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-- Selectable scenarios. The engine loads every entry of the global `Maps` array
-- and the Dev panel ("Map" section) switches between them at runtime; switching
-- tears the world down and rebuilds it from the chosen entry. Maps[1] is the
-- one the game starts on.
--
-- Each map is self-contained:
-- name, description shown in the Dev panel
-- ground_level height of the ground plane. Terrain is still a flat
-- half-plane, so this moves the ground up/down but cannot
-- change its SHAPE (real terrain is M6).
-- deposits { {x, y}, ... } mines only produce while on one
-- devices { {type=, x=, y=, team=}, ... } team 0 = player
-- weapons { {type=, x=, y=}, ... } the player's starting guns
-- structures { {name=, beams={ {x1,y1,x2,y2,material}, ... }}, ... }
--
-- Building rules the beams must respect (see data/materials.lua):
-- * a beam should be <= 3 units (wood/armour/bg-brace max_length); prebuilt
-- beams are welded raw and are NOT auto-subdivided
-- * TRIANGULATE. An un-triangulated strut snaps once it rotates ~30 degrees,
-- so every bay wants a diagonal or the fort folds up on the first hit
-- * an endpoint at y == ground_level becomes a pinned foundation; keep other
-- nodes clear of the ground+0.3 band so they don't pin by accident
Maps = Maps or {}
-- 1. Open ground, a wide firing lane, and a boxy enemy fort with an armour face
-- turned towards you. The balanced default.
table.insert(Maps, {
name = "Proving Ground",
description = "Open lane, boxy enemy fort with an armoured front.",
ground_level = 1.0,
deposits = { {-24, 1}, {-11, 1}, {23, 1}, {31, 1} },
devices = {
{ type = "reactor", x = -22, y = 2.0, team = 0 },
{ type = "reactor", x = 27, y = 3.0, team = 1 },
},
weapons = {
{ type = "cannon", x = -18, y = 2.6 },
{ type = "laser", x = -14, y = 2.6 },
},
structures = {
{
name = "player deck", -- gun platform; gives recoil something to shove
beams = {
{-20,1,-20,2,"wood"}, {-18,1,-18,2,"wood"}, {-16,1,-16,2,"wood"},
{-14,1,-14,2,"wood"}, {-12,1,-12,2,"wood"},
{-20,2,-18,2,"wood"}, {-18,2,-16,2,"wood"},
{-16,2,-14,2,"wood"}, {-14,2,-12,2,"wood"},
{-20,1,-18,2,"wood"}, {-18,1,-16,2,"wood"},
{-16,1,-14,2,"wood"}, {-14,1,-12,2,"wood"},
},
},
{
name = "enemy fort",
beams = {
-- front column facing the player is armour, the rest is wood
{25,1,25,3,"armour"}, {25,3,25,5,"armour"},
{27,1,27,3,"wood"}, {27,3,27,5,"wood"},
{29,1,29,3,"wood"}, {29,3,29,5,"wood"},
{25,1,27,1,"wood"}, {27,1,29,1,"wood"},
{25,3,27,3,"wood"}, {27,3,29,3,"wood"},
{25,5,27,5,"wood"}, {27,5,29,5,"wood"},
{25,1,27,3,"wood"}, {27,1,29,3,"wood"},
{25,3,27,5,"wood"}, {27,3,29,5,"wood"},
},
},
},
})
-- 2. A tall armoured tower braced internally with background bracing: shells
-- pass straight through the bracing, so you have to chew the armour or burn
-- the bracing out from under it. Vertical fight.
table.insert(Maps, {
name = "Iron Bastion",
description = "A two-storey gun emplacement against a walled keep: armoured "
.. "outer wall, a bridge back to the tower, bg-brace interior.",
ground_level = 1.0,
deposits = { {-28, 1}, {-13, 1}, {19, 1}, {34, 1} },
devices = {
{ type = "reactor", x = -26, y = 2.0, team = 0 },
{ type = "reactor", x = 28, y = 3.0, team = 1 },
},
weapons = {
{ type = "cannon", x = -21, y = 5.6 }, -- upper deck
{ type = "laser", x = -17, y = 3.6 }, -- lower deck
},
structures = {
{
name = "player emplacement",
beams = {
-- lower storey; armour on the RIGHT column, the face the enemy
-- actually shoots at
{-24,1,-24,3,"wood"}, {-22,1,-22,3,"wood"}, {-20,1,-20,3,"wood"},
{-18,1,-18,3,"wood"}, {-16,1,-16,3,"armour"},
{-24,3,-22,3,"wood"}, {-22,3,-20,3,"wood"},
{-20,3,-18,3,"wood"}, {-18,3,-16,3,"wood"},
{-24,1,-22,3,"wood"}, {-22,1,-20,3,"wood"},
{-20,1,-18,3,"wood"}, {-18,1,-16,3,"wood"},
-- upper storey over the middle bays
{-22,3,-22,5,"wood"}, {-20,3,-20,5,"wood"}, {-18,3,-18,5,"wood"},
{-22,5,-20,5,"wood"}, {-20,5,-18,5,"wood"},
{-22,3,-20,5,"wood"}, {-20,3,-18,5,"wood"},
},
},
{
name = "outer wall", -- fully armoured, soaks the first volleys
beams = {
{22,1,22,3,"armour"}, {22,3,22,5,"armour"},
{24,1,24,3,"armour"}, {24,3,24,5,"armour"},
{22,1,24,1,"wood"}, {22,3,24,3,"wood"}, {22,5,24,5,"wood"},
{22,1,24,3,"wood"}, {22,3,24,5,"wood"},
},
},
{
name = "curtain bridge", -- cut this and the wall fights alone
beams = {
{24,3,26,3,"wood"}, {24,5,26,5,"wood"}, {24,3,26,5,"wood"},
},
},
{
name = "the keep",
beams = {
-- armoured outer face, full height
{26,1,26,3,"armour"}, {26,3,26,5,"armour"},
{26,5,26,7,"armour"}, {26,7,26,9,"armour"},
{28,1,28,3,"wood"}, {28,3,28,5,"wood"},
{28,5,28,7,"wood"}, {28,7,28,9,"wood"},
{30,1,30,3,"wood"}, {30,3,30,5,"wood"},
{30,5,30,7,"wood"}, {30,7,30,9,"wood"},
-- floors
{26,1,28,1,"wood"}, {28,1,30,1,"wood"},
{26,3,28,3,"wood"}, {28,3,30,3,"wood"},
{26,5,28,5,"wood"}, {28,5,30,5,"wood"},
{26,7,28,7,"wood"}, {28,7,30,7,"wood"},
{26,9,28,9,"wood"}, {28,9,30,9,"wood"},
-- internal bracing: shells pass through it, fire eats it fast
{26,1,28,3,"bgbrace"}, {28,1,30,3,"bgbrace"},
{26,3,28,5,"bgbrace"}, {28,3,30,5,"bgbrace"},
{26,5,28,7,"bgbrace"}, {28,5,30,7,"bgbrace"},
{26,7,28,9,"bgbrace"}, {28,7,30,9,"bgbrace"},
},
},
},
})
-- 3. Raised ground and forts almost in each other's faces: short flight times,
-- both sides armoured on the facing wall. A brawl rather than a siege.
table.insert(Maps, {
name = "The Narrows",
description = "Raised ground, two three-storey redoubts almost muzzle to "
.. "muzzle, armour facing armour. Reactors sit inside the forts.",
ground_level = 2.0,
deposits = { {-18, 2}, {-4, 2}, {4, 2}, {18, 2} },
devices = {
{ type = "reactor", x = -13, y = 3.0, team = 0 },
{ type = "reactor", x = 11, y = 3.0, team = 1 },
},
weapons = {
{ type = "cannon", x = -12, y = 6.6 }, -- on the roof
{ type = "laser", x = -10, y = 6.6 },
},
structures = {
{
name = "player redoubt", -- armour on the inward (enemy-facing) column
beams = {
{-14,2,-14,4,"wood"}, {-12,2,-12,4,"wood"},
{-10,2,-10,4,"wood"}, {-8,2,-8,4,"armour"},
{-14,4,-14,6,"wood"}, {-12,4,-12,6,"wood"},
{-10,4,-10,6,"wood"}, {-8,4,-8,6,"armour"},
{-14,4,-12,4,"wood"}, {-12,4,-10,4,"wood"}, {-10,4,-8,4,"wood"},
{-14,6,-12,6,"wood"}, {-12,6,-10,6,"wood"}, {-10,6,-8,6,"wood"},
{-14,2,-12,4,"wood"}, {-12,2,-10,4,"wood"}, {-10,2,-8,4,"wood"},
{-14,4,-12,6,"wood"}, {-12,4,-10,6,"wood"}, {-10,4,-8,6,"wood"},
},
},
{
name = "enemy redoubt",
beams = {
{8,2,8,4,"armour"}, {10,2,10,4,"wood"},
{12,2,12,4,"wood"}, {14,2,14,4,"wood"},
{8,4,8,6,"armour"}, {10,4,10,6,"wood"},
{12,4,12,6,"wood"}, {14,4,14,6,"wood"},
{8,4,10,4,"wood"}, {10,4,12,4,"wood"}, {12,4,14,4,"wood"},
{8,6,10,6,"wood"}, {10,6,12,6,"wood"}, {12,6,14,6,"wood"},
{8,2,10,4,"wood"}, {10,2,12,4,"wood"}, {12,2,14,4,"wood"},
{8,4,10,6,"wood"}, {10,4,12,6,"wood"}, {12,4,14,6,"wood"},
},
},
},
})
-- 4. A narrow 2-wide X-braced tower with a reactor perched on top. Shoot the
-- struts and the reactor falls when its supports are cut — the mount-radius
-- mechanic in its simplest form. Both bays are fully cross-braced; cut both
-- diagonals in one bay to un-triangulate it and watch the tower hinge.
table.insert(Maps, {
name = "Cut Test",
description = "Narrow X-braced tower with a reactor on top. "
.. "Cut both diagonals in one bay to hinge it — "
.. "the reactor falls when its supports give way.",
ground_level = 1.0,
deposits = { {-26, 1}, {26, 1} },
devices = {
{ type = "reactor", x = -22, y = 2.0, team = 0 },
{ type = "reactor", x = -15, y = 5.0, team = 1 },
},
weapons = {
{ type = "cannon", x = -22, y = 2.6 },
{ type = "laser", x = -19, y = 2.6 },
},
structures = {
{
name = "player deck", -- small platform, anchors the player reactor
beams = {
{-24,1,-24,2,"wood"}, {-20,1,-20,2,"wood"},
{-24,1,-20,1,"wood"}, {-24,2,-20,2,"wood"},
{-24,1,-20,2,"wood"},
},
},
{
name = "test tower", -- the thing to shoot at
beams = {
-- verticals
{-16,1,-16,3,"wood"}, {-14,1,-14,3,"wood"},
{-16,3,-16,5,"wood"}, {-14,3,-14,5,"wood"},
-- floors
{-16,1,-14,1,"wood"}, {-16,3,-14,3,"wood"}, {-16,5,-14,5,"wood"},
-- diagonals (cut both in one bay to un-triangulate the tower)
{-16,1,-14,3,"wood"}, {-14,1,-16,3,"wood"},
{-16,3,-14,5,"wood"}, {-14,3,-16,5,"wood"},
},
},
},
})
function IndexOfMap(name)
for i, m in ipairs(Maps) do if m.name == name then return i end end
return nil
end
function FindMap(name)
local i = IndexOfMap(name); if i then return Maps[i] end; return nil
end
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