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crpl:crpltutorial:code_examples [2014/04/07 07:51] – Added "frames to minutes" function. I'll use this for examples on the reference page Clean0nioncrpl:crpltutorial:code_examples [2022/01/09 00:42] – added Make a non-moving unit only buildable in void Grabz
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-~~DISCUSSION~~ +
-<html><!--Comments visible to editors only can be placed in HTML comments --></html>+
 <-[[cw3:creeper_world_3|CW3 Home]]<- [[crpl:start|CRPL Home]] <-[[cw3:creeper_world_3|CW3 Home]]<- [[crpl:start|CRPL Home]]
  
 ====== Code Examples ====== ====== Code Examples ======
 +
  
 Code examples contributed by map makers and coders alike. Feel free to submit your own - it will be much appreciated. Code examples contributed by map makers and coders alike. Feel free to submit your own - it will be much appreciated.
  
 You can also view the scripts in any map: make a copy of the map you want to inspect, rename the copy "save.cw3", create a new project, and then replace the project's "save.cw3" file. You can also view the scripts in any map: make a copy of the map you want to inspect, rename the copy "save.cw3", create a new project, and then replace the project's "save.cw3" file.
 +
 +<wrap hi>Telanir contributed an [[EasyCRPL|entire section on EasyCRPL]]. </wrap>
 ===== Manage Treasure Chests in Credits Mission ===== ===== Manage Treasure Chests in Credits Mission =====
  
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 =====Frames to minutes===== =====Frames to minutes=====
 Converts an amount of frames to minutes in M:SS format. Frames stored in variable "frames"; result placed at top of stack. This is best used with Timers as it doesn't work when "frames" is 0. As in, it reaches 0:00 then just disappears. Converts an amount of frames to minutes in M:SS format. Frames stored in variable "frames"; result placed at top of stack. This is best used with Timers as it doesn't work when "frames" is 0. As in, it reaches 0:00 then just disappears.
-1800 displays 1:00 +1800 displays 1:00; 
-60 displays 0:02 +60 displays 0:02; 
-2400 displays 1:20+2400 displays 1:20.
  
 <code><-frames 1800 div ceil dup <-frames 30 div ceil swap 60 mul sub 60 mod ":" swap <code><-frames 1800 div ceil dup <-frames 30 div ceil swap 60 mul sub 60 mod ":" swap
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 </code> </code>
 <sub>Written, coded, developed, procrastinated over, contributed, posted, wiki'd, wordified, done, made, finished and submitted by Clean0nion</sub> <sub>Written, coded, developed, procrastinated over, contributed, posted, wiki'd, wordified, done, made, finished and submitted by Clean0nion</sub>
 +
 +=====Survival Pod=====
 +Attach to a core to create a survival pod. Survival pods must be rescued.  If they are destroyed, the mission will fail.  Makes use of the Message script found in the next entry below.
 +
 +<code>GetCreeper(CurrentCoords) ->creeper
 +if (not(<-ascending) and (<-creeper gt (0)))
 + FailMission
 + Destroy(Self 2)
 +endif
 +if ( not(<-ascending or (GetUnitAttribute(Self CONST_ISBUILDING))) )
 + AscendToOrbit
 + true ->ascending
 + PlaySound("Misc17")
 + SetPopupText("")
 + ShowGameEventTag("GREEN" "INFO" "Survival Pod" "Rescued!" GetUnitAttribute(Self CONST_PIXELCOORDX) GetUnitAttribute(Self CONST_PIXELCOORDY))
 +endif
 +
 +if (<-ascending)
 + GetUnitTransformPosition ->z ->y ->x
 + #CreateEffect(10 <-x <-y -1 2 2 0.04)
 + CreateEffect(8 <-x <-y -1 2 2 0.04)
 +else
 + SetPopupText(GetUnitAttribute(Self CONST_HEALTH) "/" concat "30" concat)
 + SetPopupTextX(0)
 +endif
 +
 +:Awake
 +if (GetUpdateCount eq (0))
 + SetUnitAttribute(Self CONST_ISBUILDING TRUE)
 + SetUnitAttribute(Self CONST_BUILDCOST 30)
 + SetUnitAttribute(Self CONST_HEALTH 0)
 + SetPopupTextAlwaysVisible(true)
 + SetPopupTextY(-12)
 +endif
 +
 +:Destroyed
 + CreateUnit("CRPLCORE" 0 0) ->message
 + AddScriptToUnit(<-message "PodMessage.crpl"
 + if (<-ascending)
 + SetScriptVar(<-message "PodMessage.crpl" "message" "Pod Rescued")
 + else
 + SetScriptVar(<-message "PodMessage.crpl" "message" "Pod Destroyed!")
 + SetScriptVar(<-message "PodMessage.crpl" "red" 255)
 + SetScriptVar(<-message "PodMessage.crpl" "green" 0)
 + SetScriptVar(<-message "PodMessage.crpl" "blue" 0)
 +
 + CreateUnit("CRPLCORE" CurrentCoords) ->tombstone
 + AddScriptToUnit(<-tombstone "PodDestroyed.crpl"
 +
 + ShowGameEventTag("RED" "INFO" "Survival Pod" "Destroyed" GetUnitAttribute(Self CONST_PIXELCOORDX) GetUnitAttribute(Self CONST_PIXELCOORDY))
 +
 + endif
 +</code>
 +<sub>Contributed by virgilw</sub>
 +
 +=====PodMessage=====
 +Shows a message on the map that goes away.  Used by the SurvivalPod script above.
 +
 +<code>$timeToLive:180
 +$solidTime:120
 +$message:"Pod Rescued"
 +$red:255
 +$green:255
 +$blue:255
 +
 +once
 + <-timeToLive sub(<-solidTime) ->fadeTime
 + SetText(<-message)
 + SetTextColor(<-red <-green <-blue 0)
 +endonce
 +
 +if (GetUpdateCount gte(<-timeToLive))
 + Destroy(Self 0)
 +endif
 +
 +if (GetUpdateCount gt(1))
 + if (GetUpdateCount gte(<-solidTime))
 + <-timeToLive sub(GetUpdateCount) asfloat div(<-fadeTime) mul(255) ->alpha
 + else
 + 255 ->alpha
 + endif
 +
 + SetTextColor(<-red <-green <-blue <-alpha)
 + SetImageColor(Self "Main" 32 32 32 <-alpha sub(60))
 +endif
 +
 +:Awake
 + SetUnitAttribute(Self CONST_CREATEPZ FALSE)
 + SetUnitAttribute(Self CONST_TAKEMAPSPACE FALSE)
 + SetUnitAttribute(Self CONST_SUPPORTSDIGITALIS FALSE)
 + SetUnitAttribute(Self CONST_NULLIFIERDAMAGES FALSE)
 + SetUnitAttribute(Self CONST_COUNTSFORVICTORY FALSE) 
 +
 + SetScreenMode(TRUE)
 + SetTextY(-5)
 + SetTextSize(2)
 + SetScreenPixelCoordX(ScreenWidth div(2))
 + SetScreenPixelCoordY(135)
 +
 + SetImage(Self "Main" "Custom1")
 + SetImageScaleX(Self "Main" 14)
 + SetImageScaleY(Self "Main" 1.5)
 + SetImageColor(Self "Main" 32 32 32 0)
 +
 + PlaySound("Retro9"
 +</code>
 +<sub>Contributed by virgilw</sub>
 +
 +=====GetClosestUnitToCoords=====
 +A customizable method to grab a nearest unit of any kind. Specify what types of units you want to grab, at what position, and with what radius. Strings are used for clarity to grab units that you need, you can delete or comment out units you wont be using once you copy the code. The code contains 3 methods that are commented for use on the battle-field. Contains two additional convenience methods.
 +<code>#Function :GetClosestUnitToCoords
 +#Warning: use this convenience function sparingly, tens of CRPL Cores
 +#running this all at once every frame can slow the game down.
 +
 +#Notation: x y f1 - i1
 +#eg. CurrentCoords 10 @GetClosestUnitToCoords ->unit
 +#If all units are outside of the maxDistance or none found returns integer value '-1'.
 +:GetClosestUnitToCoords
 + asfloat ->gcu_mdist
 + asfloat ->gcu_y
 + asfloat ->gcu_x
 + StackSize ->gcu_szmin
 +
 + # Reference: https://knucklecracker.com/wiki/doku.php?id=crpl:docs:getunittype
 + # Place Unit Types that you /WANT/ to look for here.
 + # Simply comment '#' out or remove any that you don't want. All this area does is push strings to the stack.
 + "COMMANDNODE"
 + "COLLECTOR" "RELAY" "REACTOR" "OREMINE" "SIPHON" "TERP" "GUPPY"
 + "PULSECANNON" "MORTAR" "STRAFER" "BOMBER" "SPRAYER" "NULLIFIER" "BEAM" "SNIPER"
 + "FORGE" "BERTHA" "THOR"
 + "GUPPYAIR" "STRAFERAIR" "BOMBERAIR"
 + "POWERZONE" "OREDEPOSIT" "RESOURCEPACK" "TOTEM"
 + "SHIELDKEY" "TECHARTIFACT" "MESSAGEARTIFACT"
 + #"CRPLCORE" #Not recommended as this will grab literally any CRPL Core.
 + "EMITTER" "SPORETOWER" "RUNNERNEST" "AETOWER" "INHIBITOR"
 + "RUNNER"
 + # =====
 +
 + #Finding the boundary stack size (how many elements were added to stack)
 + #and then forming a list from the units we want.
 + StackSize ->gcu_szmax
 + CreateList ->gcu_types
 + <-gcu_szmax <-gcu_szmin do
 + ->gcu_t
 + <-gcu_types <-gcu_t AppendToList
 + loop
 +
 + #initialize unit
 + -1 ->gcu_unit
 + 999999 ->gcu_unitd
 +
 + #retrieve /all/ nearby units
 +
 + # x y distance boolean(true-square, false-circle)
 + # unit checks have been ordered in perceived processing complexity
 + <-gcu_x <-gcu_y <-gcu_mdist false GetAllUnitsInRange ->gcu_count
 + <-gcu_count neq0 if
 + <-gcu_count 0 do
 + ->gcu_tempunit
 + <-gcu_tempunit GetUnitType ->gcu_t
 + #get the distance
 + <-gcu_x <-gcu_y @UnitCoords(<-gcu_tempunit) Distance ->gcu_d
 + #is that distance closer?
 + <-gcu_d <-gcu_unitd lt if
 + #do we care about this unit type?
 + <-gcu_types <-gcu_t @DoesListContain if
 + #set our new baseline distance and unit
 + <-gcu_d ->gcu_unitd
 + <-gcu_tempunit ->gcu_unit
 + endif
 + endif
 + loop
 + endif
 +
 + <-gcu_unit
 +
 +#Function :UnitCoords
 +#Simple convenience method. Takes a unit and returns the coordinates.
 +#'CurrentCoords' and 'self @UnitCoords' are equivalent.
 +#Notation: n1 - x y
 +#eg. <-myUnitID @UnitCoords ->unitX ->unitY
 +:UnitCoords
 + ->u
 + <-u CONST_COORDX GetUnitAttribute
 + <-u CONST_COORDY GetUnitAttribute
 +
 +#Function :DoesListContain
 +#This function an object, then a list and returns a boolean value.
 +#Notation: L1 n1 - b1
 +#eg. <-myList <-myValue @DoesListContain ->contains
 +:DoesListContain
 + ->dl_value
 + ->dl_list
 + false ->dl_contained
 +
 + <-dl_list GetListCount 0 do
 + <-dl_list I GetListElement eq(<-dl_value) if
 + true ->dl_contained
 + break
 + endif
 + loop
 +
 + <-dl_contained
 +</code>
 +<sub>Contributed by Telanir</sub>
 +
 +
 +===CRPL generating CRPL===
 +This CRPL will generate CRPL with custom program (if it is in the map scripts)
 +<code>
 +CreateUnit("CRPLCORE" CurrentX CurrentY) ->unit
 +AddScriptToUnit(<-unit "[Programname].crpl")
 +</code>
 +<sub> Stolen from Teknotiss(who took it from virgil), where pyramids make golems. I simply changed golem to unit. Added by cpaca, known as Karma's coming on map search </sub>
 +
 +===== Make a non-moving unit only buildable in void =====
 +This code will make it so a unit can be only built in void and not on terrain. It only works properly for stationary units.
 +
 +  * This is a global script, so you have to add it in Package Manager -> Global Control -> Pre Update.
 +  * **Tick the Run when paused box**, then in one of the UNITGUID fields paste the GUID of one or more void only units.
 +  * The script does not work in editor, you can finalize the map, back out then open the finalized map and test there if it works.
 +  * The unit must have the "Can build/land anywhere" toggle enabled. 
 +
 +<code>
 +$UnitGUID0:""
 +$UnitGUID1:""
 +$UnitGUID2:""
 +$UnitGUID3:""
 +$UnitGUID4:""
 +
 +GetBuildUnit ->curBuildUnit
 +
 +#Only do something if state has changed
 +<-curBuildUnit <-lastBuildUnit neq if
 + FALSE ->buildUnitSelected
 + FALSE ->buildUnitDeselected
 +
 + 5 0 do
 + "UnitGUID" I concat <-! ->val
 + <-val StringLength gt0 <-val <-curBuildUnit eq and if
 + TRUE ->buildUnitSelected
 + endif
 + <-val StringLength gt0 <-val <-lastBuildUnit eq and if
 + TRUE ->buildUnitDeselected
 + endif
 + loop
 +
 + #If a void only unit was selected, and the last selection was not a void only unit
 + <-buildUnitSelected <-buildUnitDeselected not and if
 + FALSE SetAllLegalUnitCells
 + <-LEGAL_CELLS TRUE SetLegalUnitCells
 + TRUE UseLegalUnitCells
 + #If a non void only unit was selected, and the last selection was a void only unit
 + else <-buildUnitSelected not <-buildUnitDeselected and if
 + FALSE SetAllLegalUnitCells
 + FALSE UseLegalUnitCells
 + endif endif
 +endif
 +
 +#Save current state
 +<-curBuildUnit ->lastBuildUnit
 +
 +#Initialize
 +:once
 + GetBuildUnit ->lastBuildUnit
 + @RebuildVoidCellsList
 +
 +:RebuildVoidCellsList
 + #Build list of void cells
 + CreateList ->LEGAL_CELLS
 + GetMapSize ->sizeZ ->sizeX
 + <-sizeZ 0 do
 + <-sizeX 0 do
 + #If terrain is void, add coordinates to list
 + I J GetTerrain eq0 if
 + <-LEGAL_CELLS I J V2 AppendToList
 + endif
 + loop
 + loop
 +</code>
crpl/crpltutorial/code_examples.txt · Last modified: 2022/01/11 03:00 by Karsten75