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vcmi/scripting/lua/api/BattleCb.cpp

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/*
* BattleCb.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "BattleCb.h"
#include "../LuaStack.h"
#include "../LuaCallWrapper.h"
#include "../../../lib/GameConstants.h"
#include "../../../lib/battle/Unit.h"
namespace scripting
{
namespace api
{
VCMI_REGISTER_CORE_SCRIPT_API(BattleCbProxy, "Battle");
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const std::vector<BattleCbProxy::CustomRegType> BattleCbProxy::REGISTER_CUSTOM =
{
{
"getBattlefieldType",
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&BattleCbProxy::getBattlefieldType,
false
},
{
"getNextUnitId",
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LuaMethodWrapper<BattleCb, decltype(&BattleCb::battleNextUnitId), &BattleCb::battleNextUnitId>::invoke,
false
},
{
"getTacticDistance",
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LuaMethodWrapper<BattleCb, decltype(&BattleCb::battleTacticDist), &BattleCb::battleTacticDist>::invoke,
false
},
{
"getTerrainType",
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&BattleCbProxy::getTerrainType,
false
},
{
"getUnitById",
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LuaMethodWrapper<BattleCb, decltype(&BattleCb::battleGetUnitByID), &BattleCb::battleGetUnitByID>::invoke,
false
},
{
"getUnitByPos",
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&BattleCbProxy::getUnitByPos,
false
},
{
"isFinished",
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LuaMethodWrapper<BattleCb, decltype(&BattleCb::battleIsFinished), &BattleCb::battleIsFinished>::invoke,
false
}
};
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int BattleCbProxy::getBattlefieldType(lua_State * L)
{
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LuaStack S(L);
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const BattleCb * object;
if(!S.tryGet(1, object))
return S.retVoid();
auto ret = object->battleGetBattlefieldType();
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return LuaStack::quickRetInt(L, static_cast<si32>(ret.num));
}
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int BattleCbProxy::getTerrainType(lua_State * L)
{
LuaStack S(L);
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const BattleCb * object;
if(!S.tryGet(1, object))
return S.retVoid();
auto ret = object->battleTerrainType();
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return LuaStack::quickRetInt(L, static_cast<si32>(ret.num));
}
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int BattleCbProxy::getUnitByPos(lua_State * L)
{
LuaStack S(L);
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const BattleCb * object;
if(!S.tryGet(1, object))
return S.retVoid();
BattleHex hex;
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if(!S.tryGet(2, hex.hex))
return S.retNil();
bool onlyAlive;
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if(!S.tryGet(3, onlyAlive))
onlyAlive = true;//same as default value in battleGetUnitByPos
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S.clear();
S.push(object->battleGetUnitByPos(hex, onlyAlive));
return 1;
}
}
}