Properly port [modify_side] to Lua
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8 changed files with 273 additions and 232 deletions
20
changelog
20
changelog
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@ -8,8 +8,24 @@ Version 1.13.6+dev:
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* Language and i18n:
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* Updated translations: British English, Portuguese (Brazil)
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* Lua API:
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* New attributes in side proxy:
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num_units, num_villages, total_upkeep, expenses, net_income
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* New wesnoth.set_side_id function can change flag, color, or both; it automatically
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updates cached flag info for you (but you may still need to redraw to see it).
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* The wesnoth.place_shroud and wesnoth.clear_shroud functions can alter shroud data
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for a single side. They accept a list of locations, a shroud data string, or the
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special value "all".
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* New Lua API functions for altering AI:
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* wesnoth.switch_ai replaces the entire AI with a definition from a file
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* wesnoth.append_ai appends AI parameters to the configuation; supports goals,
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stages, and simple aspects.
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(Aspect tags are not fully parsed; only the id and facet subtags are used.)
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* wesnoth.add_ai_component, delete_ai_component, change_ai_component
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These do the work of the [modify_ai] tag for a single side.
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* Side proxy changes:
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* flag and flag_icon are never an empty string
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* New mutable keys: suppress_end_turn_confirmation, share_vision
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* New read-only keys: share_maps, share_view
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num_units, num_villages, total_upkeep, expenses, net_income
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* Existing keys made mutable: shroud, fog, flag, flag_icon
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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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@ -875,8 +875,109 @@ function wml_actions.label( cfg )
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end
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end
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local side_changes_needing_redraw = {
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'shroud', 'fog', 'reset_map', 'reset_view', 'shroud_data',
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'share_vision', 'share_maps', 'share_view',
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'color', 'flag',
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}
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function wml_actions.modify_side(cfg)
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wesnoth.modify_side(cfg)
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local sides = utils.get_sides(cfg)
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for i,side in ipairs(sides) do
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if cfg.team_name then
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side.team_name = cfg.team_name
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end
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if cfg.user_team_name then
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side.user_team_name = cfg.user_team_name
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end
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if cfg.controller then
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side.controller = cfg.controller
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end
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if cfg.defeat_condition then
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side.defeat_condition = cfg.defeat_condition
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end
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if cfg.recruit then
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local recruits = {}
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for recruit in utils.split(cfg.recruit) do
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table.insert(recruits, recruit)
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end
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side.recruit = recruits
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end
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if cfg.village_support then
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side.village_support = cfg.village_support
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end
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if cfg.village_gold then
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side.village_gold = cfg.village_gold
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end
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if cfg.income then
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side.base_income = cfg.income
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end
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if cfg.gold then
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side.gold = cfg.gold
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end
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if cfg.hidden ~= nil then
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side.hidden = cfg.hidden
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end
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if cfg.color or cfg.flag then
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wesnoth.set_team_id(side.side, cfg.flag, cfg.color)
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end
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if cfg.flag_icon then
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side.flag_icon = cfg.flag_icon
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end
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if cfg.suppress_end_turn_confirmation ~= nil then
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side.suppress_end_turn_confirmation = cfg.suppress_end_turn_confirmation
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end
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if cfg.scroll_to_leader ~= nil then
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side.scroll_to_leader = cfg.scroll_to_leader
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end
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if cfg.shroud ~= nil then
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side.shroud = cfg.shroud
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end
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if cfg.reset_maps then
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wesnoth.clear_shroud(side.side, "all")
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end
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if cfg.fog ~= nil then
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side.fog = cfg.fog
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end
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if cfg.reset_view then
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wesnoth.add_fog(side.side, {}, true)
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end
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if cfg.shroud_data then
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wesnoth.clear_shroud(side, cfg.shroud_data)
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end
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if cfg.share_vision then
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side.share_vision = cfg.share_vision
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end
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-- Legacy support
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if cfg.share_view ~= nil or cfg.share_maps ~= nil then
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if cfg.share_view then
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side.share_vision = 'all'
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elseif cfg.share_maps then
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side.share_vision = 'shroud'
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else
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side.share_vision = 'none'
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end
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end
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if cfg.switch_ai then
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wesnoth.switch_ai(side.side, cfg.switch_ai)
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end
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local ai = {}
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for next_ai in helper.child_range(cfg, "ai") do
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table.insert(ai, T.ai(next_ai))
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end
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if #ai > 0 then
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wesnoth.append_ai(side.side, ai)
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end
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end
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for i,key in ipairs(side_changes_needing_redraw) do
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if cfg[key] ~= nil then
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wml_actions.redraw{}
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return
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end
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end
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end
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function wml_actions.open_help(cfg)
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@ -50,19 +50,27 @@ function utils.vwriter.write(self, container)
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self.index = self.index + 1
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end
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function utils.get_sides(cfg, key_name, filter_name)
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key_name = key_name or "side"
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filter_name = filter_name or "filter_side"
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local filter = helper.get_child(cfg, filter_name)
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if filter then
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if cfg[key_name] then
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wesnoth.log('warn', "ignoring duplicate side filter information (inline side=)")
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end
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return wesnoth.get_sides(filter)
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else
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return wesnoth.get_sides{side = cfg[key_name]}
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end
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end
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function utils.optional_side_filter(cfg, key_name, filter_name)
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local key_name = key_name or "side"
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local sides = cfg[key_name]
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local filter_name = filter_name or "filter_side"
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local filter_side = helper.get_child(cfg, filter_name)
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if filter_side then
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sides = wesnoth.get_sides(filter_side)
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elseif sides then
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local dummy_cfg = {side=sides}
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sides = wesnoth.get_sides(dummy_cfg)
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else
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if cfg[key_name] == nil and helper.get_child(cfg, filter_name) == nil then
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return true
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end
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local sides = utils.get_sides(cfg, key_name, filter_name)
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for index,side in ipairs(sides) do
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if side.controller == "human" then
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return true
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@ -148,33 +148,6 @@ ai_composite& holder::get_ai_ref()
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}
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void holder::modify_side_ai_config(config cfg)
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{
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// only handle aspects
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// transform ai_parameters to new-style config
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configuration::expand_simplified_aspects(this->side_, cfg);
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cfg = cfg.child("ai");
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//at this point we have a single config which contains [aspect][facet] tags
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DBG_AI_MANAGER << "after transforming [modify_side][ai] into new syntax, config contains:"<< std::endl << cfg << std::endl;
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// TODO: Also add [goal] tags. And what about [stage] or [engine] tags? (Maybe they're not important.)
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if (this->readonly_context_ == nullptr) {
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// if not initialized, append that config to the bottom of base cfg
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// then, merge aspects with the same id
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cfg_.append_children(cfg);
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cfg_.merge_children_by_attribute("aspect","id");
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} else {
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// else run 'add_facet' command on each [aspect][facet]
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for (const config &cfg_a : cfg.child_range("aspect")) {
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for (const config &cfg_f : cfg_a.child_range("facet")) {
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readonly_context_->add_facet(cfg_a["id"],cfg_f);
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}
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}
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}
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}
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void holder::modify_ai(const config &cfg)
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{
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if (!this->ai_) {
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@ -210,6 +183,27 @@ void holder::modify_ai(const config &cfg)
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}
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void holder::append_ai(const config& cfg)
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{
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if(!this->ai_) {
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get_ai_ref();
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}
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for(const config& aspect : cfg.child_range("aspect")) {
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const std::string& id = aspect["id"];
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for(const config& facet : aspect.child_range("facet")) {
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ai_->add_facet(id, facet);
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}
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}
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for(const config& goal : cfg.child_range("goal")) {
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ai_->add_goal(goal);
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}
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for(const config& stage : cfg.child_range("stage")) {
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if(stage["name"] != "empty") {
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ai_->add_stage(stage);
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}
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}
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}
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config holder::to_config() const
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{
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if (!this->ai_) {
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@ -704,20 +698,6 @@ void manager::clear_ais()
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ai_map_.clear();
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}
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// =======================================================================
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// Work with active AI parameters
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// =======================================================================
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void manager::modify_active_ai_config_old_for_side ( side_number side, const config::const_child_itors &ai_parameters )
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{
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config cfgs;
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for (const config& cfg : ai_parameters) {
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cfgs.add_child("ai", cfg);
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}
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cfgs.child_or_add("ai").add_child("stage")["name"] = "empty";
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get_active_ai_holder_for_side(side).modify_side_ai_config(cfgs);
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}
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void manager::modify_active_ai_for_side ( side_number side, const config &cfg )
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{
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@ -729,6 +709,14 @@ void manager::modify_active_ai_for_side ( side_number side, const config &cfg )
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}
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void manager::append_active_ai_for_side(side_number side, const config& cfg)
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{
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if(!ai_info_) {
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return;
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}
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get_active_ai_holder_for_side(side).append_ai(cfg);
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}
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std::string manager::get_active_ai_overview_for_side( side_number side)
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{
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return get_active_ai_holder_for_side(side).get_ai_overview();
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@ -64,7 +64,9 @@ public:
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config to_config() const;
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void modify_ai(const config& cfg);
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void modify_side_ai_config(config cfg);
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void append_ai(const config& cfg);
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const std::string get_ai_overview();
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@ -429,18 +431,6 @@ public:
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// SET active AI parameters
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// =======================================================================
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/**
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* Modifies AI parameters for active AI of the given @a side.
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* This function is provided for backward-compatibility with [modify_side][ai]...[/ai][/modify_side]
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* It can only add new facets to aspects
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* @param side side_number (1-based, as in game_info).
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* @param ai_parameters AI parameters to be modified.
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*/
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static void modify_active_ai_config_old_for_side ( side_number side, const config::const_child_itors &ai_parameters );
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/**
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* Modifies AI parameters for active AI of the given @a side.
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* This function is a backend for [modify_ai] tag
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@ -450,6 +440,15 @@ public:
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static void modify_active_ai_for_side( ai::side_number side, const config &cfg );
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/**
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* Appends AI parameters to active AI of the given @a side.
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* This function is a backend for [modify_side][ai] tag
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* @param side side_number (1-based, as in game_info).
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* @param cfg - content of [modify_side][ai] tag
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*/
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static void append_active_ai_for_side( ai::side_number side, const config &cfg );
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// =======================================================================
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// PROXY
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// =======================================================================
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@ -107,6 +107,7 @@
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#include "variable.hpp" // for vconfig, etc
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#include "variable_info.hpp"
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#include "wml_exception.hpp"
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#include "config_assign.hpp"
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#include "utils/functional.hpp" // for bind_t, bind
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#include <boost/range/algorithm/copy.hpp> // boost::copy
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@ -697,21 +698,29 @@ int game_lua_kernel::intf_set_next_scenario(lua_State *L)
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int game_lua_kernel::intf_shroud_op(lua_State *L, bool place_shroud)
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{
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vconfig cfg = luaW_checkvconfig(L, 1);
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// Filter the sides.
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std::vector<int> sides = get_sides_vector(cfg);
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size_t index;
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int side_num = luaL_checkinteger(L, 1);
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// Filter the locations.
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std::set<map_location> locs;
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const terrain_filter filter(cfg, &game_state_);
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filter.get_locations(locs, true);
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for (const int &side_num : sides)
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{
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index = side_num - 1;
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team &t = teams()[index];
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if(!lua_isstring(L, 2)) {
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std::string data = lua_tostring(L, 2);
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// Special case - using a shroud_data string, or "all"
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team& side = teams()[side_num - 1];
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if(place_shroud) {
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side.reshroud();
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}
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if(data != "all") {
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side.merge_shroud_map_data(data);
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} else if(!place_shroud) {
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bool was_shrouded = side.uses_shroud();
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side.set_shroud(false);
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actions::clear_shroud(side.side());
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side.set_shroud(was_shrouded);
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}
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return 0;
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} else if(lua_istable(L, 2)) {
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std::vector<map_location> locs_v = lua_check<std::vector<map_location>>(L, 2);
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std::set<map_location> locs(locs_v.begin(), locs_v.end());
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team &t = teams()[side_num - 1];
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for (map_location const &loc : locs)
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{
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@ -721,6 +730,8 @@ int game_lua_kernel::intf_shroud_op(lua_State *L, bool place_shroud)
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t.clear_shroud(loc);
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}
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}
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} else {
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return luaL_argerror(L, 2, "expected list of locations or shroud data string");
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}
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game_display_->labels().recalculate_shroud();
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@ -2784,6 +2795,31 @@ int game_lua_kernel::intf_match_side(lua_State *L)
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return 1;
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}
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int game_lua_kernel::intf_set_side_id(lua_State *L)
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{
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int team_i = luaL_checkinteger(L, 1) - 1;
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std::string flag = luaL_optlstring(L, 2, "", nullptr);
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std::string color = luaL_optlstring(L, 3, "", nullptr);
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if(flag.empty() && color.empty()) {
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return 0;
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}
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if(team_i < 0 || static_cast<size_t>(team_i) >= teams().size()) {
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return luaL_error(L, "set_side_id: side number %d out of range", team_i);
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}
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team& side = teams()[team_i];
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if(!color.empty()) {
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side.set_color(color);
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}
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if(!flag.empty()) {
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side.set_flag(flag);
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}
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game_display_->reinit_flags_for_side(team_i);
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return 0;
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}
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int game_lua_kernel::intf_modify_ai_wml(lua_State *L)
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{
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vconfig cfg(luaW_checkvconfig(L, 1));
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@ -2797,160 +2833,35 @@ int game_lua_kernel::intf_modify_ai_wml(lua_State *L)
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return 0;
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}
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int game_lua_kernel::intf_modify_side(lua_State *L)
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static int intf_switch_ai(lua_State *L)
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{
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vconfig cfg(luaW_checkvconfig(L, 1));
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bool invalidate_screen = false;
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std::string team_name = cfg["team_name"];
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std::string user_team_name = cfg["user_team_name"];
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std::string controller = cfg["controller"];
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std::string defeat_condition = cfg["defeat_condition"];
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std::string recruit_str = cfg["recruit"];
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std::string shroud_data = cfg["shroud_data"];
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std::string village_support = cfg["village_support"];
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const config& parsed = cfg.get_parsed_config();
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const config::const_child_itors &ai = parsed.child_range("ai");
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std::string switch_ai = cfg["switch_ai"];
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std::vector<int> sides = get_sides_vector(cfg);
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size_t team_index;
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for(const int &side_num : sides)
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{
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team_index = side_num - 1;
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team & tm = teams()[team_index];
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LOG_LUA << "modifying side: " << side_num << "\n";
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if(!team_name.empty()) {
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LOG_LUA << "change side's team to team_name '" << team_name << "'\n";
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tm.change_team(team_name,
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user_team_name);
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} else if(!user_team_name.empty()) {
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LOG_LUA << "change side's user_team_name to '" << user_team_name << "'\n";
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tm.change_team(tm.team_name(),
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user_team_name);
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}
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// Modify recruit list (override)
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if (!recruit_str.empty()) {
|
||||
tm.set_recruits(utils::set_split(recruit_str));
|
||||
}
|
||||
// Modify income
|
||||
config::attribute_value income = cfg["income"];
|
||||
if (!income.empty()) {
|
||||
tm.set_base_income(income.to_int() + game_config::base_income);
|
||||
}
|
||||
// Modify total gold
|
||||
config::attribute_value gold = cfg["gold"];
|
||||
if (!gold.empty()) {
|
||||
tm.set_gold(gold);
|
||||
}
|
||||
// Set controller
|
||||
if (!controller.empty()) {
|
||||
tm.change_controller_by_wml(controller);
|
||||
}
|
||||
// Set defeat_condition
|
||||
if (!defeat_condition.empty()) {
|
||||
tm.set_defeat_condition_string(defeat_condition);
|
||||
}
|
||||
// Set shroud
|
||||
config::attribute_value shroud = cfg["shroud"];
|
||||
if (!shroud.empty()) {
|
||||
tm.set_shroud(shroud.to_bool(true));
|
||||
invalidate_screen = true;
|
||||
}
|
||||
// Reset shroud
|
||||
if ( cfg["reset_maps"].to_bool(false) ) {
|
||||
tm.reshroud();
|
||||
invalidate_screen = true;
|
||||
}
|
||||
// Merge shroud data
|
||||
if (!shroud_data.empty()) {
|
||||
tm.merge_shroud_map_data(shroud_data);
|
||||
invalidate_screen = true;
|
||||
}
|
||||
// Set whether team is hidden in status table
|
||||
config::attribute_value hidden = cfg["hidden"];
|
||||
if (!hidden.empty()) {
|
||||
tm.set_hidden(hidden.to_bool(true));
|
||||
}
|
||||
// Set fog
|
||||
config::attribute_value fog = cfg["fog"];
|
||||
if (!fog.empty()) {
|
||||
tm.set_fog(fog.to_bool(true));
|
||||
invalidate_screen = true;
|
||||
}
|
||||
// Reset fog
|
||||
if ( cfg["reset_view"].to_bool(false) ) {
|
||||
tm.refog();
|
||||
invalidate_screen = true;
|
||||
}
|
||||
// Set income per village
|
||||
config::attribute_value village_gold = cfg["village_gold"];
|
||||
if (!village_gold.empty()) {
|
||||
tm.set_village_gold(village_gold);
|
||||
}
|
||||
// Set support (unit levels supported per village, for upkeep purposes)
|
||||
if (!village_support.empty()) {
|
||||
tm.set_village_support(lexical_cast_default<int>(village_support, game_config::village_support));
|
||||
}
|
||||
// Redeploy ai from location (this ignores current AI parameters)
|
||||
if (!switch_ai.empty()) {
|
||||
ai::manager::add_ai_for_side_from_file(side_num,switch_ai,true);
|
||||
}
|
||||
// Override AI parameters
|
||||
if (!ai.empty()) {
|
||||
ai::manager::modify_active_ai_config_old_for_side(side_num,ai);
|
||||
}
|
||||
// Change team color
|
||||
config::attribute_value color = cfg["color"];
|
||||
if(!color.empty()) {
|
||||
tm.set_color(color);
|
||||
invalidate_screen = true;
|
||||
}
|
||||
// Change flag imageset
|
||||
config::attribute_value flag = cfg["flag"];
|
||||
if(!flag.empty()) {
|
||||
tm.set_flag(flag);
|
||||
// Needed especially when map isn't animated.
|
||||
invalidate_screen = true;
|
||||
}
|
||||
// If either the flag set or the team color changed, we need to
|
||||
// rebuild the team's flag cache to reflect the changes. Note that
|
||||
// this is not required for flag icons (used by the theme UI only).
|
||||
if((!color.empty() || !flag.empty()) && game_display_) {
|
||||
game_display_->reinit_flags_for_side(team_index);
|
||||
}
|
||||
// Change flag icon
|
||||
config::attribute_value flag_icon = cfg["flag_icon"];
|
||||
if(!flag_icon.empty()) {
|
||||
tm.set_flag_icon(flag_icon);
|
||||
// Not needed.
|
||||
//invalidate_screen = true;
|
||||
}
|
||||
tm.handle_legacy_share_vision(cfg.get_parsed_config());
|
||||
// Suppress end turn confirmations?
|
||||
config::attribute_value setc = cfg["suppress_end_turn_confirmation"];
|
||||
if ( !setc.empty() ) {
|
||||
tm.set_no_turn_confirmation(setc.to_bool());
|
||||
}
|
||||
|
||||
// Change leader scrolling options
|
||||
config::attribute_value stl = cfg["scroll_to_leader"];
|
||||
if ( !stl.empty()) {
|
||||
tm.set_scroll_to_leader(stl.to_bool(true));
|
||||
}
|
||||
int side_num = luaL_checkinteger(L, 1);
|
||||
std::string file = luaL_checkstring(L, 2);
|
||||
if(!ai::manager::add_ai_for_side_from_file(side_num, file)) {
|
||||
std::string err = formatter() << "Could not load AI for side " << side_num + 1 << " from file " << file;
|
||||
lua_pushlstring(L, err.c_str(), err.length());
|
||||
return lua_error(L);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Flag an update of the screen, if needed.
|
||||
if ( invalidate_screen && game_display_) {
|
||||
game_display_->recalculate_minimap();
|
||||
game_display_->invalidate_all();
|
||||
static int intf_append_ai(lua_State *L)
|
||||
{
|
||||
int side_num = luaL_checkinteger(L, 1);
|
||||
config cfg = luaW_checkconfig(L, 2);
|
||||
if(!cfg.has_child("ai")) {
|
||||
cfg = config_of("ai", cfg);
|
||||
}
|
||||
|
||||
|
||||
bool added_dummy_stage = false;
|
||||
if(!cfg.child("ai").has_child("stage")) {
|
||||
added_dummy_stage = true;
|
||||
cfg.child("ai").add_child("stage", config_of("name", "empty"));
|
||||
}
|
||||
ai::configuration::expand_simplified_aspects(side_num, cfg);
|
||||
if(added_dummy_stage) {
|
||||
// TODO: Delete the dummy stage
|
||||
}
|
||||
ai::manager::append_active_ai_for_side(side_num, cfg.child("ai"));
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -4074,6 +3985,7 @@ game_lua_kernel::game_lua_kernel(game_state & gs, play_controller & pc, reports
|
|||
{ "allow_end_turn", &dispatch<&game_lua_kernel::intf_allow_end_turn > },
|
||||
{ "allow_undo", &dispatch<&game_lua_kernel::intf_allow_undo > },
|
||||
{ "animate_unit", &dispatch<&game_lua_kernel::intf_animate_unit > },
|
||||
{ "append_ai", &intf_append_ai },
|
||||
{ "clear_menu_item", &dispatch<&game_lua_kernel::intf_clear_menu_item > },
|
||||
{ "clear_messages", &dispatch<&game_lua_kernel::intf_clear_messages > },
|
||||
{ "color_adjust", &dispatch<&game_lua_kernel::intf_color_adjust > },
|
||||
|
@ -4122,7 +4034,6 @@ game_lua_kernel::game_lua_kernel(game_state & gs, play_controller & pc, reports
|
|||
{ "match_unit", &dispatch<&game_lua_kernel::intf_match_unit > },
|
||||
{ "message", &dispatch<&game_lua_kernel::intf_message > },
|
||||
{ "modify_ai_wml", &dispatch<&game_lua_kernel::intf_modify_ai_wml > },
|
||||
{ "modify_side", &dispatch<&game_lua_kernel::intf_modify_side > },
|
||||
{ "open_help", &dispatch<&game_lua_kernel::intf_open_help > },
|
||||
{ "play_sound", &dispatch<&game_lua_kernel::intf_play_sound > },
|
||||
{ "print", &dispatch<&game_lua_kernel::intf_print > },
|
||||
|
@ -4147,11 +4058,13 @@ game_lua_kernel::game_lua_kernel(game_state & gs, play_controller & pc, reports
|
|||
{ "set_end_campaign_text", &dispatch<&game_lua_kernel::intf_set_end_campaign_text > },
|
||||
{ "set_menu_item", &dispatch<&game_lua_kernel::intf_set_menu_item > },
|
||||
{ "set_next_scenario", &dispatch<&game_lua_kernel::intf_set_next_scenario > },
|
||||
{ "set_side_id", &dispatch<&game_lua_kernel::intf_set_side_id > },
|
||||
{ "set_terrain", &dispatch<&game_lua_kernel::intf_set_terrain > },
|
||||
{ "set_variable", &dispatch<&game_lua_kernel::intf_set_variable > },
|
||||
{ "set_side_variable", &dispatch<&game_lua_kernel::intf_set_side_variable > },
|
||||
{ "set_village_owner", &dispatch<&game_lua_kernel::intf_set_village_owner > },
|
||||
{ "simulate_combat", &dispatch<&game_lua_kernel::intf_simulate_combat > },
|
||||
{ "switch_ai", &intf_switch_ai },
|
||||
{ "synchronize_choice", &intf_synchronize_choice },
|
||||
{ "synchronize_choices", &intf_synchronize_choices },
|
||||
{ "teleport", &dispatch<&game_lua_kernel::intf_teleport > },
|
||||
|
|
|
@ -141,8 +141,8 @@ class game_lua_kernel : public lua_kernel_base
|
|||
int intf_get_villages(lua_State *L);
|
||||
int intf_match_location(lua_State *L);
|
||||
int intf_match_side(lua_State *L);
|
||||
int intf_set_side_id(lua_State *L);
|
||||
int intf_modify_ai_wml(lua_State *L);
|
||||
int intf_modify_side(lua_State *L);
|
||||
int intf_get_sides(lua_State* L);
|
||||
int intf_add_tile_overlay(lua_State *L);
|
||||
int intf_remove_tile_overlay(lua_State *L);
|
||||
|
|
|
@ -66,8 +66,8 @@ static int impl_side_get(lua_State *L)
|
|||
return_bool_attrib("shroud", t.uses_shroud());
|
||||
return_bool_attrib("hidden", t.hidden());
|
||||
return_bool_attrib("scroll_to_leader", t.get_scroll_to_leader());
|
||||
return_string_attrib("flag", t.flag());
|
||||
return_string_attrib("flag_icon", t.flag_icon());
|
||||
return_string_attrib("flag", t.flag().empty() ? game_config::images::flag : t.flag());
|
||||
return_string_attrib("flag_icon", t.flag_icon().empty() ? game_config::images::flag_icon : t.flag_icon());
|
||||
return_tstring_attrib("user_team_name", t.user_team_name());
|
||||
return_string_attrib("team_name", t.team_name());
|
||||
return_string_attrib("faction", t.faction());
|
||||
|
@ -81,6 +81,10 @@ static int impl_side_get(lua_State *L)
|
|||
return_bool_attrib("carryover_add", t.carryover_add());
|
||||
return_bool_attrib("lost", t.lost());
|
||||
return_bool_attrib("persistent", t.persistent());
|
||||
return_bool_attrib("suppress_end_turn_confirmation", t.no_turn_confirmation());
|
||||
return_string_attrib("share_vision", t.share_vision().to_string());
|
||||
return_bool_attrib("share_maps", t.share_maps());
|
||||
return_bool_attrib("share_view", t.share_view());
|
||||
|
||||
if (strcmp(m, "recruit") == 0) {
|
||||
std::set<std::string> const &recruits = t.recruits();
|
||||
|
@ -141,6 +145,18 @@ static int impl_side_set(lua_State *L)
|
|||
modify_bool_attrib("carryover_add", t.set_carryover_add(value));
|
||||
modify_bool_attrib("lost", t.set_lost(value));
|
||||
modify_bool_attrib("persistent", t.set_persistent(value));
|
||||
modify_bool_attrib("suppress_end_turn_confirmation", t.set_no_turn_confirmation(value));
|
||||
modify_bool_attrib("shroud", t.set_shroud(value));
|
||||
modify_bool_attrib("fog", t.set_fog(value));
|
||||
modify_string_attrib("flag_icon", t.set_flag_icon(value));
|
||||
modify_string_attrib("share_vision", {
|
||||
team::SHARE_VISION v;
|
||||
if(v.parse(value)) {
|
||||
t.set_share_vision(v);
|
||||
} else {
|
||||
return luaL_argerror(L, 3, "Invalid share_vision value (should be 'all', 'none', or 'shroud')");
|
||||
}
|
||||
});
|
||||
|
||||
if (strcmp(m, "carryover_bonus") == 0) {
|
||||
t.set_carryover_bonus(luaL_checknumber(L, 3));
|
||||
|
|
Loading…
Add table
Reference in a new issue