41 variant get_value(
const std::string& key)
const override;
51 variant get_value(
const std::string& key)
const override;
62 variant get_value(
const std::string& key)
const override;
80 variant get_value(
const std::string& key)
const override;
82 const gamemap& get_gamemap()
const;
96 void serialize_to_string(std::string& str)
const override;
103 variant get_value(
const std::string& key)
const override;
114 variant get_value(
const std::string& key)
const override;
135 variant get_value(
const std::string& key)
const override;
156 variant get_value(
const std::string& key)
const override;
172 variant get_value(
const std::string& key)
const override;
188 variant get_value(
const std::string& key)
const override;
200 : key_(key), value_(value)
203 const std::string&
key()
const {
return key_; }
210 variant get_value(
const std::string& key)
const override;
222 , backup_formula_(backup)
239 variant get_value(
const std::string& key)
const override;
248 : failed_callable_(callable)
249 , current_unit_location_(loc)
258 variant get_value(
const std::string& key)
const override;
const map_location & loc() const
set_var_callable(const std::string &key, const variant &value)
safe_call_result(const_formula_callable_ptr callable, int status, const map_location &loc=map_location())
This class represents a single unit of a specific type.
event_callable(const game_events::queued_event &event)
int main(int, char **argv)
team_callable(const team &t)
const display_context & board_
const unit_type & get_unit_type() const
std::vector< formula_input > formula_input_vector
config_callable(const config &c)
unit_type_callable(const unit_type &u)
const expression_ptr & get_backup() const
std::shared_ptr< formula_expression > expression_ptr
A single unit type that the player may recruit.
const game_events::queued_event & event_info
const attack_type & get_attack_type() const
const_formula_callable_ptr failed_callable_
This class stores all the data for a single 'side' (in game nomenclature).
void set_backup_result(const variant &v)
gamemap_callable(const display_context &g)
const config & get_config() const
Encapsulates the map of the game.
std::shared_ptr< attack_type > second_weapon
const map_location & loc_
Encapsulates the map of the game.
An object representing the state of the game, providing access to the map and basic information...
const variant & get_main() const
const std::string & key() const
unit_callable(const map_location &loc, const unit &u)
expression_ptr backup_formula_
std::shared_ptr< const formula_callable > const_formula_callable_ptr
location_callable(const map_location &loc)
const map_location & get_location() const
An object representing the state of the current event; equivalent to Lua's wesnoth.current.event_context.
A config object defines a single node in a WML file, with access to child nodes.
const map_location current_unit_location_
std::shared_ptr< const attack_type > const_attack_ptr
safe_call_callable(const variant &main, const expression_ptr &backup)
const unit & get_unit() const
const team & get_team() const