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[Merge] lp:~widelands-dev/widelands/bug-1675179-lua-hide-fields into lp:widelands

 

GunChleoc has proposed merging lp:~widelands-dev/widelands/bug-1675179-lua-hide-fields into lp:widelands.

Commit message:
Added option to Lua function player:hide_fields to mark them as unexplored.

Requested reviews:
  Widelands Developers (widelands-dev)
Related bugs:
  Bug #1675179 in widelands: "missing/new lua functions"
  https://bugs.launchpad.net/widelands/+bug/1675179

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1675179-lua-hide-fields/+merge/320981

New Lua function for the Barbarians 3 scenario.
-- 
Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/bug-1675179-lua-hide-fields into lp:widelands.
=== modified file 'src/logic/player.cc'
--- src/logic/player.cc	2017-03-03 18:13:55 +0000
+++ src/logic/player.cc	2017-03-24 19:05:11 +0000
@@ -1024,9 +1024,10 @@
 	field.vision = fvision;
 }
 
-void Player::unsee_node(MapIndex const i, Time const gametime, bool const forward) {
+/// If 'hide_completely', fields will be marked as unexplored. Else, player no longer sees what's currently going on.
+void Player::unsee_node(MapIndex const i, Time const gametime, const bool hide_completely,  bool const forward) {
 	Field& field = fields_[i];
-	if (field.vision <= 1)  //  Already does not see this
+	if ((!hide_completely && field.vision <= 1) || field.vision < 1)  //  Already does not see this
 		return;
 
 	//  If this is not already a forwarded call, we should inform allied players
@@ -1035,13 +1036,18 @@
 		update_team_players();
 	if (!forward && !team_player_.empty()) {
 		for (uint8_t j = 0; j < team_player_.size(); ++j)
-			team_player_[j]->unsee_node(i, gametime, true);
+			team_player_[j]->unsee_node(i, gametime, hide_completely, true);
 	}
 
-	--field.vision;
-	if (field.vision == 1)
+	if (hide_completely) {
+		field.vision = 0;
+	} else {
+		--field.vision;
+		assert(1 <= field.vision);
+	}
+	if (field.vision < 2) {
 		field.time_node_last_unseen = gametime;
-	assert(1 <= field.vision);
+	}
 }
 
 /**

=== modified file 'src/logic/player.h'
--- src/logic/player.h	2017-01-25 18:55:59 +0000
+++ src/logic/player.h	2017-03-24 19:05:11 +0000
@@ -445,7 +445,7 @@
 	              const bool forward = false);
 
 	/// Decrement this player's vision for a node.
-	void unsee_node(const MapIndex, const Time, const bool forward = false);
+	void unsee_node(const MapIndex, const Time, const bool hide_completely = false, const bool forward = false);
 
 	/// Call see_node for each node in the area.
 	void see_area(const Area<FCoords>& area) {

=== modified file 'src/scripting/lua_game.cc'
--- src/scripting/lua_game.cc	2017-01-25 18:55:59 +0000
+++ src/scripting/lua_game.cc	2017-03-24 19:05:11 +0000
@@ -620,6 +620,9 @@
       :arg fields: The fields to hide
       :type fields: :class:`array` of :class:`wl.map.Fields`
 
+      :arg hide_completely: *Optional*. The fields will be marked as unexplored.
+      :type hide_completely: :class:`boolean`
+
       :returns: :const:`nil`
 */
 int LuaPlayer::hide_fields(lua_State* L) {
@@ -628,11 +631,12 @@
 	Map& m = egbase.map();
 
 	luaL_checktype(L, 2, LUA_TTABLE);
+	const bool hide_completely = !lua_isnone(L, 3) && luaL_checkboolean(L, 3);
 
 	lua_pushnil(L); /* first key */
 	while (lua_next(L, 2) != 0) {
-		p.unsee_node(
-		   (*get_user_class<LuaField>(L, -1))->fcoords(L).field - &m[0], egbase.get_gametime());
+		p.unsee_node((*get_user_class<LuaField>(L, -1))->fcoords(L).field - &m[0],
+		             egbase.get_gametime(), hide_completely);
 		lua_pop(L, 1);
 	}
 

=== modified file 'test/maps/lua_testsuite.wmf/scripting/gplayer.lua'
--- test/maps/lua_testsuite.wmf/scripting/gplayer.lua	2017-01-17 20:07:46 +0000
+++ test/maps/lua_testsuite.wmf/scripting/gplayer.lua	2017-03-24 19:05:11 +0000
@@ -59,6 +59,30 @@
    assert_equal(true, player1:sees_field(self.f))
 end
 
+-- This test must go last, because we change the state of player1:seen_field.
+function player_vision_tests:test_hide_completely()
+   player1.see_all = true
+   assert_equal(true, player1:sees_field(self.f))
+   player1.see_all = false
+   assert_equal(false, player1:sees_field(self.f))
+
+   player1:hide_fields(self.f:region(1), false)
+   game.desired_speed = 0;
+   assert_equal(false, player1:sees_field(self.f))
+   assert_equal(true, player1:seen_field(self.f))
+
+   player1.see_all = true
+   assert_equal(true, player1:sees_field(self.f))
+   player1.see_all = false
+   assert_equal(false, player1:sees_field(self.f))
+
+   player1:hide_fields(self.f:region(1), true)
+   game.desired_speed = 0;
+   assert_equal(false, player1:sees_field(self.f))
+   assert_equal(false, player1:seen_field(self.f))
+   player1:reveal_fields(self.f:region(1))
+end
+
 
 -- =========================
 -- Forbid & Allow buildings


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