[world conquest] fix remaining deprecated code usage
1. Fixed an un-added entry in the changelog 2. fixed the last 2 deprecation messages 3. removed instances of `wml.parsed` as it is no longer required.
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6 changed files with 14 additions and 15 deletions
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@ -34,7 +34,6 @@ email=#####
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- fixed some instances of deprecated Lua
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- re-added Dunefolk in selection
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- re-enabled "The Empire" faction in World Conquest MP Era
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- slightly reduced the overall difficulty (100% --> 75%)
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- update changelog
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0.8.2:
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@ -66,12 +66,12 @@ end
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-- Like apply_to=resistance with replace=true, but never decreases resistances.
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function wesnoth.effects.wc2_min_resistance(u, cfg)
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local resistance_new = {}
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local resistance_old = wml.parsed(wml.get_child(cfg, "resistance"))
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local resistance_old = wml.get_child(cfg, "resistance")
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local unit_resistance_cfg = nil
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for k,v in pairs(resistance_old) do
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if type(k) == "string" and type(v) == "number" then
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if not unit_resistance_cfg then
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unit_resistance_cfg = wml.parsed(wml.get_child(u.__cfg, "resistance"))
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unit_resistance_cfg = wml.get_child(u.__cfg, "resistance")
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end
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if unit_resistance_cfg[k] >= v then
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resistance_new[k] = v
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@ -91,7 +91,7 @@ end
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-- Like apply_to=defense with replace=true, but never decreases defense.
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function wesnoth.effects.wc2_min_defense(u, cfg)
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local defense_new = {}
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local defense_old = wml.parsed(wml.get_child(cfg, "defense"))
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local defense_old = wml.get_child(cfg, "defense")
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for k,v in pairs(defense_old) do
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if type(k) == "string" and type(v) == "number" and wesnoth.unit_defense(u, terrain_map[k] or "") >= v then
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defense_new[k] = v
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@ -133,15 +133,15 @@ local function world_conquest_tek_map_repaint_6d()
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}
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else
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-- this is faster.
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local r8_Re = map:get_tiles_radius(
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local r8_Re = map:find_in_radius(
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map:find(f.terrain("Re")),
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wesnoth.map.filter(f.all()),
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8
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8,
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wesnoth.map.filter(f.all())
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)
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local r6_Khs = map:get_tiles_radius(
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local r6_Khs = map:find_in_radius(
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map:find(f.terrain("Khs")),
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wesnoth.map.filter(f.all()),
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6
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6,
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wesnoth.map.filter(f.all())
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)
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set_terrain { "Chs",
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f.all(
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@ -76,7 +76,7 @@ function set_terrain_impl(data)
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end
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function set_terrain_simul(cfg)
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cfg = wml.parsed(cfg)
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cfg = cfg
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local data = {}
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for i, r in ipairs(cfg) do
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r_new = {
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@ -111,8 +111,8 @@ function wct_castle_expansion_side(side_num)
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if keep_loc == nil then
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return
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end
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local castle = map:get_tiles_radius({keep_loc}, wesnoth.map.filter(f.terrain("C*,K*")), 1)
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local keep_area = map:get_tiles_radius({keep_loc}, wesnoth.map.filter(f.all()), 2)
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local castle = map:find_in_radius({keep_loc}, 1, wesnoth.map.filter(f.terrain("C*,K*")))
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local keep_area = map:find_in_radius({keep_loc}, 2, wesnoth.map.filter(f.all()))
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local candidates = get_locations {
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filter = f.all(
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@ -171,5 +171,5 @@ function get_oceanic()
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--ignore rivers
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f.adjacent(f.terrain("!,W*^*,S*^*,D*^*,Ai"), nil, "0-3")
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))
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return map:get_tiles_radius(water_border_tiles, filter_radius, 999)
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return map:find_in_radius(water_border_tiles, 999, filter_radius)
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end
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@ -4,7 +4,7 @@ function world_conquest_tek_map_noise_proxy(radius, fraction, terrain)
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helper.shuffle(terrain_to_change)
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for terrain_i = 1, math.ceil(#terrain_to_change / fraction) do
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local loc_a = terrain_to_change[terrain_i]
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local terrain_to_swap_b = map:get_tiles_radius({loc_a}, nop_filter, radius)
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local terrain_to_swap_b = map:find_in_radius({loc_a}, radius, nop_filter)
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terrain_to_swap_b = map:find(f.all(
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f.none(f.is_loc(loc_a)),
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