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M2TWEOP Tutorials: Part 1 - Scripting Basics
-- CHANGING THE SETTLEMENT MODEL WHEN A SETTLEMENT IS UPGRADED AND WHEN YOU RELOAD THE GAME/RELOAD THE CAMPAIGN MAP
-- Credits: Medik
-- EOP Documentation: https://youneuoy.github.io/M2TWEOP-library/_static/LuaLib/index.html
-- Check for nil values
function isNotNull(object)
if(object~=nil) then
return true;
else
return false;
end
end
-- Returns the settlement struct if the settlement exists
-- Credits to Fynn
function getSettlementbyName(name)
local factionsNum = stratmap.game.getFactionsCount();
for i = 0, factionsNum - 1 do
local faction = stratmap.game.getFaction(i);
local settsNum = faction.settlementsNum;
for i = 0, settsNum - 1 do
local sett = faction:getSettlement(i)
if sett.name == (name) then
return sett;
end
end
end
end
-- Returns the building and settlement struct if the settlement has the specified building
function getBuildingInSettlement(buildingName, settlementName)
settlement = getSettlementbyName(settlementName);
for i = 1, settlement.buildingsNum do
building = settlement:getBuilding(i);
if building:getName() == buildingName then
return building, settlement;
else
return nil;
end
end
end
-- When the plugin is loaded, add our models for use later
function onPluginLoad()
-- We add the model paths and give them an id (e.g 1,2,3)
stratmap.objects.addModelToGame("data/models_strat/residences/faction_variants/gondor_t5_large_city.cas", 1);
stratmap.objects.addModelToGame("data/models_strat/residences/faction_variants/venice/evil_men_t3_large_town.cas", 2);
stratmap.objects.addModelToGame("data/models_strat/residences/desert_fort.cas", 3);
end
-- Called whenever a settlement is upgraded
function onSettlementUpgraded(settlement)
-- Print some info about the settlement
-- For more values, check the docs linked below
-- https://youneuoy.github.io/M2TWEOP-library/_static/LuaLib/index.html#settlementStruct
print(settlement.name .. " was upgraded.");
-- We should do this when the player upgrades the building, so he can immediately see the new model
if settlement.name == "West_Osgiliath" then
stratmap.objects.setModel(settlement.xCoord, settlement.yCoord, 3, 3);
end
end
-- Called whenever the campaign map is loaded
function onCampaignMapLoaded()
-- As the models are reset whenever the game is restarted, we should check if the player has already built
-- the building and change the model acordingly
-- Check if a building is already built in a given settlement
building, settlement = getBuildingInSettlement("fortress", "West_Osgiliath");
-- If the settlement is not null (i.e if the building exists in the settlement), in this case a 'fortress' in Osgiliath
-- Set the model to a desert_fort that we added above in the onPluginLoad function
if isNotNull(building) then
stratmap.objects.setModel(settlement.xCoord, settlement.yCoord, 3, 3);
end
end
-- Called whenever the settlement is selected
-- We can use this event and code to find stuff out about the settlement to help us write our script
function onSettlementSelected(settlement)
print("Selected settlement " .. settlement.name);
-- Here we iterate or loop through all the buildings in the settlement
-- https://www.lua.org/pil/4.3.4.html
-- As we loop through, we use 'i' to access the current building index, get it's name and print it out
for i = 1, settlement.buildingsNum - 1 do
building = settlement:getBuilding(i);
local nameBuilding = building:getName();
print(nameBuilding);
end
end
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