Current tech:
(utils : Spring.Utilities.wacky_utils, utils_op : Spring.Utilities.to_make_op_things)
gamedata/unitdefs_post.lua:
run codes in gamedata/tweak_unit_defs,
utils_op .load_modoptions(): load optional things at lua_mods and mods.
utils_op .RunUnitDefsTweakFns(): run optional code for unitdefs.
gamedata/weapondefs_post.lua:
run codes in gamedata/tweak_weapon_defs,
utils_op.RunOrderedList(utils_op.weapon_defs_tweak_fns): run optional code for weapondefs.
gamedata/modularcomms:
put chassisdefs, moduledefs into files
gamedata/movedefs.lua:
utils_op.MoveDef_TryGen: automatically generate movedef for unknow movedef found in Unitdefs.
LuaRules/Configs/tactical_ai_defs.lua: load tactical_ai_defs from ud.customParams
LuaRules/Configs/drone_defs.lua: load carrierDefs from ud.customParams
LuaRules/Configs/oneclick_weapon_defs.lua: load oneClickWepDefs from ud.customParams
LuaRules/Utilities/unitDefReplacements.lua: use ud.customParams.custom_tooltip_simple as units tip, allow UnitRulesParam in it
LuaRules/Gadgets/unit_piece_info.lua: load units' pieces' info dynamically.
LuaRules/Gadgets/cmd_command.lua: a easy way to debug.
LuaRules/Gadgets/unit_weapon_charging_salvo.lua: a salvo system that can shot when it has ammo (charge).
LuaUI/Widgets/gui_chili_cheats.lua: put uds that ud.customParams.is_debug_unit into tab debug
ud.customParams.def_scale: a easy way to scale unitdefs
scripts/script_weapon_charging_salvo.lua: charging salvo for unit script
scripts/inertial_piece.lua: inertial piece that dont rotate together with unit itself (e.g. body)
TODO:
unit_attributes_generic.lua: load attribute handler from files.
LuaRules/Utilities/unitDefReplacements.lua: allow code.
LuaUI/cawidgets.lua: allow different ConfigData for different mods.
LuaRules/Gadgets/unit_piece_apply.lua: Use pieces of one unit to another, dynamically and pretty (facing engine problem.)
LuaRules/Gadgets/unit_carrier_drones.lua: Use Spring.UnitAttach
LuaRules/Gadgets/unit_start_state.lua: ud.customParams.has_start_state.
Feel free to add things