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iQueue

This is not yet finished, not all functionalities implemented

Installation Instructions

To-Do List:

  • Custom border color depending on queue type (research, upgrade, unit)
    • Can be disabled
    • Colors can be changed
  • Queue stopping when resources run out
  • Implement second queue style for units
  • Rally point interaction with trees
  • Rally point interaction with other units
  • Implement resource control
  • Implement harvesting system

Content

Core iQueue Features

The following functions will be handled by iQueue baseline.

  • Queue System
  • Ability Research
  • Unit/Building Upgrades
  • Unit Creation

Modular additions

In addition to the core features of iQueue you'll also find these modular additions to the system which can be fully disabled in the iQueue settings.

  • Population
  • Resource Control
  • Harvesting

Content Descriptions

Lua based Queue system with interactive Panorama UI
  • Countdown timer on the first slot to indicate build time remaining
  • Cancel anything in the queue at any time by clicking on its respective slot
  • Image on queue will indicate what is being built
  • Hovering over the queue slot when something is being built displays a cancel symbol
Unit Creation
  • Building units on multiple buildings simulatenously as long as resources allow
  • Will skip over any buildings without the capability of doing so
  • Two seperate queue styles (specified in settings)
    • Type 1: Resources deducted immediately
      • Example: Unit A costs 50 gold, you have 6 buildings and 400 gold. ~ First Cast: Unit A queued up on all 6 building ~ Second Cast: Unit A only queued on main selected building and 1 other.
    • Type 2: Queue as many units as player wants, resources will be deducted on build start.
      • Queue will pause if resources no longer allow, and restart and deduct resources immediately when available
Rally Points
  • Apply a rally point for any building labled with "CanRally"
  • Rally point flags hide themselves when the building isn't selected
  • Panorama UI button to remove the rally point for every selected building
  • Right click on a unit to have new units spawned automatically rally to the location of that unit
    • Rally point follows the unit
    • Three interactions that can be specified by user upon selected rally units death ~ Rally point drops to units death location ~ Rally point jumps to the nearest friendly unit ~ Rally point is removed
  • If the Harvesting module is utilized, the following is also available
    • Right click on a tree to automatically send harvesters to rally there ~ Only available to buildings labeled as both "ResReturn" and "CanQueue" ~ If only labeled as "ResReturn" it will still be tracked for resource returning.
Research
  • Removes the ability from every other building owned and created while in queue
  • Removes the ability from every other building owned and created after completion
  • Replace the disabled version of each ability with the usable ability after completion
  • Full interaction with tech trees to determine what needs to be researched to make something available
  • Multiple researches can be queued at one building and they will be pushed to other buildings with the ability
  • Resources will be deducted immediately upon cast
Upgrades
  • Removes the ability from every other building owned and created while in queue
  • Removes the ability from every other building owned and created when max rank
  • Modifier based upgrades
    • Will apply the upgrade via modifier, and add a stack depending on rank (*Upgrades must be same value each level)
    • For any upgrade that changes something other than stats, the modifier will simply be a check
  • Upgrades will be applied to all existing and future created units/structures
  • Multiple upgrades can be queued at one building and they will be pushed to other buildings with the ability
  • Resources will be deducted immediately upon cast
Population
  • Will control population count. User can set max and base population in settings
  • Any building labeled "PopSource" will increment the population max up to max value
    • Population value for that building can be specified in units KV as "PopValue"
  • Any unit or building labled "PopCost" will increment the players current population up to the current max population
    • Population cost for that building can be specified in units KV as "PopCost"
Resources
  • Currently has functionality to handle Gold, Lumber, and Population
    • If custom resources need to be added feel free to either edit the code or put in a suggestion
  • Functions to modify lumber, gold, and population are handled by a class each player is part of.
  • Queue works with player resouces, incremeating and decrementing as things are added, completed, or cancelled
  • Panorama UI layout for Gold, Lumber, and Population
    • Each can individually be disabled depending on what the user wants
Harvesting
  • Full functionality to handle harvesting trees.
  • Units labeled as "CanHarvest" will automatically be given the appropriate abilities upon spawn.
    • No need to add those abilities to each unit
  • Resource return point tracking. Buildings labeled as "ResReturn" will be utilized for depositing resources.
    • Will return to the nearest resource return structure in terms of pathing distance

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Standalone Queue system for DOTA 2 Modding

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