Mod API Reference

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| Mod support for commerce games (commerce added in 3.20.0)
 
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| Bug fix for mods in commerce games that try to set player's gold levels
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| Various bug fixes / performance enhancements relating to mods. No other changes made to mods API framework until version 5.17.
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| 4.04.2
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| When a mod in a commerce game sets a player's gold mid-turn, the gold now updates in player's client immediately so they can spend it right away.<br>Client_GameRefresh called when game first loads<br>Bug fix for GameOrderReceiveCard
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[[Category:Mod Developers Guide]][[Category:Mod API Reference]]
 
[[Category:Mod Developers Guide]][[Category:Mod API Reference]]

Revision as of 12:55, 20 June 2024

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

Contents

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.

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

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.

API Reference

Newer API features

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

Symbol New in version
IncomeMod 5.17
GameOrderEvent.IncomeMods 5.17
UI.InterceptNextTerritoryClick 5.17
UI.InterceptNextBonusLinkClick 5.17
WL.StructureType.Arena 5.17
WL.StructureType.ArmyCache 5.17
WL.StructureType.ArmyCamp 5.17
WL.StructureType.Attack 5.17
WL.StructureType.Crafter 5.17
WL.StructureType.DigSite 5.17
WL.StructureType.Draft 5.17
WL.StructureType.Hospital 5.17
WL.StructureType.Market 5.17
WL.StructureType.MercenaryCamp 5.17
WL.StructureType.Mine 5.17
WL.StructureType.MoneyCache 5.17
WL.StructureType.Mortar 5.17
WL.StructureType.Power 5.17
WL.StructureType.Recipe 5.17
WL.StructureType.ResourceCache 5.17
WL.StructureType.Smelter 5.17
GameOrderEvent.AddResourceOpt 5.20
GameOrderEvent.AddCardPiecesOpt 5.20
GameOrderEvent.RemoveWholeCardsOpt 5.20
TerritoryModification.AddArmies 5.20
TerritoryModification.AddStructuresOpt 5.20
ClientGame.HighlightTerritories 5.21
ClientGame.CreateLocatorCircle 5.21
UI.IsDestroyed 5.21
WL.CancelClickIntercept 5.21
CustomSpecialUnit 5.21
GameOrderEventResult.CardInstancesCreated 5.21
GameOrderEvent.JumpToActionSpotOpt 5.21
GameOrderCustom.OccursInPhaseOpt 5.22
TerritoryModification.RemoveSpecialUnitsOpt 5.22
Boss1.CombatOrder 5.22.2
Boss2.CombatOrder 5.22.2
Boss3.CombatOrder 5.22.2
Boss4.CombatOrder 5.22.2
Commander.CombatOrder 5.22.2
CustomSpecialUnitBuilder.Health 5.22.2
WL.TickCount 5.24.1
CustomSpecialUnit.CombatOrder 5.24.1
CustomSpecialUnit.Health 5.24.2

Some new abilities were also added.

Ability New in version
Using argument two of addNewOrder in Server_AdvanceTurn_Order 5.17
Setting TerritoryStanding.OwnerPlayerID to WL.PlayerID.AvailableForDistribution 5.20
New hook: Client_PresentCommercePurchaseUI 5.21
Visually updating gold correctly when using ServerGame.SetPlayerResource in Server_StartGame 5.26

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
3.18.0 Mods added
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()
3.19.2 GameOrderCustom
UI.Destroy
UI.PromptFromList
UI.Alert
3.19.3 Data storage
GamePlayer.Income
Game.SendGameCustomMessage
Server_GameCustomMessage
Client_GameRefresh
Client_PresentMenuUI
Game.CreateDialog
Bug fixes for GameOrderPlayCard, Armies.Add, Armies.Subtract
3.20.2 Mod support for commerce games (commerce added in 3.20.0)
Up to 4.14.2 Various bug fixes / performance enhancements relating to mods. No other changes made to mods API framework until version 5.17.
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