Ejemplos en Lua
Seis scripts que funcionan, de paquetes reales: una regla, escalar con topes, un bando, un hook de unidades que puede rechazar la partida, un hook de elementos y un plan de archivos con carpetas en capas.
Este capítulo resume docs/mutators/authoring.md y docs/mutators/oamut-standard.md.
Seis scripts completos, copiados de mutator-packages. Cada panel muestra el oamut.yaml de ese paquete y después su mutator.lua. Los archivos se muestran tal como están escritos y no se traducen.
Una regla, con una opción
Commander Radar, de Drinken, cambia un campo en los comandantes que pueden moverse. El bloque where pide commander = 1 y bmcode = 1, así que una puerta que solo lleva la marca de comandante se queda como está. La opción radar es una elección entre advanced y none. advanced pone radardistance en 2880, el alcance de la torre de radar avanzada de 3.1c, y none lo pone en 0.
Manifiesto ·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"]
Script de entrada · 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
Escalar, con topes
ÜberComm, de Immerman, es el ejemplo de escala. La opción strength es full o lite, y el script saca de ella sus factores. full es el doble de blindaje y de velocidad, y seis veces la potencia de construcción. lite es una vez y media el blindaje y la velocidad, y tres veces la potencia de construcción. maxdamage es scale(health, 1, 29900): el valor nuevo se mantiene entre 1 y 29900. builddistance es scale(2), sin tope. Un tope vale solo para la multiplicación en la que está escrito, no para la de un mutador posterior.
Manifiesto ·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"]
Script de entrada · 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
Una regla según el bando
Super Commander, de MAC (macraig), añade side = is("ARM") o side = is("CORE") al bloque where, así que cada bloque alcanza a los comandantes de un bando. La opción side es all, arm o core, y el script construye un bloque por cada bando que nombra. Arm multiplica maxvelocity por 7, hasta 30, y brakerate y acceleration por 49. Core multiplica maxvelocity por 5, hasta 30, y esas dos por 25. Los dos multiplican maxdamage por 1,5, de 1 a 29900, builddistance por 2, workertime por 3 y turnrate por 5, hasta 29900. side all escribe los dos bloques, así que un comandante de un tercer bando se queda como está.
Manifiesto ·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"]
Script de entrada · 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
Un hook units que puede rechazar la partida
Krogoth Commander lee la colección weapons desde su hook units. Si falta CORKROG_FIRE, CORKROG_ROCKET o CORKROG_HEAD, llama a ctx.incompatible con el motivo que ve el jugador. Leer weapons no pide una capa propia. Las reglas junto al hook son las cifras del Krogoth. El capítulo siguiente recorre este paquete desde los archivos originales y allí acredita a Immerman.
Manifiesto ·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"]
Script de entrada · 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
Un hook features
No Scars, de MAC (macraig), es el hook features del grupo maps-and-features. Borra dos claves en cada elemento. El hook recorre la colección con each y pone featuredead y featurereclamate a nil, así que destruir o reciclar un elemento, una unidad o un edificio no deja cicatriz, y los restos no dejan montón. El manifiesto declara la capa features, y eso es lo que permite la escritura.
Manifiesto ·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"]
Script de entrada · mutator.luafunction mutate(ctx)
return {
features = function(features, ctx)
features:each(function(feature)
feature.featuredead = nil
feature.featurereclamate = nil
end)
end,
}
end
Carpetas de archivos en capas
Warp Gate, de Immerman, devuelve un plan files. La opción arrival es at-gate, near, near-twin, chosen o chosen-twin. El script añade files/common, luego files/plain o files/target, luego files/near cuando arrival es near-twin, y después files/ más el nombre de la llegada. Una carpeta posterior gana una ruta que otra anterior también tiene. El mismo plan bloquea el coste de construir los comandantes y reescribe sides y menus. Esas capas se declaran junto a files.
Manifiesto ·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"]
Script de entrada · 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