#textdomain wesnoth

# Side-utils macros for balancing AI behaviour and setting village ownership.
# You can, for example give an AI side the possibility to recruit high
# level units but not to have too many of them at the same time.

# Note: These generate events, so they need to be placed directly
# under your [scenario] tag, and not within an event such as start or
# prestart.

#define LIMIT_CONTEMPORANEOUS_RECRUITS SIDE TYPE LIMIT_NUMBER
    # Limit the number of units passing a specified filter that a side
    # can have simultaneously. When the number of matching units
    # side has reaches or exceeds LIMIT_NUMBER, that side is prevented from
    # recruiting more until the number of units of that type drops
    # below LIMIT_NUMBER again.
    #
    # Allow side 2 no more than 2 Troll Rocklobbers at a time
    #! {LIMIT_CONTEMPORANEOUS_RECRUITS 2 "Troll Rocklobber" 2}
    [event]
        name=side turn
        first_time_only=no

        {VARIABLE LCR_temp {SIDE}}

        [if]
            [variable]
                name=LCR_temp
                contains=$side_number
            [/variable]

            [then]
                [if]
                    [have_unit]
                        side=$side_number
                        type={TYPE}
                        count="{LIMIT_NUMBER}-99999"
                    [/have_unit]

                    [then]
                        [disallow_recruit]
                            side=$side_number
                            type={TYPE}
                        [/disallow_recruit]
                    [/then]

                    [else]
                        [allow_recruit]
                            side=$side_number
                            type={TYPE}
                        [/allow_recruit]
                    [/else]
                [/if]
            [/then]
        [/if]

        {CLEAR_VARIABLE LCR_temp}
    [/event]

    [event]
        name=recruit
        first_time_only=no

        [filter]
            side={SIDE}
            type={TYPE}
        [/filter]

        [if]
            [have_unit]
                side=$side_number
                type={TYPE}
                count="{LIMIT_NUMBER}-99999"
            [/have_unit]

            [then]
                [disallow_recruit]
                    side=$side_number
                    type={TYPE}
                [/disallow_recruit]
            [/then]
        [/if]
    [/event]
#enddef

#define LIMIT_RECRUITS SIDE TYPE LIMIT_NUMBER
    # Limit the total number of units passing a specified filter that a given
    # side can recruit in the scenario.
    #
    # Allow side 2 no more than 1 Draug in the entire scenario
    #! {LIMIT_RECRUITS 2 Draug 1}

    [event]
        name=prestart

        # the array holding the recruit-limited types is cleared here, because
        # it could hold values carried over from the previous scenario

        {CLEAR_VARIABLE side_{SIDE}_limited_recruits}

        {VARIABLE side_{SIDE}_limited_recruits_length -1}
    [/event]

    # when the side recruits this given type for the first time, it's recorded
    # in an array that holds info on all the recruit-limited types for this side

    [event]
        name=recruit
        first_time_only=yes

        [filter]
            side={SIDE}
            type={TYPE}
        [/filter]

        {VARIABLE_OP side_{SIDE}_limited_recruits_length add 1}

        {VARIABLE side_{SIDE}_limited_recruits[$side_{SIDE}_limited_recruits_length|].type $unit.type}
    [/event]

    # and every time when the side recruits this given type, we increment a
    # counter, and if it matches or exceeds the limit, we disallow recruiting
    # more of those units

    [event]
        name=recruit
        first_time_only=no

        [filter]
            side={SIDE}
            type={TYPE}
        [/filter]

        {FOREACH side_{SIDE}_limited_recruits i}
            [if]
                [variable]
                    name=side_{SIDE}_limited_recruits[$i].type
                    equals=$unit.type
                [/variable]

                [then]
                    {VARIABLE_OP side_{SIDE}_limited_recruits[$i].number_recruited add 1}
                    [if]
                        [variable]
                            name=side_{SIDE}_limited_recruits[$i].number_recruited
                            greater_than_equal_to={LIMIT_NUMBER}
                        [/variable]

                        [then]
                            [disallow_recruit]
                                side={SIDE}
                                type={TYPE}
                            [/disallow_recruit]
                        [/then]
                    [/if]
                [/then]
            [/if]
        {NEXT i}
    [/event]
#enddef

#define CAPTURE_FILTERED_VILLAGES SIDE FILTER
    # Change ownership of villages matching the specified location filter.
    [store_locations]
        {FILTER}
        variable=temp_target_villages
    [/store_locations]

    {FOREACH temp_target_villages i}
        [capture_village]
            side={SIDE}
            x,y=$temp_target_villages[$i].x,$temp_target_villages[$i].y
        [/capture_village]
    {NEXT i}

    {CLEAR_VARIABLE temp_target_villages}
#enddef

#define CAPTURE_VILLAGES_OF_TYPE TERRAIN SIDE X Y RADIUS
    # Change ownership of the villages on a specified terrain type
    # near a specified location.
    {CAPTURE_FILTERED_VILLAGES {SIDE}
    (
        terrain={TERRAIN}
        [and]
            x,y={X},{Y}
            radius={RADIUS}
        [/and] ) }
#enddef

#define CAPTURE_VILLAGES SIDE X Y RADIUS
    # Change ownership of all villages near a specified location.
    {CAPTURE_VILLAGES_OF_TYPE (*^V*) {SIDE} {X} {Y} {RADIUS}}
#enddef

#define STARTING_VILLAGES SIDE RADIUS
    # Macro to make a side start a scenario with villages.
    # Creates an event, so it must be called from within the
    # toplevel scenario tag.
    [event]
        name=prestart

        [store_starting_location]
            side={SIDE}
            variable=temp_starting_location
        [/store_starting_location]

        {CAPTURE_VILLAGES {SIDE} $temp_starting_location.x $temp_starting_location.y {RADIUS}}
        {CLEAR_VARIABLE temp_starting_location}
    [/event]
#enddef

#define STARTING_VILLAGES_AREA SIDE X Y RADIUS
    # Make a side start with ownership of villages in a given area.
    # Creates an event, so it must be called from within the
    # toplevel scenario tag.
    [event]
        name=prestart

        {CAPTURE_VILLAGES {SIDE} {X} {Y} {RADIUS}}
    [/event]
#enddef

#define STARTING_VILLAGES_ALL SIDE
    # Make a side start with ownership of all villages.
    # Creates an event, so it must be called from within the
    # toplevel scenario tag.
    [event]
        name=prestart

        {CAPTURE_FILTERED_VILLAGES {SIDE} (terrain=*^V*)}
    [/event]
#enddef

#define TRANSFER_VILLAGE_OWNERSHIP FROM_SIDE TO_SIDE
    # Transfers ownership of all villages of one side to another side. Useful
    # when you're for example moving all units of some side to another, and want
    # to transfer the village ownership as well.
    [store_villages]
        owner_side={FROM_SIDE}
        variable=TRANSFER_VILLAGE_OWNERSHIP_villages
    [/store_villages]

    {FOREACH TRANSFER_VILLAGE_OWNERSHIP_villages TRANSFER_VILLAGE_OWNERSHIP_i}
        [capture_village]
            x,y=$TRANSFER_VILLAGE_OWNERSHIP_villages[$TRANSFER_VILLAGE_OWNERSHIP_i].x,$TRANSFER_VILLAGE_OWNERSHIP_villages[$TRANSFER_VILLAGE_OWNERSHIP_i].y
            side={TO_SIDE}
        [/capture_village]
    {NEXT TRANSFER_VILLAGE_OWNERSHIP_i}

    {CLEAR_VARIABLE TRANSFER_VILLAGE_OWNERSHIP_villages}
#enddef

# Persistant macros

#define MAKE_AI_SIDE_PERSISTENT SIDE
    #Macro to make a ai controlled side persistent.
    #Needs to be placed below the side definition.
    [+side]
        controller=human
        persistent=yes
    [/side]

    [event]
        name=prestart
        [modify_side]
            side={SIDE}
            controller=ai
        [/modify_side]
    [/event]
    [event]
        name=victory
        [modify_side]
            side={SIDE}
            controller=human
        [/modify_side]
    [/event]
#enddef

#define RECALL_AI_SIDE SIDE
    #Recalls an ai side that is persistent (MAKE_AI_SIDE_PERSISTENT)
    #Needs to be placed below the side definition.
    {MAKE_AI_SIDE_PERSISTENT {SIDE}}
    [event]
        name=prestart

        [store_unit]
            variable=recall_ai_side_units_{SIDE}
            [filter]
                side={SIDE}
            [/filter]
        [/store_unit]
    [/event]
    [event]
        name=victory
        {CLEAR_VARIABLE recall_ai_side_units_{SIDE}}
    [/event]
    [event]
        name=ai turn

        [if]
            [variable]
                name=side_number
                equals={SIDE}
            [/variable]
            [and]
                [have_unit]
                    canrecruit=yes
                    side={SIDE}
                    [filter_location]
                        terrain=K*
                    [/filter_location]
                [/have_unit]
            [/and]

            [then]
                [store_gold]
                    side={SIDE}
                [/store_gold]

                [while]
                    [variable]
                        name=gold
                        greater_than=19
                    [/variable]
                    [variable]
                        name=recall_ai_side_units_{SIDE}.length
                        greater_than=0
                    [/variable]
                    [do]
                        [gold]
                            side=2
                            amount=-20
                        [/gold]
                        [store_gold]
                            side={SIDE}
                        [/store_gold]
                        [recall]
                            id=$recall_ai_side_units_{SIDE}[0].id
                        [/recall]
                        {CLEAR_VARIABLE recall_ai_side_units_{SIDE}[0]}
                    [/do]
                [/while]
                {CLEAR_VARIABLE gold}
            [/then]
        [/if]
    [/event]
#enddef
