, see_all =
false, ignore_teleport =
false;
2086 double stop_at = 10000;
2087 std::unique_ptr<pathfind::cost_calculator> calc;
2089 if (lua_istable(L, arg))
2091 ignore_units = luaW_table_get_def<bool>(L, arg,
"ignore_units",
false);
2092 see_all = luaW_table_get_def<bool>(L, arg,
"ignore_visibility",
false);
2093 ignore_teleport = luaW_table_get_def<bool>(L, arg,
"ignore_teleport",
false);
2095 stop_at = luaW_table_get_def<double>(L, arg,
"max_cost", stop_at);
2098 lua_pushstring(L,
"viewing_side");
2100 if (!lua_isnil(L, -1)) {
2101 int i = luaL_checkinteger(L, -1);
2102 if (
i >= 1 &&
i <=
static_cast<int>(
teams().
size())) viewing_side =
i;
2106 if(u) see_all =
true;
2107 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.");
2112 lua_pushstring(L,
"calculate");
2114 if(lua_isfunction(L, -1)) {
2119 else if (lua_isfunction(L, arg))
2127 if(!ignore_teleport) {
2128 if(viewing_side == 0) {
2129 lua_warning(L,
"wesnoth.paths.find_path: ignore_teleport=false requires a valid viewing_side; continuing with ignore_teleport=true",
false);
2130 ignore_teleport =
true;
2138 return luaL_argerror(L, 1,
"unit not found OR custom cost function not provided");
2142 teams(),
map, ignore_units,
false, see_all));
2146 &teleport_locations);
2148 int nb = res.
steps.size();
2149 lua_createtable(L, nb, 0);
2150 for (
int i = 0;
i < nb; ++
i)
2153 lua_rawseti(L, -2,
i + 1);
2169 const unit* u =
nullptr;
2171 if (lua_isuserdata(L, arg))
2181 return luaL_argerror(L, 1,
"unit not found");
2186 int viewing_side = u->
side();
2187 bool ignore_units =
false, see_all =
false, ignore_teleport =
false;
2188 int additional_turns = 0;
2190 if (lua_istable(L, arg))
2192 ignore_units = luaW_table_get_def<bool>(L, arg,
"ignore_units",
false);
2193 see_all = luaW_table_get_def<bool>(L, arg,
"ignore_visibility",
false);
2194 ignore_teleport = luaW_table_get_def<bool>(L, arg,
"ignore_teleport",
false);
2195 additional_turns = luaW_table_get_def<int>(L, arg,
"max_cost", additional_turns);
2197 lua_pushstring(L,
"viewing_side");
2199 if (!lua_isnil(L, -1)) {
2200 int i = luaL_checkinteger(L, -1);
2201 if (
i >= 1 &&
i <=
static_cast<int>(
teams().
size())) viewing_side =
i;
2205 if(u) see_all =
true;
2215 viewing_team, additional_turns, see_all, ignore_units);
2218 lua_createtable(L, nb, 0);
2219 for (
int i = 0;
i < nb; ++
i)
2223 lua_pushinteger(L,
s.curr.wml_x());
2224 lua_rawseti(L, -2, 1);
2225 lua_pushinteger(L,
s.curr.wml_y());
2226 lua_rawseti(L, -2, 2);
2227 lua_pushinteger(L,
s.move_left);
2228 lua_rawseti(L, -2, 3);
2229 lua_rawseti(L, -2,
i + 1);
2244 const unit* u =
nullptr;
2246 if (lua_isuserdata(L, arg))
2256 return luaL_argerror(L, 1,
"unit not found");
2263 return luaL_error(L,
"wesnoth.find_vision_range: requires a valid unit");
2266 std::map<map_location, int> jamming_map;
2273 lua_pushinteger(L,
d.curr.wml_x());
2274 lua_rawseti(L, -2, 1);
2275 lua_pushinteger(L,
d.curr.wml_y());
2276 lua_rawseti(L, -2, 2);
2277 lua_pushinteger(L,
d.move_left);
2278 lua_rawseti(L, -2, 3);
2279 lua_rawseti(L, -2, lua_rawlen(L, -2) + 1);
2281 for(
const auto&
e : res.
edges) {
2283 lua_pushinteger(L,
e.wml_x());
2284 lua_rawseti(L, -2, 1);
2285 lua_pushinteger(L,
e.wml_y());
2286 lua_rawseti(L, -2, 2);
2287 lua_pushinteger(L, -1);
2288 lua_rawseti(L, -2, 3);
2289 lua_rawseti(L, -2, lua_rawlen(L, -2) + 1);
2294 template<
typename T>
2297 for (
int i = 1, i_end = lua_rawlen(L, arg);
i <= i_end; ++
i)
2300 lua_rawgeti(L, arg,
i);
2301 int entry = lua_gettop(L);
2302 if (!lua_istable(L, entry)) {
2310 lua_rawgeti(L, entry, 3);
2311 if (!lua_isnumber(L, -1)) {
2312 lua_getfield(L, entry,
"side");
2313 if (!lua_isnumber(L, -1)) {
2317 int side = lua_tointeger(L, -1);
2319 lua_rawgeti(L, entry, 4);
2320 if (!lua_isstring(L, -1)) {
2321 lua_getfield(L, entry,
"type");
2322 if (!lua_isstring(L, -1)) {
2326 std::string
unit_type = lua_tostring(L, -1);
2330 lua_settop(L, entry - 1);
2334 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");
2352 std::vector<const ::unit*> real_units;
2353 typedef std::vector<std::tuple<map_location, int, std::string>> unit_type_vector;
2359 real_units.push_back(
unit);
2364 if(match->get_location().valid()) {
2365 real_units.push_back(match);
2375 real_units.push_back(&(*ui));
2380 if (lua_istable(L, arg))
2388 return luaL_argerror(L, 1,
"unit(s) not found");
2391 int viewing_side = 0;
2392 bool ignore_units =
true, see_all =
true, ignore_teleport =
false,
debug =
false, use_max_moves =
false;
2394 if (lua_istable(L, arg))
2396 lua_pushstring(L,
"ignore_units");
2398 if (!lua_isnil(L, -1))
2404 lua_pushstring(L,
"ignore_teleport");
2406 if (!lua_isnil(L, -1))
2412 lua_pushstring(L,
"viewing_side");
2414 if (!lua_isnil(L, -1))
2416 int i = luaL_checkinteger(L, -1);
2417 if (
i >= 1 &&
i <=
static_cast<int>(
teams().
size()))
2424 lua_pushstring(L,
"debug");
2426 if (!lua_isnil(L, -1))
2432 lua_pushstring(L,
"use_max_moves");
2434 if (!lua_isnil(L, -1))
2456 const team& viewing_team = viewing_side
2461 ignore_units, !ignore_teleport, viewing_team, see_all, ignore_units);
2463 for (const ::unit*
const u : real_units)
2465 cost_map.
add_unit(*u, use_max_moves);
2467 for (
const unit_type_vector::value_type& fu :
fake_units)
2470 cost_map.
add_unit(std::get<0>(fu), ut, std::get<1>(fu));
2479 std::stringstream
s;
2496 lua_rawseti(L, -2, 1);
2499 lua_rawseti(L, -2, 2);
2502 lua_rawseti(L, -2, 3);
2505 lua_rawseti(L, -2, 4);
2507 lua_rawseti(L, -2, counter);
2517 return reinterpret_cast<int*
>(luaL_checkudata(L, idx,
labelKey));
2522 const char* m = luaL_checkstring(L, 2);
2530 std::chrono::milliseconds fade{luaL_optinteger(L, 2, -1)};
2577 int handle_idx = lua_gettop(L);
2582 double width_ratio = 0;
2584 int lifetime = 2'000, fadeout = 100;
2590 if(lua_istable(L, idx+1)) {
2592 size = luaL_checkinteger(L, -1);
2596 width = lua_tointegerx(L, -1, &found_number);
2600 if(!value.empty() && value.back() ==
'%') {
2601 value.remove_suffix(1);
2602 width_ratio =
std::stoi(std::string(value)) / 100.0;
2603 }
else throw std::invalid_argument(value.data());
2604 }
catch(std::invalid_argument&) {
2605 return luaL_argerror(L, -1,
"max_width should be integer or percentage");
2611 if(lua_isstring(L, -1)) {
2614 auto vec = lua_check<std::vector<int>>(L, -1);
2615 if(vec.size() != 3) {
2616 int idx = lua_absindex(L, -1);
2618 color.r = luaL_checkinteger(L, -3);
2619 color.g = luaL_checkinteger(L, -2);
2620 color.b = luaL_checkinteger(L, -1);
2622 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");
2632 if(lua_isstring(L, -1)) {
2635 auto vec = lua_check<std::vector<int>>(L, -1);
2636 if(vec.size() != 3) {
2637 int idx = lua_absindex(L, -1);
2639 bgcolor.r = luaL_checkinteger(L, -3);
2640 bgcolor.g = luaL_checkinteger(L, -2);
2641 bgcolor.b = luaL_checkinteger(L, -1);
2643 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");
2653 bgcolor.a = luaL_checkinteger(L, -1);
2658 lifetime = lua_tointegerx(L, -1, &found_number);
2661 if(value ==
"unlimited") {
2664 return luaL_argerror(L, -1,
"duration should be integer or 'unlimited'");
2669 fadeout = lua_tointeger(L, -1);
2675 static const char* options[] = {
"left",
"center",
"right"};
2676 alignment =
font::ALIGN(luaL_checkoption(L, -1,
nullptr, options));
2679 static const char* options[] = {
"top",
"center",
"bottom"};
2680 vertical_alignment =
font::ALIGN(luaL_checkoption(L, -1,
nullptr, options));
2689 if(width_ratio > 0) {
2690 width =
static_cast<int>(std::round(
rect.w * width_ratio));
2704 switch(vertical_alignment) {
2720 using std::chrono::milliseconds;
2727 flabel.
set_lifetime(milliseconds{lifetime}, milliseconds{fadeout});
2738 lua_settop(L, handle_idx);
2739 if(luaL_newmetatable(L,
labelKey)) {
2741 static const luaL_Reg methods[] = {
2742 {
"remove", &dispatch<&game_lua_kernel::intf_remove_floating_label>},
2743 {
"move", &dispatch<&game_lua_kernel::intf_move_floating_label>},
2744 {
"replace", &dispatch2<&game_lua_kernel::intf_set_floating_label, false>},
2746 {
nullptr,
nullptr }
2748 luaL_setfuncs(L, methods, 0);
2751 lua_setmetatable(L, handle_idx);
2752 lua_settop(L, handle_idx);
2777 return luaL_error(L,
"Attempted to move a unit while the map is locked");
2782 if (!
map().on_board(
loc)) {
2783 return luaL_argerror(L, 2,
"invalid location");
2794 if (!
map().on_board(
loc))
2795 return luaL_argerror(L, 1,
"invalid location");
2802 }
else if(!lua_isnoneornil(L, 1)) {
2803 const vconfig* vcfg =
nullptr;
2805 if (!
map().on_board(
loc)) {
2808 if (!
map().on_board(
loc))
2809 return luaL_argerror(L, 2,
"invalid location");
2815 u->set_location(
loc);
2817 u->anim_comp().reset_affect_adjacent(
units());
2835 return luaL_error(L,
"Attempted to remove a unit while the map is locked");
2843 if (!
map().on_board(
loc)) {
2844 return luaL_argerror(L, 1,
"invalid location");
2850 t.recall_list().erase_if_matches_id(u->
id());
2852 return luaL_argerror(L, 1,
"can't erase private units");
2855 if (!
map().on_board(
loc)) {
2856 return luaL_argerror(L, 1,
"invalid location");
2859 return luaL_argerror(L, 1,
"expected unit or location");
2875 return luaL_error(L,
"Attempted to move a unit while the map is locked");
2879 int side = lua_tointeger(L, 2);
2880 if (
static_cast<unsigned>(side) >
teams().
size()) side = 0;
2884 u = lu->get_shared();
2885 if(lu->on_recall_list() && lu->on_recall_list() == side) {
2886 return luaL_argerror(L, 1,
"unit already on recall list");
2889 const vconfig* vcfg =
nullptr;
2901 std::size_t uid = u->underlying_id();
2902 t.recall_list().erase_by_underlying_id(uid);
2903 t.recall_list().add(u);
2908 u->anim_comp().clear_haloes();
2909 u->anim_comp().reset_affect_adjacent(
units());
2911 lu->lua_unit::~lua_unit();
2925 return luaL_error(L,
"Attempted to remove a unit while the map is locked");
2933 u->anim_comp().clear_haloes();
2934 u->anim_comp().reset_affect_adjacent(
units());
2935 }
else if (
int side = lu->on_recall_list()) {
2938 t.recall_list().erase_if_matches_id(u->id());
2944 lu->lua_unit::~lua_unit();
2960 if (!lua_isnoneornil(L, 2)) {
2964 const vconfig* vcfg =
nullptr;
2967 if (u->get_location().valid()) {
2968 u->anim_comp().reset_affect_adjacent(
units());
2975 if (!res.
valid())
return 0;
2976 lua_pushinteger(L, res.
wml_x());
2977 lua_pushinteger(L, res.
wml_y());
2993 if (!lua_isnoneornil(L, 3)) {
3016 void reset_affect_adjacent(
const unit&
unit)
3029 const vconfig* vcfg =
nullptr;
3033 if (u->get_location().valid()) {
3034 reset_affect_adjacent(*u);
3062 char const *m = luaL_checkstring(L, 2);
3066 if(lua_isboolean(L, 3)) {
3068 if(!lua_isnoneornil(L, 4)) {
3071 }
else if(!lua_isnoneornil(L, 3)) {
3092 }
else if(lua_isstring(L, 2)) {
3093 char const *m = luaL_checkstring(L, 2);
3113 }
else if(lua_isstring(L, 2)) {
3114 char const *m = luaL_checkstring(L, 2);
3134 }
else if(lua_isstring(L, 2)) {
3135 char const *m = luaL_checkstring(L, 2);
3155 }
else if(lua_isstring(L, 2)) {
3156 char const *m = luaL_checkstring(L, 2);
3172 char const *m = luaL_checkstring(L, 2);
3186 char const *m = luaL_checkstring(L, 2);
3188 if (!utp)
return luaL_argerror(L, 2,
"unknown unit type");
3189 if(lua_isstring(L, 3)) {
3190 const std::string& m2 = lua_tostring(L, 3);
3191 if(!utp->
has_variation(m2))
return luaL_argerror(L, 2,
"unknown unit variation");
3196 reset_affect_adjacent(u);
3208 lua_createtable(L, 0, 4);
3210 lua_setfield(L, -2,
"poisoned");
3211 lua_pushnumber(L, cmb.
slowed);
3212 lua_setfield(L, -2,
"slowed");
3214 lua_setfield(L, -2,
"untouched");
3216 lua_setfield(L, -2,
"average_hp");
3217 lua_createtable(L,
n, 0);
3218 for (
int i = 0;
i <
n; ++
i) {
3220 lua_rawseti(L, -2,
i);
3222 lua_setfield(L, -2,
"hp_chance");
3231 lua_createtable(L, 0, 16);
3234 lua_setfield(L, -2,
"num_blows");
3235 lua_pushnumber(L, bcustats.
damage);
3236 lua_setfield(L, -2,
"damage");
3238 lua_setfield(L, -2,
"chance_to_hit");
3239 lua_pushboolean(L, bcustats.
poisons);
3240 lua_setfield(L, -2,
"poisons");
3241 lua_pushboolean(L, bcustats.
slows);
3242 lua_setfield(L, -2,
"slows");
3244 lua_setfield(L, -2,
"petrifies");
3245 lua_pushboolean(L, bcustats.
plagues);
3246 lua_setfield(L, -2,
"plagues");
3248 lua_setfield(L, -2,
"plague_type");
3249 lua_pushnumber(L, bcustats.
rounds);
3250 lua_setfield(L, -2,
"rounds");
3252 lua_setfield(L, -2,
"firststrike");
3253 lua_pushboolean(L, bcustats.
drains);
3254 lua_setfield(L, -2,
"drains");
3256 lua_setfield(L, -2,
"drain_constant");
3258 lua_setfield(L, -2,
"drain_percent");
3263 lua_setfield(L, -2,
"attack_num");
3265 lua_setfield(L, -2,
"number");
3267 if(bcustats.
weapon !=
nullptr)
3269 lua_pushstring(L, bcustats.
weapon->id().c_str());
3270 lua_setfield(L, -2,
"name");
3272 lua_setfield(L, -2,
"weapon");
3291 int arg_num = 1, att_w = -1, def_w = -1;
3295 if (lua_isnumber(L, arg_num)) {
3296 att_w = lua_tointeger(L, arg_num) - 1;
3297 if (att_w < 0 || att_w >=
static_cast<int>(att->attacks().size()))
3298 return luaL_argerror(L, arg_num,
"weapon index out of bounds");
3304 if (lua_isnumber(L, arg_num)) {
3305 def_w = lua_tointeger(L, arg_num) - 1;
3306 if (def_w < 0 || def_w >=
static_cast<int>(def->attacks().size()))
3307 return luaL_argerror(L, arg_num,
"weapon index out of bounds");
3312 def->get_location(), att_w, def_w, 0.0,
nullptr, att, def);
3329 char const *m = luaL_checkstring(L, 1);
3330 int repeats = luaL_optinteger(L, 2, 0);
3342 const char* content_for = luaL_checkstring(L, 1);
3343 const char*
id = luaL_checkstring(L, 2);
3346 if(group.content_for_ == content_for) {
3348 if(achieve.
id_ ==
id) {
3375 ERR_LUA <<
"Achievement " <<
id <<
" not found for achievement group " << content_for;
3381 ERR_LUA <<
"Achievement group " << content_for <<
" not found";
3393 const char* content_for = luaL_checkstring(L, 1);
3394 const char*
id = luaL_checkstring(L, 2);
3397 ERR_LUA <<
"Returning false for whether a player has completed an achievement due to being networked multiplayer.";
3398 lua_pushboolean(L,
false);
3414 const char* content_for = luaL_checkstring(L, 1);
3415 const char*
id = luaL_checkstring(L, 2);
3419 if(group.content_for_ == content_for) {
3420 for(
const auto& achieve : group.achievements_) {
3421 if(achieve.id_ ==
id) {
3423 cfg[
"id"] = achieve.id_;
3424 cfg[
"name"] = achieve.name_;
3425 cfg[
"name_completed"] = achieve.name_completed_;
3426 cfg[
"description"] = achieve.description_;
3427 cfg[
"description_completed"] = achieve.description_completed_;
3428 cfg[
"icon"] = achieve.icon_;
3429 cfg[
"icon_completed"] = achieve.icon_completed_;
3430 cfg[
"hidden"] = achieve.hidden_;
3431 cfg[
"achieved"] = achieve.achieved_;
3432 cfg[
"max_progress"] = achieve.max_progress_;
3433 cfg[
"current_progress"] = achieve.current_progress_;
3435 for(
const auto& sub_ach : achieve.sub_achievements_) {
3437 sub[
"id"] = sub_ach.id_;
3438 sub[
"description"] = sub_ach.description_;
3439 sub[
"icon"] = sub_ach.icon_;
3440 sub[
"achieved"] = sub_ach.achieved_;
3448 ERR_LUA <<
"Achievement " <<
id <<
" not found for achievement group " << content_for;
3454 ERR_LUA <<
"Achievement group " << content_for <<
" not found";
3470 const char* content_for = luaL_checkstring(L, 1);
3471 const char*
id = luaL_checkstring(L, 2);
3472 int amount = luaL_checkinteger(L, 3);
3473 int limit = luaL_optinteger(L, 4, 999999999);
3476 if(group.content_for_ == content_for) {
3478 if(achieve.
id_ ==
id) {
3481 ERR_LUA <<
"Attempted to progress achievement " <<
id <<
" for achievement group " << content_for <<
", is not a progressible achievement.";
3482 lua_pushinteger(L, -1);
3483 lua_pushinteger(L, -1);
3498 lua_pushinteger(L, progress);
3500 lua_pushinteger(L, -1);
3508 lua_push(L,
"Achievement " + std::string(
id) +
" not found for achievement group " + content_for);
3509 return lua_error(L);
3514 lua_push(L,
"Achievement group " + std::string(content_for) +
" not found");
3515 return lua_error(L);
3527 const char* content_for = luaL_checkstring(L, 1);
3528 const char*
id = luaL_checkstring(L, 2);
3529 const char* sub_id = luaL_checkstring(L, 3);
3532 ERR_LUA <<
"Returning false for whether a player has completed an achievement due to being networked multiplayer.";
3533 lua_pushboolean(L,
false);
3549 const char* content_for = luaL_checkstring(L, 1);
3550 const char*
id = luaL_checkstring(L, 2);
3551 const char* sub_id = luaL_checkstring(L, 3);
3554 if(group.content_for_ == content_for) {
3556 if(achieve.
id_ ==
id) {
3563 if(sub_ach.
id_ == sub_id) {
3581 lua_push(L,
"Sub-achievement " + std::string(
id) +
" not found for achievement" +
id +
" in achievement group " + content_for);
3582 return lua_error(L);
3586 lua_push(L,
"Achievement " + std::string(
id) +
" not found for achievement group " + content_for);
3587 return lua_error(L);
3592 lua_push(L,
"Achievement group " + std::string(content_for) +
" not found");
3593 return lua_error(L);
3629 if(lua_isnoneornil(L, 1)) {
3634 if(!
map().on_board(
loc))
return luaL_argerror(L, 1,
"not on board");
3635 bool highlight =
true;
3636 if(!lua_isnoneornil(L, 2))
3666 lua_pushboolean(L, skipping);
3677 if (!lua_isnone(L, 1)) {
3689 int user_choice_index;
3690 int random_choice_index;
3691 int ai_choice_index;
3693 lua_synchronize(lua_State *l,
const std::string& descr,
int user_index,
int random_index = 0,
int ai_index = 0)
3695 , user_choice_index(user_index)
3696 , random_choice_index(random_index)
3697 , ai_choice_index(ai_index != 0 ? ai_index : user_index)
3703 bool is_local_ai = lua_kernel_base::get_lua_kernel<game_lua_kernel>(L).board().get_team(side).is_local_ai();
3705 query_lua(side, is_local_ai ? ai_choice_index : user_choice_index, cfg);
3712 if(random_choice_index != 0 && lua_isfunction(L, random_choice_index)) {
3713 query_lua(side, random_choice_index, cfg);
3723 void query_lua(
int side,
int function_index,
config& cfg)
const
3725 lua_pushvalue(L, function_index);
3726 lua_pushnumber(L, side);
3729 static const char*
msg =
"function returned to wesnoth.sync.[multi_]evaluate a table which was partially invalid";
3730 lua_kernel_base::get_lua_kernel<game_lua_kernel>(L).log_error(
msg);
3731 lua_warning(L,
msg,
false);
3738 virtual bool is_visible()
const override {
return false; }
3752 std::string tagname =
"input";
3759 if(!lua_isfunction(L, nextarg) &&
luaW_totstring(L, nextarg, desc) ) {
3762 if(lua_isfunction(L, nextarg)) {
3763 human_func = nextarg++;
3766 return luaL_argerror(L, nextarg,
"expected a function");
3768 if(lua_isfunction(L, nextarg)) {
3769 ai_func = nextarg++;
3771 side_for = lua_tointeger(L, nextarg);
3787 std::string tagname =
"input";
3791 std::vector<int> sides_for;
3794 if(!lua_isfunction(L, nextarg) &&
luaW_totstring(L, nextarg, desc) ) {
3797 if(lua_isfunction(L, nextarg)) {
3798 human_func = nextarg++;
3801 return luaL_argerror(L, nextarg,
"expected a function");
3803 if(lua_isfunction(L, nextarg)) {
3804 null_func = nextarg++;
3806 sides_for = lua_check<std::vector<int>>(L, nextarg++);
3821 lua_pushvalue(L, 1);
3836 std::set<map_location> res;
3862 lua_pushboolean(L,
true);
3871 lua_pushboolean(L, t_filter.
match(
loc));
3889 lua_pushboolean(L,
true);
3897 lua_pushboolean(L, s_filter.
match(*
t));
3899 unsigned side = luaL_checkinteger(L, 1) - 1;
3901 lua_pushboolean(L, s_filter.
match(side + 1));
3912 team_i = luaL_checkinteger(L, 1);
3914 std::string
flag = luaL_optlstring(L, 2,
"",
nullptr);
3915 std::string color = luaL_optlstring(L, 3,
"",
nullptr);
3917 if(
flag.empty() && color.empty()) {
3920 if(team_i < 1 ||
static_cast<std::size_t
>(team_i) >
teams().
size()) {
3921 return luaL_error(L,
"set_side_id: side number %d out of range", team_i);
3925 if(!color.empty()) {
3940 side_num =
t->side();
3942 side_num = luaL_checkinteger(L, 1);
3944 std::string
path = luaL_checkstring(L, 2);
3949 if(strcmp(action,
"delete") == 0) {
3954 std::size_t len = std::string::npos, open_brak =
path.find_last_of(
'[');
3955 std::size_t dot =
path.find_last_of(
'.');
3956 if(open_brak != len) {
3957 len = open_brak - dot - 1;
3968 side_num =
t->side();
3970 side_num = luaL_checkinteger(L, 1);
3972 if(lua_isstring(L, 2)) {
3973 std::string file = luaL_checkstring(L, 2);
3975 std::string
err =
formatter() <<
"Could not load AI for side " << side_num <<
" from file " << file;
3976 lua_pushlstring(L,
err.c_str(),
err.length());
3977 return lua_error(L);
3989 side_num =
t->side();
3991 side_num = luaL_checkinteger(L, 1);
3995 cfg =
config {
"ai", cfg};
3997 bool added_dummy_stage =
false;
3999 added_dummy_stage =
true;
4003 if(added_dummy_stage) {
4012 unsigned i = luaL_checkinteger(L, 1);
4013 if(i < 1 || i >
teams().
size())
return 0;
4025 LOG_LUA <<
"intf_get_sides called: this = " << std::hex <<
this << std::dec <<
" myname = " <<
my_name();
4026 std::vector<int> sides;
4030 sides.push_back(
t.side());
4036 sides =
filter.get_teams();
4040 lua_createtable(L, sides.size(), 0);
4042 for(
int side : sides) {
4044 lua_rawseti(L, -2,
index);
4061 char const *m = luaL_checkstring(L, 2);
4063 if (sm ==
"advance") {
4067 if (sm !=
"advancement" && sm !=
"object" && sm !=
"trait") {
4068 return luaL_argerror(L, 2,
"unknown modification type");
4070 bool write_to_mods =
true;
4071 if (!lua_isnone(L, 4)) {
4075 write_to_mods =
false;
4093 std::vector<std::string> tags;
4094 if(lua_isstring(L, 3)) {
4095 tags.push_back(lua_check<std::string>(L, 3));
4096 }
else if (lua_istable(L, 3)){
4097 tags = lua_check<std::vector<std::string>>(L, 3);
4099 tags.push_back(
"object");
4102 if(
filter.attribute_count() == 1 &&
filter.all_children_count() == 0 &&
filter.attribute_range().front().first ==
"duration") {
4105 for(
const std::string&
tag : tags) {
4107 if(obj.matches(
filter)) {
4108 obj[
"duration"] =
"now";
4128 if(lua_isboolean(L, 2)) {
4131 if(lua_isboolean(L, 3)) {
4145 char const *ty = luaL_checkstring(L, 1);
4148 std::stringstream ss;
4149 ss <<
"unknown unit type: '" << ty <<
"'";
4150 return luaL_argerror(L, 1, ss.str().c_str());
4167 std::string team_name;
4170 std::vector<std::string> team_names;
4172 [&](
int team) { return game_state_.get_disp_context().get_team(team).team_name(); });
4175 team_name = cfg[
"team_name"].str();
4184 cfg[
"visible_in_fog"].to_bool(
true),
4185 cfg[
"submerge"].to_double(0),
4186 cfg[
"z_order"].to_double(0)
4200 char const *m = lua_tostring(L, 2);
4217 const int nargs = lua_gettop(L);
4218 if(nargs < 2 || nargs > 3) {
4219 return luaL_error(L,
"Wrong number of arguments to ai.log_replay() - should be 2 or 3 arguments.");
4221 const std::string key = nargs == 2 ? luaL_checkstring(L, 1) : luaL_checkstring(L, 2);
4227 }
else if(!lua_isstring(L, 3)) {
4228 return luaL_argerror(L, 3,
"accepts only string or config");
4251 cfg.
add_child(
"filter_lua")[
"code"] =
"<function>";
4261 if(lua_isstring(L, idx)) {
4262 return lua_tostring(L, idx);
4302 using namespace std::literals;
4308 }
else if(is_menu_item) {
4310 return luaL_argerror(L, 1,
"non-empty id is required for a menu item");
4312 name =
"menu item " +
id;
4314 if(
id.empty() && name.empty()) {
4315 return luaL_argerror(L, 1,
"either a name or id is required");
4318 if(new_handler.valid()) {
4319 bool has_lua_filter =
false;
4323 int filterIdx = lua_gettop(L);
4326 if(lua_isfunction(L, filterIdx)) {
4327 int fcnIdx = lua_absindex(L, -1);
4328 new_handler->add_filter(std::make_unique<lua_event_filter>(*
this, fcnIdx,
luaW_table_get_def(L, 1,
"filter_args",
config())));
4329 has_lua_filter =
true;
4331 #define READ_ONE_FILTER(key, tag) \
4333 if(luaW_tableget(L, filterIdx, key)) { \
4334 if(lua_isstring(L, -1)) { \
4335 filters.add_child("insert_tag", config{ \
4337 "variable", luaL_checkstring(L, -1) \
4340 filters.add_child(tag, luaW_checkconfig(L, -1)); \
4350 #undef READ_ONE_FILTER
4352 filters[
"filter_formula"] = luaL_checkstring(L, -1);
4356 new_handler->read_filters(filters);
4362 if(has_lua_filter) {
4367 new_handler->register_wml_event(*
this);
4380 lua_pushvalue(L, lua_upvalueindex(1));
4397 template<
bool is_menu_item>
4403 double priority = luaL_optnumber(L, 3, 0.);
4405 return luaL_argerror(L, 1,
"must not be empty");
4409 name =
"menu item " + name;
4410 }
else if(lua_absindex(L, -1) > 2 && lua_isfunction(L, -1)) {
4413 lua_pushcclosure(L, &dispatch<&game_lua_kernel::cfun_undoable_event>, 2);
4416 if(new_handler.valid()) {
4433 bool delayed_variable_substitution = cfg[
"delayed_variable_substitution"].to_bool(
true);
4434 if(delayed_variable_substitution) {
4461 lua_pushinteger(L, color.r);
4462 lua_pushinteger(L, color.g);
4463 lua_pushinteger(L, color.b);
4472 auto vec = lua_check<std::vector<uint8_t>>(L, 1);
4473 if(vec.size() != 4) {
4476 color_t fade{vec[0], vec[1], vec[2], vec[3]};
4494 using namespace std::chrono_literals;
4495 std::chrono::milliseconds delay{luaL_checkinteger(L, 1)};
4503 const auto end_time = std::chrono::steady_clock::now() + delay;
4506 std::this_thread::sleep_for(10ms);
4507 }
while (std::chrono::steady_clock::now() < end_time);
4531 std::string team_name;
4534 if(lua_gettop(L) == 1 && lua_istable(L, 1)) {
4535 using namespace std::literals;
4538 team_name = luaL_optstring(L, 2,
"");
4552 switch(lua_type(L, 2)) {
4554 case LUA_TNONE:
case LUA_TNIL:
4559 if(
size_t n = luaL_checkinteger(L, 2);
n > 0 &&
n <=
teams().size()) {
4599 for (
const int side :
filter.get_teams()){
4621 int side = cfg[
"side"].to_int();
4631 lua_getfield(L, -1,
"ca_ptr");
4645 lua_getfield(L, -1,
"stg_ptr");
4654 lua_createtable(L, 0, 0);
4656 lua_pushstring(L,
"name");
4657 lua_pushstring(L,
c->get_name().c_str());
4660 lua_pushstring(L,
"engine");
4661 lua_pushstring(L,
c->get_engine().c_str());
4664 lua_pushstring(L,
"id");
4665 lua_pushstring(L,
c->get_id().c_str());
4668 if (ct ==
"candidate_action") {
4669 lua_pushstring(L,
"ca_ptr");
4670 lua_pushlightuserdata(L,
c);
4673 lua_pushstring(L,
"exec");
4678 if (ct ==
"stage") {
4679 lua_pushstring(L,
"stg_ptr");
4680 lua_pushlightuserdata(L,
c);
4683 lua_pushstring(L,
"exec");
4688 for(
const std::string&
type :
c->get_children_types()) {
4689 if (
type ==
"aspect" ||
type ==
"goal" ||
type ==
"engine")
4694 lua_pushstring(L,
type.c_str());
4695 lua_createtable(L, 0, 0);
4698 lua_pushstring(L, child->get_name().c_str());
4727 side = luaL_checkinteger(L, 1);
4736 if(engine->get_name() ==
"lua") {
4745 if (lua_engine ==
nullptr)
4758 LOG_LUA <<
"Created new dummy lua-engine for debug_ai().";
4768 lua_pushstring(L,
"components");
4794 if(lua_isboolean(L, 1)) {
4819 std::set<map_location> locs;
4822 if(lua_gettop(L) == 1) {
4825 id = cfg[
"id"].str();
4827 filter.get_locations(locs,
true);
4830 id = luaL_checkstring(L, 1);
4831 if(!lua_isnoneornil(L, 3))
4837 filter.get_locations(locs,
true);
4845 LOG_LUA <<
"Lua inserted time_area '" <<
id <<
"'";
4854 const char *
id = luaL_checkstring(L, 1);
4856 LOG_LUA <<
"Lua removed time_area '" <<
id <<
"'";
4866 if(area_index < 0) {
4873 std::string area_id = luaL_checkstring(L, 1);
4875 if(
auto iter =
std::find(area_ids.begin(), area_ids.end(), area_id); iter == area_ids.end()) {
4889 if(luaL_testudata(L, 1,
"schedule")) {
4899 ERR_LUA <<
"attempted to to replace ToD schedule with empty schedule";
4905 LOG_LUA <<
"replaced ToD schedule";
4914 point scroll_to(luaL_checkinteger(L, 1), luaL_checkinteger(L, 2));
4931 lua_report_generator(lua_State *L,
const std::string &
n)
4940 if (!
luaW_getglobal(L,
"wesnoth",
"interface",
"game_display", name))
4964 char const *m = luaL_checkstring(L, 2);
4966 lua_pushvalue(L, 2);
4967 lua_pushvalue(L, -2);
4978 char const *m = luaL_checkstring(L, 2);
4979 lua_pushvalue(L, 2);
4980 lua_pushvalue(L, 3);
5021 if (
dst == u->get_location() || !
map().on_board(
dst)) {
5025 if (!
map().on_board(vacant_dst)) {
5036 std::vector<map_location> teleport_path;
5037 teleport_path.push_back(src_loc);
5038 teleport_path.push_back(vacant_dst);
5045 u->anim_comp().set_standing();
5052 if (
map().is_village(vacant_dst)) {
5071 const std::string& logger = lua_isstring(L, 2) ? luaL_checkstring(L, 1) :
"";
5072 const std::string&
msg = lua_isstring(L, 2) ? luaL_checkstring(L, 2) : luaL_checkstring(L, 1);
5074 if(logger ==
"wml" || logger ==
"WML") {
5088 lua_pushboolean(L, fog ?
t.fogged(
loc) :
t.shrouded(
loc));
5106 bool affect_normal_fog =
false;
5107 if(lua_isboolean(L, -1)) {
5110 std::set<int> sides;
5112 sides.insert(
t->side());
5113 }
else if(lua_isnumber(L, 1)) {
5114 sides.insert(lua_tointeger(L, 1));
5115 }
else if(lua_istable(L, 1) && lua_istable(L, 2)) {
5116 const auto& v = lua_check<std::vector<int>>(L, 1);
5117 sides.insert(v.begin(), v.end());
5120 sides.insert(
t.side()+1);
5125 for(
const int &side_num : sides) {
5126 if(side_num < 1 ||
static_cast<std::size_t
>(side_num) >
teams().
size()) {
5132 t.remove_fog_override(locs);
5133 if(affect_normal_fog) {
5136 }
else if(!affect_normal_fog) {
5138 t.add_fog_override(locs);
5156 const std::string name = luaL_checkstring(L, 1);
5161 if(!
luaW_getglobal(L,
"wesnoth",
"custom_synced_commands", name)) {
5162 return luaL_argerror(L, 1,
"Unknown synced command");
5165 cmd_tag[
"name"] = name;
5166 if(!lua_isnoneornil(L, 2)) {
5184 #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); }
5187 template<
typename Ret>
5189 if constexpr(std::is_same_v<Ret, void>)
return 0;
5195 inline static auto metatable =
"game_events";
5197 return lua_kernel_base::get_lua_kernel<game_lua_kernel>(L);
5218 template<
typename Ret =
void>
5220 int top = lua_gettop(L);
5224 lua_getfield(L, -1, name.c_str());
5225 lua_pushcfunction(L, &impl_null_callback<Ret>);
5226 if(lua_rawequal(L, -1, -2)) {
5282 cmd_log_ <<
"Registering game-specific wesnoth lib functions...\n";
5285 static luaL_Reg
const callbacks[] {
5290 {
"cancel_action", &dispatch<&game_lua_kernel::intf_cancel_action > },
5291 {
"log_replay", &dispatch<&game_lua_kernel::intf_log_replay > },
5292 {
"log", &dispatch<&game_lua_kernel::intf_log > },
5293 {
"redraw", &dispatch<&game_lua_kernel::intf_redraw > },
5294 {
"simulate_combat", &dispatch<&game_lua_kernel::intf_simulate_combat > },
5295 {
nullptr,
nullptr }
5296 };lua_getglobal(L,
"wesnoth");
5297 if (!lua_istable(L,-1)) {
5300 luaL_setfuncs(L, callbacks, 0);
5302 lua_setglobal(L,
"wesnoth");
5304 lua_getglobal(L,
"gui");
5305 lua_pushcfunction(L, &dispatch<&game_lua_kernel::intf_gamestate_inspector>);
5306 lua_setfield(L, -2,
"show_inspector");
5308 lua_setfield(L, -2,
"show_recruit_dialog");
5310 lua_setfield(L, -2,
"show_recall_dialog");
5316 static luaL_Reg
const test_callbacks[] {
5317 {
"fire_wml_menu_item", &dispatch<&game_lua_kernel::intf_fire_wml_menu_item> },
5318 {
nullptr,
nullptr }
5320 luaL_setfuncs(L, test_callbacks, 0);
5321 lua_setglobal(L,
"unit_test");
5347 cmd_log_ <<
"Adding terrain_types table...\n";
5348 lua_getglobal(L,
"wesnoth");
5349 lua_newuserdatauv(L, 0, 0);
5350 lua_createtable(L, 0, 2);
5351 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_get_terrain_info>);
5352 lua_setfield(L, -2,
"__index");
5353 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_get_terrain_list>);
5354 lua_setfield(L, -2,
"__dir");
5355 lua_pushstring(L,
"terrain types");
5356 lua_setfield(L, -2,
"__metatable");
5357 lua_setmetatable(L, -2);
5358 lua_setfield(L, -2,
"terrain_types");
5362 cmd_log_ <<
"Adding ai elements table...\n";
5367 cmd_log_ <<
"Adding wesnoth current table...\n";
5369 lua_getglobal(L,
"wesnoth");
5370 lua_newuserdatauv(L, 0, 0);
5371 lua_createtable(L, 0, 2);
5372 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_current_get>);
5373 lua_setfield(L, -2,
"__index");
5374 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_current_dir>);
5375 lua_setfield(L, -2,
"__dir");
5376 lua_pushboolean(L,
true);
5377 lua_setfield(L, -2,
"__dir_tablelike");
5378 lua_pushstring(L,
"current config");
5379 lua_setfield(L, -2,
"__metatable");
5380 lua_setmetatable(L, -2);
5381 lua_setfield(L, -2,
"current");
5385 lua_getglobal(L,
"wml");
5386 static luaL_Reg
const wml_callbacks[] {
5390 {
"get_variable", &dispatch<&game_lua_kernel::intf_get_variable>},
5391 {
"set_variable", &dispatch<&game_lua_kernel::intf_set_variable>},
5392 {
"get_all_vars", &dispatch<&game_lua_kernel::intf_get_all_vars>},
5393 {
nullptr,
nullptr }
5395 luaL_setfuncs(L, wml_callbacks, 0);
5400 static luaL_Reg
const map_callbacks[] {
5407 {
"get_owner", &dispatch<&game_lua_kernel::intf_get_village_owner>},
5408 {
"set_owner", &dispatch<&game_lua_kernel::intf_set_village_owner>},
5410 {
"add_label", &dispatch<&game_lua_kernel::intf_add_label>},
5411 {
"remove_label", &dispatch<&game_lua_kernel::intf_remove_label>},
5412 {
"get_label", &dispatch<&game_lua_kernel::intf_get_label>},
5414 {
"place_area", &dispatch<&game_lua_kernel::intf_add_time_area>},
5415 {
"remove_area", &dispatch<&game_lua_kernel::intf_remove_time_area>},
5416 {
"get_area", &dispatch<&game_lua_kernel::intf_get_time_area>},
5418 {
"find", &dispatch<&game_lua_kernel::intf_get_locations>},
5419 {
"matches", &dispatch<&game_lua_kernel::intf_match_location>},
5421 {
nullptr,
nullptr }
5423 luaL_setfuncs(L, map_callbacks, 0);
5427 cmd_log_ <<
"Adding units module...\n";
5428 static luaL_Reg
const unit_callbacks[] {
5431 {
"erase", &dispatch<&game_lua_kernel::intf_erase_unit>},
5432 {
"extract", &dispatch<&game_lua_kernel::intf_extract_unit>},
5433 {
"matches", &dispatch<&game_lua_kernel::intf_match_unit>},
5434 {
"select", &dispatch<&game_lua_kernel::intf_select_unit>},
5435 {
"to_map", &dispatch<&game_lua_kernel::intf_put_unit>},
5436 {
"to_recall", &dispatch<&game_lua_kernel::intf_put_recall_unit>},
5438 {
"teleport", &dispatch<&game_lua_kernel::intf_teleport>},
5440 {
"ability", &dispatch<&game_lua_kernel::intf_unit_ability>},
5451 {
"find_on_map", &dispatch<&game_lua_kernel::intf_get_units>},
5452 {
"find_on_recall", &dispatch<&game_lua_kernel::intf_get_recall_units>},
5453 {
"get", &dispatch<&game_lua_kernel::intf_get_unit>},
5454 {
"get_hovered", &dispatch<&game_lua_kernel::intf_get_displayed_unit>},
5455 {
"create_animator", &dispatch<&game_lua_kernel::intf_create_animator>},
5458 {
nullptr,
nullptr }
5460 lua_getglobal(L,
"wesnoth");
5462 luaL_setfuncs(L, unit_callbacks, 0);
5463 lua_setfield(L, -2,
"units");
5467 cmd_log_ <<
"Adding sides module...\n";
5468 static luaL_Reg
const side_callbacks[] {
5469 {
"is_enemy", &dispatch<&game_lua_kernel::intf_is_enemy> },
5470 {
"matches", &dispatch<&game_lua_kernel::intf_match_side> },
5471 {
"set_id", &dispatch<&game_lua_kernel::intf_set_side_id> },
5476 {
"find", &dispatch<&game_lua_kernel::intf_get_sides> },
5477 {
"get", &dispatch<&game_lua_kernel::intf_get_side> },
5478 {
"create", &dispatch<&game_lua_kernel::intf_create_side> },
5480 {
"place_shroud", &dispatch2<&game_lua_kernel::intf_toggle_shroud, true>},
5481 {
"remove_shroud", &dispatch2<&game_lua_kernel::intf_toggle_shroud, false>},
5482 {
"override_shroud", &dispatch<&game_lua_kernel::intf_override_shroud>},
5483 {
"is_shrouded", &dispatch2<&game_lua_kernel::intf_get_fog_or_shroud, false>},
5485 {
"place_fog", &dispatch2<&game_lua_kernel::intf_toggle_fog, false>},
5486 {
"remove_fog", &dispatch2<&game_lua_kernel::intf_toggle_fog, true>},
5487 {
"is_fogged", &dispatch2<&game_lua_kernel::intf_get_fog_or_shroud, true>},
5488 {
nullptr,
nullptr }
5490 std::vector<lua_cpp::Reg>
const cpp_side_callbacks {
5491 {
"add_ai_component", std::bind(
intf_modify_ai, std::placeholders::_1,
"add")},
5492 {
"delete_ai_component", std::bind(
intf_modify_ai, std::placeholders::_1,
"delete")},
5493 {
"change_ai_component", std::bind(
intf_modify_ai, std::placeholders::_1,
"change")},
5497 lua_getglobal(L,
"wesnoth");
5499 luaL_setfuncs(L, side_callbacks, 0);
5501 lua_setfield(L, -2,
"sides");
5505 cmd_log_ <<
"Adding interface module...\n";
5506 static luaL_Reg
const intf_callbacks[] {
5507 {
"add_hex_overlay", &dispatch<&game_lua_kernel::intf_add_tile_overlay>},
5508 {
"remove_hex_overlay", &dispatch<&game_lua_kernel::intf_remove_tile_overlay>},
5509 {
"get_color_adjust", &dispatch<&game_lua_kernel::intf_get_color_adjust>},
5510 {
"color_adjust", &dispatch<&game_lua_kernel::intf_color_adjust>},
5511 {
"screen_fade", &dispatch<&game_lua_kernel::intf_screen_fade>},
5512 {
"delay", &dispatch<&game_lua_kernel::intf_delay>},
5513 {
"deselect_hex", &dispatch<&game_lua_kernel::intf_deselect_hex>},
5514 {
"highlight_hex", &dispatch<&game_lua_kernel::intf_highlight_hex>},
5515 {
"float_label", &dispatch<&game_lua_kernel::intf_float_label>},
5516 {
"get_displayed_unit", &dispatch<&game_lua_kernel::intf_get_displayed_unit>},
5517 {
"get_hovered_hex", &dispatch<&game_lua_kernel::intf_get_mouseover_tile>},
5518 {
"get_selected_hex", &dispatch<&game_lua_kernel::intf_get_selected_tile>},
5519 {
"lock", &dispatch<&game_lua_kernel::intf_lock_view>},
5520 {
"is_locked", &dispatch<&game_lua_kernel::intf_view_locked>},
5521 {
"scroll", &dispatch<&game_lua_kernel::intf_scroll>},
5522 {
"scroll_to_hex", &dispatch<&game_lua_kernel::intf_scroll_to_tile>},
5523 {
"skip_messages", &dispatch<&game_lua_kernel::intf_skip_messages>},
5524 {
"is_skipping_messages", &dispatch<&game_lua_kernel::intf_is_skipping_messages>},
5525 {
"zoom", &dispatch<&game_lua_kernel::intf_zoom>},
5526 {
"clear_menu_item", &dispatch<&game_lua_kernel::intf_clear_menu_item>},
5527 {
"set_menu_item", &dispatch<&game_lua_kernel::intf_set_menu_item>},
5528 {
"allow_end_turn", &dispatch<&game_lua_kernel::intf_allow_end_turn>},
5529 {
"clear_chat_messages", &dispatch<&game_lua_kernel::intf_clear_messages>},
5530 {
"end_turn", &dispatch<&game_lua_kernel::intf_end_turn>},
5532 {
"add_chat_message", &dispatch<&game_lua_kernel::intf_message>},
5533 {
"add_overlay_text", &dispatch2<&game_lua_kernel::intf_set_floating_label, true>},
5535 {
nullptr,
nullptr }
5537 lua_getglobal(L,
"wesnoth");
5539 luaL_setfuncs(L, intf_callbacks, 0);
5540 lua_setfield(L, -2,
"interface");
5544 cmd_log_ <<
"Adding achievements module...\n";
5545 static luaL_Reg
const achievement_callbacks[] {
5546 {
"set", &dispatch<&game_lua_kernel::intf_set_achievement> },
5547 {
"has", &dispatch<&game_lua_kernel::intf_has_achievement> },
5548 {
"get", &dispatch<&game_lua_kernel::intf_get_achievement> },
5549 {
"progress", &dispatch<&game_lua_kernel::intf_progress_achievement> },
5550 {
"has_sub_achievement", &dispatch<&game_lua_kernel::intf_has_sub_achievement> },
5551 {
"set_sub_achievement", &dispatch<&game_lua_kernel::intf_set_sub_achievement> },
5552 {
nullptr,
nullptr }
5554 lua_getglobal(L,
"wesnoth");
5556 luaL_setfuncs(L, achievement_callbacks, 0);
5557 lua_setfield(L, -2,
"achievements");
5561 cmd_log_ <<
"Adding audio module...\n";
5562 static luaL_Reg
const audio_callbacks[] {
5563 {
"play", &dispatch<&game_lua_kernel::intf_play_sound > },
5564 {
nullptr,
nullptr }
5566 lua_getglobal(L,
"wesnoth");
5568 luaL_setfuncs(L, audio_callbacks, 0);
5569 lua_setfield(L, -2,
"audio");
5573 cmd_log_ <<
"Adding paths module...\n";
5574 static luaL_Reg
const path_callbacks[] {
5575 {
"find_cost_map", &dispatch<&game_lua_kernel::intf_find_cost_map > },
5576 {
"find_path", &dispatch<&game_lua_kernel::intf_find_path > },
5577 {
"find_reach", &dispatch<&game_lua_kernel::intf_find_reach > },
5578 {
"find_vacant_hex", &dispatch<&game_lua_kernel::intf_find_vacant_tile > },
5579 {
"find_vision_range", &dispatch<&game_lua_kernel::intf_find_vision_range > },
5580 {
nullptr,
nullptr }
5582 lua_getglobal(L,
"wesnoth");
5584 luaL_setfuncs(L, path_callbacks, 0);
5585 lua_setfield(L, -2,
"paths");
5589 cmd_log_ <<
"Adding sync module...\n";
5590 static luaL_Reg
const sync_callbacks[] {
5595 {
nullptr,
nullptr }
5597 lua_getglobal(L,
"wesnoth");
5599 luaL_setfuncs(L, sync_callbacks, 0);
5600 lua_setfield(L, -2,
"sync");
5604 cmd_log_ <<
"Adding schedule module...\n";
5605 static luaL_Reg
const schedule_callbacks[] {
5606 {
"get_time_of_day", &dispatch<&game_lua_kernel::intf_get_time_of_day<false>>},
5607 {
"get_illumination", &dispatch<&game_lua_kernel::intf_get_time_of_day<true>>},
5608 {
"replace", &dispatch<&game_lua_kernel::intf_replace_schedule>},
5609 {
nullptr,
nullptr }
5611 lua_getglobal(L,
"wesnoth");
5613 luaL_setfuncs(L, schedule_callbacks, 0);
5614 lua_createtable(L, 0, 2);
5615 lua_setmetatable(L, -2);
5616 lua_setfield(L, -2,
"schedule");
5623 cmd_log_ <<
"Adding wml_actions table...\n";
5625 lua_getglobal(L,
"wesnoth");
5627 lua_setfield(L, -2,
"wml_actions");
5631 cmd_log_ <<
"Adding wml_conditionals table...\n";
5633 lua_getglobal(L,
"wesnoth");
5635 lua_setfield(L, -2,
"wml_conditionals");
5642 cmd_log_ <<
"Adding effects table...\n";
5644 lua_getglobal(L,
"wesnoth");
5646 lua_setfield(L, -2,
"effects");
5650 cmd_log_ <<
"Adding custom_synced_commands table...\n";
5652 lua_getglobal(L,
"wesnoth");
5654 lua_setfield(L, -2,
"custom_synced_commands");
5658 cmd_log_ <<
"Adding game_events module...\n";
5659 static luaL_Reg
const event_callbacks[] {
5660 {
"add", &dispatch<&game_lua_kernel::intf_add_event> },
5661 {
"add_repeating", &dispatch<&game_lua_kernel::intf_add_event_simple<false>> },
5662 {
"add_menu", &dispatch<&game_lua_kernel::intf_add_event_simple<true>> },
5663 {
"add_wml", &dispatch<&game_lua_kernel::intf_add_event_wml> },
5664 {
"remove", &dispatch<&game_lua_kernel::intf_remove_event> },
5665 {
"fire", &dispatch2<&game_lua_kernel::intf_fire_event, false> },
5666 {
"fire_by_id", &dispatch2<&game_lua_kernel::intf_fire_event, true> },
5667 {
"add_undo_actions", &dispatch<&game_lua_kernel::intf_add_undo_actions> },
5668 {
"set_undoable", &dispatch<&game_lua_kernel::intf_allow_undo > },
5669 {
nullptr,
nullptr }
5671 lua_getglobal(L,
"wesnoth");
5673 luaL_setfuncs(L, event_callbacks, 0);
5674 lua_createtable(L, 0, 2);
5676 lua_setfield(L, -2,
"__dir");
5678 lua_setfield(L, -2,
"__index");
5679 lua_pushstring(L,
"game_events");
5680 lua_setfield(L, -2,
"__metatable");
5681 lua_setmetatable(L, -2);
5682 lua_setfield(L, -2,
"game_events");
5686 cmd_log_ <<
"Adding game_display table...\n";
5690 lua_createtable(L, 0, 2);
5691 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_theme_items_get>);
5692 lua_setfield(L, -2,
"__index");
5693 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_theme_items_set>);
5694 lua_setfield(L, -2,
"__newindex");
5695 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_theme_items_dir>);
5696 lua_setfield(L, -2,
"__dir");
5697 lua_setmetatable(L, -2);
5698 lua_setfield(L, -2,
"game_display");
5702 cmd_log_ <<
"Adding scenario table...\n";
5706 lua_createtable(L, 0, 2);
5707 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_scenario_get>);
5708 lua_setfield(L, -2,
"__index");
5709 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_scenario_set>);
5710 lua_setfield(L, -2,
"__newindex");
5711 lua_pushcfunction(L, &dispatch<&game_lua_kernel::impl_scenario_dir>);
5712 lua_setfield(L, -2,
"__dir");
5713 lua_setmetatable(L, -2);
5714 lua_setfield(L, -2,
"scenario");
5725 lua_pushstring(L, effect.c_str());
5743 cmd_log_ <<
"Adding races table...\n";
5746 lua_getglobal(L,
"wesnoth");
5748 lua_setfield(L, -2,
"races");
5752 cmd_log_ <<
"Running preload scripts...\n";
5775 using namespace std::literals::string_view_literals;
5776 static constexpr std::array handled_file_tags {
5789 "modify_unit_type"sv,
5795 "terrain_graphics"sv,
5803 return std::binary_search(handled_file_tags.begin(), handled_file_tags.end(),
s);
5819 for(
const auto [child_key, child_cfg] :
level.all_children_view())
5822 lua_createtable(L, 2, 0);
5823 lua_pushstring(L, child_key.c_str());
5824 lua_rawseti(L, -2, 1);
5826 lua_rawseti(L, -2, 2);
5827 lua_rawseti(L, -2, k++);
5841 if(!impl_get_callback<config>(L,
"on_save"))
5854 const std::vector<std::string> src_tags(temp.begin(), temp.end());
5856 for(
const auto& key : src_tags) {
5863 const std::string m =
"Tag is already used: [" + key +
"]";
5884 lua_pushstring(L, ev.
name.c_str());
5893 if (!
luaW_getglobal(L,
"wesnoth",
"custom_synced_commands", name)) {
5909 std::string which_effect = lua_tostring(L, lua_upvalueindex(1));
5924 lua_pushstring(L, description.c_str());
5937 int str_i = lua_gettop(L);
5940 lua_pushstring(L,
"__call");
5941 lua_pushvalue(L, str_i);
5942 lua_pushboolean(L,
true);
5943 lua_pushcclosure(L, &dispatch<&game_lua_kernel::cfun_builtin_effect>, 2);
5945 lua_pushstring(L,
"__descr");
5946 lua_pushvalue(L, str_i);
5947 lua_pushboolean(L,
false);
5948 lua_pushcclosure(L, &dispatch<&game_lua_kernel::cfun_builtin_effect>, 2);
5950 lua_setmetatable(L, -2);
5960 (lua_touserdata(L, lua_upvalueindex(1)));
5974 lua_getglobal(L,
"wesnoth");
5975 lua_pushstring(L,
"wml_actions");
5977 lua_pushstring(L, cmd.c_str());
5978 lua_pushlightuserdata(L,
reinterpret_cast<void *
>(
h));
5979 lua_pushcclosure(L, &dispatch<&game_lua_kernel::cfun_wml_action>, 1);
5992 (lua_touserdata(L, lua_upvalueindex(1)));
5995 lua_pushboolean(L,
h(vcfg));
6006 lua_getglobal(L,
"wesnoth");
6007 lua_pushstring(L,
"wml_conditionals");
6009 lua_pushstring(L, cmd.c_str());
6010 lua_pushlightuserdata(L,
reinterpret_cast<void *
>(
h));
6052 ERR_WML <<
"unknown conditional wml: [" << cmd <<
"]";
6071 int argIdx = lua_gettop(L);
6073 return luaL_error(L,
"wesnoth.wml_actions.command is missing");
6075 lua_pushvalue(L, argIdx);
6084 int evtIdx = lua_gettop(L);
6089 return luaL_ref(L, evtIdx);
6096 int evtIdx = lua_gettop(L);
6100 std::ostringstream lua_name;
6101 lua_name <<
"event ";
6103 lua_name <<
"<anon>";
6108 lua_name <<
"[id=" <<
id <<
"]";
6111 ERR_LUA <<
"Failed to register WML event: " << lua_name.str();
6114 return luaL_ref(L, evtIdx);
6120 idx = lua_absindex(L, idx);
6122 int evtIdx = lua_gettop(L);
6126 lua_pushvalue(L, idx);
6127 return luaL_ref(L, evtIdx);
6134 luaL_unref(L, -1, ref);
6145 lua_geti(L, -1, ref);
6146 if(lua_isnil(L, -1))
return false;
6192 lua_pushvalue(L, -1);
6212 std::string message = std::string() +
"function " + name +
" not found";
6213 log_error(message.c_str(),
"Lua SUF Error");
6217 lua_insert(L, -nArgs - 1);
6229 int top = lua_gettop(L);
6240 if(lua_istable(L, -1)) {
6243 lua_pushvalue(L, -1);
6245 lua_pushvalue(L, top + 1);
6247 lua_pushvalue(L, top + 2);
6252 if(luaL_getmetafield(L, -1,
"__descr")) {
6254 if(lua_isstring(L, -1)) {
6256 descr = lua_tostring(L, -1);
6258 lua_pushvalue(L, -2);
6260 lua_pushvalue(L, top + 1);
6262 lua_pushvalue(L, top + 2);
6265 if(lua_isstring(L, -1) && !lua_isnumber(L, -1)) {
6266 descr = lua_tostring(L, -1);
6268 ERR_LUA <<
"Effect __descr metafunction should have returned a string, but instead returned ";
6269 if(lua_isnone(L, -1)) {
6272 ERR_LUA << lua_typename(L, lua_type(L, -1));
6277 }
else if(need_apply) {
6279 lua_pushvalue(L, top + 1);
6281 lua_pushvalue(L, top + 2);
6319 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 add_chat_message(const std::chrono::system_clock::time_point &time, const std::string &speaker, int side, const std::string &msg, events::chat_handler::MESSAGE_TYPE type, bool bell)
void clear_chat_messages()
int village_owner(const map_location &loc) const
Given the location of a village, will return the 1-based number of the team that currently owns it,...
virtual const unit_map & units() const =0
Sort-of-Singleton that many classes, both GUI and non-GUI, use to access the game data.
const team & viewing_team() const
void remove_overlay(const map_location &loc)
remove_overlay will remove all overlays on a tile.
void recalculate_minimap()
Schedule the minimap for recalculation.
void remove_single_overlay(const map_location &loc, const std::string &toDelete)
remove_single_overlay will remove a single overlay from a tile
bool invalidate(const map_location &loc)
Function to invalidate a specific tile for redrawing.
double turbo_speed() const
void adjust_color_overlay(int r, int g, int b)
Add r,g,b to the colors for all images displayed on the map.
static double get_zoom_factor()
Returns the current zoom factor.
void scroll_to_tile(const map_location &loc, SCROLL_TYPE scroll_type=ONSCREEN, bool check_fogged=true, bool force=true)
Scroll such that location loc is on-screen.
bool set_zoom(bool increase)
Zooms the display in (true) or out (false).
tod_color get_color_overlay() const
void invalidate_all()
Function to invalidate all tiles.
rect map_outside_area() const
Returns the available area for a map, this may differ from the above.
void fade_to(const color_t &color, const std::chrono::milliseconds &duration)
Screen fade.
const display_context & context() const
void add_overlay(const map_location &loc, overlay &&ov)
Functions to add and remove overlays from locations.
const map_location & selected_hex() const
bool show_everything() const
static display * get_singleton()
Returns the display object if a display object exists.
void reinit_flags_for_team(const team &)
Rebuild the flag list (not team colors) for a single side.
const map_location & mouseover_hex() const
void set_view_locked(bool value)
Sets whether the map view is locked (e.g.
bool scroll(const point &amount, bool force=false)
Scrolls the display by amount pixels.
void select_hex(const map_location &hex, const bool browse, const bool highlight=true, const bool fire_event=true, const bool force_unhighlight=false)
void set_position(double xpos, double ypos)
void set_alignment(ALIGN align)
void set_lifetime(const std::chrono::milliseconds &lifetime, const std::chrono::milliseconds &fadeout=std::chrono::milliseconds{100})
void set_color(const color_t &color)
void set_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)
Create a new floating label or replace an existing one.
int intf_replace_schedule(lua_State *l)
Replacing the current time of day schedule.
int intf_select_unit(lua_State *L)
Selects and highlights the given location on the map.
int intf_deselect_hex(lua_State *L)
Deselects any highlighted hex on the map.
std::stack< game_events::queued_event const * > queued_events_
int intf_get_all_vars(lua_State *L)
Gets all the WML variables currently set.
int intf_remove_tile_overlay(lua_State *L)
Removes an overlay from a tile.
int intf_screen_fade(lua_State *L)
int intf_erase_unit(lua_State *L)
Erases a unit from the map.
int intf_get_fog_or_shroud(lua_State *L, bool fog)
int intf_override_shroud(lua_State *L)
Overrides the shroud entirely.
int intf_get_variable(lua_State *L)
Gets a WML variable.
int intf_scroll(lua_State *L)
game_lua_kernel(game_state &, play_controller &, reports &)
int intf_set_sub_achievement(lua_State *L)
Marks a single sub-achievement as completed.
int intf_lock_view(lua_State *L)
Sets whether gamemap scrolling is disabled for the user.
void put_unit_helper(const map_location &loc)
int intf_toggle_shroud(lua_State *L, bool place_shroud)
Toggle shroud on some locations Arg 1: Side number Arg 2: List of locations on which to place/remove ...
int intf_match_side(lua_State *L)
Matches a side against the given filter.
int intf_get_selected_tile(lua_State *L)
Returns the currently selected tile.
int cfun_wml_action(lua_State *L)
Executes its upvalue as a wml action.
virtual void log_error(char const *msg, char const *context="Lua error") override
Error reporting mechanisms, used by virtual methods protected_call and load_string.
int cfun_builtin_effect(lua_State *L)
Applies its upvalue as an effect Arg 1: The unit to apply to Arg 3: The [effect] tag contents Arg 3: ...
int impl_theme_item(lua_State *L, const std::string &name)
Executes its upvalue as a theme item generator.
ai::lua_ai_context * create_lua_ai_context(char const *code, ai::engine_lua *engine)
int intf_has_achievement(lua_State *L)
Returns whether an achievement has been completed.
int intf_gamestate_inspector(lua_State *)
int intf_float_label(lua_State *L)
Floats some text on the map.
int intf_find_reach(lua_State *L)
Finds all the locations reachable by a unit.
bool run_event(const game_events::queued_event &)
Executes the game_events.on_event function.
int intf_end_turn(lua_State *)
int save_wml_event()
Store a WML event in the Lua registry, as a function.
int impl_scenario_dir(lua_State *L)
Get a list of scenario data (__dir metamethod).
int intf_set_achievement(lua_State *L)
Sets an achievement as being completed.
int intf_get_units(lua_State *)
Gets all the units matching a given filter.
int intf_color_adjust(lua_State *L)
int intf_redraw(lua_State *L)
int intf_set_village_owner(lua_State *L)
Sets the owner of a village.
int impl_current_dir(lua_State *L)
Gets a list of date about current point of game (__dir metamethod).
static config preload_config
int intf_find_cost_map(lua_State *L)
Is called with one or more units and builds a cost map.
int intf_get_time_area(lua_State *)
int intf_highlight_hex(lua_State *L)
Highlights the given location on the map.
bool run_wml_event(int ref, const vconfig &args, const game_events::queued_event &ev, bool *out=nullptr)
Run a WML stored in the Lua registry.
int intf_scroll_to_tile(lua_State *L)
Scrolls to given tile.
int intf_get_side(lua_State *L)
int intf_remove_event(lua_State *L)
int intf_is_enemy(lua_State *L)
Returns whether the first side is an enemy of the second one.
static void extract_preload_scripts(const game_config_view &game_config)
int impl_get_terrain_info(lua_State *L)
Gets details about a terrain.
virtual std::string my_name() override
User-visible name of the lua kernel that they are talking to.
int intf_remove_label(lua_State *L)
bool run_wml_action(const std::string &, const vconfig &, const game_events::queued_event &)
Runs a command from an event handler.
int intf_move_floating_label(lua_State *L)
int intf_match_unit(lua_State *L)
Matches a unit against the given filter.
int intf_add_time_area(lua_State *)
Adding new time_areas dynamically with Standard Location Filters.
void clear_wml_event(int ref)
Clear a WML event store in the Lua registry.
int intf_create_animator(lua_State *)
int impl_theme_items_dir(lua_State *L)
Get all available theme_items (__dir metamethod).
int intf_add_event_wml(lua_State *L)
Add a new event handler Arg: A full event specification as a WML config.
int impl_scenario_set(lua_State *L)
Sets some scenario data (__newindex metamethod).
int intf_message(lua_State *L)
Displays a message in the chat window and in the logs.
int intf_set_side_id(lua_State *L)
int intf_view_locked(lua_State *L)
Gets whether gamemap scrolling is disabled for the user.
int intf_get_displayed_unit(lua_State *)
Gets the unit displayed in the sidebar.
bool run_wml_conditional(const std::string &, const vconfig &)
Evaluates a WML conidition.
int intf_get_recall_units(lua_State *L)
Gets the numeric ids of all the units matching a given filter on the recall lists.
int intf_add_label(lua_State *L)
int intf_zoom(lua_State *L)
int intf_log_replay(lua_State *L)
const game_events::queued_event & get_event_info()
int intf_unit_ability(lua_State *L)
Returns true if the unit has the given ability enabled.
void push_builtin_effect()
Registers a function for use as an effect handler.
int impl_run_animation(lua_State *)
std::string apply_effect(const std::string &name, unit &u, const config &cfg, bool need_apply)
int intf_fire_wml_menu_item(lua_State *L)
Fires a wml menu item.
int intf_clear_menu_item(lua_State *L)
void mouse_over_hex_callback(const map_location &loc)
int impl_theme_items_get(lua_State *L)
Creates a field of the theme_items table and returns it (__index metamethod).
int intf_find_vacant_tile(lua_State *L)
Finds a vacant tile.
play_controller & play_controller_
int impl_schedule_dir(lua_State *L)
const gamemap & map() const
int map_locked_
A value != 0 means that the shouldn't remove any units from the map, usually because we are currently...
static std::vector< config > preload_scripts
int intf_get_unit(lua_State *)
Gets the unit at the given location or with the given id.
int impl_current_get(lua_State *L)
Gets some data about current point of game (__index metamethod).
int impl_schedule_set(lua_State *L)
void select_hex_callback(const map_location &loc)
void set_wml_condition(const std::string &, bool(*)(const vconfig &))
Registers a function for use as a conditional handler.
int impl_end_level_data_set(lua_State *)
std::string synced_state()
converts synced_context::get_synced_state() to a string.
int intf_find_path(lua_State *L)
Finds a path between two locations.
int intf_remove_floating_label(lua_State *L)
void set_wml_action(const std::string &, game_events::wml_action::handler)
Registers a function for use as an action handler.
int intf_put_recall_unit(lua_State *L)
Puts a unit on a recall list.
int intf_teleport(lua_State *L)
Teeleports a unit to a location.
void luaW_push_schedule(lua_State *L, int area_index)
int intf_add_tile_overlay(lua_State *L)
Adds an overlay on a tile.
int intf_play_sound(lua_State *L)
Plays a sound, possibly repeated.
void lua_chat(const std::string &caption, const std::string &msg)
int intf_allow_end_turn(lua_State *)
Allow undo sets the flag saying whether the event has mutated the game to false.
int intf_get_village_owner(lua_State *L)
Gets the side of a village owner.
int intf_get_sides(lua_State *L)
Returns a proxy table array for all sides matching the given SSF.
int intf_has_sub_achievement(lua_State *L)
Returns whether an achievement has been completed.
int intf_create_side(lua_State *L)
void initialize(const config &level)
int intf_add_undo_actions(lua_State *L)
Add undo actions for the current active event Arg 1: Either a table of ActionWML or a function to cal...
void save_game(config &level)
Executes the game_events.on_save function and adds to cfg the returned tags.
int impl_scenario_get(lua_State *L)
Gets some scenario data (__index metamethod).
int intf_remove_time_area(lua_State *)
Removing new time_areas dynamically with Standard Location Filters.
int impl_schedule_len(lua_State *L)
int intf_get_locations(lua_State *L)
Gets all the locations matching a given filter.
int intf_add_event(lua_State *L)
Add a new event handler Arg 1: Table of options.
int intf_simulate_combat(lua_State *L)
Simulates a combat between two units.
int impl_get_terrain_list(lua_State *L)
Gets a list of known terrain codes.
std::vector< team > & teams()
int intf_progress_achievement(lua_State *L)
Progresses the provided achievement.
int intf_match_location(lua_State *L)
Matches a location against the given filter.
int intf_toggle_fog(lua_State *L, const bool clear)
Implements the lifting and resetting of fog via WML.
int intf_extract_unit(lua_State *L)
Extracts a unit from the map or a recall list and gives it to Lua.
int intf_log(lua_State *L)
Logs a message Arg 1: (optional) Logger; "wml" for WML errors or deprecations Arg 2: Message Arg 3: W...
int intf_clear_messages(lua_State *)
Removes all messages from the chat window.
int intf_allow_undo(lua_State *)
Allow undo sets the flag saying whether the event has mutated the game to false.
int impl_schedule_get(lua_State *L)
int intf_set_variable(lua_State *L)
Sets a WML variable.
int impl_theme_items_set(lua_State *L)
Sets a field of the theme_items table (__newindex metamethod).
void set_game_display(game_display *gd)
int intf_set_menu_item(lua_State *L)
ai::lua_ai_action_handler * create_lua_ai_action_handler(char const *code, ai::lua_ai_context &context)
bool mouse_button_callback(const map_location &loc, const std::string &button, const std::string &event)
int intf_get_achievement(lua_State *L)
Returns information on a single achievement, or no data if the achievement is not found.
std::vector< int > get_sides_vector(const vconfig &cfg)
Gets a vector of sides from side= attribute in a given config node.
int intf_fire_event(lua_State *L, const bool by_id)
Fires an event.
int intf_delay(lua_State *L)
Delays engine for a while.
int intf_add_event_simple(lua_State *L)
Add a new event handler Arg 1: Event to handle, as a string or list of strings; or menu item ID if th...
bool run_filter(char const *name, const unit &u)
Runs a script from a unit filter.
int intf_find_vision_range(lua_State *L)
Finds all the locations for which a given unit would remove the fog (if there was fog on the map).
int intf_skip_messages(lua_State *L)
Set whether to skip messages Arg 1 (optional) - boolean.
game_display * game_display_
int cfun_undoable_event(lua_State *L)
Upvalue 1: The event function Upvalue 2: The undo function Arg 1: The event content.
void load_game(const config &level)
Executes the game_events.on_load function and passes to it all the scenario tags not yet handled.
int intf_get_time_of_day(lua_State *L)
Gets time of day information.
int intf_get_color_adjust(lua_State *L)
int intf_is_skipping_messages(lua_State *L)
Return true if a replay is in progress but the player has chosen to skip it.
void add_side_wml(config cfg)
creates a new side during a game.
const std::unique_ptr< actions::undo_list > undo_stack_
undo_stack_ is never nullptr.
const std::unique_ptr< game_events::manager > events_manager_
game_events::wmi_manager & get_wml_menu_items()
int w() const
Effective map width.
int h() const
Effective map height.
Encapsulates the map of the game.
const std::shared_ptr< terrain_type_data > & tdata() const
virtual void log_error(char const *msg, char const *context="Lua error")
Error reporting mechanisms, used by virtual methods protected_call and load_string.
bool load_string(const std::string &prog, const std::string &name, const error_handler &, bool allow_unsafe=false)
void run_lua_tag(const config &cfg)
Runs a [lua] tag.
Storage for a unit, either owned by the Lua code (ptr != 0), a local variable unit (c_ptr !...
bool put_map(const map_location &loc)
int on_recall_list() const
unit_ptr get_shared() const
const terrain_label * set_label(const map_location &loc, const t_string &text, const int creator=-1, const std::string &team="", const color_t color=font::NORMAL_COLOR, const bool visible_in_fog=true, const bool visible_in_shroud=false, const bool immutable=false, const std::string &category="", const t_string &tooltip="")
const terrain_label * get_label(const map_location &loc, const std::string &team_name) const
void recalculate_shroud()
game_classification & get_classification()
events::mouse_handler & get_mouse_handler_base() override
Get a reference to a mouse handler member a derived class uses.
bool is_skipping_story() const
bool is_skipping_replay() const
std::shared_ptr< wb::manager > get_whiteboard() const
virtual void force_end_turn()=0
game_events::wml_event_pump & pump()
std::set< std::string > & encountered_units()
int progress_achievement(const std::string &content_for, const std::string &id, int limit=999999, int max_progress=999999, int amount=0)
Increments the achievement's current progress by amount if it hasn't already been completed.
void set_achievement(const std::string &content_for, const std::string &id)
Marks the specified achievement as completed.
void set_sub_achievement(const std::string &content_for, const std::string &id, const std::string &sub_id)
Marks the specified sub-achievement as completed.
void add_log_data(const std::string &key, const std::string &var)
config generate_report(const std::string &name, const context &ct, bool only_static=false)
void register_generator(const std::string &name, generator *)
const std::set< std::string > & report_list()
An object to leave the synced context during draw or unsynced wml items when we don’t know whether we...
std::vector< int > get_teams() const
bool match(const team &t) const
static map & registry()
using static function variable instead of static member variable to prevent static initialization fia...
static synced_state get_synced_state()
This class stores all the data for a single 'side' (in game nomenclature).
game_events::pump_result_t get_village(const map_location &, const int owner_side, game_data *fire_event)
Acquires a village from owner_side.
const std::string & team_name() const
void set_color(const std::string &color)
void set_flag(const std::string &flag)
void lose_village(const map_location &)
bool match(const map_location &loc) const
void get_locations(std::set< map_location > &locs, bool with_border=false) const
gets all locations on the map that match this filter
To store label data Class implements logic for rendering.
const std::string & id() const
t_translation::terrain_code number() const
void replace_schedule(const config &time_cfg)
Replace the time of day schedule.
int number_of_turns() const
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 reset_affect_adjacent(const unit_map &units)
Refresh map around unit if has ability with [affect_adjacent/distant] tag.
void wait_for_end() const
void add_animation(unit_const_ptr animated_unit, const unit_animation *animation, const map_location &src=map_location::null_location(), bool with_bars=false, const std::string &text="", const color_t text_color={0, 0, 0})
std::vector< const unit * > all_matches_with_unit(const unit &u) const
std::vector< const unit * > all_matches_at(const map_location &loc) const
std::vector< const unit * > all_matches_on_map(const map_location *loc=nullptr, const unit *other_unit=nullptr) const
Container associating units to locations.
unit_ptr extract(const map_location &loc)
Extracts a unit from the map.
unit_iterator find(std::size_t id)
std::size_t erase(const map_location &l)
Erases the unit at location l, if any.
umap_retval_pair_t insert(const unit_ptr &p)
Inserts the unit pointed to by p into the map.
umap_retval_pair_t move(const map_location &src, const map_location &dst)
Moves a unit from location src to location dst.
const unit_type * find(const std::string &key, unit_type::BUILD_STATUS status=unit_type::FULL) const
Finds a unit_type by its id() and makes sure it is built to the specified level.
config_array_view traits() const
A single unit type that the player may recruit.
const unit_type & get_variation(const std::string &id) const
bool has_variation(const std::string &variation_id) const
This class represents a single unit of a specific type.
static void clear_status_caches()
Clear this unit status cache for all units.
static unit_ptr create(const config &cfg, bool use_traits=false, const vconfig *vcfg=nullptr)
Initializes a unit from a config.
Additional functionality for a non-const variable_info.
Information on a WML variable.
A variable-expanding proxy for the config class.
static vconfig unconstructed_vconfig()
This is just a wrapper for the default constructor; it exists for historical reasons and to make it c...
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.
unit_animation_component & anim_comp() const
void add_modification(const std::string &type, const config &modification, bool no_add=false)
Add a new modification to the unit.
static const std::set< std::string > builtin_effects
std::string describe_builtin_effect(const std::string &type, const config &effect)
Construct a string describing a built-in effect.
config & get_modifications()
Get the raw modifications.
void expire_modifications(const std::string &duration)
Clears those modifications whose duration has expired.
void apply_builtin_effect(const std::string &type, const config &effect)
Apply a builtin effect to the unit.
const map_location & get_location() const
The current map location this unit is at.
int movement_cost(const t_translation::terrain_code &terrain) const
Get the unit's movement cost on a particular terrain.
int vision_cost(const t_translation::terrain_code &terrain) const
Get the unit's vision cost on a particular terrain.
int jamming_cost(const t_translation::terrain_code &terrain) const
Get the unit's jamming cost on a particular terrain.
std::string label
What to show in the filter's drop-down list.
std::string id
Text to match against addon_info.tags()
Define the handlers for the game's events mechanism.
bool tiles_adjacent(const map_location &a, const map_location &b)
Function which tells if two locations are adjacent.
Standard logging facilities (interface).
#define log_scope(description)
std::decay_t< T > lua_check(lua_State *L, int n)
void luaW_pushconfig(lua_State *L, const config &cfg)
Converts a config object to a Lua table pushed at the top of the stack.
bool luaW_iststring(lua_State *L, int index)
void luaW_push_namedtuple(lua_State *L, const std::vector< std::string > &names)
Push an empty "named tuple" onto the stack.
config luaW_checkconfig(lua_State *L, int index)
Converts an optional table or vconfig to a config object.
void luaW_pushlocation(lua_State *L, const map_location &ml)
Converts a map location object to a Lua table pushed at the top of the stack.
std::set< map_location > luaW_check_locationset(lua_State *L, int idx)
Converts a table of integer pairs to a set of map location objects.
void luaW_pushtstring(lua_State *L, const t_string &v)
Pushes a t_string on the top of the stack.
bool luaW_pushvariable(lua_State *L, variable_access_const &v)
bool luaW_tovconfig(lua_State *L, int index, vconfig &vcfg)
Gets an optional vconfig from either a table or a userdata.
void luaW_pushvconfig(lua_State *L, const vconfig &cfg)
Pushes a vconfig on the top of the stack.
bool luaW_toboolean(lua_State *L, int n)
int luaW_type_error(lua_State *L, int narg, const char *tname)
std::string_view luaW_tostring(lua_State *L, int index)
bool luaW_getmetafield(lua_State *L, int idx, const char *key)
Like luaL_getmetafield, but returns false if key is an empty string or begins with two underscores.
bool luaW_totstring(lua_State *L, int index, t_string &str)
Converts a scalar to a translatable string.
bool luaW_tableget(lua_State *L, int index, const char *key)
bool luaW_checkvariable(lua_State *L, variable_access_create &v, int n)
bool luaW_pcall(lua_State *L, int nArgs, int nRets, bool allow_wml_error)
Calls a Lua function stored below its nArgs arguments at the top of the stack.
bool luaW_toconfig(lua_State *L, int index, config &cfg)
Converts an optional table or vconfig to a config object.
int luaW_push_locationset(lua_State *L, const std::set< map_location > &locs)
Converts a set of map locations to a Lua table pushed at the top of the stack.
vconfig luaW_checkvconfig(lua_State *L, int index, bool allow_missing)
Gets an optional vconfig from either a table or a userdata.
bool luaW_tolocation(lua_State *L, int index, map_location &loc)
Converts an optional table or pair of integers to a map location object.
map_location luaW_checklocation(lua_State *L, int index)
Converts an optional table or pair of integers to a map location object.
bool luaW_getglobal(lua_State *L, const std::vector< std::string > &path)
Pushes the value found by following the variadic names (char *), if the value is not nil.
t_string luaW_checktstring(lua_State *L, int index)
Converts a scalar to a translatable string.
#define return_cstring_attrib(name, accessor)
#define return_string_attrib(name, accessor)
#define return_cfgref_attrib(name, accessor)
#define return_int_attrib(name, accessor)
#define modify_bool_attrib(name, accessor)
#define return_bool_attrib(name, accessor)
#define return_cfg_attrib(name, accessor)
#define modify_string_attrib(name, accessor)
#define return_string_attrib_deprecated(name, prefix, level, version, msg, accessor)
#define GAME_CONFIG_GETTER(name, type, kernel_type)
void luaW_pushracetable(lua_State *L)
void luaW_pushteam(lua_State *L, team &tm)
Create a full userdata containing a pointer to the team.
team * luaW_toteam(lua_State *L, int idx)
Test if the top stack element is a team, and if so, return it.
team & luaW_checkteam(lua_State *L, int idx)
Test if the top stack element is a team, and if not, error.
std::set< map_location > location_set
int intf_terrain_mask(lua_State *L)
Replaces part of the map.
int intf_on_border(lua_State *L)
int intf_on_board(lua_State *L)
int intf_terrainmap_iter(lua_State *L)
int intf_terrainmap_get(lua_State *L)
int intf_replace_if_failed(lua_State *L)
lua_unit * luaW_checkunit_ref(lua_State *L, int index)
Similar to luaW_checkunit but returns a lua_unit; use this if you need to handle map and recall units...
unit & luaW_checkunit(lua_State *L, int index, bool only_on_map)
Converts a Lua value to a unit pointer.
bool luaW_isunit(lua_State *L, int index)
Test if a Lua value is a unit.
unit_ptr luaW_checkunit_ptr(lua_State *L, int index, bool only_on_map)
Similar to luaW_checkunit but returns a unit_ptr; use this instead of luaW_checkunit when using an ap...
lua_unit * luaW_pushlocalunit(lua_State *L, unit &u)
Pushes a private unit on the stack.
unit * luaW_tounit(lua_State *L, int index, bool only_on_map)
Converts a Lua value to a unit pointer.
lua_unit * luaW_pushunit(lua_State *L, Args... args)
int intf_create_attack(lua_State *L)
const_attack_ptr luaW_toweapon(lua_State *L, int idx)
void luaW_pushweapon(lua_State *L, const attack_ptr &weapon)
std::map< std::string, config > traits_map
bool clear_shroud(int side, bool reset_fog, bool fire_events)
Function that will clear shroud (and fog) based on current unit positions.
game_events::pump_result_t get_village(const map_location &loc, int side, bool *action_timebonus, bool fire_event)
Makes it so the village at the given location is owned by the given side.
void create_jamming_map(std::map< map_location, int > &jamming, const team &view_team)
Helper function that creates the map of enemy anti-vision that's needed when creating a pathfinding::...
void clear()
Clear the current render target.
const color_t LABEL_COLOR
int add_floating_label(const floating_label &flabel)
add a label floating on the screen above everything else.
void remove_floating_label(int handle, const std::chrono::milliseconds &fadeout)
removes the floating label given by 'handle' from the screen
void move_floating_label(int handle, double xmove, double ymove)
moves the floating label given by 'handle' by (xmove,ymove)
Game configuration data as global variables.
void load_config(const config &v)
bool variable_matches(const vconfig &values)
bool have_location(const vconfig &cfg)
bool have_unit(const vconfig &cfg)
bool conditional_passed(const vconfig &cond)
bool fire_event(const ui_event event, const std::vector< std::pair< widget *, ui_event >> &event_chain, widget *dispatcher, widget *w, F &&... params)
Helper function for fire_event.
std::shared_ptr< halo_record > handle
std::stringstream & log_to_chat()
Use this to show WML errors in the ingame chat.
std::string register_table(lua_State *L)
std::string register_vconfig_metatable(lua_State *L)
Adds the vconfig metatable.
int intf_tovconfig(lua_State *L)
Creates a vconfig containing the WML table.
void set_functions(lua_State *L, const std::vector< lua_cpp::Reg > &functions)
Analogous to lua_setfuncs, it registers a collection of function wrapper objects into a table,...
void push_closure(lua_State *L, const lua_function &f, int nup)
Pushes a closure which retains a std::function object as its first up-value.
int intf_show_recall_dialog(lua_State *L)
int intf_show_recruit_dialog(lua_State *L)
int show_gamestate_inspector(const std::string &name, const game_data &data, const game_state &state)
std::string register_metatable(lua_State *L)
std::string register_metatable(lua_State *L)
std::string register_metatables(lua_State *L)
std::string register_metatable(lua_State *L)
std::string register_table(lua_State *L)
std::string register_metatables(lua_State *L)
std::string register_attacks_metatables(lua_State *L)
std::string tag(std::string_view tag, Args &&... data)
Wraps the given data in the specified tag.
config get_user_choice(const std::string &name, const user_choice &uch, int side=0)
std::map< int, config > get_user_choice_multiple_sides(const std::string &name, const user_choice &uch, std::set< int > sides)
Performs a choice for multiple sides for WML events.
plain_route a_star_search(const map_location &src, const map_location &dst, double stop_at, const cost_calculator &calc, const std::size_t width, const std::size_t height, const teleport_map *teleports, bool border)
const teleport_map get_teleport_locations(const unit &u, const team &viewing_team, bool see_all, bool ignore_units, bool check_vision)
map_location find_vacant_tile(const map_location &loc, VACANT_TILE_TYPE vacancy, const unit *pass_check, const team *shroud_check, const game_board *board)
Function that will find a location on the board that is as near to loc as possible,...
Unit and team statistics.
fake_unit_manager * fake_units
play_controller * controller
std::shared_ptr< wb::manager > whiteboard
Contains the general settings which have a default.
void play_sound(const std::string &files, channel_group group, unsigned int repeats)
terrain_code read_terrain_code(std::string_view str, const ter_layer filler)
Reads a single terrain from a string.
std::string write_terrain_code(const terrain_code &tcode)
Writes a single terrain code to a string.
const terrain_code NONE_TERRAIN
void move_unit(const std::vector< map_location > &path, const unit_ptr &u, bool animate, map_location::direction dir, bool force_scroll)
Display a unit moving along a given path.
std::size_t size(std::string_view str)
Length in characters of a UTF-8 string.
std::size_t index(std::string_view str, const std::size_t index)
Codepoint index corresponding to the nth character in a UTF-8 string.
@ 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).