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/***********************************************************************
Freeciv - Copyright (C) 1996-2015 - Freeciv Development Team
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2, or (at your option)
any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
***********************************************************************/
#ifdef HAVE_CONFIG_H
#include <fc_config.h>
#endif
/* common */
#include "research.h"
/* common/scriptcore */
#include "luascript.h"
/* ai */
#include "aitraits.h" /* ai_trait_get_value() */
/* server */
#include "plrhand.h"
/* server/scripting */
#include "script_server.h"
#include "api_server_game_methods.h"
/**********************************************************************//**
Return the current value of an AI trait in force (base+mod)
**************************************************************************/
int api_methods_player_trait(lua_State *L, Player *pplayer,
const char *tname)
{
enum trait tr;
LUASCRIPT_CHECK_STATE(L, -1);
LUASCRIPT_CHECK_SELF(L, pplayer, -1);
LUASCRIPT_CHECK_ARG_NIL(L, tname, 3, string, 0);
tr = trait_by_name(tname, fc_strcasecmp);
LUASCRIPT_CHECK_ARG(L, trait_is_valid(tr), 3, "no such trait", 0);
return ai_trait_get_value(tr, pplayer);
}
/**********************************************************************//**
Return the current base value of an AI trait (not including Lua mod)
**************************************************************************/
int api_methods_player_trait_base(lua_State *L, Player *pplayer,
const char *tname)
{
enum trait tr;
LUASCRIPT_CHECK_STATE(L, -1);
LUASCRIPT_CHECK_SELF(L, pplayer, -1);
LUASCRIPT_CHECK_ARG_NIL(L, tname, 3, string, 0);
tr = trait_by_name(tname, fc_strcasecmp);
LUASCRIPT_CHECK_ARG(L, trait_is_valid(tr), 3, "no such trait", 0);
return pplayer->ai_common.traits[tr].val;
}
/**********************************************************************//**
Return the current Lua increment to an AI trait
(can be changed with api_edit_trait_mod_set())
**************************************************************************/
int api_methods_player_trait_current_mod(lua_State *L, Player *pplayer,
const char *tname)
{
enum trait tr;
LUASCRIPT_CHECK_STATE(L, -1);
LUASCRIPT_CHECK_SELF(L, pplayer, -1);
LUASCRIPT_CHECK_ARG_NIL(L, tname, 3, string, 0);
tr = trait_by_name(tname, fc_strcasecmp);
LUASCRIPT_CHECK_ARG(L, trait_is_valid(tr), 3, "no such trait", 0);
return pplayer->ai_common.traits[tr].mod;
}
/**********************************************************************//**
Mark the player as one who lost the game, optionally giving some loot
to looter. This method only marks the nation for wipeout that happens
only when kill_dying_players() does the reaper's job.
FIXME: client may be not aware if its player is killed in a script.
**************************************************************************/
void api_methods_player_lose(lua_State *L, Player *pplayer, Player *looter)
{
LUASCRIPT_CHECK_STATE(L);
LUASCRIPT_CHECK_SELF(L, pplayer);
LUASCRIPT_CHECK_ARG(L, pplayer->is_alive, 2, "the player has already lost");
if (looter) {
LUASCRIPT_CHECK_ARG(L, looter->is_alive, 3, "dead players can't loot");
player_loot_player(looter, pplayer);
}
player_status_add(pplayer, PSTATUS_DYING);
}
/**********************************************************************//**
Return the minimum random trait value that will be allocated for a nation
**************************************************************************/
int api_methods_nation_trait_min(lua_State *L, Nation_Type *pnation,
const char *tname)
{
enum trait tr;
LUASCRIPT_CHECK_STATE(L, -1);
LUASCRIPT_CHECK_SELF(L, pnation, -1);
LUASCRIPT_CHECK_ARG_NIL(L, tname, 3, string, 0);
tr = trait_by_name(tname, fc_strcasecmp);
LUASCRIPT_CHECK_ARG(L, trait_is_valid(tr), 3, "no such trait", 0);
return pnation->server.traits[tr].min;
}
/**********************************************************************//**
Return the maximum random trait value that will be allocated for a nation
**************************************************************************/
int api_methods_nation_trait_max(lua_State *L, Nation_Type *pnation,
const char *tname)
{
enum trait tr;
LUASCRIPT_CHECK_STATE(L, -1);
LUASCRIPT_CHECK_SELF(L, pnation, -1);
LUASCRIPT_CHECK_ARG_NIL(L, tname, 3, string, 0);
tr = trait_by_name(tname, fc_strcasecmp);
LUASCRIPT_CHECK_ARG(L, trait_is_valid(tr), 3, "no such trait", 0);
return pnation->server.traits[tr].max;
}
/**********************************************************************//**
Return the default trait value that will be allocated for a nation
**************************************************************************/
int api_methods_nation_trait_default(lua_State *L, Nation_Type *pnation,
const char *tname)
{
enum trait tr;
LUASCRIPT_CHECK_STATE(L, -1);
LUASCRIPT_CHECK_SELF(L, pnation, -1);
LUASCRIPT_CHECK_ARG_NIL(L, tname, 3, string, 0);
tr = trait_by_name(tname, fc_strcasecmp);
LUASCRIPT_CHECK_ARG(L, trait_is_valid(tr), 3, "no such trait", 0);
return pnation->server.traits[tr].fixed;
}
/**********************************************************************//**
In multiresearch mode, returns bulbs saved for a specific tech
in pplayer's research.
In other modes, returns the additional bulbs the player may get switching
to this tech (negative for penalty)
**************************************************************************/
int api_methods_player_tech_bulbs(lua_State *L, Player *pplayer,
Tech_Type *tech)
{
const struct research *presearch;
Tech_type_id tn;
LUASCRIPT_CHECK_STATE(L, 0);
LUASCRIPT_CHECK_SELF(L, pplayer, 0);
LUASCRIPT_CHECK_ARG_NIL(L, tech, 3, Tech_Type, 0);
tn = advance_number(tech);
presearch = research_get(pplayer);
LUASCRIPT_CHECK(L, presearch, "player's research not set", 0);
if (game.server.multiresearch) {
return presearch->inventions[tn].bulbs_researched_saved;
} else {
if (presearch->researching_saved == tn) {
return
presearch->bulbs_researching_saved - presearch->bulbs_researched;
} else if (tn != presearch->researching
&& presearch->bulbs_researched > 0) {
int bound_bulbs = presearch->bulbs_researched - presearch->free_bulbs;
int penalty;
if (bound_bulbs <= 0) {
return 0;
}
penalty = bound_bulbs * game.server.techpenalty / 100;
return -MIN(penalty, presearch->bulbs_researched);
} else {
return 0;
}
}
}
/**********************************************************************//**
Returns bulbs that can be freely transferred to a new research target.
**************************************************************************/
int api_methods_player_free_bulbs(lua_State *L, Player *pplayer)
{
const struct research *presearch;
LUASCRIPT_CHECK_STATE(L, 0);
LUASCRIPT_CHECK_SELF(L, pplayer, 0);
presearch = research_get(pplayer);
LUASCRIPT_CHECK(L, presearch, "player's research not set", 0);
return presearch->free_bulbs;
}
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