Resource; No Micro - HWRM/KarosGraveyard GitHub Wiki

A no micro mod. You lose control of all of your attacking ships - so make sure to set up your forces the way you want them! Just download to your /data/leveldata/multiplayer directory, and access it via the skirmish screen.

-- LuaDC version 0.9.19
-- 5/23/2004 11:21:45 PM
-- LuaDC by Age2uN
-- on error send source file (compiled lua) and this outputfile to [email protected]
--
GUID = 
    { 110, 91, 157, 190, 18, 23, 250, 78, 144, 20, 41, 246, 181, 128, 214, 12, }
GameRulesName = "No Micro"
Description = "$3230"
GameSetupOptions = 
    { 
    { 
        name = "resources", 
        locName = "$3240", 
        tooltip = "$3239", 
        default = 1, 
        visible = 1, 
        choices = 
            { "$3241", "0.5", "$3242", "1.0", "$3243", "2.0", }, }, 
    { 
        name = "unitcaps", 
        locName = "$3214", 
        tooltip = "$3234", 
        default = 1, 
        visible = 1, 
        choices = 
            { "$3215", "Small", "$3216", "Normal", "$3217", "Large", }, }, 
    { 
        name = "resstart", 
        locName = "$3205", 
        tooltip = "$3232", 
        default = 0, 
        visible = 1, 
        choices = 
            { "$3206", "1000", "$3207", "3000", "$3208", "10000", "$3209", "0", }, }, 
    { 
        name = "lockteams", 
        locName = "$3220", 
        tooltip = "$3235", 
        default = 0, 
        visible = 1, 
        choices = 
            { "$3221", "yes", "$3222", "no", }, }, 
    { 
        name = "startlocation", 
        locName = "$3225", 
        tooltip = "$3237", 
        default = 0, 
        visible = 1, 
        choices = 
            { "$3226", "random", "$3227", "fixed", }, }, 
    }
dofilepath("data:scripts/scar/restrict.lua")
Events = {}
Events.endGame = 
    { 
        { 
            { "wID = Wait_Start(5)", "Wait_End(wID)", }, 
        }, 
    }
function OnInit()
    MPRestrict()
    Rule_Add("MainRule")
    Rule_AddInterval("UnSelectRule",15)
end

--updates the "AllShips" sobgroup to cover all the ships in the current universe
function Update_AllShips()
    local playerIndex = 0
    local playerCount = Universe_PlayerCount()
    SobGroup_Create("AllShips")
    SobGroup_Clear("AllShips")
    while  playerIndex<playerCount do
        SobGroup_SobGroupAdd("AllShips","Player_Ships"..playerIndex)
        playerIndex = playerIndex + 1
    end
end

function SobGroup_SplitGroup(SobGroupOut, SobGroupToSplit, NumberToSplit) 
    -- function created by Apollyon470 
    local index = 0 
    local distance = 0 
    local bool = 0 
    local SobNum = 0 
    SobGroup_Create("TempSobGroup") 
    SobGroup_Clear ("TempSobGroup") 
    SobGroup_Create("TempSobGroup1") 
    SobGroup_Clear ("TempSobGroup1") 
    SobGroup_SobGroupAdd ("TempSobGroup", SobGroupToSplit) 
    if ( SobGroup_Empty (SobGroupToSplit) == 1 ) then 
        return 0 
    end 
    if ( NumberToSplit > SobGroup_Count(SobGroupToSplit) ) then 
        NumberToSplit = SobGroup_Count(SobGroupToSplit) 
    end 
    while (index < NumberToSplit ) do 
        bool = 0 -- in the interests of resource saving, we start with a search band of 625 
        interval = 625 
        while (bool == 0) do 
            distance = distance + interval -- something went wrong. Please tell me, or have a go at fixing it yourself. 
            if (interval > 3000000) then 
                bool =1 
                return SobNum 
            end 
            SobGroup_FillProximitySobGroup ("TempSobGroup1", "TempSobGroup", SobGroupToSplit, distance) 
            if (SobGroup_Empty("TempSobGroup1") == 1)then 
                -- get the next interval 
            else 
                if (SobGroup_Count("TempSobGroup1") > 1) then -- too many ships, reduce interval 
                    if (interval == 1) then -- Screw it! chunk 'em all in the same sobgroup 
                        SobGroup_Create(SobGroupOut .. tostring(SobNum)) 
                        SobGroup_Clear (SobGroupOut .. tostring(SobNum)) 
                        SobGroup_SobGroupAdd (SobGroupOut .. tostring(SobNum), "TempSobGroup1") 
                        SobGroup_Create("tempsob") 
                        SobGroup_FillSubstract("tempsob", "TempSobGroup", SobGroupOut .. tostring(SobNum)) 
                        SobGroup_Clear ("TempSobGroup") 
                        SobGroup_SobGroupAdd ("TempSobGroup", "tempsob") 
                        bool = 1 
                    else 
                        distance = distance - interval 
                        interval = interval / 5 
                    end 
                else -- we got one! add it to the list! 
                    SobGroup_Create(SobGroupOut .. tostring(SobNum)) 
                    SobGroup_Clear (SobGroupOut .. tostring(SobNum)) 
                    SobGroup_SobGroupAdd (SobGroupOut .. tostring(SobNum), "TempSobGroup1") 
                    SobGroup_Create("tempsob") 
                    SobGroup_FillSubstract("tempsob", "TempSobGroup", SobGroupOut .. tostring(SobNum)) 
                    SobGroup_Clear ("TempSobGroup") 
                    SobGroup_SobGroupAdd ("TempSobGroup", "tempsob") 
                    bool = 1 
                end 
            end 
        end 
        index = index + SobGroup_Count(SobGroupOut .. tostring(SobNum)) 
        SobNum = SobNum + 1 
    end 
    return SobNum 
end

function Update_Attacking()
    local playerIndex=0
    playerCount = Universe_PlayerCount()
    while  playerIndex<playerCount do
        SobGroup_Create("Attacking"..playerIndex)
        SobGroup_Clear("Attacking"..playerIndex)
        playerIndex = playerIndex + 1
    end
    Update_AllShips()
    local Num = SobGroup_SplitGroup("AttackingTemp", "AllShips", SobGroup_Count("AllShips"))
    local i=0
    while (i<Num) do   
        if (SobGroup_IsDoingAbility("AttackingTemp"..i,AB_Attack) ==1)then
            SobGroup_SobGroupAdd("Attacking"..SobGroup_OwnedBy("AttackingTemp"..i),"AttackingTemp"..i)
        end
        i=i+1
    end
end

function UnSelectRule()
    Update_Attacking()
    local playerIndex=0
    playerCount = Universe_PlayerCount()
    while  playerIndex<playerCount do
        SobGroup_MakeSelectable("Attacking"..playerIndex,0)
        playerIndex = playerIndex + 1
    end
end

function MainRule()
    local playerIndex = 0
    local playerCount = Universe_PlayerCount()
    while  playerIndex<playerCount do
        if  Player_IsAlive(playerIndex)==1 then
            if  Player_HasShipWithBuildQueue(playerIndex)==0 then
                Player_Kill(playerIndex)
            end 

        end 

        playerIndex = (playerIndex + 1)
    end 
    
    local numAlive = 0
    local numEnemies = 0
    local gameOver = 1
    playerIndex = 0
    while  playerIndex<playerCount do
        if  Player_IsAlive(playerIndex)==1 then
            local otherPlayerIndex = 0
            while  otherPlayerIndex<playerCount do
                if  AreAllied(playerIndex, otherPlayerIndex)==0 then
                    if  Player_IsAlive(otherPlayerIndex)==1 then
                        gameOver = 0
                    else
                        numEnemies = (numEnemies + 1)
                    end 

                end 

                otherPlayerIndex = (otherPlayerIndex + 1)
            end 

            numAlive = (numAlive + 1)
        end 

        playerIndex = (playerIndex + 1)
    end 

    if  numEnemies==0 and numAlive>0 then
        gameOver = 0
    end 

    if  gameOver==1 then
        Rule_Add("waitForEnd")
        Event_Start("endGame")
        Rule_Remove("MainRule")
    end 

end

function waitForEnd()
    if  Event_IsDone("endGame") then
        setGameOver()
        Rule_Remove("waitForEnd")
    end 

end