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Mission scripting with blocks

Missions of editor campaigns are scripted with blocks (like Blockly): coloured puzzle pieces put together in the block editor (see CAMPAIGN_EDITOR.md). There is no code: the game runs the blocks directly, inside its fixed simulation step, so a co-op match runs them identically on every computer.

Code: src/blocks.rs (blocks, values, checking), src/mscript.rs (run time, triggers, zones), src/campaign_doc.rs (MissionScripts, TriggerDoc, TriggerKind).

Scripts of a mission

Script When it runs
Start once, when the mission begins
Victory check every second – use If ... Win the mission
Defeat check every second – use If ... Lose the mission
Clock every second
Triggers whenever their condition is met (see below)

The normal goals of the mission still apply; scripts are for anything more complicated. Any script may call Win or Lose.

Triggers

Each trigger has a name, a kind with its condition, once (fires only the first time; switched on again by a Switch trigger block it may fire once more) and active (switched on at the start). Conditions are checked ten times a second.

Kind Condition The "trigger unit"
Zone entered a unit of a side/kind comes into a zone that unit
Zone left a unit of a side/kind leaves a zone that unit
Line crossed a unit crosses a line zone (from one side to the other, within its ends) that unit
Zone claimed the player claims more tiles in a zone –
Dug in the zone fewer solid tiles in a zone (dug, caved in) –
Units in the zone the count of a side/kind in a zone becomes < <= = != >= > n –
Timer after n seconds, or every n seconds (repeat) –
A unit falls a unit of a side/kind dies (or the unit with this name, see Spawn) the fallen unit (its place)
A tower falls a tower of the dungeon / the knights / anyone is destroyed –
A value is reached gold, mana, creatures, heroes or a variable becomes op n –
Room built a room of a kind (or any) grows –
Spell cast a spell (or any) is cast –
Creature slapped the player slaps one of his creatures –
Research done the library finishes a discovery –

"Becomes" means the trigger fires when the condition turns true, not every check while it stays true. Sides: player, heroes, Mossgrim, Lady Nightwell, rival 3, anyone. Kinds: any, or one of the 22 creatures and heroes.

Blocks

Category Block Fields
Speak Message text – {name} shows the value of variable name
Objective text (shown as the mission's objective)
Crookfinger says text (with a sound)
Units Spawn count, kind, level, side, where (the core, the trigger unit, a zone), optional name
Hero wave count (sent at once)
Remove side, zone (removes those units)
World Change ground zone → floor, earth, rock, water, lava, gold, mushroom grove (the core, portals, towers and the gate stay)
Reveal zone (lifts the fog of war)
Show zone (moves the camera there)
Gold + / Mana + amount (negative takes)
Weather above ground fair, rain, fog or storm, for seconds (0: until a block changes it); it fades in softly. Only maps with land above ground have weather
Talent experience + amount (experience for the player's master talents)
Logic If / else condition; blocks inside
Repeat times (0–100); blocks inside
Repeat until condition, checked before each run (already true: the inside never runs); blocks inside
Repeat, then check: until condition, checked after each run (the inside runs at least once); blocks inside
Wait seconds – the script pauses here and goes on with the next block later (also inside loops and "if")
Switch trigger trigger, on/off
Variables Set variable, value
Change variable, value to add
Mission Win the mission / Lose the mission –

Values

Every number field holds a value; the switch in front of it changes the value's kind:

  • numbers: Number, Variable, Gold, Mana, Seconds played, Count (creatures of a side/kind), Count in a zone, Random (whole number between a and b, deterministic), Calculation (+ - * /, division by 0 gives 0),
  • conditions (for If): Comparison (< <= = != >= >), and, or, not, Yes/no, Trigger unit is a (kind), Weather above ground is (fair, rain, fog, storm).

Variables are numbers the mission remembers (saved with the game); a variable is known once some script of the mission sets it.

Checking

The editor checks while you build and marks problems red: empty texts, unknown zones, triggers or creature kinds, variables never set, a condition where a number belongs (or the other way round). A trigger whose zone is missing is marked in the trigger list. Problems are also listed in the campaign file check (CampaignDoc::validate).

At run time (src/mscript.rs)

  • Every run of a script (the start, each second's checks, each fired trigger) is a thread: the lists of blocks it is in and where. Wait parks a thread until its time; threads are saved with the game, so a waiting script goes on after loading.
  • The victory check, defeat check and clock start every second, but not while their previous run is still waiting. A trigger that fires again while its last run waits starts a second run.
  • Loops without a Wait run up to 2000 blocks per check (ten checks a second) and then go on at the next check – a script can never hang the game.
  • Blocks act at once, in order: a Count after a Spawn already sees the new units. Variables, the random state, fired triggers, zone contents and waiting threads are part of ScriptState.
  • Scripts always run from the first player's side; messages reach every player of a match.
  • Test play shows the variables and the trigger log at the top right, and the zones on the map.

The demo

Open the demo in the campaign editor: mission 1 ("The Trial of Triggers") uses all 14 trigger kinds, all special scripts and every block (including both kinds of until loops and Wait) on a painted map with five zones (rectangle, circle, line, tiles); mission 2 is a random map behind a branch. Play it with Test play and watch the debug view.