wesnoth/data/lua/wml/move_unit.lua
Celtic Minstrel 55fa2759a1 Fix the test_move_unit_in_circle test
Just needed to extract the unit earlier, so that it wouldn't be counted as blocking itself

Closes #4635
2019-12-14 12:12:29 -05:00

127 lines
3.9 KiB
Lua

local function path_locs(path)
if path.location_id then
local function special_locations()
return function()
for _,loc in ipairs(tostring(path.location_id):split()) do
loc = wesnoth.special_locations[loc]
if loc then coroutine.yield(loc[1], loc[2]) end
end
end
end
return coroutine.wrap(special_locations())
elseif path.dir then
local function relative_locations()
return function(u)
local last = {x = u.x, y = u.y}
for _,dir in ipairs(path.dir:split()) do
local count = 1
if dir:find(":") then
local error_dir = dir
dir, count = dir:match("([a-z]+):(%d+)")
if not dir or not count then
wml.error("Invalid direction:count in move_unit: " .. error_dir)
end
end
next_loc = wesnoth.map.get_direction(last.x, last.y, dir, count)
coroutine.yield(next_loc[1], next_loc[2])
last.x, last.y = next_loc[1], next_loc[2]
end
end
end
return coroutine.wrap(relative_locations())
else
local function abs_locations(coord)
return function()
for _,s in ipairs(tostring(path[coord]):split()) do
coroutine.yield(tonumber(s))
end
end
end
-- Double-coroutining seems a bit excessive but I can't think of a better way to do this?
return coroutine.wrap(function()
local xs, ys = coroutine.wrap(abs_locations('to_x')), coroutine.wrap(abs_locations('to_y'))
repeat
local x, y = xs(), ys()
coroutine.yield(x, y)
until x == nil or y == nil
end)
end
end
function wesnoth.wml_actions.move_unit(cfg)
local coordinate_error = "invalid location in [move_unit]"
local path
if cfg.to_location then
path = {location_id = cfg.to_location}
elseif cfg.dir then
path = {dir = cfg.dir}
else
path = {to_x = cfg.to_x, to_y = cfg.to_y}
end
if not path then
wml.error(coordinate_error)
end
local fire_event = cfg.fire_event
local unshroud = cfg.clear_shroud
local muf_force_scroll = cfg.force_scroll
local check_passability = cfg.check_passability
if check_passability == nil then check_passability = true end
cfg = wml.literal(cfg)
cfg.to_location, cfg.to_x, cfg.to_y, cfg.fire_event, cfg.clear_shroud = nil
local units = wesnoth.units.find_on_map(cfg)
for current_unit_index, current_unit in ipairs(units) do
if not fire_event or current_unit.valid then
local locs = path_locs(path)
local x_list = {current_unit.x}
local y_list = {current_unit.y}
local pass_check = nil
if check_passability then pass_check = current_unit end
current_unit:extract()
local x, y = locs(current_unit)
local prevX, prevY = tonumber(current_unit.x), tonumber(current_unit.y)
while true do
x = tonumber(x) or wml.error(coordinate_error)
y = tonumber(y) or wml.error(coordinate_error)
if not (x == prevX and y == prevY) then x, y = wesnoth.find_vacant_tile(x, y, pass_check) end
if not x or not y then wml.error("Could not find a suitable hex near to one of the target hexes in [move_unit].") end
table.insert(x_list, x)
table.insert(y_list, y)
local next_x, next_y = locs(current_unit)
if not next_x and not next_y then break end
prevX, prevY = x, y
x, y = next_x, next_y
end
if current_unit.x < x then current_unit.facing = "se"
elseif current_unit.x > x then current_unit.facing = "sw"
end
local current_unit_cfg = current_unit.__cfg
wesnoth.wml_actions.move_unit_fake {
type = current_unit_cfg.type,
gender = current_unit_cfg.gender,
variation = current_unit_cfg.variation,
image_mods = current_unit.image_mods,
side = current_unit_cfg.side,
x = x_list,
y = y_list,
force_scroll = muf_force_scroll
}
local x2, y2 = current_unit.x, current_unit.y
current_unit.x, current_unit.y = x, y
current_unit:to_map()
if unshroud then
wesnoth.wml_actions.redraw {clear_shroud=true}
end
if fire_event then
wesnoth.fire_event("moveto", x, y, x2, y2)
end
end
end
end