2018-03-16 11:26:21 +11:00

92 lines
3.3 KiB
Lua

-- Used for the bandit villages in S5. Much more specific than the village spawn implementations elsewhere,
-- since there are a lot more specific things needed (mostly the boss mechanics and village spreading)
local helper = wesnoth.require "helper"
local wml_actions = wesnoth.wml_actions
local _ = wesnoth.textdomain "wesnoth-ei"
local T = wml.tag
local vars = wml.variables
function wml_actions.spread_bandit_villages(cfg)
local x = cfg.x or helper.wml_error("[spread_bandit_villages] missing required x= attribute.")
local y = cfg.y or helper.wml_error("[spread_bandit_villages] missing required y= attribute.")
local count = cfg.count or helper.wml_error("[spread_bandit_villages] missing required count= attribute.")
local types = cfg.types or helper.wml_error("[spread_bandit_villages] missing required types= attribute.")
vars.villages_visited = 0
vars.boss_found = false
vars.bandit_types = types
local villages = wesnoth.get_villages(cfg)
-- Shouldn't happen in the scenario, but a failsafe is always nice.
if count > #villages then count = #villages end
local village_i
for i = 0, (count - 1) do
village_i = helper.rand("1.."..#villages)
vars[string.format("bandit_villages[%d].x", i)] = villages[village_i][1]
vars[string.format("bandit_villages[%d].y", i)] = villages[village_i][2]
table.remove(villages, village_i)
end
end
local function bandits_found(x,y)
local bandit_types = vars.bandit_types
local bandit_villages = wml.variable.get_array("bandit_villages")
local boss_found = vars.boss_found
local visited = vars.villages_visited
local rand1 = helper.rand("3,4")
local rand2 = helper.rand("2.."..rand1)
for i=1,rand2 do
local radius = 1
local locs
repeat
locs = wesnoth.get_locations({T["not"] { T.filter {} } , T["and"] { x = x, y = y, radius = radius } })
radius = radius + 1
until locs[1]
local bandit = helper.rand(bandit_types)
local loc_i = helper.rand("1.."..#locs)
wml_actions.move_unit_fake({x = string.format("%d,%d", x, locs[loc_i][1]), y = string.format("%d,%d", y, locs[loc_i][2]), type = bandit, side = "4"})
wesnoth.put_unit(locs[loc_i][1], locs[loc_i][2], { type = bandit, side = "4", random_traits = "yes", generate_name = "yes", upkeep = "loyal" })
end
if not boss_found and visited > 2 then
local boss_chance = (100 / #bandit_villages)
local rand3 = helper.rand("1..100")
if rand3 <= boss_chance or #bandit_villages < 3 then
vars.boss_found = true
local loc = wesnoth.get_locations({T["not"] { T.filter {} } , T["and"] { x = x, y = y, radius = 2 } })[1]
wesnoth.fire_event("boss_found", x, y, loc[1], loc[2])
end
end
end
function wml_actions.bandit_village_capture(cfg)
local bandit_villages = wml.variable.get_proxy_array("bandit_villages")
local x = cfg.x or helper.wml_error("[bandit_village_capture] missing required x= attribute.")
local y = cfg.y or helper.wml_error("[bandit_village_capture] missing required y= attribute.")
for i=1,#bandit_villages do
if bandit_villages[i].x == x and bandit_villages[i].y == y then
vars[string.format("bandit_villages[%d]"] = i - 1
local visited = vars.villages_visited
vars.villages_visited = visited + 1
wesnoth.fire("message" , { x = x , y = y , message = _"They're here!"})
bandits_found(x,y)
return
end
end
wesnoth.fire("message" , { x = x , y = y , message = _"No outlaws in this village."})
end