Exemple #1
0
static int cfun_ai_get_caution(lua_State *L)
{
	double caution = get_readonly_context(L).get_caution();
	lua_pushnumber(L, caution);
	return 1;
}
Exemple #2
0
static int cfun_ai_recalculate_move_maps_enemy(lua_State *L)
{
	get_readonly_context(L).recalculate_move_maps_enemy();
	return 1;
}
Exemple #3
0
static int cfun_ai_get_attack_depth(lua_State *L)
{
	int attack_depth = get_readonly_context(L).get_attack_depth();
	lua_pushnumber(L, attack_depth);
	return 1;
}
Exemple #4
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static int cfun_ai_get_villages_per_scout(lua_State *L)
{
	int villages_per_scout = get_readonly_context(L).get_villages_per_scout();
	lua_pushnumber(L, villages_per_scout);
	return 1;
}
Exemple #5
0
static int cfun_ai_is_src_dst_enemy_valid(lua_State *L)
{
	bool valid = get_readonly_context(L).is_src_dst_enemy_valid_lua();
	lua_pushboolean(L, valid);
	return 1;
}
Exemple #6
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static int cfun_ai_get_leader_goal(lua_State *L)
{
	config goal = get_readonly_context(L).get_leader_goal();
	luaW_pushconfig(L, goal);
	return 1;
}
static int cfun_ai_get_enemy_srcdst(lua_State *L)
{
	move_map enemy_src_dst = get_readonly_context(L).get_enemy_dstsrc();
	push_move_map(L, enemy_src_dst);
	return 1;
}
Exemple #8
0
static int cfun_ai_get_scout_village_targeting(lua_State *L)
{
	double scout_village_targeting = get_readonly_context(L).get_scout_village_targeting();
	lua_pushnumber(L, scout_village_targeting);
	return 1;
}
Exemple #9
0
static int cfun_ai_get_simple_targeting(lua_State *L)
{
	bool simple_targeting = get_readonly_context(L).get_simple_targeting();
	lua_pushboolean(L, simple_targeting);
	return 1;
}
Exemple #10
0
static int cfun_ai_get_number_of_possible_recruits_to_force_recruit(lua_State *L)
{
	double noprtfr = get_readonly_context(L).get_number_of_possible_recruits_to_force_recruit(); // @note: abbreviation
	lua_pushnumber(L, noprtfr);
	return 1;
}
Exemple #11
0
static int cfun_ai_get_recruitment_ignore_bad_movement(lua_State *L)
{
	bool recruitment_ignore_bad_movement = get_readonly_context(L).get_recruitment_ignore_bad_movement();
	lua_pushboolean(L, recruitment_ignore_bad_movement);
	return 1;
}
Exemple #12
0
static int cfun_ai_get_passive_leader_shares_keep(lua_State *L)
{
	bool passive_leader_shares_keep = get_readonly_context(L).get_passive_leader_shares_keep();
	lua_pushboolean(L, passive_leader_shares_keep);
	return 1;
}
Exemple #13
0
static int cfun_ai_get_passive_leader(lua_State *L)
{
	bool passive_leader = get_readonly_context(L).get_passive_leader();
	lua_pushboolean(L, passive_leader);
	return 1;
}
Exemple #14
0
static int cfun_ai_get_leader_value(lua_State *L)
{
	double leader_value = get_readonly_context(L).get_leader_value();
	lua_pushnumber(L, leader_value);
	return 1;
}
Exemple #15
0
static int cfun_ai_get_grouping(lua_State *L)
{
	std::string grouping = get_readonly_context(L).get_grouping();
	lua_pushstring(L, grouping.c_str());
	return 1;
}
Exemple #16
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static int cfun_ai_get_support_villages(lua_State *L)
{
	bool support_villages = get_readonly_context(L).get_support_villages();
	lua_pushboolean(L, support_villages);
	return 1;
}
Exemple #17
0
static int cfun_ai_get_leader_aggression(lua_State *L)
{
	double leader_aggression = get_readonly_context(L).get_leader_aggression();
	lua_pushnumber(L, leader_aggression);
	return 1;
}
Exemple #18
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static int cfun_ai_get_village_value(lua_State *L)
{
	double village_value = get_readonly_context(L).get_village_value();
	lua_pushnumber(L, village_value);
	return 1;
}
Exemple #19
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static int cfun_ai_get_leader_ignores_keep(lua_State *L)
{
	bool leader_ignores_keep = get_readonly_context(L).get_leader_ignores_keep();
	lua_pushboolean(L, leader_ignores_keep);
	return 1;
}
Exemple #20
0
static int cfun_ai_get_dstsrc(lua_State *L)
{
	move_map dst_src = get_readonly_context(L).get_dstsrc();
	push_move_map(L, dst_src);
	return 1;
}