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Rampant/libs/Interop.lua

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if interopG then
return interopG
end
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local interop = {}
local unitGroupUtils = require("UnitGroupUtils")
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function interop.addAIPoints(value)
global.natives.points = global.natives.points + value
end
function interop.getAIPoints()
return global.natives.points
end
function interop.setNocturnalMode(flag)
global.natives.aiNocturnalMode = flag
end
function interop.getNocturnalMode()
return global.natives.aiNocturnalMode
end
function interop.setPointsPerCycleScaling(scale)
global.natives.aiPointsScaler = scale
end
function interop.getPointsPerCycleScaling()
return global.natives.aiPointsScaler
end
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function interop.changeState(aiState)
global.natives.state = aiState
end
function interop.getState()
return global.natives.state
end
function interop.getNextStateTick()
return global.natives.stateTick
end
function interop.getMaxWaveSize()
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return global.natives.attackWaveMaxSize
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end
function interop.getThresholds()
return global.natives.attackThresholdMin, global.natives.attackThresholdMax
end
function interop.changeMaxWaveSize(waveSize)
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global.natives.attackWaveMaxSize = waveSize
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end
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function interop.getSettlerCooldown()
return global.natives.settlerCooldown
end
function interop.getSettlerWaveSize()
return global.natives.settlerWaveSize
end
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function interop.changeThreshold(min, max)
global.natives.attackThresholdMin = min
global.natives.attackThresholdMax = max
global.natives.attackThresholdRange = max - min
end
function interop.changePlayerThreshold(value)
global.natives.attackPlayerThreshold = value
end
function interop.getPlayerThreshold()
return global.natives.attackPlayerThreshold
end
function interop.changeAttackUsePollution(bool)
global.natives.attackUsePollution = bool
end
function interop.changeAttackUsePlayer(bool)
global.natives.attackUsePlayer = bool
end
function interop.getAttackUsePollution()
return global.natives.attackUsePollution
end
function interop.getAttackUsePlayer()
return global.natives.attackUsePlayer
end
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function interop.registerUnitGroup(unitGroup, isSettler)
local squad = unitGroupUtils.createSquad(unitGroup.position, unitGroup.surface, unitGroup, isSettler)
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global.natives.pendingAttack.len = global.natives.pendingAttack.len + 1
global.natives.pendingAttack[global.natives.pendingAttack.len] = squad
end
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interopG = interop
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return interop