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-- ========== GENERATED BY ClassDef Editor (Ctrl-Alt-F3) DO NOT EDIT MANUALLY! ==========
DefineClass.BanterHasPlayed = {
__parents = { "Condition", "BanterFunctionObjectBase", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Banters", name = "Banters", help = "List of banters to play.",
editor = "preset_id_list", default = {}, preset_class = "BanterDef", item_default = "", },
{ id = "WaitOver", name = "And Over", help = "If any of the specified banters are still playing, they will be considered unplayed.",
editor = "bool", default = false, },
{ id = "Negate",
editor = "bool", default = false, },
},
Documentation = "Check if a banter has played, ever",
EditorNestedObjCategory = "Banter",
}
function BanterHasPlayed:GetEditorView()
if not self.Negate then
return Untranslated("If any of banter(s) played: ").. Untranslated(table.concat(self.Banters, ", "))
else
return Untranslated("None of banter(s) have played: ").. Untranslated(table.concat(self.Banters, ", "))
end
end
function BanterHasPlayed:__eval(obj, context)
if not g_ActiveBanters then return false end
local hasPlayed = false
for i, banter in ipairs(self.Banters) do
if g_BanterCooldowns[banter] then
hasPlayed = banter
break
end
end
if self.WaitOver and g_ActiveBanters[hasPlayed] then
hasPlayed = false
end
return hasPlayed
end
DefineClass.BanterIsPlaying = {
__parents = { "Condition", "BanterFunctionObjectBase", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Banters", name = "Banters", help = "List of banters to check.",
editor = "preset_id_list", default = {}, preset_class = "BanterDef", item_default = "", },
{ id = "Negate",
editor = "bool", default = false, },
},
Documentation = "Check if a banter is currently playing. Useful for repeatable effects. For one time effects use BanterHasPlayed.",
EditorNestedObjCategory = "Banter",
}
function BanterIsPlaying:GetEditorView()
if not self.Negate then
return Untranslated("If any of banter(s) are currently playing: ").. Untranslated(table.concat(self.Banters, ", "))
else
return Untranslated("None of banter(s) are currently playing: ").. Untranslated(table.concat(self.Banters, ", "))
end
end
function BanterIsPlaying:__eval(obj, context)
local isPlaying = false
for _, bantPlaying in ipairs(g_ActiveBanters) do
local idx = table.find(self.Banters, bantPlaying.preset.id)
if idx then
isPlaying = true
break
end
end
return isPlaying
end
DefineClass.CheckIsPersistentUnitDead = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "per_ses_id", name = "per_ses_id",
editor = "combo", default = false, items = function (self) return GetPersistentSessionIds() end, },
{ id = "Negate", name = "Negate",
editor = "bool", default = false, },
},
EditorView = Untranslated("Is unit with persistent id <u(per_ses_id)> dead"),
Documentation = "Checks if a unit with a given persistent id is dead",
EditorViewNeg = Untranslated("Unit with persistent id <u(per_ses_id)> is NOT dead"),
EditorNestedObjCategory = "Units",
}
function CheckIsPersistentUnitDead:__eval(obj, context)
local unitList = g_PersistentUnitData and g_PersistentUnitData[self.per_ses_id]
if not unitList then return false end
for i, u in ipairs(unitList) do
if u:IsDead() then
return true
end
end
return false
end
DefineClass.CheckSatelliteTimeRange = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "StartPoint",
editor = "combo", default = "FromCampaignStart", items = function (self) return {"FromCampaignStart", "WithinDay"} end, },
{ id = "TimeMinH", name = "Min Time", help = "in hours",
editor = "number", default = 0, },
{ id = "TimeMaxH", name = "Max Time", help = "in hours",
editor = "number", default = 1, min = 1, },
},
EditorView = Untranslated("Checks if current satellite time is between two values [<u(TimeMinH)> , <u(TimeMaxH)>) expressed in hours <u(StartPoint)>."),
Documentation = "Checks if the game time matches an interval.",
}
function CheckSatelliteTimeRange:__eval(obj, context)
if not Game.CampaignTimeStart then return false end
local min, max = self.TimeMinH, self.TimeMaxH
local onStartPassedHours = GetTimeAsTable(Game.CampaignTimeStart).hour
local passedHoursFromStart = (Game.CampaignTime - Game.CampaignTimeStart) / const.Scale.h
local passedHours = onStartPassedHours + passedHoursFromStart
if self.StartPoint == "FromCampaignStart" then
return passedHours >= min and passedHours < max
elseif self.StartPoint == "WithinDay" then
local passedHoursPerDay = passedHours % 24
return passedHoursPerDay >= min and passedHoursPerDay < max
end
end
function CheckSatelliteTimeRange:GetError()
if not self.TimeMinH and not self.TimeMaxH then
return "No time restriction specified"
end
if not self.StartPoint then
return "No Start Point specified"
end
end
DefineClass.CityHasLoyalty = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "City", help = "Check loyalty of the specified city.",
editor = "choice", default = false, items = function (self) return table.map(GetCurrentCampaignPreset().Cities, "Id") end, },
{ id = "Condition", help = "The comparison to perform.",
editor = "choice", default = false, items = function (self) return { ">=", "<=", ">", "<", "==", "~=" } end, },
{ id = "Amount", help = "Compare loyalty to this value.",
editor = "number", default = false, },
},
EditorView = Untranslated("if city <u(City)> loyalty is <u(Condition)><Amount>"),
Documentation = "Checks the loyalty of a specific city",
EditorNestedObjCategory = "Sectors",
}
function CityHasLoyalty:__eval(obj, context)
local loyalty = GetCityLoyalty(self.City)
return self:CompareOp(loyalty, context)
end
function CityHasLoyalty:GetError()
if not self.Condition then
return "Missing Condition"
elseif not self.Amount then
return "Missing Amount"
elseif not self.City then
return "Missing City"
end
end
function CityHasLoyalty:GetUIText(context, template, game)
local cityname = ""
cityname = gv_Cities and self.City and gv_Cities[self.City] and gv_Cities[self.City].DisplayName or not game and Untranslated("[CityName]") or ""
if self.Condition=="<" or self.Condition=="<=" then
return T{834231644194, "Low Loyalty with <em><city_name></em>", city_name = cityname or ""}
elseif self.Condition==">" or self.Condition==">=" or self.Condition=="==" then
return T{595954628454, "High Loyalty with <em><city_name></em>", city_name = cityname or ""}
end
end
DefineClass.CiviliansKilled = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "Condition", name = "condition", help = "Select the relation to the specified value.",
editor = "combo", default = ">=", items = function (self) return { ">=", "<=", ">", "<", "==", "~=" } end, },
{ id = "Amount", name = "Amount", help = "Set the value to check against.",
editor = "number", default = 0, min = 0, },
},
EditorView = Untranslated("If the player has killed <u(Condition)> <u(Amount)> civilians."),
EditorViewNeg = Untranslated("If the player has NOT killed <u(Condition)> <u(Amount)> civilians."),
Documentation = "Checks the amount of civilians the player has killed.",
EditorNestedObjCategory = "Player",
}
function CiviliansKilled:__eval(obj, context)
return self:CompareOp(gv_CiviliansKilled, context)
end
function CiviliansKilled:GetError()
if not self.Amount then
return "Specify the param amount"
end
end
DefineClass.CombatIsActive = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
},
EditorView = Untranslated("if combat in progress"),
EditorViewNeg = Untranslated("if no combat in progress"),
Documentation = "Checks for an active combat (turn-based mode).",
EditorNestedObjCategory = "Combat",
}
function CombatIsActive:__eval(obj, context)
return g_Combat
end
DefineClass.CombatTaskIsActive = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition",
editor = "bool", default = false, },
{ id = "task",
editor = "preset_id", default = false, preset_class = "CombatTask", },
},
EditorView = Untranslated("Combat Task <task> is active"),
EditorViewNeg = Untranslated("Combat Task <task> is not active"),
Documentation = "Check if specified CombatTask is currently active for any unit",
EditorNestedObjCategory = "Combat",
}
function CombatTaskIsActive:__eval(obj, context)
return self.task and FindActiveCombatTask(self.task)
end
DefineClass.CombatTurn = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Condition", name = "Condition",
editor = "choice", default = "==", items = function (self) return { ">=", "<=", ">", "<", "==", "~=" } end, },
{ id = "Amount",
editor = "number", default = 0, },
},
EditorView = Untranslated("Combat Turn <Condition> <Amount>"),
Documentation = "Checks the current turn in combat",
EditorNestedObjCategory = "Combat",
}
function CombatTurn:__eval(obj, context)
if not g_Combat then return false end
return self:CompareOp(g_Combat.current_turn, context)
end
DefineClass.EmailIsRead = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition",
editor = "bool", default = false, },
{ id = "emailId", name = "Email Id",
editor = "preset_id", default = false, preset_class = "Email", preset_filter = function (preset, obj, prop_meta)
return not preset.repeatable
end,
},
},
EditorView = Untranslated("If <u(emailId)> email is read."),
EditorViewNeg = Untranslated("If <u(emailId)> email is NOT read."),
Documentation = "Check if an Email is read.",
EditorNestedObjCategory = "Player",
}
function EmailIsRead:__eval(obj, context)
local emailReceived = gv_ReceivedEmails[self.emailId]
return emailReceived and GetReceivedEmail(self.emailId).read
end
function EmailIsRead:GetError()
if not self.emailId then
return "Specify an Email"
end
end
DefineClass.EnemySquadInSector = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "sector_id", help = "Sector id.",
editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, },
},
EditorView = Untranslated("An enemy squad is in <u(sector_id)> sector"),
EditorViewNeg = Untranslated("No enemy squad is in <u(sector_id)> sector"),
Documentation = "Checks if any type of enemy squad is in control of a given sector (meaning enemy control - no conflict and there's an enemy squad in that sector)",
EditorNestedObjCategory = "Sectors",
}
function EnemySquadInSector:__eval(obj, context)
local sector_id = self.sector_id
return gv_Sectors[sector_id] and not gv_Sectors[sector_id].conflict and #GetSectorSquadsFromSide(sector_id,"enemy1","enemy2") > 0
end
DefineClass.EvalForEachUnitInSector = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Sector", help = "Game sector to test.",
editor = "combo", default = "A1", items = function (self) return GetCampaignSectorsCombo() end, },
{ id = "Negate",
editor = "bool", default = false, },
{ id = "CheckFor", name = "Valid for units", help = "Conditions are true for 'all' or 'any' of mercs in that sector.",
editor = "combo", default = "any", items = function (self) return {"all", "any"} end, },
{ id = "Conditions", name = "Conditions", help = "Conditions to evaluate.",
editor = "nested_list", default = false, base_class = "Condition", },
},
Documentation = 'For each unit in each squad in the given sector, evaluates the nested conditions in order, evaluating to true if all of them evaluate to true. Target unit conditions must be with TargetUnit = "current unit"',
EditorView = Untranslated("if for <u(CheckFor)> units from sector '<u(Sector)>' all conditions are true."),
EditorViewNeg = Untranslated("if for <u(CheckFor)> units from sector '<u(Sector)>' at least one condition is false."),
EditorNestedObjCategory = "Units",
}
function EvalForEachUnitInSector:__eval(obj, context)
local conditions = self.Conditions
if not conditions or #conditions == 0 then
return true
end
if not context then context = {} end
context.is_sector_unit = true
context.target_units = {}
local check_for = self.CheckFor
local squads = GetSquadsInSector(self.Sector)
for i, squad in ipairs(squads) do
for j, unit_id in ipairs(squad.units) do
local unit = gv_UnitData[unit_id]
context.target_units[1] = unit
if _EvalConditionList(conditions, unit, context) then
if check_for == "any" then
context.is_sector_unit = false
return true
end
else
if check_for == "all" then
context.is_sector_unit = false
return false
end
end
end
end
context.is_sector_unit = false
return check_for == "all"
end
DefineClass.GroupIsDead = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "Group", name = "Group",
editor = "combo", default = "false", items = function (self) return GetUnitGroups() end, },
{ id = "Mode",
editor = "choice", default = "all", items = function (self) return { "all", "any" } end, },
},
EditorView = Untranslated("If <u(Mode)> from <u(Group)> are dead."),
EditorViewNeg = Untranslated("if not <u(Mode)> from <u(Group)> are dead"),
Documentation = "Checks if there are dead units from the group on the map",
EditorNestedObjCategory = "Units",
}
function GroupIsDead:__eval(obj, context)
-- Check in GameVar DeadGroupsInSectors
local deadGroups = DeadGroupsInSectors[gv_CurrentSectorId]
local gameVarResult = deadGroups and deadGroups[self.Group]
if gameVarResult then
if self.Mode == "any" then
return gameVarResult == "any" or gameVarResult == "all"
elseif self.Mode == "all" then
return gameVarResult == "all"
end
end
-- Nothing in GameVar(all allive or no info collected)
-- Check in MapVar Groups
local mapVarResult
local dead, alive = 0, 0
for _, obj in ipairs(Groups[self.Group]) do
if IsKindOf(obj, "Unit") then
if obj:IsDead() then
dead = dead + 1
else
alive = alive + 1
end
end
end
if dead > 0 then
if alive > 0 then
mapVarResult = "any"
else
mapVarResult = "all"
end
end
if mapVarResult then
if self.Mode == "any" then
return mapVarResult == "any" or mapVarResult == "all"
elseif self.Mode == "all" then
return mapVarResult == "all"
end
end
return false
end
DefineClass.GuardpostObjectiveDone = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "GuardpostObjective", name = "GuardpostObjective",
editor = "preset_id", default = false, preset_class = "GuardpostObjective", },
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
},
EditorView = Untranslated("If guardpost objective <u(GuardpostObjective)> is completed"),
EditorViewNeg = Untranslated("If guardpost objective <u(GuardpostObjective)> is NOT completed"),
Documentation = "Checks if a guardpost objective has been completed.",
EditorNestedObjCategory = "Sectors",
}
function GuardpostObjectiveDone:__eval(obj, context)
return IsGuardpostObjectiveDone(self.GuardpostObjective)
end
DefineClass.InteractableHasVisualObjects = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "InteractableGroup", help = "The group of the interactable",
editor = "combo", default = "false", items = function (self) return table.keys(Groups) end, },
},
StoreAsTable = false,
Documentation = "Can be used to detect if visuals of an interactable were destroyed etc.",
EditorView = Untranslated("if '<u(InteractableGroup)>' has visual objects"),
EditorViewNeg = Untranslated("if '<u(InteractableGroup)>' doesn't have visual objects"),
EditorNestedObjCategory = "Interactions",
}
function InteractableHasVisualObjects:__eval(obj, context)
local group = Groups[self.InteractableGroup]
for i, int in ipairs(group) do
if IsKindOf(int, "Interactable") then
local visual = ResolveInteractableVisualObjects(int, nil, nil, "findFirst")
if visual then
return true
end
return false
end
end
return false
end
DefineClass.InteractingMercHasItem = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "ItemId",
editor = "combo", default = false, items = function (self) return ClassDescendantsCombo("InventoryItem") end, },
{ id = "Equipped",
editor = "bool", default = false, },
},
EditorView = Untranslated("If the merc interacting with this has an item of class <u(ItemId)>"),
EditorViewNeg = Untranslated("If the merc interacting with this doesn't have an item of class <u(ItemId)>"),
Documentation = "If the merc interacting with an interactable has an item of a specific class",
EditorNestedObjCategory = "Mercs",
}
function InteractingMercHasItem:__eval(obj, context)
local unit = context and context.target_units
unit = unit and unit[1]
if not unit then return false end
local has = false
if self.Equipped then
has = unit:GetItemInSlot("Handheld A", self.ItemId) or
unit:GetItemInSlot("Handheld B", self.ItemId)
else
has = unit:GetItemInSlot("Inventory", self.ItemId)
end
return has
end
function InteractingMercHasItem:GetError()
if not self.ItemId then
return "Set Item!"
end
end
DefineClass.IsCurrentMap = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "MapFile",
editor = "combo", default = "", items = function (self) return ListMaps() end, },
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
},
Documentation = "Check if currently in tactical view on the specified map",
EditorNestedObjCategory = "Sectors",
EditorView = Untranslated("Currently in tactical view in <u(MapFile)>"),
EditorViewNeg = Untranslated("Currently not in tactical view in <u(MapFile)>"),
}
function IsCurrentMap:__eval(obj, context)
if gv_SatelliteView or not gv_Sectors then return false end
local sectorPreset = gv_Sectors[gv_CurrentSectorId]
if sectorPreset then
return sectorPreset.Map == self.MapFile
end
end
function IsCurrentMap:GetError()
if not self.MapFile then
return "specify map!"
end
end
DefineClass.IsDayOfTheWeek = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "WDay", name = "Day of the Week",
editor = "number", default = 1, min = 1, max = 7, },
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
},
EditorView = Untranslated("Current day is <day_name_number(WDay)>"),
EditorViewNeg = Untranslated("Current day is not <day_name_number(WDay)>"),
Documentation = "Used to check which day of the week the current day is (1 - Monday etc)",
EditorNestedObjCategory = "Sectors",
}
function IsDayOfTheWeek:__eval(obj, context)
--%w - Weekday as decimal number (1 - 7; Sunday is 1)
local actualDay
if self.WDay and self.WDay == 7 then
actualDay = 1
elseif self.WDay then
actualDay = self.WDay + 1
end
return GetTimeAsTable(Game.CampaignTime).wday == actualDay
end
DefineClass.IsSectorOperationStarted = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "sector_id", name = "Sector Id", help = "Sector id",
editor = "combo", default = "current", items = function (self) return table.iappend({{text="current",value="current"}}, GetCampaignSectorsCombo()) end, },
{ id = "operation", name = "Operation", help = "Operation to check",
editor = "combo", default = false, items = function (self) return table.keys(SectorOperations) end, },
},
EditorView = Untranslated("if <u(sector_id)> sector has Operation <u(operation)> in progress"),
EditorViewNeg = Untranslated("if <u(sector_id)> sector does not have Operation <u(operation)> in progress"),
Documentation = "Checks if the specified operation is being perfomed by a merc in the sector",
EditorNestedObjCategory = "Sectors",
}
function IsSectorOperationStarted:__eval(obj, context)
local sector_id = self.sector_id == "current" and gv_CurrentSectorId or self.sector_id
local mercs = GetPlayerSectorUnits(sector_id)
for _, merc in ipairs(mercs) do
if merc.Operation == self.operation then
return true
end
end
return false
end
function IsSectorOperationStarted:GetError()
if not self.operation then
return "Specify operation!"
end
end
DefineClass.IsTimeOfDay = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "TimeOfDay",
editor = "combo", default = "Day", items = function (self) return { "Day", "Night", "Sunrise", "Sunset" } end, },
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
},
EditorView = Untranslated("Time of day is <u(TimeOfDay)>"),
EditorViewNeg = Untranslated("Time of day is not <u(TimeOfDay)>"),
Documentation = "Used to check the time of day.",
EditorNestedObjCategory = "Sectors",
}
function IsTimeOfDay:__eval(obj, context)
local timeOfDay = CalculateTimeOfDay(Game.CampaignTime)
return timeOfDay == self.TimeOfDay
end
DefineClass.ItemIsFound = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "Sector", name = "Sector Id", help = "Sector id",
editor = "combo", default = "current", items = function (self) return table.iappend({{text="current",value="current"},{text = "all sectors", value = "all_sectors"}}, GetCampaignSectorsCombo()) end, },
{ id = "ItemId", name = "Item", help = "Item id that is looked for.",
editor = "preset_id", default = false, preset_class = "InventoryItemCompositeDef", },
{ id = "Amount", name = "Amount", help = "Amount of that item.",
editor = "number", default = 1, min = 1, },
{ id = "eval_count", name = "eval_count", help = "Amount of that item.",
editor = "number", default = 0, dont_save = true, no_edit = true, min = 0, },
},
EditorView = Untranslated("if any merc or opened container in <u(Sector)> sector has <u(ItemId)>(<Amount>) "),
EditorViewNeg = Untranslated("if any merc or opened container in <u(Sector)> sector haven't <u(ItemId)>(<Amount>) "),
Documentation = "if the item is in any merc or opened container in that sector",
EditorNestedObjCategory = "Player",
}
function ItemIsFound:__eval(obj, context)
-- sector
local sector_id = self.Sector
if self.Sector == "current" then
sector_id = gv_CurrentSectorId
end
-- units has item
self.eval_count = nil
local squads = GetSquadsInSector(sector_id)
for i, squad in ipairs(squads) do
for j, unit_id in ipairs(squad.units) do
local unit = gv_UnitData[unit_id]
unit:ForEachItemDef(self.ItemId, function(item, slot, self)
self.eval_count = self.eval_count + (IsKindOf(item, "InventoryStack") and item.Amount or 1)
if self.eval_count >= self.Amount then
return "break"
end
end, self)
if self.eval_count >= self.Amount then
return true
end
end
end
local amount = self.eval_count
self.eval_count = nil
-- sector opened containers has item
return SectorContainersHasItem(sector_id, self.ItemId, amount)
end
function ItemIsFound:GetError()
if not self.ItemId then
return "Set Item!"
end
end
DefineClass.ItemIsInMerc = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "Sector", name = "Sector Id", help = "Sector id.",
editor = "combo", default = "current", items = function (self) return table.iappend({{text="current",value="current"},{text = "all sectors", value = "all_sectors"}}, GetCampaignSectorsCombo()) end, },
{ id = "ItemId", name = "Item", help = "Item id that is looked for.",
editor = "preset_id", default = false, preset_class = "InventoryItemCompositeDef", },
{ id = "Amount", name = "Amount", help = "Amount of that item.",
editor = "number", default = 1, min = 1, },
{ id = "eval_count", name = "eval_count", help = "Amount of that item.",
editor = "number", default = 0, dont_save = true, no_edit = true, min = 0, },
},
EditorView = Untranslated("if any merc in <u(Sector)> sector has <u(ItemId)>(<Amount>) "),
EditorViewNeg = Untranslated("if any merc in <u(Sector)> sector haven't <u(ItemId)>(<Amount>) "),
Documentation = "if the item is in any merc in that sector",
EditorNestedObjCategory = "Mercs",
}
function ItemIsInMerc:__eval(obj, context)
-- sector
local sector_id = self.Sector
if self.Sector == "current" then
sector_id = gv_CurrentSectorId
end
-- units has item
self.eval_count = nil
local squads = self.Sector == "all_sectors" and GetPlayerMercSquads() or GetSquadsInSector(sector_id)
for i, squad in ipairs(squads) do
for j, unit_id in ipairs(squad.units) do
local unit = gv_UnitData[unit_id]
unit:ForEachItemDef(self.ItemId, function(item, slot, self)
self.eval_count = self.eval_count + (IsKindOf(item, "InventoryStack") and item.Amount or 1)
if self.eval_count >= self.Amount then
return "break"
end
end, self)
if self.eval_count >= self.Amount then
self.eval_count = nil
return true
end
end
end
self.eval_count = nil
end
function ItemIsInMerc:GetError()
if not self.ItemId then
return "Set Item!"
end
end
DefineClass.MercChatConditionCombatParticipate = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Days", name = "Days",
editor = "number", default = 14, no_edit = true, },
{ id = "PresetValue", name = "PresetValue",
editor = "choice", default = "<=3", items = function (self) return { { name = "low (<=3)", value = "<=3" }, { name = "high (>=10)", value = ">=10" }, } end, },
},
RequiredObjClasses = {
"MercChatBranch",
"UnitData",
},
EditorView = Untranslated("If merc fought in <u(PresetValue)> conflicts in the past <Days> days."),
Documentation = "Checks if the merc participated in a conflict in the last X days.",
EditorNestedObjCategory = "Merc Chat",
}
function MercChatConditionCombatParticipate:__eval(obj, context)
local mercId = obj.session_id
local conflicts = GetMercConflictsParticipatedWithinLastDays(mercId, self.Days, "unique")
-- todo: check substr and convert to number?
if self.PresetValue == "<=3" then
return conflicts <= 3
elseif self.PresetValue == "=>10" then
return conflicts >= 10
end
end
DefineClass.MercChatConditionDeathToll = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Days", name = "Days",
editor = "number", default = 14, no_edit = true, },
{ id = "PresetValue", name = "PresetValue",
editor = "choice", default = "0", items = function (self) return { { name = "good (0)", value = "0" }, { name = "moderate (1)", value = "1" }, { name = "high (2+)", value = "2+" } } end, },
},
RequiredObjClasses = {
"MercChatBranch",
},
EditorView = Untranslated("If <u(PresetValue)> dead mercs in last <Days> days."),
Documentation = "",
EditorNestedObjCategory = "Merc Chat",
}
function MercChatConditionDeathToll:__eval(obj, context)
local timeNow = Game and Game.CampaignTime or 0
local deadMercs = 0
local lastDaysInMs = self.Days * const.Scale.day
ForEachMerc(function(mId)
local ud = gv_UnitData and gv_UnitData[mId]
if ud and ud.HireStatus == "Dead" then
local deathTime = ud.HiredUntil
if timeNow - deathTime < lastDaysInMs then
deadMercs = deadMercs + 1
end
end
end)
local deadMercsCond = self.PresetValue
if deadMercsCond == "2+" then
return deadMercs >= 2
else
deadMercsCond = tonumber(deadMercsCond) or 0
return deadMercs == deadMercsCond
end
end
DefineClass.MercChatConditionLateRenew = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
RequiredObjClasses = {
"MercChatBranch",
"UnitData",
},
EditorView = Untranslated("If player is trying to renew contract when less than a day is left."),
Documentation = "",
EditorNestedObjCategory = "Merc Chat",
}
function MercChatConditionLateRenew:__eval(obj, context)
if obj.HireStatus ~= "Hired" then return false end
local contractLeft = obj.HiredUntil - Game.CampaignTime
return contractLeft < const.Scale.day
end
DefineClass.MercChatConditionMoney = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "PresetValue", name = "PresetValue",
editor = "choice", default = "<=10", items = function (self) return { { name = "low (<=10k)", value = "<=10" }, { name = "high (>=50k)", value = ">=50" }, } end, },
},
RequiredObjClasses = {
"MercChatBranch",
"UnitData",
},
EditorView = Untranslated("If player has <u(PresetValue)> money."),
Documentation = "",
EditorNestedObjCategory = "Merc Chat",
}
function MercChatConditionMoney:__eval(obj, context)
local money = Game.Money
-- todo: check substr and convert to number?
if self.PresetValue == "<=10" then
return money <= 10000
elseif self.PresetValue == ">=50" then
return money >= 50000
end
end
DefineClass.MercChatConditionRehire = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "PresetValue", name = "PresetValue",
editor = "choice", default = "0", items = function (self) return { { name = "none", value = "0" }, { name = "low (1-2)", value = "1-2" }, { name = "high (5+)", value = "5+" } } end, },
},
RequiredObjClasses = {
"MercChatBranch",
"UnitData",
},
EditorView = Untranslated("If player has <u(PresetValue)> contracts/extensions with the merc."),
Documentation = "",
EditorNestedObjCategory = "Merc Chat",
}
function MercChatConditionRehire:__eval(obj, context)
local mercId = obj.session_id
local contracts = GetMercStateFlag(mercId, "HireCount") or 0
if self.PresetValue == "0" and contracts == 0 then return true end
if self.PresetValue == "1-2" and contracts >= 1 and contracts <= 2 then return true end
if self.PresetValue == "5+" and contracts >= 5 then return true end
return false
end
DefineClass.MercChatConditionWhim = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Days", name = "Days",
editor = "number", default = 1, no_edit = true, },
{ id = "PresetValue", name = "PresetValue",
editor = "choice", default = 20, items = function (self) return { { name = "normal (20%)", value = 20 }, { name = "low (10%)", value = 10 }, { name = "high (50%)", value = 50 } } end, },
},
RequiredObjClasses = {
"MercChatBranch",
"UnitData",
},
EditorView = Untranslated("If <u(PresetValue)>% chance. Rerolled once every <Days> days per merc."),
Documentation = "",
EditorNestedObjCategory = "Merc Chat",
}
function MercChatConditionWhim:__eval(obj, context)
local mercId = obj.session_id
local dayHash = xxhash(mercId, (Game.CampaignTime / const.Scale.day) / self.Days, Game.id)
local roll = 1 + BraidRandom(dayHash, 100)
CombatLog("debug", "MercChatWhim rolled " .. roll)
return roll < self.PresetValue
end
DefineClass.MercIsLikedDisliked = {
__parents = { "Condition", "UnitTarget", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "Relation", name = "Relation", help = "Choose to search in Likes or Dislikes",
editor = "combo", default = "Likes", items = function (self) return {"Likes", "Dislikes"} end, },
{ id = "Object", name = "Object",
editor = "combo", default = false, items = function (self) return MercPresetCombo() end, },
},
Documentation = "Checks if a specific merc has another one in his Likes/Dislikes tables.",
EditorNestedObjCategory = "Mercs",
}
function MercIsLikedDisliked:__eval(obj, context)
local subject = self.TargetUnit
local relation = self.Relation
local object = self.Object
if relation == "Likes" then
if table.find(gv_UnitData[subject].Likes, object) then return true end
elseif relation == "Dislikes" then
if table.find(gv_UnitData[subject].Dislikes, object) then return true end
end
return false
end
function MercIsLikedDisliked:GetEditorView()
if self.Negate then
return T{Untranslated("if '<u(TargetUnit)>' NOT '<u(relation)>' '<u(Object)>'."), Object = self.Object, relation = self.Relation }
else
return T{Untranslated("if '<u(TargetUnit)>' '<u(relation)>' '<u(Object)>'."), Object = self.Object, relation = self.Relation}
end
end
function MercIsLikedDisliked:GetError()
if not self.TargetUnit then
return "Specify the object"
end
if not self.Object then
return "Specify the subject"
end
if not self.Relation then
return "Specify the relation"
end
end
DefineClass.PlayerControlCities = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ category = "General", id = "Condition", name = "condition", help = "Select the relation to player cities count.",
editor = "combo", default = ">", items = function (self) return { ">=", "<=", ">", "<", "==", "~=" } end, },
{ category = "General", id = "Amount", name = "Amount", help = "Set the value to check against.",
editor = "number", default = 0, min = 0, },
{ category = "General", id = "CitySectors", help = "Count number of sectors that belong to any city rather than unique cities.",
editor = "bool", default = false, },
},
EditorView = Untranslated("Player cities <u(Condition)> <Amount>"),
Documentation = "Checks player cities count",
EditorNestedObjCategory = "Sectors",
}
function PlayerControlCities:__eval(obj, context)
local cityCount = GetPlayerCityCount(self.CitySectors)
return self:CompareOp(cityCount)
end
DefineClass.PlayerControlSectors = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "POIs", name = "Required POIs", help = "Only sectors which contain the POIs specified will be counted; choose 'all' to count all sectors.",
editor = "choice", default = "all", items = function (self) return GetSectorPOITypes() end, },
{ category = "General", id = "Condition", name = "condition", help = "Select the relation to matching sectors count.",
editor = "combo", default = ">", items = function (self) return { ">=", "<=", ">", "<", "==", "~=" } end, },
{ category = "General", id = "Amount", name = "Amount", help = "Set the value to check against.",
editor = "number", default = 0, min = 0, },
},
Documentation = "Checks player sectors matching the specified POIs count",
EditorNestedObjCategory = "Sectors",
}
function PlayerControlSectors:GetEditorView()
if self.POIs == "all" then
return Untranslated("Player sectors <u(Condition)> <Amount>")
else
return Untranslated(string.format("Player sectors with %s =<u(Condition)> <Amount>", self.POIs))
end
end
function PlayerControlSectors:__eval(obj, context)
return self:CompareOp(gv_PlayerSectorCounts[self.POIs] or 0)
end
DefineClass.PlayerHasALowHealthMerc = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ category = "General", id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
},
EditorView = Untranslated("Player has a merc that is not in full health"),
EditorViewNeg = Untranslated("All player mercs are at full health"),
Documentation = "Checks if the player has at least one merc that is not on full health",
EditorNestedObjCategory = "Mercs",
}
function PlayerHasALowHealthMerc:__eval(obj, context)
if gv_SatelliteView then
for _, squad in ipairs(g_SquadsArray) do
if squad.Side == "player1" then
for i, u in ipairs(squad.units or empty_table) do
if gv_UnitData[u] and gv_UnitData[u].HitPoints < gv_UnitData[u].MaxHitPoints then
return true
end
end
end
end
else
for _, team in ipairs(g_Teams) do
if team.side == "player1" then
for _, u in ipairs(team.units) do
if u.HitPoints < u.MaxHitPoints then
return true
end
end
end
end
end
return false
end
DefineClass.PlayerHasAWoundedMerc = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ category = "General", id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
},
EditorView = Untranslated('Player has a merc with at least 1 stack of "Wounded" character effect'),
EditorViewNeg = Untranslated("All player mercs are not wounded"),
Documentation = "Checks if the player has at least one wounded merc",
EditorNestedObjCategory = "Mercs",
}
function PlayerHasAWoundedMerc:__eval(obj, context)
if gv_SatelliteView then
for _, squad in ipairs(g_SquadsArray) do
if squad.Side == "player1" then
for i, u in ipairs(squad.units or empty_table) do
local unit = gv_UnitData[u]
local idx = unit:HasStatusEffect("Wounded")
if idx and unit.StatusEffects[idx].stacks>0 then
return true
end
end
end
end
else
for _, team in ipairs(g_Teams) do
if team.side == "player1" then
for _, unit in ipairs(team.units) do
local idx = unit:HasStatusEffect("Wounded")
if idx and unit.StatusEffects[idx].stacks>0 then
return true
end
end
end
end
end
return false
end
DefineClass.PlayerHasMoney = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ category = "General", id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ category = "General", id = "Condition", name = "condition", help = "Select the relation to the specified value.",
editor = "combo", default = ">=", items = function (self) return { ">=", "<=", ">", "<", "==", "~=" } end, },
{ category = "General", id = "Amount", name = "Amount", help = "Set the value to check against.",
editor = "number", default = 0, min = 0, },
},
EditorView = Untranslated("if player's money <u(Condition)> <money(Amount)>"),
EditorViewNeg = Untranslated("if player's money are not <u(Condition)> <money(Amount)>"),
Documentation = "Checks the amount of money that the player has.",
EditorNestedObjCategory = "Player",
}
function PlayerHasMoney:__eval(obj, context)
return self:CompareOp(Game.Money, context)
end
function PlayerHasMoney:GetUIText(context)
--[[if self.Negate then
return T{222544399443, "<money(Amount)> required", Amount = self.Amount}
else
return T{982094780061, "Give <money(Amount)>", Amount = self.Amount}
end
--]]
end
function PlayerHasMoney:GetError()
if not self.Amount then
return "Specify the param amount"
end
end
DefineClass.PlayerIsInSectors = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition",
editor = "bool", default = false, },
{ id = "Sectors", name = "Sectors", help = "Check if the game play is in that sector.",
editor = "string_list", default = {"A1"}, item_default = "A1", items = function (self) return GetCampaignSectorsCombo() end, },
},
Documentation = "Checks if the game play is in any of sectors.",
EditorNestedObjCategory = "Sectors",
}
function PlayerIsInSectors:__eval(obj, context)
return not gv_SatelliteView and gv_CurrentSectorId and table.find(self.Sectors, gv_CurrentSectorId)
end
function PlayerIsInSectors:GetEditorView()
if self.Negate then
return T{672591083408, "if NOT in any of sectors {<u(text)>}", text = table.concat(self.Sectors, ", ")}
else
return T{484570727486, "if in any of sectors {<u(text)>}", text = table.concat(self.Sectors, ", ")}
end
end
DefineClass.PlayerIsInSectorsOfTier = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "UpTo",
editor = "bool", default = true, },
{ id = "MapTier", name = "MapTier",
editor = "number", default = 0, scale = 10, step = 5, min = 0, max = 50, },
},
Documentation = "Checks if in tactical view on a sector of a specific tier.",
EditorNestedObjCategory = "Sectors",
}
function PlayerIsInSectorsOfTier:__eval(obj, context)
if gv_SatelliteView then return false end
local sector = gv_Sectors[gv_CurrentSectorId]
if not sector then return false end
local sectorTier = sector.MapTier
if self.UpTo then
return sectorTier <= self.MapTier
end
return sectorTier == self.MapTier
end
function PlayerIsInSectorsOfTier:GetEditorView()
if self.UpTo then
return T{Untranslated("if in sector of tier <FormatScale(MapTier, 10)> or lower"), self}
else
return T{Untranslated("If in sector of tier <FormatScale(MapTier, 10)>"), self}
end
end
DefineClass.PlayerIsPlayerTurn = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ category = "General", id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition",
editor = "bool", default = false, },
},
EditorView = Untranslated("if player's turn in combat"),
EditorViewNeg = Untranslated("if not player's turn in combat"),
Documentation = "Checks it is the player's turn in combat",
EditorNestedObjCategory = "Combat",
}
function PlayerIsPlayerTurn:__eval(obj, context)
return g_Combat and g_Combat.start_reposition_ended and IsNetPlayerTurn()
end
DefineClass.PlayerSquadPresentInSectors = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition",
editor = "bool", default = false, },
{ id = "Sector", name = "Sector",
editor = "combo", default = "I1", items = function (self) return GetCampaignSectorsCombo() end, },
},
Documentation = "Checks if the player has a squad in the specified sector",
EditorNestedObjCategory = "Sectors",
}
function PlayerSquadPresentInSectors:__eval(obj, context)
local playerSquadsHere = GetSquadsInSector(self.Sector, false, false, true)
return #playerSquadsHere > 0
end
function PlayerSquadPresentInSectors:GetEditorView()
if self.Negate then
return T{736317896521, "if player has NO squad in sector {<u(text)>}", text = self.Sector}
else
return T{572189738813, "if player has a squad in sector {<u(text)>}", text = self.Sector}
end
end
DefineClass.QuestConditionBase = {
__parents = { "Condition", "QuestFunctionObjectBase", },
__generated_by_class = "ClassDef",
EditorNestedObjCategory = "Quests",
}
function QuestConditionBase:OnAfterEditorNew(obj, socket, paste)
if not paste then
local quest_def = GetParentTableOfKindNoCheck(self, "QuestsDef")
if quest_def then
self.QuestId = quest_def.id
end
end
end
DefineClass.QuestHasTimerPassed = {
__parents = { "QuestConditionBase", },
__generated_by_class = "ConditionDef",
properties = {
{ category = "General", id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ category = "General", id = "QuestId", name = "Quest id", help = "Quest to check.",
editor = "preset_id", default = false, preset_class = "QuestsDef", preset_filter = function (preset, obj, prop_meta)
return QuestHasVariable(preset, "QuestVarNum")
end,
},
{ category = "General", id = "TimerVariable", help = "Quest variable to check.",
editor = "choice", default = false, items = function (self) return GetQuestsVarsCombo(self.QuestId, "Num") end, },
},
EditorViewNeg = Untranslated("if <u(TimerVariable)>:<u(QuestId)> has not passed."),
EditorView = Untranslated("if <u(TimerVariable)>:<u(QuestId)> has passed."),
Documentation = "Tests whether a timer set by QuestSetVariableTimer has passed.",
}
function QuestHasTimerPassed:__eval(obj, context)
if #(self.QuestId or "") == 0 or not self.TimerVariable then return false end
local quest = QuestGetState(self.QuestId or "")
local timerVal = rawget(quest, self.TimerVariable)
-- Special check for when the timer is unset
if not timerVal or timerVal == 0 then return false end
return timerVal < Game.CampaignTime
end
function QuestHasTimerPassed:GetError()
if not self.QuestId or self.QuestId=="" then
return "Specify the quest!"
end
if not self.TimerVariable then
return "Specify the variable which holds the timer! Can be set via QuestSetVariableTimer"
end
end
DefineClass.QuestIsTCEState = {
__parents = { "QuestConditionBase", },
__generated_by_class = "ConditionDef",
properties = {
{ category = "General", id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ category = "General", id = "QuestId", name = "Quest id", help = "Quest to check.",
editor = "preset_id", default = false, preset_class = "QuestsDef", },
{ category = "General", id = "Prop", name = "Quest Variable", help = "Quest TCE to check",
editor = "choice", default = false, items = function (self) return GetQuestsVarsCombo(self.QuestId, "TCEState") end, },
{ category = "General", id = "Value", name = "Value", help = "Possible TCEState values to check for.",
editor = "choice", default = false, items = function (self) return {true, false, "done"} end, },
},
Documentation = "Test value of TCEState quest variable",
}
function QuestIsTCEState:__eval(obj, context)
if not self.QuestId or self.QuestId=="" or not self.Prop then return false end
local quest = QuestGetState(self.QuestId or "")
local val = rawget(quest,self.Prop)
return val == self.Value
end
function QuestIsTCEState:GetError()
if not self.QuestId or self.QuestId=="" then
return "Specify the quest!"
end
if not self.Prop then
return "Specify the TCE state variable to check!"
end
end
function QuestIsTCEState:GetEditorView()
local value = self.Value
if value == true and not self.Negate or value == false and self.Negate then
return Untranslated("if <u(Prop)> (<u(QuestId)>)")
elseif value == false and not self.Negate or value == true and self.Negate then
return Untranslated("if not <u(Prop)> (<u(QuestId)>)")
end
assert( value == "done" )
if self.Negate then
return Untranslated("if <u(Prop)> ~= done (<u(QuestId)>)")
else
return Untranslated("if <u(Prop)> == done (<u(QuestId)>)")
end
end
DefineClass.QuestIsVariableBool = {
__parents = { "QuestConditionBase", },
__generated_by_class = "ConditionDef",
properties = {
{ category = "General", id = "QuestId", name = "Quest id", help = "Quest to check.",
editor = "preset_id", default = false, preset_class = "QuestsDef", preset_filter = function (preset, obj, prop_meta)
return QuestHasVariable(preset, "QuestVarBool")
end,
},
{ category = "General", id = "Condition", help = 'The "and" value checks whether all variables have the specified value; "or" checks whether any of them has it.',
editor = "choice", default = "and", items = function (self) return { "and", "or" } end, },
{ category = "General", id = "Vars", name = "Vars to check", help = "Click on a variable to turn it green, click again to turn it red. The condition will check if all of the green are true AND all of the red are false.",
editor = "set", default = false, three_state = true, items = function (self) return table.keys2(QuestGetVariables(self.QuestId), "sorted") end, },
{ id = "__eval",
editor = "func", default = function (self)
if not self.QuestId or self.QuestId=="" or not self.Vars or not next(self.Vars) then return false end
local quest = QuestGetState(self.QuestId or "")
local first_var = next(self.Vars)
if next(self.Vars, first_var) == nil then -- only check one var, reduce to simple lookup
local value = rawget(quest, first_var)
if self.Vars[first_var] then
return not not value
else -- set self.Vars holds false for vars that should be negated
return not value
end
end
if self.Condition == "and" then
for var, condition in pairs(self.Vars) do
local val = rawget(quest, var)
if condition == true then -- check for var
if not val then return false end
else -- check for NOT var
if val then return false end
end
end
return true
else
for var, condition in pairs(self.Vars) do
local val = rawget(quest, var)
if condition == true then -- check for var
if val then return true end
else -- check for NOT var
if not val then return true end
end
end
return false
end
end, read_only = true, },
},
Documentation = "Test value of bool quest variable",
}
function QuestIsVariableBool:GetError()
if not self.QuestId or self.QuestId=="" then
return "Specify the quest!"
end
if not self.Vars or not next(self.Vars) then
return "Specify the vars to check!"
end
if self.Negate then
return "Use per-var negation via the Vars property instead of Negate!"
end
end
function QuestIsVariableBool:GetEditorView()
if not self.Vars or not next(self.Vars) then
return Untranslated("(no vars selected to check)")
end
local vars = {}
for var, condition in sorted_pairs(self.Vars) do
vars[#vars+1] = condition and var or ("not " .. var)
end
vars = table.concat(vars, " " .. self.Condition .. " ")
if self.Negate then
return Untranslated("if not (" .. vars .. ") (<u(QuestId)>)")
else
return Untranslated("if " .. vars .. " (<u(QuestId)>)")
end
end
function QuestIsVariableBool:OnEditorSetProperty(prop_id, old_value, ged)
if prop_id=="QuestId" then
self.Vars = nil
end
end
function QuestIsVariableBool:OnPreSave()
if not next(self.Vars) then
self.__eval = empty_func
return
end
local checks = {}
for var, condition in sorted_pairs(self.Vars) do
local format = var:match("^[%a_][%w_]*$") and "%squest.%s" or "%squest['%s']"
table.insert(checks, string.format(format, condition and "" or "not ", var))
end
local quest = self.QuestId or ""
local code = string.format("local quest = gv_Quests['%s'] or QuestGetState('%s')\n", quest, quest)
local cond = string.format(" %s ", self.Condition)
code = code .. string.format("return %s", table.concat(checks, cond))
self.__eval = CompileFunc("__eval", "", code)
end
DefineClass.QuestIsVariableNum = {
__parents = { "QuestConditionBase", },
__generated_by_class = "ConditionDef",
properties = {
{ category = "General", id = "QuestId", name = "Quest id", help = "Quest to check.",
editor = "preset_id", default = false, preset_class = "QuestsDef", preset_filter = function (preset, obj, prop_meta)
return QuestHasVariable(preset, "QuestVarNum")
end,
},
{ category = "General", id = "Prop", name = "Quest Variable", help = "Quest variable to check.",
editor = "choice", default = false, items = function (self) return GetQuestsVarsCombo(self.QuestId, "Num") end, },
{ category = "General", id = "Condition", name = "condition", help = "Select the relation to the specified value.",
editor = "combo", default = ">=", items = function (self) return { ">=", "<=", ">", "<", "==", "~=" } end, },
{ category = "General", id = "AgainstVar", name = "Against variable", help = "Check to compare with another quest variable.",
editor = "bool", default = false, },
{ category = "General", id = "QuestId2", name = "Quest id", help = "Quest with variable to compare against.",
editor = "preset_id", default = false,
no_edit = function(self) return not self.AgainstVar end, preset_class = "QuestsDef", },
{ category = "General", id = "Prop2", name = "Quest Variable", help = "Quest variable to compare against.",
editor = "choice", default = false,
no_edit = function(self) return not self.AgainstVar end, items = function (self) return GetQuestsVarsCombo(self.QuestId2, "Num") end, },
{ category = "General", id = "Amount", name = "Amount", help = "Value to check against.",
editor = "number", default = 0,
no_edit = function(self) return self.AgainstVar end, },
},
Documentation = "Tests the value of a numeric quest variable",
}
function QuestIsVariableNum:__eval(obj, context)
if not self.QuestId or self.QuestId=="" or not self.Prop then return false end
local quest = QuestGetState(self.QuestId or "")
local val = rawget(quest, self.Prop)
local amount = self.Amount
if self.AgainstVar then
local quest2 = QuestGetState(self.QuestId2 or "")
amount = rawget(quest, self.Prop2)
end
return val and self:CompareOp(val, context, amount)
end
function QuestIsVariableNum:GetEditorView()
if not self.AgainstVar then
return Untranslated("if <u(Prop)> <u(Condition)> <Amount> (<u(QuestId)>)")
end
return Untranslated("if <u(Prop)>(<u(QuestId)>) <u(Condition)> <u(Prop2)>(<u(QuestId2)>) ")
end
function QuestIsVariableNum:GetError()
if not self.QuestId or self.QuestId=="" then
return "Specify the quest!"
end
if not self.Prop then
return "Specify the param to check!"
end
if not self.Amount then
return "Specify the param amount"
end
end
DefineClass.QuestIsVariableText = {
__parents = { "QuestConditionBase", },
__generated_by_class = "ConditionDef",
properties = {
{ category = "General", id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ category = "General", id = "QuestId", name = "Quest id", help = "Quest to check",
editor = "preset_id", default = false, preset_class = "QuestsDef", preset_filter = function (preset, obj, prop_meta)
return QuestHasVariable(preset, "QuestVarText")
end,
},
{ category = "General", id = "Prop", name = "Quest Variable", help = "Quest variable to check.",
editor = "choice", default = false, items = function (self) return GetQuestsVarsCombo(self.QuestId, "Text") end, },
{ category = "General", id = "Text", name = "Text", help = "Value to check for.",
editor = "text", default = "", },
},
EditorView = Untranslated("if <u(Prop)> == '<u(Text)>' (<u(QuestId)>)"),
EditorViewNeg = Untranslated("if <u(Prop)> ~= '<u(Text)>' (<u(QuestId)>)"),
Documentation = "Test value of text quest variable",
}
function QuestIsVariableText:__eval(obj, context)
if not self.QuestId or self.QuestId=="" or not self.Prop then return false end
local quest = QuestGetState(self.QuestId or "")
local val = rawget(quest,self.Prop)
return val and val==self.Text
end
function QuestIsVariableText:GetError()
if not self.QuestId or self.QuestId=="" then
return "Specify the quest!"
end
if not self.Prop then
return "Specify the param to check!"
end
end
DefineClass.QuestKillTCEsOnCompleted = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
Documentation = "Kill TCEs check is on quest completed.",
EditorNestedObjCategory = "Quests",
}
function QuestKillTCEsOnCompleted:__eval(obj, context)
local quest_def = GetParentTableOfKind(self, "QuestsDef")
if not quest_def then return false end
local quest = QuestGetState(quest_def.id or "")
return QuestIsBoolVar(quest,"Completed",true)
end
function QuestKillTCEsOnCompleted:GetEditorView()
return Untranslated("if the quest is \"completed\"")
end
DefineClass.SatelliteGameplayRunning = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ category = "General", id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
},
EditorView = Untranslated("Is satellite gameplay running"),
EditorViewNeg = Untranslated("Is satellite gameplay not running"),
Documentation = "Checks if the player is in satellite view and there is no conflict",
EditorNestedObjCategory = "Player",
}
function SatelliteGameplayRunning:__eval(obj, context)
return gv_SatelliteView and not IsConflictMode()
end
DefineClass.SectorCheckCity = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "sector_id", name = "Sector Id", help = "Sector id.",
editor = "combo", default = "current", items = function (self) return table.iappend({{text="current",value="current"}}, GetCampaignSectorsCombo()) end, },
{ id = "city", name = "City", help = "Specify city.",
editor = "combo", default = "ErnieVillage", items = function (self) return table.map(GetCurrentCampaignPreset().Cities, "Id") end, },
},
EditorView = Untranslated("if <u(sector_id)> sector is a part of city <u(city)>"),
EditorViewNeg = Untranslated("if <u(sector_id)> sector is not a part of city <u(city)>"),
Documentation = "Checks if the current sector is a part of the specified city",
EditorNestedObjCategory = "Sectors",
}
function SectorCheckCity:__eval(obj, context)
local sector_id = self.sector_id == "current" and gv_CurrentSectorId or self.sector_id
return gv_Sectors[sector_id] and gv_Sectors[sector_id].City == self.city
end
DefineClass.SectorCheckOwner = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "sector_id", name = "Sector Id", help = "Sector id.",
editor = "combo", default = "current", items = function (self) return table.iappend({{text="current",value="current"}}, GetCampaignSectorsCombo()) end, },
{ id = "owner", name = "Owner", help = "Specify owner.",
editor = "combo", default = "any player", items = function (self) return table.iappend( {"any player", "any enemy", }, Sides) end, },
},
EditorView = Untranslated("if <u(sector_id)> sector is controlled by <u(owner)>"),
EditorViewNeg = Untranslated("if <u(sector_id)> sector is not controlled by <u(owner)>"),
Documentation = "Checks if the current sector is controlled by defined owner",
EditorNestedObjCategory = "Sectors",
}
function SectorCheckOwner:__eval(obj, context)
local sector_id = self.sector_id == "current" and gv_CurrentSectorId or self.sector_id
if not gv_Sectors[sector_id] or not GetCurrentCampaignPreset() then return end
local sector_side = gv_Sectors[sector_id].Side
if self.owner == "any player" then
for _, side in ipairs(SideDefs) do
if side.Player and side.Id == sector_side then
return true
end
end
elseif self.owner == "any enemy" then
for _, side in ipairs(SideDefs) do
if side.Enemy and side.Id == sector_side then
return true
end
end
end
return sector_side == self.owner
end
DefineClass.SectorHasDepletedMine = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "sector_id", name = "Sector Id", help = "Sector id.",
editor = "combo", default = "current", items = function (self) return table.iappend({{text="current",value="current"}}, GetCampaignSectorsCombo()) end, },
},
EditorView = Untranslated("if <u(sector_id)> sector has a depleted mine"),
EditorViewNeg = Untranslated("if <u(sector_id)> sector does not have a depleted mine"),
Documentation = "Checks if the specified sector has a depleted mine",
EditorNestedObjCategory = "Sectors",
}
function SectorHasDepletedMine:__eval(obj, context)
local sector_id = self.sector_id == "current" and gv_CurrentSectorId or self.sector_id
local sector = gv_Sectors[sector_id]
return sector and sector.Mine and sector.mine_depleted
end
DefineClass.SectorHasHospital = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "sector_id", name = "Sector Id", help = "Sector id.",
editor = "combo", default = "current", items = function (self) return table.iappend({{text="current",value="current"}}, GetCampaignSectorsCombo()) end, },
},
EditorView = Untranslated("if <u(sector_id)> sector has a hospital"),
EditorViewNeg = Untranslated("if <u(sector_id)> sector does not have a hospital"),
Documentation = "Checks if the specified sector has a hospital",
EditorNestedObjCategory = "Sectors",
}
function SectorHasHospital:__eval(obj, context)
local sector_id = self.sector_id == "current" and gv_CurrentSectorId or self.sector_id
return gv_Sectors[sector_id] and gv_Sectors[sector_id].Hospital
end
DefineClass.SectorHasIntel = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "sector_id", name = "Sector Id", help = "Sector id.",
editor = "combo", default = "current", items = function (self) return table.iappend({{text="current",value="current"}}, GetCampaignSectorsCombo()) end, },
},
EditorView = Untranslated("if <u(sector_id)> sector's intel is discovered"),
EditorViewNeg = Untranslated("if <u(sector_id)> sector's intel isn't discovered"),
Documentation = "Checks if the current or specified sector has its intel discovered.",
EditorNestedObjCategory = "Sectors",
}
function SectorHasIntel:__eval(obj, context)
local sector_id = self.sector_id == "current" and gv_CurrentSectorId or self.sector_id
return gv_Sectors[sector_id] and gv_Sectors[sector_id].intel_discovered
end
DefineClass.SectorInWarningState = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "sector_id", name = "Sector Id", help = "Sector id.",
editor = "combo", default = "current", items = function (self) return table.iappend({{text="current",value="current"}}, GetCampaignSectorsCombo()) end, },
},
EditorView = Untranslated("If <u(sector_id)> sector is currently in a warning state."),
EditorViewNeg = Untranslated("If <u(sector_id)> sector is NOT currently in a warning state."),
Documentation = "Checks if the current or specified sector is currently in a warning state.",
EditorNestedObjCategory = "Sectors",
}
function SectorInWarningState:__eval(obj, context)
local sector_id = self.sector_id == "current" and gv_CurrentSectorId or self.sector_id
return gv_Sectors[sector_id] and gv_Sectors[sector_id].inWarningState
end
DefineClass.SectorIsInConflict = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "sector_id", help = "Sector id.",
editor = "combo", default = "current", items = function (self) return table.iappend({{text="current",value="current"}}, GetCampaignSectorsCombo()) end, },
},
EditorView = Untranslated("if conflict in <u(sector_id)> sector"),
EditorViewNeg = Untranslated("if no conflict in <u(sector_id)> sector"),
Documentation = "Checks if the current sector is currently in conflict",
EditorNestedObjCategory = "Sectors",
}
function SectorIsInConflict:__eval(obj, context)
local sector_id = self.sector_id == "current" and gv_CurrentSectorId or self.sector_id
return gv_Sectors[sector_id] and gv_Sectors[sector_id].conflict
end
DefineClass.SectorMilitiaMax = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "sector_id", name = "Sector Id", help = "Sector id.",
editor = "combo", default = "current", items = function (self) return table.iappend({{text="current",value="current"}}, GetCampaignSectorsCombo()) end, },
{ id = "Negate",
editor = "bool", default = false, },
},
EditorView = Untranslated("are militia units in <u(sector_id)> of max count and upgrade"),
EditorViewNeg = Untranslated("are militia units in <u(sector_id)> not of max count and upgrade"),
Documentation = "Checks if militia units in <u(sector_id)> are of max count and upgrade",
EditorNestedObjCategory = "Sectors",
}
function SectorMilitiaMax:__eval(obj, context)
local sector_id = self.sector_id == "current" and gv_CurrentSectorId or self.sector_id
local sector = gv_Sectors[sector_id]
local militia_squad_id = sector.militia_squad_id
if not militia_squad_id then return false end
local militia_squad = gv_Squads[militia_squad_id]
if #(militia_squad.units or "") < sector.MaxMilitia then return false end
local ud = GetLeastExpMilitia(militia_squad.units)
local least_exp_templ = ud and ud.class
return ud and ud.class == MilitiaUpgradePath[#MilitiaUpgradePath]
end
DefineClass.SectorMilitiaNumber = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "sector_id", name = "Sector Id", help = "Sector id.",
editor = "combo", default = "current", items = function (self) return table.iappend({{text="current",value="current"}}, GetCampaignSectorsCombo()) end, },
{ category = "General", id = "Condition", name = "condition", help = "Select the relation to the specified militia number.",
editor = "combo", default = ">", items = function (self) return { ">=", "<=", ">", "<", "==", "~=" } end, },
{ category = "General", id = "Amount", name = "Amount", help = "Set the value to check against.",
editor = "number", default = 0, min = 0, },
},
EditorView = Untranslated("are militia units in <u(sector_id)> sector <u(Condition)> <Amount>"),
Documentation = "Checks militia units count in sector",
EditorNestedObjCategory = "Sectors",
}
function SectorMilitiaNumber:__eval(obj, context)
local sector_id = self.sector_id == "current" and gv_CurrentSectorId or self.sector_id
return self:CompareOp(GetSectorMilitiaCount(sector_id))
end
DefineClass.SectorWarningReceived = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "sector_id", name = "Sector Id", help = "Sector id.",
editor = "combo", default = "current", items = function (self) return table.iappend({{text="current",value="current"}}, GetCampaignSectorsCombo()) end, },
},
EditorView = Untranslated("If <u(sector_id)> sector's warning state has been triggered."),
EditorViewNeg = Untranslated("If <u(sector_id)> sector's warning state has NOT been triggered."),
Documentation = "Checks if the current or specified sector has had its warning state triggered.",
EditorNestedObjCategory = "Sectors",
}
function SectorWarningReceived:__eval(obj, context)
local sector_id = self.sector_id == "current" and gv_CurrentSectorId or self.sector_id
return gv_Sectors[sector_id] and gv_Sectors[sector_id].warningReceived
end
DefineClass.SetpieceIsTestMode = {
__parents = { "Condition", "BanterFunctionObjectBase", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
},
Documentation = "Check if a set-piece is currently playing in test mode.",
EditorView = Untranslated("If a set-piece playing in test mode"),
EditorViewNeg = Untranslated("If a set-piece NOT playing in test mode"),
EditorNestedObjCategory = "Interactions",
}
function SetpieceIsTestMode:__eval(obj, context)
return IsSetpieceTestMode()
end
DefineClass.SquadDefeated = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "custom_squad_id", name = "Custom Squad Id", help = "Custom squad ID.",
editor = "text", default = false, },
},
EditorView = Untranslated("Check if <u(custom_squad_id)> squad is defeated"),
Documentation = "Checks if specified squad is defeated",
EditorNestedObjCategory = "Player",
}
function SquadDefeated:__eval(obj, context)
local squad_id = gv_CustomQuestIdToSquadId[self.custom_squad_id]
return squad_id and not gv_Squads[squad_id]
end
function SquadDefeated:GetError()
if not self.custom_squad_id then
return "Specify Custom Squad Id"
end
end
DefineClass.UnitApproachedBy = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Unit", name = "Unit", help = "The approaching unit to check for.",
editor = "combo", default = false, items = function (self) return GetTargetUnitCombo() end, },
},
EditorView = Untranslated("if approached by '<u(Unit)>'"),
Documentation = 'Checks if the unit which approached a unit which plays "approaching banters" is of a specified type.',
EditorNestedObjCategory = "Units",
}
function UnitApproachedBy:__eval(obj, context)
if not context or not context.approachingUnits then return false end
for i, u in ipairs(context.approachingUnits) do
if UnitTarget.Match(nil, self.Unit, u) then
return true
end
end
end
function UnitApproachedBy:GetError()
if not self.Unit then
return "No unit selected"
end
end
DefineClass.UnitCanGoToPos = {
__parents = { "Condition", "UnitTarget", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "PositionMarker", name = "Position Marker",
editor = "combo", default = false, items = function (self) return GridMarkerGroupsCombo() end, },
},
EditorView = Untranslated("if '<u(TargetUnit)>' can go to <u(PositionMarker)>"),
EditorViewNeg = Untranslated("if '<u(TargetUnit)>' CANNOT go to <u(PositionMarker)>"),
Documentation = "Checks if a unit can go to a marker postion.",
EditorNestedObjCategory = "Units",
}
function UnitCanGoToPos:__eval(marker, context)
if gv_SatelliteView then return end
return self:MatchMapUnits(marker, context)
end
function UnitCanGoToPos:UnitCheck(unit, marker,context)
local markers = MapGetMarkers(false, self.PositionMarker)
if not markers or #markers == 0 then
return false
end
local pfclass = CalcPFClass(unit.CurrentSide, unit.stance, unit.body_type)
local has_path, closest_pos = pf.HasPosPath(unit:GetPos(), markers, pfclass)
-- markers sometimes are not placed accuratly on the passable grid
if closest_pos then
for i, marker in ipairs(markers) do
local x, y, z = marker:GetPosXYZ()
if closest_pos:Equal(x, y, z) then
return true
elseif closest_pos:Equal2D(x, y) then
local z1 = z or terrain.GetHeight(x, y)
local z2 = closest_pos:z() or terrain.GetHeight(closest_pos)
if abs(z1 - z2) < const.SlabSizeZ then
return true
end
end
end
end
return false
end
DefineClass.UnitHasInteraction = {
__parents = { "Condition", "UnitTarget", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "CombatAction", name = "Interaction", help = "The specific interaction that has to occur.",
editor = "preset_id", default = "any", preset_class = "CombatAction", preset_group = "Interactions", extra_item = "any", },
{ id = "Event", help = "Which part of the interaction to check for. If set to false, any will be matched",
editor = "combo", default = false, items = function (self) return InteractionLogEvents end, },
{ id = "Result", help = "The kind of interaction result you want to check for. If set to false, any will be matched",
editor = "combo", default = false, items = function (self) return InteractionLogResults[self.CombatAction] end, },
{ id = "Interactable", name = "Interactable", help = "The interactable which is interacted with.",
editor = "object", default = false, base_class = "Interactable", format_func = function (gameobj)
if gameobj and IsValid(gameobj) then
local x, y = gameobj:GetPos():xy()
local label = gameobj:HasMember("group") and gameobj.group or gameobj.class
return string.format("%s xx:%d yy:%d", label, x, y)
else
return ""
end
end,
},
{ id = "Group", name = "Group", help = "Find all from group and check for interaction with any of them.",
editor = "combo", default = "false", items = function (self) return GetUnitGroups() end, },
},
StoreAsTable = false,
Documentation = "Test if an interaction has happened",
EditorView = Untranslated("if '<u(TargetUnit)>' interacted with '<Interactable.class>'"),
EditorViewNeg = Untranslated("if <u(TargetUnit)> hasn't interacted with <Interactable.class>"),
EditorNestedObjCategory = "Units",
}
function UnitHasInteraction:__eval(obj, context)
local interactables = self:ResolveInteractable()
for _, interactable in ipairs(interactables) do
local obj
if IsKindOf(interactable, "Interactable") then
obj = interactable
else
obj = ResolveInteractableObject(interactable)
end
if IsValid(obj) then
for i, log in ipairs(obj.interaction_log) do
local log_unit = g_Units[log.unit_template_id]
local unit_matches = self:MatchMapUnits(log_unit, context)
if not unit_matches then goto continue end
if self.CombatAction ~= "any" then
if self.CombatAction ~= log.action then goto continue end
end
if self.Event then
if self.Event ~= log.event then goto continue end
end
if self.Result then
if self.Result ~= log.result then goto continue end
end
if true then
if context then context.target_units = { log_unit } end
return true
end
::continue::
end
end
end
return false
end
function UnitHasInteraction:ResolveInteractable()
-- find all from group and check for interaction with any of them
local group = self.Group
return group and Groups and Groups[group] or self.Interactable and { self.Interactable }
end
DefineClass.UnitHasPerk = {
__parents = { "Condition", "UnitTarget", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "HasPerk", name = "Has perk", help = "if the unit has the specified perk.",
editor = "preset_id", default = false, preset_class = "CharacterEffectCompositeDef", preset_filter = function (preset, obj, prop_meta)
return preset.object_class == "Perk"
end,
},
},
EditorView = Untranslated("if '<u(TargetUnit)>' has perk <u(HasPerk)>"),
EditorViewNeg = Untranslated("if '<u(TargetUnit)>' has not perk <u(HasPerk)>"),
Documentation = "Checks a given perk for a unit",
EditorNestedObjCategory = "Units",
}
function UnitHasPerk:__eval(obj, context)
if not self.HasPerk then return false end
return self:MatchMapUnits(obj, context)
end
function UnitHasPerk:UnitCheck(unit, obj, context)
return HasPerk(unit, self.HasPerk)
end
function UnitHasPerk:GetError()
if not self.HasPerk then
return "Please specify the perk"
end
end
DefineClass.UnitHasStat = {
__parents = { "Condition", "UnitTarget", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition",
editor = "bool", default = false, },
{ id = "Stat", name = "Unit Stat", help = "Unit Properties stat.",
editor = "choice", default = false, items = function (self) return GetUnitStatsCombo() end, },
{ id = "Condition", name = "condition", help = "Select the relation to the specified value.",
editor = "combo", default = ">=", items = function (self) return { ">=", "<=", ">", "<", "==", "~=" } end, },
{ id = "Amount", name = "Amount", help = "Set the value to check against.",
editor = "number", default = 0, },
{ id = "SuccessText", name = "SuccessText", help = "Text to display in the log if the check succeeds.",
editor = "text", default = false, translate = true, },
{ id = "FailText", name = "FailText", help = "Text to display in the log if the check fails.",
editor = "text", default = false, translate = true, },
},
EditorView = Untranslated("if '<u(TargetUnit)>': <u(Stat)><u(Condition)><Amount>"),
EditorViewNeg = Untranslated("if not (<u(TargetUnit)>: <u(Stat)><u(Condition)><Amount>)"),
Documentation = "Checks a given stat for a merc",
EditorNestedObjCategory = "Units",
}
function UnitHasStat:__eval(obj, context)
if not self.Stat then return false end
return self:MatchMapUnits(obj, context)
end
function UnitHasStat:UnitCheck(unit, obj,context)
if not self.Stat then return false end
if unit:IsDead() then return false end
local stat = unit[self.Stat]
local result = self:CompareOp(stat, context)
local textContext = SubContext(unit, { stat = stat, threshold = self.Amount })
context = context or empty_table
if result and self.SuccessText and not context.no_log then
CombatLog("important", T{self.SuccessText, textContext})
end
if not result and self.FailText and not context.no_log then
CombatLog("important", T{self.FailText, textContext})
end
if not context.no_log then
CombatLog("debug", "Skill check of " .. self.Amount .. " " .. self.Stat .. " by " .. (unit.unitdatadef_id or unit.class) .. " " .. tostring(result) .. " (" .. stat .. ")" )
end
return result
end
function UnitHasStat:GetError()
if not self.Stat then
return "Choose unit Stat to check!"
end
end
DefineClass.UnitHasStatusEffect = {
__parents = { "Condition", "UnitTarget", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "Effect",
editor = "preset_id", default = false, preset_class = "CharacterEffectCompositeDef", preset_filter = function (preset, obj, prop_meta)
return preset.object_class ~= "Perk"
end,
},
},
EditorView = Untranslated("if '<u(TargetUnit)>' has effect <u(Effect)>"),
EditorViewNeg = Untranslated("if '<u(TargetUnit)>' does not have effect <u(Effect)>"),
Documentation = "Checks a given perk for a unit",
EditorNestedObjCategory = "Units",
}
function UnitHasStatusEffect:__eval(obj, context)
if not self.Effect then return false end
return self:MatchMapUnits(obj, context)
end
function UnitHasStatusEffect:UnitCheck(unit, obj, context)
return unit:HasStatusEffect(self.Effect)
end
function UnitHasStatusEffect:GetError()
if not self.Effect then
return "Please specify the effect"
end
end
DefineClass.UnitHasWeaponKind = {
__parents = { "Condition", "UnitTarget", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "weaponKind", name = "Weapon Kind",
editor = "choice", default = false, items = function (self) return {"Unarmed", "ThrowableKnife", "MeleeWeapon", "AssaultRifle", "SubmachineGun", "Pistol", "Revolver", "Shotgun", "SniperRifle", "MachineGun", "HeavyWeapon", "Grenade"} end, },
},
EditorView = Untranslated("If '<u(TargetUnit)>' has a <u(weaponKind)> equiped."),
EditorViewNeg = Untranslated("If '<u(TargetUnit)>' doesn't have a <u(weaponKind)> equipped."),
Documentation = "Checks if a unit has a specific Weapon Kind equipped.",
EditorNestedObjCategory = "Units",
}
function UnitHasWeaponKind:__eval(obj, context)
if not self.weaponKind then return false end
return self:MatchMapUnits(obj, context)
end
function UnitHasWeaponKind:UnitCheck(unit, obj, context)
local weapons, slots = unit:GetHandheldItems()
if self.weaponKind == "Unarmed" then
local emptyHandsA = true
local emptyHandsB = true
for _, slot in ipairs(slots) do
if slot == "Handheld A" then
emptyHandsA = false
elseif slot == "Handheld B" then
emptyHandsB = false
end
end
return emptyHandsA or emptyHandsB
end
if self.weaponKind == "ThrowableKnife" then
for _, weapon in ipairs(weapons) do
if IsKindOf(weapon, "MeleeWeapon") and weapon.CanThrow then
return true
end
end
return false
end
for _, weapon in ipairs(weapons) do
if IsKindOf(weapon, self.weaponKind) then
return true
end
end
return false
end
function UnitHasWeaponKind:GetError()
if not self.weaponKind then
return "Please specify Weapon Kind"
end
end
DefineClass.UnitHealth = {
__parents = { "Condition", "UnitTarget", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "UnitHealth", name = "Unit Health",
editor = "number", default = false, },
},
EditorView = Untranslated("if '<u(TargetUnit)>' has HitPoints <= <UnitHealth>"),
EditorViewNeg = Untranslated("if '<u(TargetUnit)>' has HitPoints > <UnitHealth>"),
Documentation = "Checks if the there's a unit within a given group whose current health is below, equal to or above a given value.",
EditorNestedObjCategory = "Units",
}
function UnitHealth:__eval(obj, context)
return self:MatchMapUnits(obj, context)
end
function UnitHealth:UnitCheck(unit, obj, context)
return unit.HitPoints <= self.UnitHealth
end
function UnitHealth:GetError()
if not self.UnitHealth then
return "Please specify unit health"
end
end
DefineClass.UnitHireStatus = {
__parents = { "Condition", "UnitTarget", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition",
editor = "bool", default = false, },
{ id = "Status", name = "Hire Status", help = "The hiring status of the merc.",
editor = "choice", default = "Available", items = function (self) return PresetGroupCombo("MercHireStatus", "Default") end, },
{ id = "TargetUnit", name = "Target Unit", help = "Target unit for match.",
editor = "combo", default = false, items = function (self) return GetTargetUnitCombo() end, },
},
EditorView = Untranslated("if '<u(TargetUnit)>' is of the <u(Status)> status."),
EditorViewNeg = Untranslated("if '<u(TargetUnit)>' isn't of the <u(Status)> status."),
Documentation = "If the unit matches the set hiring status. If the merc is offline, this returns false",
EditorNestedObjCategory = "Units",
}
function UnitHireStatus:__eval(obj, context)
if not self.Status then return false end
if not self.TargetUnit then return false end
local unit = UnitDataDefs[self.TargetUnit]
local unitData = gv_UnitData[unit.id]
local stat = unitData and unitData.HireStatus or "Available"
if self.Status ~= "Hired" and not unitData.MessengerOnline then return false end
return stat == self.Status
end
function UnitHireStatus:GetError()
if not self.Status then
return "Choose unit hiring status to check!"
end
end
DefineClass.UnitIsAroundMarkerOfGroup = {
__parents = { "Condition", "UnitTarget", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "MarkerGroup", name = "MarkerGroup", help = "Marker group to match",
editor = "combo", default = false, items = function (self) return GridMarkerGroupsCombo() end, },
{ id = "Negate",
editor = "bool", default = false, },
},
EditorView = Untranslated("if '<u(TargetUnit)>' is inside a '<u(MarkerGroup)>' marker"),
EditorViewNeg = Untranslated("if '<u(TargetUnit)>' is not inside a '<u(MarkerGroup)>' marker"),
Documentation = "Check is a unit is inside the area of a marker from a specified group",
EditorNestedObjCategory = "Units",
}
function UnitIsAroundMarkerOfGroup:__eval(obj, context)
if gv_SatelliteView then
return false
end
local group = self.MarkerGroup
if (group or "") ~= "" and not Groups[group] then
return false
end
local units1 = self:GetMatchedMapUnits(self.TargetUnit, context)
if not units1 or #units1 == 0 then
return false
end
local markers = MapGetMarkers(false, group)
for i, m in ipairs(markers) do
for i, u in ipairs(units1) do
local vx, vy, vz = WorldToVoxel(u)
if m:IsVoxelInsideArea(vx, vy, vz) then
if type(context) == "table" then
context.target_units = { u }
end
return true
end
end
end
return false
end
function UnitIsAroundMarkerOfGroup:GetError()
if not self.TargetUnit or not self.MarkerGroup then
return "Specify the target unit and marker"
end
end
DefineClass.UnitIsAroundOtherUnit = {
__parents = { "Condition", "UnitTarget", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "SecondTargetUnit", name = "SecondTargetUnit", help = "Second unit or group for match.",
editor = "combo", default = false, items = function (self) return GetTargetUnitCombo() end, },
{ id = "Distance", name = "Distance", help = "The distance between the two units in meters.",
editor = "number", default = 20, },
},
EditorView = Untranslated("if '<u(TargetUnit)>' is around '<u(SecondTargetUnit)>'"),
Documentation = "Checks if a unit is around another unit.\nThe second unit can be someone particular or a group.",
EditorNestedObjCategory = "Units",
}
function UnitIsAroundOtherUnit:__eval(obj, context)
if gv_SatelliteView then
return false
end
local units1 = self:GetMatchedMapUnits(self.TargetUnit, context)
if not units1 then
return false
end
local units2 = self:GetMatchedMapUnits(self.SecondTargetUnit, context)
if not units2 then
return false
end
local units2_around_units1
local dist = self.Distance * guim
for _, u2 in ipairs(units2) do
for _, u1 in ipairs(units1) do
if IsCloser2D(u1, u2, dist) then
if not units2_around_units1 then units2_around_units1 = {} end
units2_around_units1[u2] = true
break
end
end
end
if not units2_around_units1 then
return false
end
if type(context) == "table" then
units2_around_units1 = table.keys2(units2_around_units1)
table.sortby_field(units2_around_units1, "handle")
context.target_units = units2_around_units1
end
return true
end
function UnitIsAroundOtherUnit:GetError()
if not self.TargetUnit or not self.SecondTargetUnit then
return "Specify the target units"
end
end
DefineClass.UnitIsAware = {
__parents = { "Condition", "UnitTarget", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "Pending", help = "Also pass the check if the unit is currently waiting to become aware",
editor = "bool", default = false, },
},
EditorView = Untranslated("if '<u(TargetUnit)>' is aware"),
EditorViewNeg = Untranslated("if '<u(TargetUnit)>' is not aware"),
Documentation = "Checks unit for the Unaware status effect.",
EditorNestedObjCategory = "Units",
}
function UnitIsAware:__eval(obj, context)
if gv_SatelliteView then return end
return self:MatchMapUnits(obj or {}, context)
end
function UnitIsAware:UnitCheck(unit, obj, context)
return unit:IsAware(self.Pending)
end
DefineClass.UnitIsCombatTurn = {
__parents = { "Condition", "UnitTarget", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
},
EditorView = Untranslated("if '<u(TargetUnit)>' is part of the currently active team in combat"),
EditorViewNeg = Untranslated("if '<u(TargetUnit)>' is not part of the currently active team in combat"),
Documentation = "Checks if it's unit's turn in combat",
EditorNestedObjCategory = "Units",
}
function UnitIsCombatTurn:__eval(obj, context)
return self:MatchMapUnits(obj or {}, context)
end
function UnitIsCombatTurn:UnitCheck(unit, obj, context)
return IsInCombat() and g_Teams[g_CurrentTeam] == obj.team
end
DefineClass.UnitIsInSector = {
__parents = { "Condition", "UnitTarget", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "Sector", name = "Sector", help = "The sector to check in.",
editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo("current") end, },
},
Documentation = "Checks if a specific merc is in a specific sector. Does not work for NPC or units that are not in a squad.",
EditorNestedObjCategory = "Units",
}
function UnitIsInSector:__eval(obj, context)
local sector = self.Sector
if sector == "current" then
sector = gv_CurrentSectorId
end
local unit = self.TargetUnit
local squads = GetUngroupedSquadsInSector(sector)
for i, s in ipairs(squads) do
for i, u in ipairs(s.units) do
if self:Match(unit, gv_UnitData[u]) then return true end
end
end
return false
end
function UnitIsInSector:GetEditorView()
local sectors = GetCampaignSectorsCombo("current")
local data = table.find_value(sectors, "value", self.Sector)
local name = data.text
if self.Negate then
return T{451396610003, "if '<u(TargetUnit)>' is NOT on the map <u(name)>.", name = name }
else
return T{625324726787, "if '<u(TargetUnit)>' is on the map <u(name)>.", name = name}
end
end
function UnitIsInSector:GetError()
if not self.TargetUnit then
return "Specify the target unit"
end
if not self.Sector then
return "Specify a sector"
end
end
DefineClass.UnitIsMerc = {
__parents = { "Condition", "UnitTarget", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
},
EditorView = Untranslated("if '<u(TargetUnit)>' is a merc"),
EditorViewNeg = Untranslated("if '<u(TargetUnit)>' is not a merc"),
Documentation = "Checks if unit is a merc",
EditorNestedObjCategory = "Units",
}
function UnitIsMerc:__eval(obj, context)
return self:MatchMapUnits(obj or {}, context)
end
function UnitIsMerc:UnitCheck(unit, obj, context)
return unit:IsMerc()
end
DefineClass.UnitIsNearbyArea = {
__parents = { "Condition", "UnitTarget", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
},
EditorView = Untranslated("if '<u(TargetUnit)>' is inside marker area"),
EditorViewNeg = Untranslated("if <u(TargetUnit)> merc is outside marker area"),
Documentation = "Checks if a merc is inside a marker area.\nThe merc can be someone particular or just any merc.",
EditorNestedObjCategory = "Units",
}
function UnitIsNearbyArea:__eval(marker, context)
if gv_SatelliteView then return end
return self:MatchMapUnits(marker, context)
end
function UnitIsNearbyArea:UnitCheck(unit, marker,context)
local obj = context and context.interactable or marker
return obj and obj:IsInsideArea(unit) or false
end
function UnitIsNearbyArea:TestInGed(subject, ged, context)
-- Find marker in selected collection and pass it down when testing from GED
local selObj = selo()
if selObj then
local root_collection = selObj:GetRootCollection()
local collection_idx = root_collection and root_collection.Index or 0
local marker = MapGetFirst("map", "collection", collection_idx, true, "GridMarker")
if marker then context = { interactable = marker } end
end
return FunctionObject.TestInGed(self, subject, ged, context)
end
DefineClass.UnitIsOnMap = {
__parents = { "Condition", "UnitTarget", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
},
EditorView = Untranslated("if '<u(TargetUnit)>' is on the map and alive."),
EditorViewNeg = Untranslated("if '<u(TargetUnit)>' is not on the map."),
Documentation = "Checks if a specific unit is on the map.",
EditorNestedObjCategory = "Units",
}
function UnitIsOnMap:__eval(obj, context)
if gv_SatelliteView then return end
return self:MatchMapUnits(obj, context)
end
function UnitIsOnMap:UnitCheck(unit, obj,context)
return unit and not unit:IsDead()
end
function UnitIsOnMap:GetError()
if not self.TargetUnit then
return "Specify the target unit"
end
end
DefineClass.UnitSquadHasItem = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "ItemId", name = "Item", help = "Item id that is looked for.",
editor = "preset_id", default = false, preset_class = "InventoryItemCompositeDef", },
{ id = "Amount", name = "Amount", help = "Amount of that item.",
editor = "number", default = 1, min = 1, },
},
EditorView = Untranslated("if merc(s) have <u(ItemId)>(<Amount>) "),
EditorViewNeg = Untranslated("if merc(s) haven't <u(ItemId)>(<Amount>) "),
Documentation = "if the item is in the inventory of any merc on the map",
EditorNestedObjCategory = "Units",
}
function UnitSquadHasItem:__eval(obj, context)
return HasItemInSquad("all_squads", self.ItemId, self.Amount)
end
function UnitSquadHasItem:GetError()
if not self.ItemId then
return "Set Item!"
end
end
DefineClass.UnitSquadHasMerc = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "Name", help = "Look for a merc with the specified name.",
editor = "choice", default = false, items = function (self) return MercPresetCombo() end, },
{ id = "HasPerk", name = "Has perk", help = "Look for a merc that has the specified perk.",
editor = "preset_id", default = false, preset_class = "CharacterEffectCompositeDef", preset_filter = function (preset, obj, prop_meta)
return preset.object_class == "Perk"
end,
},
{ id = "HasStat", name = "Has stat", help = "Look for a merc with a value of this stat above a threshold.",
editor = "choice", default = false, items = function (self) return GetUnitStatsCombo end, },
{ id = "StatValue", name = "Stat value", help = "Look for a merc with at least this value of the stat in 'Has stat'.",
editor = "number", default = false,
no_edit = function(obj) return not obj.HasStat end, slider = true, min = 1, max = 100, },
{ id = "BestUnitFound", name = "BestUnitFound", help = "Best unit found in eval to display in UI auto generated texts.",
editor = "text", default = false, dont_save = true, read_only = true, no_edit = true, },
{ id = "MaxStatUnitFound", name = "MaxStatUnitFound", help = "The unit with the max stat found in eval to display in UI auto generated texts.",
editor = "text", default = false, dont_save = true, read_only = true, no_edit = true, },
},
EditorView = Untranslated("Find merc <opt(u(Name),u('named '),' ')><opt(u(HasPerk),u('with perk '),' ')><opt(StatValue, u('with min '), ' ')><opt(u(HasStat), '', ' ')> on the map."),
EditorViewNeg = Untranslated("Find NO merc <opt(u(Name),u('named '),' ')><opt(u(HasPerk),u('with perk '),' ')><opt(StatValue, u('with min '), ' ')><opt(u(HasStat), '', ' ')> on the map."),
Documentation = "Looks for a merc on the map according to name, perks, or a stat value. Succeeds if such a merc is found, storing it in the 'found_merc' field of the context table.",
EditorNestedObjCategory = "Mercs",
}
function UnitSquadHasMerc:__eval(obj, context)
local stat, max_idx, max_stat, found_idx, found_stat, found_equal, found_neg
local name = self.Name
local has_stat = self.HasStat
local has_perk = self.HasPerk
local stat_value = self.StatValue
local negative = rawget(self, "Negate") --rawget gets around the Ged warning for accessing Negate in __eval
local units = GetAllPlayerUnitsOnMap()
for idx, unit in ipairs(units) do
if not unit:IsDead() then
if has_stat then
stat = unit[has_stat]
if not max_stat or stat >= max_stat then
max_idx = idx
max_stat = stat
end
end
if (not name or name == unit.session_id) and (not has_stat or stat >= stat_value) and (not has_perk or HasPerk(unit, has_perk)) then
if negative then
found_neg = true
else
if not has_stat or not found_stat or stat > found_stat then
found_idx = idx
found_stat = stat
found_equal = 1
elseif stat == found_stat then
found_equal = found_equal + 1
if BraidRandom(xxhash(unit.session_id, stat), 1000) * found_equal < 1000 then
found_idx = idx
found_stat = stat
end
end
end
else
if negative then
if not has_stat or not found_stat or stat < found_stat then
found_idx = idx
found_stat = stat
found_equal = 1
elseif stat == found_stat then
found_equal = found_equal + 1
if BraidRandom(xxhash(unit.session_id, stat), 1000) * found_equal < 1000 then
found_idx = idx
found_stat = stat
end
end
end
end
end
end
if found_idx and type(context) == "table" and not context.found_merc then
context.found_merc = units[found_idx].session_id
end
self.BestUnitFound = found_idx and units[found_idx].session_id or "not found"
self.MaxStatUnitFound = max_idx and units[max_idx].session_id or "not found"
if negative then
return found_neg or false
elseif found_idx then
return true
end
return false
end
function UnitSquadHasMerc:GetError()
if not self.Name and not self.HasPerk and not self.HasStat then
return "Please specify at least one of 'Name', 'Has perk' or 'Has stat'."
end
if self.HasStat and not self.StatValue then
return "Please specify 'Stat value'."
end
end
function UnitSquadHasMerc:GetUIText(context, template, game)
local merc, merc_name
if self.BestUnitFound then
if self.BestUnitFound =="not found" then
else
merc = gv_UnitData and gv_UnitData[self.BestUnitFound]
merc_name = merc and merc.Nick
end
end
if not game then
merc_name = Untranslated("[MercName]")
end
if self.Name and merc_name then
if template then
return T{template, MercName = merc_name}
elseif not rawget(self, "Negate") then
return T{250357174120, "<MercName> has something to say", MercName = merc_name}
end
end
if gv_UnitData and self.HasStat and merc_name then
merc = not gv_SatelliteView and g_Units[self.MaxStatUnitFound] or gv_UnitData[self.MaxStatUnitFound]
merc_name = merc and merc.Nick
if not game then
merc_name = Untranslated("[MercName]")
end
local prop_meta = table.find_value(UnitPropertiesStats:GetProperties(), "id", self.HasStat)
local stat = const.TagLookupTable[string.lower(prop_meta.id)] or T{638710586683, "<em><name></em>", name = prop_meta.name}
local stat_val = merc and merc[self.HasStat] or Untranslated("[MaxStatValue]")
if template then
return T{template, MercName = merc_name, Stat = stat, StatVal = stat_val}
else
return T{410073687100, "<Stat> check: <em><MercName></em> has the highest stat (<StatVal>)", MercName = merc_name, Stat = stat, StatVal = stat_val}
end
end
end
function UnitSquadHasMerc:GetPhraseTopRolloverText(negative, template, game)
local merc_name, merc
if self.BestUnitFound then
if self.BestUnitFound =="not found" then
else
merc = gv_UnitData[self.BestUnitFound]
merc_name = merc and merc.Nick
end
end
if not game then
merc_name = Untranslated("[MercName]")
end
if self.HasStat then
local prop_meta = table.find_value(UnitPropertiesStats:GetProperties(), "id", self.HasStat)
local stat = const.TagLookupTable[string.lower(prop_meta.id)] or T{638710586683, "<em><name></em>", name = prop_meta.name}
if (merc or editor) and not self.Negate then
if template then
return T{template, MercName = merc_name, Stat = stat}
else
return T{351828405210, "<Stat> check successful", MercName = merc_name, Stat = stat}
end
elseif (not merc or editor)and self.Negate then
return T{786464738039, "<Stat> check failed", MercName = merc_name, Stat = stat}
end
end
if self.HasPerk and merc_name and not self.Negate then
local preset = CharacterEffectDefs[self.HasPerk]
local perk = const.TagLookupTable[string.lower(self.HasPerk)] or T{638710586683, "<em><name></em>", name = preset.DisplayName}
if template then
return T{template, MercName = merc_name, Perk = perk}
elseif self.HasPerk then
return T{346878086135, "<Perk> perk activated (<em><MercName></em>)", MercName = merc_name, Perk = perk}
end
end
end
function UnitSquadHasMerc:GetPhraseFX()
if self.HasStat then
return "ConversationStatCheck"
end
end
function UnitSquadHasMerc:OnEditorSetProperty(prop_id, old_value, ged)
if prop_id == "HasStat" and not self.HasStat then
self.StatValue = false
end
end
DefineClass.UnitStatusEffect = {
__parents = { "Condition", "UnitTarget", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "HasStatusEffect", name = "HasStatusEffect", help = "if the unit has the specified status effect.",
editor = "preset_id", default = false, preset_class = "CharacterEffectCompositeDef", preset_filter = function (preset, obj, prop_meta)
return preset.object_class ~= "Perk"
end,
},
{ id = "Stacks",
editor = "number", default = 1, min = 1, },
},
EditorView = Untranslated("if '<u(TargetUnit)>' has status effect <u(HasStatusEffect)> (<Stacks>)"),
EditorViewNeg = Untranslated("if '<u(TargetUnit)>' does NOT have status effect <u(HasStatusEffect)> (<Stacks>)"),
Documentation = "Checks a given status effect for a unit",
EditorNestedObjCategory = "Units",
}
function UnitStatusEffect:__eval(obj, context)
if not self.HasStatusEffect then return false end
return self:MatchMapUnits(obj, context)
end
function UnitStatusEffect:UnitCheck(unit, obj, context)
local eff = unit:GetStatusEffect(self.HasStatusEffect)
return eff and eff.stacks >= self.Stacks
end
function UnitStatusEffect:GetError()
if not self.HasStatusEffect then
return "Please specify the status effect"
end
end
DefineClass.UnitTiredness = {
__parents = { "Condition", "UnitTarget", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "TirednessLevel",
editor = "choice", default = 0, items = function (self) return UnitTirednessComboItems end, },
},
EditorView = Untranslated("if '<u(TargetUnit)>' tiredness level is higher than <tiredness(TirednessLevel)>"),
EditorViewNeg = Untranslated("if '<u(TargetUnit)>' tiredness level is lower than <tiredness(TirednessLevel)>"),
Documentation = "Checks if tiredness level for a unit is above/below the specified value. Units with Tiredness matching the condition value will fail the test.",
EditorNestedObjCategory = "Units",
}
function UnitTiredness:__eval(obj, context)
return self:MatchMapUnits(obj, context)
end
function UnitTiredness:UnitCheck(unit, obj, context)
return unit.Tiredness > self.TirednessLevel
end
DefineClass.VillainIsDefeated = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ id = "Group", name = "Group",
editor = "combo", default = "false", items = function (self) return GetUnitGroups() end, },
},
EditorView = Untranslated("if '<u(Group)>' is defeated"),
EditorViewNeg = Untranslated("if '<u(Group)>' is not defeated"),
Documentation = "Check if selected villain is defeated",
EditorNestedObjCategory = "Player",
Documentation = "Check if selected villain is defeated",
}
function VillainIsDefeated:__eval(obj, context)
if not Groups or not Groups[self.Group] then
-- nothing spawned in this group yet
return false
end
for _, obj in ipairs(Groups[self.Group]) do
if IsKindOf(obj, "Unit") then
if obj:IsDefeatedVillain() then
return true
end
end
end
return false
end
DefineClass.WoundedMercs = {
__parents = { "Condition", },
__generated_by_class = "ConditionDef",
properties = {
{ category = "General", id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.",
editor = "bool", default = false, },
{ category = "General", id = "woundedMercs", name = "Wounded Mercs", help = "How many mercs should be wounded.",
editor = "number", default = 1, },
{ category = "General", id = "minWounds", name = "Minimum Wounds", help = "Minimum amount of wounds a merc should have in order to count.",
editor = "number", default = 1, },
},
EditorView = Untranslated("If there are at least <woundedMercs> wounded Mercs with <minWounds> or more wounds."),
EditorViewNeg = Untranslated("If there are LESS than <woundedMercs> wounded Mercs with <minWounds> or more wounds."),
Documentation = "Check if a set amount of mercs are wounded. And have a set amount of wounds.",
EditorNestedObjCategory = "Mercs",
}
function WoundedMercs:__eval(obj, context)
local woundedMercs = 0
if gv_SatelliteView then
for _, squad in ipairs(g_SquadsArray) do
if squad.Side == "player1" then
for i, u in ipairs(squad.units or empty_table) do
local unit = gv_UnitData[u]
local effect = unit:GetStatusEffect("Wounded")
if effect and effect.stacks >= self.minWounds then
woundedMercs = woundedMercs + 1
end
end
end
end
else
for _, unit in ipairs(g_Units) do
local squad = unit:GetSatelliteSquad()
if squad and squad.Side == "player1" then
local effect = unit:GetStatusEffect("Wounded")
if effect and effect.stacks >= self.minWounds then
woundedMercs = woundedMercs + 1
end
end
end
end
return woundedMercs >= self.woundedMercs
end