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Capitolo 04

Esempi Lua

Sei script funzionanti, da pacchetti veri: una regola, una scala con limiti, una fazione, un hook delle unità che può rifiutare la partita, un hook degli elementi e un piano di file con cartelle a strati.

Questo capitolo riassume docs/mutators/authoring.md e docs/mutators/oamut-standard.md.

Sei script completi, copiati da mutator-packages. Ogni riquadro mostra l'oamut.yaml di quel pacchetto e poi il suo mutator.lua. I file sono mostrati come sono scritti e non vengono tradotti.

Una regola, con un'opzione

Commander Radar, di Drinken, cambia un campo sui comandanti che possono muoversi. Il blocco where chiede commander = 1 e bmcode = 1, così un cancello che porta solo il flag da comandante resta com'è. L'opzione radar è una scelta tra advanced e none. advanced imposta radardistance a 2880, la portata della torre radar avanzata di 3.1c, e none la imposta a 0.

Manifesto · 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"]
Script di ingresso · 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

Scalare, con limiti

ÜberComm, di Immerman, è l'esempio di scala. L'opzione strength è full o lite, e lo script ne ricava i suoi fattori. full è il doppio di corazzatura e velocità, e sei volte la potenza di costruzione. lite è una volta e mezzo la corazzatura e la velocità, e tre volte la potenza di costruzione. maxdamage è scale(health, 1, 29900): il nuovo valore è tenuto fra 1 e 29900. builddistance è scale(2), senza limite. Un limite vale solo per la moltiplicazione su cui è scritto, non per quella di un mutatore successivo.

Manifesto · 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"]
Script di ingresso · 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

Una regola per fazione

Super Commander, di MAC (macraig), aggiunge side = is("ARM") o side = is("CORE") al blocco where, così ogni blocco raggiunge i comandanti di una fazione. L'opzione side è all, arm o core, e lo script costruisce un blocco per ogni fazione che nomina. Arm moltiplica maxvelocity per 7, fino a 30, e brakerate e acceleration per 49. Core moltiplica maxvelocity per 5, fino a 30, e quelle due per 25. Entrambe moltiplicano maxdamage per 1,5, da 1 a 29900, builddistance per 2, workertime per 3 e turnrate per 5, fino a 29900. side all scrive entrambi i blocchi, così un comandante di una terza fazione resta com'è.

Manifesto · 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"]
Script di ingresso · 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

Un hook units che può rifiutare la partita

Krogoth Commander legge la collezione weapons dal suo hook units. Se manca CORKROG_FIRE, CORKROG_ROCKET o CORKROG_HEAD, chiama ctx.incompatible con il motivo che il giocatore vede. Leggere weapons non chiede uno strato suo. Le regole accanto all'hook sono i valori del Krogoth. Il capitolo successivo ripercorre questo pacchetto dagli archivi originali e lì accredita Immerman.

Manifesto · 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"]
Script di ingresso · 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, di MAC (macraig), è l'hook features del gruppo maps-and-features. Azzera due chiavi su ogni elemento. L'hook percorre la collezione con each e imposta featuredead e featurereclamate a nil, così distruggere o riciclare un elemento, un'unità o un edificio non lascia cicatrice, e un relitto non lascia un cumulo. Il manifesto dichiara lo strato features, ed è quello che permette la scrittura.

Manifesto · 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"]
Script di ingresso · mutator.lua
function mutate(ctx)
  return {
    features = function(features, ctx)
      features:each(function(feature)
        feature.featuredead = nil
        feature.featurereclamate = nil
      end)
    end,
  }
end

Cartelle di file a strati

Warp Gate, di Immerman, restituisce un piano files. L'opzione arrival è at-gate, near, near-twin, chosen o chosen-twin. Lo script aggiunge files/common, poi files/plain o files/target, poi files/near quando arrival è near-twin, poi files/ e il nome dell'arrivo. Una cartella successiva vince un percorso che ne tiene anche una precedente. Lo stesso piano blocca i costi di costruzione dei comandanti e riscrive sides e menus. Quegli strati sono dichiarati accanto a files.

Manifesto · 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"]
Script di ingresso · 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