Startbox API
Contents
Start boxes
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 file which you need to include is
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.
For examples see the bottom of this page.
Box counts
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 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.
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:
local playercounts = {2}
The boxes
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 ingame, it's called "Startbox Editor" and is under the "For Developers" tab.
To draw a polygon, use LMB - either drag a line or click points:
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.
Now you can add another polygon if you want. These will all be a part of the same team.
If you want to delete the last created polygon, press D. 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
boxes = { stuff },
Each of those tables is a team's startbox. The config is an array (indexed from 0) 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 = { [0] = { boxes = { stuff }, -- more entries will go there later! }, [1] = { boxes = { stuff }, }, }
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
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. 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 = { [0] = { boxes = { stuff }, startpoints = { {123, 456}, -- X, Z {654, 321}, -- as many as you want, it's good if there are as many as you want people per team }, }, [1] = { boxes = { stuff }, startpoints = { {789, 789}, {987, 987}, }, }, }
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:
[0] = { boxes = { stuff }, startpoints = { stuff }, nameLong = "South-West", nameShort = "SW", }
It serves to identify the team so while it's good to use something that describes placement, you can get creative. For example:
- "North", "South-East"
- "5 o'clock"
- real-world style maps could have names like "Russia" or "America"
- asymmetric maps can use landmarks, for example "Lake" vs "Desert"
- for missions it's good to use storyline names, eg "Ada" vs "Dynasty"
Summary
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
{ [0] = { -- a single team's data. Indexed from 0 boxes = { { -- a polygon {123, 456}, -- a vertex of the polygon. X, Z. {234, 567}, -- another vertex {345, 678}, -- more vertices }, { -- another polygon -- vertices }, -- more polygons }, startpoints = { {123, 456}, -- X, Z {654, 321}, -- more points }, nameLong = "longer string with team name", nameShort = "short", }, [1] = { -- another team's data boxes = { ... }, startpoints = { ... }, nameLong = "...", nameShort = "...", }, -- more teams }
Advanced stuff
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.
An important thing is that #Spring.GetAllTeams() will return a wrong value due to fake teams and Gaia. Instead, use GetTeamCount() to get the real number of teams.
Examples
- SpeedMetal - the simplest layout, just two squares.
- DSD - huge polygons, but otherwise very simple.
- Isle of Grief - shows a smart approach, one of the boxes is not defined rigidly but is a mirror of the other.
- Aum - another small trick, this time 5-way radial symmetry.
- Throne - multiple boxes defined, with a system to pick some of them based on how many teams there are.
- Speedball - shows boxes that are generated completely algorithmically.