/
wml-tags.lua
1427 lines (1226 loc) · 45.5 KB
/
wml-tags.lua
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--! #textdomain wesnoth
function wesnoth.game_events.on_load(cfg)
if #cfg == 0 then return end
local t = {}
for i = 1,#cfg do t[i] = string.format("[%s]", cfg[i][1]) end
error(string.format("~wml:%s not supported at scenario toplevel", table.concat(t, ', ')), 0)
end
function wesnoth.game_events.on_save()
return {}
end
wesnoth.require "lua/wml/objectives.lua"
wesnoth.require "lua/wml/items.lua"
wesnoth.require "lua/wml/message.lua"
wesnoth.require "lua/wml/object.lua"
local helper = wesnoth.require "lua/helper.lua"
local location_set = wesnoth.require "lua/location_set.lua"
local utils = wesnoth.require "lua/wml-utils.lua"
local wml_actions = wesnoth.wml_actions
function wml_actions.sync_variable(cfg)
local names = cfg.name or helper.wml_error "[sync_variable] missing required name= attribute."
local result = wesnoth.synchronize_choice(
function()
local res = {}
for name_raw in utils.split(names) do
local name = utils.trim(name_raw)
local variable_type = string.sub(name, string.len(name)) == "]" and "indexed" or ( wesnoth.get_variable(name .. ".length") > 0 and "array" or "attribute")
local variable_info = { name = name, type = variable_type }
table.insert(res, { "variable", variable_info })
if variable_type == "indexed" then
table.insert(variable_info, { "value", wesnoth.get_variable(name) } )
elseif variable_type == "array" then
for i = 1, wesnoth.get_variable(name .. ".length") do
table.insert(variable_info, { "value", wesnoth.get_variable(string.format("%s[%d]", name, i - 1)) } )
end
else
variable_info.value = wesnoth.get_variable(name)
end
end
return res
end
)
for variable in helper.child_range(result, "variable") do
local name = variable.name
if variable.type == "indexed" then
wesnoth.set_variable(name, variable[1][2])
elseif variable.type == "array" then
for index, cfg_pair in ipairs(variable) do
wesnoth.set_variable( string.format("%s[%d]", name, index - 1), cfg_pair[2])
end
else
wesnoth.set_variable(name, variable.value)
end
end
end
function wml_actions.chat(cfg)
local side_list = wesnoth.get_sides(cfg)
local speaker = tostring(cfg.speaker or "WML")
local message = tostring(cfg.message or
helper.wml_error "[chat] missing required message= attribute."
)
for index, side in ipairs(side_list) do
if side.controller == "human" then
wesnoth.message(speaker, message)
break
end
end
end
function wml_actions.gold(cfg)
local amount = tonumber(cfg.amount) or
helper.wml_error "[gold] missing required amount= attribute."
local sides = wesnoth.get_sides(cfg)
for index, team in ipairs(sides) do
team.gold = team.gold + amount
end
end
--note: This tag can't easily (without deprecation) be extended to store an array,
--since the gold is stored in a scalar variable, not a container (there's no key).
function wml_actions.store_gold(cfg)
local team = wesnoth.get_sides(cfg)[1]
if team then wesnoth.set_variable(cfg.variable or "gold", team.gold) end
end
function wml_actions.clear_variable(cfg)
local names = cfg.name or
helper.wml_error "[clear_variable] missing required name= attribute."
for w in utils.split(names) do
wesnoth.set_variable(utils.trim(w))
end
end
function wml_actions.store_unit_type_ids(cfg)
local types = {}
for k,v in pairs(wesnoth.unit_types) do
table.insert(types, k)
end
table.sort(types)
types = table.concat(types, ',')
wesnoth.set_variable(cfg.variable or "unit_type_ids", types)
end
function wml_actions.store_unit_type(cfg)
local types = cfg.type or
helper.wml_error "[store_unit_type] missing required type= attribute."
local writer = utils.vwriter.init(cfg, "unit_type")
for w in utils.split(types) do
local unit_type = wesnoth.unit_types[w] or
helper.wml_error(string.format("Attempt to store nonexistent unit type '%s'.", w))
utils.vwriter.write(writer, unit_type.__cfg)
end
end
function wml_actions.fire_event(cfg)
local u1 = helper.get_child(cfg, "primary_unit")
u1 = u1 and wesnoth.get_units(u1)[1]
local x1, y1 = 0, 0
if u1 then x1, y1 = u1.x, u1.y end
local u2 = helper.get_child(cfg, "secondary_unit")
u2 = u2 and wesnoth.get_units(u2)[1]
local x2, y2 = 0, 0
if u2 then x2, y2 = u2.x, u2.y end
local w1 = helper.get_child(cfg, "primary_attack")
local w2 = helper.get_child(cfg, "secondary_attack")
if w2 then w1 = w1 or {} end
wesnoth.fire_event(cfg.name, x1, y1, x2, y2, w1, w2)
end
function wml_actions.allow_recruit(cfg)
local unit_types = cfg.type or helper.wml_error("[allow_recruit] missing required type= attribute")
for index, team in ipairs(wesnoth.get_sides(cfg)) do
local v = team.recruit
for type in utils.split(unit_types) do
table.insert(v, type)
wesnoth.add_known_unit(type)
end
team.recruit = v
end
end
function wml_actions.allow_extra_recruit(cfg)
local recruits = cfg.extra_recruit or helper.wml_error("[allow_extra_recruit] missing required extra_recruit= attribute")
for index, unit in ipairs(wesnoth.get_units(cfg)) do
local v = unit.extra_recruit
for recruit in utils.split(recruits) do
table.insert(v, recruit)
wesnoth.add_known_unit(recruit)
end
unit.extra_recruit = v
end
end
function wml_actions.disallow_recruit(cfg)
local unit_types = cfg.type
for index, team in ipairs(wesnoth.get_sides(cfg)) do
if unit_types then
local v = team.recruit
for w in utils.split(unit_types) do
for i, r in ipairs(v) do
if r == w then
table.remove(v, i)
break
end
end
end
team.recruit = v
else
team.recruit = nil
end
end
end
function wml_actions.disallow_extra_recruit(cfg)
local recruits = cfg.extra_recruit or helper.wml_error("[disallow_extra_recruit] missing required extra_recruit= attribute")
for index, unit in ipairs(wesnoth.get_units(cfg)) do
local v = unit.extra_recruit
for w in utils.split(recruits) do
for i, r in ipairs(v) do
if r == w then
table.remove(v, i)
break
end
end
end
unit.extra_recruit = v
end
end
function wml_actions.set_recruit(cfg)
local recruit = cfg.recruit or helper.wml_error("[set_recruit] missing required recruit= attribute")
for index, team in ipairs(wesnoth.get_sides(cfg)) do
local v = {}
for w in utils.split(recruit) do
table.insert(v, w)
end
team.recruit = v
end
end
function wml_actions.set_extra_recruit(cfg)
local recruits = cfg.extra_recruit or helper.wml_error("[set_extra_recruit] missing required extra_recruit= attribute")
local v = {}
for w in utils.split(recruits) do
table.insert(v, w)
end
for index, unit in ipairs(wesnoth.get_units(cfg)) do
unit.extra_recruit = v
end
end
function wml_actions.store_map_dimensions(cfg)
local var = cfg.variable or "map_size"
local w, h, b = wesnoth.get_map_size()
wesnoth.set_variable(var .. ".width", w)
wesnoth.set_variable(var .. ".height", h)
wesnoth.set_variable(var .. ".border_size", b)
end
function wml_actions.unit_worth(cfg)
local u = wesnoth.get_units(cfg)[1] or
helper.wml_error "[unit_worth]'s filter didn't match any unit"
local ut = wesnoth.unit_types[u.type]
local hp = u.hitpoints / u.max_hitpoints
local xp = u.experience / u.max_experience
local best_adv = ut.cost
for w in utils.split(ut.__cfg.advances_to) do
local uta = wesnoth.unit_types[w]
if uta and uta.cost > best_adv then best_adv = uta.cost end
end
wesnoth.set_variable("cost", ut.cost)
wesnoth.set_variable("next_cost", best_adv)
wesnoth.set_variable("health", math.floor(hp * 100))
wesnoth.set_variable("experience", math.floor(xp * 100))
wesnoth.set_variable("recall_cost", ut.recall_cost)
wesnoth.set_variable("unit_worth", math.floor(math.max(ut.cost * hp, best_adv * xp)))
end
function wml_actions.wml_action(cfg)
-- The new tag's name
local name = cfg.name or
helper.wml_error "[wml_action] missing required name= attribute."
local code = cfg.lua_function or
helper.wml_error "[wml_action] missing required lua_function= attribute."
local bytecode, message = load(code)
if not bytecode then
helper.wml_error("[wml_action] failed to compile Lua code: " .. message)
end
-- The lua function that is executed when the tag is called
local lua_function = bytecode() or
helper.wml_error "[wml_action] expects a Lua code returning a function."
wml_actions[name] = lua_function
end
function wml_actions.lua(cfg)
local cfg = helper.shallow_literal(cfg)
local bytecode, message = load(cfg.code or "")
if not bytecode then error("~lua:" .. message, 0) end
bytecode(helper.get_child(cfg, "args"))
end
function wml_actions.music(cfg)
wesnoth.set_music(cfg)
end
wml_actions.command = utils.handle_event_commands
-- since if and while are Lua keywords, we can't create functions with such names
-- instead, we store the following anonymous functions directly into
-- the table, using the [] operator, rather than by using the point syntax
-- the same is true of for and repeat
wml_actions["if"] = function(cfg)
if not (helper.get_child(cfg, 'then') or helper.get_child(cfg, 'elseif') or helper.get_child(cfg, 'else')) then
helper.wml_error("[if] didn't find any [then], [elseif], or [else] children.")
end
if wesnoth.eval_conditional(cfg) then -- evaluate [if] tag
for then_child in helper.child_range(cfg, "then") do
utils.handle_event_commands(then_child)
end
return -- stop after executing [then] tags
end
for elseif_child in helper.child_range(cfg, "elseif") do
if wesnoth.eval_conditional(elseif_child) then -- we'll evaluate the [elseif] tags one by one
for then_tag in helper.child_range(elseif_child, "then") do
utils.handle_event_commands(then_tag)
end
return -- stop on first matched condition
end
end
-- no matched condition, try the [else] tags
for else_child in helper.child_range(cfg, "else") do
utils.handle_event_commands(else_child)
end
end
wml_actions["while"] = function( cfg )
-- execute [do] up to 65536 times
for i = 1, 65536 do
if wesnoth.eval_conditional( cfg ) then
for do_child in helper.child_range( cfg, "do" ) do
utils.handle_event_commands( do_child )
end
else return end
end
end
wesnoth.wml_actions["for"] = function(cfg)
local first, last, step
if cfg.array then
first = 0
last = wesnoth.get_variable(cfg.array .. ".length") - 1
step = 1
if cfg.reverse == "yes" then
first, last = last, first
step = -1
end
else
first = cfg.start or 0
last = cfg["end"] or first
step = cfg.step or ((last - first) / math.abs(last - first))
end
local i_var = cfg.variable or "i"
local save_i = start_var_scope(i_var)
wesnoth.set_variable(i_var, first)
while wesnoth.get_variable(i_var) <= last do
for do_child in helper.child_range( cfg, "do" ) do
handle_event_commands( do_child )
end
wesnoth.set_variable(i_var, wesnoth.get_variable(i_var) + 1)
end
end_var_scope(i_var, save_i)
end
wml_actions["repeat"] = function(cfg)
local times = cfg.times or 1
for i = 1, times do
for do_child in helper.child_range( cfg, "do" ) do
handle_event_commands(do_child, "loop")
end
end
end
function wml_actions.foreach(cfg)
local array_name = cfg.variable or helper.wml_error "[foreach] missing required variable= attribute"
local array = helper.get_variable_array(array_name)
if #array == 0 then return end -- empty and scalars unwanted
local item_name = cfg.item_var or "this_item"
local this_item = start_var_scope(item_name) -- if this_item is already set
local i_name = cfg.index_var or "i"
local i = start_var_scope(i_name) -- if i is already set
local array_length = wesnoth.get_variable(array_name .. ".length")
for index, value in ipairs(array) do
-- Some protection against external modification
-- It's not perfect, though - it'd be nice if *any* change could be detected
if array_length ~= wesnoth.get_variable(array_name .. ".length") then
helper.wml_error("WML array length changed during [foreach] iteration")
end
wesnoth.set_variable(item_name, value)
-- set index variable
wesnoth.set_variable(i_name, index-1) -- here -1, because of WML array
-- perform actions
for do_child in helper.child_range(cfg, "do") do
handle_event_commands(do_child, "loop")
end
-- set back the content, in case the author made some modifications
if not cfg.readonly then
array[index] = wesnoth.get_variable(item_name)
end
end
-- house cleaning
wesnoth.set_variable(item_name)
wesnoth.set_variable(i)
-- restore the array
helper.set_variable_array(array_name, array)
end
function wml_actions.switch(cfg)
local var_value = wesnoth.get_variable(cfg.variable)
local found = false
-- Execute all the [case]s where the value matches.
for v in helper.child_range(cfg, "case") do
for w in utils.split(v.value) do
if w == tostring(var_value) then
utils.handle_event_commands(v)
found = true
break
end
end
end
-- Otherwise execute [else] statements.
if not found then
for v in helper.child_range(cfg, "else") do
utils.handle_event_commands(v)
end
end
end
function wml_actions.scroll_to(cfg)
local loc = wesnoth.get_locations( cfg )[1]
if not loc then return end
if not utils.optional_side_filter(cfg) then return end
wesnoth.scroll_to_tile(loc[1], loc[2], cfg.check_fogged, cfg.immediate)
end
function wml_actions.scroll_to_unit(cfg)
local u = wesnoth.get_units(cfg)[1]
if not u then return end
if not utils.optional_side_filter(cfg, "for_side", "for_side") then return end
wesnoth.scroll_to_tile(u.x, u.y, cfg.check_fogged, cfg.immediate)
end
function wml_actions.lock_view(cfg)
wesnoth.lock_view(true)
end
function wml_actions.unlock_view(cfg)
wesnoth.lock_view(false)
end
function wml_actions.select_unit(cfg)
local u = wesnoth.get_units(cfg)[1]
if not u then return end
wesnoth.select_hex(u.x, u.y, cfg.highlight, cfg.fire_event)
end
function wml_actions.unit_overlay(cfg)
local img = cfg.image or helper.wml_error( "[unit_overlay] missing required image= attribute" )
for i,u in ipairs(wesnoth.get_units(cfg)) do
local ucfg = u.__cfg
for w in utils.split(ucfg.overlays) do
if w == img then ucfg = nil end
end
if ucfg then
ucfg.overlays = ucfg.overlays .. ',' .. img
wesnoth.put_unit(ucfg)
end
end
end
function wml_actions.remove_unit_overlay(cfg)
local img = cfg.image or helper.wml_error( "[remove_unit_overlay] missing required image= attribute" )
-- Loop through all matching units.
for i,u in ipairs(wesnoth.get_units(cfg)) do
local ucfg = u.__cfg
local t = utils.parenthetical_split(ucfg.overlays)
-- Remove the specified image from the overlays.
for i = #t,1,-1 do
if t[i] == img then table.remove(t, i) end
end
-- Reassemble the list of remaining overlays.
ucfg.overlays = table.concat(t, ',')
wesnoth.put_unit(ucfg)
end
end
function wml_actions.store_turns(cfg)
local var = cfg.variable or "turns"
wesnoth.set_variable(var, wesnoth.game_config.last_turn)
end
function wml_actions.store_unit(cfg)
local filter = helper.get_child(cfg, "filter") or
helper.wml_error "[store_unit] missing required [filter] tag"
local kill_units = cfg.kill
--cache the needed units here, since the filter might reference the to-be-cleared variable(s)
local units = wesnoth.get_units(filter)
local recall_units = wesnoth.get_recall_units(filter)
local writer = utils.vwriter.init(cfg, "unit")
for i,u in ipairs(units) do
utils.vwriter.write(writer, u.__cfg)
if kill_units then wesnoth.put_unit(u.x, u.y) end
end
if (not filter.x or filter.x == "recall") and (not filter.y or filter.y == "recall") then
for i,u in ipairs(recall_units) do
local ucfg = u.__cfg
ucfg.x = "recall"
ucfg.y = "recall"
utils.vwriter.write(writer, ucfg)
if kill_units then wesnoth.extract_unit(u) end
end
end
end
function wml_actions.sound(cfg)
local name = cfg.name or helper.wml_error("[sound] missing required name= attribute")
wesnoth.play_sound(name, cfg["repeat"])
end
function wml_actions.store_locations(cfg)
-- the variable can be mentioned in a [find_in] subtag, so it
-- cannot be cleared before the locations are recovered
local locs = wesnoth.get_locations(cfg)
local writer = utils.vwriter.init(cfg, "location")
for i, loc in ipairs(locs) do
local x, y = loc[1], loc[2]
local t = wesnoth.get_terrain(x, y)
local res = { x = x, y = y, terrain = t }
if wesnoth.get_terrain_info(t).village then
res.owner_side = wesnoth.get_village_owner(x, y) or 0
end
utils.vwriter.write(writer, res)
end
end
function wml_actions.store_reachable_locations(cfg)
local unit_filter = helper.get_child(cfg, "filter") or
helper.wml_error "[store_reachable_locations] missing required [filter] tag"
local location_filter = helper.get_child(cfg, "filter_location")
local range = cfg.range or "movement"
local moves = cfg.moves or "current"
local variable = cfg.variable or helper.wml_error "[store_reachable_locations] missing required variable= key"
local reach_param = { viewing_side = cfg.viewing_side or 0 }
if range == "vision" then
moves = "max"
reach_param.ignore_units = true
end
local reach = location_set.create()
for i,unit in ipairs(wesnoth.get_units(unit_filter)) do
local unit_reach
if moves == "max" then
local saved_moves = unit.moves
unit.moves = unit.max_moves
unit_reach = location_set.of_pairs(wesnoth.find_reach(unit, reach_param))
unit.moves = saved_moves
else
unit_reach = location_set.of_pairs(wesnoth.find_reach(unit, reach_param))
end
if range == "vision" or range == "attack" then
unit_reach:iter(function(x, y)
reach:insert(x, y)
for u,v in helper.adjacent_tiles(x, y) do
reach:insert(u, v)
end
end)
else
reach:union(unit_reach)
end
end
if location_filter then
reach = reach:filter(function(x, y)
return wesnoth.match_location(x, y, location_filter)
end)
end
reach:to_wml_var(variable)
end
function wml_actions.hide_unit(cfg)
for i,u in ipairs(wesnoth.get_units(cfg)) do
u.hidden = true
end
wml_actions.redraw {}
end
function wml_actions.unhide_unit(cfg)
for i,u in ipairs(wesnoth.get_units(cfg)) do
u.hidden = false
end
wml_actions.redraw {}
end
function wml_actions.modify_unit(cfg)
local unit_variable = "LUA_modify_unit"
local function handle_attributes(cfg, unit_path, toplevel)
for current_key, current_value in pairs(helper.shallow_parsed(cfg)) do
if type(current_value) ~= "table" and (not toplevel or current_key ~= "type") then
wesnoth.set_variable(string.format("%s.%s", unit_path, current_key), current_value)
end
end
end
local function handle_child(cfg, unit_path)
local children_handled = {}
local cfg = helper.shallow_parsed(cfg)
handle_attributes(cfg, unit_path)
for current_index, current_table in ipairs(cfg) do
local current_tag = current_table[1]
local tag_index = children_handled[current_tag] or 0
handle_child(current_table[2], string.format("%s.%s[%u]",
unit_path, current_tag, tag_index))
children_handled[current_tag] = tag_index + 1
end
end
local filter = helper.get_child(cfg, "filter") or helper.wml_error "[modify_unit] missing required [filter] tag"
local function handle_unit(unit_num)
local children_handled = {}
local unit_path = string.format("%s[%u]", unit_variable, unit_num)
local this_unit = wesnoth.get_variable(unit_path)
wesnoth.set_variable("this_unit", this_unit)
handle_attributes(cfg, unit_path, true)
for current_index, current_table in ipairs(helper.shallow_parsed(cfg)) do
local current_tag = current_table[1]
if current_tag == "filter" then
-- nothing
elseif current_tag == "object" or current_tag == "trait" or current_tag == "advancement" then
local unit = wesnoth.get_variable(unit_path)
unit = wesnoth.create_unit(unit)
wesnoth.add_modification(unit, current_tag, current_table[2])
unit = unit.__cfg;
wesnoth.set_variable(unit_path, unit)
else
local tag_index = children_handled[current_tag] or 0
handle_child(current_table[2], string.format("%s.%s[%u]",
unit_path, current_tag, tag_index))
children_handled[current_tag] = tag_index + 1
end
end
if cfg.type then
if cfg.type ~= "" then wesnoth.set_variable(unit_path .. ".advances_to", cfg.type) end
wesnoth.set_variable(unit_path .. ".experience", wesnoth.get_variable(unit_path .. ".max_experience"))
end
wml_actions.kill({ id = this_unit.id, animate = false })
wml_actions.unstore_unit { variable = unit_path }
end
wml_actions.store_unit { {"filter", filter}, variable = unit_variable }
local max_index = wesnoth.get_variable(unit_variable .. ".length") - 1
local this_unit = utils.start_var_scope("this_unit")
for current_unit = 0, max_index do
handle_unit(current_unit)
end
utils.end_var_scope("this_unit", this_unit)
wesnoth.set_variable(unit_variable)
end
function wml_actions.move_unit(cfg)
local coordinate_error = "invalid coordinate in [move_unit]"
local to_x = tostring(cfg.to_x or helper.wml_error(coordinate_error))
local to_y = tostring(cfg.to_y or helper.wml_error(coordinate_error))
local fire_event = cfg.fire_event
local muf_force_scroll = cfg.force_scroll
local check_passability = cfg.check_passability or true
cfg = helper.literal(cfg)
cfg.to_x, cfg.to_y, cfg.fire_event = nil, nil, nil
local units = wesnoth.get_units(cfg)
local pattern = "[^%s,]+"
for current_unit_index, current_unit in ipairs(units) do
if not fire_event or current_unit.valid then
local xs, ys = string.gmatch(to_x, pattern), string.gmatch(to_y, pattern)
local move_string_x = current_unit.x
local move_string_y = current_unit.y
local pass_check = nil
if check_passability then pass_check = current_unit end
local x, y = xs(), ys()
local prevX, prevY = tonumber(current_unit.x), tonumber(current_unit.y)
while true do
x = tonumber(x) or helper.wml_error(coordinate_error)
y = tonumber(y) or helper.wml_error(coordinate_error)
if not (x == prevX and y == prevY) then x, y = wesnoth.find_vacant_tile(x, y, pass_check) end
if not x or not y then helper.wml_error("Could not find a suitable hex near to one of the target hexes in [move_unit].") end
move_string_x = string.format("%s,%u", move_string_x, x)
move_string_y = string.format("%s,%u", move_string_y, y)
local next_x, next_y = xs(), ys()
if not next_x and not next_y then break end
prevX, prevY = x, y
x, y = next_x, next_y
end
if current_unit.x < x then current_unit.facing = "se"
elseif current_unit.x > x then current_unit.facing = "sw"
end
wesnoth.extract_unit(current_unit)
local current_unit_cfg = current_unit.__cfg
wml_actions.move_unit_fake {
type = current_unit_cfg.type,
gender = current_unit_cfg.gender,
variation = current_unit_cfg.variation,
image_mods = current_unit.image_mods,
side = current_unit_cfg.side,
x = move_string_x,
y = move_string_y,
force_scroll = muf_force_scroll
}
local x2, y2 = current_unit.x, current_unit.y
current_unit.x, current_unit.y = x, y
wesnoth.put_unit(current_unit)
if fire_event then
wesnoth.fire_event("moveto", x, y, x2, y2)
end
end
end
end
function wml_actions.capture_village(cfg)
local side = cfg.side
local filter_side = helper.get_child(cfg, "filter_side")
local fire_event = cfg.fire_event
if side then side = tonumber(side) or helper.wml_error("invalid side in [capture_village]") end
if filter_side then
if side then helper.wml_error("duplicate side information in [capture_village]") end
side = wesnoth.get_sides(filter_side)[1]
if side then side = side.side end
end
local locs = wesnoth.get_locations(cfg)
for i, loc in ipairs(locs) do
wesnoth.set_village_owner(loc[1], loc[2], side, fire_event)
end
end
function wml_actions.terrain(cfg)
local terrain = cfg.terrain or helper.wml_error("[terrain] missing required terrain= attribute")
cfg = helper.shallow_parsed(cfg)
cfg.terrain = nil
for i, loc in ipairs(wesnoth.get_locations(cfg)) do
wesnoth.set_terrain(loc[1], loc[2], terrain, cfg.layer, cfg.replace_if_failed)
end
end
function wml_actions.delay(cfg)
local delay = tonumber(cfg.time) or
helper.wml_error "[delay] missing required time= attribute."
local accelerate = cfg.accelerate or false
wesnoth.delay(delay, accelerate)
end
function wml_actions.floating_text(cfg)
local locs = wesnoth.get_locations(cfg)
local text = cfg.text or helper.wml_error("[floating_text] missing required text= attribute")
for i, loc in ipairs(locs) do
wesnoth.float_label(loc[1], loc[2], text)
end
end
function wml_actions.petrify(cfg)
for index, unit in ipairs(wesnoth.get_units(cfg)) do
unit.status.petrified = true
-- Extract unit and put it back to update animation (not needed for recall units)
wesnoth.extract_unit(unit)
wesnoth.put_unit(unit, unit.x, unit.y)
end
for index, unit in ipairs(wesnoth.get_recall_units(cfg)) do
unit.status.petrified = true
end
end
function wml_actions.unpetrify(cfg)
for index, unit in ipairs(wesnoth.get_units(cfg)) do
unit.status.petrified = false
-- Extract unit and put it back to update animation (not needed for recall units)
wesnoth.extract_unit(unit)
wesnoth.put_unit(unit, unit.x, unit.y)
end
for index, unit in ipairs(wesnoth.get_recall_units(cfg)) do
unit.status.petrified = false
end
end
function wml_actions.harm_unit(cfg)
local filter = helper.get_child(cfg, "filter") or helper.wml_error("[harm_unit] missing required [filter] tag")
-- we need to use shallow_literal field, to avoid raising an error if $this_unit (not yet assigned) is used
if not cfg.__shallow_literal.amount then helper.wml_error("[harm_unit] has missing required amount= attribute") end
local variable = cfg.variable -- kept out of the way to avoid problems
local _ = wesnoth.textdomain "wesnoth"
-- #textdomain wesnoth
local harmer
local function toboolean( value ) -- helper for animate fields
-- units will be animated upon leveling or killing, even
-- with special attacker and defender values
if value then return true
else return false end
end
local this_unit = utils.start_var_scope("this_unit")
for index, unit_to_harm in ipairs(wesnoth.get_units(filter)) do
if unit_to_harm.valid then
-- block to support $this_unit
wesnoth.set_variable ( "this_unit" ) -- clearing this_unit
wesnoth.set_variable("this_unit", unit_to_harm.__cfg) -- cfg field needed
local amount = tonumber(cfg.amount)
local animate = cfg.animate -- attacker and defender are special values
local delay = cfg.delay or 500
local kill = cfg.kill
local fire_event = cfg.fire_event
local primary_attack = helper.get_child(cfg, "primary_attack")
local secondary_attack = helper.get_child(cfg, "secondary_attack")
local harmer_filter = helper.get_child(cfg, "filter_second")
local experience = cfg.experience
local resistance_multiplier = tonumber(cfg.resistance_multiplier) or 1
if harmer_filter then harmer = wesnoth.get_units(harmer_filter)[1] end
-- end of block to support $this_unit
if animate then
if animate ~= "defender" and harmer and harmer.valid then
wesnoth.scroll_to_tile(harmer.x, harmer.y, true)
wesnoth.animate_unit({ flag = "attack", hits = true, { "filter", { id = harmer.id } },
{ "primary_attack", primary_attack },
{ "secondary_attack", secondary_attack }, with_bars = true,
{ "facing", { x = unit_to_harm.x, y = unit_to_harm.y } } })
end
wesnoth.scroll_to_tile(unit_to_harm.x, unit_to_harm.y, true)
end
-- the two functions below are taken straight from the C++ engine, utils.cpp and actions.cpp, with a few unuseful parts removed
-- may be moved in helper.lua in 1.11
local function round_damage( base_damage, bonus, divisor )
local rounding
if base_damage == 0 then return 0
else
if bonus < divisor or divisor == 1 then
rounding = divisor / 2 - 0
else
rounding = divisor / 2 - 1
end
return math.max( 1, math.floor( ( base_damage * bonus + rounding ) / divisor ) )
end
end
local function calculate_damage( base_damage, alignment, tod_bonus, resistance, modifier )
local damage_multiplier = 100
if alignment == "lawful" then
damage_multiplier = damage_multiplier + tod_bonus
elseif alignment == "chaotic" then
damage_multiplier = damage_multiplier - tod_bonus
elseif alignment == "liminal" then
damage_multiplier = damage_multiplier - math.abs( tod_bonus )
else -- neutral, do nothing
end
local resistance_modified = resistance * modifier
damage_multiplier = damage_multiplier * resistance_modified
local damage = round_damage( base_damage, damage_multiplier, 10000 ) -- if harmer.status.slowed, this may be 20000 ?
return damage
end
local damage = calculate_damage( amount,
( cfg.alignment or "neutral" ),
wesnoth.get_time_of_day( { unit_to_harm.x, unit_to_harm.y, true } ).lawful_bonus,
wesnoth.unit_resistance( unit_to_harm, cfg.damage_type or "dummy" ),
resistance_multiplier
)
if unit_to_harm.hitpoints <= damage then
if kill == false then damage = unit_to_harm.hitpoints - 1
else damage = unit_to_harm.hitpoints
end
end
unit_to_harm.hitpoints = unit_to_harm.hitpoints - damage
local text = string.format("%d%s", damage, "\n")
local add_tab = false
local gender = unit_to_harm.__cfg.gender
local function set_status(name, male_string, female_string, sound)
if not cfg[name] or unit_to_harm.status[name] then return end
if gender == "female" then
text = string.format("%s%s%s", text, tostring(female_string), "\n")
else
text = string.format("%s%s%s", text, tostring(male_string), "\n")
end
unit_to_harm.status[name] = true
add_tab = true
if animate and sound then -- for unhealable, that has no sound
wesnoth.play_sound (sound)
end
end
if not unit_to_harm.status.unpoisonable then
set_status("poisoned", _"poisoned", _"female^poisoned", "poison.ogg")
end
set_status("slowed", _"slowed", _"female^slowed", "slowed.wav")
set_status("petrified", _"petrified", _"female^petrified", "petrified.ogg")
set_status("unhealable", _"unhealable", _"female^unhealable")
-- Extract unit and put it back to update animation if status was changed
wesnoth.extract_unit(unit_to_harm)
wesnoth.put_unit(unit_to_harm, unit_to_harm.x, unit_to_harm.y)
if add_tab then
text = string.format("%s%s", "\t", text)
end
if animate and animate ~= "attacker" then
if harmer and harmer.valid then
wesnoth.animate_unit({ flag = "defend", hits = true, { "filter", { id = unit_to_harm.id } },
{ "primary_attack", primary_attack },
{ "secondary_attack", secondary_attack }, with_bars = true },
{ "facing", { x = harmer.x, y = harmer.y } })
else
wesnoth.animate_unit({ flag = "defend", hits = true, { "filter", { id = unit_to_harm.id } },
{ "primary_attack", primary_attack },
{ "secondary_attack", secondary_attack }, with_bars = true })
end
end
wesnoth.float_label( unit_to_harm.x, unit_to_harm.y, string.format( "<span foreground='red'>%s</span>", text ) )
local function calc_xp( level ) -- to calculate the experience in case of kill
if level == 0 then return 4
else return level * 8 end
end
if experience ~= false and harmer and harmer.valid and wesnoth.is_enemy( unit_to_harm.side, harmer.side ) then -- no XP earned for harming friendly units
if kill ~= false and unit_to_harm.hitpoints <= 0 then
harmer.experience = harmer.experience + calc_xp( unit_to_harm.__cfg.level )
else
unit_to_harm.experience = unit_to_harm.experience + harmer.__cfg.level
harmer.experience = harmer.experience + unit_to_harm.__cfg.level
end
end
if kill ~= false and unit_to_harm.hitpoints <= 0 then
wml_actions.kill({ id = unit_to_harm.id, animate = toboolean( animate ), fire_event = fire_event })
end
if animate then
wesnoth.delay(delay)
end
if variable then
wesnoth.set_variable(string.format("%s[%d]", variable, index - 1), { harm_amount = damage })
end
-- both may no longer be alive at this point, so double check
-- this blocks handles the harmed units advancing
if experience ~= false and harmer and unit_to_harm.valid and unit_to_harm.experience >= unit_to_harm.max_experience then
wml_actions.store_unit { { "filter", { id = unit_to_harm.id } }, variable = "Lua_store_unit", kill = true }
wml_actions.unstore_unit { variable = "Lua_store_unit",
find_vacant = false,
advance = true,
animate = toboolean( animate ),
fire_event = fire_event }
wesnoth.set_variable ( "Lua_store_unit", nil )
end
-- this block handles the harmer advancing
if experience ~= false and harmer and harmer.valid and harmer.experience >= harmer.max_experience then
wml_actions.store_unit { { "filter", { id = harmer.id } }, variable = "Lua_store_unit", kill = true }
wml_actions.unstore_unit { variable = "Lua_store_unit",
find_vacant = false,
advance = true,
animate = toboolean( animate ),
fire_event = fire_event }
wesnoth.set_variable ( "Lua_store_unit", nil )
end
end
wml_actions.redraw {}
end
wesnoth.set_variable ( "this_unit" ) -- clearing this_unit
utils.end_var_scope("this_unit", this_unit)
end
function wml_actions.heal_unit(cfg)
wesnoth.heal_unit(cfg)
end
function wml_actions.transform_unit(cfg)
local transform_to = cfg.transform_to
for index, unit in ipairs(wesnoth.get_units(cfg)) do
if transform_to then