Does [filter_vision] check for whether the unit is stealthed

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A Guy
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Joined: May 24th, 2008, 1:55 am

Does [filter_vision] check for whether the unit is stealthed

Post by A Guy »

I can't really find it. I've read before in the wiki that it just checked for whether the sides could see the hex the unit was on, but now I'm reading something different. I'm confused.
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Sapient
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Re: Does [filter_vision] check for whether the unit is steal

Post by Sapient »

The documentation seems a bit wrong... as I recall, filter_vision works for units, not locations.
And if a unit is stealthed, obviously it is not visible to enemies.

I guess it has been changed since I wrote the feature because then it says "in Wesnoth 1.6.4 visible=yes filters for units (visible or invisible) in visible locations. Filtering for unit (in)visibility requires visible=no." I have read that sentence about ten times and it still doesn't make much sense to me, though. :hmm:

The source code is pretty straightforward at least:

Code: Select all

	 if (visible != not_fogged && not_hiding) {
              return false;
So for each viewing side, if the unit's location is not obscured by fog and the unit is not hiding, then it is considered "visible"
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Anonymissimus
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Re: Does [filter_vision] check for whether the unit is steal

Post by Anonymissimus »

There is a filter_vision in SLF since 1.11.0-svn. IIRC it was a patch by Brilliand which I appllied. He made the documentation. This doesn't apply for the thread of course, since there is no release out there yet with the feature.

Seems there is redundant documentation for filter_vision; on this page it's explained better I think: http://wiki.wesnoth.org/FilterWML#Filtering_Vision
projects (BfW 1.12):
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The Earth's Gut: sp campaignSettlers of Wesnoth: mp scenarioWesnoth Lua Pack: lua tags and utils
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A Guy
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Re: Does [filter_vision] check for whether the unit is steal

Post by A Guy »

Thanks guys.
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I'm back for now, I might get started on some work again.
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Elvish_Hunter
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Re: Does [filter_vision] check for whether the unit is steal

Post by Elvish_Hunter »

A Guy wrote:it just checked for whether the sides could see the hex the unit was on
Indeed, as Anonymissimus said, [filter_vision] for locations will be available from 1.11.0. Some time ago, I updated in trunk the scenario Searching for the Runecrafter from SoF. Here there is the new code, so you can see how it will work in the new versions:
How to simulate a sighted location event

Code: Select all

    [event]
        name=moveto

        [filter]
            side=1
        [/filter]
        [filter_condition]
            [have_location]
                x,y=$thur_x,$thur_y
                [filter_vision]
                    visible=yes
                    respect_fog=yes
                    side=1
                [/filter_vision]
            [/have_location]
        [/filter_condition]

        [scroll_to]
            x,y=$thur_x,$thur_y
        [/scroll_to]
        [delay]
            time=250
        [/delay]
        [if]
            [variable]
                name=unit.id
                equals=Krawg
            [/variable]
            [then]
                [message]
                    speaker=Krawg
                    #po: "I see a house in the distance!"
                    message= _ "Iii zeee hoose iiin eee d’zztaaan’eee!" # wmllint: no spellcheck
                [/message]
            [/then]
            [else]
                [message]
                    speaker=unit
                    message= _ "I see a house in the distance!"
                [/message]
            [/else]
        [/if]
    [/event]
Current maintainer of these add-ons, all on 1.16:
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
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