forked from github/server
d9457a2488
At this time, only E2 is working. Fixing a lot of old code (monster is no longer id 0). package.paths configured from eressea.ini install directory configured from eressea.ini moving building_action into a seaprate module (it's deprecated)
52 lines
1.4 KiB
Lua
52 lines
1.4 KiB
Lua
-- create a fixed path to a specific region
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local function create_path(from, to)
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local param = tostring(to.uid)
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local b = building.create(from, "portal")
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b.name = "Weltentor"
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b.size = 1
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b:add_action("tunnel_action", param)
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end
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-- create a wonky tunnel wth more than one exit
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local function create_tunnel(from, param)
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local b = building.create(from, "portal")
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b.name = "Weltentor"
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b.size = 1
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b:add_action("tunnel_action", param)
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end
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-- make a tunnel from the cursor to the first selected region
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function mktunnel()
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local from = gmtool.get_cursor()
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local to = gmtool.get_selection()()
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if to~=nil then
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region.create(from.x, from.y, "glacier")
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create_tunnel(from, to)
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gmtool.select(to, 0)
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gmtool.highlight(to, 1)
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end
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end
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-- turn all selected regions into targets for a wonky tunnel ("tnnL")
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function mkanchors()
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for r in gmtool.get_selection() do
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if not r:get_key("tnnL") then
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r:set_key("tnnL", true)
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if r:get_flag(0) then
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-- RF_CHAOTIC gets removed
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r:set_flag(0, false)
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end
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r:set_resource("peasant", r:get_resource("peasant") + 1)
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end
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end
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end
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-- region.create and prepare all hell-regions to become wonky gates
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function mkgates()
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for r in regions() do
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if r.plane_id==0 and r.terrain=="hell" then
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create_tunnel(r, "tnnL")
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region.create(r.x, r.y, "glacier")
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end
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end
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end
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