455 lines
14 KiB
HTML
455 lines
14 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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<html><head>
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<!--
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---- (c) Copyright 2002-2011 by Lutz Sammer, Russell Smith, Fran�is Beerten
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---- This program is free software; you can redistribute it and/or modify
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---- it under the terms of the GNU General Public License as published by
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---- the Free Software Foundation; only version 2 of the License.
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----
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---- This program is distributed in the hope that it will be useful,
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---- but WITHOUT ANY WARRANTY; without even the implied warranty of
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---- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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---- GNU General Public License for more details.
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----
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---- You should have received a copy of the GNU General Public License
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---- along with this program; if not, write to the Free Software
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---- Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
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---- 02110-1301, USA.
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-->
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<title>Stratagus Configuration Language Description: Triggers</title>
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<meta name="Keyword" content="ccl,tileset">
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<meta name="Description" content="">
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</head>
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<body>
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<pre width=80>
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_________ __ __
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/ _____// |_____________ _/ |______ ____ __ __ ______
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\_____ \\ __\_ __ \__ \\ __\__ \ / ___\| | \/ ___/
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/ \| | | | \// __ \| | / __ \_/ /_/ > | /\___ \
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/_______ /|__| |__| (____ /__| (____ /\___ /|____//____ >
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\/ \/ \//_____/ \/
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______________________ ______________________
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T H E W A R B E G I N S
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Stratagus - A free fantasy real time strategy game engine
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</pre>
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<hr>
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<h1>Stratagus Configuration Language Description: Triggers</h1>
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<hr>
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<a href="../index.html">Stratagus</a>
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<a href="../faq.html">FAQ</a>
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<a href="tileset.html">PREV</a>
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<a href="ui.html">NEXT</a>
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<a href="index.html">LUA Index</a>
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<hr>
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<a href="#ActionDefeat">ActionDefeat</a>
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<a href="#ActionDraw">ActionDraw</a>
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<a href="#ActionSetTimer">ActionSetTimer</a>
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<a href="#ActionStartTimer">ActionStartTimer</a>
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<a href="#ActionStopTimer">ActionStopTimer</a>
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<a href="#ActionVictory">ActionVictory</a>
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<a href="#ActionWait">ActionWait</a>
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<a href="#AddTrigger">AddTrigger</a>
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<a href="#IfNearUnit">IfNearUnit</a>
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<a href="#GetNumOpponents">GetNumOpponents</a>
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<a href="#IfRescuedNearUnit">IfRescuedNearUnit</a>
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<a href="#GetTimer">GetTimer</a>
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<a href="#GetNumUnitsAt">GetNumUnitsAt</a>
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<hr>
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<h2>Intro - Introduction to trigger functions and variables</h2>
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Everything around triggers.<br>
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Triggers are a couple of (condition, action).
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Each cycles in the game, if the condition of the active triggers is true,
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then the associated actions are executed.
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There are used for condition's victory
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and could be usefull to add special actions when an event occurs.
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<br>
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Some functions use generic data which can be compute during the game like
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dynamic attacker characteristic. So following present some generic terms
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and how to use it.
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<dl>
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<dt><b>NumberDesc</b></dt>
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<dd>Represent a number. it could be :
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<dl>
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<dt>number</dt>
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<dd>direct value. Or value which are not recompute during the game.</dd>
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<dt>a lua function</dt>
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<dd>A Lua function (which take no argument) which returns the value.</dd>
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<dt>Add(NumberDesc, NumberDesc)</dt>
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<dd>the sum of two numbers.<br>
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Note: prefer do (5 + 9) if you can.
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But you have to use it for Add(Defender("Armor"), 5)
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because the left size must be recompute.
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</dd>
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<dt>Sub(NumberDesc, NumberDesc)</dt>
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<dd>It is the difference between the two numbers.</dd>
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<dt>Mul(NumberDesc, NumberDesc)</dt>
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<dd>It is the product between the two numbers.</dd>
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<dt>Div(NumberDesc, NumberDesc)</dt>
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<dd>It is the division between the two numbers. If the second number is null, return 0 value.</dd>
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<dt>Min(NumberDesc, NumberDesc)</dt>
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<dd>It is the minimum between the two numbers.</dd>
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<dt>Max(NumberDesc, NumberDesc)</dt>
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<dd>It is the maximum between the two numbers.</dd>
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<dt>GreaterThan(NumberDesc1, NumberDesc2)</dt>
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<dd>It is 1 if NumberDesc1 > NumberDesc2 else 0.</dd>
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<dt>LessThan(NumberDesc1, NumberDesc2)</dt>
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<dd>It is 1 if NumberDesc1 < NumberDesc2 else 0.</dd>
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<dt>GreaterThanOrEq(NumberDesc1, NumberDesc2)</dt>
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<dd>It is 1 if NumberDesc1 >= NumberDesc2 else 0.</dd>
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<dt>LessThanOrEq(NumberDesc1, NumberDesc2)</dt>
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<dd>It is 1 if NumberDesc1 <= NumberDesc2 else 0.</dd>
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<dt>Equal(NumberDesc1, NumberDesc2)</dt>
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<dd>It is 1 if NumberDesc1 == NumberDesc2 else 0.</dd>
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<dt>NotEqual(NumberDesc1, NumberDesc2)</dt>
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<dd>It is 1 if NumberDesc1 <> NumberDesc2 else 0.</dd>
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<dt>VideoTextLength(Font, StringDesc)</dt>
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<dd>Size in pixel of the text with the given font.</dd>
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<dt>StringFind(StringDesc, 'c')</dt>
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<dd>First occurance of the character 'c' in the text. (Pos begin at 0). return -1 in 'c' is not in the string.</dd>
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<dt>Rand(NumberDesc)</dt>
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<dd>It is a random value in [0..Number - 1].</dd>
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<dt>AttackerVar("Variable" [, Component [, Location]])</dt>
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<dd>It is the the value of the component of the variable for the attacker (See UnitDesc) unit (if any, else 0).
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Note that Variable is defined with SetVariables(). And component is one of the following, default is "Value" :
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<dl>
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<dt>"Enable"</dt>
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<dd>1 if enable, 0 else.</dd>
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<dt>"Value"</dt>
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<dd>Value of the variable.</dd>
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<dt>"Max"</dt>
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<dd>value of max of the variable.</dd>
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<dt>"Increase"</dt>
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<dd>Increase value of the variable.</dd>
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</dl>
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Location is what type of variable do you want, default is "Unit".
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<dl>
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<dt>"Unit"</dt>
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<dd>value for unit itself.</dd>
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<dt>"Initial"</dt>
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<dd>Value initial for the unit (without upgrade).</dd>
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<dt>"Type"</dt>
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<dd>value for unit type with upgrade.</dd>
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</dl>
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</dd>
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<dt>DefenderVar("Variable" [, Component [, Location]])</dt>
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<dd>Like of Attacker but for the Defender unit.</dd>
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<dt>ActiveUnitVar("Variable" [, Component [, Location]])</dt>
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<dd>Like of Attacker but for the Active unit.</dd>
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</dl></dd>
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<dt><b>StringDesc</b></dt>
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<dd>Represent a string. it could be :
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<dl>
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<dt>"string"</dt>
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<dd>direct value. Or value which are not recompute during the game.</dd>
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<dt>a lua function</dt>
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<dd>A Lua function (which take no argument) which returns the value.</dd>
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<dt>Concat(StringDesc, StringDesc[, StringDesc, ...])</dt>
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<dd>Concatenation of several strings.</dd>
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<dt>String(NumberDesc)</dt>
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<dd>Convert a number to string.</dd>
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<dt>InverseVideo(StringDesc)</dt>
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<dd>Set string in InverseVideo mode.</dd>
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<dt>UnitName(UnitDesc)</dt>
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<dd>Name of the Unit</dd>
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<dt>SubString(StringDesc, NumberDesc begin[, NumberDesc end])</dt>
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<dd>Return the substring which begin at the 'begin' character ([0-lenght(s)])
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and end at the 'end' character of the given string. default value for 'end' is the end of the initial string.</dd>
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<dt>Line(NumberDesc line, StringDesc[, NumberDesc maxlen[, Font] ])</dt>
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<dd>Return the line (which is a subtring) of a multi-line string, maxlen is the size maximum of the string.
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If Font is specified, maxlen used VideoTextLenght, else it uses number of characters.</dd>
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<dt>GameInfo("arg")</dt>
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<dd>Represent a string of the game. "arg" could be :
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<dl>
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<dt>"Tips"</dt>
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<dd>Current tip.</dd>
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<dt>"Objectives"</dt>
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<dd>All the objectives of the games.</dd>
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</dl></dd>
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</dl></dd>
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<dt><b>UnitDesc</b></dt>
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<dd>Represent a unit. It could be :
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<dl>
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<dt>"Attacker"</dt>
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<dd>Unit which attack.</dd>
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<dt>"Defender"</dt>
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<dd>Unit which is attacked.</dd>
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<dt>"Active"</dt>
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<dd>First unit selected or unit under cursor.</dd>
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</dl></dd>
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</dl>
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<h2>Functions</h2>
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<a name="ActionDefeat"></a>
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<h3>ActionDefeat()</h3>
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The player lose the game.
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<h4>Example</h4>
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<pre>
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-- Adds a trigger. If the player on the console has 0 units then he loses.
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AddTrigger(
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function() return IfUnit("this", "==", 0, "all") end,
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function() return ActionDefeat() end)
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</pre>
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<a name="ActionDraw"></a>
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<h3>ActionDraw()</h3>
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The condition player is set to draw. (NOT SUPPORTED)
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<a name="ActionSetTimer"></a>
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<h3>ActionSetTimer(cycles, increasing)</h3>
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Set the timer.
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<dl>
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<dt>cycles</dt>
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<dd>The number of cycles (default setting is 30 cycles per second).</dd>
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<dt>increasing</dt>
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<dd>Set this to 1 if you want the timer to increase, set it to 0 for decreasing.</dd>
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</dl>
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<h4>Example</h4>
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<pre>
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-- Sets the timer to 9000 cycles (300 seconds or 5 minutes) and decreasing.
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ActionSetTimer(9000, 0)
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</pre>
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<a name="ActionStartTimer"></a>
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<h3>ActionStartTimer()</h3>
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Start the timer.
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<a name="ActionStopTimer"></a>
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<h3>ActionStopTimer()</h3>
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Stop the timer.
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<a name="ActionVictory"></a>
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<h3>ActionVictory()</h3>
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The condition player is set to victory.
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<h4>Example</h4>
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<pre>
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-- Adds a trigger. If the player on the console has killed all his
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-- opponents he won.
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AddTrigger(
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function() return IfOpponents("this", "==", 0) end,
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function() return ActionVictory() end)
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</pre>
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<a name="ActionWait"></a>
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<h3>ActionWait(time-ms)</h3>
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Causes the trigger to wait a number of milliseconds before reexamine this trigger.
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<dl>
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<dt>time-ms</dt>
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<dd>Minimum number of milliseconds to wait.</dd>
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</dl>
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<!-- IT IS A BAD EXAMPLE NOW.
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<h4>Example</h4>
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<pre>
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-- Adds a trigger. If the player on the console has killed all his
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-- opponents the message "Hello" appears then two seconds later the message
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-- "World" appears.
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AddTrigger(
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function() return IfOpponents("this", "==", 0) end,
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{
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function() return AddMessage("Hello") end,
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function() return ActionWait(2000) end,
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function() return AddMessage("World") end
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}
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)
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</pre>
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-->
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<a name="AddTrigger"></a>
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<h3>AddTrigger(condition, action)</h3>
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Creates a new trigger.
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<br>FIXME: in code, action could be a table, but crash on execution..
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<dl>
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<dt>condition</dt>
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<dd>Function which must return true to execute the condition. It is tested every FIXME.</dd>
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<dt>action</dt>
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<dd>
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Function executed when condition return true. The trigger remains active
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if the action returns true and is removed if the action returns false.
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</dd>
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</dl>
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<h4>Example</h4>
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<pre>
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-- Adds a trigger. If the player on the console has killed all his
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-- opponents he won.
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AddTrigger(
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function() return IfOpponents("this", "==", 0) end,
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function() return ActionVictory() end)
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</pre>
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<a name="IfNearUnit"></a>
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<h3>IfNearUnit(player, op, quantity, unit1, unit2)</h3>
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Return true if the number of unit1 near of unit2 "op" quantity is true for the player.
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<dl>
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<dt>player</dt>
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<dd><pre>
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0 .. 16 Player number
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"any" Matches any player
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"this" Player on the local computer, Human player in the campaign.
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</pre></dd>
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<dt>op</dt>
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<dd><pre>
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"==" operator equal
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">" operator greater than
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">=" operator greater than or equal
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"<" operator less than
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"<=" operator less than or equal
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</pre></dd>
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<dt>quantity</dt>
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<dd>Number to compare with number of units</dd>
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<dt>unit1</dt>
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<dd><pre>
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unit-name Unit type of this name
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"any" Matches any unit type
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"all" All units (sum of units and buildings)
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"units" All non building units
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"building" All building units
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</pre></dd>
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<dt>unit2</dt>
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<dd>unit-name, so unit type of this name.</dd>
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</dl>
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<h4>Example</h4>
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<pre>
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-- true when the player on the console has 6 archers near one of his/her circle of power.
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IfNearUnit("this", "==", 6, "unit-archer", "unit-circle-of-power")
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</pre>
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<a name="GetNumOpponents"></a>
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<h3>GetNumOpponents(player)</h3>
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Returns the number of opponent's for the given player.
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<dl>
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<dt>player</dt>
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<dd><pre>
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0 .. 16 Player number
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</pre></dd>
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</dl>
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<h4>Example</h4>
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<pre>
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-- You win when you have no opponents left.
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if (GetNumOpponents(GetThisPlayer()) == 0) then
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ActionVictory()
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</pre>
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<a name="IfRescuedNearUnit"></a>
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<h3>IfRescuedNearUnit(player, op, quantity, unit1, unit2)</h3>
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Return true if the number of rescued-units of type unit1 which are currently near of unit2
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of the player "op" quantity is true.
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<dl>
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<dt>player</dt>
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<dd><pre>
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0 .. 16 Player number
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"any" Matches any player
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"this" Player on the local computer, Human player in the campaign.
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</pre></dd>
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<dt>op</dt>
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<dd><pre>
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"==" operator equal
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">" operator greater than
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">=" operator greater than or equal
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"<" operator less than
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"<=" operator less than or equal
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</pre></dd>
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<dt>quantity</dt>
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<dd>Number to compare with number of rescued-unit</dd>
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<dt>unit1</dt>
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<dd><pre>
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unit-name Unit type of this name
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"any" Matches any unit type
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"all" All units (sum of units and buildings)
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"units" All non building units
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"building" All building units
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</pre></dd>
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<dt>unit2</dt>
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<dd>unit-name, so unit type of this name.</dd>
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</dl>
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<h4>Example</h4>
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<pre>
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-- True when The player on the console has 1 rescued archer near the circle of power.
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IfRescuedNearUnit("this", "==", 1, "unit-archer", "unit-circle-of-power")
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</pre>
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<a name="GetTimer"></a>
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<h3>GetTimer()</h3>
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Return the number of cycles the timer ran.
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<h4>Example</h4>
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<pre>
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-- True when the timer is at 17 cycles.
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time = GetTimer() == 17
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</pre>
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<a name="GetNumUnitsAt"></a>
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<h3>GetNumUnitsAt(player, unit-type, {x1, y1}, {x2, y2})</h3>
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Return the number of units of type unit-type which are in the rectangle defined with (x1, y1, x2, y2)
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of the player.
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<dl>
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<dt>player</dt>
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<dd><pre>
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0 .. 16 Player number
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</pre></dd>
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<dt>unit</dt>
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<dd><pre>
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unit-name Unit type of this name
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"any" Matches any unit type
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"all" All units (sum of units and buildings)
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"units" All non building units
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"building" All building units
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</pre></dd>
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<dt>{x1, y1}</dt>
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<dd>Upper left corner</dd>
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<dt>{x2, y2}</dt>
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<dd>Lower right corner</dd>
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</dl>
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<h4>Example</h4>
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<pre>
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-- True when the player on the console has at least 8 archers in the rectangle
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-- (10 10) to (12 14).
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GetNumUnitsAt(GetThisPlayer(), "unit-archer", {10, 10}, {12, 14}) >= 8
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</pre>
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<hr>
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(C) Copyright 2002-2015 by The <a href="https://launchpad.net/stratagus">Stratagus</a> Project under the <a href="../gpl.html">GNU General Public License</a>.<br>
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All trademarks and copyrights on this page are owned by their respective owners.<br>
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</body>
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</html>
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