Battle Manager
The battle_manager object is a lua wrapper for the battle object provided by the game code. The battle_manager provides access to all functionality provided by battle as well as numerous enhancements and extensions.
Any calls made to a battle_manager which aren't recognised as functions are passed to the underlying battle object. In this way, the battle_manager object automatically provides the full interface of a battle object.
| Loaded in Campaign | 
										 | 
								
| Loaded in Battle | 
										 | 
								
| Loaded in Frontend | 
										 | 
								
- 
							
battle_manager:new() - 
							Creates and returns a battle_manager object. Only one battle_manager object may be created in a session - attempting to create a second just returns the first.
							
Returns:
battle_manager
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 109
 
- 
							
battle_manager:out(stringoutput) - 
							Prints a string to the console for debug purposes. The string is prepended with a timestamp.
							
Parameters:
1
stringoutput
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 317
 
The battle manager automatically constructs a script_unit object for each unit in the battle, and a script_units collection for each army. The script_units collection objects can be accessed with the functions described below.
- 
							
battle_manager:get_scriptunits_for_army(alliance id
number,army id
number,reinforcement units id
[number]
) - 
							Gets an automatically-generated 
script_unitscollection object containing ascript_unitfor every unit in the specified army. If no scriptunits collection can be found for the supplied alliance/army/optional reinforcement index thenfalseis returned.Parameters:
1
Alliance id. Alliances are specified by 1-based index, currently either
1or2.2
Army id, specified by 1-based index, so a value of
1corresponds to the first army in the specified alliance.3
optional, default value=false
Specifies a reinforcing units to return the scriptunits for. If this argument is omitted, the scriptunits collection corresponding to the main (non-reinforcing) army is returned. Otherwise, the scriptunits collection corresponding to the specified reinforcing units is returned. If no reinforcing army could be found then a script error is thrown.
Returns:
scriptunits collection, orscript_unitsfalseif no alliance/army found.
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 338
 
- 
							
battle_manager:num_alliances() - 
							Returns the number of alliances in the battle. Currently there should always be two alliances.
							
Returns:
alliancesnumber
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 394
 
- 
							
battle_manager:num_armies_in_alliance(alliance idnumber) - 
							Returns the number of armies in the specified alliance. The alliance is specified by index, which should currently either be 
1or2.Parameters:
1
alliance id
Returns:
armynumber
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 402
 
- 
							
battle_manager:num_reinforcing_armies_for_army_in_alliance(alliance idnumber,army idnumber) - 
							Returns the number of reinforcing armies for an army in the specified alliance and army. The alliance and army are specified by index (indexes are always 1-based).
							
Parameters:
1
alliance id
2
army id
Returns:
num reinforcing armiesnumber
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 421
 
- 
							
battle_manager:get_scriptunits_for_local_players_army() - 
							Returns the automatically-generated 
script_unitscollection object, containing ascript_unitfor every unit, corresponding to the local player's army.Returns:
scriptunits collectionscript_units
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 451
 
- 
							
battle_manager:get_scriptunits_for_main_enemy_army_to_local_player() - 
							Returns the automatically-generated 
script_unitscollection object, containing ascript_unitfor every unit, for the local player's primary enemy army.Returns:
scriptunits collectionscript_units
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 459
 
- 
							
battle_manager:get_scriptunits_for_main_attacker() - 
							Returns the automatically-generated 
script_unitscollection object, containing ascript_unitfor every unit, for the primary attacking army.Returns:
scriptunits collectionscript_units
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 467
 
- 
							
battle_manager:get_scriptunits_for_main_defender() - 
							Returns the automatically-generated 
script_unitscollection object, containing ascript_unitfor every unit, for the primary defending army.Returns:
scriptunits collectionscript_units
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 476
 
- 
							
battle_manager:get_scriptunit_for_unit(unitbattle_unit) - 
							Returns a previously-created 
script_unitfor the suppliedbattle_unit. If no matchingscript_unitcan be found thennilis returned.Parameters:
1
unit
Returns:
sunitscript_unit
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 517
 
- 
							
battle_manager:get_battle_ui_manager() - 
							Retrieves a handle to a 
battle_ui_managerobject from the battle manager. One is created if it hasn't been created before.Returns:
battle_ui_manager
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 611
 
- 
							
battle_manager:get_battle_folder() - 
							Returns the path to the battle script folder.
							
Returns:
stringpath
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 624
 
- 
							
battle_manager:get_origin() - 
							Returns a vector position at the world origin.
							
Returns:
vectororigin
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 632
 
- 
							
battle_manager:ui_component() - 
							A wrapper for ui_component. Searches the UI heirarchy and returns a uicomponent object with the supplied name. This overrides the base ui_component function provided by the underlying 
battleobject, which returns a component object (which must be converted to be a UIComponent before use).Returns:
uicomponentui component, or false if not found
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 640
 
- 
							
battle_manager:get_campaign_key() - 
							Returns the key of the campaign this battle was launched from. If this battle was not launched from a campaign then a blank string is returned.
							
Returns:
campaign keystring
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 668
 
- 
							
battle_manager:is_any_cutscene_running() - 
							Returns true if any cutscene object is currently showing a cutscene.
							
Returns:
booleanis cutscene running
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 686
 
- 
							
battle_manager:is_any_unit_selected() - 
							Queries the UI and returns true if any unit cards are selected.
							
Returns:
booleanany unit selected
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 704
 
- 
							
battle_manager:num_units_selected() - 
							Returns the number of unit cards that are selected.
							
Returns:
number of units selectednumber
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 733
 
- 
							
battle_manager:are_all_units_selected() - 
							Queries the UI and returns true if all unit cards are selected.
							
Returns:
booleanall units selected
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 764
 
- 
							
battle_manager:get_player_alliance_num() - 
							Returns the alliance number of the player's alliance.
							
Returns:
integeralliance number
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 790
 
- 
							
battle_manager:get_non_player_alliance_num() - 
							Returns the alliance number of the non-player alliance.
							
Returns:
integeralliance number
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 798
 
- 
							
battle_manager:get_player_alliance() - 
							Returns the local player's alliance object.
							
Returns:
allianceplayer alliance
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 810
 
- 
							
battle_manager:get_non_player_alliance() - 
							Returns the alliance object of the local player's enemy.
							
Returns:
allianceenemy alliance
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 818
 
- 
							
battle_manager:player_is_attacker() - 
							Returns true if the local player is the attacker in the battle.
							
Returns:
booleanplayer is attacker
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 826
 
- 
							
battle_manager:get_player_army() - 
							Returns the local player's army object.
							
Returns:
armyplayer's army
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 834
 
- 
							
battle_manager:get_first_non_player_army() - 
							Returns the first army of the enemy alliance to the local player.
							
Returns:
armyenemy army
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 842
 
- 
							
battle_manager:get_general(collectionunit collection) - 
							Returns the first commanding 
battle_unitfound in the supplied units collection. Supported collection types arebattle_units,battle_armyandscript_units. If no commanding unit is found thenfalseis returned.Parameters:
1
collectionUnit collection object.
Returns:
commanding unitbattle_unit
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 850
 
- 
							
battle_manager:assault_equipment_exists([keystring]) - 
							Returns 
trueif any assault equipment with the optional supplied key exists on the battlefield. If no key is supplied then the function returns true if any assault equipment exists.Parameters:
1
optional, default value=nil
Assault equipment key, from the
battlefield_siege_vehiclestable. If no key is supplied then the function returnstrueif any assault equipment is present.Returns:
equipment existsboolean
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 878
 
- 
							
battle_manager:get_closest_vehicle(positionbattle_vector) - 
							Returns the closest siege vehicle to the supplied position. If no assault equipment is present on the map then 
nilis returned.Parameters:
1
position
Returns:
closest vehiclebattle_vehicle
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 906
 
- 
							
battle_manager:is_minor_settlement_battle() - 
							Returns 
trueif the battle type issettlement_unfortified, indicating a minor settlement battle.Returns:
is minor settlement battleboolean
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 934
 
- 
							
battle_manager:is_major_settlement_battle() - 
							Returns 
trueif the battle type issettlement_standard, indicating a major settlement battle.Returns:
is major settlement battleboolean
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 942
 
- 
							
battle_manager:load_scripted_tours() - 
							Loads all scripted tour scripts. Calling this allows battle scripted tours to work.
							
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 963
 
- 
							
battle_manager:random_number([numbermax value]) - 
							Returns a random number. If no max value is supplied then the value returned is a float between 0 and 1. If a max value is supplied, then the value returned is an integer value from 1 to the max value. This is safe to use in multiplayer.
							
Parameters:
1
numberoptional, default value=nil
max value
Returns:
randomnumber
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 984
 
- 
							
battle_manager:random_sort(numerically-indexed tabletable) - 
							Randomly sorts a numerically-indexed table. This is safe to use in multiplayer, but will destroy the supplied table. It is faster than 
battle_manager:random_sort_copy.
Note that records in this table that are not arranged in an ascending numerical index will be lost.
Note also that the supplied table is overwritten with the randomly-sorted table, which is also returned as a return value.Parameters:
1
Numerically-indexed table. This will be overwritten by the returned, randomly-sorted table.
Returns:
randomly-sorted tabletable
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 998
 
- 
							
battle_manager:random_sort_copy(numerically-indexed tabletable) - 
							Randomly sorts a numerically-indexed table. This is safe to use in multiplayer, and will preserve the original table, but it is marginally slower than 
battle_manager:random_sort.
Note that records in the source table that are not arranged in an ascending numerical index will not be copied (they will not be deleted, however).Parameters:
1
Numerically-indexed table.
Returns:
randomly-sorted tabletable
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1027
 
As a battle loads and progresses it passes through phases, such as "Deployment", "Deployed" (main battle phase), "VictoryCountdown" and "Complete". The script gets notified as phase changes occur
- 
							
battle_manager:setup_battle(functiondeployment end callback) - 
							Packaged function to set up a scripted battle on startup, and register a function to be called when the deployment phase ends (i.e. when battle starts). 
setup_battlewill suppress a variety of unit sounds and steal input focus until the combat phase begins.Parameters:
1
functiondeployment end callback
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1057
 
- 
							
battle_manager:register_phase_change_callback(stringphase name, functioncallback) - 
							Registers a function to be called when a specified phase change occurs. Phase change notifications are sent to the script by the game when the battle changes phases, for example from "Deployment" to "Deployed" and on to "VictoryCountdown" and "Complete". The battle manager writes output to the console whenever a phase change occurs, regardless of whether any callback has been registered for it. A script event, 
ScriptEventBattlePhaseChanged, is also triggered when a phase change occurs, and supplies the name of the new phase as a context string.
This wraps the underlying functionality provided bybattle:register_battle_phase_handler. See that function's documentation for a list of phase change events that may be listened for.Parameters:
1
stringphase name
2
functioncallback
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1088
 
- 
							
battle_manager:get_current_phase_name() - 
							Returns the name of the current battle phase.
							
Returns:
phase namestring
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1113
 
- 
							
battle_manager:is_deployment_phase() - 
							Returns whether the battle is currently in deployment phase.
							
Returns:
is deployment phaseboolean
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1121
 
- 
							
battle_manager:is_conflict_phase() - 
							Returns whether the battle is currently in the conflict phase.
							
Returns:
is conflict phaseboolean
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1129
 
- 
							
battle_manager:is_victory_countdown_phase() - 
							Returns whether the battle is currently in the victory countdown phase.
							
Returns:
is victory countdown phaseboolean
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1137
 
- 
							
battle_manager:winner_alliance_id() - 
							Returns the winning alliance id. Only makes sense after the battle is completed.( I.e. in `Complete` phase)
							
Returns:
winning alliance idnumber
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1162
 
- 
							
battle_manager:register_unit_selection_callback(unitsubject unit, functioncallback) - 
							Registers a function to be called when a specified unit is selected by the player.
							
Parameters:
1
unitsubject unit
2
functioncallback
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1179
 
- 
							
battle_manager:unregister_unit_selection_callback(unitsubject unit) - 
							Unregisters a function registered with 
battle_manager:register_unit_selection_callback.Parameters:
1
unitsubject unit
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1207
 
- 
							
battle_manager:register_command_handler_callback(stringcommand, functioncallback, [stringcallback name]) - 
							Registers a function to be called when a command event is issued by the game. The function will be called with the command handler context supplied as a single argument, which can be queried for further information depending upon the command.
This wraps the underlying functionality provided bybattle:register_command_handler. See the documentation of that function for more information about what command events can be listened for, and what contextual information those events provide.Parameters:
1
stringCommand name to listen for.
2
functionCallback to call when the command is triggered by the game.
3
stringoptional, default value=nil
Optional name by which this callback handler can be removed.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1247
 
- 
							
battle_manager:unregister_command_handler_callback(stringcommand name, stringcallback name) - 
							Unregisters a callback function registered with 
battle_manager:register_command_handler_callback. The callback function is specified by the command name and callback name specified when setting the callback up.Parameters:
1
stringcommand name
2
stringcallback name
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1301
 
- 
							
battle_manager:register_input_handler_callback(stringinput, functioncallback, [stringcallback name]) - 
							Registers a function to be called when an input event is issued by the game. This wraps the underlying functionality provided by 
battle:register_input_handler. See the documentation of that function for more information about what input events can be listened for.Parameters:
1
stringInput name to listen for.
2
functionCallback to call when the input is triggered by the game.
3
stringoptional, default value=nil
Optional name by which this input handler can be removed.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1364
 
- 
							
battle_manager:unregister_input_handler_callback(stringcommand name, stringcallback name) - 
							Unregisters a callback function registered with 
battle_manager:register_input_handler_callback. The callback function is specified by the input name and callback name specified when setting the callback up.Parameters:
1
stringcommand name
2
stringcallback name
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1417
 
The key_steal_manager now does the work involved with stealing keys and handling them being pressed, but these pass-through functions are provided on the battle manager for ease of use.
- 
							
battle_manager:steal_escape_key_with_callback(callback name
string,callback
function,is persistent
[boolean]
) - 
							Steals the escape key if it wasn't stolen before, and registers a callback to be called if the player presses it. The callback entry must be registered with a unique string name, by which it may be cancelled later if desired.
Multiple escape key callbacks may be registered at one time, although only the most recently-registered callback is notified when the ESC key is pressed. Once an ESC key callback is called it is removed from the list, and the next ESC key press causes the next most recent callback to be notified, and so-on.
This function maps to the underlyingkey_steal_manager:steal_escape_key_with_callbackfunction which actually does the work now.Parameters:
1
stringcallback name
2
functioncallback
3
optional, default value=false
Key should remain stolen after callback is first called.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1482
 
- 
							
battle_manager:release_escape_key_with_callback(stringcallback name to cancel) - 
							Cancels an escape key callback registered with 
battle_manager:steal_escape_key_with_callbackby name.
This function maps to the underlyingkey_steal_manager:release_escape_key_with_callbackfunction which actually does the work now.Parameters:
1
stringcallback name to cancel
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1494
 
- 
							
battle_manager:setup_victory_callback(functioncallback to call) - 
							Establishes a function to be called when the battle enters VictoryCountdown phase i.e. someone has won. This function also sets the duration of the victory countdown to infinite, meaning the battle will never end until 
battle_manager:end_battleis called. This allows calling scripts to do things like set up an outro cutscene or play some advice that wouldn't fit into the standard victory countdown duration (10 seconds).Parameters:
1
functioncallback to call
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1514
 
- 
							
battle_manager:end_battle() - 
							Causes a battle to immediately end when it enters the VictoryCountdown phase, or to immediately end if it is already in that phase. This function is most commonly used to end a battle that has entered the VictoryCountdown phase after 
battle_manager:setup_victory_callbackhas been called.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1528
 
- 
							
battle_manager:register_results_callbacks(player victory callback
function,player defeat callback
function
) - 
							Old-style battle-ending handlers. These can still be used but won't get called until the battle results screen is shown. Registers player victory and player defeat callbacks to be called at the end of the battle.
							
Parameters:
1
functionplayer victory callback
2
functionplayer defeat callback
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1535
 
- 
							
battle_manager:slow_game_over_time(start game speed
number,target game speed
number,duration in ms
number,steps
number
) - 
							Changes game speed from one value to another over a total time (note that this will be elongated by the slowing action) over a given number of steps. Note that the script engine only updates once every 1/10th of a second so specifying steps of less than this will have weird results. Speeds are specified as multiples of normal game speed, so a value of 2 would be twice normal speed, 0.5 would be half, and so on.
							
Parameters:
1
numberstart game speed
2
numbertarget game speed
3
numberduration in ms
4
numbersteps
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1588
 
- 
							
battle_manager:stop_slow_game_over_time() - 
							Cancels any running processes started by 
battle_manager:slow_game_over_time.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1632
 
- 
							
battle_manager:pause() - 
							Pauses the battle.
							
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1639
 
- 
							
battle_manager:modify_battle_speed(speednumber, [silentboolean]) - 
							Wrapper for the 
battle:modify_battle_speedfunction, that prints output and notifies other systems that the model tick speed has changed.Parameters:
1
New battle speed, as a unary proportion of normal speed. Supply a value of 1 to set the battle speed to normal, 0.5 for half speed, 0 for pause etc.
2
optional, default value=false
Silent flag - do not print output.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1646
 
Timer functionality - the ability for scripts to say that a function should be called after a certain interval (e.g. a second) - is provided by the timer_manager object. The functions in this section provide a pass-through interface to the equivalent functions on the timer manager.
Battle model time is measured in milliseconds throughout.
- 
							
battle_manager:callback(functioncallback to call, numberinterval, [stringname]) - 
							Calls the supplied function after the supplied interval in seconds using a timer synchronised to the battle model. A string name for the callback may optionally be provided to allow the callback to be cancelled later.
This function call is passed through totimer_manager:callback- thisbattle_manageralias is provided purely for convenience.Parameters:
1
functionCallback to call.
2
numberInterval in milliseconds after to which to call the callback.
3
stringoptional, default value=nil
Callback name. If supplied, this callback can be cancelled at a later time (before it triggers) with
battle_manager:remove_processorbattle_manager:remove_callback.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1709
 
- 
							
battle_manager:repeat_callback(callback to callfunction,timenumber, [namestring]) - 
							Calls the supplied function repeatedly after the supplied period in seconds using a timer synchronised to the battle model. A string name for the callback may optionally be provided to allow the callback to be cancelled. Cancelling the callback is the only method to stop a repeat callback, once started.
This function call is passed through totimer_manager:callback- thisbattle_manageralias is provided purely for convenience.Parameters:
1
Callback to call.
2
Time in milliseconds after to which to call the callback, repeatedly. The callback will be called each time this interval elapses.
3
optional, default value=nil
Callback name. If supplied, this callback can be cancelled at a later time with
battle_manager:remove_callback.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1720
 
- 
							
battle_manager:remove_callback(namestring) - 
							Removes a callback previously added with 
battle_manager:callbackorbattle_manager:repeat_callbackby name. All callbacks with a name matching that supplied will be cancelled and removed.
This function call is passed through totimer_manager:remove_callback- thisbattle_manageralias is provided purely for convenience. See alsobattle_manager:remove_process, which also removes any watches with the specified name.Parameters:
1
Name of callback to remove.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1731
 
- 
							
battle_manager:real_callback(callbackfunction,intervalnumber, [namestring]) - 
							Adds a real callback to be called after the supplied interval has elapsed. Real timers are synchronised to UI updates, not to the game model - see 
Real Timersfor more information.
This function call is passed through totimer_manager:real_callback- thisbattle_manageralias is provided purely for convenience.Parameters:
1
Callback to call.
2
Interval after which to call the callback, in milliseconds.
3
optional, default value=nil
Callback name, by which it may be later removed with
battle_manager:remove_real_callback. If omitted the callback may not be cancelled.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1740
 
- 
							
battle_manager:repeat_real_callback(callbackfunction,intervalnumber, [namestring]) - 
							Adds a repeating real callback to be called each time the supplied interval elapses. Real timers are synchronised to UI updates, not to the game model - see 
Real Timersfor more information.
This function call is passed through totimer_manager:repeat_real_callback- thisbattle_manageralias is provided purely for convenience.Parameters:
1
Callback to call.
2
Repeating interval after which to call the callback, in milliseconds.
3
optional, default value=nil
Callback name, by which it may be later removed with
battle_manager:remove_real_callback. If omitted the repeating callback may not be cancelled.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1751
 
- 
							
battle_manager:remove_real_callback(namestring) - 
							Removes a real callback previously added with 
battle_manager:real_callbackorbattle_manager:repeat_real_callbackby name. All callbacks with a name matching that supplied will be cancelled and removed.
This function call is passed through totimer_manager:remove_real_callback- thisbattle_manageralias is provided purely for convenience.Parameters:
1
Name of callback to remove.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1762
 
A watch is a process that continually polls a supplied condition. When it is true, the watch process waits for a supplied period, and then calls a supplied target function. Watches provide battle scripts with a fire-and-forget method of polling the state of the battle, and of being notified when that state changes in some crucial way.
- 
							
battle_manager:watch(condition
function,condition
function,wait time
number,target callback
function,watch name
[string]
) - 
							Establishes a new watch. A supplied condition function is repeated tested and, when it returns true, a supplied target function is called. A wait period between the condition being met and the target being called must also be specified. A name for the watch may optionally be specified to allow other scripts to cancel it.
The condition must be a function that returns a value - when that value is true (or evaluates to true) then the watch condition is met. The watch then waits the supplied time offset, which is specified in ms as the second parameter, before calling the callback supplied in the third parameter.Parameters:
1
functioncondition
2
functionCondition. Must be a function that returns a value. When the returned value is true, or evaluates to true, then the watch condition is met.
3
numberTime in ms that the watch waits once the condition is met before triggering the target callback
4
functionTarget callback
5
stringoptional, default value=nil
Name for this watch process. Giving a watch a name allows it to be stopped/cancelled with
battle_manager:remove_process.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1787
 
- 
							
battle_manager:remove_process(stringname) - 
							Stops and removes any watch OR callback with the supplied name. Returns true if any were found, false otherwise.
							
Parameters:
1
stringname
Returns:
booleanany removed
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1962
 
- 
							
battle_manager:remove_process_from_watch_list(stringname) - 
							Stops and removes any watch with the supplied name. Returns true if any were found, false otherwise. Best practice is to use remove_process instead of this.
							
Parameters:
1
stringname
Returns:
booleanany removed
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 1974
 
- 
							
battle_manager:print_watch_list() - 
							Debug command to dump the watch list to the console.
							
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2002
 
- 
							
battle_manager:clear_watches_and_callbacks() - 
							Cancels all running watches and callbacks. It's highly recommend to not call this except for debug purposes (and rarely, even then).
							
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2017
 
- 
							
battle_manager:set_load_balancing(booleanenable load balancing) - 
							By default the watch system performs load balancing, where it tries to stagger its running watches so they don't all process on the same tick. If this is causes problems for any reason it can be disabled with 
set_load_balancing. Supply a boolean parameter to enable or disable load balancing.Parameters:
1
booleanenable load balancing
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2032
 
The advisor queueing functionality allows the calling script to queue advisor messages so they don't clumsily collide with each other during playback.
- 
							
battle_manager:queue_advisor(advice key
string,forced duration
[number],debug
[boolean],start callback
[function],start callback wait
[number],condition
[playback]
) - 
							Enqueues a line of advice for delivery to the player. If there is no other advice playing, or nothing is blocking the advisor system, then the advice gets delivered immediately. Otherwise, the supplied advice will be queued and shown at an appropriate time.
The function must be supplied an advice key from the advice_levels/advice_threads tables as its first parameter, unless the advisor entry is set to be debug (see below).
The third parameterParameters:
1
stringAdvice key from the advice_levels/advice_threads table.
If the advice entry is set to be debug (see third parameter) the text supplied here will instead be shown directly in the advisor window (debug only)
2
numberoptional, default value=0
Forced duration in ms. This is a period that this advice must play for before another item of advice is allowed to start. By default, items of advice will only remain queued while the active advice is actually audibly playing, but by setting a duration the active advice can be held on-screen for longer than the length of its associated soundfile (unless it is closed by the player). This is useful during development to hold advice on-screen when no soundfile yet exists, and also for tutorial scripts which often wish to ensure that an item of advice is shown on-screen for a certain duration.
3
booleanoptional, default value=false
Sets whether the advice line is debug. If set to true, the text supplied as the first parameter is displayed in the advisor window as-is, without using it as a lookup key in the advice_levels table.
4
functionoptional, default value=nil
Start callback. If a function is supplied here it is called when the advice is actually played.
5
numberoptional, default value=0
Start callback wait period in ms. If a duration is specified it causes a delay between the advice being played and the start callback being called.
6
playbackoptional, default value=nil
Playback condition. If specified, it compels the advisor system to check this condition immediately before playing the advisor entry to decide whether to actually proceed. This must be supplied as a function block that returns a result. If this result evaluates to true, the advice is played.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2056
 
- 
							
battle_manager:stop_advisor_queue([booleanclose advisor], [booleanforce immediate stop]) - 
							Cancels any running advice, and clears any subsequent advice that may be queued.
							
Parameters:
1
booleanoptional, default value=false
Closes the advisor if it's open
2
booleanoptional, default value=false
Forces immediate stop. By default the stopping action takes a short amount of time - the game seems happier with this. If set to true, this flag bypasses this behaviour. User beware.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2245
 
- 
							
battle_manager:advice_cease() - 
							Stops the advisor queue and prevents any more advice from being queued. The advice system will only subsequently restart if 
battle_manager:advice_resumeis called.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2270
 
- 
							
battle_manager:advice_resume() - 
							Allows advice to resume after 
battle_manager:advice_ceasecalled.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2279
 
- 
							
battle_manager:stop_advice_on_battle_end() - 
							Establishes a listener which stops the advice system as soon as the battle results panel appears.
							
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2286
 
- 
							
battle_manager:set_close_queue_advice([booleanvalue]) - 
							Sets whether the advisor system should close the advisor panel once an item of advice has finished playing. By default this is set to false, so use this function to turn this behaviour on.
							
Parameters:
1
booleanoptional, default value=true
value
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2308
 
- 
							
battle_manager:has_advice_played_this_battle() - 
							Returns true if any advice has played in this battle session
							
Returns:
booleanadvice has played
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2320
 
- 
							
battle_manager:modify_advice([booleanshow button], [booleanshow highlight]) - 
							Modifies the advisor panel to show the progress/close button in the bottom right, and also to highlight this button with an animated ring around it. This setting will persist across subsequent items of advice in a battle session until modified again.
							
Parameters:
1
booleanoptional, default value=false
Show progress/close button.
2
booleanoptional, default value=false
Show highlight on close button.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2328
 
- 
							
battle_manager:progress_on_advice_dismissed(callback to call
function,delay
[number],highlight on finish
[boolean]
) - 
							Calls a supplied callback when the advisor panel is closed for any reason.
							
Parameters:
1
functionCallback to call.
2
numberoptional, default value=0
Delay in ms after the adisor closes before calling the callback.
3
booleanoptional, default value=false
Highlight the advisor close button upon finishing the currently-playing advice. This is useful for script that knows the advisor is playing, wants to highlight the close button when it finishes and be notified of when the player closes the advisor in any case.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2364
 
- 
							
battle_manager:cancel_progress_on_advice_dismissed() - 
							Cancels a running 
battle_manager:progress_on_advice_dismissedprocess.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2481
 
- 
							
battle_manager:progress_on_advice_dismissed_immediate_highlight() - 
							Causes a 
battle_manager:progress_on_advice_dismissedprocess that is listening for the advice to finish so that it can highlight the close button (i.e. the third parameter was set to true) to cancel this listener.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2490
 
- 
							
battle_manager:progress_on_advice_finished(name
string,callback to call
function,delay
[number],playtime
[number]
) - 
							Calls a supplied callback when the advisor has stopped playing an audible sound.
							
Parameters:
1
Name for this progress on advice finished process, by which it may be later cancelled if necessary.
2
Callback to call.
3
optional, default value=0
Delay in ms after the adisor stops before calling the callback.
4
optional, default value=5000
Playing time for the advice item. This sets a time after which
battle_manager:progress_on_advice_finishedwill begin to actively poll whether the advice is still playing, as well as listening for the finish event. This is useful as it ensure this function works even during development when the advisor sound files have not yet been recorded.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2497
 
- 
							
battle_manager:cancel_progress_on_advice_finished(namestring) - 
							Cancels a running 
battle_manager:progress_on_advice_finishedprocess.Parameters:
1
Name of the progress on advice finished process to cancel.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2569
 
- 
							
battle_manager:progress_on_sound_effect_finished(name
string,sound effect
battle_sound_effect,callback
function,post-finish delay
[number],minimum playtime
[number]
) - 
							Calls a supplied function when a supplied sound effect has finished playing. A post-completion delay and a minimum play time - useful during development when sound effects (particularly voiceover) may not yet have been recorded - may also be supplied.
							
Parameters:
1
Name for this progress-on-sound-effect-finished process. The process may be cancelled by the name supplied here by calling
battle_manager:cancel_progress_on_sound_effect_finishedbefore the callback is called.2
Sound effect to monitor.
3
Callback to call.
4
optional, default value=0
Delay in ms to wait after the sound effect has finished before calling the callback.
5
optional, default value=0
Minimum playtime for the sound effect, in ms. If a positive number is supplied here, the process will not begin to monitor until after that period has elapsed.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2583
 
- 
							
battle_manager:cancel_progress_on_sound_effect_finished(namestring) - 
							Cancels a process started by 
battle_manager:progress_on_sound_effect_finishedwith the supplied name.Parameters:
1
name
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2636
 
Upon creation, the battle manager automatically creates an objectives manager object which it stores internally. Most of these functions provide a passthrough interface to the most commonly-used functions on the objectives manager. See the documentation on the objectives_manager page for more details.
Note that battle_manager:set_locatable_objective is native to the battle manager and is not related to the objectives manager.
- 
							
battle_manager:set_objective(objective keystring, [param anumber], [param bnumber]) - 
							Sets up a scripted objective for the player, which appears in the scripted objectives panel. This objective can then be updated, removed, or marked as completed or failed by the script at a later time.
A key to the scripted_objectives table must be supplied with set_objective, and optionally one or two numeric parameters to show some running count related to the objective. To update these parameter values later,set_objectivemay be re-called with the same objective key and updated values.
This function passes its arguments throughobjectives_manager:set_objectiveon the objectives manager - see the documentation on that function for more information.Parameters:
1
Objective key, from the scripted_objectives table.
2
optional, default value=nil]
numberparam a, First numeric objective parameter. If set, the objective will be presented to the player in the form [objective text]: [param aFirst numeric objective parameter. If set, the objective will be presented to the player in the form [objective text]: [param a]. Useful for showing a running count of something related to the objective.
3
optional, default value=nil]
numberparam b, Second numeric objective parameter. A value for the first must be set if this is used. If set, the objective will be presented to the player in the form [objective text]: [param a] / [param bSecond numeric objective parameter. A value for the first must be set if this is used. If set, the objective will be presented to the player in the form [objective text]: [param a] / [param b]. Useful for showing a running count of something related to the objective.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2660
 
- 
							
battle_manager:set_objective_with_leader(objective key
string,param a
[number],param b
[number],callback
[function]
) - 
							Sets up a scripted objective for the player which appears in the scripted objectives panel, with a 
topic_leader. This objective can then be updated, removed, or marked as completed or failed by the script at a later time.
A key to the scripted_objectives table must be supplied with set_objective, and optionally one or two numeric parameters to show some running count related to the objective. To update these parameter values later,set_objectivemay be re-called with the same objective key and updated values.
This function passes its arguments throughobjectives_manager:set_objective_with_leaderon the objectives manager - see the documentation on that function for more information.Parameters:
1
Objective key, from the scripted_objectives table.
2
optional, default value=nil]
numberparam a, First numeric objective parameter. If set, the objective will be presented to the player in the form [objective text]: [param aFirst numeric objective parameter. If set, the objective will be presented to the player in the form [objective text]: [param a]. Useful for showing a running count of something related to the objective.
3
optional, default value=nil]
numberparam b, Second numeric objective parameter. A value for the first must be set if this is used. If set, the objective will be presented to the player in the form [objective text]: [param a] / [param bSecond numeric objective parameter. A value for the first must be set if this is used. If set, the objective will be presented to the player in the form [objective text]: [param a] / [param b]. Useful for showing a running count of something related to the objective.
4
optional, default value=nil
Optional callback to call when the objective is shown.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2672
 
- 
							
battle_manager:complete_objective(objective keystring) - 
							Marks a scripted objective as completed for the player to see. Note that it will remain on the scripted objectives panel until removed with 
battle_manager:remove_objective. This function passes its arguments throughobjectives_manager:complete_objectiveon the objectives manager - see the documentation on that function for more information.
Note also that is possible to mark an objective as complete before it has been registered withbattle_manager:set_objective- in this case, it is marked as complete as soon asbattle_manager:set_objectiveis called.Parameters:
1
Objective key, from the scripted_objectives table.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2685
 
- 
							
battle_manager:fail_objective(objective keystring) - 
							Marks a scripted objective as failed for the player to see. Note that it will remain on the scripted objectives panel until removed with 
battle_manager:remove_objective. This function passes its arguments throughobjectives_manager:fail_objectiveon the objectives manager - see the documentation on that function for more information.Parameters:
1
Objective key, from the scripted_objectives table.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2694
 
- 
							
battle_manager:remove_objective(objective keystring) - 
							Removes a scripted objective from the scripted objectives panel. This function passes its arguments through 
objectives_manager:remove_objectiveon the objectives manager - see the documentation on that function for more information.Parameters:
1
Objective key, from the scripted_objectives table.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2702
 
- 
							
battle_manager:activate_objective_chain(chain name
string,objective key
string,number param a
[number],number param b
[number]
) - 
							Starts a new objective chain. This function passes its arguments through 
objectives_manager:activate_objective_chainon the objectives manager - see the documentation on that function for more information.Parameters:
1
Objective chain name.
2
Key of initial objective, from the scripted_objectives table.
3
optional, default value=nil
First numeric parameter - see the documentation for
battle_manager:set_objectivefor more details.4
optional, default value=nil
Second numeric parameter - see the documentation for
battle_manager:set_objectivefor more details.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2710
 
- 
							
battle_manager:activate_objective_chain_with_leader(chain name
string,objective key
string,number param a
[number],number param b
[number]
) - 
							Starts a new objective chain, with a 
topic_leader. This function passes its arguments throughobjectives_manager:activate_objective_chain_with_leaderon the objectives manager - see the documentation on that function for more information.Parameters:
1
Objective chain name.
2
Key of initial objective, from the scripted_objectives table.
3
optional, default value=nil
First numeric parameter - see the documentation for
battle_manager:set_objectivefor more details.4
optional, default value=nil
Second numeric parameter - see the documentation for
battle_manager:set_objectivefor more details.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2721
 
- 
							
battle_manager:update_objective_chain(chain name
string,objective key
string,number param a
[number],number param b
[number]
) - 
							Updates an existing objective chain. This function passes its arguments through 
objectives_manager:update_objective_chainon the objectives manager - see the documentation on that function for more information.Parameters:
1
Objective chain name.
2
Key of initial objective, from the scripted_objectives table.
3
optional, default value=nil
First numeric parameter - see the documentation for
battle_manager:set_objectivefor more details4
optional, default value=nil
Second numeric parameter - see the documentation for
battle_manager:set_objectivefor more detailsReturns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2732
 
- 
							
battle_manager:end_objective_chain(chain namestring) - 
							Ends an existing objective chain. This function passes its arguments through 
objectives_manager:end_objective_chainon the objectives manager - see the documentation on that function for more information.Parameters:
1
Objective chain name.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2743
 
- 
							
battle_manager:reset_objective_chain(chain namestring) - 
							Resets an objective chain so that it may be called again. This function passes its arguments through 
objectives_manager:reset_objective_chainon the objectives manager - see the documentation on that function for more information.Parameters:
1
Objective chain name.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2751
 
- 
							
battle_manager:set_locatable_objective(objective key
string,camera position
battle_vector,camera target
battle_vector,zoom duration
number,show topic leader
[boolean]
) - 
							Sets up a locatable objective in battle. This will appear in the scripted objectives list alongside a zoom-to button which, when clicked, will zoom the camera to a location on the battlefield. The key of the objective text, as well as the camera position/target and zoom duration must all be supplied.
							
Parameters:
1
Objective key, from the scripted_objectives table.
2
Final camera position.
3
Final camera target.
4
Duration of camera movement in seconds.
5
optional, default value=false
Shows a
topic_leaderbefore displaying the objective.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2805
 
- 
							
battle_manager:set_locatable_objective_callback(objective key
string,camera position generator
function,zoom duration
number,show topic leader
[boolean]
) - 
							Sets up a locatable objective in battle. This will appear in the scripted objectives list alongside a zoom-to button which, when clicked, will zoom the camera to a location on the battlefield. Whereas 
battle_manager:set_locatable_objectiverequires static camera position/targets to be supplied, this function takes a function argument which, when called, should return abattle_vectorcamera position and abattle_vectorcamera target. This allows the camera position to be generated at runtime, to follow a unit for example.Parameters:
1
Objective key, from the scripted_objectives table.
2
Camera position generator function. When called, this should return two
battle_vectorvalues that specify the camera position and target to move to.3
Duration of camera movement in seconds.
4
optional, default value=false
Shows a
topic_leaderbefore displaying the objective.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2862
 
These functions provide a passthrough interface to the most commonly-used functions on the infotext manager, which the battle manager creates automatically.
- 
							
battle_manager:add_infotext(objectfirst param, ...additional infotext strings) - 
							Adds one or more lines of infotext to the infotext panel. This function passes through to 
infotext_manager:add_infotext- see the documentation on theinfotext_managerpage for more details.Parameters:
1
objectCan be a string key from the advice_info_texts table, or a number specifying an initial delay in ms after the panel animates onscreen and the first infotext item is shown.
2
...Additional infotext strings to be shown.
add_infotextfades each of them on to the infotext panel in a visually-pleasing sequence.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2913
 
- 
							
battle_manager:add_infotext_with_leader(objectfirst param, ...additional infotext strings) - 
							Adds one or more lines of infotext to the infotext panel, with a 
topic_leader. This function passes through toinfotext_manager:add_infotext_with_leader- see the documentation on theinfotext_managerpage for more details.Parameters:
1
objectCan be a string key from the advice_info_texts table, or a number specifying an initial delay in ms after the panel animates onscreen and the first infotext item is shown.
2
...Additional infotext strings to be shown.
add_infotextfades each of them on to the infotext panel in a visually-pleasing sequence.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2922
 
- 
							
battle_manager:add_infotext_simultaneously(objectfirst param, ...additional infotext strings) - 
							Adds one or more lines of infotext simultaneously to the infotext panel. This function passes through to 
infotext_manager:add_infotext_simultaneously- see the documentation on theinfotext_managerpage for more details.Parameters:
1
objectCan be a string key from the advice_info_texts table, or a number specifying an initial delay in ms after the panel animates onscreen and the first infotext item is shown.
2
...Additional infotext strings to be shown.
add_infotext_simultaneouslyfades each of them on to the infotext panel in a visually-pleasing sequence.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2931
 
- 
							
battle_manager:add_infotext_simultaneously_with_leader(first param
object,additional infotext strings
...
) - 
							Adds one or more lines of infotext simultaneously to the infotext panel, with a 
topic_leader. This function passes through toinfotext_manager:add_infotext_simultaneously_with_leader- see the documentation on theinfotext_managerpage for more details.Parameters:
1
objectCan be a string key from the advice_info_texts table, or a number specifying an initial delay in ms after the panel animates onscreen and the first infotext item is shown.
2
...Additional infotext strings to be shown.
add_infotext_simultaneouslyfades each of them on to the infotext panel in a visually-pleasing sequence.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2940
 
- 
							
battle_manager:remove_infotext(stringinfotext key) - 
							Pass-through function for 
infotext_manager:remove_infotext. Removes a line of infotext from the infotext panel.Parameters:
1
stringinfotext key
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2949
 
- 
							
battle_manager:clear_infotext() - 
							Pass-through function for 
infotext_manager:clear_infotext. Clears the infotext panel.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2957
 
- 
							
battle_manager:set_infotext_auto_clear_timer(seconds
number,should_dismiss_advice_on_infotext_auto_hide_time_elapsed
[boolean]
) - 
							Pass-through function for 
infotext_manager:set_auto_clear_timer. Clears all infotexts after the specified time. Mouse over the infotext panel will freeze the timer. A value <= 0 will cancel any current timerParameters:
1
seconds
2
optional, default value=false
should_dismiss_advice_on_infotext_auto_hide_time_elapsed
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2963
 
- 
							
battle_manager:hide_infotext() - 
							Pass-through function for 
infotext_manager:hide_infotext. Hides and clears the infotext panel with an animation.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2972
 
- 
							
battle_manager:attach_to_advisor([should attachboolean]) - 
							Pass-through function for 
infotext_manager:attach_to_advisor. This attaches or detaches the infotext panel from the advisor. By default they are attached, but by detaching them infotext may be triggered independently of advice.Parameters:
1
optional, default value=true
should attach
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2979
 
- 
							
battle_manager:show_subtitle(stringsubtitle key, [booleanfull key supplied], [booleanforce subtitle on]) - 
							Shows a cutscene subtitle on-screen.
							
Parameters:
1
stringsubtitle key
2
booleanoptional, default value=false
Full localised key supplied. If false, or if no value supplied, the script assumes that the key is from the scripted_subtitles table and pads the supplied key out accordingly.
If the key has been supplied in the full localisation format (i.e.
[table]_[field_of_text]_[key_from_table]), set this to true.3
booleanoptional, default value=false
Forces the subtitle to display, overriding the user's preferences.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 2998
 
- 
							
battle_manager:hide_subtitles() - 
							Hides any currently-shown subtitle.
							
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3061
 
Help messages are used primarily in quest battles. They are text messages faded onto the HUD above the army panel, that persist for a time and then fade off. The battle manager queues them so they don't overwrite one another.
- 
							
battle_manager:queue_help_message(key
string,duration
[number],fade time
[number],high priority
[boolean],play after battle victory
[boolean],callback
[function]
) - 
							Enqueues a help message for showing on-screen.
							
Parameters:
1
stringHelp message key, from the scripted_objectives table.
2
numberoptional, default value=5000
Duration that the message will persist on-screen for in ms. If this is specified then a fade time must also be set.
3
numberoptional, default value=2000
Time that the message will take to fade on/fade off in ms. If this is specified then a duration must also be set.
4
booleanoptional, default value=false
Set this to true to set this message to high priority. High priority messages are bumped to the top of the queue.
5
booleanoptional, default value=false
By default, help messages won't play after the battle has been won. Set this to true to allow this message to play after this point.
6
functionoptional, default value=nil
Callback to call when the message actually starts to show on-screen.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3092
 
- 
							
battle_manager:hide_help_message([clear help message queueboolean]) - 
							Hides any help message currently being shown. The help message queue may optionally also be cleared.
							
Parameters:
1
optional, default value=false
clear help message queue
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3208
 
- 
							
battle_manager:suspend_adc(should suspendboolean) - 
							Suspends or un-suspends the aide-de-camp. This function wraps the 
battle:suspend_adcbut provides lock levels - if multiple calls to suspend the adc are made, followed by multiple calls to unsuspend it, the adc won't actually get unsuspended until each suspend call is undone with an unsuspend call. This means that every call to suspend the adc must be matched with an equivalent call to unsuspend it.Parameters:
1
should suspend
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3239
 
- 
							
battle_manager:cache_camera() - 
							Caches the current position/target of the camera for later retrieval.
							
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3276
 
- 
							
battle_manager:get_cached_camera_pos() - 
							Gets the cached position of the camera. This must be called after the position has been cached with 
battle_manager:cache_camera(else it will return false).Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3285
 
- 
							
battle_manager:get_cached_camera_targ() - 
							Gets the cached target of the camera. This must be called after the position has been cached with 
battle_manager:cache_camera(else it will return false).Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3292
 
- 
							
battle_manager:scroll_camera_with_cutscene(position
battle_vector,target
battle_vector,duration
number,end callback
[function],fov
[number],skippable
[boolean],skip callback
[function]
) - 
							Automatically creates and starts a 
cutscenein which the camera is moved to the supplied co-ordinates.Parameters:
1
Camera position.
2
Camera target.
3
Duration of camera movement in seconds.
4
optional, default value=nil
Function to call when cutscene ends (either naturally or by being skipped).
5
optional, default value=0
Field of view at target position in degrees. Supply
0ornilto use the game default.6
optional, default value=true
Sets whether cutscene is skippable or not.
7
optional, default value=nil
Function to call when cutscene is skipped.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3299
 
The camera movement tracker is used by some tutorial scripts to track how the player is moving the camera.
- 
							
battle_manager:start_camera_movement_tracker() - 
							Starts the camera movement tracker. Only tutorial scripts which need to query camera tracker information need to do this.
							
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3377
 
- 
							
battle_manager:stop_camera_movement_tracker() - 
							Stops the camera movement tracker.
							
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3389
 
- 
							
battle_manager:get_camera_altitude_change() - 
							Gets the difference in camera altitude between now and when the tracker was started. The returned value is absolute (always positive).
							
Returns:
numberdifference in m
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3409
 
- 
							
battle_manager:get_camera_distance_travelled() - 
							Gets the total distance the camera has travelled between now and when the tracker was started. This distance is not exact, but gives the calling script an indication of how much the player is moving the camera.
							
Returns:
numberdistance in m
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3424
 
Functions in this section may be used to show/hide elements on the battle ui. In some cases, the hidden elements will be restored if the cinematic ui is disabled/re-enabled, such as going into and then coming out of a cutscene. To circumvent this problem cutscene objects will call battle_manager:restore_ui_hiding to re-establish all hiding behaviour that would otherwise be reset, unless told not to with cutscene:set_should_restore_ui_hiding_on_end.
- 
							
battle_manager:is_cinematic_ui_enabled() - 
							Returns whether the cinematic UI is currently enabled. The cinematic UI is enabled from script with 
battle:enable_cinematic_ui, and is commonly activated/deactivated by cutscenes.Returns:
is cinematic ui enabledboolean
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3473
 
- 
							
battle_manager:clear_selection() - 
							Deselects any currently-selected units.
							
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3481
 
- 
							
battle_manager:restore_ui_hiding() - 
							Restores certain ui hiding behaviours established by calls to ui-hiding functions in this section, where those ui-hiding behaviours would be reset by disabling/re-enabling the cinematic ui. This is called by 
cutsceneobjects.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3488
 
- 
							
battle_manager:steal_input_focus(steal focusboolean,dont restoreboolean) - 
							Steals or releases all input from the UI, disabling or re-enabing user input in the game. This calls/overrides the 
battlefunctionsbattle:steal_input_focusandbattle:release_input_focus. The state set with this function will be re-established whenbattle_manager:restore_ui_hidingis called.Parameters:
1
Steal focus. Set to
falseto release focus.2
Don't add this action to the list of actions to restore if
battle_manager:restore_ui_hidingis called.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3503
 
- 
							
battle_manager:is_input_focus_stolen() - 
							Returns whether input focus has currently been stolen by 
battle_manager:steal_input_focus.Returns:
input focus is stolenboolean
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3532
 
- 
							
battle_manager:enable_ui_hiding([should enableboolean]) - 
							Enables/disables UI hiding. With UI hiding disabled the player will not be able to hide the UI by pressing K or alt-K. This function does not prevent the script from being able to hide or show the UI.
Any state set by a call to this function is restored ifbattle_manager:restore_ui_hidingis called.Parameters:
1
optional, default value=true
should enable
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3540
 
- 
							
battle_manager:is_ui_hiding_enabled() - 
							Returns false if UI hiding has been disabled with 
battle_manager:enable_ui_hiding, otherwise true.Returns:
is ui hiding enabled.boolean
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3563
 
- 
							
battle_manager:show_start_battle_button([should showboolean], [is multiplayerboolean]) - 
							Shows/hides the start battle button. Any state set by a call to this function is restored if 
battle_manager:restore_ui_hidingis called.Parameters:
1
optional, default value=true
Should show.
2
optional, default value=false
Set this to true if this is a multiplayer battle.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3571
 
- 
							
battle_manager:show_ui([should showboolean]) - 
							Shows/hides the army panel, portrait panel, top bar and radar frame from script.
							
Parameters:
1
optional, default value=true
should show
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3611
 
- 
							
battle_manager:show_army_panel([should showboolean], [immediateboolean]) - 
							Shows/hides the army panel.
							
Parameters:
1
optional, default value=true
Should show.
2
optional, default value=false
Hide immediately. If the first parameter is false and this is true, the panel will not animate offscreen but will instead immediately disappear.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3629
 
- 
							
battle_manager:show_portrait_panel([should showboolean], [immediateboolean]) - 
							Shows/hides the unit portrait panel.
							
Parameters:
1
optional, default value=true
Should show.
2
optional, default value=false
Hide immediately. If the first parameter is false and this is true, the panel will not animate offscreen but will instead immediately disappear.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3666
 
- 
							
battle_manager:show_top_bar([should showboolean], [immediateboolean]) - 
							Shows/hides the top bar on the battle interface.
							
Parameters:
1
optional, default value=true
Should show.
2
optional, default value=false
Hide immediately. If the first parameter is false and this is true, the panel will not animate offscreen but will instead immediately disappear.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3704
 
- 
							
battle_manager:show_radar_frame([should showboolean], [immediateboolean]) - 
							Shows/hides the radar.
							
Parameters:
1
optional, default value=true
Should show.
2
optional, default value=false
Hide immediately. If the first parameter is false and this is true, the panel will not animate offscreen but will instead immediately disappear.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3742
 
- 
							
battle_manager:show_ui_options_panel([should showboolean]) - 
							Shows/hides the ui options rollout panel.
							
Parameters:
1
optional, default value=true
should show
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3793
 
- 
							
battle_manager:enable_camera_movement([enable movementboolean]) - 
							Allows script to prevents player movement of the camera without stealing input - other game interactions are still permitted. Supply false as an argument to disable camera movement.
							
Parameters:
1
optional, default value=true
enable movement
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3821
 
- 
							
battle_manager:disable_orders([disableboolean]) - 
							Disables or enables the giving of any orders at all. This function wraps the 
battle:disable_ordersfunction of the same name on thebattleinterface, adding console output.Parameters:
1
optional, default value=true
disable
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3835
 
- 
							
battle_manager:disable_pausing([disableboolean]) - 
							Disables or enables pausing.
							
Parameters:
1
optional, default value=true
disable
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3849
 
- 
							
battle_manager:disable_time_speed_controls([disableboolean]) - 
							Disables or enables the time speed controls.
							
Parameters:
1
optional, default value=true
disable
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3863
 
- 
							
battle_manager:disable_tactical_map([disableboolean]) - 
							Disables or enables the tactical map.
							
Parameters:
1
optional, default value=true
disable
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3878
 
- 
							
battle_manager:disable_help_page_button([disableboolean]) - 
							Disables or enables the help page button.
							
Parameters:
1
optional, default value=true
disable
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3892
 
- 
							
battle_manager:disable_cycle_battle_speed([disableboolean]) - 
							Disables or enables the battle speed cycling keyboard shortcuts.
							
Parameters:
1
optional, default value=true
disable
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3906
 
- 
							
battle_manager:disable_unit_camera([disableboolean]) - 
							Disables or enables the unit camera.
							
Parameters:
1
optional, default value=true
disable
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3920
 
- 
							
battle_manager:disable_unit_details_panel([disableboolean]) - 
							Prevents the unit details panel from being displayed, or allows it to be displayed again after it was previously prevented.
							
Parameters:
1
optional, default value=true
disable
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3934
 
- 
							
battle_manager:get_fort_tower_buildings() - 
							Returns a table containing a 
battle_buildingobject for each fort tower building on the map. The table will not be copied, so modifying the returned table will also modify the battle manager's internal version.Returns:
fort tower buildingstable
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3975
 
- 
							
battle_manager:get_fort_gate_buildings() - 
							Returns a table containing a 
battle_buildingobject for each fort gate building on the map. The table will not be copied, so modifying the returned table will also modify the battle manager's internal version.Returns:
fort gate buildingstable
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3984
 
- 
							
battle_manager:get_fort_wall_buildings() - 
							Returns a table containing a 
battle_buildingobject for each fort wall building on the map. The table will not be copied, so modifying the returned table will also modify the battle manager's internal version.Returns:
fort wall buildingstable
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 3992
 
- 
							
battle_manager:print_fort_tower_buildings() - 
							Prints a debug list of all fort tower buildings on the map.
							
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 4014
 
- 
							
battle_manager:print_fort_gate_buildings() - 
							Prints a debug list of all fort gate buildings on the map.
							
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 4021
 
- 
							
battle_manager:print_fort_wall_buildings() - 
							Prints a debug list of all fort wall buildings on the map.
							
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 4028
 
The functions in this section relate to conflict time updating, which is the battle timer that ticks down to the end of the battle. Certain client scripts such as cutscenes may want to enable/disable/cache/restore conflict time settings.
- 
							
battle_manager:change_conflict_time_update_overridden(disable updateboolean) - 
							Enables or disables the countdown of the conflict timer. This function wraps the underlying 
battleinterface functionbattle:change_conflict_time_update_overridden. Call with an argument oftrueto disable the countdown of the conflict timer, orfalseto enable it again. With conflict time update overridden, time can pass but the victory timer will not count down.Parameters:
1
disable update
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 4048
 
- 
							
battle_manager:cache_conflict_time_update_overridden() - 
							Caches whether conflict time is currently overridden. The cached value can be later restored with 
battle_manager:restore_conflict_time_update_overridden.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 4057
 
- 
							
battle_manager:restore_conflict_time_update_overridden() - 
							Restores any conflict override setting previously cached with 
battle_manager:cache_conflict_time_update_overridden.Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 4064
 
The Engagement monitor is a set of processes that continually query the battle state and either store information for other scripts to look up or trigger events for other scripts to listen to. The engagement monitor doesn't start automatically, but must be started by scripts that need the processing and information that it requires, mostly advice/tutorial scripts.
The Engagement monitor tracks the following information:
- the distance between the two alliances on the battlefield, which other scripts can query instead of continually working it out themselves which is potentially expensive.
 - the number/proportion of the player's alliance that is engaged in melee/under fire.
 - the average altitude of both the player and enemy alliance.
 
The Engagement monitor also triggers the following events:
- tScriptEventBattleArmiesEngaging, when the two sides close to within 100m or once more than 40% of the player's army is under fire.
 - ScriptEventPlayerGeneralWounded, if the player's general is wounded (they must be invincible).
 - ScriptEventPlayerGeneralDies, if the player's general dies (not invincible).
 - ScriptEventEnemyGeneralWounded, if the enemy general is wounded (they must be invincible).
 - ScriptEventEnemyGeneralDies, if the enemy general dies (not invincible).
 - ScriptEventPlayerGeneralRouts, if the player's general routs.
 - ScriptEventEnemyGeneralRouts, if the enemy general routs.
 - ScriptEventPlayerUnitRouts, if one of the player's units routs.
 - ScriptEventPlayerUnitRallies, if one of the player's units rallies.
 - ScriptEventEnemyUnitRouts, if one of the enemy units routs.
 
It also triggers ScriptEventPlayerApproachingVictoryPoint as an approximation of the player approaching a victory point. The implementation for this can charitably be described as a best guess - it happens two minutes after the player docks to the walls or the gate.
- 
							
battle_manager:start_engagement_monitor() - 
							Starts the engagement monitor. This must be called before the "Deployed" phase change occurs (i.e. before the end of deployment).
							
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 4104
 
- 
							
battle_manager:get_distance_between_forces() - 
							Returns the cached distance between the two alliances. 
battle_manager:start_engagement_monitormust have been called before the battle started for this to work.Returns:
numberdistance
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 4427
 
- 
							
battle_manager:get_num_units_engaged() - 
							Returns the number of units in the player's alliance engaged in melee. 
battle_manager:start_engagement_monitormust have been called before the battle started for this to work.Returns:
numberengaged
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 4439
 
- 
							
battle_manager:get_proportion_engaged() - 
							Returns the proportion of units in the player's alliance engaged in melee. This proportion will be a unary value (0 - 1). 
battle_manager:start_engagement_monitormust have been called before the battle started for this to work.Returns:
numberproportion engaged
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 4451
 
- 
							
battle_manager:get_num_units_under_fire() - 
							Returns the number of units in the player's alliance under missile fire. 
battle_manager:start_engagement_monitormust have been called before the battle started for this to work.Returns:
numberunder fire
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 4463
 
- 
							
battle_manager:get_proportion_under_fire() - 
							Returns the proportion of units in the player's alliance engaged in melee. This proportion will be a unary value (0 - 1). 
battle_manager:start_engagement_monitormust have been called before the battle started for this to work.Returns:
numberproportion engaged
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 4475
 
- 
							
battle_manager:get_player_army_altitude() - 
							Returns the average altitude of the player's army in m.
							
Returns:
numberaverage altitude
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 4487
 
- 
							
battle_manager:get_enemy_army_altitude() - 
							Returns the average altitude of the enemy army in m.
							
Returns:
numberaverage altitude
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 4499
 
- 
							
battle_manager:stop_engagement_monitor() - 
							Stops the engagement monitor.
							
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 4511
 
- 
							
battle_manager:start_terrain_composite_scene(stringkey, [stringgroup name], [numberdelay]) - 
							Starts a composite scene with the supplied key. If an optional group name is set then this composite scene will not play if another from the same group is active, but will instead be enqueued. When a composite scene in a group stops and a second in the same group is enqueued, then that second scene will begin to play automatically.
							
Parameters:
1
stringComposite scene key.
2
stringoptional, default value=false
Composite group name.
3
numberoptional, default value=false
Delay in milliseconds to wait before starting if this composite scene becomes enqueued behind another (allowing a minimum time separation between composite scenes of the same group to be specified). This has no effect if no group name is specified.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 4531
 
- 
							
battle_manager:stop_terrain_composite_scene(stringkey) - 
							Stops a composite scene with the supplied key. If this composite scene was specified as belonging to a group when it was started, and other composite scenes in that group are enquened, then the next one will begin to play automatically (after an optional delay).
							
Parameters:
1
stringComposite scene key.
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 4604
 
On startup, the battle manager
- 
							
battle_manager:print_buildings_grid() - 
							Dump console spool output related to the buildings grid.
							
Returns:
nil
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 4797
 
- 
							
battle_manager:get_buildings_from_grid(position
battle_vector,range
number,filter
[function],test 3D
[boolean]
) - 
							Returns a table of buildings that exist within a given range of a given position from the cached building grid. This lookup is much more computationally efficient than measuring the distance of every building on the battlefield to the given position manually.
An optional filter function may be provided. If supplied, this function is called for each eligible building, with the building passed in as a single argument. The function should return a value that evaluates totruefor the building to be added to the returned list. If no filter function is provided then all buildings within range of the position are added to the returned list.
Distances between the supplied position and each tested building may be measured in two or three dimensions. By default, distances are measured in two dimensions.Parameters:
1
Position to test against.
2
Range from the position to test buildings against. Buildings within this range of the position are added to the returned list, assuming they either pass the supplied filter function or no filter function is supplied.
3
optional, default value=nil
Optional filter function. If supplied, each in-range building is supplied to this function, which must return a value that evaluates to
truefor that building to be added to the returned list. If no filter function is supplied then all buildings within range of the position are added.4
optional, default value=false
Test distances between each candidate building and the supplied position in three dimensions rather than two dimensions.
Returns:
table oftablebattle_buildingobjects within range
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 4838
 
- 
							
battle_manager:get_buildings_close_to_building_from_grid(subject building
battle_building,range
number,filter
[function],test 3D
[boolean]
) - 
							Returns a table of buildings that exist within a given range of a supplied building from the cached building grid. The supplied building itself is not returned as part of this list.
An optional filter function may be provided. If supplied, this function is called for each eligible building, with the building passed in as a single argument. The function should return a value that evaluates totruefor the building to be added to the returned list. If no filter function is provided then all buildings within range of the position are added to the returned list.
Distances between the supplied building and each tested building may be measured in two or three dimensions. By default, distances are measured in two dimensions.Parameters:
1
Subject building to test against.
2
Range from the subject building to test other buildings against. Buildings within this range of the subject are added to the returned list, assuming they either pass the supplied filter function or no filter function is supplied.
3
optional, default value=nil
Optional filter function. If supplied, each in-range building is supplied to this function, which must return a value that evaluates to
truefor that building to be added to the returned list. If no filter function is supplied then all buildings within range of the subject are added.4
optional, default value=false
Test distances between each candidate building and the subject in three dimensions rather than two dimensions.
Returns:
table oftablebattle_buildingobjects within range
defined in ../../Warhammer/working_data/script/_lib/lib_battle_manager.lua, line 4924