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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
This commit is contained in:
101
scripting/lua/api/BattleCb.cpp
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101
scripting/lua/api/BattleCb.cpp
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/*
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* BattleCb.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "BattleCb.h"
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#include "../LuaStack.h"
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#include "../LuaCallWrapper.h"
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#include "../../../lib/GameConstants.h"
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#include "../../../lib/battle/Unit.h"
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namespace scripting
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{
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namespace api
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{
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VCMI_REGISTER_CORE_SCRIPT_API(BattleCbProxy, "Battle");
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const std::vector<BattleCbProxy::RegType> BattleCbProxy::REGISTER =
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{
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{
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"getBattlefieldType",
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&BattleCbProxy::getBattlefieldType
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},
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{
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"getNextUnitId",
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LuaCallWrapper<const BattleCb>::createFunctor(&BattleCb::battleNextUnitId)
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},
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{
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"getTacticDistance",
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LuaCallWrapper<const BattleCb>::createFunctor(&BattleCb::battleTacticDist)
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},
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{
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"getTerrainType",
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&BattleCbProxy::getTerrainType
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},
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{
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"getUnitById",
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LuaCallWrapper<const BattleCb>::createFunctor(&BattleCb::battleGetUnitByID)
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},
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{
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"getUnitByPos",
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&BattleCbProxy::getUnitByPos
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},
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{
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"isFinished",
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LuaCallWrapper<const BattleCb>::createFunctor(&BattleCb::battleIsFinished)
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}
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};
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const std::vector<BattleCbProxy::CustomRegType> BattleCbProxy::REGISTER_CUSTOM =
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{
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};
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int BattleCbProxy::getBattlefieldType(lua_State * L, const BattleCb * object)
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{
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LuaStack S(L);
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auto ret = object->battleGetBattlefieldType();
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S.push(static_cast<si32>(ret.num));
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return 1;
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}
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int BattleCbProxy::getTerrainType(lua_State * L, const BattleCb * object)
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{
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LuaStack S(L);
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auto ret = object->battleTerrainType();
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S.push(static_cast<si32>(ret.num));
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return 1;
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}
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int BattleCbProxy::getUnitByPos(lua_State * L, const BattleCb * object)
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{
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LuaStack S(L);
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BattleHex hex;
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if(!S.tryGet(1, hex.hex))
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return S.retNil();
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bool onlyAlive;
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if(!S.tryGet(2, onlyAlive))
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onlyAlive = true;//same as default value in battleGetUnitByPos
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S.push(object->battleGetUnitByPos(hex, onlyAlive));
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return 1;
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}
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}
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}
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