RE: Sneak Peeks, Coming Attractions, Works-In-Progress
Posted: Sat Sep 29, 2018 11:26 am
by berto
In the CSEE (Campaign Series Event Engine), the latest Lua functions, nearly 350 of them, with more still to come:
TRIGGERS
on_air_attack (x, y, pid, name, side, nation, points, strength)
on_hex_attack (x, y, side, nation)
on_ied_attack (x, y, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_mine_attack (x, y, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_next_phase (turn, side)
on_next_turn (turn)
on_objective_capture (x, y, values, side)
on_resume ()
on_shutdown ()
on_startup ()
on_unit_attack (x, y, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_unit_kill (x, y, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_unit_reduce (x, y, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader, loss)
on_unit_reinforce (x, y, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_unit_release (trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_unit_remove (x, y, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
AI
ai (side)
ai_index (parm)
ai_parameter (index)
adaptive_ai (side, nation, index)
inc_adaptive_ai (side, nation, index, increment)
is_ai (side)
max_ai_index ()
set_adaptive_ai (side, nation, index, value)
COUNTERS
counter_airlevel (trackid)
counter_assault (trackid)
counter_ctrackid (trackid)
counter_defend (trackid)
counter_exists (trackid)
counter_flags (trackid)
counter_hex (trackid)
counter_hq (trackid)
counter_is_airborne (trackid)
counter_is_hq (trackid)
counter_is_leader (trackid)
counter_leader (trackid)
counter_morale (trackid)
counter_more_flags (trackid)
counter_name (trackid)
counter_nation (trackid)
counter_oid (trackid)
counter_orgname (trackid)
counter_pid (trackid)
counter_points (trackid)
counter_side (trackid)
counter_strackid (trackid)
counter_strength (trackid)
counter_turns_to_outoffuel (trackid)
counter_type (trackid)
counter_x (trackid)
counter_y (trackid)
is_disrupted (trackids)
is_carried (trackids)
is_unloaded (trackids)
is_loaded (trackids)
is_concealed (trackids)
is_outofammo (trackids)
is_diggingin (trackids)
is_fatigued (trackids)
is_fixed (trackids)
is_lowonammo (trackids)
is_isolated (trackids)
is_reduced (trackids)
is_lowonfuel (trackids)
is_outoffuel (trackids)
counters_all (side)
counters_aorg (trackids)
counters_sorg (strackids)
map_trackid (hexcoor, number)
map_trackid_count (hexcoor)
map_trackids (hexcoor)
max_counters ()
GENERAL
first_side ()
current_side ()
other_side (side)
current_turn ()
next_turn ()
previous_turn ()
final_turn ()
current_visibility ()
night (turn)
fow (side)
is_fow (side)
is_night ()
HEXES
has_big_wrecks (hexcoor)
has_block (hexcoor)
has_bunker (hexcoor)
has_cave (hexcoor)
has_damage (hexcoor, dir)
has_ied (hexcoor)
has_ied1 (hexcoor)
has_ied2 (hexcoor)
has_ied3 (hexcoor)
has_improved_position (hexcoor)
has_landing_zone (hexcoor)
has_light_bridge (hexcoor)
has_minefield (hexcoor)
has_minefield1 (hexcoor)
has_minefield2 (hexcoor)
has_minefield3 (hexcoor)
has_obstacle (hexcoor)
has_pillbox (hexcoor)
has_pontoon_bridge (hexcoor)
has_rubble (hexcoor)
has_smoke (hexcoor)
has_trench (hexcoor)
has_tunnel (hexcoor)
has_vehicle_bridge (hexcoor)
has_wrecks (hexcoor)
is_sidea_aware (hexcoor)
is_sidea_exclude (hexcoor)
is_sideb_aware (hexcoor)
is_sideb_exclude (hexcoor)
is_airfield_hex (hexcoor)
is_beach_hex (hexcoor)
is_building_hex (hexcoor)
is_cactus_hex (hexcoor)
is_canal_hex (hexcoor)
is_canal_shallow_hex (hexcoor)
is_city_hex (hexcoor)
is_clear_hex (hexcoor)
is_colored_dirt_hex (hexcoor)
is_dense_jungle_hex (hexcoor)
is_dry_paddy_hex (hexcoor)
is_forest_hex (hexcoor)
is_grain_field_hex (hexcoor)
is_hammada_hex (hexcoor)
is_impass_hex (hexcoor)
is_industrial_hex (hexcoor)
is_installation_hex (hexcoor)
is_light_jungle_hex (hexcoor)
is_major_canal_hex (hexcoor)
is_major_canal_shallow_hex (hexcoor)
is_major_river_hex (hexcoor)
is_major_river_shallow_hex (hexcoor)
is_marsh_hex (hexcoor)
is_meadow_hex (hexcoor)
is_orchard_hex (hexcoor)
is_palm_tree_hex (hexcoor)
is_produce_field_hex (hexcoor)
is_river_hex (hexcoor)
is_river_shallow_hex (hexcoor)
is_rough_hex (hexcoor)
is_scrub_hex (hexcoor)
is_shallow_hex (hexcoor)
is_soft_sand_hex (hexcoor)
is_suburb_hex (hexcoor)
is_swamp_hex (hexcoor)
is_tall_grass_hex (hexcoor)
is_thicket_hex (hexcoor)
is_village_hex (hexcoor)
is_vineyard_hex (hexcoor)
is_wadi_hex (hexcoor)
is_water_hex (hexcoor)
is_wet_paddy_hex (hexcoor)
LUAVs
luav (index)
inc_luav (index, increment)
max_luav_index ()
set_luav (index, value)
MAP
on_map (hexcoor)
map_center (x, y)
map_height ()
map_slice (x, y)
map_up ()
map_width ()
map_up_half (x, y)
map_low_half (x, y)
map_left_half (x, y)
map_right_half (x, y)
map_up_left_quadrant (x, y)
map_up_right_quadrant (x, y)
map_low_right_quadrant (x, y)
map_low_left_quadrant (x, y)
map_nw_quadrant (x, y)
map_ne_quadrant (x, y)
map_se_quadrant (x, y)
map_sw_quadrant (x, y)
map_north_half (x, y)
map_south_half (x, y)
map_east_half (x, y)
map_west_half (x, y)
map_above (row, side)
map_below (row, side)
map_left_of (col, side)
map_right_of (col, side)
map_above_count (row, side)
map_below_count (row, side)
map_left_of_count (col, side)
map_right_of_count (col, side)
map_side (hexcoor)
hexcoor (x, y)
x (hexcoor)
y (hexcoor)
range (from, to)
within (trackids, hexcoor, distance)
units_within_count (hexcoor, distance, side)
MESSAGING
_message (title, text)
message (humanonly, title, text)
message_once (humanonly, title, text, index)
_note (title, text)
note (humanonly, title, text)
note_once (humanonly, title, text, index)
log (logfile, loglevel, text)
debug (text)
MISC
ordinal (number)
random (x)
has_flag (flags, flag)
join (lists)
OBJECTIVES
objective_owner (hexcoor)
objective_points ()
objective_values (hexcoor)
set_objective (hexcoor, values, side)
set_objective_values (hexcoor, values)
REINFORCEMENTS
reinforcement_flags (id)
reinforcement_hex (id)
reinforcement_prob (id)
reinforcement_scatter (id)
reinforcement_turn (id)
reinforcement_x (id)
reinforcement_y (id)
set_reinforcement (id, hexcoor, turn, prob, flags, scatter)
set_reinforcement_flags (id, flags)
set_reinforcement_hex (id, hexcoor)
set_reinforcement_prob (id, prob)
set_reinforcement_scatter (id, scatter)
set_reinforcement_turn (id, turn)
set_reinforcement_x (id, x)
set_reinforcement_y (id, y)
inc_reinforcement_prob (id, increment)
arrived (id)
RELEASES
release_prob (id)
release_turn (id)
released (id)
set_release (id, turn, prob)
set_release_prob (id, prob)
set_release_turn (id, turn)
inc_release_prob (id, increment)
SCENARIO
event_points (side)
set_event_points (side, value)
inc_event_points (side, increment)
strength (side)
total_points ()
total_strength (side)
losses (side)
loss_points (side)
average_morale (side)
morale_shift (nation)
set_morale_shift (nation, value)
inc_morale_shift (nation, increment)
advantage ()
aggressiveness (side)
air_support (side)
ammo_level (side)
arty_ammo_level (side)
set_advantage (value)
set_aggressiveness (side, value)
set_air_support (side, value)
set_ammo_level (side, value)
set_arty_ammo_level (side, value)
inc_advantage (increment)
inc_aggressiveness (side, increment)
inc_air_support (side, increment)
inc_ammo_level (side, increment)
inc_arty_ammo_level (side, increment)
major_defeat ()
major_victory ()
minor_defeat ()
minor_victory ()
set_major_defeat (value)
set_major_victory (value)
set_minor_defeat (value)
set_minor_victory (value)
set_victory (majordefeat, minordefeat, minorvictory, majorvictory)
smoke_ammo (side)
star_shells (side)
set_smoke_ammo (side, value)
set_star_shells (side, value)
inc_smoke_ammo (side, increment)
inc_star_shells (side, increment)
SIDES
is_bocage_side (hexcoor, dir)
is_cliff_side (hexcoor, dir)
is_crest_side (hexcoor, dir)
is_ditch_side (hexcoor, dir)
is_dune_side (hexcoor, dir)
is_embank_side (hexcoor, dir)
is_escarpment_side (hexcoor, dir)
is_ford_side (hexcoor, dir)
is_gully_side (hexcoor, dir)
is_heavy_bridge_side (hexcoor, dir)
is_hedge_side (hexcoor, dir)
is_high_side (hexcoor, dir)
is_light_bridge_side (hexcoor, dir)
is_medium_bridge_side (hexcoor, dir)
is_minor_river_side (hexcoor, dir)
is_path_side (hexcoor, dir)
is_rail_side (hexcoor, dir)
is_reef_side (hexcoor, dir)
is_road_side (hexcoor, dir)
is_stone_side (hexcoor, dir)
is_stream_side (hexcoor, dir)
is_unpaved_side (hexcoor, dir)
SCRIPTED AI
at (trackids, hexcoor)
defend_weak (trackids, hexcoor)
defend_strong (trackids, hexcoor)
move_norush (trackids, hexcoor)
move_rush (trackids, hexcoor)
attack_weak (trackids, hexcoor)
attack_strong (trackids, hexcoor)
attack_banzai (trackids, hexcoor)
load (trackids, hexcoor)
unload (trackids, hexcoor)
take_off (trackids, hexcoor)
land (trackids, hexcoor)
ascend (trackids, hexcoor)
ascend_ground (trackids, hexcoor)
ascend_noe (trackids, hexcoor)
ascend_low (trackids, hexcoor)
ascend_high (trackids, hexcoor)
descend (trackids, hexcoor)
descend_low (trackids, hexcoor)
descend_noe (trackids, hexcoor)
descend_ground (trackids, hexcoor)
descend_underground (trackids, hexcoor)
ascend_move (trackids, hexcoor)
move_descend (trackids, hexcoor)
exit (trackids, hexcoor)
dig_in (trackids, hexcoor)
reconnoiter (trackids, hexcoor)
build_light_bridge (trackids, hexcoor, dir)
build_vehicle_bridge (trackids, hexcoor, dir)
lay_minefield (trackids, hexcoor)
set_ied (trackids, hexcoor)
build_barrier (trackids, hexcoor)
damage (trackids, hexcoor, dir)
clear_lz (trackids, hexcoor)
hold (trackids)
halt (trackids)
unleash (trackids)
move_way_point (trackids, hexcoors)