wesnoth/data/lua/wml-conditionals.lua
2025-03-11 20:11:40 +01:00

58 lines
1.6 KiB
Lua

function wesnoth.wml_conditionals.proceed_to_next_scenario(cfg)
local endlevel_data = wesnoth.scenario.end_level_data
if not endlevel_data then
return false
else
return endlevel_data.proceed_to_next_level
end
end
function wesnoth.wml_conditionals.lua(cfg)
cfg = wml.shallow_literal(cfg)
local bytecode, message = load(cfg.code or "", cfg.name or nil)
if not bytecode then
error("~lua:" .. message, 0)
else
return bytecode(wml.get_child(cfg, "args"))
end
end
-- Add formula= to [variable]
-- Doesn't work for array variables though
local old_variable = wesnoth.wml_conditionals.variable
function wesnoth.wml_conditionals.variable(cfg)
if cfg.formula then
local value = wml.variables[cfg.name]
if cfg.as_type == 'unit' then
value = wesnoth.units.create(value)
elseif cfg.as_type == 'weapon' then
value = wesnoth.units.create_weapon(value)
end
local result = wesnoth.eval_formula(cfg.formula, {value = value})
-- WFL considers 0 as false; Lua doesn't
if result == 0 then return false end
return result
else
return old_variable(cfg)
end
end
function wesnoth.wml_conditionals.has_achievement(cfg)
return wesnoth.achievements.has(cfg.content_for, cfg.id);
end
function wesnoth.wml_conditionals.has_sub_achievement(cfg)
return wesnoth.achievements.has_sub_achievement(cfg.content_for, cfg.id, cfg.sub_id);
end
function wesnoth.wml_conditionals.have_side(cfg)
local sides = wesnoth.sides.find(cfg)
if cfg.count then
if #sides == cfg.count then return true else return false end
else
if sides[1] then return true else return false end
end
end