-- ========== GENERATED BY ClassDef Editor (Ctrl-Alt-F3) DO NOT EDIT MANUALLY! ========== DefineClass.BanterHasPlayed = { __parents = { "Condition", "BanterFunctionObjectBase", }, __generated_by_class = "ConditionDef", properties = { { id = "Banters", name = "Banters", help = "List of banters to play.", editor = "preset_id_list", default = {}, preset_class = "BanterDef", item_default = "", }, { id = "WaitOver", name = "And Over", help = "If any of the specified banters are still playing, they will be considered unplayed.", editor = "bool", default = false, }, { id = "Negate", editor = "bool", default = false, }, }, Documentation = "Check if a banter has played, ever", EditorNestedObjCategory = "Banter", } function BanterHasPlayed:GetEditorView() if not self.Negate then return Untranslated("If any of banter(s) played: ").. Untranslated(table.concat(self.Banters, ", ")) else return Untranslated("None of banter(s) have played: ").. Untranslated(table.concat(self.Banters, ", ")) end end function BanterHasPlayed:__eval(obj, context) if not g_ActiveBanters then return false end local hasPlayed = false for i, banter in ipairs(self.Banters) do if g_BanterCooldowns[banter] then hasPlayed = banter break end end if self.WaitOver and g_ActiveBanters[hasPlayed] then hasPlayed = false end return hasPlayed end DefineClass.BanterIsPlaying = { __parents = { "Condition", "BanterFunctionObjectBase", }, __generated_by_class = "ConditionDef", properties = { { id = "Banters", name = "Banters", help = "List of banters to check.", editor = "preset_id_list", default = {}, preset_class = "BanterDef", item_default = "", }, { id = "Negate", editor = "bool", default = false, }, }, Documentation = "Check if a banter is currently playing. Useful for repeatable effects. For one time effects use BanterHasPlayed.", EditorNestedObjCategory = "Banter", } function BanterIsPlaying:GetEditorView() if not self.Negate then return Untranslated("If any of banter(s) are currently playing: ").. Untranslated(table.concat(self.Banters, ", ")) else return Untranslated("None of banter(s) are currently playing: ").. Untranslated(table.concat(self.Banters, ", ")) end end function BanterIsPlaying:__eval(obj, context) local isPlaying = false for _, bantPlaying in ipairs(g_ActiveBanters) do local idx = table.find(self.Banters, bantPlaying.preset.id) if idx then isPlaying = true break end end return isPlaying end DefineClass.CheckIsPersistentUnitDead = { __parents = { "Condition", }, __generated_by_class = "ConditionDef", properties = { { id = "per_ses_id", name = "per_ses_id", editor = "combo", default = false, items = function (self) return GetPersistentSessionIds() end, }, { id = "Negate", name = "Negate", editor = "bool", default = false, }, }, EditorView = Untranslated("Is unit with persistent id dead"), Documentation = "Checks if a unit with a given persistent id is dead", EditorViewNeg = Untranslated("Unit with persistent 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 [ , ) expressed in hours ."), 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 loyalty is "), 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 ", city_name = cityname or ""} elseif self.Condition==">" or self.Condition==">=" or self.Condition=="==" then return T{595954628454, "High Loyalty with ", 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 civilians."), EditorViewNeg = Untranslated("If the player has NOT killed 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 is active"), EditorViewNeg = Untranslated("Combat 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 "), 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 email is read."), EditorViewNeg = Untranslated("If 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 sector"), EditorViewNeg = Untranslated("No enemy squad is in 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 units from sector '' all conditions are true."), EditorViewNeg = Untranslated("if for units from 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 from are dead."), EditorViewNeg = Untranslated("if not from are dead"), Documentation = "Checks if there are dead units from the group on the map", EditorNestedObjCategory = "Units", } function GroupIsDead:__eval(obj, context) -- Check in GameVar DeadGroupsInSectors local deadGroups = DeadGroupsInSectors[gv_CurrentSectorId] local gameVarResult = deadGroups and deadGroups[self.Group] if gameVarResult then if self.Mode == "any" then return gameVarResult == "any" or gameVarResult == "all" elseif self.Mode == "all" then return gameVarResult == "all" end end -- Nothing in GameVar(all allive or no info collected) -- Check in MapVar Groups local mapVarResult local dead, alive = 0, 0 for _, obj in ipairs(Groups[self.Group]) do if IsKindOf(obj, "Unit") then if obj:IsDead() then dead = dead + 1 else alive = alive + 1 end end end if dead > 0 then if alive > 0 then mapVarResult = "any" else mapVarResult = "all" end end if mapVarResult then if self.Mode == "any" then return mapVarResult == "any" or mapVarResult == "all" elseif self.Mode == "all" then return mapVarResult == "all" end end return false end DefineClass.GuardpostObjectiveDone = { __parents = { "Condition", }, __generated_by_class = "ConditionDef", properties = { { id = "GuardpostObjective", name = "GuardpostObjective", editor = "preset_id", default = false, preset_class = "GuardpostObjective", }, { id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", editor = "bool", default = false, }, }, EditorView = Untranslated("If guardpost objective is completed"), EditorViewNeg = Untranslated("If guardpost objective 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 '' has visual objects"), EditorViewNeg = Untranslated("if '' 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 "), EditorViewNeg = Untranslated("If the merc interacting with this doesn't have an item of class "), 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 "), EditorViewNeg = Untranslated("Currently not in tactical view in "), } 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 "), EditorViewNeg = Untranslated("Current day is not "), Documentation = "Used to check which day of the week the current day is (1 - Monday etc)", EditorNestedObjCategory = "Sectors", } function IsDayOfTheWeek:__eval(obj, context) --%w - Weekday as decimal number (1 - 7; Sunday is 1) local actualDay if self.WDay and self.WDay == 7 then actualDay = 1 elseif self.WDay then actualDay = self.WDay + 1 end return GetTimeAsTable(Game.CampaignTime).wday == actualDay end DefineClass.IsSectorOperationStarted = { __parents = { "Condition", }, __generated_by_class = "ConditionDef", properties = { { id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", editor = "bool", default = false, }, { id = "sector_id", name = "Sector Id", help = "Sector id", editor = "combo", default = "current", items = function (self) return table.iappend({{text="current",value="current"}}, GetCampaignSectorsCombo()) end, }, { id = "operation", name = "Operation", help = "Operation to check", editor = "combo", default = false, items = function (self) return table.keys(SectorOperations) end, }, }, EditorView = Untranslated("if sector has Operation in progress"), EditorViewNeg = Untranslated("if sector does not have 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 "), EditorViewNeg = Untranslated("Time of day is not "), 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 sector has () "), EditorViewNeg = Untranslated("if any merc or opened container in sector haven't () "), Documentation = "if the item is in any merc or opened container in that sector", EditorNestedObjCategory = "Player", } function ItemIsFound:__eval(obj, context) -- sector local sector_id = self.Sector if self.Sector == "current" then sector_id = gv_CurrentSectorId end -- units has item self.eval_count = nil local squads = GetSquadsInSector(sector_id) for i, squad in ipairs(squads) do for j, unit_id in ipairs(squad.units) do local unit = gv_UnitData[unit_id] unit:ForEachItemDef(self.ItemId, function(item, slot, self) self.eval_count = self.eval_count + (IsKindOf(item, "InventoryStack") and item.Amount or 1) if self.eval_count >= self.Amount then return "break" end end, self) if self.eval_count >= self.Amount then return true end end end local amount = self.eval_count self.eval_count = nil -- sector opened containers has item return SectorContainersHasItem(sector_id, self.ItemId, amount) end function ItemIsFound:GetError() if not self.ItemId then return "Set Item!" end end DefineClass.ItemIsInMerc = { __parents = { "Condition", }, __generated_by_class = "ConditionDef", properties = { { id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", editor = "bool", default = false, }, { id = "Sector", name = "Sector Id", help = "Sector id.", editor = "combo", default = "current", items = function (self) return table.iappend({{text="current",value="current"},{text = "all sectors", value = "all_sectors"}}, GetCampaignSectorsCombo()) end, }, { id = "ItemId", name = "Item", help = "Item id that is looked for.", editor = "preset_id", default = false, preset_class = "InventoryItemCompositeDef", }, { id = "Amount", name = "Amount", help = "Amount of that item.", editor = "number", default = 1, min = 1, }, { id = "eval_count", name = "eval_count", help = "Amount of that item.", editor = "number", default = 0, dont_save = true, no_edit = true, min = 0, }, }, EditorView = Untranslated("if any merc in sector has () "), EditorViewNeg = Untranslated("if any merc in sector haven't () "), Documentation = "if the item is in any merc in that sector", EditorNestedObjCategory = "Mercs", } function ItemIsInMerc:__eval(obj, context) -- sector local sector_id = self.Sector if self.Sector == "current" then sector_id = gv_CurrentSectorId end -- units has item self.eval_count = nil local squads = self.Sector == "all_sectors" and GetPlayerMercSquads() or GetSquadsInSector(sector_id) for i, squad in ipairs(squads) do for j, unit_id in ipairs(squad.units) do local unit = gv_UnitData[unit_id] unit:ForEachItemDef(self.ItemId, function(item, slot, self) self.eval_count = self.eval_count + (IsKindOf(item, "InventoryStack") and item.Amount or 1) if self.eval_count >= self.Amount then return "break" end end, self) if self.eval_count >= self.Amount then self.eval_count = nil return true end end end self.eval_count = nil end function ItemIsInMerc:GetError() if not self.ItemId then return "Set Item!" end end DefineClass.MercChatConditionCombatParticipate = { __parents = { "Condition", }, __generated_by_class = "ConditionDef", properties = { { id = "Days", name = "Days", editor = "number", default = 14, no_edit = true, }, { id = "PresetValue", name = "PresetValue", editor = "choice", default = "<=3", items = function (self) return { { name = "low (<=3)", value = "<=3" }, { name = "high (>=10)", value = ">=10" }, } end, }, }, RequiredObjClasses = { "MercChatBranch", "UnitData", }, EditorView = Untranslated("If merc fought in conflicts in the past days."), Documentation = "Checks if the merc participated in a conflict in the last X days.", EditorNestedObjCategory = "Merc Chat", } function MercChatConditionCombatParticipate:__eval(obj, context) local mercId = obj.session_id local conflicts = GetMercConflictsParticipatedWithinLastDays(mercId, self.Days, "unique") -- todo: check substr and convert to number? if self.PresetValue == "<=3" then return conflicts <= 3 elseif self.PresetValue == "=>10" then return conflicts >= 10 end end DefineClass.MercChatConditionDeathToll = { __parents = { "Condition", }, __generated_by_class = "ConditionDef", properties = { { id = "Days", name = "Days", editor = "number", default = 14, no_edit = true, }, { id = "PresetValue", name = "PresetValue", editor = "choice", default = "0", items = function (self) return { { name = "good (0)", value = "0" }, { name = "moderate (1)", value = "1" }, { name = "high (2+)", value = "2+" } } end, }, }, RequiredObjClasses = { "MercChatBranch", }, EditorView = Untranslated("If dead mercs in last 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 money."), Documentation = "", EditorNestedObjCategory = "Merc Chat", } function MercChatConditionMoney:__eval(obj, context) local money = Game.Money -- todo: check substr and convert to number? if self.PresetValue == "<=10" then return money <= 10000 elseif self.PresetValue == ">=50" then return money >= 50000 end end DefineClass.MercChatConditionRehire = { __parents = { "Condition", }, __generated_by_class = "ConditionDef", properties = { { id = "PresetValue", name = "PresetValue", editor = "choice", default = "0", items = function (self) return { { name = "none", value = "0" }, { name = "low (1-2)", value = "1-2" }, { name = "high (5+)", value = "5+" } } end, }, }, RequiredObjClasses = { "MercChatBranch", "UnitData", }, EditorView = Untranslated("If player has 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 % chance. Rerolled once every 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 '' NOT '' ''."), Object = self.Object, relation = self.Relation } else return T{Untranslated("if '' '' ''."), 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 "), 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 ") else return Untranslated(string.format("Player sectors with %s = ", 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 "), EditorViewNeg = Untranslated("if player's money are not "), Documentation = "Checks the amount of money that the player has.", EditorNestedObjCategory = "Player", } function PlayerHasMoney:__eval(obj, context) return self:CompareOp(Game.Money, context) end function PlayerHasMoney:GetUIText(context) --[[if self.Negate then return T{222544399443, " required", Amount = self.Amount} else return T{982094780061, "Give ", Amount = self.Amount} end --]] end function PlayerHasMoney:GetError() if not self.Amount then return "Specify the param amount" end end DefineClass.PlayerIsInSectors = { __parents = { "Condition", }, __generated_by_class = "ConditionDef", properties = { { id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition", editor = "bool", default = false, }, { id = "Sectors", name = "Sectors", help = "Check if the game play is in that sector.", editor = "string_list", default = {"A1"}, item_default = "A1", items = function (self) return GetCampaignSectorsCombo() end, }, }, Documentation = "Checks if the game play is in any of sectors.", EditorNestedObjCategory = "Sectors", } function PlayerIsInSectors:__eval(obj, context) return not gv_SatelliteView and gv_CurrentSectorId and table.find(self.Sectors, gv_CurrentSectorId) end function PlayerIsInSectors:GetEditorView() if self.Negate then return T{672591083408, "if NOT in any of sectors {}", text = table.concat(self.Sectors, ", ")} else return T{484570727486, "if in any of sectors {}", 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 or lower"), self} else return T{Untranslated("If in sector of tier "), 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 {}", text = self.Sector} else return T{572189738813, "if player has a squad in sector {}", 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 : has not passed."), EditorView = Untranslated("if : has passed."), Documentation = "Tests whether a timer set by QuestSetVariableTimer has passed.", } function QuestHasTimerPassed:__eval(obj, context) if #(self.QuestId or "") == 0 or not self.TimerVariable then return false end local quest = QuestGetState(self.QuestId or "") local timerVal = rawget(quest, self.TimerVariable) -- Special check for when the timer is unset if not timerVal or timerVal == 0 then return false end return timerVal < Game.CampaignTime end function QuestHasTimerPassed:GetError() if not self.QuestId or self.QuestId=="" then return "Specify the quest!" end if not self.TimerVariable then return "Specify the variable which holds the timer! Can be set via QuestSetVariableTimer" end end DefineClass.QuestIsTCEState = { __parents = { "QuestConditionBase", }, __generated_by_class = "ConditionDef", properties = { { category = "General", id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", editor = "bool", default = false, }, { category = "General", id = "QuestId", name = "Quest id", help = "Quest to check.", editor = "preset_id", default = false, preset_class = "QuestsDef", }, { category = "General", id = "Prop", name = "Quest Variable", help = "Quest TCE to check", editor = "choice", default = false, items = function (self) return GetQuestsVarsCombo(self.QuestId, "TCEState") end, }, { category = "General", id = "Value", name = "Value", help = "Possible TCEState values to check for.", editor = "choice", default = false, items = function (self) return {true, false, "done"} end, }, }, Documentation = "Test value of TCEState quest variable", } function QuestIsTCEState:__eval(obj, context) if not self.QuestId or self.QuestId=="" or not self.Prop then return false end local quest = QuestGetState(self.QuestId or "") local val = rawget(quest,self.Prop) return val == self.Value end function QuestIsTCEState:GetError() if not self.QuestId or self.QuestId=="" then return "Specify the quest!" end if not self.Prop then return "Specify the TCE state variable to check!" end end function QuestIsTCEState:GetEditorView() local value = self.Value if value == true and not self.Negate or value == false and self.Negate then return Untranslated("if ()") elseif value == false and not self.Negate or value == true and self.Negate then return Untranslated("if not ()") end assert( value == "done" ) if self.Negate then return Untranslated("if ~= done ()") else return Untranslated("if == done ()") end end DefineClass.QuestIsVariableBool = { __parents = { "QuestConditionBase", }, __generated_by_class = "ConditionDef", properties = { { category = "General", id = "QuestId", name = "Quest id", help = "Quest to check.", editor = "preset_id", default = false, preset_class = "QuestsDef", preset_filter = function (preset, obj, prop_meta) return QuestHasVariable(preset, "QuestVarBool") end, }, { category = "General", id = "Condition", help = 'The "and" value checks whether all variables have the specified value; "or" checks whether any of them has it.', editor = "choice", default = "and", items = function (self) return { "and", "or" } end, }, { category = "General", id = "Vars", name = "Vars to check", help = "Click on a variable to turn it green, click again to turn it red. The condition will check if all of the green are true AND all of the red are false.", editor = "set", default = false, three_state = true, items = function (self) return table.keys2(QuestGetVariables(self.QuestId), "sorted") end, }, { id = "__eval", editor = "func", default = function (self) if not self.QuestId or self.QuestId=="" or not self.Vars or not next(self.Vars) then return false end local quest = QuestGetState(self.QuestId or "") local first_var = next(self.Vars) if next(self.Vars, first_var) == nil then -- only check one var, reduce to simple lookup local value = rawget(quest, first_var) if self.Vars[first_var] then return not not value else -- set self.Vars holds false for vars that should be negated return not value end end if self.Condition == "and" then for var, condition in pairs(self.Vars) do local val = rawget(quest, var) if condition == true then -- check for var if not val then return false end else -- check for NOT var if val then return false end end end return true else for var, condition in pairs(self.Vars) do local val = rawget(quest, var) if condition == true then -- check for var if val then return true end else -- check for NOT var if not val then return true end end end return false end end, read_only = true, }, }, Documentation = "Test value of bool quest variable", } function QuestIsVariableBool:GetError() if not self.QuestId or self.QuestId=="" then return "Specify the quest!" end if not self.Vars or not next(self.Vars) then return "Specify the vars to check!" end if self.Negate then return "Use per-var negation via the Vars property instead of Negate!" end end function QuestIsVariableBool:GetEditorView() if not self.Vars or not next(self.Vars) then return Untranslated("(no vars selected to check)") end local vars = {} for var, condition in sorted_pairs(self.Vars) do vars[#vars+1] = condition and var or ("not " .. var) end vars = table.concat(vars, " " .. self.Condition .. " ") if self.Negate then return Untranslated("if not (" .. vars .. ") ()") else return Untranslated("if " .. vars .. " ()") 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 ()") end return Untranslated("if () () ") 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 == '' ()"), EditorViewNeg = Untranslated("if ~= '' ()"), 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 sector is a part of city "), EditorViewNeg = Untranslated("if sector is not a part of 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 sector is controlled by "), EditorViewNeg = Untranslated("if sector is not controlled by "), 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 sector has a depleted mine"), EditorViewNeg = Untranslated("if 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 sector has a hospital"), EditorViewNeg = Untranslated("if 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 sector's intel is discovered"), EditorViewNeg = Untranslated("if 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 sector is currently in a warning state."), EditorViewNeg = Untranslated("If 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 sector"), EditorViewNeg = Untranslated("if no conflict in 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 of max count and upgrade"), EditorViewNeg = Untranslated("are militia units in not of max count and upgrade"), Documentation = "Checks if militia units in 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 sector "), 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 sector's warning state has been triggered."), EditorViewNeg = Untranslated("If 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 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 ''"), 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 '' can go to "), EditorViewNeg = Untranslated("if '' CANNOT go to "), Documentation = "Checks if a unit can go to a marker postion.", EditorNestedObjCategory = "Units", } function UnitCanGoToPos:__eval(marker, context) if gv_SatelliteView then return end return self:MatchMapUnits(marker, context) end function UnitCanGoToPos:UnitCheck(unit, marker,context) local markers = MapGetMarkers(false, self.PositionMarker) if not markers or #markers == 0 then return false end local pfclass = CalcPFClass(unit.CurrentSide, unit.stance, unit.body_type) local has_path, closest_pos = pf.HasPosPath(unit:GetPos(), markers, pfclass) -- markers sometimes are not placed accuratly on the passable grid if closest_pos then for i, marker in ipairs(markers) do local x, y, z = marker:GetPosXYZ() if closest_pos:Equal(x, y, z) then return true elseif closest_pos:Equal2D(x, y) then local z1 = z or terrain.GetHeight(x, y) local z2 = closest_pos:z() or terrain.GetHeight(closest_pos) if abs(z1 - z2) < const.SlabSizeZ then return true end end end end return false end DefineClass.UnitHasInteraction = { __parents = { "Condition", "UnitTarget", }, __generated_by_class = "ConditionDef", properties = { { id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", editor = "bool", default = false, }, { id = "CombatAction", name = "Interaction", help = "The specific interaction that has to occur.", editor = "preset_id", default = "any", preset_class = "CombatAction", preset_group = "Interactions", extra_item = "any", }, { id = "Event", help = "Which part of the interaction to check for. If set to false, any will be matched", editor = "combo", default = false, items = function (self) return InteractionLogEvents end, }, { id = "Result", help = "The kind of interaction result you want to check for. If set to false, any will be matched", editor = "combo", default = false, items = function (self) return InteractionLogResults[self.CombatAction] end, }, { id = "Interactable", name = "Interactable", help = "The interactable which is interacted with.", editor = "object", default = false, base_class = "Interactable", format_func = function (gameobj) if gameobj and IsValid(gameobj) then local x, y = gameobj:GetPos():xy() local label = gameobj:HasMember("group") and gameobj.group or gameobj.class return string.format("%s xx:%d yy:%d", label, x, y) else return "" end end, }, { id = "Group", name = "Group", help = "Find all from group and check for interaction with any of them.", editor = "combo", default = "false", items = function (self) return GetUnitGroups() end, }, }, StoreAsTable = false, Documentation = "Test if an interaction has happened", EditorView = Untranslated("if '' interacted with ''"), EditorViewNeg = Untranslated("if hasn't interacted with "), EditorNestedObjCategory = "Units", } function UnitHasInteraction:__eval(obj, context) local interactables = self:ResolveInteractable() for _, interactable in ipairs(interactables) do local obj if IsKindOf(interactable, "Interactable") then obj = interactable else obj = ResolveInteractableObject(interactable) end if IsValid(obj) then for i, log in ipairs(obj.interaction_log) do local log_unit = g_Units[log.unit_template_id] local unit_matches = self:MatchMapUnits(log_unit, context) if not unit_matches then goto continue end if self.CombatAction ~= "any" then if self.CombatAction ~= log.action then goto continue end end if self.Event then if self.Event ~= log.event then goto continue end end if self.Result then if self.Result ~= log.result then goto continue end end if true then if context then context.target_units = { log_unit } end return true end ::continue:: end end end return false end function UnitHasInteraction:ResolveInteractable() -- find all from group and check for interaction with any of them local group = self.Group return group and Groups and Groups[group] or self.Interactable and { self.Interactable } end DefineClass.UnitHasPerk = { __parents = { "Condition", "UnitTarget", }, __generated_by_class = "ConditionDef", properties = { { id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", editor = "bool", default = false, }, { id = "HasPerk", name = "Has perk", help = "if the unit has the specified perk.", editor = "preset_id", default = false, preset_class = "CharacterEffectCompositeDef", preset_filter = function (preset, obj, prop_meta) return preset.object_class == "Perk" end, }, }, EditorView = Untranslated("if '' has perk "), EditorViewNeg = Untranslated("if '' has not perk "), 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 '': "), EditorViewNeg = Untranslated("if not (: )"), 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 '' has effect "), EditorViewNeg = Untranslated("if '' does not have 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 '' has a equiped."), EditorViewNeg = Untranslated("If '' doesn't have a 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 '' has HitPoints <= "), EditorViewNeg = Untranslated("if '' has HitPoints > "), 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 '' is of the status."), EditorViewNeg = Untranslated("if '' isn't of the 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 '' is inside a '' marker"), EditorViewNeg = Untranslated("if '' is not inside a '' 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 '' is around ''"), 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 '' is aware"), EditorViewNeg = Untranslated("if '' 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 '' is part of the currently active team in combat"), EditorViewNeg = Untranslated("if '' 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 '' is NOT on the map .", name = name } else return T{625324726787, "if '' is on the map .", 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 '' is a merc"), EditorViewNeg = Untranslated("if '' 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 '' is inside marker area"), EditorViewNeg = Untranslated("if merc is outside marker area"), Documentation = "Checks if a merc is inside a marker area.\nThe merc can be someone particular or just any merc.", EditorNestedObjCategory = "Units", } function UnitIsNearbyArea:__eval(marker, context) if gv_SatelliteView then return end return self:MatchMapUnits(marker, context) end function UnitIsNearbyArea:UnitCheck(unit, marker,context) local obj = context and context.interactable or marker return obj and obj:IsInsideArea(unit) or false end function UnitIsNearbyArea:TestInGed(subject, ged, context) -- Find marker in selected collection and pass it down when testing from GED local selObj = selo() if selObj then local root_collection = selObj:GetRootCollection() local collection_idx = root_collection and root_collection.Index or 0 local marker = MapGetFirst("map", "collection", collection_idx, true, "GridMarker") if marker then context = { interactable = marker } end end return FunctionObject.TestInGed(self, subject, ged, context) end DefineClass.UnitIsOnMap = { __parents = { "Condition", "UnitTarget", }, __generated_by_class = "ConditionDef", properties = { { id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", editor = "bool", default = false, }, }, EditorView = Untranslated("if '' is on the map and alive."), EditorViewNeg = Untranslated("if '' 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 () "), EditorViewNeg = Untranslated("if merc(s) haven't () "), 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 on the map."), EditorViewNeg = Untranslated("Find NO merc on the map."), Documentation = "Looks for a merc on the map according to name, perks, or a stat value. Succeeds if such a merc is found, storing it in the 'found_merc' field of the context table.", EditorNestedObjCategory = "Mercs", } function UnitSquadHasMerc:__eval(obj, context) local stat, max_idx, max_stat, found_idx, found_stat, found_equal, found_neg local name = self.Name local has_stat = self.HasStat local has_perk = self.HasPerk local stat_value = self.StatValue local negative = rawget(self, "Negate") --rawget gets around the Ged warning for accessing Negate in __eval local units = GetAllPlayerUnitsOnMap() for idx, unit in ipairs(units) do if not unit:IsDead() then if has_stat then stat = unit[has_stat] if not max_stat or stat >= max_stat then max_idx = idx max_stat = stat end end if (not name or name == unit.session_id) and (not has_stat or stat >= stat_value) and (not has_perk or HasPerk(unit, has_perk)) then if negative then found_neg = true else if not has_stat or not found_stat or stat > found_stat then found_idx = idx found_stat = stat found_equal = 1 elseif stat == found_stat then found_equal = found_equal + 1 if BraidRandom(xxhash(unit.session_id, stat), 1000) * found_equal < 1000 then found_idx = idx found_stat = stat end end end else if negative then if not has_stat or not found_stat or stat < found_stat then found_idx = idx found_stat = stat found_equal = 1 elseif stat == found_stat then found_equal = found_equal + 1 if BraidRandom(xxhash(unit.session_id, stat), 1000) * found_equal < 1000 then found_idx = idx found_stat = stat end end end end end end if found_idx and type(context) == "table" and not context.found_merc then context.found_merc = units[found_idx].session_id end self.BestUnitFound = found_idx and units[found_idx].session_id or "not found" self.MaxStatUnitFound = max_idx and units[max_idx].session_id or "not found" if negative then return found_neg or false elseif found_idx then return true end return false end function UnitSquadHasMerc:GetError() if not self.Name and not self.HasPerk and not self.HasStat then return "Please specify at least one of 'Name', 'Has perk' or 'Has stat'." end if self.HasStat and not self.StatValue then return "Please specify 'Stat value'." end end function UnitSquadHasMerc:GetUIText(context, template, game) local merc, merc_name if self.BestUnitFound then if self.BestUnitFound =="not found" then else merc = gv_UnitData and gv_UnitData[self.BestUnitFound] merc_name = merc and merc.Nick end end if not game then merc_name = Untranslated("[MercName]") end if self.Name and merc_name then if template then return T{template, MercName = merc_name} elseif not rawget(self, "Negate") then return T{250357174120, " 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, "", 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, " check: has the highest stat ()", 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, "", 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, " check successful", MercName = merc_name, Stat = stat} end elseif (not merc or editor)and self.Negate then return T{786464738039, " 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, "", name = preset.DisplayName} if template then return T{template, MercName = merc_name, Perk = perk} elseif self.HasPerk then return T{346878086135, " perk activated ()", 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 '' has status effect ()"), EditorViewNeg = Untranslated("if '' does NOT have status effect ()"), 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 '' tiredness level is higher than "), EditorViewNeg = Untranslated("if '' tiredness level is lower than "), 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 '' is defeated"), EditorViewNeg = Untranslated("if '' is not defeated"), Documentation = "Check if selected villain is defeated", EditorNestedObjCategory = "Player", Documentation = "Check if selected villain is defeated", } function VillainIsDefeated:__eval(obj, context) if not Groups or not Groups[self.Group] then -- nothing spawned in this group yet return false end for _, obj in ipairs(Groups[self.Group]) do if IsKindOf(obj, "Unit") then if obj:IsDefeatedVillain() then return true end end end return false end DefineClass.WoundedMercs = { __parents = { "Condition", }, __generated_by_class = "ConditionDef", properties = { { category = "General", id = "Negate", name = "Negate Condition", help = "If true, checks for the opposite condition.", editor = "bool", default = false, }, { category = "General", id = "woundedMercs", name = "Wounded Mercs", help = "How many mercs should be wounded.", editor = "number", default = 1, }, { category = "General", id = "minWounds", name = "Minimum Wounds", help = "Minimum amount of wounds a merc should have in order to count.", editor = "number", default = 1, }, }, EditorView = Untranslated("If there are at least wounded Mercs with or more wounds."), EditorViewNeg = Untranslated("If there are LESS than wounded Mercs with 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