Difference between revisions of "Proposals/Map Definitions Options"

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Latest revision as of 13:46, 7 October 2012

Improvements to the maps definition to allow for improvements to the UI in the future. Main changes:

  • Have a top-level theme definition that takes an unlimited number of children map definitions. Then the player would be able to click on a theme and after that select a particular map in that theme if there are several available for the game type they have chosen.
  • Add settings for specifying map usage for campaign, skirmish and multiplayer, with gametype options for skirmish and multiplayer. (See discussion page for possible revision to this aspect)
  • New parameter for map title, and layout (fixed or random)
  • Support for comma-separated list of assemblies supplied to param


Example maps.ufo definition:

# /*
 * Theme definition on a per-RMA basis
 * This would be the first thing the user selects
 */
themedef forest
{
	title			"_Forest"
	description		"_A sparsely populated forest region"
	
	
	/*
	 * Map definition for large, single-player map using forest theme
	 */
	mapdef forest_large
	{
		map		"+forest"
		size		"large"
		maxaliens	15
		
		/*
		 * A proper title to help players select the appropriate mapdef.
		 */
 		title		"_Large (Random)"
 		
		/*
		 * Optional screenshot prefix so that different
		 * mapdefs could use different screenshots.
		 * This example would look for screenshots named:
		 * forest_large, forest_large_1, etc.
		 * If no screenshots are found, it should fall
		 * back to the themedef. Same will be true for 
		 * loading shot.
		 */
		mapshots	"forest_large"
		
		/*
		 * Whether or not the assembly will result in
		 * random map configurations or a fixed map.
		 * Fixed should be used even in cases where the
		 * user can change the UFO or Dropship, as long
		 * as the rest of the map doesn't change.
		 * Options: fixed,random
		 */
		layout		random
		
		/* 
		 * Comma-separated list of assemblies supported.
		 * Useful for fixed assembly maps like alien base 
		 * or in cases where we create a multiplayer-specific
		 * assembly that we don't want to be used.
		 */
		param		"large,large2"
		
		/* 
		 * Which game types it supports. The game will then
		 * look in the definition for (gametype)_modes. (See
		 * below). Campaign could be read as a special entry.
		 */
		gametypes	"campaign,skirmish"

		/*
		 * Skirmish game types supported.
		 * For now there is only deathmatch but in the future
		 * there could be things like capturing a zone, blowing
		 * something up, survival, defend, etc. The alienrush option
		 * should probably be an option on several game modes
		 * rather than a separate game type.
		 * Could be replicated for any custom gametype.
		 */
		skirmish_modes
		{
			deathmatch
		}
		
		/* 
		 * None of the following details need to be changed
		 */
		aircraft { }
		ufos { }
		terrains { }
		cultures { }
		populations { }
	}
	
	/*
	 * Map definition for MP-map using forest theme
	 */
	mapdef forest_mp
	{
		map		"+forest"
		size		"large"
		maxaliens	15
		mapshots	"forest_mp"
		layout		fixed
		param		"mp"
		gametypes	"multiplayer"
		
		/*
		 * If there are multiple mp maps, a 
		 * unique name will help players remember
		 * preferred assemblies.
		 */
 		title		"_The Black Forest"
		
		/*
		 * Multiplayer game types supported.
		 * The asterisk (*) or some other character could be used
		 * to indicate that this map is ideal for this gametype.
		 * Eventually it could be useful to be able to view recommended
		 * maps for a gametype
		 */
		multiplayer_gametypes
		{
			1on1
			1on1on1
			2on2
			2on2on2
			coop2
			coop3
			coop4
			*kingofthehill1on1
			kingofthehill1on1on1
			kingofthehill2on2
			*domination1on1
			domination2on2
		}
	}
}