Difference between revisions of "WML Utilities"

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== Filter by Terrain ==
 
 
# Check whethers or not the terrain in the given coordinates is of the given
 
# type or types. Filtering by terrain isn't possible directly.
 
#
 
# You can use it for example like this:
 
#
 
# [event]
 
#    name=moveto
 
#    first_time_only=no
 
#
 
#    {IF_TERRAIN $x1 $y1 Gg,Gs^Fp,Mm (
 
#        [then]
 
#            {DEBUG_MSG "Stepped on grassland, forest or mountains!"}
 
#        [/then]
 
#    )}
 
# [/event]<br>
 
#define IF_TERRAIN X Y TERRAIN CONTENTS
 
    [store_locations]
 
        x={X}
 
        y={Y}
 
        terrain={TERRAIN}
 
        variable=IF_TERRAIN_temp
 
    [/store_locations]<br>
 
    [if]
 
        [variable]
 
            name=IF_TERRAIN_temp.length
 
            not_equals=0
 
        [/variable]<br>
 
        {CONTENTS}
 
    [/if]<br>
 
    {CLEAR_VARIABLE IF_TERRAIN_temp}
 
#enddef
 
 
==Iterate==
 
 
# You can iterate through a range of numbers with this macro. The CONTENTS
 
# are repeated with every iteration, and you can use the VAR variable to
 
# insert the number of the current step into each iteration. Note that
 
# when using this, you must iterate from a smaller number to the bigger
 
# number, because the increment is always 1.
 
#
 
# Example that spawns a row of skeletons into the coordinates (4,5),
 
# (5,5), (6,5), (7,5), (8,5) and (9,5):
 
#
 
# {ITERATE 4 9 i (
 
#    [unit]
 
#        type=Skeleton
 
#        x=$i
 
#        y=5
 
#    [/unit]
 
# )}<br>
 
#define ITERATE FROM TO VAR CONTENTS
 
    {VARIABLE {VAR} {FROM}}<br>
 
    [while]
 
        [variable]
 
            name={VAR}
 
            less_than_equal_to={TO}
 
        [/variable]<br>
 
        [do]
 
            {CONTENTS}<br>
 
            {VARIABLE_OP {VAR} add 1}
 
        [/do]
 
    [/while]
 
#enddef
 
 
== Adding unit overlays with a filter instead of (x,y) ==
 
 
# UNIT_OVERLAY adds an overlay to a unit, taking in a standard filter
 
#
 
# Example that gives all spearmen a book:
 
# {UNIT_OVERLAY type=Spearman items/book1.png}
 
 
#define UNIT_OVERLAY FILTER IMG
 
    [store_unit]
 
        [filter]
 
            {FILTER}
 
        [/filter]
 
        variable=UNIT_OVERLAY_store
 
        kill=no
 
    [/store_unit]
 
    {FOREACH UNIT_OVERLAY_store UNIT_OVERLAY_i}
 
{VARIABLE_OP UNIT_OVERLAY_tempx format $UNIT_OVERLAY_store[$UNIT_OVERLAY_i].x}
 
{VARIABLE_OP UNIT_OVERLAY_tempy format $UNIT_OVERLAY_store[$UNIT_OVERLAY_i].y}
 
        [unit_overlay]
 
            x=$UNIT_OVERLAY_tempx
 
            y=$UNIT_OVERLAY_tempy
 
image={IMG}
 
        [/unit_overlay]
 
    {NEXT UNIT_OVERLAY_i}
 
    {CLEAR_VARIABLE UNIT_OVERLAY_store}
 
#enddef
 
 
 
== Determining opposite coordinates ==
 
== Determining opposite coordinates ==
 +
'''Obsolete?''' the Standard Location Filter now supports [[StandardLocationFilter#Directions|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
 
  # Using this, you can determine the coordinates on the "opposite side" of a

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.