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vcmi/scripts/lib/erm/HE.lua
AlexVinS ecaa9f5d0b 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.
2021-02-14 19:05:43 +03:00

182 lines
3.2 KiB
Lua

local ReceiverBase = require("core:erm.ReceiverBase")
local HE = ReceiverBase:new()
function HE:new(ERM, p1, p2, p3)
assert(p1 ~= nil, "!!HE requires hero identifier")
if p2 and p3 then
--by coordinates
error("!!HEx/y/l: form is not implemented")
else
-- assume p1 is identifier
local hero = GAME:getHeroWithSubid(p1)
if not hero then
logError("Hero with id ".. tostring(p1) .. " not found")
end
return ReceiverBase.new(self,
{
id=p1,
ERM=ERM,
hero=hero
})
end
end
function HE:A(x, ...)
--artifacts
logError("!!HE:A is not implemented")
end
HE:p1Dispatcher("B")
function HE:B0(x, ...)
--name
logError("!!HE:B is not implemented")
end
function HE:B1(x, ...)
--bio
logError("!!HE:B is not implemented")
end
function HE:B2(x, ...)
--class
logError("!!HE:B is not implemented")
end
function HE:B3(x, _)
--get default bio
logError("!!HE:B is not implemented")
end
function HE:C(x, ...)
local argc = select("#", ...)
if argc == 14 then
return self:C14(x, ...)
elseif argc == 4 then
local N = select(1, ...)
return nil, self["C"..tostring(N)](self, x, select(2, ...))
else
logError("!!HE:C extended form is not implemented")
end
end
function HE:C0(x, slot, typ, count)
--change creatures by slot
if typ~=nil or count ~=nil then
logError("!!HE:C0 set is not implemented")
return
end
local stack = self.hero:getStack(slot)
if not stack then
return nil, -1, 0
else
return nil, stack:getType():getIndex(), stack:getCount()
end
end
function HE:C1(x, ...)
--change creatures by type
end
function HE:C05(x, ...)
--change creatures by slot adv
end
function HE:C15(x, ...)
--change creatures by type adv
end
function HE:C2(x, ...)
--add creatures
end
function HE:C14(x, ...)
-- change creatures with Query
end
function HE:D(x, ...)
logError("!!HE:D not implemented")
end
function HE:E(x, ...)
logError("!!HE:E is not implemented")
end
function HE:F(x, ...)
logError("!!HE:F is not implemented")
end
function HE:G(x, ...)
logError("!!HE:G is not implemented")
end
function HE:H(x, ...)
logError("!!HE:H is not implemented")
end
function HE:I(x, ...)
logError("!!HE:I is not implemented")
end
function HE:K(x, ...)
logError("!!HE:K is not implemented")
end
function HE:L(x, ...)
logError("!!HE:L is not implemented")
end
function HE:M(x, ...)
logError("!!HE:M is not implemented")
end
function HE:N(x, ...)
logError("!!HE:N is not implemented")
end
function HE:O(x, owner)
if owner~=nil then
logError("!!HE:O set is not implemented")
return
else
if not self.hero then
return 255
end
return self.hero:getOwner()
end
end
function HE:P(x, ...)
logError("!!HE:P is not implemented")
end
function HE:R(x, ...)
logError("!!HE:R is not implemented")
end
function HE:S(x, ...)
logError("!!HE:S is not implemented")
end
function HE:T(x, ...)
logError("!!HE:T is not implemented")
end
function HE:U(x, ...)
logError("!!HE:U is not implemented")
end
function HE:V(x, ...)
logError("!!HE:V is not implemented")
end
function HE:W(x, ...)
logError("!!HE:A is not implemented")
end
function HE:X(x, ...)
logError("!!HE:X is not implemented")
end
function HE:Y(x, ...)
logError("!!HE:Y is ot implemented")
end
return HE