wl.map¶
Common functions¶
Some map objects share the same functions and attributes:
Common properties for objects with ware storage¶
Functions for objects which can store wares.
Supported at the time of this writing by Flag
and Warehouse.
For objects which consume wares, see: Common properties for objects requiring production inputs.
- wl.map.MapObject.get_wares(which)¶
Gets the number of wares that currently reside here.
- Parameters:
which – Can be either of:
- The string
"all". In this case the function will return a
tableof{ware_name=amount}pairs that gives information about all ware information available for this object.
- The string
- A ware name.
In this case a single integer is returned. No check is made if this ware makes sense for this location, you can for example ask a
lumberjacks_hutfor the number ofgranitehe has and he will return 0.
- An
arrayof ware names. In this case a
tableof{ware_name=amount}pairs is returned where only the requested wares are listed. All other entries arenil.
- An
- Returns:
integerortable
- wl.map.MapObject.set_wares(which[, amount])¶
Sets the wares available in this location. Either takes two arguments, a ware name and an amount to set it to. Or it takes a
tableof{ware_name=amount}pairs. Wares are created and added to an economy out of thin air.Setting some wares does not influence other wares for
warehouse
but sets other wares to empty for
flag
- Parameters:
which (
stringortable) – Name of ware or atableof {ware_name=amount}` pairs.amount (
integer) – This many units will be available after the call.
- wl.map.MapObject.valid_wares¶
(RO) A
tableof{ware_name=count}if storage is somehow constrained in this location. For example for aProductionSitethis is the information what wares and how much can be stored as inputs. For unconstrained storage (likeWarehouse) this isnil.You can use this to quickly fill a building:
if b.valid_wares then b:set_wares(b.valid_wares) end
Common properties for objects requiring production inputs¶
Supported at the time of this writing by
ProductionSite and TrainingSite.
These functions allows to set workers as inputs. These workers
are consumed by the production or trainings programs. To access
workers that do the work, see: Common properties for objects requiring workers.
- wl.map.MapObject.get_inputs(which)¶
Gets the number of wares and workers that currently reside here for consumption.
- Parameters:
which – Can be either of:
- The string
all. In this case the function will return a
tableof{ware/worker_name,amount}pairs that gives information about all ware information available for this object.
- The string
- A ware or worker name.
In this case a single integer is returned. No check is made if this ware/worker makes sense for this location, you can for example ask a
lumberjacks_hutfor the number ofgranitehe has and he will return 0.
- An
arrayof ware and worker names. In this case a
tableof{ware/worker_name=amount}pairs is returned where only the requested wares/workers are listed. All other entries arenil.
- An
- Returns:
integerortable
- wl.map.MapObject.set_inputs(which[, amount])¶
Sets the wares/workers available in this location which will be consumed by the production/training programm. Either takes two arguments, a ware/worker name and an amount to set it to. Or it takes a
tableof{ware/worker_name=amount}pairs. Wares are created and added to an economy out of thin air.Setting a few wares does not influence other wares for
production site
training site
- Parameters:
which (
stringortable) – name of ware/worker or{ware/worker_name=amount}tableamount (
integer) – this many units will be available after the call
- wl.map.MapObject.valid_inputs¶
(RO) A
tableof{ware/worker_name=amount}which describes how many wares/workers can be stored here for consumption. For example for aProductionSitethis is the information what wares/workers and can be stored in which amount as inputs.You can use this to quickly fill a building:
if b.valid_inputs then b:set_inputs(b.valid_inputs) end
- wl.map.MapObject.set_priority(ware, prio[, cs_setting = false])¶
Sets the priority for the given ware inputqueue.
- Parameters:
ware (
string) – ware nameprio (
string) – The new priority. One of"very_low","low","normal","high", or"very_high".cs_setting (
bool) – Only valid for productionsite-constructionsites. Iftrue, refers to the settings to apply after construction.
- wl.map.MapObject.get_priority(ware[, cs_setting = false])¶
Returns the priority for the given ware inputqueue. See also
set_priority().- Parameters:
ware (
string) – A ware name.cs_setting (
bool) – Only valid for productionsite-constructionsites. Iftrue, refers to the settings to apply after construction.
- Returns:
string
- wl.map.MapObject.set_desired_fill(item, fill[, cs_setting = false])¶
Sets the desired fill for the given ware or worker inputqueue, as if the player had clicked the increase/decrease buttons.
- Parameters:
item (
string) – Ware or worker name.fill (
integer) – The desired fill.cs_setting (
bool) – Only valid for productionsite-constructionsites. Iftrue, refers to the settings to apply after construction.
- wl.map.MapObject.get_desired_fill(item, fill[, cs_setting = false])¶
Returns the desired fill for the given ware or worker inputqueue. See also
set_desired_fill().- Parameters:
item (
string) – Ware or worker name.cs_setting (
bool) – Only valid for productionsite-constructionsites. Iftrue, refers to the settings to apply after construction.
- Returns:
integer
Common properties for objects requiring workers¶
Supported at the time of this writing by Road,
Warehouse and ProductionSite.
In the case of ProductionSites, these methods allow access to the
workers which do the work instead of workers which are consumed.
For workers which are consumed, see: Common properties for objects requiring production inputs.
- wl.map.MapObject.get_workers(which)¶
Similar to
wl.map.MapObject.get_wares().
- wl.map.MapObject.set_workers(which[, amount])¶
Similar to
wl.map.MapObject.set_wares().Note that soldiers must not be set via this method. Use
wl.map.MapObject.set_soldiers()instead.Ferries can not be set by this method either, except for waterways.
Setting some wares does not influence other wares for
warehouse
but sets other wares to empty for
road
productionsite
- wl.map.MapObject.valid_workers¶
(RO) Similar to
wl.map.MapObject.valid_waresbut for workers in this location.
Common properties for objects garrisoning soldiers¶
Supported at the time of this writing by
Warehouse, MilitarySite and
TrainingSite.
- wl.map.MapObject.get_soldiers(descr)¶
Gets information about the soldiers in a location.
- Parameters:
descr – Can be either of:
- A soldier description.
Returns an
integerwhich is the number of soldiers of this kind in this building.A soldier description is an
arraythat contains the level for health, attack, defense and evade (in this order). A usage example:building:get_soldiers({0,0,0,0})
would return the number of soldiers of level 0 in this location.
- The string
"all". In this case a
tableof{soldier_descriptions=count}is returned. Note that the following will not work, because Lua indexes tables by identity:building:set_soldiers({0,0,0,0}, 100) building:get_soldiers({0,0,0,0}) -- works, returns 100 building:get_soldiers("all")[{0,0,0,0}] -- works not, this is nil -- Following is a working way to check for a {0,0,0,0} soldier for descr,count in pairs(building:get_soldiers("all")) do if descr[1] == 0 and descr[2] == 0 and descr[3] == 0 and descr[4] == 0 then print(count) end end
- The string
- The string
"present". Added in version 1.3.
Returns an
integerwhich is the number of soldiers present in this building.
- The string
- The string
"stationed". Added in version 1.3.
Returns an
integerwhich is the number of soldiers stationed in this building. Stationed soldiers include present soldiers and the soldiers who left this building to fight.
- The string
- The string
"associated". Added in version 1.3.
Returns an
integerwhich is the number of soldiers associated to this building. Associated soldiers include stationed soldiers and soldiers who are coming to this building.
- The string
- Returns:
Number of soldiers that match descr or the
tablecontaining all soldiers- Return type:
integerortable.
- wl.map.MapObject.set_soldiers(which[, amount])¶
Analogous to
wl.map.MapObject.set_workers(), but for soldiers. Instead of a name anarrayis used to define the soldier. See below for an example.Setting some soldiers sets all others to empty for
military site
training site
warehouse
- Parameters:
which (
tableorarray.) – Either atableof{description=count}pairs or one description. In that case amount has to be specified as well.
Usage example:
building:set_soldiers({0,0,0,0}, 100)
would add 100 level 0 soldiers. While
building:set_soldiers({ [{0,0,0,0}] = 10, [{1,2,3,4}] = 5, })
would set 10 level 0 soldier and 5 soldiers with hit point level 1, attack level 2, defense level 3 and evade level 4 (as long as this is legal for the players tribe).
Module Classes¶
Map¶
- class wl.map.Map¶
Access to the map and its objects. You cannot instantiate this directly, instead access it via
wl.Game().map.- allows_seafaring¶
(RO) Whether the map currently allows seafaring.
- Returns:
trueif there are at least two port spaces that can be reached from each other.
- number_of_port_spaces¶
(RO) The amount of port spaces on the map.
- Returns:
An
integerwith the number of port spaces.
- port_spaces¶
(RO) A list of coordinates for all port spaces on the map.
- Returns:
A
tableof port space coordinates, like this:{{x=0,y=2},{x=54,y=23}}.
- width¶
(RO) The width of the map in fields.
- height¶
(RO) The height of the map in fields.
- waterway_max_length¶
Added in version 1.2.
(RW) The waterway length limit on this map.
- player_slots¶
(RO) This is an
arraythat contains aPlayerSlotfor each player defined in the map.Use
wl.bases.PlayerBase.numberas index to get this player’s description as suggested by the map’s author.
- count_conquerable_fields()¶
(RO) Counts all reachable fields that a player could build on.
Note: The fields are only calculated afresh when this is called for the first time.
- Returns:
An integer with the amount of fields.
- count_terrestrial_fields()¶
(RO) Counts all fields that are not swimmable.
Note: The fields are only calculated afresh when this is called for the first time.
- Returns:
An integer with the amount of fields.
- count_owned_valuable_fields([immovable_attribute])¶
(RO) Counts the number of owned valuable fields for all players.
- Parameters:
immovable_attribute (
string) – Optional: If this is set, only count fields that have an immovable with the given attribute.- Returns:
A
tablemapping player numbers to their number of owned fields.
- find_ocean_fields(number)¶
Returns an
arraywith the given number of Fields so that every field is swimmable, and from each field a sea route to any port space exists.- Parameters:
number (
integer) – The number of fields to find.- Returns:
arrayofwl.map.Field
- place_immovable(name, field)¶
Creates an immovable on a given field. If there is already an immovable on the field, an error is reported.
- Parameters:
name (
string) – The name of the immovable to createfield (
wl.map.Field) – The immovable is created on this field.
- Returns:
The created immovable.
- get_field(x, y)¶
Returns a
wl.map.Fieldobject of the given coordinates. The coordinates must be in range from 0 (inclusive) to the map’s width/height (exclusive).- See also:
- wrap_field(x, y)¶
Added in version 1.2.
Returns a
wl.map.Fieldobject of the given coordinates. If the coordinates are out of bounds, they will wrap around.- See also:
- recalculate()¶
This map recalculates the whole map state: Height of fields, buildcaps, whether the map allows seafaring and so on. You only need to call this function if you changed
raw_heightin any way.
- recalculate_seafaring()¶
This method recalculates whether the map allows seafaring. You only need to call this function if you have been changing terrains to/from water and wanted to defer recalculating whether the map allows seafaring.
- set_port_space(x, y, allowed)¶
Sets whether a port space is allowed at the coordinates (x, y). Returns
falseif the port space couldn’t be set.- Parameters:
x (
integer) – The x coordinate of the port space to set/unset.y (
integer) – The y coordinate of the port space to set/unset.allowed (
bool) – Whether building a port will be allowed here.
- Returns:
trueon success, orfalseotherwise- Return type:
bool
- sea_route_exists(field, port)¶
Returns whether a sea route exists from the given field to the given port space.
- Parameters:
field (
wl.map.Field) – The field where to startport (
wl.map.Field) – The port space to find
- Returns:
trueif a sea route exists, orfalseotherwise- Return type:
bool
Field¶
- class wl.map.Field¶
This class represents one Field in Widelands. The field may contain immovables like Flags or Buildings and can be connected via Roads. Every Field has two Triangles associated with itself: The right and the down one.
You cannot instantiate this directly, access it via
wl.Game().map.get_field()instead.- __hash¶
(RO) The hashed coordinates of the field’s position. Used to identify a class in a Set.
- x, y
(RO) The x/y coordinate of this field
- height¶
(RW) The height of this field. The default height is 10, you can increase or decrease this value to build mountains. Note though that if you change this value too much, all surrounding fields will also change their heights because the slope is constrained. If you are changing the height of many terrains at once, use
raw_heightinstead and then callrecalculateafterwards.
- raw_height¶
(RW) The same as
height, but setting this will not trigger a recalculation of the surrounding fields. You can use this field to change the height of many fields on a map quickly, then userecalculateto make sure that everything is in order.
- viewpoint_x, viewpoint_y
(RO) Returns the position in pixels to move the view to to center this field for the current interactive player.
- resource¶
(RW) The name of the resource that is available in this field or “none”.
- See also:
- initial_resource_amount¶
Changed in version 1.2: Read-only in 1.1 and older.
(RW) Starting value of resource.
- See also:
- immovable¶
(RO) The immovable that stands on this field or
nil. If you want to remove an immovable, you can usewl.map.MapObject.remove().
- terr, terd
(RW) The terrain of the right/down triangle. This is a string value containing the name of the terrain as it is defined in the world configuration. You can change the terrain by simply assigning another valid name to these variables. If you are changing the terrain from or to water, the map will not recalculate whether it allows seafaring, because this recalculation can take up a lot of performance. If you need this recalculated, you can do so by calling
recalculate_seafaringafter you’re done changing terrains.
- rn, ln, brn, bln, trn, tln
(RO) The neighbour fields of this field. The abbreviations stand for:
rn– Right neighbourln– Left neighbourbrn– Bottom right neighbourbln– Bottom left neighbourtrn– Top right neighbourtln– Top left neighbour
Note that the widelands map wraps at its borders, that is the following holds:
wl.map.Field(wl.map.get_width()-1, 10).rn == wl.map.Field(0, 10)
- buildable¶
(RO) Returns
trueif a flag or building could be built on this field, independently of whether anybody currently owns this field.
- has_roads¶
(RO) Whether any roads lead to the field. Note that waterways are currently treated like roads.
- Returns:
trueif any of the 6 directions has a road on it,falseotherwise.
- claimers¶
(RO) An
arrayof players that have military influence over this field sorted by the amount of influence they have. Note that this does not necessarily mean that claimers[1] is also the owner of the field, as a field that houses a surrounded military building is owned by the surrounded player, but others have more military influence over it.Note: The one currently owning the field is in
owner.
- region(r1[, r2])¶
Returns an
arrayof all Fields inside the given region. If one argument is given it defines the radius of the region. If both arguments are specified, the first one defines the outer radius and the second one the inner radius and a hollow region is returned, that is all fields in the outer radius region minus all fields in the inner radius region.A small example:
f:region(1)
will return an
arraywith the following entries (Note: Ordering of the fields inside thearrayis not guaranteed):{f, f.rn, f.ln, f.brn, f.bln, f.tln, f.trn}
- Returns:
The
arrayof the given fields.- Return type:
array
- has_caps(capname)¶
Returns
trueif the field has this capname associated with it, otherwise returnsfalse.Note: Immovables will hide the caps. If you want to have the caps without immovables use has_max_caps instead
- Parameters:
capname (
string) – Can be either of:
"small": Can a small building be built here?"medium": Can a medium building be built here?"big": Can a big building be built here?"mine": Can a mine be built here?"port": Can a port be built here?"flag": Can a flag be built here?"walkable": Is this field passable for walking bobs?"swimmable": Is this field passable for swimming bobs?
- has_max_caps(capname)¶
Returns
trueif the field has this maximum caps (not taking immovables into account) associated with it, otherwise returnsfalse.- Parameters:
capname (
string) – For possible values seehas_caps()
PlayerSlot¶
- class wl.map.PlayerSlot¶
A player description as it is in the map. This contains information about the start position, the name of the player if this map is played as scenario and it’s tribe. Note that these information can be different than the players actually valid in the game as in single player games, the player can choose most parameters freely.
- tribe_name¶
Changed in version 1.2: Read-only in 1.1 and older.
(RW) The name of the tribe suggested for this player in this map.
- name¶
Changed in version 1.2: Read-only in 1.1 and older.
(RW) The name for this player as suggested in this map.
- starting_field¶
Changed in version 1.2: Read-only in 1.1 and older.
(RW) The starting_field for this player as set in the map. Note that it is not guaranteed that the HQ of the player is on this field as scenarios and starting conditions are free to place the HQ wherever it want. This field is only centered when the game starts.
Economy¶
- class wl.map.Economy¶
Provides access to an economy. An economy will be created each time a player places a flag on the map. As soon this flag is connected to another flag, their two economies will be merged into a single economy. A player can have multiple economies, each of which has its own set of economy target settings.
You can get an economy from a
Flag.- target_quantity(name)¶
Returns the amount of the given ware or worker that should be kept in stock for this economy. Whether this works only for wares or only for workers is determined by the type of this economy.
Warning: Since economies can disappear when a player merges them through placing/deleting roads and flags, you must get a fresh economy object every time you use this function.
- Parameters:
name (
string) – The name of the ware or worker.- Returns:
integer
- set_target_quantity(name, amount)¶
Sets the amount of the given ware or worker type that should be kept in stock for this economy. Whether this works only for wares or only for workers is determined by the type of this economy.
Warning: Since economies can disappear when a player merges them through placing/deleting roads and flags, you must get a fresh economy object every time you use this function.
- Parameters:
workername (
string) – The name of the worker type.amount (
integer) – The new target amount for the worker. Needs to be>=0.
- needs(name[, flag = nil])¶
Changed in version 1.3: Added parameter
flag.Check whether the economy’s stock of the given ware or worker is lower than the target setting.
If a flag is provided, only consider the flag’s district, otherwise the entire economy.
Warning: Since economies can disappear when a player merges them through placing/deleting roads and flags, you must get a fresh economy object every time you use this function.
- Parameters:
name (
string) – The name of the ware or worker.flag (
wl.map.Flagornil.) – The flag whose district to query.
- Returns:
boolean
MapObjectDescription¶
- class wl.map.MapObjectDescription¶
A static description of a map object, so it can be used without having to access an actual object on the map. This class contains the properties that are common to all objects a tribe has, such as buildings or wares. E.g. the tribal encyclopedia is built upon this class.
To access the static descriptions of this class one can use anything that return description objects. See e.g. some of the attributes of
DescriptionsorEditorGameBase.Accessing the descriptions of this class during a game is done via the class
MapObjectand the attributeMapObject.descr.- descname¶
(RO) The map object’s localized name as
string
- icon_name¶
(RO) The filename for the menu icon as
string
- name¶
(RO) The map object’s internal name as
string
- type_name¶
(RO) The map object’s type as
string. Map object types are organized in a hierarchy, where an element that’s lower in the hierarchy has all the properties of the higher-placed types, as well as its own additional properties. Any map object’s description that isn’t linked below can be accessed via its higher types, e.g. abobis ageneral map object, and acarrieris aworkeras well as a general map object. Some types do not have any static properties besides those defined in their parent type’s description class, and are therefore represented by their parent class. Possible values are:Bobs: Bobs are map objects that can move around the map. Bob types are:
bob, the abstract base type for all bobs. For properties seeMapObjectDescription.critter, animals that aren’t controlled by any tribe. For properties seeMapObjectDescription.ship, a sea-going vessel belonging to a tribe that can ferry wares or an expedition.worker, a worker belonging to a tribe.carrier, a specialized worker for carrying items along a road. For properties seeWorkerDescription.ferry, a specialized carrier for carrying items along a waterway. For properties seeWorkerDescription.soldier, a specialized worker that will fight for its tribe.
Wares:
ware, a ware used by buildings to produce other wares, workers or shipsImmovables: Immovables are map objects that have a fixed position on the map, like buildings or trees. Immovable types are:
immovableGeneral immovables that can belong to a tribe (e.g. a wheat field) or to the world (e.g. trees or rocks).Buildings: Buildings always belong to a tribe. Building types are:
building, the base class for all buildingsconstructionsite, an actual building is being constructed here,dismantlesite, an actual building is being dismantled here,warehouse, a warehouse can store wares and workers. Headquarters and ports are special types of warehouses, but they belong to the same class,militarysite, a building manned by soldiers to expand a tribe’s territory,productionsite, the most common type of building, which can produce wares,trainingsite, a specialized productionsite for improving soldiers.
Other Immovables: Specialized immovables that aren’t buildings.
flag, a flag that can hold wares for transport. For properties seeMapObjectDescription.roadbase, the abstract base type for roads and waterways. For properties seeMapObjectDescription.road, a road connecting two flags. For properties seeMapObjectDescription.waterway, a waterway connecting two flags. For properties seeMapObjectDescription.portdock, a ‘parking space’ on water terrain where ships can load/unload wares and workers. A portdock is invisible to the player and one is automatically placed next to each port building. For properties seeMapObjectDescription.
Abstract: These types are abstract map objects that are used by the engine and are not visible on the map. They are mentioned here only for completeness; no Lua interface to access such objects or descriptions currently exists.
battle, holds information about two soldiers in a fight,naval_invasion_base, links a naval invasion of a port space.ship_fleet, holds information for managing ships and ports,ferry_fleet, holds information for managing ferries and waterways.ship_fleet_yard_interface, links a shipyard to a ship fleet.ferry_fleet_yard_interface, links a ferry yard to a ferry fleet.pinned_note, a textual note pinned to a field by the player.
Example to fetch some information from a tribe’s description:
-- get tribe description local tribe_descr = wl.Game():get_tribe_description("barbarians") -- get building descriptions of this tribe local buildings = tribe_descr.buildings -- iterate over all building descriptions for i, building in ipairs(buildings) do print(building.type_name, building.name) -- filter military sites if building.type_name == "militarysite" do print(building.max_number_of_soldiers) end end
- has_attribute(attribute_name)¶
Changed in version 1.3: Only available for
ImmovableDescriptionandCritterDescrbefore.Returns
trueif the immovable has the attribute,falseotherwise.- Parameters:
attribute_name (
string) – The attribute that we are checking for.
- helptexts(tribename)¶
(RO) Returns a
tableof helptexts if it exists for the given tribe, an emptytableotherwise.Keys are
lore,lore_author,purpose,note,performance, all of them optional. Thetablemay contain other keys as well.- Parameters:
tribename (
string) – The tribe for which we want to fetch the helptext.
TerrainDescription¶
- class wl.map.TerrainDescription¶
A static description of a terrain.
- name¶
(RO) The internal name of this terrain as
string.
- descname¶
(RO) The localized name of this terrain as
string.
- default_resource¶
(RO) The
wl.map.ResourceDescriptionfor the default resource provided by this terrain, ornilif the terrain has no default resource.
- default_resource_amount¶
(RO) The amount of the default resource provided by this terrain as
integer.
- fertility¶
(RO) The fertility value for this terrain.
See also:
ImmovableDescription.terrain_affinity
- humidity¶
(RO) The humidity value for this terrain.
See also:
ImmovableDescription.terrain_affinity
- representative_image¶
(RO) The file path to a representative image as
string.
- temperature¶
(RO) The temperature value for this terrain.
See also:
terrain_affinity
- valid_resources¶
(RO) A list of
wl.map.ResourceDescriptionwith all valid resources for this terrain.
ResourceDescription¶
- class wl.map.ResourceDescription¶
A static description of a resource.
- name¶
(RO) The internal name of this resource as
string.
- descname¶
(RO) The display name of this resource as
string.
- is_detectable¶
(RO)
trueif geologists can find this resource.
- max_amount¶
(RO) The maximum amount of this resource that a terrain can have.
- representative_image¶
(RO) The path to the image representing this resource in the GUI as
string.
- editor_image(amount)¶
(RO) The path to the image representing the specified amount of this resource as
string.- Parameters:
amount (
integer) – The amount of the resource what we want an overlay image for.
TribeDescription¶
- class wl.map.TribeDescription¶
A static description of a tribe. This class contains information about which buildings, wares, workers etc. a tribe uses.
- buildings¶
(RO) An
arrayofBuildingDescriptionwith all the buildings that the tribe can use, casted to their appropriate subclasses.
- builder¶
(RO) The internal name of the builder type that this tribe uses as
string.
- carriers¶
Added in version 1.1.
(RO) An
arrayof the internal names of the carrier types that this tribe uses asstring.
- carrier¶
Deprecated since version 1.1: Use
carriersinstead.(RO) The internal name of the carrier type that this tribe uses as
string.
- carrier2¶
Deprecated since version 1.1: Use
carriersinstead.(RO) The internal name of the secondary carrier type that this tribe uses as
string.
- ferry¶
(RO) The internal name of the ferry type that this tribe uses as
string.
- descname¶
(RO) The localized name of the tribe as
string
- geologist¶
(RO) The internal name of the geologist type that this tribe uses as
string.
- immovables¶
(RO) An
arrayofImmovableDescriptionwith all the immovables that the tribe can use.
- resource_indicators¶
(RO) The
tableresource_indicatorsas defined in the tribe’sunits.lua. See data/tribes/initializations/atlanteans/units.lua for more information on the table structure.
- collectors_points_table¶
(RO) The
collectors_points_tableas defined in the tribe’sunits.lua. See data/tribes/initializations/atlanteans/units.lua for more information on the table structure.
- name¶
(RO) The internal name of the tribe as
string.
- directory¶
(RO) The path of the tribe’s initialization scripts as
string.
- port¶
(RO) The internal name of the port type that this tribe uses as
string.
- ship¶
(RO) The internal name of the ship type that this tribe uses as
string.
- soldier¶
(RO) The internal name of the soldier type that this tribe uses as
string.
- wares¶
(RO) An
arrayofWareDescriptionwith all the wares that the tribe can use.
- workers¶
(RO) an
arrayofWorkerDescriptionwith all the workers that the tribe can use, casted to their appropriate subclasses.
- has_building(buildingname)¶
Returns
trueif buildingname is a building and the tribe can use it.- Returns:
trueorfalse- Return type:
bool
- has_ware(warename)¶
Returns
trueif warename is a ware and the tribe uses it.- Returns:
trueorfalse- Return type:
bool
- has_worker(workername)¶
Returns
trueif workername is a worker and the tribe can use it.- Returns:
trueorfalse- Return type:
bool
WareDescription¶
- class wl.map.WareDescription¶
Child of:
MapObjectDescriptionA static description of a ware. See the parent class for more properties.
- consumers(tribename)¶
(RO) Returns an
arraywithBuildingDescriptionwith buildings that need this ware for their production. Loads the tribe if it hasn’t been loaded yet.- Parameters:
tribename (
string) – The name of the tribe that this ware gets checked for.
- is_construction_material(tribename)¶
(RO) Returns
trueif this ware is used by the tribe’s construction sites.- Parameters:
tribename (
string) – The name of the tribe that this ware gets checked for.
- producers(tribename)¶
(RO) Returns an
arraywithBuildingDescriptionwith buildings that can produce this ware. Loads the tribe if it hasn’t been loaded yet.- Parameters:
tribename (
string) – The name of the tribe that this ware gets checked for.
ShipDescription¶
- class wl.map.ShipDescription¶
Child of:
MapObjectDescriptionA static description of a tribe’s ship. See also
MapObjectDescriptionfor more properties.
WorkerDescription¶
- class wl.map.WorkerDescription¶
Child of:
MapObjectDescriptionA static description of a tribe’s worker. See the parent class for more properties.
- becomes¶
(RO) The
WorkerDescriptionof the worker this one will level up to ornilif it never levels up.
- promoted¶
(RO)
trueif the worker is promoted from another worker.
- promoted_from¶
(RO) The
WorkerDescriptionthat this worker was promoted from ornilif it is not a promoted woker.
- buildcost¶
(RO) A list of building requirements, e.g. for an atlateans woodcutter this is
{"atlanteans_carrier","saw"}.
- employers¶
(RO) An
arraywithBuildingDescriptionwith buildings where this worker can be employed.
- buildable¶
(RO) Returns
trueif this worker is buildable.
- needed_experience¶
(RO) The experience the worker needs to reach this level.
SoldierDescription¶
- class wl.map.SoldierDescription¶
Child of:
WorkerDescription,MapObjectDescriptionA static description of a tribe’s soldier, so it can be used in help files without having to access an actual instance of the worker on the map. See the parent classes for more properties.
- max_health_level¶
(RO) The maximum health level that the soldier can have.
- max_attack_level¶
(RO) The maximum attack level that the soldier can have.
- max_defense_level¶
(RO) The maximum defense level that the soldier can have.
- max_evade_level¶
(RO) The maximum evade level that the soldier can have.
- base_health¶
(RO) The health points that the soldier starts with
- base_min_attack¶
(RO) The minimum random attack points that get added to a soldier’s attack
- base_max_attack¶
(RO) The maximum random attack points that get added to a soldier’s attack
- base_defense¶
(RO) The defense % that the soldier starts with
- base_evade¶
(RO) The evade % that the soldier starts with
- health_incr_per_level¶
(RO) The health points that the soldier will gain with each level.
- attack_incr_per_level¶
(RO) The attack points that the soldier will gain with each level.
- defense_incr_per_level¶
(RO) The defense % that the soldier will gain with each level.
- evade_incr_per_level¶
(RO) The evade % that the soldier will gain with each level.
- get_health_level_image_filepath(level)¶
Added in version 1.3.
Get the filepath for this soldier’s “health” attribute icon at the specified training level.
- Parameters:
level (
integer) – The soldier training attribute level whose icon to query- Returns:
The image file path.
- get_attack_level_image_filepath(level)¶
Added in version 1.3.
Get the filepath for this soldier’s “attack” attribute icon at the specified training level.
- Parameters:
level (
integer) – The soldier training attribute level whose icon to query- Returns:
The image file path.
- get_defense_level_image_filepath(level)¶
Added in version 1.3.
Get the filepath for this soldier’s “defense” attribute icon at the specified training level.
- Parameters:
level (
integer) – The soldier training attribute level whose icon to query- Returns:
The image file path.
- get_evade_level_image_filepath(level)¶
Added in version 1.3.
Get the filepath for this soldier’s “evade” attribute icon at the specified training level.
- Parameters:
level (
integer) – The soldier training attribute level whose icon to query- Returns:
The image file path.
ImmovableDescription¶
- class wl.map.ImmovableDescription¶
Child of:
MapObjectDescriptionA static description of a
base immovable. See alsoMapObjectDescriptionfor more properties.- species¶
(RO) The localized species name of the immovable, or an empty string if it has none.
- buildcost¶
(RO) A
tableof{ware=amount}pairs, describing the build cost for the immovable.
- becomes¶
(RO) An
arrayof map object names that this immovable can turn into, e.g.{"atlanteans_ship"}or{"deadtree2","fallentree"}.
- terrain_affinity¶
(RO) A
tablecontaining numbers labeled as pickiness, preferred_fertility, preferred_humidity, and preferred_temperature, ornilif the immovable has no terrain affinity.E.g. for a beech this will be:
{ preferred_humidity = 400, preferred_temperature = 110, preferred_fertility = 600, pickiness = 60 }
- size¶
(RO) The size of this immovable. Can be either of
none– Example: mushrooms. Immovables will be destroyed whensomething else is built on this field.
small– Example: trees, flags or small sized buildingsmedium– Example: Medium sized buildingsbig– Example: Big sized buildings or rocks
- probability_to_grow(terrain_description)¶
Returns a
doubledescribing the probability that this immovable will grow on the given terrain. Returnsnilif this immovable has no terrain affinity.Note that floating-point arithmetic is platform-dependent. Using
doublevalues to make any decisions in the script logic might result in desyncs.- Parameters:
terrain_description (
wl.map.TerrainDescription) – The terrain that we are checking the probability for.
BuildingDescription¶
- class wl.map.BuildingDescription¶
Child of:
MapObjectDescriptionA static description of a tribe’s building. This class contains the properties that are common to all buildings. Further properties are implemented in the subclasses. See the parent classes for more properties.
- buildcost¶
(RO) A
tableof{ware=build_cost}for the building.
- buildable¶
(RO)
trueif the building can be built.
- conquers¶
(RO) The conquer range of the building as an
int.
- destructible¶
(RO)
trueif the building is destructible.
- enhanced¶
(RO)
trueif the building is enhanced from another building.
- enhanced_from¶
(RO) The
BuildingDescriptionthat this was enhanced from, ornilif this isn’t an enhanced building.
- enhancement_cost¶
(RO) A
tableof{warename=cost}for enhancing to this building type.
- enhancement¶
(RO) The
BuildingDescriptionthat this building can enhance to.
- is_mine¶
(RO)
trueif the building is a mine.
- is_port¶
(RO)
trueif the building is a port.
- size¶
(RO) The size of this building as a
string. Can be either of"small"– Small sized buildings"medium"– Medium sized buildings"big"– Big sized buildings
- returns_on_dismantle¶
(RO) A
tableof{warename=amount}pairs returned upon dismantling.
- enhancement_returns_on_dismantle¶
(RO) A
tableof{warename=amount}pairs returned upon dismantling an enhanced building.
- vision_range¶
(RO) The vision_range of the building as an
integer.
- workarea_radius¶
(RO) The first workarea_radius of the building as an
integer,nilin case bulding has no workareas.
ProductionSiteDescription¶
- class wl.map.ProductionSiteDescription¶
Child of:
BuildingDescription,MapObjectDescriptionA static description of a tribe’s productionsite.
See the parent classes for more properties.
- inputs¶
(RO) An
arraywithWareDescriptioncontaining the wares that the productionsite needs for its production.
- collected_bobs¶
(RO) An
arrayofMapObjectDescriptioncontaining the bobs that this building will collect from the map. For example, a Hunters’s Hut will hunt some critters for meat.Note: At the moment, only critters are supported here, because we don’t have any other use case.
- collected_immovables¶
(RO) An
arrayofImmovableDescriptioncontaining the immovables that this building will collect from the map. For example, a Woodcutters’s House will cut down trees to obtain logs, and the Fruit Collector’s House will harvest fruit from berry bushes.
- collected_resources¶
(RO) An
arrayofResourceDescriptioncontaining the resources that this building will collect from the map, along with the maximum percentage mined and the chance to still find some more after depletion. E.g. for a Fisher’s Hut this will be:{ { resource = <resource description for fish>, yield = 100, when_empty = 0 } }
and for a Barbarian Coal Mine this will be:
{ { resource = <resource description for coal>, yield = 33.33, when_empty = 5 } }
- created_immovables¶
(RO) An
arrayofImmovableDescriptioncontaining the immovables that this building will place on the map. For example, a Foresters’s House will create trees, and the Berry Farm some berry bushes.
- created_bobs¶
(RO) An
arrayofMapObjectDescriptioncontaining the bobs that this building will place on the map. For example, a Gamekeepers’s Hut will create some critters, and the Shipyard a Ship.
- created_resources¶
(RO) An
arrayofResourceDescriptioncontaining the resources that this building will place on the map. For example, a Fishbreeder’s House will create the resource fish.
- output_ware_types¶
(RO) An
arrayofWareDescriptioncontaining the wares that the productionsite can produce.
- output_worker_types¶
(RO) An
arrayofWorkerDescriptioncontaining the workers that the productionsite can produce.
- production_programs¶
(RO) An
arraywith the production program names as string. See production site programs.
- supported_productionsites¶
(RO) An
arraywithProductionSiteDescriptioncontaining the buildings that will collect the bobs, immovables or resources from the map that this building will place on it. For example, a Forester’s House will support a Woodcutter’s House, because it places trees on the map.
- supported_by_productionsites¶
(RO) An
arraywithProductionSiteDescriptioncontaining the buildings that place bobs, immovables or resources on the map that this building will collect. For example, a Woodcutter’s House is supported by a Forester’s House, because it needs trees to fell.
- working_positions¶
(RO) An
arraywithWorkerDescriptioncontaining the workers that can work here with their multiplicity, i.e. for an Atlantean mine this would be{miner,miner,miner}.
- consumed_wares_workers(program_name)¶
Returns an
arrayof{{ware_name,ware_amount}}for the wares consumed by this production program. Multiple entries of{ware_name,ware_amount}are alternatives (OR logic)).- Parameters:
program_name (
string) – The name of the production program that we want to get the consumed wares for. See production site programs.
E.g. this will return for an Atlantean coalmine and the corresponding program:
{ 1, {smoked_meat, 2}, {smoked_fish, 2} -- 2 smoked_meat OR 2 smoked_fish 2, {atlanteans_bread, 2} -- AND 2 atlanteans_bread }
- produced_wares(program_name)¶
Returns a
tableof{ware_name=ware_amount}for the wares produced by this production program. See production site programs.- Parameters:
program_name (
string) – The name of the production program that we want to get the produced wares for.
- recruited_workers(program_name)¶
Returns a
tableof{worker_name=worker_amount}for the workers recruited by this production program. See production site programs.- Parameters:
program_name (
string) – the name of the production program that we want to get the recruited workers for.
TrainingSiteDescription¶
- class wl.map.TrainingSiteDescription¶
Child of:
ProductionSiteDescription,BuildingDescription,MapObjectDescriptionA static description of a tribe’s trainingsite.
A training site can train some or all of a soldier’s properties (attack, defense, evade and health). See the parent classes for more properties.
- max_attack¶
(RO) The number of attack levels that a soldier can train.
- max_defense¶
(RO) The number of defense levels that a soldier can train.
- max_evade¶
(RO) The number of evade levels that a soldier can train.
- max_health¶
(RO) The number of health levels that a soldier can train.
- max_number_of_soldiers¶
(RO) The number of soldiers that can be garrisoned at the trainingsite.
- min_attack¶
(RO) The number of attack levels that a soldier starts training with.
- min_defense¶
(RO) The number of defense levels that a soldier starts training with.
- min_evade¶
(RO) The number of evade levels that a soldier starts training with.
- min_health¶
(RO) The number of health levels that a soldier starts training with.
- trained_soldiers(program_name)¶
- Returns a
tablewith following entries [1] = the trained skill, [2] = the starting level, [3] = the resulting level trained by this production program. See production site programs.
- arg program_name:
the name of the production program that we want to get the trained soldiers for.
- type program_name:
string
WarehouseDescription¶
- class wl.map.WarehouseDescription¶
Child of:
BuildingDescription,MapObjectDescriptionA static description of a tribe’s warehouse. Note that headquarters are also warehouses. A warehouse keeps people, animals and wares. See the parent classes for more properties.
- heal_per_second¶
(RO) The number of health healed per second by the warehouse.
MarketDescription¶
- class wl.map.MarketDescription¶
Child of:
BuildingDescription,MapObjectDescriptionAdded in version 1.3.
A static description of a tribe’s market. A Market is used for trading over land with other players. See the parent classes for more properties.
- local_carrier¶
(RO) The name of the worker that works in the market.
- trade_carrier¶
(RO) The name of the worker that carries wares across the map to other markets.
MilitarySiteDescription¶
- class wl.map.MilitarySiteDescription¶
Child of:
BuildingDescription,MapObjectDescriptionA static description of a tribe’s militarysite.
A militarysite can garrison and heal soldiers, and it will expand your territory. See the parent classes for more properties.
- heal_per_second¶
(RO) The number of health healed per second by the militarysite.
- max_number_of_soldiers¶
(RO) The number of soldiers that can be garrisoned at the militarysite.
ConstructionSiteDescription¶
- class wl.map.ConstructionSiteDescription¶
Child of:
BuildingDescription,MapObjectDescriptionA static description of a tribe’s constructionsite. See the parent classes for more properties.
DismantleSiteDescription¶
- class wl.map.DismantleSiteDescription¶
Child of:
BuildingDescription,MapObjectDescriptionA static description of a tribe’s dismantlesite. See the parent classes for more properties.
MapObject¶
- class wl.map.MapObject¶
This is the base class for all objects in Widelands, including
immovablesandbobs. This class can’t be instantiated directly, but provides the base for all others.- __hash¶
(RO) The map object’s serial. Used to identify a class in a Set.
- serial¶
(RO) The serial number of this object. Note that this value does not stay constant after saving/loading.
- descr¶
(RO) The
MapObjectDescriptionfor this immovable.local immovable = wl.Game().map:get_field(20,31).immovable -- always check if the immovable was found on the field if immovable then if immovable.descr.type_name == "warehouse" -- access MapObjectDescription immovable:set_wares("log", 5) end end
- exists¶
Added in version 1.2.
(RO) Whether the map object represented by this Lua object still exists.
If it does not exist, no other attributes or functions of this object may be accessed.
- remove()¶
Removes this object immediately. If you want to destroy an object as if the player had see
destroy().
- destroy()¶
Removes this object immediately. Might do special actions (like leaving a burning fire). If you want to remove an object without side effects, see
remove().
- has_attribute(attribute)¶
Returns
trueif the map object has this attribute,falseotherwise.- Parameters:
attribute (
string) – The attribute to check for.
Bob¶
- class wl.map.Bob¶
Child of:
MapObjectThis is the base class for all Bobs in widelands.
More properties are available through this object’s
MapObjectDescription, which you can access viaMapObject.descr.- field¶
(RO) The field the bob is located on.
- has_caps(swim_or_walk)¶
(RO) Whether this bob can swim or walk.
- Parameters:
swim_or_walk (
string) – Can be either of"swims"or"walks".- Returns:
trueif this bob is able to swim_or_walk, otherwisefalse.
PinnedNote¶
- class wl.map.PinnedNote¶
-
Added in version 1.2.
This represents a note pinned to a map field.
More properties are available through this object’s
MapObjectDescription, which you can access viaMapObject.descr.- owner¶
(RO) The
wl.game.Playerwho owns this object.
- text¶
(RW) The text of the note.
- color¶
(RW) The color of the note, as an
arrayof three integers representing R, G, and B.
ShipFleetYardInterface¶
- class wl.map.ShipFleetYardInterface¶
-
Added in version 1.2.
This represents an interface between a shipyard and a ship fleet.
More properties are available through this object’s
MapObjectDescription, which you can access viaMapObject.descr.- owner¶
(RO) The
wl.game.Playerwho owns this object.
- building¶
(RO) The shipyard this interface belongs to.
FerryFleetYardInterface¶
- class wl.map.FerryFleetYardInterface¶
-
Added in version 1.2.
This represents an interface between a ferry yard and a ferry fleet.
More properties are available through this object’s
MapObjectDescription, which you can access viaMapObject.descr.- owner¶
(RO) The
wl.game.Playerwho owns this object.
- building¶
(RO) The ferry yard this interface belongs to.
Ship¶
- class wl.map.Ship¶
-
This represents a ship in game.
More properties are available through this object’s
MapObjectDescription, which you can access viaMapObject.descr.- destination¶
(RO) Either
nilif there is no current destination, otherwise thePortDock,Ship, orPinnedNote.
- last_portdock¶
(RO) Either
nilif no port was ever visited or the last portdock was destroyed, otherwise thePortDockof the last visited port.
- state¶
(RO) Query which state the ship is in. Can be either of:
"transport","exp_waiting","exp_scouting","exp_found_port_space","exp_colonizing","sink_request","sink_animation"
- Returns:
The ship’s state as
string, ornilif there is no valid state.
- type¶
Added in version 1.2.
(RO) The state the ship is in as
string:"transport"or"warship".
- scouting_direction¶
(RW) The direction into which this ship is currently scouting, if any.
Possible values are
"ne","e","se","sw","w","nw", andnil.
- island_explore_direction¶
(RW) Actual direction if the ship sails around an island. Sets/returns
"cw"(clockwise),"ccw"(counter clock wise) ornil.
- shipname¶
Changed in version 1.2: Read-only in 1.1 and older.
(RW) The name of the ship as
string.- capacity¶
(RW) The ship’s current capacity. Defaults to the capacity defined in the tribe’s singleton ship description.
Do not change this value if the ship is currently shipping more items than the new capacity allows.
- get_wares([which = nil])¶
When called without arguments, returns the number of wares on this ship.
When called with a ware name as argument, returns the amount of the specified ware on the ship.
When called with
""as argument, returns anarraywith the names of all loaded wares.- Returns:
The number of wares or an
arrayofstring.
- get_workers([which = nil])¶
When called without arguments, returns the number of workers on this ship.
When called with a worker name as argument, returns the amount of the specified worker on the ship.
When called with
""as argument, returns anarraywith all loaded workers.- Returns:
The number of workers or an
arrayofWorker
- build_colonization_port()¶
Returns
trueif port space construction was started (ship was in adequate status and a found portspace nearby).- Returns:
trueorfalse
- make_expedition([items])¶
Turns this ship into an expedition ship without a base port. Creates all necessary wares and a builder plus, if desired, the specified additional items. The ship must be empty and not an expedition ship when this method is called.
Note that the ships
capacityis not adjusted if you give additional items. If the amount of additional items exceeds the capacity, the game doesn’t like it.See also
launch_expeditionswhich adjustscapacitydepending on the given wares and workers.- Parameters:
items (
tableof{ware_or_worker=amount}pairs.) – Optional: Additional items to the ones that are needed to build a port.- Returns:
nil
Example with check for sufficient capacity:
-- place a ship on the map ship = wl.Game().players[1]:place_ship(wl.Game().map:get_field(21,27)) -- check capacity local free_capacity = ship.capacity -- subtract buildcost for port local buildings = wl.Game().players[1].tribe.buildings for i, building in ipairs(buildings) do if building.is_port then for ware, amount in pairs(building.buildcost) do free_capacity = free_capacity - amount end -- stop iterating buildings break end end -- finally subtract one slot for the builder free_capacity = free_capacity - 1 -- adjust capacity if free_capacity < 13 then ship.capacity = ship.capacity + 13 end -- create expedition with additional 13 items ship:make_expedition({barbarians_soldier = 10, fish = 3})
- refit(type)¶
Added in version 1.2.
Order the ship to refit to the given type.
- Parameters:
type (string) –
"transport"or"warship"- Returns:
nil
Worker¶
- class wl.map.Worker¶
-
All workers that are visible on the map are of this kind.
More properties are available through this object’s
WorkerDescription, which you can access viaMapObject.descr.- owner¶
(RO) The
wl.game.Playerwho owns this worker.
- location¶
(RO) The location where this worker is situated. This will be either a
Building,Road,Flagornil. Note that a worker that is stored in a warehouse has a locationnil. A worker that is out working (e.g. hunter) has as a location his building. A stationed soldier has his military building as location. Workers on transit usually have the Road they are currently on as location.
- evict()¶
Added in version 1.2.
Evict this worker from his current workplace.
Soldier¶
- class wl.map.Soldier¶
Child of:
Worker,Bob,MapObjectAll soldiers that are on the map are represented by this class.
More properties are available through this object’s
SoldierDescription, which you can access viaMapObject.descr.- attack_level¶
(RO) The current attack level of this soldier
- defense_level¶
(RO) The current defense level of this soldier
- health_level¶
(RO) The current health level of this soldier
- evade_level¶
(RO) The current evade level of this soldier
- current_health¶
(RW) This soldier’s current number of hitpoints left.
BaseImmovable¶
- class wl.map.BaseImmovable¶
Child of:
MapObjectThis is the base class for all immovables in Widelands.
More properties are available through this object’s
ImmovableDescription, which you can access viaMapObject.descr.- fields¶
(RO) An
arrayofwl.map.Fieldthat is occupied by this Immovable. If the immovable occupies more than one field (roads or big buildings for example) the first entry in this list will be the main field.
PlayerImmovable¶
- class wl.map.PlayerImmovable¶
Child of:
BaseImmovable,MapObjectAll Immovables that belong to a Player (Buildings, Flags, …) are based on this Class.
More properties are available through this object’s
ImmovableDescription, which you can access viaMapObject.descr.- owner¶
(RO) The
wl.game.Playerwho owns this object.
Flag¶
- class wl.map.Flag¶
Child of:
PlayerImmovable,BaseImmovable,MapObjectOne flag in the economy of this Player.
See also: Common properties for objects with ware storage.
More properties are available through this object’s
ImmovableDescription, which you can access viaMapObject.descr.- ware_economy¶
(RO) Returns the ware economy that this flag belongs to.
Warning: Since economies can disappear when a player merges them through placing/deleting roads and flags, you must get a fresh economy object every time you call another function on the resulting economy object.
- Returns:
The
Economyassociated with the flag to handle wares.
- worker_economy¶
(RO) Returns the worker economy that this flag belongs to.
Warning: Since economies can disappear when a player merges them through placing/deleting roads and flags, you must get a fresh economy object every time you call another function on the resulting economy object.
- Returns:
The
Economyassociated with the flag to handle workers.
- roads¶
(RO) The roads which are connected to this flag, if any.
Note that waterways are currently treated like roads.
- Returns:
A
tablewith directions as keys. Directions can be"tr","r","br","bl","l"and"tl". If this flag has no roads, thetablewill be empty.
- building¶
(RO) The building belonging to the flag, if any.
- get_distance(flag)¶
Returns the distance of the specified flag from this flag by roads and/or ships. More precisely, this is the time that a worker will need to get from this flag to the other flag using roads.
Note that the distance from A to B is not necessarily equal to the distance from B to A.
- Parameters:
flag (
Flag) – The flag to find.- Returns:
The distance of the flags in walking time or
nilif no path exists.
- send_geologist()¶
Send a geologist to explore the surroundings of this flag.
Road¶
- class wl.map.Road¶
Child of:
PlayerImmovable,BaseImmovable,MapObjectA road connecting two flags in the economy of this Player. Waterways are currently treated like roads in scripts; however, there are significant differences. You can check whether an instance of Road is a road or waterway using
road_type.See also: Common properties for objects requiring workers.
More properties are available through this object’s
ImmovableDescription, which you can access viaMapObject.descr.- length¶
(RO) The length of the roads in number of edges.
- start_flag¶
(RO) The flag were this road starts.
- end_flag¶
(RO) The flag were this road ends.
- road_type¶
(RO) Type of road. Can be any either of:
"normal""busy""waterway"
PortDock¶
- class wl.map.PortDock¶
Child of:
PlayerImmovable,BaseImmovable,MapObjectEach
Warehousethat is a port has a dock attached to it. The PortDock is an immovable that also occupies a field on the water near the port.More properties are available through this object’s
ImmovableDescription, which you can access viaMapObject.descr.
Building¶
- class wl.map.Building¶
Child of:
PlayerImmovable,BaseImmovable,MapObjectThis represents a building owned by a player.
More properties are available through this object’s
BuildingDescription, which you can access viaMapObject.descr.- flag¶
(RO) The flag that belongs to this building (that is to the bottom right of it’s main location).
- destruction_blocked¶
(RW) Whether the player is forbidden to dismantle or destroy this building.
- dismantle([keep_wares = false])¶
Instantly turn this building into a dismantlesite.
- Parameters:
keep_wares (
bool) – Optional: Iffalse(default) the wares in this buildings stock get destroyed. Iftruethe wares in this buildings stock will be preserved.
- enhance([keep_wares = false])¶
Added in version 1.1.
Instantly enhance this building if there is an enhancement.
- Parameters:
keep_wares (
bool) – Optional: Iffalse(default) the wares in this buildings stock get destroyed. Iftruethe wares in this buildings stock will be preserved.
ProductionSite¶
- class wl.map.ProductionSite¶
Child of:
Building,PlayerImmovable,BaseImmovable,MapObjectEvery building that produces anything.
- See also:
More properties are available through this object’s
ProductionSiteDescription, which you can access viaMapObject.descr.- is_stopped¶
(RO) Returns whether this productionsite is currently active or stopped
- Returns:
falseif the productionsite has been started,trueif it has been stopped.
- productivity¶
(RO) Returns the building’s current productivity percentage
- Returns:
A number between 0 and 100.
- toggle_start_stop()¶
If
ProductionSite.is_stopped, sends a command to start this productionsite. Otherwise, sends a command to stop this productionsite.
TrainingSite¶
- class wl.map.TrainingSite¶
Child of:
ProductionSite,Building,PlayerImmovable,BaseImmovable,MapObjectA specialized production site for training soldiers.
See also: Common properties for objects garrisoning soldiers
More properties are available through this object’s
TrainingSiteDescription, which you can access viaMapObject.descr.- capacity¶
(RW) The number of soldiers meant to be stationed here.
Warehouse¶
- class wl.map.Warehouse¶
Child of:
Building,PlayerImmovable,BaseImmovable,MapObjectEvery Headquarter, Port or Warehouse on the Map is of this type.
- See also:
More properties are available through this object’s
WarehouseDescription, which you can access viaMapObject.descr.- expedition_in_progress¶
(RO) If this Warehouse is a port, and an expedition is in progress, this is
true, otherwisenil.
- warehousename¶
Added in version 1.2.
(RW) The name of the warehouse as
string.
- max_garrison¶
Added in version 1.3.
(RO) The maximum garrison size that can be set for this warehouse. Unlike
max_soldiers, which is alwaysnilfor warehouses,max_garrisonis always a valid number: either 0 for plain warehouses ormax_garrisonfrom the building definition of ports and headquarters.
- garrison¶
Added in version 1.3.
(RW) The number of soldiers meant to be garrisoned here.
- soldier_preference¶
Added in version 1.3.
(RW)
"heroes"if this warehouse’s garrison prefers heroes;"rookies"for rookies; or"any"for no predilection.
- set_warehouse_policies(which, policy)¶
Sets the policies how the warehouse should handle the given wares and workers.
- Parameters:
which (
stringortable) – Behaves likewl.map.MapObject.get_wares().policy (A string out of
"normal","prefer","dontstock"or"remove") – The policy to apply for all the wares and workers given in which.
Usage examples:
wh:set_warehouse_policies("all", "remove") -- remove all wares wh:set_warehouse_policies("coal", "prefer") -- prefer coal wh:set_warehouse_policies({"coal", "log"}, "dontstock") -- don't store coal and logs
- get_warehouse_policies(which)¶
Returns the policies how the warehouse should handle the given wares and workers. See
Warehouse.set_warehouse_policies()for policy strings.- Parameters:
which (
stringorarray) – Behaves likewl.map.MapObject.get_wares().- Returns:
stringortable
Usage example:
wh:get_warehouse_policies("log") -- Returns e.g. "normal" wh:get_warehouse_policies({"ax", "coal"}) -- Returns a :class:`table` like {"ax"="normal", "coal"="prefer"}
- start_expedition()¶
Starts preparation for an expedition.
- cancel_expedition()¶
Cancels an expedition if in progress.
Market¶
- class wl.map.Market¶
Child of:
Building,PlayerImmovable,BaseImmovable,MapObjectAdded in version 1.3.
A Market used for trading with other players.
- For functions see:
More properties are available through this object’s
MarketDescription, which you can access viaMapObject.descr.- marketname¶
(RW) The name of the market as
string.- propose_trade(player, num_batches, items_to_send, items_to_receive)¶
Propose a trade from this market to another player.
- Parameters:
player (
wl.game.Player) – The player to make the trade offer to.num_batches (
integer) – Total number of trading batches to send (use-1for indefinite trades). Maximum 100.items_to_send (
table) – A table of warename to amount of items to send in each batch (maximum 100 wares in total).items_to_receive (
table) – A table of warename to amount of items to receive in each batch (maximum 100 wares in total).
- Returns:
The unique ID for the new trade offer.
- Return type:
integer
- accept_trade(id)¶
Accept the proposed trade with the provided ID.
Only proposed trade offers can be accepted. Only the recipient of the offer may accept it. The offer can be accepted by any market with a land connection to the initiating market.
- Parameters:
id (
integer) – Unique ID of the trade to accept.- See also:
MilitarySite¶
- class wl.map.MilitarySite¶
Child of:
Building,PlayerImmovable,BaseImmovable,MapObjectMilitary buildings with stationed soldiers.
See also: Common properties for objects garrisoning soldiers
More properties are available through this object’s
MilitarySiteDescription, which you can access viaMapObject.descr.- capacity¶
(RW) The number of soldiers meant to be stationed here.
- soldier_preference¶
- (RW)
"heroes"if this site prefers heroes;"rookies"for rookies; or
"any"for no predilection.
- (RW)
ConstructionSite¶
- class wl.map.ConstructionSite¶
Child of:
Building,PlayerImmovable,BaseImmovable,MapObjectA construction site as it appears in the game.
More properties are available through this object’s
ConstructionSiteDescription, which you can access viaMapObject.descr.- building¶
(RO) The internal name of the building that is constructed here.
- has_builder¶
(RW)
trueif this constructionsite has a builder. Changing this setting causes the worker to be instantly deleted or to be created from thin air.
- setting_launch_expedition¶
(RW) Only valid for ports under construction.
trueif an expedition will be launched immediately upon completion.
- setting_stopped¶
(RW) Only valid for productionsites and trainingsites under construction.
trueif this building will be initially stopped after completion.
- setting_soldier_preference¶
(RW) Only valid for militarysites under construction.
"heroes"if this site will prefer heroes after completion;"rookies"for rookies;"any"for no predilection.
- setting_soldier_capacity¶
(RW) Only valid for militarysites and trainingsites under construction. The desired number of soldiers stationed here after completion as
integer.
- get_setting_warehouse_policy(wareworker)¶
Only valid for warehouses under construction. Returns the stock policy to apply to the given ware or worker after completion.
- Parameters:
wareworker (
string) – The set ware or worker stock policy in this warehouse.
- set_setting_warehouse_policy(wareworker, policystring)¶
Only valid for warehouses under construction. Sets the stock policy to apply to the given ware or worker after completion. Valid values for policystring are documented in
Warehouse.set_warehouse_policies().
DismantleSite¶
- class wl.map.DismantleSite¶
Child of:
Building,PlayerImmovable,BaseImmovable,MapObjectA dismantle site as it appears in the game.
More properties are available through this object’s
DismantleSiteDescription, which you can access viaMapObject.descr.- has_builder¶
(RW)
trueif this dismantlesite has a builder. Changing this setting causes the worker to be instantly deleted, or to be created from thin air.