Properly port [heal_unit] to Lua
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37368c3654
commit
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4 changed files with 76 additions and 84 deletions
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@ -29,6 +29,8 @@ Version 1.13.6+dev:
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* WML Engine:
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* Removed LOW_MEM option when building.
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* Add color= attribute to [floating_text]
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* New ability_type key in standard unit filters matches if the unit has any
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ability of the specified type (tag name).
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Version 1.13.6:
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* AI:
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@ -632,7 +632,67 @@ function wml_actions.unpetrify(cfg)
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end
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function wml_actions.heal_unit(cfg)
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wesnoth.heal_unit(cfg)
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local healers = helper.get_child("filter_second")
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if healers then
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healers = wesnoth.get_units{
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ability_type = "heals",
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T["and"](healers)
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}
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else
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healers = {}
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end
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local who = helper.get_child("filter")
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if who then
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who = wesnoth.get_units(who)
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else
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who = wesnoth.get_units{
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x = wesnoth.current.event_context.x1,
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y = wesnoth.current.event_context.y1
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}
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end
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local heal_full = cfg.amount == "full"
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local moves_full = cfg.moves == "full"
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local heal_amount_set = false
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for i,u in ipairs(who) do
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local heal_amount = u.max_hitpoints - u.hitpoints
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if heal_full then
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u.hitpoints = u.max_hitpoints
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else
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heal_amount = math.min(math.max(1, cfg.amount), heal_amount)
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u.hitpoints = u.hitpoints + heal_amount
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end
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if moves_full then
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u.moves = u.max_moves
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else
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u.moves = math.min(u.max_moves, u.moves + (cfg.moves or 0))
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end
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if cfg.restore_attacks then
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u.attacks_left = u.max_attacks
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end
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if cfg.restore_statuses then
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u.status.poisoned = false
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u.status.petrified = false
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u.status.slowed = false
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u.status.unhealable = false
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end
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if not heal_amount_set then
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heal_amount_set = true
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wesnoth.set_variable("heal_amount", heal_amount)
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end
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if cfg.animate then
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wesnoth.animate_unit{
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T.filter(healers),
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flag = "healing"
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}
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end
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end
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end
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function wml_actions.transform_unit(cfg)
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@ -1790,88 +1790,6 @@ int game_lua_kernel::intf_find_cost_map(lua_State *L)
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return 1;
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}
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int game_lua_kernel::intf_heal_unit(lua_State *L)
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{
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vconfig cfg(luaW_checkvconfig(L, 1));
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const game_events::queued_event &event_info = get_event_info();
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unit_map & temp = units();
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unit_map* units = & temp;
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const vconfig & healers_filter = cfg.child("filter_second");
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std::vector<unit*> healers;
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if (!healers_filter.null()) {
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const unit_filter ufilt(healers_filter, &game_state_);
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for (unit& u : *units) {
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if ( ufilt(u) && u.has_ability_type("heals") ) {
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healers.push_back(&u);
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}
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}
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}
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const config::attribute_value amount = cfg["amount"];
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const config::attribute_value moves = cfg["moves"];
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const bool restore_attacks = cfg["restore_attacks"].to_bool(false);
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const bool restore_statuses = cfg["restore_statuses"].to_bool(true);
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const bool animate = cfg["animate"].to_bool(false);
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const vconfig & healed_filter = cfg.child("filter");
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bool only_unit_at_loc1 = healed_filter.null();
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bool heal_amount_to_set = true;
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const unit_filter ufilt(healed_filter, &game_state_);
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for(unit_map::unit_iterator u = units->begin(); u != units->end(); ++u) {
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if (only_unit_at_loc1)
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{
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u = units->find(event_info.loc1);
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if(!u.valid()) return 0;
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}
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else if ( !ufilt(*u) ) continue;
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int heal_amount = u->max_hitpoints() - u->hitpoints();
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if(amount.blank() || amount == "full") u->set_hitpoints(u->max_hitpoints());
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else {
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heal_amount = lexical_cast_default<int, config::attribute_value> (amount, heal_amount);
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const int new_hitpoints = std::max(1, std::min(u->max_hitpoints(), u->hitpoints() + heal_amount));
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heal_amount = new_hitpoints - u->hitpoints();
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u->set_hitpoints(new_hitpoints);
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}
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if(!moves.blank()) {
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if(moves == "full") u->set_movement(u->total_movement());
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else {
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// set_movement doesn't set below 0
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u->set_movement(std::min<int>(
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u->total_movement(),
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u->movement_left() + lexical_cast_default<int, config::attribute_value> (moves, 0)
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));
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}
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}
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if(restore_attacks) u->set_attacks(u->max_attacks());
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if(restore_statuses)
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{
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u->set_state(unit::STATE_POISONED, false);
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u->set_state(unit::STATE_SLOWED, false);
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u->set_state(unit::STATE_PETRIFIED, false);
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u->set_state(unit::STATE_UNHEALABLE, false);
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u->anim_comp().set_standing();
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}
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if (heal_amount_to_set)
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{
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heal_amount_to_set = false;
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gamedata().get_variable("heal_amount") = heal_amount;
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}
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if(animate) unit_display::unit_healing(*u, healers, heal_amount);
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if(only_unit_at_loc1) return 0;
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}
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return 0;
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}
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int game_lua_kernel::intf_print(lua_State *L) {
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vconfig cfg(luaW_checkvconfig(L, 1));
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@ -4027,7 +3945,6 @@ game_lua_kernel::game_lua_kernel(game_state & gs, play_controller & pc, reports
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{ "get_villages", &dispatch<&game_lua_kernel::intf_get_villages > },
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{ "get_village_owner", &dispatch<&game_lua_kernel::intf_get_village_owner > },
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{ "get_displayed_unit", &dispatch<&game_lua_kernel::intf_get_displayed_unit > },
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{ "heal_unit", &dispatch<&game_lua_kernel::intf_heal_unit > },
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{ "highlight_hex", &dispatch<&game_lua_kernel::intf_highlight_hex > },
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{ "is_enemy", &dispatch<&game_lua_kernel::intf_is_enemy > },
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{ "kill", &dispatch<&game_lua_kernel::intf_kill > },
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@ -377,6 +377,19 @@ bool basic_unit_filter_impl::internal_matches_filter(const unit & u, const map_l
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if (!match) return false;
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}
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if (!vcfg["ability_type"].empty())
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{
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bool match = false;
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for (const std::string& ability : utils::split(vcfg["ability_type"])) {
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if (u.has_ability_type(ability)) {
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match = true;
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break;
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}
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}
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if (!match) return false;
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}
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if (!vcfg["race"].empty()) {
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std::vector<std::string> races = utils::split(vcfg["race"]);
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if (std::find(races.begin(), races.end(), u.race()->id()) == races.end()) {
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