local helper = wesnoth.require "helper" local utils = wesnoth.require "wml-utils" function wesnoth.wml_actions.find_path(cfg) local filter_unit = wml.get_child(cfg, "traveler") or helper.wml_error("[find_path] missing required [traveler] tag") -- only the first unit matching local unit = wesnoth.get_units(filter_unit)[1] or helper.wml_error("[find_path]'s filter didn't match any unit") local filter_location = wml.get_child(cfg, "destination") or helper.wml_error( "[find_path] missing required [destination] tag" ) -- support for $this_unit local this_unit = utils.start_var_scope("this_unit") wesnoth.set_variable ( "this_unit" ) -- clearing this_unit wesnoth.set_variable("this_unit", unit.__cfg) -- cfg field needed local variable = cfg.variable or "path" local ignore_units = false local ignore_teleport = false if cfg.check_zoc == false then --if we do not want to check the ZoCs, we must ignore units ignore_units = true end if cfg.check_teleport == false then --if we do not want to check teleport, we must ignore it ignore_teleport = true end local allow_multiple_turns = cfg.allow_multiple_turns local viewing_side if not cfg.check_visibility then viewing_side = 0 end -- if check_visiblity then shroud is taken in account -- only the first location with the lowest distance and lowest movement cost will match. local locations = wesnoth.get_locations(filter_location) local max_cost = nil if not allow_multiple_turns then max_cost = unit.moves end --to avoid wrong calculation on already moved units local current_distance, current_cost = math.huge, math.huge local current_location = {} local width,heigth = wesnoth.get_map_size() -- data for test below for index, location in ipairs(locations) do -- we test if location passed to pathfinder is invalid (border); -- if it is, do not return and continue the cycle if location[1] == 0 or location[1] == ( width + 1 ) or location[2] == 0 or location[2] == ( heigth + 1 ) then else local distance = wesnoth.map.distance_between ( unit.x, unit.y, location[1], location[2] ) -- if we pass an unreachable locations an high value will be returned local path, cost = wesnoth.find_path( unit, location[1], location[2], { max_cost = max_cost, ignore_units = ignore_units, ignore_teleport = ignore_teleport, viewing_side = viewing_side } ) if distance < current_distance and cost <= current_cost or cost < current_cost and distance <= current_distance then -- avoid changing the hex with one less distance and more cost, or vice versa current_distance = distance current_cost = cost current_location = location end end end if #current_location == 0 then wesnoth.message("WML warning","[find_path]'s filter didn't match any location") else local path, cost = wesnoth.find_path( unit, current_location[1], current_location[2], { max_cost = max_cost, ignore_units = ignore_units, ignore_teleport = ignore_teleport, viewing_side = viewing_side }) local turns if cost == 0 then -- if location is the same, of course it doesn't cost any MP turns = 0 else turns = math.ceil( ( ( cost - unit.moves ) / unit.max_moves ) + 1 ) end if cost >= 42424242 then -- it's the high value returned for unwalkable or busy terrains wesnoth.set_variable ( tostring(variable), { hexes = 0 } ) -- set only length, nil all other values -- support for $this_unit wesnoth.set_variable ( "this_unit" ) -- clearing this_unit utils.end_var_scope("this_unit", this_unit) return end if not allow_multiple_turns and turns > 1 then -- location cannot be reached in one turn wesnoth.set_variable ( tostring(variable), { hexes = 0 } ) -- support for $this_unit wesnoth.set_variable ( "this_unit" ) -- clearing this_unit utils.end_var_scope("this_unit", this_unit) return end -- skip the cycles below wesnoth.set_variable ( tostring( variable ), { hexes = current_distance, from_x = unit.x, from_y = unit.y, to_x = current_location[1], to_y = current_location[2], movement_cost = cost, required_turns = turns } ) for index, path_loc in ipairs(path) do local sub_path, sub_cost = wesnoth.find_path( unit, path_loc[1], path_loc[2], { max_cost = max_cost, ignore_units = ignore_units, ignore_teleport = ignore_teleport, viewing_side = viewing_side } ) local sub_turns if sub_cost == 0 then sub_turns = 0 else sub_turns = math.ceil( ( ( sub_cost - unit.moves ) / unit.max_moves ) + 1 ) end wesnoth.set_variable ( string.format( "%s.step[%d]", variable, index - 1 ), { -- this structure takes less space in the inspection window x = path_loc[1], y = path_loc[2], terrain = wesnoth.get_terrain( path_loc[1], path_loc[2] ), movement_cost = sub_cost, required_turns = sub_turns } ) end end -- support for $this_unit wesnoth.set_variable ( "this_unit" ) -- clearing this_unit utils.end_var_scope("this_unit", this_unit) end