Difference between revisions of "WML Utilities"
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− | == | + | == Determining opposite coordinates == |
− | + | '''Obsolete?''' the Standard Location Filter now supports [[StandardLocationFilter#Directions|directions]], which might be able to replace any uses of this utility. | |
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# Using this, you can determine the coordinates on the "opposite side" of a | # Using this, you can determine the coordinates on the "opposite side" of a | ||
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#define OPPOSITE_SIDE CENTER_X CENTER_Y X Y VAR | #define OPPOSITE_SIDE CENTER_X CENTER_Y X Y VAR | ||
{VARIABLE x_odd {X}}<br> | {VARIABLE x_odd {X}}<br> | ||
− | {VARIABLE_OP x_odd | + | {VARIABLE_OP x_odd modulo 2}<br> |
− | |||
{VARIABLE c_x {CENTER_X}} | {VARIABLE c_x {CENTER_X}} | ||
{VARIABLE c_y {CENTER_Y}} | {VARIABLE c_y {CENTER_Y}} | ||
Line 253: | Line 27: | ||
{VARIABLE result_x {CENTER_X}} | {VARIABLE result_x {CENTER_X}} | ||
{VARIABLE result_y {CENTER_Y}}<br> | {VARIABLE result_y {CENTER_Y}}<br> | ||
− | { | + | {IF_VAR s_x greater_than $c_x ( |
[then] | [then] | ||
{VARIABLE_OP result_x add -1} | {VARIABLE_OP result_x add -1} | ||
[/then] | [/then] | ||
)}<br> | )}<br> | ||
− | { | + | {IF_VAR s_x less_than $c_x ( |
[then] | [then] | ||
{VARIABLE_OP result_x add 1} | {VARIABLE_OP result_x add 1} | ||
[/then] | [/then] | ||
)}<br> | )}<br> | ||
− | { | + | {IF_VAR s_x equals $c_x ( |
[then] | [then] | ||
− | { | + | {IF_VAR s_y less_than $c_y ( |
[then] | [then] | ||
{VARIABLE_OP result_y add 1} | {VARIABLE_OP result_y add 1} | ||
[/then] | [/then] | ||
)}<br> | )}<br> | ||
− | { | + | {IF_VAR s_y greater_than $c_y ( |
[then] | [then] | ||
{VARIABLE_OP result_y add -1} | {VARIABLE_OP result_y add -1} | ||
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[/then] | [/then] | ||
)}<br> | )}<br> | ||
− | { | + | {IF_VAR x_odd equals 1 ( |
[then] | [then] | ||
− | { | + | {IF_VAR s_y equals $c_y ( |
[then] | [then] | ||
{VARIABLE_OP result_y add 1} | {VARIABLE_OP result_y add 1} | ||
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[/then]<br> | [/then]<br> | ||
[else] | [else] | ||
− | { | + | {IF_VAR s_y equals $c_y ( |
[then] | [then] | ||
{VARIABLE_OP result_y add -1} | {VARIABLE_OP result_y add -1} | ||
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)} | )} | ||
[/else] | [/else] | ||
− | )} | + | )} |
{VARIABLE {VAR}.x $result_x} | {VARIABLE {VAR}.x $result_x} | ||
{VARIABLE {VAR}.y $result_y}<br> | {VARIABLE {VAR}.y $result_y}<br> | ||
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{CLEAR_VARIABLE result_y} | {CLEAR_VARIABLE result_y} | ||
{CLEAR_VARIABLE x_odd} | {CLEAR_VARIABLE x_odd} | ||
+ | #enddef | ||
+ | |||
+ | == Find nearest hex(es) == | ||
+ | |||
+ | #define FIND_NEARBY FILTER X Y LIMIT | ||
+ | # Does a search for a nearby location that matches the given filter. | ||
+ | # Basically just looks for such a location with increasing radius until it | ||
+ | # finds at least one. This is sadly inefficient, but implementing BFS in | ||
+ | # WML is... difficult. Once LIMIT is reached, the entire map is searched. | ||
+ | # This macro creates the 'nearby_locations' and 'nearby_distance' | ||
+ | # variables, which can be used to access a list of locations found and the | ||
+ | # distance to those locations, respectively. They should eventually be | ||
+ | # cleared, which can be accomplished using the CLEANUP_SEARCH macro. | ||
+ | [clear_variable] | ||
+ | name=nearby_locations | ||
+ | [/clear_variable] | ||
+ | [set_variable] | ||
+ | name=nearby_distance | ||
+ | value=0 | ||
+ | [/set_variable] | ||
+ | [while] | ||
+ | [not] | ||
+ | [variable] | ||
+ | name=nearby_locations.length | ||
+ | greater_than=0 | ||
+ | [/variable] | ||
+ | [/not] | ||
+ | [and] | ||
+ | [variable] | ||
+ | name=nearby_distance | ||
+ | less_than={LIMIT} | ||
+ | [/variable] | ||
+ | [/and] | ||
+ | [do] | ||
+ | {DEBUG "Searching depth $nearby_distance around ({X}, {Y})..."} | ||
+ | [store_locations] | ||
+ | variable=nearby_locations | ||
+ | {FILTER} | ||
+ | [and] | ||
+ | x,y={X},{Y} | ||
+ | radius=$nearby_distance | ||
+ | [/and] | ||
+ | [/store_locations] | ||
+ | {DEBUG "...found $nearby_locations.length locations."} | ||
+ | [set_variable] | ||
+ | name=nearby_distance | ||
+ | add=1 | ||
+ | [/set_variable] | ||
+ | [/do] | ||
+ | [/while] | ||
+ | [if] | ||
+ | [variable] | ||
+ | name=nearby_locations.length | ||
+ | equals=0 | ||
+ | [/variable] | ||
+ | [then] | ||
+ | [store_locations] | ||
+ | variable=nearby_locations | ||
+ | {FILTER} | ||
+ | [/store_locations] | ||
+ | [/then] | ||
+ | [/if] | ||
+ | #enddef | ||
+ | |||
+ | #define CLEANUP_SEARCH | ||
+ | # Clears variables involved in searching (the FIND_NEARBY macro). Put this | ||
+ | # in your name=victory,defeat tag to clean up if you use FIND_NEARBY within | ||
+ | # a scenario. | ||
+ | [clear_variable] | ||
+ | name=nearby_locations, nearby_distance | ||
+ | [/clear_variable] | ||
#enddef | #enddef | ||
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* [[UsefulWMLFragments]] | * [[UsefulWMLFragments]] | ||
+ | * [[ReferenceWML]] | ||
+ | |||
+ | [[Category: UsefulWMLFragments]] |
Latest revision as of 21:20, 2 July 2019
Determining opposite coordinates
Obsolete? the Standard Location Filter now supports directions, which might be able to replace any uses of this utility.
# Using this, you can determine the coordinates on the "opposite side" of a # central hex, relative to another hex adjacent to it. What this really means # is illustrated below: # __ __ __ # __/ \__ __/2 \__ __/ \__ # / \__/1 \ / \__/ \ /2 \__/ \ C: central point # \__/C \__/ \__/C \__/ \__/C \__/ 1: the hex to "mirror" # /2 \__/ \ / \__/ \ / \__/1 \ 2: the result # \__/ \__/ \__/1 \__/ \__/ \__/ # \__/ \__/ \__/ # # The coordinates of the central point are given in {CENTER_X} and {CENTER_Y}, # and the coordinates of hex 1 in {X} and {Y}. The coordinates of hex 2 are # then stored in {VAR}, which will have member variables x and y. # # Note that this uses the IF macro given earlier on this page.
#define OPPOSITE_SIDE CENTER_X CENTER_Y X Y VAR {VARIABLE x_odd {X}}
{VARIABLE_OP x_odd modulo 2}
{VARIABLE c_x {CENTER_X}} {VARIABLE c_y {CENTER_Y}} {VARIABLE s_x {X}} {VARIABLE s_y {Y}}
{VARIABLE result_x {CENTER_X}} {VARIABLE result_y {CENTER_Y}}
{IF_VAR s_x greater_than $c_x ( [then] {VARIABLE_OP result_x add -1} [/then] )}
{IF_VAR s_x less_than $c_x ( [then] {VARIABLE_OP result_x add 1} [/then] )}
{IF_VAR s_x equals $c_x ( [then] {IF_VAR s_y less_than $c_y ( [then] {VARIABLE_OP result_y add 1} [/then] )}
{IF_VAR s_y greater_than $c_y ( [then] {VARIABLE_OP result_y add -1} [/then] )} [/then] )}
{IF_VAR x_odd equals 1 ( [then] {IF_VAR s_y equals $c_y ( [then] {VARIABLE_OP result_y add 1} [/then] )} [/then]
[else] {IF_VAR s_y equals $c_y ( [then] {VARIABLE_OP result_y add -1} [/then] )} [/else] )} {VARIABLE {VAR}.x $result_x} {VARIABLE {VAR}.y $result_y}
{CLEAR_VARIABLE c_x} {CLEAR_VARIABLE c_y} {CLEAR_VARIABLE s_x} {CLEAR_VARIABLE s_y} {CLEAR_VARIABLE result_x} {CLEAR_VARIABLE result_y} {CLEAR_VARIABLE x_odd} #enddef
Find nearest hex(es)
#define FIND_NEARBY FILTER X Y LIMIT # Does a search for a nearby location that matches the given filter. # Basically just looks for such a location with increasing radius until it # finds at least one. This is sadly inefficient, but implementing BFS in # WML is... difficult. Once LIMIT is reached, the entire map is searched. # This macro creates the 'nearby_locations' and 'nearby_distance' # variables, which can be used to access a list of locations found and the # distance to those locations, respectively. They should eventually be # cleared, which can be accomplished using the CLEANUP_SEARCH macro. [clear_variable] name=nearby_locations [/clear_variable] [set_variable] name=nearby_distance value=0 [/set_variable] [while] [not] [variable] name=nearby_locations.length greater_than=0 [/variable] [/not] [and] [variable] name=nearby_distance less_than={LIMIT} [/variable] [/and] [do] {DEBUG "Searching depth $nearby_distance around ({X}, {Y})..."} [store_locations] variable=nearby_locations {FILTER} [and] x,y={X},{Y} radius=$nearby_distance [/and] [/store_locations] {DEBUG "...found $nearby_locations.length locations."} [set_variable] name=nearby_distance add=1 [/set_variable] [/do] [/while] [if] [variable] name=nearby_locations.length equals=0 [/variable] [then] [store_locations] variable=nearby_locations {FILTER} [/store_locations] [/then] [/if] #enddef #define CLEANUP_SEARCH # Clears variables involved in searching (the FIND_NEARBY macro). Put this # in your name=victory,defeat tag to clean up if you use FIND_NEARBY within # a scenario. [clear_variable] name=nearby_locations, nearby_distance [/clear_variable] #enddef
See Also
This page was last edited on 2 July 2019, at 21:20.