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== Start boxes == | == Start boxes == | ||
− | Each team has a defined starting area in which its players can spawn their | + | Each team has a defined starting area in which its players can spawn their commanders - these are called start boxes. Map makers can define how these areas look like by including a config file inside their map archive. |
== The config file == | == The config file == | ||
− | The file | + | The file which you need to include is |
mapconfig/map_startboxes.lua | mapconfig/map_startboxes.lua | ||
It consists of Lua code which returns 2 tables: one with the start box layout for the current match and one that contains possible box counts. | It consists of Lua code which returns 2 tables: one with the start box layout for the current match and one that contains possible box counts. | ||
− | For | + | For examples see the bottom of this page. |
== Box counts == | == Box counts == | ||
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Let's start from the last table because it is the simplest. This is just a list of how many teams the map is designed for. | Let's start from the last table because it is the simplest. This is just a list of how many teams the map is designed for. | ||
− | + | Let's take [http://zero-k.info/Maps/Detail/8162 Throne] as an example. It has an outer ring with 7 starting areas so it can be played as a 7-team FFA. There are also rings with 3 and 5 areas so 3- and 5-team FFAs are also possible setups. Finally, you could play a duel between any two positions from the same ring. (The real Throne config is a fair bit more complicated than that but you get the idea.) | |
− | Let's take [http://zero-k.info/Maps/Detail/8162 Throne] | ||
Thus, the possible team counts are 2, 3, 5, and 7. Let's define a Lua table for that: | Thus, the possible team counts are 2, 3, 5, and 7. Let's define a Lua table for that: | ||
− | + | local playercounts = {2, 3, 5, 7} | |
+ | |||
This is mostly important for fancy FFA maps. Simple duel/teamgame maps will usually just have 2 as the only value here: | This is mostly important for fancy FFA maps. Simple duel/teamgame maps will usually just have 2 as the only value here: | ||
− | + | local playercounts = {2} | |
+ | |||
== The boxes == | == The boxes == | ||
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Now, the most tedious part. The boxes do not need to actually be boxes, they can be any arbitrary shape (even concave or disjoint). This is achieved by having the boxes defined as a set of polygons. | Now, the most tedious part. The boxes do not need to actually be boxes, they can be any arbitrary shape (even concave or disjoint). This is achieved by having the boxes defined as a set of polygons. | ||
− | There is a widget which lets you draw the polygons | + | There is a widget which lets you draw the polygons ingame, it's called "Startbox Editor" and is under the "For Developers" tab in the widget list (press Alt+F11, and don't touch anything else unless you know what you're doing). |
− | To draw a polygon | + | To draw a polygon, use LMB - either drag a line or click points: |
[[File:Startbox API 1.jpg]] | [[File:Startbox API 1.jpg]] | ||
− | Once you draw a full loop, press | + | Once you draw a full loop, press RMB to close it. Make sure the line does not cross itself. Finished polygons are a bit darker. |
[[File:Startbox API 2.jpg]] | [[File:Startbox API 2.jpg]] | ||
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[[File:Startbox API 3.jpg]] | [[File:Startbox API 3.jpg]] | ||
− | If you want to delete the last created polygon, press | + | If you want to delete the last created polygon, press D. |
− | Once you are satisfied with the area, press | + | Once you are satisfied with the area, press S. Now you can draw the area for another team. |
Once you create all the boxes, go to your Spring directory and find the infolog. There you will see a bunch of code like | Once you create all the boxes, go to your Spring directory and find the infolog. There you will see a bunch of code like | ||
− | + | boxes = { | |
stuff | stuff | ||
− | }, | + | }, |
− | Each of those tables is a team's | + | Each of those tables is a team's startbox. The config is an array of each team's startbox data. The box data from the generator will go to a team's config entry. Like this: |
− | + | local main_config = { | |
{ | { | ||
boxes = { | boxes = { | ||
Line 59: | Line 60: | ||
-- more entries will go there later! | -- more entries will go there later! | ||
}, | }, | ||
− | + | ||
-- another team's box data | -- another team's box data | ||
{ | { | ||
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}, | }, | ||
}, | }, | ||
− | } | + | } |
+ | |||
+ | The layout is a normal Lua table so you can use all the usual table manipulation methods. For example you could add more area based on how many people there are, or generate them dynamically. | ||
− | |||
− | == The recommended start points == | + | === The recommended start points === |
− | This sub-table defines recommended start points within each box. These are points on which CAI bots will spawn. The first point is special: human players who did not pick start position will also spawn here and so will any extra CAI if there are more of them than the spots; as such having at least one | + | This sub-table defines recommended start points within each box. These are points on which CAI bots will spawn. The first point is special: human players who did not pick start position will also spawn here and so will any extra CAI if there are more of them than the spots; as such having at least one startpoint in each box is mandatory. These points are also marked on people's UI as circles. |
− | Defining these is very simple. It's very similar to how start areas were defined. | + | Defining these is very simple. It's very similar to how start areas were defined. Ingame you can hold Space over a point to see its coordinates. These are written down for boxes similarly to the areas: |
− | + | local main_config = { | |
{ | { | ||
boxes = { | boxes = { | ||
Line 95: | Line 97: | ||
}, | }, | ||
}, | }, | ||
− | } | + | } |
Of course, the start positions should match the areas, though they don't have to. | Of course, the start positions should match the areas, though they don't have to. | ||
− | == | + | == Putting these together == |
You can give each team a name, alongside a shorter backup if the first one is too large. Here's how: | You can give each team a name, alongside a shorter backup if the first one is too large. Here's how: | ||
− | + | { | |
boxes = { stuff }, | boxes = { stuff }, | ||
startpoints = { stuff }, | startpoints = { stuff }, | ||
− | nameLong = " | + | nameLong = "South-West", |
nameShort = "SW", | nameShort = "SW", | ||
− | } | + | } |
− | It serves to identify the team | + | It serves to identify the team so while it's good to use something that describes placement, you can get creative. For example: |
− | * "North", " | + | * "North", "South-East" |
* "5 o'clock" | * "5 o'clock" | ||
* real-world style maps could have names like "Russia" or "America" | * real-world style maps could have names like "Russia" or "America" | ||
* asymmetric maps can use landmarks, for example "Lake" vs "Desert" | * asymmetric maps can use landmarks, for example "Lake" vs "Desert" | ||
− | * for missions | + | * for missions it's good to use storyline names, eg "Empire" vs "Dynasty" |
== Summary == | == Summary == | ||
− | Now just return the | + | Now just return the config table and the playercounts table. |
− | + | return main_config, playercounts | |
The exact format for the config table that should get returned is | The exact format for the config table that should get returned is | ||
− | + | { | |
{ -- a single team's data | { -- a single team's data | ||
boxes = { | boxes = { | ||
Line 153: | Line 155: | ||
}, | }, | ||
-- more teams | -- more teams | ||
− | } | + | } |
== Advanced stuff == | == Advanced stuff == | ||
− | The config has access to Spring Lua API | + | The config has access to Spring Lua API so it is possible to do a lot of dynamic things. In particular, you can use math.random without worry. |
− | You can make stuff dependent on the game mode. There are functions which return the | + | You can make stuff dependent on the game mode. There are functions which return the gametype, such as `Spring.Utilities.Gametype.is1v1()`. The full list is here: https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Utilities/teamFunctions.lua#L74 |
− | An important thing is that | + | An important thing is that #Spring.GetAllTeams() will return a wrong value due to fake technical teams and Gaia. Instead, use Spring.Utilities.GetTeamCount() to get the real number of teams. |
== Examples == | == Examples == |