nyan is a strongly typed hierarchical key-value database with patch functionality and inheritance.
Let's create a new unit with a mod: a japanese tentacle monster.
TentacleMonster(Unit):
name = "Splortsch"
hp = 2000
Creation<TownCenter>():
creates += {TentacleMonster}
TentacleMod(Mod):
name = "Add the allmighty tentacle monster to your holy army"
patches = {Creation}
Things like Unit
and Mod
are provided by the game engine,
TownCenter
is provided by the base game data.
When the engine activates the mod, your town center can create the new unit.
openage requires a very complex data storage to represent the hierarchy of its objects. Research and technology affects numerous units, civilization bonuses, monk conversions and all that with the goal to be ultimatively moddable by the community:
Current data representation formats make this nearly impossible to accomplish. Readability problems or huge lexical overhead led us to design a language crafted for our needs.
Enter nyan, which is our approach to store data in a new way™.
Requirements:
- nyan remains a general-purpose data language
- Data is stored in
.nyan
files - Human readable
- Portable
- More or less compact (readability > memory)
- Data is stored as members of
nyan::Object
s - Data is changed by patches that change members of
nyan::Object
s - Patches can be changed by patches, that way, any mod can be created
- Data does not contain any executed code but can specify function names and parameters. The game engine is responsible for calling those functions or redirecting to custom scripts
- Namespaces to create a logical hierarchy of
nyan::Object
s - Some
.nyan
files are shipped with the game engine- They describe things the engine is capable of, basically the mod api
- That way, the engine can be sure that things exist
- The engine can access all nyan file contents with type safety
- The data files of the game then extend and change the API
nyan::Object
s
- The nyan database provides a C++ API used by the game engine
- Can parse
.nyan
files and add all information to the database - Provides hooks so the engine can react on internal changes
- Can parse
- nyan allows easy modding
- Data packs ship configuration data and game content as .nyan files
- Mod Packs can change and extend existing information easily, by applying data "patches"
- Patches are applied whenever the
libnyan
user decides when or where to do so
- nyan is typesafe
- The type of a member is stored when declaring it
- No member type casts
- Only allowed operators for a member type can be called
- nyan is invented here™
- we can change the specification to our needs whenever we want
Concept:
- The only things nyan can do: Hierarchical data declaration and patches
nyan::Object
: In a .nyan file, you write downnyan::Object
s- A
nyan::Object
has an aribitrary number of members - A member has a data type like
int
nyan::Object
s support a hierarchy by inheritance- You can fetch values from a
nyan::Object
and the result is determined by walking up the whole inheritance tree - This allows changing a value in a parent class and all childs are affected then
- You can fetch values from a
nyan::Object
s are placed in namespaces to organize the directory structure
nyan::Object
: versatile atomic base type- Has named members which have a type and maybe a value
nyan::Object
s remain abstract until all members have values- There exists no order of members
- nyan::Patch: is a
nyan::Object
and denominates a patch- Patches are used to change a target
nyan::Object
at runtime - It is created for exactly one
nyan::Object
withPatchName<TargetObject>
- Can modify member values of the target
nyan::Object
- Can add inheritance parents of the target
nyan::Object
- Can not add new members or remove them
- When activated, member values are calculated by inheritance
- The patch inherits from the target object
- Values are calculated top-down
- The resulting values are stored as the target object
- Patches are used to change a target
- A
nyan::Object
can inherit from an ordered set ofnyan::Object
s (-> from a nyan::Patch as well)- Members of parent objects are inherited
- When inheriting, existing values can be modified by operators defined for the member type
- Member values are calculated accross the inheritance upwards
- That way, patching a parent object impacts all children
- When a value from a
nyan::Object
is retrieved, walk up every time and sum up the value
- If there is a member name clash, there can be two reasons for it
- The member originates from a common base object (aka the diamond problem)
- We use C3 linearization to determine the calculation order
- Just access the member as always (
member += whatever
)
- Two independent objects define the same member
and you inherit from both
- The child class must access the members by
ParentObj.member
- Further child objects must use the same explicit access
- The child class must access the members by
- If both conflicts occur simultaneously (common parent defines member
and another parent defines it independently)
- C3 is applied first (unifies members by a common parent)
- Name conflicts must then resolved by manual qualification again
- The member originates from a common base object (aka the diamond problem)
# This is an example of the nyan language
# The syntax is very much Python.
# But was enhanced to support easy hierarchical data handling.
# A nyan::Object is created easily:
ObjName():
member : TypeName = value
member_name : Object
...
Inherited(ObjName, OtherObj, ...):
member += 10
ObjName.member_name = "stuff"
PatchName<TargetNyanObject>[+AdditionalParent, +OtherNewParent, ...]():
member_to_modify = absolute_value
member_to_update += relative_value
member_to_replace @+= relative_value
member_to_replace_too @= absolute_value
ParentObject():
NestedObject(Inherited):
another_member : type = value
...
some_member : Inherited = NestedObject
...
-
An object declares a named storage space with then has key-value pairs
-
If an object does not have a parent, it implicitly inherits from the built-in
Object
-
Nested object names are prefixed the parent name, on top level their name is
ParentObject.NestedObject
-
A member is created by declaring it by
member_name : type
-
A member is defined by
member_name = value
-
An inherited member is referenced by either
member_name
orParentObject.member_name
-
The declaration and definition can be combined:
member_name : type = value
-
A member can never be defined if it was not declared
-
A
nyan::Object
is "abstract" iff it contains at least one undefined member -
A
nyan::Object
member type can never be changed once declared -
It is a patch iff
<Target>
is written in the definition- The patch will be applied for the specified object only
- A patch can add a new inheritance parent at the front of the parent list
- Done with the
[+AdditionalParent, AnotherParent+, ...]
syntax +Parent
adds parent to the end,Parent+
to the front- Reason: the direction of the
+
indicates the existing list - If target has parents
[A, B]
and we apply[+C, +D, E+, B+]
, the result is[E, A, B, C, D]
- Reason: the direction of the
- The activation of this parent must not induce name clashes of members, [see below](#Multi inheritance). When the patch is loaded, this is checked.
- This can be used to inject a "middle object" in between two inheriting
objects, because the multi inheritance linearization resolves the order
- Imagine something like
TentacleMonster -> Unit
- What we now want is
TentacleMonster -> MonsterBase -> Unit
- What we do first is create
MonsterBase -> Unit
- After applying a patch with
+MonsterBase
it isTentacleMonster -> MonsterBase, Unit
- The linearization will result in
TentacleMonster -> MonsterBase -> Unit
- Imagine something like
- Done with the
- A patch modifies the value of the target object only
- The target object operator will remain the same
- The target object value will be changed according to the operation in the patch
- A patch replaces the operator and value of a target object,
if the patch operation is prefixed with an
@
- Multiple
@
characters are allowed, so they are transferred into the patched object. This is only allowed for patching patches. - When applied, the
n
@
chars from the patch will result inn-1
@
chars in the patched patch. That way, operator overrides can be propagated to arbitrarily nested patches.
- Multiple
- The patch will fail to be loaded if:
- The patch target is not known
- Any of changed members is not known in the patch target
- Any of the added parents is not known
- -> Blind patching is not allowed
- The patch will succeed to load if:
- All members of the patch are available in the patch target
- The patch target already inherits from a parent to be added
- -> Inheritance patching doesn't conflict with other patches
The parents of a nyan::Object
are kind of a mixin for members:
- The child object obtains all the members from its parents
- When a member value is requested, the value is calculated by backtracking through all the parents until the first value definition.
- If name clashes occur, the loading will error, unless you fix them:
- Parent member names can be qualified to fix the ambiguity:
Both Parent
and Other
have a member named member
:
NewObj(Parent, Other):
Parent.member = 1337
Other.member -= 42
Children of that object must access the members with the qualified names as well to make the access clear.
Consider this case, where we have 2 conflicts.
Top():
entry : int = 10
A(Top):
entry += 5
otherentry : int = 0
specialentry : int = 42
B(Top):
entry -= 3
otherentry : int = 1
C():
entry : int = 20
otherentry : int = 2
LOLWhat(A, B, C):
# We now have several conflicts in here!
# How is it resolved?
# A and B both get a member `entry` from Top
# A and B both declare `otherentry` independently
# C declares `entry` and `otherentry` independently
# LOLWhat now inherits from all, so it has
# * `entry` from Top or through A or B
# * `entry` from C
# * `otherentry` from A
# * `otherentry` from B
# * `otherentry` from C
# ->
# to access any of those, the name must be qualified:
A.entry += 1 # or B.entry/Top.entry is the same!
C.entry += 1
A.otherentry += 1
B.otherentry += 1
C.otherentry += 1
specialentry -= 42
OHNoes(LOLWhat):
# access to qualified members remains the same
A.entry += 1
specialentry += 1337
The detection of the qualification requirement works as follows:
- The inheritance list of
LOLWhat
determined byC3
is[A, B, Top, C]
- When in
LOLWhat
theC.entry
value is requested, that list is walked through until a value declaration for each member was found:A
declaresotherentry
andspecialentry
, it changesentry
B
declaresotherentry
and changesentry
- Here, nyan detects that
otherentry
was declared twice - If it was defined without declaration, it errors because no parent
declared
otherentry
- The use of
otherentry
is therefore enforced to be qualified
- Here, nyan detects that
Top
declaresentry
C
declaresentry
andotherentry
- Here, nyan detects that
entry
andotherentry
are declared again - The access to
entry
must hence be qualified, too
- Here, nyan detects that
- nyan concludes that all accesses must be qualified,
except to
specialentry
, as only one declaration was found - The qualification is done by prefixing the precedes a
nyan::Object
name which is somewhere up the hierarchy and would grant conflict-free access to that member - That does not mean the value somewhere up the tree is changed! The change is only defined in the current object, the qualification just ensures the correct target member is selected!
If one now has the OHNoes
nyan::Object
and desires to get values,
the calculation is done like this:
- Just like defining a change, the value must be queried using a distinct name, i. e. the qualification prefix.
- In the engine, you call something like
OHNoes.get("A.entry")
- The inheritance list by C3 of
OHNoes
is[LOLWhat, A, B, Top, C]
- The list is gone through until the declaration of the requested member was found
LOLWhat
did not declare itA
did not declare it either, but we requested"A.entry"
- As the qualified prefix object does not declare it, the prefix is dropped
- The member name is now unique and can be searched for without the prefix further up the tree
B
does not declare theentry
eitherTop
does declare it, now the recursion goes back the other wayTop
defined the value ofentry
to10
B
wants to subtract3
, soentry
is7
A
adds5
, soentry
is12
LOLWhat
adds1
,entry
is13
OHNoes
adds1
as well, andentry
is returned to be14
- The inheritance list by C3 of
-
Members of
nyan::Object
must have a type, which can be a- primitive type
text
:"lol"
- (duh.)int
:1337
- (some number)float
:42.235
,inf
,-inf
- (some floating point number)bool
:true
,false
- (some boolean value)file
:"./name"
- (some filename, relative to the directory the defining nyan file is located at. If absolute, the path is relative to an engine defined root directory.)
- ordered set of elements of a type:
orderedset(type)
- set of elements of a type:
set(type)
- dictionary of elements of a type to elements of another type:
dict(keyType, valueType)
- currently, there is no
list(type)
specified, but may be added later if needed nyan::Object
, to allow arbitrary hierarchies
- primitive type
-
Type hierarchy
- A
nyan::Object
's type name equals its name:A()
has typeA
- A
nyan::Object
isinstance
of its type and all the types of its parentnyan::Object
s- Sounds complicated, but is totally easy:
- If an object
B
inherits from an objectA
, it also has the typeA
- Just like the multi inheritance of other programming languages
- Again, name clashes of members must be resolved to avoid the diamond problem
- A
-
All members support the assignment operator
=
-
Many other operators are defined on the primitive types
text
:=
,+=
int
andfloat
:=
,+=
,*=
,-=
,/=
bool
:=
,&=
,|=
file
:= "./delicious_cake.png"
set(type)
:- assignment:
= {value, value, ...}
- union:
+= {..}
,|= {..}
-> add values to set - subtract:
-= {..}
-> remove those values - intersection:
&= {..}
-> keep only values element of both
- assignment:
orderedset(type)
:- assignment:
= o{value, value, ...}
- append:
+= o{..}
-> add values to the end - subtract:
-= o{..}
,-= {..}
-> remove those values - intersection:
&= o{..}
,&= {..}
-> keep only values element of both
- assignment:
- TODO:
dict(keytype, valuetype)
:- assignment:
= {key: value, k: v, ...}
- insertion of data:
+= {k: v, ...}
,|= {..}
- deletion of keys:
-= {k, k, ...}
,-= {k: v, ..}
- keep only those keys:
&= {k, k, ..}
,&= {k: v, ..}
- assignment:
nyan::Object
reference:= NewObject
set the reference to some other object. This reference must not be non-abstract (i.e. all members have a value defined). And it must be type-compatible, of course.
Namespaces and imports work pretty much the same way as Python defined it. They allow to organize data in an easy hierarchical way on your file system.
A nyan file name is implies its namespace. That means the file name must
not contain a .
(except the .nyan
) to prevent naming conflicts.
thuglife/units/backstreet.nyan
Data defined in this file is in namespace:
thuglife.units.backstreet
An object is then accessed like:
thuglife.units.backstreet.DrugDealer
A file is loaded when another file imports it. This is done by loading another namespace.
import thuglife
You can define convenience aliases of fully qualified names
with the import ... (as ...)
statement.
This imports the namespace with an alias (right side) which expands to the left side when used.
Frank(thuglife.units.backstreet.DrugDealer):
speciality = "Meth"
# is the same as:
import thuglife.units.backstreet.DrugDealer as DrugDealer
Frank(DrugDealer):
speciality = "Meth"
# which is also the same as
import thuglife.units.backstreet as thugs
Frank(thugs.DrugDealer):
speciality = "Meth"
Inheritance can never be cyclic (duh). Member value usage can be cyclic.
Usage as member value can be done even though the object is not yet declared. This works as objects in member values are always "pointers".
The compatibility for the value type is tested just when the referenced object was actually loaded. This means there are implicit forward declarations.
Example: deer death
# engine features:
Ability():
...
Behaviour():
...
Resource():
name : text
DieAbility(Ability):
die_animation : file
become : Unit
Huntable(Ability):
hunting_reaction : Behaviour
Unit():
abilities : set(Ability)
hp : int
graphic : file
ResourceAmount():
type : Resource
amount : float
ResourceSpot():
resources : set(ResourceAmount)
IntelligentFlee(Behaviour):
...
# content pack:
Animal(Unit):
...
Deer(Animal):
DeerDie(DieAbility):
die_animation = "deer_die.png"
become = DeadDeer
DeerHuntable(Huntable):
hunting_reaction = IntelligentFlee
hp = 10
graphic = "deer.png"
abilities |= {DeerDie, DeerHuntable}
DeadDeer(Deer, ResourceSpot):
DeerFood(ResourceAmount):
type = Food
amount = 250
graphic = "dead_deer.png"
resources = {DeerFood}
The engine has to invoke the check whether all objects that were used as forward declaration were actually defined.
If there are dangling forward declaration objects when invoking that consistency check, a list of missing objects will be provided. These have to be provided in order for nyan to load. Otherwise the objects affected by incomplete members cannot be used.
If you encounter a cyclic dependency, try to redesign your data model by extracting the common part as a separate object and then use it in both old ones.
.nyan
files are read by the nyan interpreter part of libnyan
.
- You feed
.nyan
files into thenyan::Database
- All data is loaded and checked for validity
- You can query any member and object of the store
- You can hold
nyan::Object
s as handles - You can apply patches to any object at a given time, all already-applied patches after that time are undone
- All data history is stored over time
Problem: Different players and teams have different states of the same nyan tree.
Solution: Hierarchy of state views.
A nyan::View
has a parent which is either the root database or another nyan::View
.
The view then stores the state for e.g. a player.
What does that mean?
- You can create a view of the main database
- You can create a view of a view
- Querying values respects the view the query is executed in
- If a patch is applied in a view, the data changes are applied in this view and all children of it. Parent view remain unaffected.
Querying data works like this:
nyan::Object obj = view.get(object_name)
- The
nyan::Object
is just a handle which is then used for real queries
- The
obj.get(member_name, time)
will evaluates the member of the object at a give time- This returns the
nyan::Value
stored in the member at the given time.
- This returns the
Patching data works as follows:
- Obtain a patch object from some view
nyan::Object patch = view.get(patch_name);
- If it is known in the view, return it
- Else return it from the parent view
- Create a transaction with this Patch to change the view state at the desired time
nyan::Transaction tx = view.new_transaction(time);
- Add one or more patch objects to the transaction
tx.add(patch); tx.add(...);
tx.add(another_patch, view.get(target_object_name))
is used to patch a child of the patch target.
- Commit the transaction
bool success = tx.commit();
- This triggers, for each patch in the transaction:
- Determine the patch target object name
- If a custom patch target was requested, check if it was a child of the default patch target at loadtime.
- Copy the patch target object in a (new) state at
time
- Query the view of the transaction at
time
for the target object, this may recursively query parent views - If there is no state at
time
in the view of the transaction, create a new state - Copy the target object into the state at
time
in the view of the transaction
- Query the view of the transaction at
- Linearize the inheritance hierary to a list of patch objects
- e.g. if we have a
SomePatch<TargetObj>()
andAnotherPatch(SomePatch)
and we would like to applyAnotherPatch
, this will result in[SomePatch, AnotherPatch]
- e.g. if we have a
- Apply the list left to right and modify the copied target object
- Notify child views that this patch was applied, perform the patch there as well
- Determine the patch target object name
This approach allows different views of the database state and integrates with the patch idea so e.g. team boni and player specific updates can be handled in an "easy" way.
A mod API could be implemented as follows: Create a nyan::Object
named Mod
that has a member with a set of patches to apply. To add new data to the engine,
inherit from this Mod
-object and add patches to the set. This Mod
-object is
registered to the engine with a mod description file.
In practice, this could look like this:
# Engine API definition: engine.nyan
Mod():
patches : orderedset(Patch)
Tech():
patches : orderedset(Patch)
Unit():
hp : int
can_create : set(Unit) = {}
can_research : set(Tech) = {}
CFG():
initial_buildings : set(Unit)
name : text
StartConfigs():
# available start game configurations
available : set(CFG) = {}
# Data pack: pack.nyan
import engine
Villager(engine.Unit):
hp = 100
can_create = {TownCenter}
Loom(Tech):
HPBoost<Villager>():
hp += 50
patches = o{HPBoost}
TownCenter(engine.Unit):
hp = 1500
can_create = {Villager}
can_research = {Loom}
DefaultConfig(engine.CFG):
initial_buildings = {TownCenter}
name = "you'll start with a town center"
DefaultMod(engine.Mod):
Activate<engine.StartConfigs>():
available += {DefaultConfig}
patches = o{Activate}
Mod information file pack.nfo
:
load: pack.nyan
mod: pack.DefaultMod
# could be extended with dependency and version information
The mod API definitions in engine.nyan
have to be designed exacly the way the
C++ engine code is then using it. It sets up the type system so that the nyan
C++ API can then be used to provide the correct information to the program that embeds nyan.
The load procedure and data access could be done like this:
- Load
engine.nyan
- Read
pack.nfo
- Load
pack.nyan
- Apply "mod-activating" patches in
pack.DefaultMod
- Let user select one of
engine.StartConfigs.available
- Generate a map and place the
CFG.initial_buildings
- Display creatable units for each building on that map
When the newly created villager is selected, it can build towncenters! And the towncenter can research a healthpoint-upgrade for villagers.
// callback function for reading nyan files via the engine
// we need this so nyan can access into e.g. archives of the engine.
std::string base_path = "/some/game/root";
auto file_fetcher = [base_path] (const std::string &filename) {
return std::make_shared<File>(base_path + '/' + filename);
};
// initialization of API
auto db = std::make_shared<nyan::Database>();
db->load("engine.nyan", file_fetcher);
// load the userdata
ModInfo nfo = read_mod_file("pack.nfo");
db->load(nfo.load, file_fetcher);
// modification view: this is the changed database state
std::shared_ptr<nyan::View> root = db->new_view();
nyan::Object mod_obj = root->get(nfo.mod);
if (not mod_obj.extends("engine.Mod", 0)) { error(); }
nyan::OrderedSet mod_patches = mod_obj.get<nyan::OrderedSet>("patches", 0);
// activation of userdata (at t=0)
nyan::Transaction mod_activation = root->new_transaction(0);
for (auto &patch : mod_patches.items<nyan::Patch>()) {
mod_activation.add(patch);
}
if (not mod_activation.commit()) { error("failed transaction"); }
// presentation of userdata (t=0)
for (auto &obj : root->get("engine.StartConfigs").get<nyan::Set>("available", 0).items<nyan::Object>()) {
present_in_selection(obj);
}
// feedback from ui
nyan::Object selected_startconfig = ...;
// use result of ui-selection
printf("generate map with config %s", selected_startconfig.get<nyan::Text>("name", 0));
place_buildings(selected_startconfig.get<nyan::Set>("initial_buildings", 0));
// set up teams and players
auto player0 = std::make_shared<nyan::View>(root);
auto player1 = std::make_shared<nyan::View>(root);
// ====== let's assume the game runs now
run_game();
// to check if a unit is dead:
engine::Unit engine_unit = ...;
nyan::Object unit_type = engine_unit.get_type();
int max_hp = unit_type.get<nyan::Int>("hp", current_game_time);
float damage = engine_unit.current_damage();
if (damage > max_hp) {
engine_unit.die();
}
else {
engine_unit.update_hp_bar(max_hp - damage);
}
// to display what units a selected entity can build:
nyan::Object selected = get_selected_object_type();
if (selected.extends("engine.Unit", current_game_time)) {
for (auto &unit : selected.get<nyan::Set>("can_create", current_game_time).items<nyan::Object>()) {
display_creatable(unit);
}
}
// technology research:
nyan::Object tech = get_tech_to_research();
std::shared_ptr<nyan::View> &target = target_player();
nyan::Transaction research = target.new_transaction(current_game_time);
for (auto &patch : tech.get<nyan::Orderedset>("patches", current_game_time).items<nyan::Patch>()) {
research.add(patch);
}
if (not research.commit()) { error("failed transaction"); }
nyan does provide any possibility to execute code. But nyan can be used as entry-point for full dynamic scripting APIs: The names of hook functions to be called are set up through nyan. The validity of code that is called that way is impossible to check, so this can lead to runtime crashes.
nyanc can compile a .nyan file to a .h and .cpp file, this just creates a new nyan type the same way the primitive types from above are defined.
Members can then be acessed directly from C++.
The only problem still unsolved with nyanc
is:
If a "non-optimized" nyan::Object
has multiple parents where some of them
were "optimized" and made into native code by nyanc
, we can't select
which of the C++ objects to instanciate for it. And we can't create the
combined "optimized" object as the nyan::Object
appeared at runtime.
This means we have to provide some kind of annotation, which of the parents should be the annotated ones.
Nevertheless, nyanc
is just an optimization, and has therefore no
priority until we need it.
nyan in openage has specific requirements how to handle patches: mods, technologies, technology-technologies.
The openage engine defines a few objects to inherit from.
The engine reacts differently when children of those nyan::Object
s are
created.
- It has a member
patches
where you should add your patches. - When created, the Engine will apply the patches on load time.
- Has a member
updates
that contains the patches to apply when researched
A game engine can only process and display things it was programmed for. That's why those features have explicit hooks when used in nyan.
The nyan definition of objects that provide configuration of such features is thereby shipped with the engine.
A few examples
- The engine supports adding and removing new resources via mods
- The GUI, statistics, game logic, ... subsystems dynamically take care of the available resources
- Base object for something a unit can do
Movement
,Gather
,ResourceGenerator
,ResourceSpot
, ... defined and implemented by engine as well- The engine implements all kinds of things for the abilities and also triggers actions when the ability is invoked
- The engine movement and pathfinding system must know about dropsites
- Configures the allowed resources
- Base object for things you can see in-game
- Provides
ability
member which contains a set of abilities
- Your game engine may define completely different objects
- How and when a patch is applied is completely up to the engine
- nyan is just the tool for keeping the data store
By using the objects defined by the engine, units can be defined in a nyan file not part of the engine, but rather a data pack for it.
Lets start with an example inheritance hierarchy:
malte23 (instance) <- Crossbowman <- Archer <- RangedUnit (engine) <- Unit (engine) <- Object (built in)
Why:
- There's a base nyan object, defined in the language internally
- The engine support units that move on screen
- The engine supports attack projectile ballistics
- All archers may receive armor/attack bonus updates
- Crossbowmen is an archer and can be built at the archery
malte23
walks on your screen and dies laughing.
It is not a nyan::Object
but rather an unit object of the game engine
which references to the Crossbowman
nyan::Object
to get properties from.
malte23
is handled in the unit movement system but the speed,
healthpoints and so on are fetched for malte's unit type, which is
Crossbowman
, managed by nyan.
Let's create a new resource.
# Defined in the game engine:
Mod():
name : text
patches : set(Patch)
Building():
name : text
Resource():
name : text
icon : file
DropSite():
accepted_resources : set(Resource)
# Above are engine features.
# Lets create content in your official game data pack now:
Gold(Resource):
name = "Bling bling"
icon = "gold.svg"
Food(Resource):
name = "Nom nom"
icon = "food.svg"
TownCenter(Building, DropSite):
name = "Town Center"
accepted_resources = {Gold, Food}
# Now let's have a user mod that adds a new resource:
Silicon(Resource):
name = "Silicon"
TCSilicon<TownCenter>():
allowed_resources += {Silicon}
SiliconMod(Mod):
name = "The modern age has started: Behold the microchips!"
patches = {TCSilicon}
In the mod pack config file, SiliconMod
is listed to be loaded.
That pack config format may be a simple .conf-style file.
When those nyan files are loaded, the all the objects are added. Your game
engine implements that the SiliconMod
is displayed in some mod list and
that all patches
from activated Mod
s are applied at game start time.
The load order of the user supplied Mod
s is to be determined by the
game engine. Either via some mod manager, or automatic resolution.
It's up to the engine to implement.
A user mod that patches loom to increase villager hp by 10 instead of 15.
- Loom is defined in the base data pack
- The mod defines to update the original loom tech
- The tech is researched, which applies the updated loom tech to the villager instance of the current player
# Game engine defines:
Tech():
name : text
desc : text
updates : set(Patch)
Mod():
name : text
patches : set(Patch)
Ability():
mouse_animation : file
Unit():
name : text
hp : int
abilities : set(Ability)
Building():
name : text
researches : set(Tech)
creates : set(Unit)
# Base game data defines:
Villager(Unit):
name = "Villager"
hp = 25
LoomVillagerHP<Villager>():
hp += 15
Loom(engine.Tech):
name = "Loom"
desc = "Research Loom to give villagers more HP"
updates = {LoomVillagerHP}
TownCenter(Building):
researches = {Loom}
creates = {Villager}
# User mod decreases the HP amount:
BalanceHP<LoomVillagerHP>():
hp -= 5
LoomBalance(Mod):
name = "Balance the Loom research to give"
patches = {BalanceHP}
# in the mod pack metadata file, LoomBalance is denoted in the index.nfo
# to be loaded into the mod list of the engine.
Now let's create the ability to teleport for the villager.
Abilities are used as entity component system. The game engine uses sets of those to modify unit behavior.
- Abilities can define properties like their animation
- An ability can be added as a tech to some units at runtime ("villagers and the tentacle monster can now teleport")
- Behavior must be implemented in the engine
- If custom behavior is required, it must be set up through a scripting API of the engine
nyan
can change and updated called function names etc to activate the scripting changes, but how is up to the engine
# The engine defines:
Mod():
name : text
patches : set(Patch)
Unit():
name : text
hp : int
abilities : set(Ability)
Resource():
name : text
icon : file
DropSite():
accepted_resources : set(Resource)
Animation():
image : file
frames : int = 1
loop : bool = true
speed : float = 15.0
Ability():
animation : Animation
CooldownAbility(Ability):
recharge_time : float
Movement(Ability):
speed : float
instant : bool = false
range : float = inf
CollectResource(Movement):
target : Resource
collect_animation : Animation
# Base game data defines:
Wood(Resource):
name = "chop chop"
icon = "wood.svg"
VillagerWalking(Animation):
image = "walking_villager.png"
frames = 18
VillagerMovement(Movement):
animation = VillagerWalking
speed = 15.0
WoodTransport(Animation):
image = "wood_transport.png"
frames = 20
WoodChop(Animation):
image = "wood_transport.png"
frames = 20
CollectWood(CollectResource):
target = Wood
animation = WoodTransport
collect_animation = WoodChop
speed = 12.0
Villager(Unit):
name = "Villager"
hp = 25
abilities += {VillagerMovement, CollectWood}
# Teleport mod:
TeleportBlurb(Animation):
image = "teleport_whooosh.png"
frames = 10
speed = 2
Teleport(Movement, CooldownAbility):
speed = 0.0
instant = true
recharge_time = 30.0
range = 5
animation = TeleportBlurb
EnableTeleport<Villager>():
abilities += {Teleport}
TeleportMod(Mod):
name = "Awesome teleport feature to sneak into bastions easily"
patches = {EnableTeleport}
- Why does
Teleport
inherit from bothMovement
andCooldownAbility
?- Teleport is another movement variant, but the cooldown timer must be mixed in.
After an ability was used, the engine checks if the
Ability
is aCooldownAbility
, and then deactivates the ability for some time for that unit. When the engine checksTeleport.extends(CooldownAbility)
, it is true and the timer routine will run.
- Teleport is another movement variant, but the cooldown timer must be mixed in.
After an ability was used, the engine checks if the
- Why is there an
instant
member ofMovement
?- The game engine must support movement without pathfinding, otherwise even movement with infinite speed would be done by pathfinding.
This demonstrated that modding capabilities are strongly limited by the game engine, nyan just assists you in designing a mod api in an intuitive way.