TriggerManager
Classes¶
TriggerManager
¶
Bases: AoE2Object
Manager of everything trigger related.
This class does not include the logic for DE specific features (e.g. Variable
objects).
For those see: TriggerManagerDE
Source code in AoE2ScenarioParser/objects/managers/trigger_manager.py
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Attributes¶
trigger_display_order: List[int]
property
writable
¶
List[int]
The display order. This is a list of trigger IDs in the display order. NOT execution order!
Functions¶
def __init__(...)
¶
Parameters:
Name | Type | Description | Default |
---|---|---|---|
triggers |
List[Trigger]
|
- | required |
trigger_display_order |
List[int]
|
- | required |
kwargs |
? | - |
{}
|
Source code in AoE2ScenarioParser/objects/managers/trigger_manager.py
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def __str__(...)
¶
Source code in AoE2ScenarioParser/objects/managers/trigger_manager.py
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def add_trigger(...)
¶
Adds a new trigger to the scenario. Everything that is left empty will be set to in-game editor defaults.
Parameters:
Name | Type | Description | Default |
---|---|---|---|
name |
str
|
The name for the trigger |
required |
description |
str | None
|
The trigger description |
None
|
description_stid |
int | None
|
The trigger description string table ID |
None
|
display_as_objective |
bool | None
|
Display the trigger as objective |
None
|
short_description |
str | None
|
The short trigger description |
None
|
short_description_stid |
int | None
|
The short trigger description string table ID |
None
|
display_on_screen |
bool | None
|
Display the trigger objective on screen |
None
|
description_order |
int | None
|
? |
None
|
enabled |
bool | None
|
If the trigger is enabled from the start. |
None
|
looping |
bool | None
|
If the trigger loops. |
None
|
header |
bool | None
|
Turn objective into header |
None
|
mute_objectives |
bool | None
|
Mute objectives |
None
|
conditions |
List | None
|
A list of condition managers |
None
|
effects |
List | None
|
A list of effect managers |
None
|
Returns:
Type | Description |
---|---|
Trigger
|
The newly created trigger |
Source code in AoE2ScenarioParser/objects/managers/trigger_manager.py
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def compute_updated_display_order(...)
¶
Parameters:
Name | Type | Description | Default |
---|---|---|---|
removing_trigger_ids |
List[int]
|
- | required |
Source code in AoE2ScenarioParser/objects/managers/trigger_manager.py
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def copy_trigger(...)
¶
Creates an exact copy (deepcopy) of this trigger.
Parameters:
Name | Type | Description | Default |
---|---|---|---|
trigger_select |
int | TriggerSelect
|
The ID of the trigger or an object used to identify which trigger to select. |
required |
append_after_source |
bool
|
If the new trigger should be appended below the source trigger |
True
|
add_suffix |
bool
|
If the text ' (copy)' should be added after the trigger |
True
|
Returns:
Type | Description |
---|---|
Trigger
|
The newly copied trigger |
Source code in AoE2ScenarioParser/objects/managers/trigger_manager.py
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def copy_trigger_per_player(...)
¶
Copies a trigger for all or a selection of players. Every copy will change desired player attributes with it.
Parameters:
Name | Type | Description | Default |
---|---|---|---|
from_player |
IntEnum
|
The central player this trigger is created for. This is the player that will not get a copy. |
required |
trigger_select |
int | TriggerSelect
|
The ID of the trigger or an object used to identify which trigger to select. |
required |
change_from_player_only |
bool
|
If set to |
False
|
include_player_source |
bool
|
If set to |
True
|
include_player_target |
bool
|
If set to |
False
|
trigger_ce_lock |
TriggerCELock | None
|
The TriggerCELock object. Used to lock certain (types) of conditions or effects from being changed while copying. |
None
|
include_gaia |
bool
|
If |
False
|
create_copy_for_players |
List[IntEnum]
|
A list of Players to create a copy for. The |
None
|
Returns:
Type | Description |
---|---|
Dict[PlayerId, Trigger]
|
A dict with all the new created triggers. The key is the player for which the trigger is
created using the IntEnum associated with it. Example:
|
Raises:
Type | Description |
---|---|
ValueError
|
if more than one trigger selection is used. Any of (trigger_index, display_index or trigger)
Or if Both |
Source code in AoE2ScenarioParser/objects/managers/trigger_manager.py
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def copy_trigger_tree(...)
¶
Copies an entire trigger tree. Trigger trees are triggers linked together using (de)activate_trigger
effects.
Parameters:
Name | Type | Description | Default |
---|---|---|---|
trigger_select |
int | TriggerSelect
|
The ID of the trigger or an object used to identify which trigger to select |
required |
Returns:
Type | Description |
---|---|
List[Trigger]
|
The newly created triggers in a list |
Source code in AoE2ScenarioParser/objects/managers/trigger_manager.py
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def copy_trigger_tree_per_player(...)
¶
Copies an entire trigger tree for all or a selection of players. Every copy will change desired player
attributes with it. Trigger trees are triggers linked together using (de)activate_trigger
effects.
Parameters:
Name | Type | Description | Default |
---|---|---|---|
from_player |
IntEnum
|
The central player this trigger is created for. This is the player that will not get a copy. |
required |
trigger_select |
int | TriggerSelect
|
The ID of the trigger or an object used to identify which trigger to select. |
required |
change_from_player_only |
bool
|
If set to |
False
|
include_player_source |
bool
|
If set to |
True
|
include_player_target |
bool
|
If set to |
False
|
trigger_ce_lock |
TriggerCELock | None
|
The TriggerCELock object. Used to lock certain (types) of conditions or effects from being changed while copying. |
None
|
include_gaia |
bool
|
If |
False
|
create_copy_for_players |
List[IntEnum] | None
|
A list of Players to create a copy for. The |
None
|
group_triggers_by |
GroupBy | None
|
How to group the newly added triggers. |
None
|
Returns:
Type | Description |
---|---|
Dict[IntEnum, List[Trigger]]
|
The newly created triggers in a dict using the Player as key and as value with a list of triggers |
Source code in AoE2ScenarioParser/objects/managers/trigger_manager.py
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def get_content_as_string(...)
¶
Create a human-readable string showcasing all content of the manager. This includes all triggers and their conditions and effects.
This is also the function that is called when doing: print(trigger_manager)
Returns:
Type | Description |
---|---|
str
|
The created string |
Source code in AoE2ScenarioParser/objects/managers/trigger_manager.py
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def get_summary_as_string(...)
¶
Create a human-readable string showcasing a summary of the content of the manager. This includes all triggers and the amount of conditions and effects they hold.
Returns:
Type | Description |
---|---|
str
|
The created string |
Source code in AoE2ScenarioParser/objects/managers/trigger_manager.py
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def get_trigger(...)
¶
Get a single trigger
Parameters:
Name | Type | Description | Default |
---|---|---|---|
trigger_select |
int | TriggerSelect
|
The ID of the trigger or an object used to identify which trigger to select. |
required |
Returns:
Type | Description |
---|---|
Trigger
|
The selected trigger |
Source code in AoE2ScenarioParser/objects/managers/trigger_manager.py
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def get_trigger_as_string(...)
¶
Create a human-readable string showcasing trigger meta-data and content.
Parameters:
Name | Type | Description | Default |
---|---|---|---|
trigger_select |
int | TriggerSelect
|
The ID of the trigger or an object used to identify which trigger to select. |
required |
Returns:
Type | Description |
---|---|
str
|
The created string |
Source code in AoE2ScenarioParser/objects/managers/trigger_manager.py
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def import_triggers(...)
¶
Adds existing trigger objects (from another scenario) to this scenario. Keeping all (de)activate trigger
effects linked!
Parameters:
Name | Type | Description | Default |
---|---|---|---|
triggers |
List[Trigger]
|
The list of Trigger objects to be added |
required |
index |
int
|
The index where to insert the new triggers, will be added at the end when left unused. |
-1
|
deepcopy |
bool
|
If the given triggers need to be deep copied or not when importing. Can be useful to keep the
reference alive between the source and target trigger the same when setting this to |
True
|
Returns:
Type | Description |
---|---|
List[Trigger]
|
The newly added triggers (with the new IDs and activation links etc.) |
Source code in AoE2ScenarioParser/objects/managers/trigger_manager.py
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def move_triggers(...)
¶
Moves the given IDs from anywhere to the split index. This function reorders triggers BUT keeps
(de)activate trigger
effects linked properly!
As an example:
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Parameters:
Name | Type | Description | Default |
---|---|---|---|
trigger_ids |
List[int]
|
The trigger IDs to move |
required |
insert_index |
int
|
The index that defines where to insert the triggers |
required |
Source code in AoE2ScenarioParser/objects/managers/trigger_manager.py
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def remove_trigger(...)
¶
Removes a trigger BUT keeps (de)activate trigger
effects linked properly!
Parameters:
Name | Type | Description | Default |
---|---|---|---|
trigger_select |
int | TriggerSelect
|
The ID of the trigger or an object used to identify which trigger to select. |
required |
Source code in AoE2ScenarioParser/objects/managers/trigger_manager.py
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def remove_triggers(...)
¶
Removes a list of triggers BUT keeps (de)activate trigger
effects linked properly!
Parameters:
Name | Type | Description | Default |
---|---|---|---|
trigger_selects |
List[int | TriggerSelect]
|
The list with trigger IDs |
required |
Source code in AoE2ScenarioParser/objects/managers/trigger_manager.py
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def reorder_triggers(...)
¶
Reorder all triggers to a given order of IDs. This function reorders triggers BUT keeps (de)activate trigger
effects linked properly!
Examples:
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|
Keep in mind that all trigger IDs will get remapped with this function. So trigger_manager.triggers[4]
might
result in a different trigger after this function is called in comparison to before.
Parameters:
Name | Type | Description | Default |
---|---|---|---|
new_id_order |
List[int]
|
The new trigger order. Uses the current display order when left unused |
None
|
Source code in AoE2ScenarioParser/objects/managers/trigger_manager.py
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def replace_player(...)
¶
Replaces player attributes. Specifically useful if multiple players are used in the same trigger.
Parameters:
Name | Type | Description | Default |
---|---|---|---|
trigger_select |
int | TriggerSelect
|
The ID of the trigger or an object used to identify which trigger to select. |
required |
to_player |
PlayerId
|
The player the attributes are changed to. |
required |
only_change_from |
PlayerId
|
Can only change player attributes if the player is equal to the given value |
None
|
include_player_source |
bool
|
If set to |
True
|
include_player_target |
bool
|
If set to |
False
|
trigger_ce_lock |
TriggerCELock
|
The TriggerCELock object. Used to lock certain (types) of conditions or effects from being changed. |
None
|
Returns:
Type | Description |
---|---|
Trigger
|
The given trigger with the proper player attributes changed |
Source code in AoE2ScenarioParser/objects/managers/trigger_manager.py
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Functions¶
def get_activation_effects(...)
¶
Get all activation effects in a Trigger
Parameters:
Name | Type | Description | Default |
---|---|---|---|
trigger |
Trigger
|
The trigger object |
required |
Returns:
Type | Description |
---|---|
List[Effect]
|
A list with (de)activation effects |
Source code in AoE2ScenarioParser/objects/managers/trigger_manager.py
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