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-- RST
-- .. _field_animations:
--
-- field_animations.lua
-- --------------------
--
-- This script contains some animations to reveal and hide fields seen
-- by a player. This functions are currently used in the campaigns and scenarios
-- to tell the prologue to a story.
--
-- .. code-block:: lua
--
-- include "scripting/field_animations.lua"
--
-- RST
-- .. function:: reveal_randomly(player, region, time)
--
-- Reveal a given region field by field, where the fields
-- are chosen randomly. The region will be hidden before being revealed.
-- The animation runs the specified time.
--
-- :arg player: The player who gets sight to the region
-- :type player: :class:`wl.game.Player`
-- :arg region: The region that has to be revealed. E.g. by using :meth:`wl.map.Field.region`
-- :type region: :class:`array` of :class:`fields <wl.map.Field>`
-- :arg time: Optional. The time the whole animation will run.
-- Defaults to 1000 (1 sec)
-- :type time: :class:`integer`
-- :arg hide: Optional, if :const:`false` automatic hiding is disabled
-- :type hide: :class:`boolean`
function reveal_randomly(plr, region, time, hide)
-- If no 'time' is given use a default
time = time or 1000
if hide == nil then hide = true end
if hide then
-- Make sure the region is hidden
plr:hide_fields(region, "permanent")
end
-- Turn off buildhelp during animation
local buildhelp_state = wl.ui.MapView().buildhelp
if buildhelp_state then
wl.ui.MapView().buildhelp = false
end
-- Calculate delay as integer
local delay = math.floor(time / #region)
-- Make sure 'delay' is valid
if delay < 1 then delay = 1 end
-- Reveal field by field
while #region > 0 do
local t = {}
local id = math.random(1, #region)
table.insert(t, region[id])
plr:reveal_fields(t)
sleep(delay)
table.remove(region, id)
end
-- Restore buildhelp status
wl.ui.MapView().buildhelp = buildhelp_state
end
-- RST
-- .. function:: hide_randomly(player, region, time[, permanent=false])
--
-- Hide a given region field by field, where the fields
-- are chosen randomly. The animation runs the specified time regardless
-- how big the given region is. So region(6) and region(13) will take
-- the same time.
--
-- :arg player: The player whose sight gets hidden
-- :type player: :class:`wl.game.Player`
-- :arg region: The region that will be hidden. E.g. by using :meth:`wl.map.Field.region`
-- :type region: :class:`array` of :class:`fields <wl.map.Field>`
-- :arg time: Optional. The time the whole animation will run.
-- Defaults to 1000 (1 sec)
-- :type time: :class:`integer`
-- :arg permanent: Optional. Set to ``true`` to hide the fields permanently (they can't be
-- seen by any unit until revealed again by using
-- :meth: ~wl.game.Player.reveal_fields).
-- Set to ``false`` to make the fields unexplored (they can be rediscovered
-- by buildings and bobs again).
-- Defaults to ``false``.
-- :type permanent: :class:`boolean`
function hide_randomly(plr, region, time, permanent)
time = time or 1000
-- Turn off buildhelp
wl.ui.MapView().buildhelp = false
local delay = math.floor(time / #region)
if delay < 1 then delay = 1 end
while #region > 0 do
local id = math.random(1, #region)
if permanent then
plr:hide_fields({region[id]}, "permanent")
else
plr:hide_fields({region[id]}, "explorable")
end
table.remove(region, id)
sleep(delay)
end
end
-- RST
-- .. function:: reveal_concentric(player, center, max_radius, hide, delay)
--
-- Reveal a part of the map in a concentric way beginning from center onto
-- max_radius. The region get hidden prior revealing as default.
--
-- :arg player: The player who gets sight to the region
-- :type player: :class:`wl.game.Player`
-- :arg center: The field from where the animation should start revealing
-- :type center: :class:`wl.map.Field`
-- :arg max_radius: The last ring to reveal
-- :type max_radius: :class:`integer`
-- :arg hide: Optional, if :const:`false` automatic hiding is disabled
-- :type hide: :class:`boolean`
-- :arg delay: Optional, defaults to 100. The delay between revealing each
-- ring. If you want to set the delay, you must also set `hide`
-- :type delay: :class:`integer`
function reveal_concentric(plr, center, max_radius, hide, delay)
delay = delay or 100
if hide == nil then hide = true end
local buildhelp_state = wl.ui.MapView().buildhelp
if buildhelp_state then
-- Turn off buildhelp during animation
wl.ui.MapView().buildhelp = false
end
if hide then
plr:hide_fields(center:region(max_radius), "permanent")
end
local radius = 0
while radius <= max_radius do
plr:reveal_fields(center:region(radius))
radius = radius + 1
sleep(delay)
end
wl.ui.MapView().buildhelp = buildhelp_state
end
-- RST
-- .. function:: hide_concentric(player, center, max_radius, delay[, permanent=false])
--
-- Hide a part of the map in a concentric way beginning from max_radius onto
-- center.
--
-- :arg player: The player whose sight gets hidden
-- :type player: :class:`wl.game.Player`
-- :arg center: The field where the animation should end hiding
-- :type center: :class:`wl.map.Field`
-- :arg max_radius: The first ring to hide
-- :type max_radius: :class:`integer`
-- :arg delay: Optional, defaults to 100. The delay between revealing each
-- ring
-- :type time: :class:`integer`
-- :arg permanent: Optional. Set to ``true`` to hide the fields permanently (they can't be
-- seen by any unit until revealed again by using
-- :meth: ~wl.game.Player.reveal_fields).
-- Set to ``false`` to make the fields unexplored (they can be rediscovered
-- by buildings and bobs again).
-- Defaults to ``false``.
-- :type permanent: :class:`boolean`
function hide_concentric(plr, center, max_radius, delay, permanent)
delay = delay or 100
-- Turn off buildhelp
wl.ui.MapView().buildhelp = false
while max_radius > 0 do
local to_hide = center:region(max_radius, max_radius - 1)
if permanent then
plr:hide_fields(to_hide, "permanent")
else
plr:hide_fields(to_hide, "explorable")
end
sleep(delay)
max_radius = max_radius -1
end
-- Hide the remaining field
if permanent then
plr:hide_fields({center}, "permanent")
else
plr:hide_fields({center}, "explorable")
end
end
-- RST
-- .. function:: get_sees_fields(player)
--
-- Gather all fields a player can see in the current view. The current view
-- is the whole area of the map in the current game window. You can use this
-- function to get an unregular (non hexagonal) region and feed e.g.
-- :meth:`reveal_randomly` with it.
--
-- :arg player: The player for whom the fields get gathered
-- :type player: :class:`wl.game.Player`
-- :returns: A table containing all visible fields in the current view
function get_sees_fields(plr)
local sees_fields = {}
for x=0, wl.Game().map.width-1 do
for y=0, wl.Game().map.height-1 do
f = wl.Game().map:get_field(x,y)
if wl.ui.MapView():is_visible(f) then
-- Gather only fields which are seen in the view
if plr:sees_field(f) then
table.insert(sees_fields, f)
end
end
end
end
return sees_fields
end
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