Mod API Reference

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Here's a handy function you can include in your mod to print out everything on a proxy object:
 
Here's a handy function you can include in your mod to print out everything on a proxy object:
  function PrintProxyInfo(obj)
 
    print('type=' .. obj.proxyType .. ' readOnly=' .. tostring(obj.readonly) .. ' readableKeys=' .. table.concat(obj.readableKeys, ',') .. ' writableKeys=' .. table.concat(obj.writableKeys, ','));
 
  end
 
  
 +
<pre style="overflow: auto">
 +
function PrintProxyInfo(obj)
 +
    print('type=' .. obj.proxyType .. ' readOnly=' .. tostring(obj.readonly) .. ' readableKeys=' .. table.concat(obj.readableKeys, ',') .. ' writableKeys=' .. table.concat(obj.writableKeys, ','));
 +
end
 +
</pre>
  
 
== Writing Tables ==
 
== Writing Tables ==
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* [[Mod API Reference:TerritoryModification|TerritoryModification]]
 
* [[Mod API Reference:TerritoryModification|TerritoryModification]]
 
* [[Mod API Reference:TerritoryStanding|TerritoryStanding]]
 
* [[Mod API Reference:TerritoryStanding|TerritoryStanding]]
 +
* [[Mod API Reference:TickCount|TickCount]]
 
* [[Mod API Reference:UI|UI]]
 
* [[Mod API Reference:UI|UI]]
 +
* [[Mod API Reference:WL|WL]]
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 +
== Newer API features ==
 +
Some features were introduced after the first version of the Mod API framework and should be checked for using [[Mod_API_Reference:IsVersionOrHigher|IsVersionOrHigher]]:
 +
 +
{| class="wikitable"
 +
|-
 +
! Version
 +
! Features
 +
|-
 +
| 5.26
 +
| Use [[Mod_API_Reference:ServerGame|ServerGame.SetPlayerResource]] in [[Mod_Hooks#Server_Hooks|Server_StartGame]]
 +
|-
 +
| 5.24.2
 +
| [[Mod_API_Reference:CustomSpecialUnit|CustomSpecialUnit.Health]]
 +
|-
 +
| 5.24.1
 +
| [[Mod_API_Reference:CustomSpecialUnit|CustomSpecialUnit.CombatOrder]]<br>[[Mod_API_Reference:TickCount|WL.TickCount]]
 +
|-
 +
| 5.22.2
 +
| [[Mod_API_Reference:Boss1|Boss1.CombatOrder]]<br>[[Mod_API_Reference:Boss2|Boss2.CombatOrder]]<br>[[Mod_API_Reference:Boss3|Boss3.CombatOrder]]<br>[[Mod_API_Reference:Boss4|Boss4.CombatOrder]]<br>[[Mod_API_Reference:Commander|Commander.CombatOrder]]<br>[[Mod_API_Reference:CustomSpecialUnitBuilder|CustomSpecialUnitBuilder.Health]]
 +
|-
 +
| 5.22
 +
| [[Mod_API_Reference:GameOrderCustom|GameOrderCustom.OccursInPhaseOpt]]<br>[[Mod_API_Reference:TerritoryModification|TerritoryModification.RemoveSpecialUnitsOpt]]
 +
|-
 +
| 5.21
 +
| [[Mod_Hooks#Client_Hooks|Client_PresentCommercePurchaseUI]]<br>[[Mod_API_Reference:ClientGame|ClientGame.CreateLocatorCircle]]<br>[[Mod_API_Reference:ClientGame|ClientGame.HighlightTerritories]]<br>[[Mod_API_Reference:CustomSpecialUnit|CustomSpecialUnit]]<br>[[Mod_API_Reference:GameOrderEvent|GameOrderEvent.JumpToActionSpotOpt]]<br>[[Mod_API_Reference:GameOrderEventResult|GameOrderEventResult.CardInstancesCreated]]<br>[[Mod_API Reference:UI|UI.IsDestroyed]]<br>[[Mod_API_Reference:UI|WL.CancelClickIntercept]]
 +
|-
 +
| 5.20
 +
| Setting [[Mod_API_Reference:TerritoryStanding|TerritoryStanding]].OwnerPlayerID to [[Mod_API_Reference:PlayerID|WL.PlayerID.AvailableForDistribution]]<br>[[Mod_API_Reference:GameOrderEvent|GameOrderEvent.AddCardPiecesOpt]]<br>[[Mod_API_Reference:GameOrderEvent|GameOrderEvent.AddResourceOpt]]<br>[[Mod_API_Reference:GameOrderEvent|GameOrderEvent.RemoveWholeCardsOpt]]<br>[[Mod_API_Reference:TerritoryModification|TerritoryModification.AddArmies]]<br>[[Mod_API_Reference:TerritoryModification|TerritoryModification.AddStructuresOpt]]
 +
|-
 +
| 5.17
 +
| Using argument two of <code>addNewOrder</code> in [[Mod_Hooks#Server_Hooks|Server_AdvanceTurn_Order]]<br>[[Mod_API_Reference:GameOrderEvent|GameOrderEvent.IncomeMods]]<br>[[Mod_API_Reference:IncomeMod|IncomeMod]]<br>[[Mod_API_Reference:UI|UI.InterceptNextBonusLinkClick]]<br>[[Mod_API_Reference:UI|UI.InterceptNextTerritoryClick]]<br>[[Mod_API_Reference:IsVersionOrHigher|WL.IsVersionOrHigher]]<br>[[Mod_API_Reference:StructureType|WL.StructureType.Arena]]<br>[[Mod_API_Reference:StructureType|WL.StructureType.ArmyCache]]<br>[[Mod_API_Reference:StructureType|WL.StructureType.ArmyCamp]]<br>[[Mod_API_Reference:StructureType|WL.StructureType.Attack]]<br>[[Mod_API_Reference:StructureType|WL.StructureType.Crafter]]<br>[[Mod_API_Reference:StructureType|WL.StructureType.DigSite]]<br>[[Mod_API_Reference:StructureType|WL.StructureType.Draft]]<br>[[Mod_API_Reference:StructureType|WL.StructureType.Hospital]]<br>[[Mod_API_Reference:StructureType|WL.StructureType.Market]]<br>[[Mod_API_Reference:StructureType|WL.StructureType.MercenaryCamp]]<br>[[Mod_API_Reference:StructureType|WL.StructureType.Mine]]<br>[[Mod_API_Reference:StructureType|WL.StructureType.MoneyCache]]<br>[[Mod_API_Reference:StructureType|WL.StructureType.Mortar]]<br>[[Mod_API_Reference:StructureType|WL.StructureType.Power]]<br>[[Mod_API_Reference:StructureType|WL.StructureType.Recipe]]<br>[[Mod_API_Reference:StructureType|WL.StructureType.ResourceCache]]<br>[[Mod_API_Reference:StructureType|WL.StructureType.Smelter]]
 +
|}
 +
 +
There is a chance that a player has a version of the app that pre-dates the introduction of the [[Mod_API_Reference:IsVersionOrHigher|IsVersionOrHigher]] function. Many features were added after the first version of the Mod API Framework, but before the introduction of the function:
 +
 +
{| class="wikitable"
 +
|-
 +
! Version
 +
! Features
 +
|-
 +
| Up to 4.14.2
 +
| Various bug fixes / performance enhancements relating to mods. No other changes made to mod API framework until version 5.17.
 +
|-
 +
| 3.20.2
 +
| Mod support for Commerce games (Commerce added in 3.20.0)
 +
|-
 +
| 3.19.3
 +
| Bug fixes for GameOrderPlayCard, Armies.Add, Armies.Subtract<br>[[Mod_Hooks#Client_Hooks|Client_GameRefresh]]<br>[[Mod_Hooks#Client_Hooks|Client_PresentMenuUI]]<br>[[Mod_Game_Data_Storage|Data storage]]<br>[[Mod_API_Reference:Game|Game]].CreateDialog<br>[[Mod_API_Reference:Game|Game]].SendGameCustomMessage<br>[[Mod_API_Reference:GamePlayer|GamePlayer]].Income<br>[[Mod_Hooks#Server_Hooks|Server_GameCustomMessage]]
 +
|-
 +
| 3.19.2
 +
| [[Mod_API_Reference:GameOrderCustom|GameOrderCustom]]<br>[[Mod_API_Reference:UI|UI]].Alert<br>UI.Destroy<br>UI.PromptFromList
 +
|-
 +
| 3.18.2
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| Moved all WarLight mod classes into the global "WL" namespace. For example, to create an Armies object instead of just saying "Armies()", you now say WL.Armies.Create()
 +
|-
 +
| 3.18.0
 +
| Mod API Framework added
 +
|}
 +
 
[[Category:Mod Developers Guide]][[Category:Mod API Reference]]
 
[[Category:Mod Developers Guide]][[Category:Mod API Reference]]

Latest revision as of 23:10, 1 July 2024

This explains how to use Warzone's mod API and links to the documentation for each object type.

Contents

[edit] Types

When writing a mod, you'll encounter variables/objects of three basic types:

  • Primitives: strings, numbers, booleans, etc.
  • Tables: collections of key/value pairs. A table is a lot like a hashmap or dictionary in other languages. Note that in Warzone, the key of a table will always be either a string or an integer. Some places in this reference will refer to Arrays which are just tables with numeric keys starting at 1.
  • Proxy objects: Discussed in the next section.

[edit] Proxy Objects

A proxy object proxies information back and forth between your mod and Warzone. You can tell if an object is a proxy object by looking for a proxyType field. All proxy objects always have the following fields:

  • proxyType: A string identifying the type of proxy object.
  • readOnly: False if you're allowed to make changes to this proxy object, or true if it's read-only.
  • readableKeys: An array containing all fields you're allowed to read from this object.
  • writableKeys: An array containing all fields you're allowed to change on this object if readOnly is False.

To read a field, simply read it like a property: obj.field. Similarly, to write to a proxy object, just assign to that field: obj.field = newVal.

Here's a handy function you can include in your mod to print out everything on a proxy object:

function PrintProxyInfo(obj)
    print('type=' .. obj.proxyType .. ' readOnly=' .. tostring(obj.readonly) .. ' readableKeys=' .. table.concat(obj.readableKeys, ',') .. ' writableKeys=' .. table.concat(obj.writableKeys, ','));
end

[edit] Writing Tables

If a writable Warzone proxy object exposes a table, and you wish to make changes to that table, you must assign the table back to the proxy object. For example, assume you have a GameStanding object named standing which exposes the Cards table, and you want to add something at index 9:

 standing.Cards[9] = something  --WRONG!

This code won't work since the proxy object isn't having anything assigned to it. Proxy objects are only aware of changes when something is directly assigned into them. To make this work, you must assign the table into the proxy object's field:

 local cards = standing.Cards
 cards[9] = something
 standing.Cards = cards; --Right

Note: If you use lua's type function, proxy objects will identify themselves as tables. However, that should be considered an implementation detail. For the purposes of this wiki, proxy objects aren't considered tables.

[edit] API Reference

[edit] Newer API features

Some features were introduced after the first version of the Mod API framework and should be checked for using IsVersionOrHigher:

Version Features
5.26 Use ServerGame.SetPlayerResource in Server_StartGame
5.24.2 CustomSpecialUnit.Health
5.24.1 CustomSpecialUnit.CombatOrder
WL.TickCount
5.22.2 Boss1.CombatOrder
Boss2.CombatOrder
Boss3.CombatOrder
Boss4.CombatOrder
Commander.CombatOrder
CustomSpecialUnitBuilder.Health
5.22 GameOrderCustom.OccursInPhaseOpt
TerritoryModification.RemoveSpecialUnitsOpt
5.21 Client_PresentCommercePurchaseUI
ClientGame.CreateLocatorCircle
ClientGame.HighlightTerritories
CustomSpecialUnit
GameOrderEvent.JumpToActionSpotOpt
GameOrderEventResult.CardInstancesCreated
UI.IsDestroyed
WL.CancelClickIntercept
5.20 Setting TerritoryStanding.OwnerPlayerID to WL.PlayerID.AvailableForDistribution
GameOrderEvent.AddCardPiecesOpt
GameOrderEvent.AddResourceOpt
GameOrderEvent.RemoveWholeCardsOpt
TerritoryModification.AddArmies
TerritoryModification.AddStructuresOpt
5.17 Using argument two of addNewOrder in Server_AdvanceTurn_Order
GameOrderEvent.IncomeMods
IncomeMod
UI.InterceptNextBonusLinkClick
UI.InterceptNextTerritoryClick
WL.IsVersionOrHigher
WL.StructureType.Arena
WL.StructureType.ArmyCache
WL.StructureType.ArmyCamp
WL.StructureType.Attack
WL.StructureType.Crafter
WL.StructureType.DigSite
WL.StructureType.Draft
WL.StructureType.Hospital
WL.StructureType.Market
WL.StructureType.MercenaryCamp
WL.StructureType.Mine
WL.StructureType.MoneyCache
WL.StructureType.Mortar
WL.StructureType.Power
WL.StructureType.Recipe
WL.StructureType.ResourceCache
WL.StructureType.Smelter

There is a chance that a player has a version of the app that pre-dates the introduction of the IsVersionOrHigher function. Many features were added after the first version of the Mod API Framework, but before the introduction of the function:

Version Features
Up to 4.14.2 Various bug fixes / performance enhancements relating to mods. No other changes made to mod API framework until version 5.17.
3.20.2 Mod support for Commerce games (Commerce added in 3.20.0)
3.19.3 Bug fixes for GameOrderPlayCard, Armies.Add, Armies.Subtract
Client_GameRefresh
Client_PresentMenuUI
Data storage
Game.CreateDialog
Game.SendGameCustomMessage
GamePlayer.Income
Server_GameCustomMessage
3.19.2 GameOrderCustom
UI.Alert
UI.Destroy
UI.PromptFromList
3.18.2 Moved all WarLight mod classes into the global "WL" namespace. For example, to create an Armies object instead of just saying "Armies()", you now say WL.Armies.Create()
3.18.0 Mod API Framework added
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