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events.lua
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events.lua
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-- _________ __ __
-- / _____// |_____________ _/ |______ ____ __ __ ______
-- \_____ \\ __\_ __ \__ \\ __\__ \ / ___\| | \/ ___/
-- / \| | | | \// __ \| | / __ \_/ /_/ > | /\___ \
-- /_______ /|__| |__| (____ /__| (____ /\___ /|____//____ >
-- \/ \/ \//_____/ \/
-- ______________________ ______________________
-- T H E W A R B E G I N S
-- Stratagus - A free fantasy real time strategy game engine
--
-- (c) Copyright 2014-2022 by Andrettin
--
-- 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 of the License, 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.
--
-- You should have received a copy of the GNU General Public License
-- along with this program; if not, write to the Free Software
-- Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
--
function EventTriggers()
Load("scripts/triggers.lua")
-- Greebo's Shinies
-- based on elements from the Descending into Darkness scenario of the Under the Burning Suns campaign from Battle for Wesnoth
-- only appears in terrains which exist in Nidavellir (substitute for checking if there is a goblin faction, as a goblin civilization hasn't yet been implemented)
-- Greebo inhabits a cave, so he can only appear in the map if there is a sufficient number of rocks in it
if ((GetCurrentTileset() == "swamp" or GetCurrentTileset() == "cave") and GetTileTerrainFlagCount("rock") >= 2048) then
AddTrigger("greebos-shinies",
function()
if (GameCycle == 0) then
return false
end
-- requires the existence of a sufficient number of farms which would be the origin of Greebo's loot
if ((SyncRand(100) + 1) <= 1 and GetNumUnitsAt(-1, "unit-dwarven-mushroom-farm", {0, 0}, {MaxMapWidth, MaxMapHeight}) >= 10) then
player = GetThisPlayer()
return true
end
return false
end,
function()
Event(
"Greebo's Shinies",
"A goblin has been seen hoarding stolen loot some distance from here. Clearing this threat would have the added benefit of giving us the opportunity to add his gold to our coffers.",
player,
{"~!OK"},
{function(s)
local greebo_player = FindUnusedPlayerSlot()
SetPlayerData(greebo_player, "Type", PlayerComputer)
local greebo_spawnpoint = FindAppropriateTileTypeSpawnPoint("Rock")
unit = CreateUnit("unit-goblin-banner", greebo_player, greebo_spawnpoint)
unit = CreateUnit("unit-goblin-spearman", greebo_player, greebo_spawnpoint)
SetUnitVariable(unit, "Active", false)
SetUnitVariable(unit, "Character", "greebo")
for i=0,(PlayerMax - 2) do
if (i ~= greebo_player) then
SetDiplomacy(greebo_player, "enemy", i)
SetDiplomacy(i, "enemy", greebo_player)
AddPlayerObjective(i, "- Kill Greebo (optional)")
end
end
SetPlayerData(greebo_player, "Name", "Greebo")
end},
nil
)
-- Greebo's speech
AddTrigger("greebo-speech",
function()
if (PlayerHasObjective(GetThisPlayer(), "- Kill Greebo (optional)")) then
local uncount = 0
uncount = GetUnits(GetFactionPlayer("Greebo"))
for unit1 = 1,table.getn(uncount) do
if (GetUnitVariable(uncount[unit1], "Character") == "greebo") then
local unit_quantity = GetNumUnitsAt(GetThisPlayer(), "units", {GetUnitVariable(uncount[unit1],"PosX") - 4, GetUnitVariable(uncount[unit1],"PosY") - 4}, {GetUnitVariable(uncount[unit1],"PosX") + 4, GetUnitVariable(uncount[unit1],"PosY") + 4})
if (unit_quantity > 0) then
player = GetThisPlayer()
return true
end
end
end
end
return false
end,
function()
if (GetPlayerData(player, "RaceName") == "dwarf") then
Event(
"Greebo",
"Greebo keeps shinies safe from nasty kobolds. And 'specially stinking dwarves.",
player,
{"~!Continue"},
{function(s)
end},
"goblin/icons/swordsman.png"
)
elseif (GetPlayerData(player, "RaceName") == "gnome") then
Event(
"Greebo",
"Greebo keeps shinies safe from nasty kobolds. And 'specially stinking gnomes.",
player,
{"~!Continue"},
{function(s)
end},
"goblin/icons/swordsman.png"
)
end
-- Greebo's End
-- based on elements from the Descending into Darkness scenario of the Under the Burning Suns campaign from Battle for Wesnoth
AddTrigger("greebos-end",
function()
if (GameCycle == 0) then
return false
end
for i=0,(PlayerMax - 2) do
if (GetPlayerData(i, "Name") == "Greebo" and FindHero("greebo", i) == nil) then
player = GetThisPlayer()
return true
end
end
return false
end,
function()
Event(
"",
"The goblin looter is dead. He doesn't seem to have much with him. Must be hard times.",
player,
{"~!OK"},
{function(s)
SetPlayerData(player, "Resources", "copper", GetPlayerData(player, "Resources", "copper") + 400)
for i=0,(PlayerMax - 2) do
if (GetPlayerData(i, "Name") ~= "Greebo") then
RemovePlayerObjective(i, "- Kill Greebo (optional)")
end
end
end}
)
return false
end
)
return false
end
)
return false
end
)
end
if (GetNumUnitsAt(-1, "unit-long-swordsman", {0, 0}, {MaxMapWidth, MaxMapHeight}) >= 1) then
-- Soldier offers training
AddTrigger("swordsman-freed",
function()
if (GetNumUnitsAt(-1, "unit-long-swordsman", {0, 0}, {MaxMapWidth, MaxMapHeight}) >= 1) then
local uncount = 0
uncount = GetUnits("any")
for unit1 = 1,table.getn(uncount) do
if (GetUnitVariable(uncount[unit1], "Ident") == "unit-long-swordsman") then
local unit_quantity = GetNumUnitsAt(GetThisPlayer(), "units", {GetUnitVariable(uncount[unit1],"PosX") - 1, GetUnitVariable(uncount[unit1],"PosY") - 1}, {GetUnitVariable(uncount[unit1],"PosX") + 1, GetUnitVariable(uncount[unit1],"PosY") + 1})
if (unit_quantity > 0) then
player = GetThisPlayer()
return true
end
end
end
end
return false
end,
function()
Event(
FindUnit("unit-long-swordsman"),
"Thanks for freeing me from my captors. They imprisoned me hoping to ransom me for gold, but it turns out I am naught but a wandering knight, with no baron of a father to pay for my freedom. So they just left me here to rot... I can't reward you with gold, but I will teach you what I know about personal combat.",
player,
{"~!OK (+100 XP)"},
{function(s)
local uncount = 0
uncount = GetUnits(GetThisPlayer())
for unit1 = 1,table.getn(uncount) do
SetUnitVariable(uncount[unit1], "Xp", GetUnitVariable(uncount[unit1], "Xp", "Max") + 100, "Max")
SetUnitVariable(uncount[unit1], "Xp", GetUnitVariable(uncount[unit1], "Xp", "Max"))
end
end}
)
return false
end
)
end
-- Varva Burns
AddTrigger("varva-burns",
function()
if (GameCycle == 0) then
return false
end
if (GetFactionExists("Varva")) then
if (GetPlayerData(GetFactionPlayer("Varva"), "TotalNumUnitsConstructed") == 0) then
for i=0,(PlayerMax - 2) do
if (GetPlayerData(i, "RaceName") == "norse" and GetPlayerData(i, "Name") == "Sweden") then
player = i
return true
end
end
end
end
return false
end,
function()
Event(
"Varva Burns",
"We have fulfilled the king's wishes and burnt down the farm of Varva... Unfortunately, the king Dag himself has died at the raid, killed by a serf. His son Agne will now be our king and lord.",
player,
{"~!OK"},
{function(s)
end}
)
return false
end
)
if (CMap:get():get_info():get_name() == "East Prussia") then
-- The Fall of the Island Fortress briefing; Source: Norman Davies, "Vanished Kingdoms", 2012, p. 343.
AddTrigger("the-fall-of-the-island-fortress",
function()
if (GameCycle == 0) then
return false
end
for i=0,(PlayerMax - 2) do
if (GetPlayerData(i, "RaceName") == "teuton") then
player = i
return true
end
end
return false
end,
function()
Event(
"",
"Our Order has made many advances towards the east over the years, and now the time has come for us to consolidate our hold over the land of the Prusai. Their island fortress of Elk stands in our way. It shall fall to our hands!",
player,
{"~!OK"},
{function(s)
AddPlayerObjective(player, "- Destroy the Prusai fortress of Elk")
end}
)
return false
end
)
end
end
function Event(speaker, event_description, player, options, option_effects, event_icon, event_image, continue_automatically, arg)
if not (arg) then
arg = {}
end
local icon_frame = 0
if (
GameRunning and GetThisPlayer() == player
and (continue_automatically == nil or continue_automatically == false)
) then
if (GameRunning and not IsNetworkGame()) then
SetGamePaused(true)
end
if (GameRunning) then
menu = WarGameMenu(panel(5))
else
menu = WarGrandStrategyGameMenu(panel(5))
menu:setDrawMenusUnder(true)
end
menu:resize(352 * get_scale_factor(), 352 * get_scale_factor())
if (speaker == nil) then
speaker = ""
end
local title_label = ""
if (type(speaker) == "number") then
if (GetUnitVariable(speaker, "Name") ~= "") then
title_label = GetUnitVariable(speaker, "Name")
else
title_label = GetUnitTypeData(GetUnitVariable(speaker, "Ident"), "Name")
end
elseif (type(speaker) == "string") then
title_label = speaker
end
if (title_label ~= "") then
menu:addLabel(_(title_label), 176 * get_scale_factor(), 11 * get_scale_factor())
end
local l = MultiLineLabel()
l:setFont(Fonts["game"])
l:setSize(324 * get_scale_factor(), 324 * get_scale_factor())
l:setLineWidth(324 * get_scale_factor())
if (event_icon == nil and type(speaker) == "string") then
--if (title_label ~= "") then
menu:add(l, 14 * get_scale_factor(), 76 * get_scale_factor())
--else
-- menu:add(l, 14 * get_scale_factor(), 38 * get_scale_factor())
--end
else
menu:add(l, 14 * get_scale_factor(), 112 * get_scale_factor())
end
l:setCaption(_(event_description))
local b
if (type(speaker) == "number") then
event_icon = GetIconData(GetUnitVariable(speaker, "Icon"), "File")
icon_frame = GetIconData(GetUnitVariable(speaker, "Icon"), "Frame")
b = PlayerColorImageButton("", GetPlayerData(GetUnitVariable(speaker, "Player"), "Color"))
menu:add(b, 153 * get_scale_factor(), 48 * get_scale_factor())
elseif (event_icon ~= nil) then
icon_frame = GetIconData(event_icon, "Frame")
event_icon = GetIconData(event_icon, "File")
b = PlayerColorImageButton("", "gray")
menu:add(b, 153 * get_scale_factor(), 48 * get_scale_factor())
end
if (b) then
b:setNormalImage(event_icon)
b:setPressedImage(event_icon)
b:setDisabledImage(event_icon)
b:set_frame(icon_frame)
b:setSize(46 * get_scale_factor(), 38 * get_scale_factor())
b:setBorderSize(0) -- Andrettin: make buttons not have the borders they previously had
b:setIconFrameImage()
end
for i=1,table.getn(options) do
local option_hotkey = ""
if (string.find(_(options[i]), "~!") ~= nil) then
option_hotkey = string.sub(string.match(_(options[i]), "~!%a"), 3)
option_hotkey = string.lower(option_hotkey)
end
local option_b = menu:addFullButton(_(options[i]), option_hotkey, (176 - (224 / 2)) * get_scale_factor(), (352 - 40 - 32 * (table.getn(options) - i)) * get_scale_factor(),
function(s)
if (GameRunning and not IsNetworkGame()) then
SetGamePaused(false)
end
menu:stop()
option_effects[i]()
end
)
if (arg.OptionTooltips ~= nil) then
option_b:setTooltip(_(arg.OptionTooltips[i]))
end
end
if (table.getn(options) == 1) then -- for events with just one option, allow enter to be used as a way to close the event dialogue
menu:addButton("", "return", -1, -1,
function(s)
if (GameRunning and not IsNetworkGame()) then
SetGamePaused(false)
end
menu:stop()
option_effects[1]()
end,
{0, 0}
)
end
if (GameRunning) then
menu:run(false)
else
menu:run()
end
else -- AIs always choose the first option
-- option_effects[SyncRand(table.getn(option_effects)) + 1]()
option_effects[1]()
end
end
function Tip(tip_name, tip_description)
if (GetArrayIncludes(wyr.preferences.TipsShown, tip_name)) then
return
end
if (GameRunning and not IsNetworkGame()) then
SetGamePaused(true)
end
local menu
if (GameRunning) then
menu = WarGameMenu(panel(2))
else
menu = WarGrandStrategyGameMenu(panel(2))
menu:setDrawMenusUnder(true)
end
menu:resize(288 * get_scale_factor(), 256 * get_scale_factor())
menu:addLabel(_(tip_name), 144 * get_scale_factor(), 11 * get_scale_factor())
local l = MultiLineLabel()
l:setFont(Fonts["game"])
l:setSize(260 * get_scale_factor(), (128 + 36) * get_scale_factor())
l:setLineWidth(260 * get_scale_factor())
menu:add(l, 14 * get_scale_factor(), 35 * 1.5 * get_scale_factor())
l:setCaption(_(tip_description))
if (tip_name ~= "" and GetArrayIncludes(wyr.preferences.TipsShown, tip_name) == false) then
table.insert(wyr.preferences.TipsShown, tip_name)
SavePreferences()
end
menu:addHalfButton(_("~!Close"), "c", (288 / 2 - (106 / 2)) * get_scale_factor(), (256 - 40) * get_scale_factor(),
function()
if (GameRunning and not IsNetworkGame()) then
SetGamePaused(false)
end
menu:stop()
end
)
menu:addButton("", "return", -1, -1,
function()
if (GameRunning and not IsNetworkGame()) then
SetGamePaused(false)
end
menu:stop()
end,
{0, 0}
)
if (GameRunning) then
menu:run(false)
else
menu:run()
end
end
function GenericDialog(title, message, tooltip, icon, player_color, frame)
if (GameRunning and not IsNetworkGame()) then
SetGamePaused(true)
end
local menu
local icon_graphics
if (not frame) then
frame = 0
end
if (icon) then
icon_graphics = GetIconData(icon, "File")
end
if (GameRunning or CEditor:get():is_running()) then
menu = WarGameMenu(panel(1))
else
menu = WarGrandStrategyGameMenu(panel(1))
menu:setDrawMenusUnder(true)
end
menu:addLabel(_(title), 128 * get_scale_factor(), 11 * get_scale_factor())
if (icon) then
if not (player_color) then
player_color = "red"
end
local icon_widget = PlayerColorImageButton("", player_color)
menu:add(icon_widget, 105 * get_scale_factor(), 48 * get_scale_factor())
icon_widget:setNormalImage(icon_graphics)
icon_widget:setPressedImage(icon_graphics)
icon_widget:setDisabledImage(icon_graphics)
icon_widget:set_frame(frame)
icon_widget:setBorderSize(0) -- Andrettin: make buttons not have the borders they previously had
icon_widget:setIconFrameImage()
end
local l = MultiLineLabel()
l:setFont(Fonts["game"])
l:setSize(228 * get_scale_factor(), 256 * get_scale_factor())
l:setLineWidth(228 * get_scale_factor())
if (icon) then
menu:add(l, 14 * get_scale_factor(), 112 * get_scale_factor())
else
menu:add(l, 14 * get_scale_factor(), 35 * get_scale_factor())
end
l:setCaption(_(message))
local ok_button = menu:addFullButton(_("~!OK"), "o", 16 * get_scale_factor(), (248 - (36 * 0)) * get_scale_factor(),
function()
if (GameRunning and not IsNetworkGame()) then
SetGamePaused(false)
end
menu:stop()
end
)
if (tooltip) then
ok_button:setTooltip(_(tooltip))
end
menu:addButton("", "return", -1, -1,
function()
if (GameRunning and not IsNetworkGame()) then
SetGamePaused(false)
end
menu:stop()
end,
{0, 0}
)
if (GameRunning or CEditor:get():is_running()) then
menu:run(false)
else
menu:run()
end
end