Início › Info de modding › Exemplos em Lua
Capítulo 04

Exemplos em Lua

Seis scripts funcionais de pacotes reais: uma regra, escalonamento com limites, um lado, um hook de unidades que pode recusar a partida, um hook de elementos e um plano de ficheiros com pastas sobrepostas.

Este capítulo resume docs/mutators/authoring.md e docs/mutators/oamut-standard.md.

Seis scripts completos, copiados de mutator-packages. Cada painel mostra o oamut.yaml desse pacote e depois o seu mutator.lua. Os ficheiros aparecem tal como estão escritos, e não são traduzidos.

Uma regra, com uma opção

O Commander Radar, de Drinken, altera um campo nos comandantes que se podem mover. O bloco where pede commander = 1 e bmcode = 1, para que um portão que só tem a marca de comandante fique intacto. A opção radar é uma escolha entre advanced e none. advanced define radardistance como 2880, o alcance da torre de radar avançada da 3.1c, e none define-o como 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 de entrada · 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

Escalar, com limites

O ÜberComm, de Immerman, é o exemplo de escalonamento. A opção strength é full ou lite, e o script escolhe os fatores a partir dela. full é o dobro da armadura e da velocidade, e seis vezes o poder de construção. lite é mais metade da armadura e da velocidade, e três vezes o poder de construção. maxdamage é scale(health, 1, 29900): o novo valor fica entre 1 e 29900. builddistance é scale(2), sem limite. Um limite aplica-se apenas à multiplicação em que está escrito, não à de um mutador posterior.

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 de entrada · 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

Uma regra específica de um lado

O Super Commander, de MAC (macraig), acrescenta side = is("ARM") ou side = is("CORE") ao bloco where, para que cada bloco chegue aos comandantes de um só lado. A opção side é all, arm ou core, e o script constrói um bloco para cada lado que indica. No ARM, maxvelocity é multiplicado por 7, até 30, e brakerate e acceleration por 49. No CORE, maxvelocity é multiplicado por 5, até 30, e esses dois por 25. Em ambos, maxdamage é multiplicado por 1,5, entre 1 e 29900, builddistance por 2, workertime por 3 e turnrate por 5, até 29900. O lado all escreve os dois blocos, por isso o comandante de um terceiro lado fica intacto.

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 de entrada · 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

Um hook de unidades que pode recusar a partida

O Krogoth Commander lê a coleção weapons a partir do seu hook de unidades. Se faltar CORKROG_FIRE, CORKROG_ROCKET ou CORKROG_HEAD, chama ctx.incompatible com o motivo que o jogador vê. Ler weapons não precisa de uma camada própria. As regras ao lado do hook são os atributos do Krogoth. O capítulo seguinte acompanha este pacote desde os arquivos originais, e é aí que dá o crédito a 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 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

Um hook de elementos

O No Scars, de MAC (macraig), é o hook de elementos do grupo de mapas e elementos. Limpa duas chaves em todos os elementos. O hook percorre a coleção com each e define featuredead e featurereclamate como nil, para que destruir ou reciclar um elemento, uma unidade ou uma construção não deixe cicatriz, e os destroços não deixem um monte. O manifesto declara a camada features, que é o que permite a escrita.

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 de entrada · mutator.lua
function mutate(ctx)
  return {
    features = function(features, ctx)
      features:each(function(feature)
        feature.featuredead = nil
        feature.featurereclamate = nil
      end)
    end,
  }
end

Pastas de ficheiros sobrepostas

O Warp Gate, de Immerman, devolve um plano files. A opção arrival é at-gate, near, near-twin, chosen ou chosen-twin. O script acrescenta files/common, depois files/plain ou files/target, depois files/near quando arrival é near-twin, e depois files/ seguido do nome de arrival. Uma pasta posterior prevalece num caminho que uma anterior também contenha. O mesmo plano bloqueia os custos de construção dos comandantes e reescreve sides e menus. Essas camadas são declaradas ao lado de 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 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