The Battle for Wesnoth 1.21.0-dev
 
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game_lua_kernel.hpp
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1/*
2 Copyright (C) 2009 - 2025
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
26class unit;
27class vconfig;
28namespace ai { class engine_lua; }
29namespace ai { class lua_ai_action_handler; }
30namespace ai { class lua_ai_context; }
31
32class game_display;
33class game_state;
34class game_board;
35class unit_map;
36class gamemap;
37class team;
38class game_data;
39class tod_manager;
40class play_controller;
41class reports;
42
43struct map_location;
44typedef int (*lua_CFunction) (lua_State *L);
45
47
49{
54
55 // Private functions to ease access to parts of game_state
56 unit_map & units();
59
61 bool has_preloaded_ = false;
62
63 std::stack<game_events::queued_event const * > queued_events_;
64
66
68 static std::vector<config> preload_scripts;
70
71 friend class game_config_manager; // to allow it to call extract_preload_scripts
72 friend struct current_tag;
73 friend struct scenario_tag;
74 friend struct schedule_tag;
75 friend struct game_config_glk_tag;
76
77 // Private lua callbacks
101 template<bool consider_illuminates>
105 void luaW_push_schedule(lua_State* L, int area_index);
122 int intf_message(lua_State *L);
133 void put_unit_helper(const map_location& loc);
134 int intf_put_unit(lua_State *L);
143 int intf_toggle_shroud(lua_State *L, bool place_shroud);
156 int intf_get_side(lua_State* L);
159 template<bool is_menu_item>
169 int intf_delay(lua_State *L);
173 int intf_redraw(lua_State *L);
177 int intf_scroll(lua_State *L);
179 int impl_theme_item(lua_State *L, const std::string& name);
185 int intf_fire_event(lua_State *L, const bool by_id);
187 int intf_teleport(lua_State *L);
188 int intf_log(lua_State *L);
189 int intf_toggle_fog(lua_State *L, const bool clear);
190 int intf_get_fog_or_shroud(lua_State *L, bool fog);
192 int intf_zoom(lua_State* L);
193
194 //private helpers
195 std::string synced_state();
196 void lua_chat(const std::string& caption, const std::string& msg);
197 std::vector<int> get_sides_vector(const vconfig& cfg);
198
199 /**
200 * Pushes the WML events table to the Lua stack.
201 *
202 * @returns RAII helper instance that controls the lifetime
203 * of the resulting stack variable.
204 */
206
207public:
208 game_board & board();
209 std::vector<team> & teams();
210 const gamemap & map() const;
211 /**
212 A value != 0 means that the shouldn't remove any units from the map, usually because
213 we are currently operating on a unit& and removing it might cause memory corruptions
214 note that we don't check for the dtor of lua owned units because we assume that
215 we operate on such a unit that the lua function that invoked the operation on that unit
216 (like wesnoth.units.add_modification, wesnoth.units.matches ..) have a local copy of that
217 lua_unit* userdata in its stack that prevents it from being collected.
218 */
221
223
224 virtual std::string my_name() override { return "Game Lua Kernel"; }
225
226 std::string apply_effect(const std::string& name, unit& u, const config& cfg, bool need_apply);
227 void initialize(const config& level);
228 void save_game(config & level);
229 void load_game(const config& level);
231 void custom_command(const std::string&, const config&);
232 void push_builtin_effect();
233 void set_wml_action(const std::string&, game_events::wml_action::handler);
234 void set_wml_condition(const std::string&, bool(*)(const vconfig&));
235 bool run_wml_action(const std::string&, const vconfig&,
237 bool run_filter(char const *name, const unit& u);
238 bool run_filter(char const *name, const map_location& l);
239 bool run_filter(char const *name, const team& t);
240 bool run_filter(char const *name, int nArgs);
241 bool run_wml_conditional(const std::string&, const vconfig&);
242 /**
243 * Store a WML event in the Lua registry, as a function.
244 * Uses a default function that interprets ActionWML.
245 * @return A unique index into the EVENT_TABLE within the Lua registry
246 */
247 int save_wml_event();
248 /**
249 * Store a WML event in the Lua registry, as a function.
250 * Compiles the function from the given code.
251 * @param name The event name, used to generate a chunk name for the compiled function
252 * @param id The event id, used to generate a chunk name for the compiled function
253 * @param code The actual code of the function
254 * @return A unique index into the EVENT_TABLE within the Lua registry
255 */
256 int save_wml_event(const std::string& name, const std::string& id, const std::string& code);
257 /**
258 * Store a WML event in the Lua registry, as a function.
259 * Uses the function at the specified Lua stack index.
260 * @param idx The Lua stack index of the function to store
261 * @return A unique index into the EVENT_TABLE within the Lua registry
262 */
263 int save_wml_event(int idx);
264 /**
265 * Clear a WML event store in the Lua registry.
266 * @param ref The unique index into the EVENT_TABLE within the Lua registry
267 */
268 void clear_wml_event(int ref);
269 /**
270 * Run a WML stored in the Lua registry.
271 * @param ref The unique index into the EVENT_TABLE within the Lua registry
272 * @param args Arguments to pass to the event function, as a config
273 * @param ev The event data for the event being fired
274 * @param out If non-null, receives the result of the called function (provided it is a boolean value)
275 * @return Whether the function was successfully called; could be false if @a ref was invalid or if the function raised an error
276 */
277 bool run_wml_event(int ref, const vconfig& args, const game_events::queued_event& ev, bool* out = nullptr);
278
279 virtual void log_error(char const* msg, char const* context = "Lua error") override;
280
283
285 bool mouse_button_callback(const map_location& loc, const std::string &button, const std::string &event);
288};
Define actions for the game's events mechanism.
map_location loc
Definition move.cpp:172
double t
Proxy class for calling AI action handlers defined in Lua.
Definition core.hpp:71
Proxy table for the AI context.
Definition core.hpp:34
A config object defines a single node in a WML file, with access to child nodes.
Definition config.hpp:157
Game board class.
A class grating read only view to a vector of config objects, viewed as one config with all children ...
void(* handler)(const queued_event &, const vconfig &)
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)
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.
tod_manager & tod_man()
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.
scoped_lua_argument push_wml_events_table(lua_State *L) const
Pushes the WML events table to the Lua stack.
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)
game_board & board()
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.
game_state & game_state_
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.
game_data & gamedata()
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.
Encapsulates the map of the game.
Definition map.hpp:176
Shallow wrapper around lua_geti which pops the top variable from the Lua stack when destroyed.
This class stores all the data for a single 'side' (in game nomenclature).
Definition team.hpp:74
Container associating units to locations.
Definition map.hpp:98
This class represents a single unit of a specific type.
Definition unit.hpp:39
A variable-expanding proxy for the config class.
Definition variable.hpp:45
const config * cfg
int(* lua_CFunction)(lua_State *L)
A small explanation about what's going on here: Each action has access to two game_info objects First...
Definition actions.cpp:59
Game configuration data as global variables.
Unit and team statistics.
Encapsulates the map of the game.
Definition location.hpp:46