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crpl:crpltutorial [2014/01/02 17:52] – [Useful links] updated links jmaps | crpl:crpltutorial [2020/05/26 18:25] – Added a chapter for Attributes, also fixed a mistake I made earlier Sanian | ||
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- | ~~DISCUSSION~~ | ||
- | < | ||
- | < | ||
< | < | ||
====== CRPL Tutorial ====== | ====== CRPL Tutorial ====== | ||
**ATTENTION: | **ATTENTION: | ||
- | <box 60% round green |**Acknowledgements**> | + | |
- | //This tutorial is a contribution by members of the CW3 beta team. Their contributions are gratefully acknowledged// | + | **Acknowledgements** |
+ | //This tutorial is a contribution by members of the CW3 beta team. Their contributions are gratefully acknowledged.//\\ | ||
\\ | \\ | ||
Special thanks to: | Special thanks to: | ||
* J (for writing the guide) | * J (for writing the guide) | ||
* Michionlion (for porting the biggest part to the wiki) | * Michionlion (for porting the biggest part to the wiki) | ||
- | </ | ||
- | |||
- | < | ||
- | ==== Contents==== | ||
- | [[crpltutorial# | ||
- | [[crpltutorial# | ||
- | [[crpltutorial# | ||
- | [[crpltutorial# | ||
- | [[crpltutorial# | ||
- | [[crpltutorial# | ||
- | [[crpltutorial# | ||
- | [[crpltutorial# | ||
- | --></ | ||
=== Before you start === | === Before you start === | ||
Line 29: | Line 14: | ||
The most important thing that you will need to know is the basics of CW3 gameplay and CW3 editor. It is a good thing if you have programmed before but if that wasn't a stack language it sometimes is a disadvantage. You don't have to have any programming skills to start with [[crpl: | The most important thing that you will need to know is the basics of CW3 gameplay and CW3 editor. It is a good thing if you have programmed before but if that wasn't a stack language it sometimes is a disadvantage. You don't have to have any programming skills to start with [[crpl: | ||
+ | In order to proceed, you will need to know how to get a script to run, including attaching it to a CRPL Core. The collapsed section below contains a button-by-button guide. | ||
+ | |||
+ | < | ||
+ | To do this, you will need a script, such as the following (feel free to copy/paste this): | ||
+ | |||
+ | < | ||
+ | once | ||
+ | ShowTraceLog | ||
+ | "Hello World!" | ||
+ | endonce | ||
+ | </ | ||
+ | |||
+ | To run it: | ||
+ | * Open the editor. | ||
+ | * Press "Edit Map" | ||
+ | * Then " | ||
+ | * And finally " | ||
+ | * Enter a name, and press " | ||
+ | * Press " | ||
+ | * Paste the above script into the text file and save it. | ||
+ | * Return to the editor, and press " | ||
+ | * Note that some text appears. It should say "1 Script successfully compiled into 5 opcodes" | ||
+ | * Create (build) a CRPLCORE (that unfamiliar unit in the lower panel) and select it. | ||
+ | * On the right, there is a drop-down, from which you can select the script you just made. | ||
+ | * Select it and press " | ||
+ | * Unpause the game, and watch the result. You now know how to run scripts. | ||
+ | </ | ||
+ | \\ | ||
==== Starting with CRPL ==== | ==== Starting with CRPL ==== | ||
Line 36: | Line 49: | ||
</ | </ | ||
- | First of all, if you have programmed before, try to forget that while reading. CRPL is (unlike many others) a stack based language, that means you put (push) all numers | + | First of all, if you have programmed before, try to forget that while reading. CRPL is (unlike many others) a stack based language, that means you put (push) all numbers |
< | < | ||
#this is a comment and will not be executed</ | #this is a comment and will not be executed</ | ||
Line 54: | Line 67: | ||
One more useful functions before I move on to the next section, you can use TIME Delay to stop the execution of the script for the set amount of time. So if you want to add 20 creeper every 3 seconds, you could write: | One more useful functions before I move on to the next section, you can use TIME Delay to stop the execution of the script for the set amount of time. So if you want to add 20 creeper every 3 seconds, you could write: | ||
- | FIXME | ||
<note warning> | <note warning> | ||
- | Time intervals are not seconds, but frames. | + | Time intervals are not seconds, but frames. |
</ | </ | ||
+ | |||
< | < | ||
#first we add the creeper | #first we add the creeper | ||
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90 Delay | 90 Delay | ||
</ | </ | ||
- | This of course gives much more possibilities check out this one: | + | |
+ | This of course gives many more possibilities, check out this one: | ||
< | < | ||
CurrentCoords -10 AddCreeper 30 Delay | CurrentCoords -10 AddCreeper 30 Delay | ||
Line 74: | Line 89: | ||
==== Using the tracelog and further introduction of a stack language ==== | ==== Using the tracelog and further introduction of a stack language ==== | ||
- | |||
- | | ||
There' | There' | ||
- | The notation | + | In the examples below we use the following |
- | <box>%%Add (99 33 -- 132)%%</ | + | |
- | < | + | <hidden Show/Hide Examples> |
+ | * Add (99 33 -- 132)< | ||
once | once | ||
- | ShowTraceLog | + | |
- | 99 33 Add Trace | + | 99 33 Add Trace |
endonce | endonce | ||
</ | </ | ||
- | < | + | * Sub (12 7 -- 5)< |
- | %% | + | once |
- | Sub (12 7 -- 5) | + | ShowTraceLog |
- | Mod (15 6 -- 3) | + | 12 7 Sub Trace |
- | %% | + | endonce |
- | </box> | + | </ |
+ | |||
+ | * Mod (15 6 -- 3)< | ||
+ | once | ||
+ | ShowTraceLog | ||
+ | 15 6 ModTrace | ||
+ | endonce | ||
+ | </code> | ||
+ | </ | ||
+ | |||
+ | \\ | ||
You can use multiple operators, but remember that they only pop the last added items from the stack. So where we normally would write (1+2)*(3+4), | You can use multiple operators, but remember that they only pop the last added items from the stack. So where we normally would write (1+2)*(3+4), | ||
- | < | + | |
- | 1 2 add 3 4 add mul</ | + | < |
- | The most important thing here is that you keep in mind that what you've put on the stack last, will be the first you take off (Last In First Out). So < | + | |
+ | The most important thing here is that you keep in mind that what you've put on the stack last, will be the first you take off (Last In First Out). So | ||
+ | |||
+ | '' | ||
+ | |||
+ | will result in | ||
+ | |||
+ | '' | ||
+ | |||
+ | because 5+4=9. If you add another ' | ||
If you want a challenge, read the following piece of code: | If you want a challenge, read the following piece of code: | ||
- | < | + | |
- | ShowTraceLog | + | < |
- | 8 9 5 sub 3 8 mul add 5 7 8 add | + | once |
- | add mod div | + | ShowTraceLog |
- | Trace | + | 8 9 5 sub 3 8 mul add 5 7 8 add |
+ | add mod div | ||
+ | Trace | ||
endonce | endonce | ||
</ | </ | ||
- | Try to guess what's in the trace log | + | |
+ | Try to guess what's in the trace log. | ||
<hidden Click here to see the answer> | <hidden Click here to see the answer> | ||
- | <box left> | + | ^ Operation ^ Stack before ^ Stack after ^ |
- | 8 ( -- 8)\\ | + | |8 |
- | 9 (8 -- 8 9)\\ | + | |9 |8 |8 9 | |
- | 5 (8 9 -- 8 9 5)\\ | + | |5 |8 9 |8 9 5 | |
- | sub (8 9 5 -- 8 4)\\ | + | |sub |8 9 5 |8 4 | |
- | 3 (8 4 -- 8 4 3)\\ | + | |3 |8 4 |8 4 3 | |
- | 8 (8 4 3 -- 8 4 3 8)\\ | + | |8 |8 4 3 |8 4 3 8 | |
- | mul (8 4 3 8 -- 8 4 24)\\ | + | |mul |8 4 3 8 |8 4 24 | |
- | add (8 4 24 -- 8 28)\\ | + | |add |8 4 24 |8 28 | |
- | 5 (8 28 -- 8 28 5)\\ | + | |5 |8 28 |8 28 5 | |
- | 7 (8 28 5 -- 8 28 5 7)\\ | + | |7 |8 28 5 |8 28 5 7 | |
- | 8 (8 28 5 7 -- 8 28 5 7 8)\\ | + | |8 |8 28 5 7 |8 28 5 7 8 | |
- | add (8 28 5 7 8 -- 8 28 5 15)\\ | + | |add |8 28 5 7 8 |8 28 5 15 | |
- | add (8 28 5 15 -- 8 28 20)\\ | + | |add |8 28 5 15 |8 28 20 | |
- | mod (8 28 20 -- 8 8)\\ | + | |mod |8 28 20 |8 8 | |
- | div (8 8 -- 1)\\ | + | |div |8 8 |1 | |
- | Trace (1 -- )\\ | + | |Trace |1 | | |
- | </ | + | |
It will show you the last item on the stack and that is 1. | It will show you the last item on the stack and that is 1. | ||
</ | </ | ||
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^ Function ^ Description ^ | ^ Function ^ Description ^ | ||
|and|true if last 2 items are true| | |and|true if last 2 items are true| | ||
- | |or|true if one of the last 2 items are true| | + | |or|true if at least one of the last 2 items are true| |
- | |xor|true if last 2 items are false| | + | |xor|true if exactly one of the last 2 items are true| |
|not|true if the last item is false| | |not|true if the last item is false| | ||
|gt|' | |gt|' | ||
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^ Arg1 ^ Arg2 ^ Operation ^ Result ^ | ^ Arg1 ^ Arg2 ^ Operation ^ Result ^ | ||
- | | | + | | false | false | or | False | |
- | | true | | + | | true | false | or | True | |
- | | true | true | or| True | | + | | true | true | or | True | |
- | | | + | | true | true | and | True | |
- | | false | |not| True | | + | | false | true | and | False | |
- | | | + | | false | false | and | False | |
- | | | + | | false | false | xor | false | |
- | | | + | | false | true | xor | true | |
- | | | + | | true | true | xor | false | |
- | | | + | | false | |not | True | |
- | | 2 | 2 | gte| True | | + | |
- | | false | false | and| False | | + | |
- | | true | false | xor| False | | + | |
| true | | not | False | | | true | | not | False | | ||
- | | false | false | or| False | | + | | 2 | | eq0 | False | |
- | | false | true | and| False | | + | | 9 | | neq0 | True | |
- | | 9 | 9 | gt| False | | + | | 5 | 5 | eq | True | |
- | | 6 | 4 | lte| False | | + | | 4 | 5 |eq | False | |
- | | 5 | 5 | lt| False | | + | | 4 | 7 | neq | True | |
- | | 4 | 5 | eq| False | | + | | 9 | 2 | gt | True | |
- | | 2 | | eq0| False | | + | | 9 | 9 | gt | False | |
- | | 1 | 1 | sub neq0| False | | + | | 6 | 7 | lt | True | |
+ | | 5 | 5 | lt | False | | ||
+ | | 2 | 2 | gte | True | | ||
+ | | 6 | 4 | lte | False | | ||
+ | | 1 | 1 | sub neq0 | False | | ||
Written as: | Written as: | ||
< | < | ||
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Time to learn some more useful commands, I'll take the pre-made towers as example. A function is shown by the function name followed by bracket with the arguments in the order they must be put on the stack, seperated by a ',' | Time to learn some more useful commands, I'll take the pre-made towers as example. A function is shown by the function name followed by bracket with the arguments in the order they must be put on the stack, seperated by a ',' | ||
- | <hidden Emitters> | + | <hidden Emitters> |
- | AddCreeper (x, y, amount), adds [amount] creeper to the cell on [x, y]. | + | ^ Command (args) ^ Description ^ |
- | SetCreeper (x, y, amount), sets creeper to [amount] height on cell [x, y]. | + | |AddCreeper (x, y, amount)| adds [amount] creeper to the cell on [x, y]. | |
- | SetCreeperNoLower (x, y, amount), sets creeper to [amount] height on cell [x, y], but it won't remove creeper if there is more creeper than [amount]. | + | |SetCreeper (x, y, amount)| sets creeper to [amount] height on cell [x, y].| |
- | GetCreeper (x, y), gets the creeper of cell [x, y] and puts it on the stack. | + | |SetCreeperNoLower (x, y, amount)| sets creeper to [amount] height on cell [x, y], but it won't remove creeper if there is more creeper than [amount].| |
- | Code: | + | |GetCreeper (x, y)| gets the creeper of cell [x, y] and puts it on the stack.| |
+ | < | ||
# this: | # this: | ||
CurrentCoords 5 SetCreeperNoLower | CurrentCoords 5 SetCreeperNoLower | ||
# does exactly the same as this: | # does exactly the same as this: | ||
- | CurrentCoords GetCreeper 5 lt if | + | CurrentCoords GetCreeper |
- | CurrentCoords 5 SetCreeper | + | 5 lt if |
+ | CurrentCoords 5 SetCreeper | ||
endif | endif | ||
- | #lt means lower than and if decides if the code until endif must be executed or not | + | # lt means lower than and if decides if the code until endif must be executed or not |
+ | </ | ||
</ | </ | ||
+ | |||
< | < | ||
- | CreateSpore (x start, y start, x destination, | + | ^ Command (args) ^ Description ^ |
+ | |CreateSpore (x start, y start, x destination, | ||
< | < | ||
# Send a spore to a random unit | # Send a spore to a random unit | ||
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</ | </ | ||
</ | </ | ||
+ | |||
< | < | ||
- | SetTimer0 (time), set the timer of timer 0 to [time], the timers decrease with 1 each game frame. SetTimer1, SetTimer2 and SetTimer3 work the same. | + | ^ Command (args) ^ Description ^ |
- | GetTimer0 (), pushes the current value of timer 0 on the stack, same thing for GetTimer1, GetTimer2 and GetTimer3 | + | |SetTimer0 (time)| set the timer of timer 0 to [time], the timers decrease with 1 each game frame. SetTimer1, SetTimer2 and SetTimer3 work the same.| |
+ | |GetTimer0 ()| pushes the current value of timer 0 on the stack, same thing for GetTimer1, GetTimer2 and GetTimer3.| | ||
< | < | ||
# Send a spore to a random unit every second | # Send a spore to a random unit every second | ||
Line 242: | Line 288: | ||
</ | </ | ||
</ | </ | ||
- | < | + | |
- | GetDigitalis (x, y), checks for Digitalis on cell [x, y] and pushes the health of the Digitalis back on the stack (0 - no Digitalis, 1 - full health). | + | <hidden Runner Nest> |
- | CreateRunner (x, y, move, health, payload), creates a runner on position [x, y], the runner has [health] health and moves | + | ^ Command (args) ^ Description ^ |
- | pixels per frame. Once the runner is killed [payload] creeper is deposited. | + | |GetDigitalis (x, y)| checks for Digitalis on cell [x, y] and pushes the health of the Digitalis back on the stack (0 - no Digitalis, 1 - full health).| |
- | GetRunnerCount (), pushes the amount of runner currently on the map created by this CRPL-Core on the stack (exactly the same as GetGlobalRunnerCount, | + | |CreateRunner (x, y, move, health, payload)| creates a runner on position [x, y], the runner has [health] health and moves [move] |
- | GetGlobalRunnerCount (), pushes the total amount of runners currently on the map on the stack | + | |GetRunnerCount ()| pushes the amount of runner currently on the map created by this CRPL-Core on the stack (exactly the same as GetGlobalRunnerCount, |
- | Code: | + | |GetGlobalRunnerCount ()| pushes the total amount of runners currently on the map on the stack.| |
+ | < | ||
# Create a weak runner every frame if Digitalis is present and less than 20 runners are on the map | # Create a weak runner every frame if Digitalis is present and less than 20 runners are on the map | ||
CurrentCoords GetDigitalis neq0 GetGlobalRunnerCount 20 lt and if | CurrentCoords GetDigitalis neq0 GetGlobalRunnerCount 20 lt and if | ||
- | CurrentCoords 2 5 5 CreateRunner endif | + | |
+ | endif | ||
+ | </ | ||
</ | </ | ||
+ | |||
< | < | ||
A CRPL-Core can ' | A CRPL-Core can ' | ||
- | GetDigitalisGrowth (x, y), checks for digitalis growth area at cell [x, y], if Digitalis can grow there, 1 is pushed back on the stack, if not, 0 is pushed back on the stack. | + | ^ Command (args) ^ Description ^ |
- | SetDigitalis (x, y, health), sets the health of the digitalis on cell [x, y] to [health], 0 removes the Digitalis while 1 sets the D to full health. | + | |GetDigitalisGrowth (x, y)| checks for digitalis growth area at cell [x, y], if Digitalis can grow there, 1 is pushed back on the stack, if not, 0 is pushed back on the stack.| |
- | SetDigitalisGrowth (x, y, present), sets if Digitalis can grow on cell [x, y]. Present must be 0 (no Digitalis growth area) or 1 (creates growth area). | + | |SetDigitalis (x, y, health)| sets the health of the digitalis on cell [x, y] to [health], 0 removes the Digitalis while 1 sets the D to full health.| |
+ | |SetDigitalisGrowth (x, y, present)| sets if Digitalis can grow on cell [x, y]. Present must be 0 (no Digitalis growth area) or 1 (creates growth area).| | ||
< | < | ||
- | #this code is mostly used in moving towers | + | # this code is mostly used in moving towers |
- | #leave a trail of Digitalis growth area and set the digitalis to full health | + | # leave a trail of Digitalis growth area and set the digitalis to full health |
CurrentCoords true SetDigitalisGrowth | CurrentCoords true SetDigitalisGrowth | ||
CurrentCoords 1 SetDigitalis | CurrentCoords 1 SetDigitalis | ||
</ | </ | ||
</ | </ | ||
+ | |||
\\ | \\ | ||
==== Variables and Loops ==== | ==== Variables and Loops ==== | ||
- | |||
A variable: a way to store numbers without using the stack once stored. | A variable: a way to store numbers without using the stack once stored. | ||
You can use -> | You can use -> | ||
- | Code:< | + | |
+ | < | ||
16 ->mynumb | 16 ->mynumb | ||
2 ->n2 | 2 ->n2 | ||
4 -> | 4 -> | ||
while <-mynumb < | while <-mynumb < | ||
- | <-mynumb <-n2 div endwhile</ | + | <-mynumb <-n2 div endwhile |
+ | </ | ||
- | As you may have noticed, I used ' | + | As you may have noticed, I used ' |
- | A do loop has 2 functions and has the following form: | + | |
- | do (limit, index) loop | + | Lets start with a ' |
- | ' | + | |
- | Code:< | + | '' |
- | #Add 5 creeper to 5 random locations every 5 seconds | + | |
+ | ' | ||
+ | |||
+ | < | ||
+ | # Add 5 creeper to 5 random locations every 5 seconds | ||
5 ->times | 5 ->times | ||
5 -> | 5 -> | ||
Line 290: | Line 347: | ||
RandCoords < | RandCoords < | ||
loop | loop | ||
- | <-wait Delay</ | + | <-wait Delay |
+ | </ | ||
There' | There' | ||
- | while repeat (execute) endwhile | + | |
+ | '' | ||
When while is read, the code between while and repeat is executed (and should push true or false on the stack). If true is read, the code will be executed until endwhile and execution return to while. If false is read, the code between repeat and endwhile is skipped and the execution continues at endwhile. | When while is read, the code between while and repeat is executed (and should push true or false on the stack). If true is read, the code will be executed until endwhile and execution return to while. If false is read, the code between repeat and endwhile is skipped and the execution continues at endwhile. | ||
- | Code:< | + | |
- | #Add 5 creeper to 5 random locations every 5 seconds | + | < |
+ | # Add 5 creeper to 5 random locations every 5 seconds | ||
5 ->times | 5 ->times | ||
5 -> | 5 -> | ||
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endwhile | endwhile | ||
<-wait Delay | <-wait Delay | ||
- | #lte means lower than or equal</ | + | # lte means lower than or equal |
+ | </ | ||
In a do or while loop, you can use ' | In a do or while loop, you can use ' | ||
- | Code:< | + | |
+ | < | ||
#Add 5 creeper to 5 random locations every 5 seconds | #Add 5 creeper to 5 random locations every 5 seconds | ||
5 ->times | 5 ->times | ||
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#and the loop will keep going until break is read | #and the loop will keep going until break is read | ||
#this can easily make your game crash if you don't add the break command! | #this can easily make your game crash if you don't add the break command! | ||
- | #gt means greater than</ | + | #gt means greater than |
+ | </ | ||
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#end of the code, the :getnumb function stops here | #end of the code, the :getnumb function stops here | ||
</ | </ | ||
+ | |||
And how it looks without comments: | And how it looks without comments: | ||
+ | |||
< | < | ||
@getnumb @emit | @getnumb @emit | ||
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:getnumb 5 | :getnumb 5 | ||
</ | </ | ||
+ | |||
+ | |||
+ | ====Attributes==== | ||
+ | |||
+ | CRPL allows you to modify the attributes of units, which is arguably the most powerful feature of CRPL. Unit attributes may look very complicated but they' | ||
+ | ^ Function ^ Description ^ | ||
+ | |Self () |Pushes the UID of the current unit on the stack| | ||
+ | |GetUnitAttribute (unit UID, attribute) |Finds the unit with the given UID, gets the given attribute and pushes | ||
+ | |SetUnitAttribute (unit UID, attribute, value) |Finds the unit with the given UID and sets the given attribute to the given value| | ||
+ | |||
+ | Each attribute has a number. The ' | ||
+ | |||
+ | Here's a short list with //some// of the attributes you can use (more can be found on the [[crpl: | ||
+ | |||
+ | ^ Attribute ^ Description ^ Value ^ | ||
+ | | CONST_COORDX | The x coordinate of the unit. |0| | ||
+ | | CONST_COORDY | The y coordinate of the unit. |1| | ||
+ | | CONST_AMMO | The unit's ammo. Floating point value. |17| | ||
+ | | CONST_COUNTSFORVICTORY | Whether the CrplTower must be destroyed before map victory on annihilation game modes. Only works for CRPLTowers. |27| | ||
+ | | CONST_CREATEPZ | Whether the CrplTower creates a power zone when destroyed. Only works for CRPLTowers. |21| | ||
+ | | CONST_HEALTH | The unit's health. Floating point value. |15| | ||
+ | | CONST_MAXAMMO | The unit's max ammo. Floating point value. |18| | ||
+ | | CONST_MAXAMMOAC |The unit's max AntiCreeper ammo. Floating point value. |10| | ||
+ | | CONST_MAXHEALTH | The unit's max health. Floating point value. |16| | ||
+ | | CONST_NULLIFIERDAMAGES | Whether the CrplTower can be targeted and damaged by Nullifiers. Only works for CRPLTowers. |18| | ||
+ | |||
+ | Remember that simply typing an attributes name doesn' | ||
+ | |||
+ | If this is still a bit hard to follow, here's an example: | ||
+ | |||
+ | < | ||
+ | : | ||
+ | # GetUnitsInRange first pushes the UIDs of all units in range, then the amount of units | ||
+ | # If there are no units in range it pushes 0 on the stack | ||
+ | CurrentCoords 10000 GetUnitsInRange -> | ||
+ | |||
+ | 0 < | ||
+ | |||
+ | < | ||
+ | I <-unitNr eq if # if unit is the chosen one | ||
+ | CONST_ISBUILDING true SetUnitAttribute | ||
+ | else pop endif | ||
+ | loop | ||
+ | </ | ||
+ | |||
====Making your script more useful==== | ====Making your script more useful==== | ||
If you use $VARNAME: | If you use $VARNAME: | ||
+ | |||
< | < | ||
$amtToEmit: | $amtToEmit: | ||
Line 366: | Line 478: | ||
CRPL reference with all available functions: | CRPL reference with all available functions: | ||
[[: | [[: | ||
+ | |||
+ | Guide to [[examine map resources]] to extract scripts and custom images from another map. | ||
If you need more practice or help to a common problem, you might be able to find it at the [[: | If you need more practice or help to a common problem, you might be able to find it at the [[: | ||
- | The same guide on the KC forums: | + | This wiki page is largely based off of a guide on the KC forums, some changes have been made however. |
http:// | http:// |