Lua examples
Six working scripts from real packages: one rule, scaling with caps, a side, a units hook that can refuse the game, a features hook, and a files plan with layered folders.
This chapter summarises docs/mutators/authoring.md and docs/mutators/oamut-standard.md.
Six complete scripts, copied from mutator-packages. Each panel shows that package's oamut.yaml, then its mutator.lua. The files are shown as they are written, and they are not translated.
One rule, with an option
Commander Radar, by Drinken, changes one field on commanders that can move. The where block asks for commander = 1 and bmcode = 1, so a gate that only carries the commander flag is left alone. The option radar is a choice of advanced or none. advanced sets radardistance to 2880, the range of 3.1c's advanced radar tower, and none sets it to 0.
Manifest ·oamut.yamloamut: 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"]
Entry script · mutator.luafunction mutate(ctx)
local distance = ctx.options.radar == "none" and 0 or 2880
return {
rules = {
where { commander = 1, bmcode = 1 }:change {
radardistance = set(distance),
},
},
}
end
Scale, with caps
ÜberComm, by Immerman, is the scaling example. The option strength is full or lite, and the script picks its factors from it. full is twice the armor and the speed, and six times the building power. lite is half again the armor and the speed, and three times the building power. maxdamage is scale(health, 1, 29900): the new value is held between 1 and 29900. builddistance is scale(2), with no bound. A bound applies only to the multiplication it is written on, not to a later mutator's.
Manifest ·oamut.yamloamut: 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"]
Entry script · mutator.luafunction 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
A side-specific rule
Super Commander, by MAC (macraig), adds side = is("ARM") or side = is("CORE") to the where block, so each block reaches one side's commanders. The option side is all, arm or core, and the script builds a block for each side it names. Arm multiplies maxvelocity by 7, up to 30, and brakerate and acceleration by 49. Core multiplies maxvelocity by 5, up to 30, and those two by 25. Both multiply maxdamage by 1.5, from 1 to 29900, builddistance by 2, workertime by 3 and turnrate by 5, up to 29900. Side all writes both blocks, so a commander of a third side is left alone.
Manifest ·oamut.yamloamut: 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"]
Entry script · mutator.luafunction 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
A units hook that can refuse the game
Krogoth Commander reads the weapons collection from its units hook. If CORKROG_FIRE, CORKROG_ROCKET or CORKROG_HEAD is missing, it calls ctx.incompatible with the reason the player sees. Reading weapons needs no layer of its own. The rules beside the hook are the Krogoth's stats. The next chapter walks this package from the original archives, and it credits Immerman there.
Manifest ·oamut.yamloamut: 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"]
Entry script · 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
A features hook
No Scars, by MAC (macraig), is the features hook from the maps-and-features group. It clears two keys on every feature. The hook walks the collection with each and sets featuredead and featurereclamate to nil, so destroying or reclaiming a feature, a unit or a building leaves no scar, and a wreck leaves no heap. The manifest declares the features layer, which is what allows the write.
Manifest ·oamut.yamloamut: 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"]
Entry script · mutator.luafunction mutate(ctx)
return {
features = function(features, ctx)
features:each(function(feature)
feature.featuredead = nil
feature.featurereclamate = nil
end)
end,
}
end
Layered file folders
Warp Gate, by Immerman, returns a files plan. The option arrival is at-gate, near, near-twin, chosen or chosen-twin. The script adds files/common, then files/plain or files/target, then files/near when the arrival is near-twin, then files/ and the arrival name. A later folder wins a path that an earlier one also holds. The same plan locks the commanders' build costs and rewrites sides and menus. Those layers are declared beside files.
Manifest ·oamut.yamloamut: 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"]
Entry script · 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