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Kapitel 04

Lua-Beispiele

Sechs lauffähige Skripte aus echten Paketen: eine Regel, Skalieren mit Grenzen, eine Seite, ein Einheiten-Hook, der das Spiel ablehnen kann, ein features-Hook und ein Dateiplan mit geschichteten Ordnern.

Dieses Kapitel fasst docs/mutators/authoring.md und docs/mutators/oamut-standard.md zusammen.

Sechs vollständige Skripte, kopiert aus mutator-packages. Jedes Feld zeigt die oamut.yaml dieses Pakets und darunter seine mutator.lua. Die Dateien stehen so da, wie sie geschrieben sind, und sie werden nicht übersetzt.

Eine Regel, mit einer Option

Commander Radar, von Drinken, ändert ein Feld an Kommandanten, die sich bewegen können. Der where-Block verlangt commander = 1 und bmcode = 1, damit ein Tor, das nur das Kommandanten-Flag trägt, in Ruhe bleibt. Die Option radar ist eine Wahl aus advanced oder none. advanced setzt radardistance auf 2880, die Reichweite des erweiterten Radarturms von 3.1c, und none setzt sie auf 0.

Manifest · oamut.yaml
oamut: 1
id: "commander-radar"
name: "Commander Radar"
version: "1"
author:
  name: "Drinken"
description: "Commanders gain the advanced radar tower's range, or lose radar entirely. Advanced sets the radar distance to 2880, the range of 3.1c's advanced radar tower, and none sets it to 0. This package replaces Advanced Radar Comm and No Radar Comm, both by Drinken. It also requires a unit that can move, which those originals did not, so Warp Gate 3.1's gates keep their own radar."
tags: ["commanders"]
works-with: ["*"]
requires:
  engine: ">= 0.8.5"
layers: ["units"]
options:
  radar:
    type: choice
    label: "Radar"
    values: ["advanced", "none"]
    default: "advanced"
legacy:
  - name: "Advanced Radar Comm"
    prefix: "{}"
    compatibility: ["*"]
    files: ["{}AdvRadarComm.tam", "{}AdvRadarComm.sm"]
  - name: "No Radar Comm"
    prefix: "{}"
    compatibility: ["*"]
    files: ["{}NoRadarComm.tam", "{}NoRadarComm.sm"]
Einstiegsskript · mutator.lua
function mutate(ctx)
  local distance = ctx.options.radar == "none" and 0 or 2880
  return {
    rules = {
      where { commander = 1, bmcode = 1 }:change {
        radardistance = set(distance),
      },
    },
  }
end

Skalieren, mit Grenzen

ÜberComm, von Immerman, ist das Beispiel zum Skalieren. Die Option strength ist full oder lite, und das Skript wählt daraus seine Faktoren. full ist doppelte Panzerung und Geschwindigkeit und sechsfache Bauleistung. lite ist anderthalbfache Panzerung und Geschwindigkeit und dreifache Bauleistung. maxdamage ist scale(health, 1, 29900): der neue Wert wird zwischen 1 und 29900 gehalten. builddistance ist scale(2), ohne Grenze. Eine Grenze gilt nur für die Multiplikation, an der sie steht, nicht für die eines späteren Mutators.

Manifest · oamut.yaml
oamut: 1
id: "uber-comm"
name: "ÜberComm"
version: "1"
author:
  name: "Immerman"
description: "All commanders have twice the armor and speed, and six times the building power. This makes the commander a much more central unit, rather than having it become mostly obsolete after the early game. The increased usefulness means that playing \"Game Continues\" is no longer an invitation to bomb the commander. Strength lite is ÜberComm Lite: half again the armor and speed, and three times the building power, for the same reason. This package replaces ÜberComm and PowerComm, both by Immerman. The strength choice is the only difference between those two originals."
tags: ["commanders", "statistics"]
works-with: ["*"]
requires:
  engine: ">= 0.8.5"
layers: ["units"]
options:
  strength:
    type: choice
    label: "Strength"
    values: ["full", "lite"]
    default: "full"
legacy:
  - name: "ÜberComm"
    prefix: "{}"
    compatibility: ["*"]
    files: ["{}šberComm.tam", "{}šberComm.sm"]
  - name: "PowerComm"
    prefix: "{}"
    compatibility: ["*"]
    files: ["{}PowerComm.tam", "{}PowerComm.sm"]
Einstiegsskript · mutator.lua
function mutate(ctx)
  local lite = ctx.options.strength == "lite"
  local health = lite and 1.5 or 2
  local worker = lite and 3 or 6
  local move = lite and 1.5 or 2
  local accel = lite and 2.25 or 4
  return {
    rules = {
      where { commander = 1, bmcode = 1 }:change {
        maxdamage = scale(health, 1, 29900),
        builddistance = scale(2),
        workertime = scale(worker),
        maxvelocity = scale(move),
        turnrate = scale(move),
        brakerate = scale(accel),
        acceleration = scale(accel),
      },
    },
  }
end

Eine Regel je Seite

Super Commander, von MAC (macraig), ergänzt den where-Block um side = is("ARM") oder side = is("CORE"), damit jeder Block die Kommandanten einer Seite erreicht. Die Option side ist all, arm oder core, und das Skript baut einen Block für jede Seite, die sie nennt. Arm multipliziert maxvelocity mit 7, bis 30, und brakerate sowie acceleration mit 49. Core multipliziert maxvelocity mit 5, bis 30, und diese beiden mit 25. Beide multiplizieren maxdamage mit 1,5, von 1 bis 29900, builddistance mit 2, workertime mit 3 und turnrate mit 5, bis 29900. side all schreibt beide Blöcke, damit ein Kommandant einer dritten Seite in Ruhe bleibt.

Manifest · oamut.yaml
oamut: 1
id: "super-commander"
name: "Super Commander"
version: "1"
author: { name: "MAC (macraig)" }
description: "Commanders have half again the armor, build three times as fast and reach twice as far. Arm commanders move seven times as fast, and Core commanders five times as fast.\n\nSuper Commander (Arm) and Super Commander (Core), by MAC (macraig), both promise 50% more armor, 500% more speed, 300% faster construction and 200% more build distance, so the commander stays useful after the early game. The two copies do not use the same speed numbers. Arm multiplies top speed by 7 and braking and acceleration by 49. Core multiplies top speed by 5 and braking and acceleration by 25. Both multiply damage by 1.5, from 1 to 29900, build distance by 2, worker time by 3 and turn rate by 5, up to 29900. This version keeps each side's numbers. The idea is Immerman's."
tags: ["commanders", "statistics"]
works-with: ["*"]
requires:
  engine: ">= 0.8.5"
layers: ["units"]
options:
  side:
    type: choice
    values: ["all", "arm", "core"]
    default: "all"
    label: "Side"
legacy:
  - name: "[MAC] Super Commander (Arm)"
    prefix: "{}"
    compatibility: ["*"]
    files: ["{}MAC Super Commander (Arm).tam", "{}MAC Super Commander (Arm).sm"]
  - name: "[MAC] Super Commander (Core)"
    prefix: "{}"
    compatibility: ["*"]
    files: ["{}MAC Super Commander (Core).tam", "{}MAC Super Commander (Core).sm"]
Einstiegsskript · mutator.lua
function mutate(ctx)
  local side = ctx.options.side
  local rules = {}

  local function add(side_name, speed, accel)
    rules[#rules + 1] = where {
      commander = 1,
      bmcode = 1,
      side = is(side_name),
    }:change {
      maxdamage = scale(1.5, 1, 29900),
      builddistance = scale(2),
      workertime = scale(3),
      turnrate = scale(5, 0, 29900),
      maxvelocity = scale(speed, 0, 30),
      brakerate = scale(accel),
      acceleration = scale(accel),
    }
  end

  -- Both texts promise the same percentages. The copies use different speed
  -- factors. Side all is both blocks, so another side's commander is left
  -- alone, as the two originals leave it.
  if side ~= "core" then
    add("ARM", 7, 49)
  end
  if side ~= "arm" then
    add("CORE", 5, 25)
  end
  return { rules = rules }
end

Ein units-Hook, der das Spiel ablehnen kann

Krogoth Commander liest die weapons-Sammlung aus seinem units-Hook. Fehlt CORKROG_FIRE, CORKROG_ROCKET oder CORKROG_HEAD, ruft es ctx.incompatible mit dem Grund, den der Spieler sieht. weapons zu lesen braucht keine eigene Schicht. Die Regeln neben dem Hook sind die Werte des Krogoth. Das nächste Kapitel geht dieses Paket von den ursprünglichen Archiven aus durch und nennt dort Immerman.

Manifest · oamut.yaml
oamut: 1
id: "kroggy-comm"
name: "Krogoth Commander"
version: "1"
author:
  name: "Immerman"
description: "Use an amphibious Krogoth as a commander. Turn it off to disable the radar, the sonar and the head laser in exchange for 7 energy. The D-gun aims the head laser. Arm and Core are both named because one script is shipped for each commander. This package replaces KroggyComm 1.1 by Immerman. The model and the scripts stay as files, and the Krogoth's stats are rules, including the cloak and bad-target removals that belong to that design. Heal time, the override adjust, the default mission and the localized names stay, because the 2001 unit files left them out. It needs Core Contingency's Krogoth weapons."
tags: ["commanders", "new-units"]
works-with: ["*"]
requires:
  engine: ">= 0.8.5"
conflicts-with: ["anni-comm", "special-tech-comm", "commander-blast", "tribe-commander"]
layers: ["files", "units"]
legacy:
  - name: "KroggyComm 1.1"
    prefix: "}{"
    compatibility: ["TACC", "UH"]
    files: ["}{KroggyComm11.tam", "}{KroggyComm11.ccx"]
Einstiegsskript · mutator.lua
-- HealTime, OvrAdjust, DefaultMissionType and the localized names stay.
-- The 2001 unit files predate those 3.1c fields, so their absence is not the Krogoth's design.
local function krogoth_changes(sound)
  local changes = {
    acceleration = set(0.09),
    badtargetcategory = remove(),
    brakerate = set(0.19),
    buildcostenergy = set(116664),
    buildcostmetal = set(29489),
    builddistance = set(120),
    buildtime = set(382193),
    cantbetransported = set(1),
    cloakcost = remove(),
    cloakcostmoving = remove(),
    corpse = set("corkrog_dead"),
    downloadable = set(1),
    energymake = set(32),
    energyuse = set(7),
    explodeas = set("NUCLEAR_MISSILE"),
    footprintx = set(3),
    footprintz = set(3),
    maxdamage = set(29918),
    maxslope = set(17),
    maxvelocity = set(1),
    maxwaterdepth = set(12),
    mincloakdistance = remove(),
    movementclass = set("TANKDH3"),
    noautofire = set(0),
    objectname = set("KROGCOM"),
    onoffable = set(1),
    selfdestructas = set("NUCLEAR_MISSILE"),
    sightdistance = set(255),
    turnrate = set(960),
    weapon1 = set("CORKROG_FIRE"),
    weapon2 = set("CORKROG_ROCKET"),
    weapon3 = set("CORKROG_HEAD"),
    wpri_badtargetcategory = remove(),
  }
  if sound ~= nil then
    changes.soundcategory = set(sound)
  end
  return changes
end

function mutate(ctx)
  return {
    files = { add = { "files" } },
    rules = {
      named("ARMCOM"):change(krogoth_changes("KROGOTH")),
      named("CORCOM"):change(krogoth_changes(nil)),
    },
    units = function(units, ctx)
      local weapons = ctx.weapons
      if weapons["CORKROG_FIRE"] == nil or weapons["CORKROG_ROCKET"] == nil or weapons["CORKROG_HEAD"] == nil then
        ctx.incompatible("KroggyComm needs Core Contingency's Krogoth weapons")
      end
    end,
  }
end

Ein features-Hook

No Scars, von MAC (macraig), ist der features-Hook aus der Gruppe maps-and-features. Es löscht zwei Schlüssel an jedem Geländeobjekt. Der Hook geht die Sammlung mit each durch und setzt featuredead und featurereclamate auf nil, damit Zerstören oder Recyceln eines Geländeobjekts, einer Einheit oder eines Gebäudes keine Narbe lässt und ein Wrack keinen Haufen. Das Manifest nennt die Schicht features, und das erlaubt das Schreiben.

Manifest · oamut.yaml
oamut: 1
id: "no-scars"
name: "No Scars"
version: "2"
author: { name: "MAC (macraig)" }
description: "Destroying or reclaiming a feature, a unit or a building leaves no scar and no smudge. Wrecks leave no heap either, because those two keys are what names the heap.\n\nNo Fugly Scars, by MAC (macraig), named 41 feature folders and cleared featuredead and featurereclamate on every feature in them. This version clears those two keys on every feature."
tags: ["gameplay"]
works-with: ["*"]
requires:
  engine: ">= 0.8.5"
layers: ["features"]
legacy:
  - name: "[MAC] No Fugly Scars"
    prefix: "{}"
    compatibility: ["*"]
    files: ["{}MAC No Fugly Scars.tam", "{}MAC No Fugly Scars.sm"]
Einstiegsskript · mutator.lua
function mutate(ctx)
  return {
    features = function(features, ctx)
      features:each(function(feature)
        feature.featuredead = nil
        feature.featurereclamate = nil
      end)
    end,
  }
end

Geschichtete Dateiordner

Warp Gate, von Immerman, gibt einen files-Plan zurück. Die Option arrival ist at-gate, near, near-twin, chosen oder chosen-twin. Das Skript fügt files/common hinzu, dann files/plain oder files/target, dann files/near, wenn arrival near-twin ist, und dann files/ plus den Namen der Ankunft. Ein späterer Ordner gewinnt einen Pfad, den ein früherer auch hält. Derselbe Plan sperrt die Baukosten der Kommandanten und schreibt sides und menus um. Diese Schichten stehen neben files.

Manifest · oamut.yaml
oamut: 1
id: "warpgate"
name: "Warp Gate"
version: "2"
author:
  name: "Immerman"
description: "Start from a gate and teleport in the commander you choose.\n\nArm starts with the Normal gate and Core with the Easy gate, which makes 40 energy and 3 metal and stores 3000 energy and 1000 metal. With a chosen arrival, Arm's gate is the Target gate: attack-order the ground and the commander is built there. Core's gate is the Random gate, which picks the spot. When the battle room says Game ends, losing the gate ends your game. Some computer profiles may not use the gate. If the match does not start on a gate, that profile is the likely cause. With a chosen arrival, a computer player on Arm's side never gets a commander: the Target gate builds only where a player attack-orders. On Core's side the Random gate works for a computer.\n\nCommander arrives: at-gate puts the commander on the gate, as Warp Gate 3.1 did, and the gate is itself a commander. near puts the commander near the gate, as 4.0 and 4.1 did, and the gate's script places the build point 8 to 30 units out. near-twin gives two commanders, as TwinComm did. chosen builds the commander where you choose, as Targetting did. chosen-twin gives two commanders, at a chosen spot or a random one, as TwinTarget did.\n\nThis package replaces * Warp Gate 3.1 *, * Warp Gate 4.0 *, * Warp Gate 4.0, Targetting *, * Warp Gate 4.0, TwinComm *, * Warp Gate 4.0, TwinTarget * and * Warp Gate 4.1 *, all by Immerman. It follows 4.1. One package holds the six versions, the sides keep their names and prefixes, TwinTarget's two commanders may both exist, and the battle-room screens, their art and the instruction plate are left out."
tags: ["gameplay", "new-units"]
works-with: ["*"]
requires:
  engine: ">= 0.8.5"
layers: ["files", "units", "sides", "menus"]
clashes: "replace"
options:
  arrival:
    type: choice
    values: ["at-gate", "near", "near-twin", "chosen", "chosen-twin"]
    default: "near"
    label: "Commander arrives"
legacy:
  - name: "* Warp Gate 3.1 *"
    prefix: "{}"
    compatibility: ["*"]
    files: ["{}Warpgate31.tam", "{}Warpgate31.sm", "{}Warpgate31(1).ccx"]
  - name: "* Warp Gate 4.0 *"
    prefix: "{}"
    compatibility: ["*"]
    files: ["{}Warpgate4_0.tam", "{}Warpgate4_0.sm", "{}Warpgate4_0(1).ccx"]
  - name: "* Warp Gate 4.0, Targetting *"
    prefix: "{}"
    compatibility: ["*"]
    files:
      - "{}Warpgate4_0-Targetting.tam"
      - "{}Warpgate4_0-Targetting.sm"
      - "{}Warpgate4_0-Targetting(1).ccx"
  - name: "* Warp Gate 4.0, TwinComm *"
    prefix: "{}"
    compatibility: ["*"]
    files:
      - "{}Warpgate4_0-TwinComm.tam"
      - "{}Warpgate4_0-TwinComm.sm"
      - "{}Warpgate4_0-TwinComm(1).ccx"
  - name: "* Warp Gate 4.0, TwinTarget *"
    prefix: "{}"
    compatibility: ["*"]
    files:
      - "{}Warpgate4_0-TwinTarget.tam"
      - "{}Warpgate4_0-TwinTarget.sm"
      - "{}Warpgate4_0-TwinTarget(1).ccx"
  - name: "* Warp Gate 4.1 *"
    prefix: "{}"
    compatibility: ["*"]
    files: ["{}Warpgate4_1.tam", "{}Warpgate4_1.sm", "{}Warpgate4_1(1).ccx"]
Einstiegsskript · mutator.lua
-- Arrival chooses one archive's files. 4.1's side rule runs for every arrival.
-- The originals' download files say MENU=2 BUTTON=0 for ARMCOM and BUTTON=1
-- for CORCOM. A player's page is MENU minus 1 and a slot is BUTTON plus 1,
-- so those places are page 1 slot 1 and page 1 slot 2. Slot 0 is not a place
-- this hook can name. The gates have no build page of their own, so the
-- slots stay where they are asked.
-- Gates have BMCode 0, so the commander selector does not treat them as
-- commanders. near-twin and chosen-twin clear the commander flag. TwinTarget
-- shipped no such line; TwinComm's line was a plain assignment.
local function offer(menus, gate)
  menus:add(gate, "ARMCOM", { page = 1, slot = 1 })
  menus:add(gate, "CORCOM", { page = 1, slot = 2 })
end

function mutate(ctx)
  local arrival = ctx.options.arrival
  local buildtime = 100
  if arrival == "at-gate" then
    buildtime = 1
  end
  local commanders = {
    buildcostenergy = lock(0),
    buildcostmetal = lock(0),
    buildtime = lock(buildtime),
    extractsmetal = lock(0.001),
  }
  if arrival == "near-twin" or arrival == "chosen-twin" then
    commanders.commander = set(0)
  end
  local gate = "plain"
  if arrival == "chosen" or arrival == "chosen-twin" then
    gate = "target"
  end
  -- Shared folders first. A later folder replaces a path an earlier one
  -- added. near and near-twin share unit files; near-twin then replaces
  -- the scripts those files sit beside.
  local add = { "files/common", "files/" .. gate }
  if arrival == "near-twin" then
    table.insert(add, "files/near")
  end
  table.insert(add, "files/" .. arrival)
  local plan = {
    files = { add = add },
    rules = {
      where { commander = 1, bmcode = 1 }:change(commanders),
      all():change { side = lock(0) },
    },
    sides = function(sides, ctx)
      if ctx.units.ARMCOM == nil or ctx.units.CORCOM == nil then
        ctx.incompatible("Warp Gate needs the Arm and Core commanders, ARMCOM and CORCOM")
        return
      end
      sides:each(function(side)
        local commander = side.commander
        if commander == nil then
          return
        end
        local folded = commander:lower()
        if folded == "armcom" then
          side.commander = "CORGATE"
        elseif folded == "corcom" then
          side.commander = "ARMGATE"
        end
      end)
    end,
    menus = function(menus, ctx)
      offer(menus, "ARMGATE")
      offer(menus, "CORGATE")
    end,
  }
  return plan
end