Movedefs.lua
Location
movedefs.lua is a file in the Gamedata/ directory of a Spring Game.
Purpose
This file defines MoveClasses which are used to determine pathing for units.
Source
The engine source code which parses the data from this file is viewable here: rts/Sim/MoveTypes/MoveInfo.cpp
Details
A mobile unit is assigned a MoveClass using the movementClass UnitDef tag. The engine determines the unit's pathfinding based on the properties of the MoveClass, so analogous properties (e.g. FootprintX) in the UnitDef should be the same for optimal behaviour.
All MoveClasses must belong to one of four possible types. A MoveClass is assigned a type simply by including it within the name string e.g. Tank_MyMoveClassName. Types are used in TypeMaps of Spring maps, which allow mappers to set per-type speed multipliers.
Types
Bot- A ground based MoveClass. The default type if no matching type string is found.Tank- A ground based MoveClass. Identical toBotother than interaction with TypeMaps.ShiporBoat- Are synonyms. All ships / boat MoveClasses must belong to this type to behave as ships.Hover- All hovercraft MoveClasses (traverse any depth of water without speed reduction) must belong to this class, as well as havingcanHoverin their UnitDef to behave as hovers.
MoveClass Tags
string name default: ""
- FIXME: The name of the MoveClass. Usually passed by the sub-table variable name rather than using the
nametag (See #Example). Must contain "tank", "hover", "ship" or "boat" respectively for non-Bot types.
int footprintX default: 1
- FIXME: How wide the MoveClass is in footprint units, left to right. 1 footprint unit = 16 elmos. Cannot be below
1. For mobile units this should be the same as thefootprintXof its UnitDef.
int footprintZ default: footprintX
- FIXME: How wide the MoveClass is in footprint units, top to bottom. 1 footprint unit = 16 elmos. Cannot be below
1. For mobile units this should be the same as thefootprintZof its UnitDef.
float crushStrength default: 10.0
- FIXME: Power of a unit with this MoveClass to crush features and units. Any features (and units with crushing enabled via Spring.SetUnitBlocking) with a
crushResistanceless than this value will be crushed on contact (See Units-FeatureDefs#General and Units-UnitDefs#General).
float maxSlope default: 60.0 (15.0 for Hovers)
- FIXME: The maximum steepness of slope a unit with this MoveClass can climb. Spring doesn't calculate this in degrees, see #How_slope_is_determined
float slopeMod default: 4.0 / (maxSlope + 0.001)
- FIXME: How much a slope will slow a unit,
0means no slowdown.
Heat Tags
These tags are used in unit avoidance.
heatMapping- type:bool- default:false
- This enables/disables generation and usage of path heats.
heatMod- type:float- default:0.05
- The pathfinder cost modifier that is multiplied by the heat of the current square.
heatProduced- type:int- default:30
- How much heat to place on a square if a path goes through it. heat set = max(currentSquareHeat,
heatProduced).
Tank & Bot-Only Tags
- DepthMod
- how much to slow down amphibian speed when they're underwater
- MaxWaterDepth
Ship-Only Tags
- MinWaterDepth
- SubMarine
Special notes
- depth is measured in elmos
- Slope is not measured in degrees.
- CrushStrength uses mass to determine if a feature can be crushed by a unit.
- default feature: mass = metal * 0.4 + maxHealth * 0.1
- default unit: mass = metalCost
- Slope/Depth mod
- This value applies directly based on the slope/depth, meaning the deeper or higher the slope, the MORE it slows a unit down.
How slope is determined.
Spring doesn't represent terrain slopes in degrees, internally it uses (1.0 - the terrain normal's y-component) so the slope of vertical faces is 1 and that of horizontal ones 0. A unit's maxSlope value (which is in degrees in its movedef) is converted so that the "can we go here?" (ie "maxSlope > terrainSlope?") comparisons are meaningful, the formula is 1.0 - cos(DEG2RAD(maxSlope * 1.5)). If you want to know the terrain angle in degrees, compute RAD2DEG(arccos(1.0 - terrainSlope)). For a kbot with a maxSlope of 36 degrees (~0.41221 in "Spring format"), the maximum tolerable terrain angle is approximately
RAD2DEG(arccos(1.0 - 0.41221))
or 54 degrees. If maxSlope was 30, the MTTA would be 45, and if it was 60 (the highest sensible value due to that 1.5 scalar and the absence of overhanging cliffs) the kbot could mount any terrain. In other words you do not need the long mathematical derivation, just remember that maxTerrainAngle = maxSlope * 1.5 -kloot, Thu Jul 31, 2008
Example
External Examples
'Balanced Annihilation' movedefs.lua
'Complete Annihilation' movedefs.lua