MarkMcWire
Joined: 2017-02-08, 21:06
Posts: 211
Widelands-Forum-Junkie
Location: Eisenach, Germany
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Posted at: 2021-01-24, 21:15
I changed my conditions and only deactivate and activate trainingssites and associated smithy_upgrades.
-- =======================================================================
-- Headquarters Starting Conditions for Europeans
-- =======================================================================
include "scripting/infrastructure.lua"
include "scripting/debug.lua"
push_textdomain("tribes")
init = {
-- TRANSLATORS: This is the name of a starting condition
descname = _ "Headquarters",
-- TRANSLATORS: This is the tooltip for the "Headquarters" starting condition
tooltip = _"Start the game with your headquarters only",
func = function(plr, shared_in_start)
local sf = wl.Game().map.player_slots[plr.number].starting_field
if shared_in_start then
sf = shared_in_start
else
plr:allow_workers("all")
end
plr:forbid_buildings{"europeans_recruitement_center_advanced", "europeans_recruitement_center_normal"}
plr:forbid_buildings{"europeans_shipyard_advanced", "europeans_shipyard_normal"}
plr:forbid_buildings{"europeans_ferry_yard_advanced", "europeans_ferry_yard_normal"}
plr:forbid_buildings{"europeans_scouts_house_advanced", "europeans_scouts_house_normal"}
plr:forbid_buildings{"europeans_smithy_level_3", "europeans_trainingscamp_basic", "europeans_labyrinth"}
plr:forbid_buildings{"europeans_smithy_level_4", "europeans_smithy_level_5", "europeans_smithy_level_6", "europeans_guardhall", "europeans_trainingscamp_normal", "europeans_arena"}
plr:forbid_buildings{"europeans_smithy_level_7", "europeans_smithy_level_8", "europeans_smithy_level_9", "europeans_dungeon", "europeans_trainingscamp_advanced", "europeans_colosseum"}
prefilled_buildings(plr, { "europeans_headquarters", sf.x, sf.y,
wares = {
water = 256,
log = 128,
planks = 128,
granite = 64,
coal = 64,
reed = 64,
cloth = 48,
marble = 48,
quartz = 48,
iron = 32,
corn = 32,
grout = 32,
brick = 32,
spider_silk = 16,
spidercloth = 16,
diamond = 16,
},
workers = {
europeans_carrier = 32,
europeans_farmer_basic = 24,
europeans_builder = 12,
europeans_miner_basic = 12,
europeans_trainer = 6,
europeans_lumberjack_basic = 6,
europeans_forester_basic = 4,
europeans_carpenter_basic = 2,
europeans_stonecutter_basic = 2,
europeans_stonemason_basic = 2,
europeans_charcoal_burner_basic = 2,
europeans_hunter_basic = 2,
europeans_fisher_basic = 2,
europeans_fishbreeder = 2,
europeans_miller_basic = 2,
europeans_baker_basic = 2,
europeans_smoker_basic = 2,
europeans_brewer_basic = 2,
europeans_breeder_normal = 2,
europeans_weaver_basic = 2,
europeans_smelter_basic = 2,
europeans_smith_basic = 2,
europeans_shipwright = 2,
europeans_beekeeper = 1,
europeans_gamekeeper = 1,
europeans_geologist = 1
},
soldiers = {
[{0,0,0,0}] = 32,
}
})
for i = 1, 48 do
-- Delay of 15 min between actions
sleep(900000)
-- Ware-dependent activation
if plr:get_wares("iron") > 15 and plr:get_wares("coal") > 15 and plr:get_wares("planks") > 15 then
plr:allow_buildings{"europeans_smithy_level_3"}
end
if plr:get_wares("iron") > 15 and plr:get_wares("coal") > 15 and plr:get_wares("planks") > 15 and plr:get_wares("armor") > 7 then
plr:allow_buildings{"europeans_smithy_level_4", "europeans_smithy_level_5", "europeans_smithy_level_6"}
end
if plr:get_wares("iron") > 15 and plr:get_wares("coal") > 15 and plr:get_wares("planks") > 15 and plr:get_wares("gold") > 7 then
plr:allow_buildings{"europeans_smithy_level_7", "europeans_smithy_level_8", "europeans_smithy_level_9"}
end
if plr:get_wares("ration") > 15 and plr:get_wares("beer") > 15 and plr:get_wares("mead") > 7 then
plr:allow_buildings{"europeans_labyrinth"}
end
if plr:get_wares("snack") > 15 and plr:get_wares("beer_strong") > 15 and plr:get_wares("shield_steel") > 0 then
plr:allow_buildings{"europeans_arena"}
end
if plr:get_wares("meal") > 15 and plr:get_wares("wine") > 15 and plr:get_wares("shield_advanced") > 0 then
plr:allow_buildings{"europeans_colosseum"}
end
if plr:get_wares("ration") > 15 and plr:get_wares("armor_chain") > 0 then
plr:allow_buildings{"europeans_guardhall"}
end
if plr:get_wares("snack") > 15 and plr:get_wares("armor_gilded") > 0 then
plr:allow_buildings{"europeans_dungeon"}
end
if plr:get_wares("ration") > 15 and plr:get_wares("spear_advanced") > 0 then
plr:allow_buildings{"europeans_trainingscamp_basic"}
end
if plr:get_wares("snack") > 15 and plr:get_wares("sword_broad") > 0 then
plr:allow_buildings{"europeans_trainingscamp_normal"}
end
if plr:get_wares("meal") > 15 and plr:get_wares("ax_warriors") > 0 then
plr:allow_buildings{"europeans_trainingscamp_advanced"}
end
if i > 45 then
plr:allow_buildings("all")
end
end
end
}
pop_textdomain()
return init
My widelands project: https://github.com/MarkMcWire/widelands
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