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alldefs_post.lua
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alldefs_post.lua
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--------------------------
-- DOCUMENTATION
-------------------------
-- Evolution RTS contains weapondefs in its unitdef files
-- Standalone weapondefs are only loaded by Spring after unitdefs are loaded
-- So, if we want to do post processing and include all the unit+weapon defs, and have the ability to bake these changes into files, we must do it after both have been loaded
-- That means, ALL UNIT AND WEAPON DEF POST PROCESSING IS DONE HERE
-- What happens:
-- unitdefs_post.lua calls the _Post functions for unitDefs and any weaponDefs that are contained in the unitdef files
-- unitdefs_post.lua writes the corresponding unitDefs to customparams (if wanted)
-- weapondefs_post.lua fetches any weapondefs from the unitdefs,
-- weapondefs_post.lua fetches the standlaone weapondefs, calls the _post functions for them, writes them to customparams (if wanted)
-- strictly speaking, alldefs.lua is a misnomer since this file does not handle armordefs, featuredefs or movedefs
-- Switch for when we want to save defs into customparams as strings (so as a widget can then write them to file)
-- The widget to do so can be found in 'etc/Lua/bake_unitdefs_post'
SaveDefsToCustomParams = false
-------------------------
-- DEFS POST PROCESSING
-------------------------
local function tobool(val)
local t = type(val)
if (t == 'nil') then
return false
elseif (t == 'boolean') then
return val
elseif (t == 'number') then
return (val ~= 0)
elseif (t == 'string') then
return ((val ~= '0') and (val ~= 'false'))
end
return false
end
-- process unitdef
function UnitDef_Post(name, uDef)
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
-- Utility
--
local function tobool(val)
local t = type(val)
if (t == 'nil') then
return false
elseif (t == 'boolean') then
return val
elseif (t == 'number') then
return (val ~= 0)
elseif (t == 'string') then
return ((val ~= '0') and (val ~= 'false'))
end
return false
end
local function disableunits(unitlist)
for name, ud in pairs(UnitDefs) do
if (ud.buildoptions) then
for _, toremovename in ipairs(unitlist) do
for index, unitname in pairs(ud.buildoptions) do
if (unitname == toremovename) then
table.remove(ud.buildoptions, index)
end
end
end
end
end
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
-- 3dbuildrange for all none plane builders
--
--[[
for name, ud in pairs(UnitDefs) do
if (tobool(ud.isBuilder) and not tobool(ud.canfly)) then
ud.buildrange3d = true
end
end
--]]
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
-- turn off unit collision check for planes
--
for name, ud in pairs(UnitDefs) do
if (tobool(ud.canfly) and not tobool(ud.istransport)) then
ud.collide = false
end
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
-- Calculate mincloakdistance based on unit footprint size
--
local sqrt = math.sqrt
for name, ud in pairs(UnitDefs) do
if (not ud.mincloakdistance) then
local fx = ud.footprintx and tonumber(ud.footprintx) or 1
local fz = ud.footprintz and tonumber(ud.footprintz) or 1
local radius = 8 * sqrt((fx * fx) + (fz * fz))
ud.mincloakdistance = (radius + 48)
end
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
-- Spring Kludge Removal
--
for name, ud in pairs(UnitDefs) do
ud.activateWhenBuilt = true
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--Set reverse velocity automatically
for id,unitDef in pairs(UnitDefs) do
if unitDef.maxvelocity then
unitDef.maxreversevelocity = unitDef.maxvelocity * 0.75
end
end
--Override groundplate used
for id,unitDef in pairs(UnitDefs) do
if unitDef.usegrounddecal == true then
unitDef.buildinggrounddecaltype = "groundplate.dds"
end
end
end
-- process weapondef
function WeaponDef_Post(name, wDef)
-- weapon reloadTime and stockpileTime were seperated in 77b1
if (tobool(wDef.stockpile) and (wDef.stockpiletime==nil)) then
wDef.stockpiletime = wDef.reloadtime
--wDef.reloadtime = 2 -- 2 seconds
end
local damageClasses = VFS.Include("gamedata/configs/damageTypes.lua")
local damageTypes = damageClasses.damageTypes
local defaultClass = damageClasses.default
weapondamage = tonumber(wDef.damage.default)
if (weapondamage > 0) then
if (wDef.customparams) then
local damagetypelower
if wDef.customparams.damagetype ~=nil then
damagetypelower = string.lower(wDef.customparams.damagetype)
end
if damagetypelower == '' or damagetypelower == nil then
damagetypelower = defaultClass
end
--Spring.Echo(damagetypelower)
--Spring.Echo(" ")
if damageTypes[damagetypelower] then
for armorClass, armorMultiplier in pairs(damageTypes[damagetypelower]) do
--Spring.Echo(wd.name, armorClass, weapondamage*armorMultiplier )
wDef.damage[armorClass] = weapondamage*armorMultiplier
end
else
Spring.Echo("!!WARNING!! Invalid damagetype: " .. damagetypelower)
end
end
end
--Spring.Echo("_________")
--Spring.Echo(wDefName, wDef.name)
--for damageClass, damageValue in pairs(wDef.damage)do
-- Spring.Echo(damageClass, damageValue)
--end
--
if (tobool(wDef.ballistic) or tobool(wDef.dropped)) then
wDef.gravityaffected = true
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
-- Set energy cost to fire automatically
-- There are 2 weapondef customparams used to control this
-- oldcosttofireformula = true, will result in the original formula that did not account for weapon range to be used
-- nocosttofire == true, will result in cost to fire being set at 0
local weaponDefaultDamage = wDef.damage.default
local weaponAreaOfEffect = wDef.areaofeffect or 0
local weaponRange = wDef.range or 0
local weaponProjectiles = wDef.projectiles or 1
if wDef.customparams and wDef.customparams.nocosttofire == true then
wDef.energypershot = 0
elseif wDef.customparams and wDef.customparams.oldcosttofireforumula == true then
local energycosttofire = weaponDefaultDamage * 0.1 * weaponProjectiles * ((weaponAreaOfEffect * 0.001) + 1)
local function roundToFirstDecimal(energycosttofire)
return math.floor(energycosttofire*10 + 0.5)*0.1
end
wDef.energypershot = energycosttofire
else
--energycosttofire = weaponDefaultDamage * 0.05 * weaponProjectiles * ((weaponAreaOfEffect * 0.001) + 1) * weaponRange^0.5 * 0.1
local energycosttofire = weaponDefaultDamage * 0.05 * weaponProjectiles * ((weaponAreaOfEffect * 0.001) + 1) * weaponRange^0.25 * 0.5
local function roundToFirstDecimal(energycosttofire)
return math.floor(energycosttofire*10 + 0.5)*0.1
end
wDef.energypershot = energycosttofire
end
end
--------------------------
-- MODOPTIONS
-------------------------
-- process modoptions (last, because they should not get baked)
function ModOptions_Post (UnitDefs, WeaponDefs)
if (Spring.GetModOptions) then
local modOptions = Spring.GetModOptions()
--------------------------------------------------------------------------------
-- Gameplay Speed (Classic RTS Mode) --
--------------------------------------------------------------------------------
local gamePlaySpeed = modOptions.gameplayspeed or "normal"
Spring.Echo("[Gameplay Speed] Set to " .. gamePlaySpeed)
for id,unitDef in pairs(UnitDefs) do
unitDef.buildtime = unitDef.buildcostmetal / 4
end
if gamePlaySpeed == "veryslow" then
for id,unitDef in pairs(UnitDefs) do
if unitDef.maxvelocity then
unitDef.maxvelocity = unitDef.maxvelocity * 0.5
end
if unitDef.buildcostmetal then
unitDef.buildcostmetal = unitDef.buildcostmetal * 1.5
end
end
for id,weaponDef in pairs(WeaponDefs) do
if weaponDef.weaponvelocity then
--Spring.Echo ("//")
--Spring.Echo (weaponDef.name)
--Spring.Echo (weaponDef.weaponvelocity)
weaponDef.weaponvelocity = weaponDef.weaponvelocity * 0.5
--Spring.Echo ("••")
--Spring.Echo (weaponDef.name)
--Spring.Echo (weaponDef.weaponvelocity)
--Spring.Echo ("\\")
end
end
end
if gamePlaySpeed == "slow" then
for id,unitDef in pairs(UnitDefs) do
if unitDef.maxvelocity then
unitDef.maxvelocity = unitDef.maxvelocity * 0.75
end
if unitDef.buildcostmetal then
unitDef.buildcostmetal = unitDef.buildcostmetal * 1.25
end
end
for id,weaponDef in pairs(WeaponDefs) do
if weaponDef.weaponvelocity then
weaponDef.weaponvelocity = weaponDef.weaponvelocity * 0.75
end
end
end
if gamePlaySpeed == "fast" then
for id,unitDef in pairs(UnitDefs) do
-- Spring.Echo(unitDef.buildcostmetal)
unitDef.buildtime = 5
end
end
end
end