|
|
|
|
|
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) |
|
|
|
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 |
|
|
|
|
|
|
|
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) |
|
|
|
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) |
|
|
|
local sector_id = self.Sector |
|
if self.Sector == "current" then |
|
sector_id = gv_CurrentSectorId |
|
end |
|
|
|
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 |
|
|
|
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) |
|
|
|
local sector_id = self.Sector |
|
if self.Sector == "current" then |
|
sector_id = gv_CurrentSectorId |
|
end |
|
|
|
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") |
|
|
|
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 |
|
|
|
|
|
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) |
|
|
|
|
|
|
|
|
|
|
|
|
|
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) |
|
|
|
|
|
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 |
|
local value = rawget(quest, first_var) |
|
if self.Vars[first_var] then |
|
return not not value |
|
else |
|
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 |
|
if not val then return false end |
|
else |
|
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 |
|
if val then return true end |
|
else |
|
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) |
|
|
|
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() |
|
|
|
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) |
|
|
|
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") |
|
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 |
|
|
|
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 |
|
|
|
|