The Battle for Wesnoth  1.17.4+dev
game_lua_kernel.hpp
Go to the documentation of this file.
1 /*
2  Copyright (C) 2009 - 2022
3  by Guillaume Melquiond <guillaume.melquiond@gmail.com>
4  Part of the Battle for Wesnoth Project https://www.wesnoth.org/
5 
6  This program is free software; you can redistribute it and/or modify
7  it under the terms of the GNU General Public License as published by
8  the Free Software Foundation; either version 2 of the License, or
9  (at your option) any later version.
10  This program is distributed in the hope that it will be useful,
11  but WITHOUT ANY WARRANTY.
12 
13  See the COPYING file for more details.
14 */
15 
16 #pragma once
17 
18 #include "scripting/lua_kernel_base.hpp" // for lua_kernel_base
19 
20 #include "game_events/action_wml.hpp" // for wml_action, etc
21 
22 #include <stack>
23 #include <string> // for string
24 
25 class config;
26 class game_config_view;
27 class unit;
28 class vconfig;
29 namespace ai { class engine_lua; }
30 namespace ai { class lua_ai_action_handler; }
31 namespace ai { class lua_ai_context; }
32 namespace game_events { struct queued_event; }
33 
34 class game_display;
35 class game_state;
36 class game_board;
37 class unit_map;
38 class gamemap;
39 class team;
40 class game_data;
41 class tod_manager;
42 class play_controller;
43 class reports;
44 
45 struct map_location;
46 typedef int (*lua_CFunction) (lua_State *L);
47 
49 {
54 
55  // Private functions to ease access to parts of game_state
56  unit_map & units();
57  game_data & gamedata();
58  tod_manager & tod_man();
59 
61 
62  std::stack<game_events::queued_event const * > queued_events_;
63 
64  const game_events::queued_event & get_event_info();
65 
66  static void extract_preload_scripts(const game_config_view& game_config);
67  static std::vector<config> preload_scripts;
69 
70  friend class game_config_manager; // to allow it to call extract_preload_scripts
71 
72  // Private lua callbacks
73  int intf_allow_end_turn(lua_State *);
74  int intf_allow_undo(lua_State *);
75  int intf_cancel_action(lua_State *);
76  int intf_add_time_area(lua_State *);
77  int intf_remove_time_area(lua_State *);
78  int intf_get_time_area(lua_State *);
79  int intf_animate_unit(lua_State *);
80  int intf_gamestate_inspector(lua_State *);
81  int impl_run_animation(lua_State *);
82  int intf_create_animator(lua_State *);
83  int intf_get_unit(lua_State *);
84  int intf_get_units(lua_State *);
85  int intf_get_displayed_unit(lua_State*);
86  int intf_match_unit(lua_State *L);
87  int intf_get_recall_units(lua_State *L);
88  int intf_get_variable(lua_State *L);
89  int intf_set_variable(lua_State *L);
90  int intf_highlight_hex(lua_State *L);
91  int intf_is_enemy(lua_State *L);
92  int intf_unit_ability(lua_State *L);
93  int intf_view_locked(lua_State *L);
94  int intf_lock_view(lua_State *L);
95  int impl_get_terrain_info(lua_State *L);
96  template<bool consider_illuminates>
97  int intf_get_time_of_day(lua_State *L);
98  int impl_schedule_get(lua_State *L);
99  int impl_schedule_len(lua_State *L);
100  void luaW_push_schedule(lua_State* L, int area_index);
101  int intf_get_village_owner(lua_State *L);
102  int intf_set_village_owner(lua_State *L);
103  int intf_get_mouseover_tile(lua_State *L);
104  int intf_get_selected_tile(lua_State *L);
105  int impl_game_config_get(lua_State *L) override;
106  int impl_game_config_set(lua_State *L) override;
107  int impl_scenario_get(lua_State *L);
108  int impl_scenario_set(lua_State *L);
109  int impl_current_get(lua_State *L);
110  int intf_clear_messages(lua_State*);
111  int impl_end_level_data_set(lua_State*);
112  int intf_end_turn(lua_State*);
113  int intf_find_cost_map(lua_State *L);
114  int intf_find_path(lua_State *L);
115  int intf_find_reach(lua_State *L);
116  int intf_find_vision_range(lua_State *L);
117  int intf_heal_unit(lua_State *L);
118  int intf_message(lua_State *L);
119  int intf_play_sound(lua_State *L);
120  int intf_set_floating_label(lua_State* L, bool spawn);
121  int intf_remove_floating_label(lua_State* L);
122  int intf_move_floating_label(lua_State* L);
123  void put_unit_helper(const map_location& loc);
124  int intf_put_unit(lua_State *L);
125  int intf_erase_unit(lua_State *L);
126  int intf_put_recall_unit(lua_State *L);
127  int intf_extract_unit(lua_State *L);
128  int intf_find_vacant_tile(lua_State *L);
129  int intf_float_label(lua_State *L);
130  int intf_set_end_campaign_credits(lua_State *L);
131  int intf_set_end_campaign_text(lua_State *L);
132  int intf_clear_menu_item(lua_State *L);
133  int intf_create_side(lua_State *L);
134  int intf_set_menu_item(lua_State *L);
135  int intf_toggle_shroud(lua_State *L, bool place_shroud);
136  int intf_override_shroud(lua_State *L);
137  int intf_simulate_combat(lua_State *L);
138  int intf_scroll_to_tile(lua_State *L);
139  int intf_select_unit(lua_State *L);
140  int intf_deselect_hex(lua_State *L);
141  int intf_is_skipping_messages(lua_State *L);
142  int intf_skip_messages(lua_State *L);
143  int intf_get_locations(lua_State *L);
144  int intf_match_location(lua_State *L);
145  int intf_match_side(lua_State *L);
146  int intf_set_side_id(lua_State *L);
147  int intf_modify_ai_wml(lua_State *L);
148  int intf_get_sides(lua_State* L);
149  int intf_get_side(lua_State* L);
150  int intf_add_tile_overlay(lua_State *L);
151  int intf_remove_tile_overlay(lua_State *L);
152  int intf_add_event(lua_State *L);
153  int intf_remove_event(lua_State *L);
154  int intf_color_adjust(lua_State *L);
155  int intf_get_color_adjust(lua_State *L);
156  int intf_delay(lua_State *L);
157  int intf_add_label(lua_State *L);
158  int intf_remove_label(lua_State *L);
159  int intf_get_label(lua_State* L);
160  int intf_redraw(lua_State *L);
161  int intf_replace_schedule(lua_State *l);
162  int impl_schedule_set(lua_State *L);
163  int intf_scroll(lua_State *L);
164  int intf_get_all_vars(lua_State *L);
165  int impl_theme_item(lua_State *L, std::string name);
166  int impl_theme_items_get(lua_State *L);
167  int impl_theme_items_set(lua_State *L);
168  int cfun_builtin_effect(lua_State *L);
169  int cfun_wml_action(lua_State *L);
170  int intf_fire_event(lua_State *L, const bool by_id);
171  int intf_fire_wml_menu_item(lua_State *L);
172  int intf_teleport(lua_State *L);
173  int intf_log(lua_State *L);
174  int intf_toggle_fog(lua_State *L, const bool clear);
175  int intf_get_fog_or_shroud(lua_State *L, bool fog);
176  int intf_log_replay(lua_State* L);
177  int intf_zoom(lua_State* L);
178 
179  //private helpers
180  std::string synced_state();
181  void lua_chat(const std::string& caption, const std::string& msg);
182  std::vector<int> get_sides_vector(const vconfig& cfg);
183 
184 public:
185  game_board & board();
186  std::vector<team> & teams();
187  const gamemap & map() const;
188  game_display * get_display() const { return game_display_; }
189  /**
190  A value != 0 means that the shouldn't remove any units from the map, usually because
191  we are currently operating on a unit& and removing it might cause memory corruptions
192  note that we don't check for the dtor of lua owned units because we assume that
193  we operate on such a unit that the lua function that invoked the operation on that unit
194  (like wesnoth.units.add_modification, wesnoth.units.matches ..) have a local copy of that
195  lua_unit* userdata in its stack that prevents it from being collected.
196  */
199 
200  void set_game_display(game_display * gd);
201 
202  virtual std::string my_name() override { return "Game Lua Kernel"; }
203 
204  std::string apply_effect(const std::string& name, unit& u, const config& cfg, bool need_apply);
205  void initialize(const config& level);
206  void save_game(config & level);
207  void load_game(const config& level);
208  bool run_event(const game_events::queued_event&);
209  void custom_command(const std::string&, const config&);
210  void push_builtin_effect();
211  void set_wml_action(const std::string&, game_events::wml_action::handler);
212  void set_wml_condition(const std::string&, bool(*)(const vconfig&));
213  bool run_wml_action(const std::string&, const vconfig&,
215  bool run_filter(char const *name, const unit& u);
216  bool run_filter(char const *name, const map_location& l);
217  bool run_filter(char const *name, const team& t);
218  bool run_filter(char const *name, int nArgs);
219  bool run_wml_conditional(const std::string&, const vconfig&);
220 
221  virtual void log_error(char const* msg, char const* context = "Lua error") override;
222 
223  ai::lua_ai_context* create_lua_ai_context(char const *code, ai::engine_lua *engine);
224  ai::lua_ai_action_handler* create_lua_ai_action_handler(char const *code, ai::lua_ai_context &context);
225 
226  void mouse_over_hex_callback(const map_location& loc);
227  void select_hex_callback(const map_location& loc);
228 };
std::stack< game_events::queued_event const *> queued_events_
Game board class.
Definition: game_board.hpp:52
int map_locked_
A value != 0 means that the shouldn&#39;t remove any units from the map, usually because we are currently...
game_display * game_display_
This class represents a single unit of a specific type.
Definition: unit.hpp:120
int(* lua_CFunction)(lua_State *L)
void clear(const std::string &key)
Definition: general.cpp:192
virtual std::string my_name() override
User-visible name of the lua kernel that they are talking to.
const std::string & gamedata
Define actions for the game&#39;s events mechanism.
static void msg(const char *act, debug_info &i, const char *to="", const char *result="")
Definition: debugger.cpp:110
void(* handler)(const queued_event &, const vconfig &)
Definition: action_wml.hpp:50
Unit and team statistics.
bool fog()
Definition: game.cpp:525
This class stores all the data for a single &#39;side&#39; (in game nomenclature).
Definition: team.hpp:75
A small explanation about what&#39;s going on here: Each action has access to two game_info objects First...
Definition: actions.cpp:61
static int intf_delay(lua_State *L)
Proxy table for the AI context.
Definition: core.hpp:33
Encapsulates the map of the game.
Definition: map.hpp:171
play_controller & play_controller_
Encapsulates the map of the game.
Definition: location.hpp:38
Domain specific events.
Definition: action_wml.cpp:87
Game configuration data as global variables.
Definition: build_info.cpp:60
Proxy class for calling AI action handlers defined in Lua.
Definition: core.hpp:70
double t
Definition: astarsearch.cpp:65
static int intf_find_path(lua_State *L)
Finds a path between two locations.
A variable-expanding proxy for the config class.
Definition: variable.hpp:44
static config preload_config
Container associating units to locations.
Definition: map.hpp:98
game_display * get_display() const
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:60
std::string custom_command()
Definition: game.cpp:926
game_state & game_state_
static std::vector< config > preload_scripts
static int intf_log(lua_State *L)
Logs a message Arg 1: (optional) Logger Arg 2: Message.