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[modification]
id=Unit_Displacement
name=_"Unit Displacement"
description=_"Allows you to displace your own units, so congested areas are more managable, and optionally also allies' units (with some restrictions)"
require_modification=yes
[lua]
code=<<
Unit_Displacement = {map={}, sides={}}
function Unit_Displacement.lose_units(count, side)
if count == 1 then
wesnoth.interface.add_chat_message("RIP "..tostring(count).." unit from side "..tostring(side)..", who was improperly displaced.")
else
wesnoth.interface.add_chat_message("RIP "..tostring(count).." units from side "..tostring(side)..", who were improperly displaced.")
end
end
>>
[/lua]
[options]
[checkbox]
id=Unit_Displacement_allow_displacing_allies
default=true
name=_"Allow displacing allies"
description=_"Allows the player to displace allied units, if the ally moves after them, and no enemies are between"
[/checkbox]
[/options]
[event]
name=prestart
[set_menu_item]
id=Unit_Displacement_select
description=_"Displace this unit"
[show_if]
[lua]
code=<<
if not wesnoth.current.user_can_invoke_commands then return false end
local args=...
local tmp = Unit_Displacement.map[args.x]
if tmp and tmp[args.y] then return false end
local unit = wesnoth.units.get(args.x, args.y)
if not unit then return false end
local side_number = wesnoth.current.side
local side = wesnoth.sides[side_number]
if unit.canrecruit then return false end
if unit.side == side_number and unit.moves == 0 then return false end
if unit.side == side_number then return true end
if not args.allow_allied then return false end
if side_number >= unit.side then return false end
for i=side_number,unit.side do
if side:is_enemy(wesnoth.sides[i]) then return false end
end
return true
>>
[args]
allow_allied=$Unit_Displacement_allow_displacing_allies
x=$x1
y=$y1
[/args]
[/lua]
[/show_if]
[command]
[lua]
code=<<
args=...
local x = tonumber(args.x)
local y = tonumber(args.y)
local unit = wesnoth.units.get(x, y)
unit:extract()
Unit_Displacement.map[x] = Unit_Displacement.map[x] or {}
Unit_Displacement.map[x][y] = unit
Unit_Displacement.sides[unit.side] = Unit_Displacement.sides[unit.side] or {}
Unit_Displacement.sides[unit.side][unit] = true
>>
[args]
x=$x1
y=$y1
[/args]
[/lua]
[/command]
[/set_menu_item]
[/event]
[event]
name=moveto
first_time_only=no
[filter_condition]
[lua]
code=<<
local args=...
local x = tonumber(args.x)
local y = tonumber(args.y)
if not Unit_Displacement.map[x] or not Unit_Displacement.map[x][y] then return false end
local old_unit = Unit_Displacement.map[x][y]
local new_unit = wesnoth.units.get(x, y)
if old_unit.side ~= new_unit.side then return false end
if new_unit.canrecruit then return false end
return true
>>
[args]
x=$x1
y=$y1
[/args]
[/lua]
[or]
[lua]
code=<<
local args=...
local x = tonumber(args.x)
local y = tonumber(args.y)
if not Unit_Displacement.map[x] or not Unit_Displacement.map[x][y] then return false end
return true
>>
[args]
x=$x2
y=$y2
[/args]
[/lua]
[/or]
[/filter_condition]
[lua]
code=<<
-- same side, moving onto the tile
local args=...
local x = tonumber(args.x)
local y = tonumber(args.y)
if not Unit_Displacement.map[x] or not Unit_Displacement.map[x][y] then return end
local old_unit = Unit_Displacement.map[x][y]
local new_unit = wesnoth.units.get(x, y)
if old_unit.side ~= new_unit.side then return end
if new_unit.canrecruit then return end
Unit_Displacement.sides[old_unit.side][old_unit] = nil
new_unit:extract()
old_unit:to_map()
Unit_Displacement.map[x][y] = new_unit
Unit_Displacement.sides[new_unit.side][new_unit] = true
>>
[args]
x=$x1
y=$y1
[/args]
[/lua]
[lua]
code=<<
-- any side, moving out of the displaced tile
local args=...
local x = tonumber(args.x)
local y = tonumber(args.y)
if not Unit_Displacement.map[x] or not Unit_Displacement.map[x][y] then return end
local unit = Unit_Displacement.map[x][y]
Unit_Displacement.sides[unit.side][unit] = nil
Unit_Displacement.map[x][y] = nil
unit:to_map()
>>
[args]
x=$x2
y=$y2
[/args]
[/lua]
[/event]
[event]
name=side turn end
first_time_only=no
[lua]
code=<<
-- attempt to place units on turn end, if unsuccessful... well, nowhere to put them...
local args=...
if not Unit_Displacement.sides[args.side] then return end
local lost = 0
for unit, _ in pairs(Unit_Displacement.sides[args.side]) do
if wesnoth.units.get(unit.x, unit.y) then
lost = lost + 1
else
unit:to_map()
end
Unit_Displacement.map[unit.x][unit.y] = nil
end
if lost > 0 then
Unit_Displacement.lose_units(lost, args.side)
end
Unit_Displacement.sides[args.side] = {}
for i=1,args.side do
if Unit_Displacement.sides[i] then
local lost = 0
for unit, _ in pairs(Unit_Displacement.sides[i]) do
lost = lost + 1
Unit_Displacement.map[unit.x][unit.y] = nil
end
Unit_Displacement.sides[i] = {}
if lost > 0 then
Unit_Displacement.lose_units(lost, i)
end
end
end
>>
[args]
side=$side_number
[/args]
[/lua]
[/event]
[event]
name=side turn
first_time_only=no
[lua]
code=<<
-- swap out units on turn start
local args=...
if not Unit_Displacement.sides[args.side] then return end
local lost = 0
for unit, _ in pairs(Unit_Displacement.sides[args.side]) do
local new_unit = wesnoth.units.get(unit.x, unit.y)
if new_unit then
if new_unit.canrecruit then
lost = lost + 1
Unit_Displacement.map[unit.x][unit.y] = nil
else
new_unit:extract()
Unit_Displacement.sides[new_unit.side] = Unit_Displacement.sides[new_unit.side] or {}
Unit_Displacement.sides[new_unit.side][new_unit] = true
Unit_Displacement.map[new_unit.x][new_unit.y] = new_unit
unit:to_map()
end
else
unit:to_map()
end
end
if lost > 0 then
Unit_Displacement.lose_units(lost, args.side)
end
Unit_Displacement.sides[args.side] = {}
>>
[args]
side=$side_number
[/args]
[/lua]
[/event]
[/modification]
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