Exemples Lua
Six scripts qui tournent, tirés de vrais paquets : une règle, une mise à l'échelle avec des bornes, un camp, un hook d'unités qui peut refuser la partie, un hook d'éléments et un plan de fichiers à dossiers empilés.
Ce chapitre résume docs/mutators/authoring.md et docs/mutators/oamut-standard.md.
Six scripts complets, copiés de mutator-packages. Chaque panneau montre le oamut.yaml de ce paquet, puis son mutator.lua. Les fichiers sont montrés tels qu'ils sont écrits, et ils ne sont pas traduits.
Une règle, avec une option
Commander Radar, par Drinken, change un champ sur les commandants qui peuvent se déplacer. Le bloc where demande commander = 1 et bmcode = 1, donc une porte qui ne porte que le drapeau de commandant est laissée tranquille. L'option radar est un choix entre advanced et none. advanced règle radardistance sur 2880, la portée de la tour radar avancée de 3.1c, et none la règle sur 0.
Manifeste ·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 d'entrée · 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
Mettre à l'échelle, avec des bornes
ÜberComm, par Immerman, est l'exemple de mise à l'échelle. L'option strength vaut full ou lite, et le script en tire ses facteurs. full, c'est le double du blindage et de la vitesse, et six fois la puissance de construction. lite, c'est une fois et demie le blindage et la vitesse, et trois fois la puissance de construction. maxdamage est scale(health, 1, 29900) : la nouvelle valeur est tenue entre 1 et 29900. builddistance est scale(2), sans borne. Une borne ne vaut que pour la multiplication où elle est écrite, pas pour celle d'un mutateur plus tardif.
Manifeste ·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 d'entrée · 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
Une règle selon le camp
Super Commander, par MAC (macraig), ajoute side = is("ARM") ou side = is("CORE") au bloc where, donc chaque bloc atteint les commandants d'un camp. L'option side vaut all, arm ou core, et le script construit un bloc pour chaque camp qu'elle nomme. Arm multiplie maxvelocity par 7, jusqu'à 30, et brakerate et acceleration par 49. Core multiplie maxvelocity par 5, jusqu'à 30, et ces deux-là par 25. Les deux multiplient maxdamage par 1,5, de 1 à 29900, builddistance par 2, workertime par 3 et turnrate par 5, jusqu'à 29900. side all écrit les deux blocs, donc un commandant d'un troisième camp est laissé tranquille.
Manifeste ·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 d'entrée · 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 qui peut refuser la partie
Krogoth Commander lit la collection weapons depuis son hook units. Si CORKROG_FIRE, CORKROG_ROCKET ou CORKROG_HEAD manque, il appelle ctx.incompatible avec la raison que le joueur voit. Lire weapons ne demande pas de couche à lui. Les règles à côté du hook sont les valeurs du Krogoth. Le chapitre suivant reprend ce paquet depuis les archives d'origine, et c'est là qu'Immerman est crédité.
Manifeste ·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 d'entrée · 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, par MAC (macraig), est le hook features du groupe maps-and-features. Il efface deux clés sur chaque élément. Le hook parcourt la collection avec each et met featuredead et featurereclamate à nil, donc détruire ou recycler un élément, une unité ou un bâtiment ne laisse pas de cicatrice, et une épave ne laisse pas de tas. Le manifeste déclare la couche features, et c'est ce qui autorise l'écriture.
Manifeste ·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 d'entrée · mutator.luafunction mutate(ctx)
return {
features = function(features, ctx)
features:each(function(feature)
feature.featuredead = nil
feature.featurereclamate = nil
end)
end,
}
end
Dossiers de fichiers empilés
Warp Gate, par Immerman, renvoie un plan files. L'option arrival vaut at-gate, near, near-twin, chosen ou chosen-twin. Le script ajoute files/common, puis files/plain ou files/target, puis files/near quand arrival vaut near-twin, puis files/ et le nom de l'arrivée. Un dossier plus tardif gagne un chemin qu'un dossier plus tôt tient aussi. Le même plan verrouille le coût de construction des commandants et réécrit sides et menus. Ces couches sont déclarées à côté de files.
Manifeste ·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 d'entrée · 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