mirror of
https://github.com/wesnoth/wesnoth
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As of version 5.3, Lua converts a number which as an integer value to add ".0" to the end. Updating mainline to avoid the issue.
92 lines
3.5 KiB
Lua
92 lines
3.5 KiB
Lua
-- Used for the bandit villages in S5. Much more specific than the village spawn implementations elsewhere,
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-- since there are a lot more specific things needed (mostly the boss mechanics and village spreading)
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local helper = wesnoth.require "lua/helper.lua"
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local wml_actions = wesnoth.wml_actions
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local _ = wesnoth.textdomain "wesnoth-ei"
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local T = helper.set_wml_tag_metatable {}
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function wml_actions.spread_bandit_villages(cfg)
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local x = cfg.x or helper.wml_error("[spread_bandit_villages] missing required x= attribute.")
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local y = cfg.y or helper.wml_error("[spread_bandit_villages] missing required y= attribute.")
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local count = cfg.count or helper.wml_error("[spread_bandit_villages] missing required count= attribute.")
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local types = cfg.types or helper.wml_error("[spread_bandit_villages] missing required types= attribute.")
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wesnoth.set_variable("villages_visited", 0)
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wesnoth.set_variable("boss_found", false)
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wesnoth.set_variable("bandit_types", types)
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local villages = wesnoth.get_villages(cfg)
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-- Shouldn't happen in the scenario, but a failsafe is always nice.
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if count > #villages then count = #villages end
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local village_i
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for i = 0, (count - 1) do
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village_i = helper.rand("1.."..#villages)
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wesnoth.set_variable(string.format("bandit_villages[%d].x", i), villages[village_i][1])
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wesnoth.set_variable(string.format("bandit_villages[%d].y", i), villages[village_i][2])
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table.remove(villages, village_i)
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end
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end
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local function bandits_found(x,y)
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local bandit_types = wesnoth.get_variable("bandit_types")
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local bandit_villages = helper.get_variable_array("bandit_villages")
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local boss_found = wesnoth.get_variable("boss_found")
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local visited = wesnoth.get_variable("villages_visited")
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local rand1 = helper.rand("3,4")
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local rand2 = helper.rand("2.."..rand1)
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for i=1,rand2 do
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local radius = 1
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local locs
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repeat
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locs = wesnoth.get_locations({T["not"] { T.filter {} } , T["and"] { x = x, y = y, radius = radius } })
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radius = radius + 1
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until locs[1]
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local bandit = helper.rand(bandit_types)
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local loc_i = helper.rand("1.."..#locs)
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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"})
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wesnoth.put_unit(locs[loc_i][1], locs[loc_i][2], { type = bandit, side = "4", random_traits = "yes", generate_name = "yes", upkeep = "loyal" })
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end
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if not boss_found and visited > 2 then
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local boss_chance = (100 / #bandit_villages)
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local rand3 = helper.rand("1..100")
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if rand3 <= boss_chance or #bandit_villages < 3 then
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wesnoth.set_variable("boss_found", true)
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local loc = wesnoth.get_locations({T["not"] { T.filter {} } , T["and"] { x = x, y = y, radius = 2 } })[1]
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wesnoth.fire_event("boss_found", x, y, loc[1], loc[2])
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end
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end
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end
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function wml_actions.bandit_village_capture(cfg)
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local bandit_villages = helper.get_variable_proxy_array("bandit_villages")
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local x = cfg.x or helper.wml_error("[bandit_village_capture] missing required x= attribute.")
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local y = cfg.y or helper.wml_error("[bandit_village_capture] missing required y= attribute.")
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for i=1,#bandit_villages do
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if bandit_villages[i].x == x and bandit_villages[i].y == y then
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wesnoth.set_variable(string.format("bandit_villages[%d]", i - 1))
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local visited = wesnoth.get_variable("villages_visited")
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wesnoth.set_variable("villages_visited", visited + 1)
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wesnoth.fire("message" , { x = x , y = y , message = _"They're here!"})
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bandits_found(x,y)
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return
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end
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end
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wesnoth.fire("message" , { x = x , y = y , message = _"No outlaws in this village."})
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end
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