Very Simple Oil System

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A simple Warcraft II inspired oil system which comes with a crappy advanced build menu system.

The good:
  • (maybe not so good) - an imperfect but working Warcraft II-like oil system (which very much simulates gold mining in functionality; does not use gold or lumber; the resource is purely fictional) with tankers building oil platforms on oil patches. There are three Channel based abilities of which one is for extracting and the other two for returning the oil (of which one acts like the worker's Return Resources when used and the other invisible/hidden working like when the loaded worker right clicks the main building/lumber return building). Oil is stored in a player dependent leaderboard and shows near the name of oil patches and platforms; tankers build like orcs (it's not mandatory)
  • tankers remember their platform and return the oil automatically to the closest shipyard. Of course, they can be ordered anywhere
  • the oil patch values (and those of preset oil platforms) can be fixed or randomized; the values are memorized between oil patches and platforms if the latter are cancelled or destroyed (an oil patch is created instead)
  • returned oil values show as floating text once the tanker gets out of the shipyard
  • (not really good) - advanced build system based on two unit versions, one which has all the buildings and the other only the advanced ones; the switching between them is made via adding a Berserker type ability and the triggering of the advanced build menu is done via a Berserk spell which changes the unit and forces the opening of the build menu
  • (OKish) - oil based training, building and upgrades with not enough oil messages

The bad:
  • since the oil platform building requires pathing as that of Haunted Goldmine, the system doesn't work along with other buildings made this way unless they are triggered to not be included in the oil platform building process. An example of such case is that you could potentially build the oil platform over a gold mine
  • a tanker can't construct multiple oil platforms in a sequence (SHIFT) as there's a trigger automating the extraction immediately after the platform finishes constructing. Deactivating those triggers, however enables the multiple building in a row but will leave the tanker idle after the last platform is completed
  • selection of tankers is lost when they enter extraction/oil return mode since the units are hidden and unhidden after a few seconds
  • shipyards and oil platforms use a dummy ability which is added when a tanker extracts/returns oil so no other tanker gets triggered in, and removed after the process finishes; probably could be changed with some bolean/variable instead
  • for some reason when more tankers are selected and some have the return and others the extract abilities, no abilities appear on the command card
  • advanced building breaks if ESC is pressed instead of clicking the red crossed circle but gets fixed once ESC is hit or some other triggers related to the system run
  • constructing more buildings at a time works with advanced building if SHIFT is used otherwise the workers stop if the menu is opened again
  • using SHIFT to sequence building works if the last buildings are from the normal menu while the first are from advanced; the other way around as you might guess from above, stops the worker
  • because there's no good way to detect a cancelled unit from a training queue, I had to resort to disabling and enabling ship training using dummy researches based on the amount of the player's current oil; the buildings and upgrade don't suffer from this because they are various types which only queue uniquely and not industrially like units; thus they can be detected as (conditional) unit/research type

  • Init Var
    • Events
      • Game - UnitIndexEvent becomes Equal to 3.00
    • Conditions
    • Actions
      • -------- Set Flexible Variables --------
      • Set VariableSet OilReturnAmount = 1
      • Set VariableSet OilReturnAmount = 300
      • -------- Preplaced Platforms and Shipyards --------
      • Unit Group - Pick every unit in (Units of type Human Oil Platform) and do (Actions)
        • Loop - Actions
          • Set VariableSet PlatformUnit = (Picked unit)
          • Unit Group - Add PlatformUnit to OilPlatformGroup
          • Set VariableSet PlatformIndex = (Custom value of PlatformUnit)
          • Set VariableSet OilPlatformAmount[PlatformIndex] = (Random integer number between 1000 and 5000)
          • Unit - Set Name of PlatformUnit to ((Name of PlatformUnit) + ( + ([ + ((String(OilPlatformAmount[PlatformIndex])) + ]))))
      • Unit Group - Pick every unit in (Units of type Human Shipyard) and do (Actions)
        • Loop - Actions
          • Unit Group - Add (Picked unit) to ShipyardGroup
      • -------- Oil Patches and Resource Amount --------
      • Unit Group - Pick every unit in (Units of type Oil Patch (medium)) and do (Actions)
        • Loop - Actions
          • Set VariableSet OilPatchUnit = (Picked unit)
          • Unit Group - Add OilPatchUnit to OilPatchGroup
          • Set VariableSet OilPatchIndex = (Custom value of OilPatchUnit)
          • Set VariableSet OilPatchAmount[OilPatchIndex] = (Random integer number between 1000 and 5000)
          • Unit - Set Name of OilPatchUnit to ((Name of OilPatchUnit) + ( + ([ + ((String(OilPatchAmount[OilPatchIndex])) + ]))))
      • -------- Enable Periodic/Time Triggers --------
      • Trigger - Turn on Oil Leaderboard <gen>
      • Trigger - Turn on Oil Platform Extraction Time <gen>
      • Trigger - Turn on Shipyard Return Time <gen>
  • Oil Leaderboard
    • Events
      • Time - Elapsed game time is 0.10 seconds
    • Conditions
    • Actions
      • -------- Oil Leaderboard --------
      • Set VariableSet OilPlayerGroup = (All players)
      • Player Group - Pick every player in OilPlayerGroup and do (Actions)
        • Loop - Actions
          • Set VariableSet CurrentPlayerNumber = (Player number of (Picked player))
          • Leaderboard - Create a leaderboard for OilPlayerGroup titled Oil
          • Set VariableSet OilLeaderboard = (Last created leaderboard)
          • Leaderboard - Show OilLeaderboard
          • Leaderboard - Add (Picked player) to OilLeaderboard with label Amount: and value (OilBoardValue[CurrentPlayerNumber] + 300)
          • Set VariableSet OilBoardValue[CurrentPlayerNumber] = (OilBoardValue[CurrentPlayerNumber] + 300)
      • -------- Oil Patch Hieght Test --------
  • Incude Built Shipyards n Platforms
    • Events
      • Unit - A unit Finishes construction
      • Unit - A unit Begins construction
    • Conditions
    • Actions
      • -------- Oil Platforms --------
      • -------- Finished Constructing --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Constructed structure)) Equal to Human Oil Platform
          • ((Constructed structure) is in OilPlatformGroup.) Equal to True
        • Then - Actions
          • -------- Set Name Oil Amount --------
          • Set VariableSet PlatformUnit = (Constructed structure)
          • Unit - Remove Platform or Shipyard Occupied (Channel Dummy Ability) from PlatformUnit
          • Unit Group - Add PlatformUnit to OilPlatformGroup
          • Set VariableSet PlatformIndex = (Custom value of PlatformUnit)
          • Set VariableSet PlatformUnitPoint = (Position of PlatformUnit)
          • Unit Group - Pick every unit in OilPatchGroup and do (Actions)
            • Loop - Actions
              • Set VariableSet OilPatchUnit = (Picked unit)
              • Set VariableSet OilPatchIndex = (Custom value of OilPatchUnit)
              • Set VariableSet OilPatchUnitPoint = (Position of OilPatchUnit)
              • -------- Check if Platform is in Oil Patch Region --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Distance between PlatformUnitPoint and OilPatchUnitPoint) Less than or equal to 150.00
                • Then - Actions
                  • Game - Display to (All players) the text: PLATFORM IN OIL PAT...
                  • Set VariableSet OilPlatformAmount[PlatformIndex] = OilPatchAmount[OilPatchIndex]
                  • Unit - Set Name of PlatformUnit to (Human Oil Platform + ( + ([ + ((String(OilPatchAmount[OilPatchIndex])) + ]))))
                  • Unit Group - Remove OilPatchUnit from OilPatchGroup.
                  • Game - Display to (All players) the text: (String(OilPlatformAmount[PlatformIndex]))
                • Else - Actions
          • Custom script: call RemoveLocation (udg_PlatformUnitPoint)
          • Custom script: call RemoveLocation (udg_OilPatchUnitPoint)
        • Else - Actions
          • -------- Shipyards --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of (Constructed structure)) Equal to Human Shipyard
            • Then - Actions
              • Unit Group - Add (Constructed structure) to ShipyardGroup
            • Else - Actions
      • -------- Begun Construction --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Constructing structure)) Equal to Human Oil Platform
          • ((Constructing structure) is in OilPlatformGroup.) Equal to False
        • Then - Actions
          • -------- Set Name Oil Amount --------
          • Set VariableSet PlatformUnit = (Constructing structure)
          • Unit - Add Platform or Shipyard Occupied (Channel Dummy Ability) to PlatformUnit
          • Unit Group - Add PlatformUnit to OilPlatformGroup
          • Set VariableSet PlatformIndex = (Custom value of PlatformUnit)
          • Set VariableSet PlatformUnitPoint = (Position of PlatformUnit)
          • Unit Group - Pick every unit in OilPatchGroup and do (Actions)
            • Loop - Actions
              • Set VariableSet OilPatchUnit = (Picked unit)
              • Set VariableSet OilPatchIndex = (Custom value of OilPatchUnit)
              • Set VariableSet OilPatchUnitPoint = (Position of OilPatchUnit)
              • -------- Check if Platform is in Oil Patch Region --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Distance between PlatformUnitPoint and OilPatchUnitPoint) Less than or equal to 150.00
                • Then - Actions
                  • Game - Display to (All players) the text: CONSTRUCTING PLATFO...
                  • Set VariableSet OilPlatformAmount[PlatformIndex] = OilPatchAmount[OilPatchIndex]
                  • Unit - Set Name of PlatformUnit to (Human Oil Platform + ( + ([ + ((String(OilPatchAmount[OilPatchIndex])) + ]))))
                  • Unit Group - Remove OilPatchUnit from OilPatchGroup.
                  • Game - Display to (All players) the text: (String(OilPlatformAmount[PlatformIndex]))
                • Else - Actions
          • Custom script: call RemoveLocation (udg_PlatformUnitPoint)
          • Custom script: call RemoveLocation (udg_OilPatchUnitPoint)
        • Else - Actions
  • Exclude Destroyed Platforms Shipyards Patches
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • -------- Oil Platforms --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to Human Oil Platform
        • Then - Actions
          • Unit Group - Remove (Dying unit) from OilPlatformGroup.
        • Else - Actions
          • -------- Shipyards --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of (Dying unit)) Equal to Human Shipyard
            • Then - Actions
              • Unit Group - Remove (Dying unit) from ShipyardGroup.
            • Else - Actions
              • -------- Oil Patches --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of (Dying unit)) Equal to Oil Patch (medium)
                • Then - Actions
                  • Unit Group - Remove (Dying unit) from OilPatchGroup.
                  • Game - Display to (All players) the text: OIL PATCH DIED
                • Else - Actions
  • Tanker Platform Build Point Track
    • Events
      • Unit - A unit Is issued an order targeting an object
    • Conditions
      • (Issued order) Equal to (Order(custom_h000))
    • Actions
      • -------- Indexing Tanker --------
      • Set VariableSet TankerUnit = (Ordered unit)
      • Set VariableSet OilIndex = (Custom value of TankerUnit)
      • -------- Remove Potential Leaks --------
      • Unit Group - Remove TankerUnit from TankerBuildTrackGroup.
      • Custom script: call RemoveLocation (udg_NewPlatformPoint[udg_OilIndex])
      • -------- Continue Indexing --------
      • Set VariableSet NewPlatformPoint[OilIndex] = (Position of (Target unit of issued order))
      • Unit Group - Add TankerUnit to TankerBuildTrackGroup
      • Game - Display to (All players) the text: TRACKING TANKER ORD...
  • Tanker Auto Extract Order on Platform Finish
    • Events
      • Unit - A unit Finishes construction
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Constructed structure)) Equal to Human Oil Platform
        • Then - Actions
          • Unit Group - Pick every unit in TankerBuildTrackGroup and do (Actions)
            • Loop - Actions
              • Set VariableSet TankerUnit = (Picked unit)
              • Set VariableSet OilIndex = (Custom value of TankerUnit)
              • Set VariableSet NewPlatformUnit[OilIndex] = (Constructed structure)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Region centered at NewPlatformPoint[OilIndex] with size (300.00, 500.00)) contains NewPlatformUnit[OilIndex]) Equal to True
                • Then - Actions
                  • Unit - Order TankerUnit to Right-Click NewPlatformUnit[OilIndex]
                  • Unit Group - Remove TankerUnit from TankerBuildTrackGroup.
                  • Custom script: call RemoveLocation (udg_NewPlatformPoint[udg_OilIndex])
                  • Game - Display to (All players) the text: TANKER EXTRACT NEW ...
                • Else - Actions
        • Else - Actions
  • Tanker Extract Order
    • Events
      • Unit - A unit Is issued an order targeting an object
    • Conditions
      • (Unit-type of (Ordered unit)) Equal to Human Transport Ship
      • (Unit-type of (Target unit of issued order)) Equal to Human Oil Platform
      • (Owner of (Ordered unit)) Equal to (Owner of (Target unit of issued order))
      • (Issued order) Not equal to (Order(harvest))
      • (Level of Extract (Channel) for (Ordered unit)) Equal to 1
    • Actions
      • Set VariableSet TankerUnit = (Ordered unit)
      • Set VariableSet OilIndex = (Custom value of TankerUnit)
      • Set VariableSet TankerPlatform[OilIndex] = (Target unit of issued order)
      • Unit - Order TankerUnit to Harvest TankerPlatform[OilIndex]
      • Unit Group - Remove TankerUnit from ReturnOrderGroup.
      • Unit Group - Add TankerUnit to ExtractionOrderGroup
      • -------- Index Tanker to Platform --------
      • Set VariableSet PlatformExtractionIndex[OilIndex] = (Custom value of TankerPlatform[OilIndex])
      • Set VariableSet TankerPlatformMatch[OilIndex] = PlatformExtractionIndex[OilIndex]
      • Game - Display to (All players) the text: (matching indices - + (String(TankerPlatformMatch[OilIndex])))
      • Game - Display to (All players) the text: PLATFORM CHANNEL OR...
  • Tanker Extract Ability
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Unit-type of (Casting unit)) Equal to Human Transport Ship
      • (Ability being cast) Equal to Extract (Channel)
      • (Unit-type of (Target unit of ability being cast)) Equal to Human Oil Platform
      • (Level of Platform or Shipyard Occupied (Channel Dummy Ability) for (Target unit of ability being cast)) Equal to 0
    • Actions
      • -------- Platform and Tanker Indexing --------
      • Set VariableSet TankerUnit = (Casting unit)
      • Set VariableSet OilIndex = (Custom value of TankerUnit)
      • Set VariableSet TankerPlatform[OilIndex] = (Target unit of ability being cast)
      • -------- Platform Occupied True --------
      • Unit - Add Platform or Shipyard Occupied (Channel Dummy Ability) to TankerPlatform[OilIndex]
      • -------- Index Tanker to Platform --------
      • Set VariableSet PlatformExtractionIndex[OilIndex] = (Custom value of TankerPlatform[OilIndex])
      • Set VariableSet TankerPlatformMatch[OilIndex] = PlatformExtractionIndex[OilIndex]
      • -------- Extraction Time Indexing --------
      • Set VariableSet OilExtractionTime[OilIndex] = 20
      • -------- Add Tanker to Oil Extraction Group --------
      • Unit Group - Add TankerUnit to OilExtractionGroup
      • -------- Stop Tanker from Channeling / Using the Ability --------
      • Unit - Order TankerUnit to Stop.
      • -------- Hide Tanker --------
      • Unit - Hide TankerUnit
      • Game - Display to (All players) the text: PLATFORM CHANNEL FX
  • Oil Platform Destroyed Ship Stop
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Dying unit)) Equal to Human Oil Platform
    • Actions
      • -------- Tanker Extraction Order Stop --------
      • Unit Group - Pick every unit in ExtractionOrderGroup and do (Actions)
        • Loop - Actions
          • -------- Tanker Indexing --------
          • Set VariableSet TankerUnit = (Picked unit)
          • Set VariableSet OilIndex = (Custom value of TankerUnit)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (TankerPlatform[OilIndex] is alive) Equal to False
            • Then - Actions
              • -------- Order Tanker to Stop --------
              • Unit - Order TankerUnit to Stop.
              • Game - Display to (All players) the text: PLATFORM DEAD - STOP
            • Else - Actions
      • -------- Recreate Oil Patch if Oil > 0 --------
      • Set VariableSet PlatformUnit = (Dying unit)
      • Unit Group - Remove PlatformUnit from OilPlatformGroup.
      • Set VariableSet PlatformIndex = (Custom value of PlatformUnit)
      • Set VariableSet PlatformUnitPoint = (Position of PlatformUnit)
      • Set VariableSet OilPlatformAmount[PlatformIndex] = OilPlatformAmount[PlatformIndex]
      • Game - Display to (All players) the text: (String(OilPlatformAmount[PlatformIndex]))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • OilPlatformAmount[PlatformIndex] Greater than 0
        • Then - Actions
          • Unit - Create 1 Oil Patch (medium) for Neutral Passive at PlatformUnitPoint facing Default building facing degrees
          • Set VariableSet OilPatchUnit = (Last created unit)
          • Unit Group - Add OilPatchUnit to OilPatchGroup
          • Set VariableSet OilPatchIndex = (Custom value of OilPatchUnit)
          • Set VariableSet OilPatchAmount[OilPatchIndex] = OilPlatformAmount[PlatformIndex]
          • Unit - Set Name of OilPatchUnit to ((Name of OilPatchUnit) + ( + ([ + ((String(OilPatchAmount[OilPatchIndex])) + ]))))
          • Game - Display to (All players) the text: OIL PATCH REMAKE
          • Game - Display to (All players) the text: (String(OilPatchAmount[OilPatchIndex]))
        • Else - Actions
      • Custom script: call RemoveLocation (udg_PlatformUnitPoint)
  • Oil Platform Extraction Time
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in OilExtractionGroup and do (Actions)
        • Loop - Actions
          • -------- Tanker Indexing --------
          • Set VariableSet TankerUnit = (Picked unit)
          • Set VariableSet OilIndex = (Custom value of TankerUnit)
          • Set VariableSet TankerPositionPlatf = (Position of TankerUnit)
          • -------- Mining Time Decrease --------
          • Set VariableSet OilExtractionTime[OilIndex] = (OilExtractionTime[OilIndex] - 1)
          • -------- Mining Finished --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • OilExtractionTime[OilIndex] Equal to 0
              • (TankerPlatform[OilIndex] is alive) Equal to True
            • Then - Actions
              • -------- Remove Tanker from Oil Extraction Group --------
              • Unit Group - Remove TankerUnit from OilExtractionGroup.
              • -------- Remove Extract Add Return Oil --------
              • Unit - Remove Extract (Channel) from TankerUnit
              • Unit - Add Return Resources (Channel) to TankerUnit
              • Unit - Add Return Resources - Targeting Hidden (Channel) to TankerUnit
              • -------- Unhide Tanker --------
              • Unit - Unhide TankerUnit
              • -------- Platform Occupied False --------
              • Unit - Remove Platform or Shipyard Occupied (Channel Dummy Ability) from TankerPlatform[OilIndex]
              • -------- Order Tanker to Return / Set Distances and Positions --------
              • Set VariableSet TankerShipyardPlatformDistance = 99999.00
              • Set VariableSet TankerPositionPlatf = (Position of TankerUnit)
              • Set VariableSet ClosestShipyardPlatform = No unit
              • Unit Group - Pick every unit in ShipyardGroup and do (Actions)
                • Loop - Actions
                  • -------- Compare Distances --------
                  • Set VariableSet TankerShipyard[OilIndex] = (Picked unit)
                  • Set VariableSet ShipyardPlatformPosition = (Position of TankerShipyard[OilIndex])
                  • Set VariableSet TankerSPCompareDistance = (Distance between TankerPositionPlatf and ShipyardPlatformPosition)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • TankerSPCompareDistance Less than or equal to TankerShipyardPlatformDistance
                    • Then - Actions
                      • Set VariableSet ClosestShipyardPlatform = TankerShipyard[OilIndex]
                      • Set VariableSet TankerShipyardPlatformDistance = TankerSPCompareDistance
                    • Else - Actions
                  • Set VariableSet TankerShipyard[OilIndex] = ClosestShipyardPlatform
                  • Unit - Order TankerUnit to Right-Click ClosestShipyardPlatform
                  • Custom script: call RemoveLocation (udg_ShipyardPlatformPosition)
              • -------- Subtract Oil from Platform --------
              • Unit Group - Pick every unit in OilPlatformGroup and do (Actions)
                • Loop - Actions
                  • Set VariableSet PlatformUnit = (Picked unit)
                  • Set VariableSet PlatformIndex = (Custom value of PlatformUnit)
                  • Set VariableSet PlatformUnitPoint = (Position of PlatformUnit)
                  • Set VariableSet OilPlatformAmount[PlatformIndex] = OilPlatformAmount[PlatformIndex]
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Distance between TankerPositionPlatf and PlatformUnitPoint) Less than or equal to 300.00
                    • Then - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • OilPlatformAmount[PlatformIndex] Greater than or equal to OilReturnAmount
                        • Then - Actions
                          • Set VariableSet OilPlatformAmount[PlatformIndex] = (OilPlatformAmount[PlatformIndex] - OilReturnAmount)
                          • Set VariableSet OilReturnAmountCurrent[OilIndex] = OilReturnAmount
                        • Else - Actions
                          • Set VariableSet OilReturnAmountCurrent[OilIndex] = OilPlatformAmount[PlatformIndex]
                          • Set VariableSet OilPlatformAmount[PlatformIndex] = 0
                      • Unit - Set Name of TankerPlatform[OilIndex] to (Human Oil Platform + ( + ([ + ((String(OilPlatformAmount[PlatformIndex])) + ]))))
                      • Game - Display to (All players) the text: RIGHT PLATFORM
                      • Game - Display to (All players) the text: (String(OilPlatformAmount[PlatformIndex]))
                    • Else - Actions
                  • -------- Destroy Platform on 0 Oil --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • OilPlatformAmount[PlatformIndex] Less than 1
                    • Then - Actions
                      • Unit - Kill PlatformUnit
                      • Unit Group - Remove PlatformUnit from OilPlatformGroup.
                    • Else - Actions
              • Custom script: call RemoveLocation (udg_PlatformUnitPoint)
              • Custom script: call RemoveLocation (udg_OilPatchUnitPoint)
              • Custom script: call RemoveLocation (udg_TankerPositionPlatf)
            • Else - Actions
              • -------- Kill and Exclude Interior Ships if Platform Destroyed --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • OilExtractionTime[OilIndex] Equal to 0
                  • (TankerPlatform[OilIndex] is alive) Equal to False
                • Then - Actions
                  • -------- Remove Tanker from Oil Extraction Group --------
                  • Unit Group - Remove TankerUnit from OilExtractionGroup.
                  • -------- Kill Ship Inside --------
                  • Unit - Kill TankerUnit
                • Else - Actions
          • -------- Order Queuing Tankers --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (TankerPlatform[OilIndex] is alive) Equal to True
            • Then - Actions
              • Set VariableSet PlatformUnitPoint = (Position of TankerPlatform[OilIndex])
              • Set VariableSet PlatformQueuingTankerGroup = (Units within 300.00 of PlatformUnitPoint matching ((((Matching unit) belongs to an enemy of (Owner of TankerPlatform[OilIndex]).) Equal to False) and ((Unit-type of (Matching unit)) Equal to Human Transport Ship)).)
              • Custom script: set bj_wantDestroyGroup = true
              • Unit Group - Pick every unit in PlatformQueuingTankerGroup and do (Actions)
                • Loop - Actions
                  • Set VariableSet TankerUnit = (Picked unit)
                  • Set VariableSet OilIndex = (Custom value of TankerUnit)
                  • -------- Avoiding the Pain of Matching Condition(s) --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Level of Extract (Channel) for (Picked unit)) Equal to 1
                      • ((Picked unit) is in ExtractionOrderGroup.) Equal to True
                      • TankerPlatformMatch[OilIndex] Equal to PlatformExtractionIndex[OilIndex]
                    • Then - Actions
                      • Game - Display to (All players) the text: (matching indices 2 - + (String(TankerPlatformMatch[OilIndex])))
                      • Unit - Order (Picked unit) to Right-Click TankerPlatform[OilIndex]
                      • Game - Display to (All players) the text: TANKER AWAITING EXT...
                    • Else - Actions
              • Custom script: call RemoveLocation (udg_PlatformUnitPoint)
            • Else - Actions
  • Tanker Return Order
    • Events
      • Unit - A unit Is issued an order targeting an object
    • Conditions
      • (Unit-type of (Ordered unit)) Equal to Human Transport Ship
      • (Unit-type of (Target unit of issued order)) Equal to Human Shipyard
      • (Owner of (Ordered unit)) Equal to (Owner of (Target unit of issued order))
      • (Issued order) Not equal to (Order(attack))
      • (Level of Return Resources - Targeting Hidden (Channel) for (Ordered unit)) Equal to 1
    • Actions
      • Set VariableSet TankerUnit = (Ordered unit)
      • Set VariableSet OilIndex = (Custom value of TankerUnit)
      • Set VariableSet TankerShipyard[OilIndex] = (Target unit of issued order)
      • Unit - Order TankerUnit to Attack TankerShipyard[OilIndex]
      • Unit Group - Remove TankerUnit from ExtractionOrderGroup.
      • Unit Group - Add TankerUnit to ReturnOrderGroup
      • -------- Index Tanker to Platform --------
      • Set VariableSet ShipyardReturnIndex[OilIndex] = (Custom value of TankerShipyard[OilIndex])
      • Set VariableSet TankerShipyardMatch[OilIndex] = ShipyardReturnIndex[OilIndex]
      • Game - Display to (All players) the text: SHIPYARD CHANNEL OR...
  • Tanker Hidden Return Ability
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Unit-type of (Casting unit)) Equal to Human Transport Ship
      • (Ability being cast) Equal to Return Resources - Targeting Hidden (Channel)
      • (Unit-type of (Target unit of ability being cast)) Equal to Human Shipyard
      • (Level of Platform or Shipyard Occupied (Channel Dummy Ability) for (Target unit of ability being cast)) Equal to 0
    • Actions
      • -------- Shipyard and Tanker Indexing --------
      • Set VariableSet TankerUnit = (Casting unit)
      • Set VariableSet OilIndex = (Custom value of TankerUnit)
      • Set VariableSet TankerShipyard[OilIndex] = (Target unit of ability being cast)
      • Set VariableSet ShipyardReturnIndex[OilIndex] = (Custom value of TankerShipyard[OilIndex])
      • -------- Shipyard Occupied True --------
      • Unit - Add Platform or Shipyard Occupied (Channel Dummy Ability) to TankerShipyard[OilIndex]
      • -------- Return Time Indexing --------
      • Set VariableSet OilReturnTime[OilIndex] = 20
      • -------- Add Tanker to Oil Return Group --------
      • Unit Group - Add TankerUnit to OilReturnGroup
      • -------- Stop Tanker from Channeling / Using the Ability --------
      • Unit - Order TankerUnit to Stop.
      • -------- Hide Tanker --------
      • Unit - Hide TankerUnit
      • -------- Index Tanker to Platform --------
      • Set VariableSet ShipyardReturnIndex[OilIndex] = (Custom value of TankerShipyard[OilIndex])
      • Set VariableSet TankerShipyardMatch[OilIndex] = ShipyardReturnIndex[OilIndex]
      • Game - Display to (All players) the text: SHIPYARD CHANNEL FX
  • Tanker Visible Return Ability
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Unit-type of (Casting unit)) Equal to Human Transport Ship
      • (Ability being cast) Equal to Return Resources (Channel)
    • Actions
      • -------- Tanker Indexing --------
      • Set VariableSet TankerUnit = (Casting unit)
      • Set VariableSet OilIndex = (Custom value of TankerUnit)
      • -------- Order Tanker to Return / Set Distances and Positions --------
      • Set VariableSet TankerShipyardPlatformDistance = 99999.00
      • Set VariableSet TankerPositionShipy = (Position of TankerUnit)
      • Set VariableSet ClosestShipyardPlatform = No unit
      • Unit Group - Pick every unit in ShipyardGroup and do (Actions)
        • Loop - Actions
          • -------- Compare Distances --------
          • Set VariableSet TankerShipyard[OilIndex] = (Picked unit)
          • Set VariableSet ShipyardPlatformPosition = (Position of TankerShipyard[OilIndex])
          • Set VariableSet TankerSPCompareDistance = (Distance between TankerPositionPlatf and ShipyardPlatformPosition)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • TankerSPCompareDistance Less than or equal to TankerShipyardPlatformDistance
            • Then - Actions
              • Set VariableSet ClosestShipyardPlatform = TankerShipyard[OilIndex]
              • Set VariableSet TankerShipyardPlatformDistance = TankerSPCompareDistance
            • Else - Actions
          • Set VariableSet TankerShipyard[OilIndex] = ClosestShipyardPlatform
          • Unit - Order TankerUnit to Attack ClosestShipyardPlatform
          • Custom script: call RemoveLocation (udg_ShipyardPlatformPosition)
          • Game - Display to (All players) the text: RETURN RESOURCES CL...
      • Custom script: call RemoveLocation (udg_TankerPositionShipy)
  • Oil Shipyard Destroyed Ship Reorder
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Dying unit)) Equal to Human Shipyard
    • Actions
      • Unit Group - Pick every unit in ReturnOrderGroup and do (Actions)
        • Loop - Actions
          • -------- Tanker Indexing --------
          • Set VariableSet TankerUnit = (Picked unit)
          • Set VariableSet OilIndex = (Custom value of TankerUnit)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (TankerShipyard[OilIndex] is alive) Equal to False
              • (Number of units in ShipyardGroup) Greater than 0
              • (Current order of TankerUnit) Equal to (Order(attack))
            • Then - Actions
              • -------- Order Tanker to Return / Set Distances and Positions --------
              • Set VariableSet TankerShipyardPlatformDistance = 99999.00
              • Set VariableSet TankerPositionPlatf = (Position of TankerUnit)
              • Set VariableSet ClosestShipyardPlatform = No unit
              • Unit Group - Pick every unit in ShipyardGroup and do (Actions)
                • Loop - Actions
                  • -------- Compare Distances --------
                  • Set VariableSet TankerShipyard[OilIndex] = (Picked unit)
                  • Set VariableSet ShipyardPlatformPosition = (Position of TankerShipyard[OilIndex])
                  • Set VariableSet TankerSPCompareDistance = (Distance between TankerPositionPlatf and ShipyardPlatformPosition)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • TankerSPCompareDistance Less than or equal to TankerShipyardPlatformDistance
                    • Then - Actions
                      • Set VariableSet ClosestShipyardPlatform = TankerShipyard[OilIndex]
                      • Set VariableSet TankerShipyardPlatformDistance = TankerSPCompareDistance
                    • Else - Actions
                  • Set VariableSet TankerShipyard[OilIndex] = ClosestShipyardPlatform
                  • Unit - Order TankerUnit to Attack ClosestShipyardPlatform
                  • Custom script: call RemoveLocation (udg_ShipyardPlatformPosition)
                  • Game - Display to (All players) the text: RETURN RESOURCES CL...
              • Game - Display to (All players) the text: SHIPYARD DEAD - REO...
            • Else - Actions
              • -------- Tanker Stop if no Shipyards when Returning --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (TankerShipyard[OilIndex] is alive) Equal to False
                  • (Number of units in ShipyardGroup) Equal to 0
                  • (Current order of TankerUnit) Equal to (Order(attack))
                • Then - Actions
                  • Unit - Order TankerUnit to Stop.
                • Else - Actions
  • Shipyard Return Time
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in OilReturnGroup and do (Actions)
        • Loop - Actions
          • -------- Tanker Indexing --------
          • Set VariableSet TankerUnit = (Picked unit)
          • Set VariableSet OilIndex = (Custom value of TankerUnit)
          • -------- Return Time Decrease --------
          • Set VariableSet OilReturnTime[OilIndex] = (OilReturnTime[OilIndex] - 1)
          • -------- Return Finished --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • OilReturnTime[OilIndex] Equal to 0
              • (TankerShipyard[OilIndex] is alive) Equal to True
            • Then - Actions
              • -------- Remove Tanker from Shipyard Return Group --------
              • Unit Group - Remove TankerUnit from OilReturnGroup.
              • -------- Remove Return Oil Add Extract --------
              • Unit - Remove Return Resources - Targeting Hidden (Channel) from TankerUnit
              • Unit - Remove Return Resources (Channel) from TankerUnit
              • Unit - Add Extract (Channel) to TankerUnit
              • -------- Unhide Tanker --------
              • Unit - Unhide TankerUnit
              • -------- Add Oil to Player --------
              • Leaderboard - Change the value for (Owner of TankerUnit) in OilLeaderboard to (OilBoardValue[(Player number of (Owner of TankerUnit))] + OilReturnAmountCurrent[OilIndex])
              • Set VariableSet OilBoardValue[(Player number of (Owner of TankerUnit))] = (OilBoardValue[(Player number of (Owner of TankerUnit))] + OilReturnAmountCurrent[OilIndex])
              • -------- Oil Floating Text --------
              • Floating Text - Create floating text that reads (|cff808080+|r + (String(OilReturnAmountCurrent[OilIndex]))) above TankerShipyard[OilIndex] with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
              • Set VariableSet OilText[OilIndex] = (Last created floating text)
              • Floating Text - Set the velocity of OilText[OilIndex] to 64.00 towards 90.00 degrees
              • Floating Text - Show OilText[OilIndex] for (Player group((Owner of TankerUnit)))
              • Floating Text - Change OilText[OilIndex]: Disable permanence
              • Floating Text - Change the fading age of OilText[OilIndex] to 1.00 seconds
              • Floating Text - Change the lifespan of OilText[OilIndex] to 2.00 seconds
              • -------- Shipyard Occupied False --------
              • Unit - Remove Platform or Shipyard Occupied (Channel Dummy Ability) from TankerShipyard[OilIndex]
              • -------- Order Tanker to Resume Extracting / Set Distances and Positions --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (TankerPlatform[OilIndex] is alive) Equal to True
                • Then - Actions
                  • Unit - Order TankerUnit to Right-Click TankerPlatform[OilIndex]
                • Else - Actions
            • Else - Actions
          • -------- Order Queuing Tankers --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (TankerShipyard[OilIndex] is alive) Equal to True
            • Then - Actions
              • Set VariableSet ShipyardUnitPoint = (Position of TankerShipyard[OilIndex])
              • Set VariableSet ShipyardQueuingTankerGroup = (Units within 300.00 of ShipyardUnitPoint matching ((((Matching unit) belongs to an enemy of (Owner of TankerShipyard[OilIndex]).) Equal to False) and ((Unit-type of (Matching unit)) Equal to Human Transport Ship)).)
              • Custom script: set bj_wantDestroyGroup = true
              • Unit Group - Pick every unit in ShipyardQueuingTankerGroup and do (Actions)
                • Loop - Actions
                  • Set VariableSet TankerUnit = (Picked unit)
                  • Set VariableSet OilIndex = (Custom value of TankerUnit)
                  • -------- Avoiding the Pain of Matching Condition(s) --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Level of Return Resources - Targeting Hidden (Channel) for (Picked unit)) Equal to 1
                      • ((Picked unit) is in ReturnOrderGroup.) Equal to True
                      • TankerShipyardMatch[OilIndex] Equal to ShipyardReturnIndex[OilIndex]
                    • Then - Actions
                      • Unit - Order (Picked unit) to Right-Click TankerShipyard[OilIndex]
                      • Game - Display to (All players) the text: TANKER AWAITING RET...
                    • Else - Actions
              • Custom script: call RemoveLocation (udg_ShipyardUnitPoint)
            • Else - Actions
  • Tanker Order Reset
    • Events
      • Unit - A unit Is issued an order targeting an object
      • Unit - A unit Is issued an order targeting a point
      • Unit - A unit Is issued an order with no target
    • Conditions
      • (Unit-type of (Ordered unit)) Equal to Human Transport Ship
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Target unit of issued order) is in OilPlatformGroup.) Equal to False
        • Then - Actions
          • Unit Group - Remove (Ordered unit) from ExtractionOrderGroup.
          • Game - Display to (All players) the text: NOT IN PLATFORM GRO...
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Target unit of issued order) is in ShipyardGroup.) Equal to False
        • Then - Actions
          • Unit Group - Remove (Ordered unit) from ReturnOrderGroup.
          • Game - Display to (All players) the text: NOT IN SHIPYARD GRO...
        • Else - Actions
  • Advanced Building Menu On
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
      • (Ability being cast) Equal to Advanced Building
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Casting unit)) Equal to Peasant
          • (Unit-type of (Casting unit)) Equal to Peasant (Advanced)
    • Actions
      • Set VariableSet AdvancedWorker = (Casting unit)
      • -------- Peasant --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Casting unit)) Equal to Peasant
          • (Ability being cast) Equal to Advanced Building
        • Then - Actions
          • Game - Display to (All players) the text: PEASANT ADVANCED BU...
          • -------- Remove Unneeded Buff --------
          • Unit - Remove Advanced Building buff from AdvancedWorker
          • -------- Change to Advanced Peasant --------
          • Unit - Add Advanced Peasant (Berserker Upgrade) to AdvancedWorker
          • -------- Open Up Regular Build Menu --------
          • Game - Force (Owner of AdvancedWorker) to press the key B.
          • -------- Add Advanced Peasant to Group --------
          • Unit Group - Add AdvancedWorker to AdvancedPeasantGroup[(Player number of (Owner of AdvancedWorker))]
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Current order of AdvancedWorker) Not equal to (Order(move))
              • (Current order of AdvancedWorker) Not equal to (Order(smart))
              • (Current order of AdvancedWorker) Not equal to (Order(stop))
            • Then - Actions
              • Unit - Order AdvancedWorker to Stop.
            • Else - Actions
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of (Casting unit)) Equal to Peasant (Advanced)
              • (Ability being cast) Equal to Advanced Building
            • Then - Actions
              • Game - Display to (All players) the text: ADVANCED PEASANT BU...
              • -------- Remove Unneeded Buff --------
              • Unit - Remove Advanced Building buff from AdvancedWorker
              • -------- Open Up Regular Build Menu --------
              • Game - Force (Owner of AdvancedWorker) to press the key B.
            • Else - Actions
  • Advanced Building Menu Off Order
    • Events
      • Unit - A unit Is issued an order targeting an object
      • Unit - A unit Is issued an order targeting a point
    • Conditions
      • (Issued order) Not equal to (Order(move))
      • (Issued order) Not equal to (Order(smart))
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Ordered unit)) Equal to Peasant (Advanced)
    • Actions
      • Set VariableSet AdvancedWorker = (Ordered unit)
      • -------- Peasant --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in AdvancedPeasantGroup[(Player number of (Owner of AdvancedWorker))]) Greater than 0
        • Then - Actions
          • Unit Group - Pick every unit in AdvancedPeasantGroup[(Player number of (Owner of AdvancedWorker))] and do (Actions)
            • Loop - Actions
              • Game - Display to (All players) the text: ADVANCED PEASANT OR...
              • Set VariableSet AdvancedWorker = (Picked unit)
              • -------- Remove Advanced Peasant from Group --------
              • Unit Group - Remove AdvancedWorker from AdvancedPeasantGroup[(Player number of (Owner of AdvancedWorker))].
              • -------- Change Back to Normal Peasant --------
              • Unit - Add Peasant (Berserker Upgrade) to AdvancedWorker
        • Else - Actions
  • Advanced Building Menu Cancel on Select
    • Events
      • Player - Player 1 (Red) Selects a unit
      • Player - Player 2 (Blue) Selects a unit
      • Player - Player 3 (Teal) Selects a unit
      • Player - Player 4 (Purple) Selects a unit
      • Player - Player 5 (Yellow) Selects a unit
      • Player - Player 6 (Orange) Selects a unit
      • Player - Player 7 (Green) Selects a unit
      • Player - Player 8 (Pink) Selects a unit
      • Player - Player 9 (Gray) Selects a unit
      • Player - Player 10 (Light Blue) Selects a unit
      • Player - Player 11 (Dark Green) Selects a unit
      • Player - Player 12 (Brown) Selects a unit
      • Player - Player 13 (Maroon) Selects a unit
      • Player - Player 14 (Navy) Selects a unit
      • Player - Player 15 (Turquoise) Selects a unit
      • Player - Player 16 (Violet) Selects a unit
      • Player - Player 17 (Wheat) Selects a unit
      • Player - Player 18 (Peach) Selects a unit
      • Player - Player 19 (Mint) Selects a unit
      • Player - Player 20 (Lavender) Selects a unit
      • Player - Player 21 (Coal) Selects a unit
      • Player - Player 22 (Snow) Selects a unit
      • Player - Player 23 (Emerald) Selects a unit
      • Player - Player 24 (Peanut) Selects a unit
    • Conditions
    • Actions
      • -------- Peasant --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in AdvancedPeasantGroup[(Player number of (Triggering player))]) Greater than 0
        • Then - Actions
          • Unit Group - Pick every unit in AdvancedPeasantGroup[(Player number of (Triggering player))] and do (Actions)
            • Loop - Actions
              • Game - Display to (All players) the text: ADVANCED PEASANT UN...
              • Set VariableSet AdvancedWorker = (Picked unit)
              • Unit Group - Remove AdvancedWorker from AdvancedPeasantGroup[(Player number of (Triggering player))].
              • Unit - Add Peasant (Berserker Upgrade) to AdvancedWorker
        • Else - Actions
  • Advanced Building Menu Cancel ESC
    • Events
      • Player - Player 1 (Red) skips a cinematic sequence
      • Player - Player 2 (Blue) skips a cinematic sequence
      • Player - Player 3 (Teal) skips a cinematic sequence
      • Player - Player 4 (Purple) skips a cinematic sequence
      • Player - Player 5 (Yellow) skips a cinematic sequence
      • Player - Player 6 (Orange) skips a cinematic sequence
      • Player - Player 7 (Green) skips a cinematic sequence
      • Player - Player 8 (Pink) skips a cinematic sequence
      • Player - Player 9 (Gray) skips a cinematic sequence
      • Player - Player 10 (Light Blue) skips a cinematic sequence
      • Player - Player 11 (Dark Green) skips a cinematic sequence
      • Player - Player 12 (Brown) skips a cinematic sequence
      • Player - Player 13 (Maroon) skips a cinematic sequence
      • Player - Player 14 (Navy) skips a cinematic sequence
      • Player - Player 15 (Turquoise) skips a cinematic sequence
      • Player - Player 16 (Violet) skips a cinematic sequence
      • Player - Player 17 (Wheat) skips a cinematic sequence
      • Player - Player 18 (Peach) skips a cinematic sequence
      • Player - Player 19 (Mint) skips a cinematic sequence
      • Player - Player 20 (Lavender) skips a cinematic sequence
      • Player - Player 21 (Coal) skips a cinematic sequence
      • Player - Player 22 (Snow) skips a cinematic sequence
      • Player - Player 23 (Emerald) skips a cinematic sequence
      • Player - Player 24 (Peanut) skips a cinematic sequence
    • Conditions
    • Actions
      • -------- Peasant --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in AdvancedPeasantGroup[(Player number of (Triggering player))]) Greater than 0
        • Then - Actions
          • Unit Group - Pick every unit in AdvancedPeasantGroup[(Player number of (Triggering player))] and do (Actions)
            • Loop - Actions
              • Game - Display to (All players) the text: ADVANCED PEASANT ESC
              • Set VariableSet AdvancedWorker = (Picked unit)
              • Unit Group - Remove AdvancedWorker from AdvancedPeasantGroup[(Player number of (Triggering player))].
              • Unit - Add Peasant (Berserker Upgrade) to AdvancedWorker
        • Else - Actions
  • Foundry Hotkey Not Enough Oil
    • Events
      • Game - Button for build Foundry pressed.
    • Conditions
    • Actions
      • Set VariableSet CurrentPlayerNumber = (Player number of (Triggering player))
      • Set VariableSet CurrentPlayer = (Player(CurrentPlayerNumber))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • OilBoardValue[CurrentPlayerNumber] Less than 150
          • ((Player(CurrentPlayerNumber)) Current gold) Greater than or equal to 200
          • ((Player(CurrentPlayerNumber)) Current lumber) Greater than or equal to 100
        • Then - Actions
          • Game - Force (Player(CurrentPlayerNumber)) to press Escape/Cancel
          • Set VariableSet OilWorkersGroup = (Units currently selected by (Player(CurrentPlayerNumber)))
          • Custom script: set bj_wantDestroyGroup = true
          • Unit Group - Pick every unit in OilWorkersGroup and do (Actions)
            • Loop - Actions
              • Unit - Order (Picked unit) to Stop.
              • Custom script: call DisplayTimedTextToPlayer(udg_CurrentPlayer, 1, 0, 5, "|cffffcc00Not enough oil.|r")
        • Else - Actions
  • Building Start Take Oil Cancel on Insufficient Oil
    • Events
      • Unit - A unit Begins construction
    • Conditions
    • Actions
      • -------- Foundry --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Constructing structure)) Equal to Foundry
        • Then - Actions
          • Set VariableSet AdvancedConstruction = (Constructing structure)
          • Set VariableSet CurrentPlayerNumber = (Player number of (Owner of (Constructing structure)))
          • Set VariableSet CurrentPlayer = (Player(CurrentPlayerNumber))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • OilBoardValue[CurrentPlayerNumber] Greater than or equal to 150
            • Then - Actions
              • Leaderboard - Change the value for CurrentPlayer in OilLeaderboard to (OilBoardValue[CurrentPlayerNumber] - 150)
              • Set VariableSet OilBoardValue[CurrentPlayerNumber] = (OilBoardValue[CurrentPlayerNumber] - 150)
            • Else - Actions
              • Unit - Kill AdvancedConstruction
              • Player - Add 200 to CurrentPlayer.Current gold
              • Player - Add 100 to CurrentPlayer.Current lumber
              • Custom script: call DisplayTimedTextToPlayer(udg_CurrentPlayer, 1, 0, 5, "|cffffcc00Not enough oil.|r")
        • Else - Actions
  • Building Cancel Return Oil
    • Events
      • Unit - A unit Cancels construction
    • Conditions
    • Actions
      • -------- Foundry --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Cancelled structure)) Equal to Foundry
        • Then - Actions
          • Set VariableSet CurrentPlayerNumber = (Player number of (Owner of (Cancelled structure)))
          • Set VariableSet CurrentPlayer = (Player(CurrentPlayerNumber))
          • Leaderboard - Change the value for CurrentPlayer in OilLeaderboard to (OilBoardValue[CurrentPlayerNumber] + 150)
          • Set VariableSet OilBoardValue[CurrentPlayerNumber] = (OilBoardValue[CurrentPlayerNumber] + 150)
        • Else - Actions
  • Unit Cancel on Insufficient Oil
    • Events
      • Unit - A unit Begins training a unit
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Trained unit-type) Equal to Human Frigate
          • (Trained unit-type) Equal to Human Battleship
    • Actions
      • Set VariableSet CurrentPlayerNumber = (Player number of (Owner of (Triggering unit)))
      • Set VariableSet CurrentPlayer = (Player(CurrentPlayerNumber))
      • -------- Frigate --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • OilBoardValue[CurrentPlayerNumber] Less than 200
          • ((Player(CurrentPlayerNumber)) Current gold) Greater than or equal to 250
          • ((Player(CurrentPlayerNumber)) Current lumber) Greater than or equal to 100
          • (Issued order) Equal to (Order(humandestroyer))
        • Then - Actions
          • Game - Display to (All players) the text: FRIGATE TRAINING
          • Custom script: call DisplayTimedTextToPlayer(udg_CurrentPlayer, 1, 0, 5, "|cffffcc00Not enough oil.|r")
          • -------- Cancel Doesn't Work Properly without the Dummy Wait --------
          • Wait 0.00 seconds
          • Custom script: call IssueImmediateOrderById(GetOrderedUnit(), 851976)
        • Else - Actions
          • Trigger - Run Unit Disabler Enabler Checker <gen> (checking conditions)
      • -------- Battleship --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • OilBoardValue[CurrentPlayerNumber] Less than 400
          • ((Player(CurrentPlayerNumber)) Current gold) Greater than or equal to 500
          • ((Player(CurrentPlayerNumber)) Current lumber) Greater than or equal to 200
          • (Issued order) Equal to (Order(humanbattleship))
        • Then - Actions
          • Game - Display to (All players) the text: BATTLESHIP TRAINING
          • Custom script: call DisplayTimedTextToPlayer(udg_CurrentPlayer, 1, 0, 5, "|cffffcc00Not enough oil.|r")
          • -------- Cancel Doesn't Work Properly without the Dummy Wait --------
          • Wait 0.00 seconds
          • Custom script: call IssueImmediateOrderById(GetOrderedUnit(), 851976)
        • Else - Actions
          • Trigger - Run Unit Disabler Enabler Checker <gen> (checking conditions)
  • Unit Train Oil Take
    • Events
      • Unit - A unit Is issued an order with no target
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Issued order) Equal to (Order(humandestroyer))
          • (Issued order) Equal to (Order(humanbattleship))
    • Actions
      • Set VariableSet CurrentPlayerNumber = (Player number of (Owner of (Triggering unit)))
      • Set VariableSet CurrentPlayer = (Player(CurrentPlayerNumber))
      • -------- Frigate --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • OilBoardValue[CurrentPlayerNumber] Greater than or equal to 200
          • ((Player(CurrentPlayerNumber)) Current gold) Greater than or equal to 250
          • ((Player(CurrentPlayerNumber)) Current lumber) Greater than or equal to 100
          • (Issued order) Equal to (Order(humandestroyer))
        • Then - Actions
          • Leaderboard - Change the value for CurrentPlayer in OilLeaderboard to (OilBoardValue[CurrentPlayerNumber] - 200)
          • Set VariableSet OilBoardValue[CurrentPlayerNumber] = (OilBoardValue[CurrentPlayerNumber] - 200)
        • Else - Actions
      • -------- Battleship --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • OilBoardValue[CurrentPlayerNumber] Greater than or equal to 400
          • ((Player(CurrentPlayerNumber)) Current gold) Greater than or equal to 500
          • ((Player(CurrentPlayerNumber)) Current lumber) Greater than or equal to 200
          • (Issued order) Equal to (Order(humanbattleship))
        • Then - Actions
          • Leaderboard - Change the value for CurrentPlayer in OilLeaderboard to (OilBoardValue[CurrentPlayerNumber] - 400)
          • Set VariableSet OilBoardValue[CurrentPlayerNumber] = (OilBoardValue[CurrentPlayerNumber] - 400)
        • Else - Actions
  • Unit Cancel Oil Back
    • Events
      • Unit - A unit Cancels training a unit
    • Conditions
    • Actions
      • Set VariableSet CurrentPlayerNumber = (Player number of (Owner of (Triggering unit)))
      • -------- Frigate --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Trained unit-type) Equal to Human Frigate
        • Then - Actions
          • Game - Display to (All players) the text: FRIGATE CANCELLED C...
          • -------- Oil Back --------
          • Leaderboard - Change the value for CurrentPlayer in OilLeaderboard to (OilBoardValue[CurrentPlayerNumber] + 200)
          • Set VariableSet OilBoardValue[CurrentPlayerNumber] = (OilBoardValue[CurrentPlayerNumber] + 200)
        • Else - Actions
      • -------- Frigate --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Trained unit-type) Equal to Human Battleship
        • Then - Actions
          • Game - Display to (All players) the text: BATTLESHIP CANCELLE...
          • -------- Oil Back --------
          • Leaderboard - Change the value for CurrentPlayer in OilLeaderboard to (OilBoardValue[CurrentPlayerNumber] + 400)
          • Set VariableSet OilBoardValue[CurrentPlayerNumber] = (OilBoardValue[CurrentPlayerNumber] + 400)
        • Else - Actions
  • Unit Disabler Enabler Checker
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Player Group - Pick every player in OilPlayerGroup and do (Actions)
        • Loop - Actions
          • Set VariableSet CurrentPlayerNumber = (Player number of (Picked player))
          • -------- Frigate --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • OilBoardValue[CurrentPlayerNumber] Less than 200
            • Then - Actions
              • Player - Set the current research level of 200 Oil (Frigate) to 0 for (Player(CurrentPlayerNumber))
            • Else - Actions
              • Player - Set the current research level of 200 Oil (Frigate) to 1 for (Player(CurrentPlayerNumber))
          • -------- Battleship --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • OilBoardValue[CurrentPlayerNumber] Less than 400
            • Then - Actions
              • Player - Set the current research level of 400 Oil (Battleship) to 0 for (Player(CurrentPlayerNumber))
            • Else - Actions
              • Player - Set the current research level of 400 Oil (Battleship) to 1 for (Player(CurrentPlayerNumber))
  • Upgrade Cancel on Insufficient Oil
    • Events
      • Unit - A unit Begins research
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Researched tech-type) Equal to Improved Cannons
    • Actions
      • Game - Display to (All players) the text: IMPROVED CANNONS ST...
      • Set VariableSet CurrentPlayerNumber = (Player number of (Owner of (Triggering unit)))
      • Set VariableSet CurrentPlayer = (Player(CurrentPlayerNumber))
      • -------- Improved Cannons --------
      • -------- Level 1 --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • OilBoardValue[CurrentPlayerNumber] Less than 100
          • ((Player(CurrentPlayerNumber)) Current gold) Greater than or equal to 200
          • ((Player(CurrentPlayerNumber)) Current lumber) Greater than or equal to 100
          • (Current research level of Improved Cannons for CurrentPlayer) Equal to 0
        • Then - Actions
          • Set VariableSet ImprovedCannonsLowOil[CurrentPlayerNumber] = True
          • Custom script: call IssueImmediateOrderById(GetTriggerUnit(), 851976)
          • Custom script: call DisplayTimedTextToPlayer(udg_CurrentPlayer, 1, 0, 5, "|cffffcc00Not enough oil.|r")
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • OilBoardValue[CurrentPlayerNumber] Greater than or equal to 100
              • (Current research level of Improved Cannons for CurrentPlayer) Equal to 0
            • Then - Actions
              • Leaderboard - Change the value for CurrentPlayer in OilLeaderboard to (OilBoardValue[CurrentPlayerNumber] - 100)
              • Set VariableSet OilBoardValue[CurrentPlayerNumber] = (OilBoardValue[CurrentPlayerNumber] - 100)
            • Else - Actions
          • -------- Level2 --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • OilBoardValue[CurrentPlayerNumber] Less than 200
              • ((Player(CurrentPlayerNumber)) Current gold) Greater than or equal to 300
              • ((Player(CurrentPlayerNumber)) Current lumber) Greater than or equal to 200
              • (Current research level of Improved Cannons for CurrentPlayer) Equal to 1
            • Then - Actions
              • Set VariableSet ImprovedCannonsLowOil[CurrentPlayerNumber] = True
              • Custom script: call IssueImmediateOrderById(GetTriggerUnit(), 851976)
              • Custom script: call DisplayTimedTextToPlayer(udg_CurrentPlayer, 1, 0, 5, "|cffffcc00Not enough oil.|r")
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • OilBoardValue[CurrentPlayerNumber] Greater than or equal to 200
                  • (Current research level of Improved Cannons for CurrentPlayer) Equal to 1
                • Then - Actions
                  • Leaderboard - Change the value for CurrentPlayer in OilLeaderboard to (OilBoardValue[CurrentPlayerNumber] - 200)
                  • Set VariableSet OilBoardValue[CurrentPlayerNumber] = (OilBoardValue[CurrentPlayerNumber] - 200)
                • Else - Actions
              • -------- Level 3 --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • OilBoardValue[CurrentPlayerNumber] Less than 300
                  • ((Player(CurrentPlayerNumber)) Current gold) Greater than or equal to 400
                  • ((Player(CurrentPlayerNumber)) Current lumber) Greater than or equal to 300
                  • (Current research level of Improved Cannons for CurrentPlayer) Equal to 2
                • Then - Actions
                  • Set VariableSet ImprovedCannonsLowOil[CurrentPlayerNumber] = True
                  • Custom script: call IssueImmediateOrderById(GetTriggerUnit(), 851976)
                  • Custom script: call DisplayTimedTextToPlayer(udg_CurrentPlayer, 1, 0, 5, "|cffffcc00Not enough oil.|r")
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • OilBoardValue[CurrentPlayerNumber] Greater than or equal to 300
                      • (Current research level of Improved Cannons for CurrentPlayer) Equal to 2
                    • Then - Actions
                      • Leaderboard - Change the value for CurrentPlayer in OilLeaderboard to (OilBoardValue[CurrentPlayerNumber] - 300)
                      • Set VariableSet OilBoardValue[CurrentPlayerNumber] = (OilBoardValue[CurrentPlayerNumber] - 300)
                    • Else - Actions
  • Upgrade Cancel Resources Back
    • Events
      • Unit - A unit Cancels research
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Researched tech-type) Equal to Improved Cannons
    • Actions
      • Game - Display to (All players) the text: IMPROVED CANNONS CA...
      • Set VariableSet CurrentPlayerNumber = (Player number of (Owner of (Triggering unit)))
      • Set VariableSet CurrentPlayer = (Player(CurrentPlayerNumber))
      • -------- Improved Cannons --------
      • -------- Level 1 --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Current research level of Improved Cannons for CurrentPlayer) Equal to 0
        • Then - Actions
          • Leaderboard - Change the value for CurrentPlayer in OilLeaderboard to (OilBoardValue[CurrentPlayerNumber] + 100)
          • Set VariableSet OilBoardValue[CurrentPlayerNumber] = (OilBoardValue[CurrentPlayerNumber] + 100)
          • -------- Oil Back on Low Oil Cancel --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ImprovedCannonsLowOil[CurrentPlayerNumber] Equal to True
            • Then - Actions
              • Set VariableSet ImprovedCannonsLowOil[CurrentPlayerNumber] = False
              • Leaderboard - Change the value for CurrentPlayer in OilLeaderboard to (OilBoardValue[CurrentPlayerNumber] - 100)
              • Set VariableSet OilBoardValue[CurrentPlayerNumber] = (OilBoardValue[CurrentPlayerNumber] - 100)
            • Else - Actions
        • Else - Actions
          • -------- Level2 --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Current research level of Improved Cannons for CurrentPlayer) Equal to 1
            • Then - Actions
              • Leaderboard - Change the value for CurrentPlayer in OilLeaderboard to (OilBoardValue[CurrentPlayerNumber] + 200)
              • Set VariableSet OilBoardValue[CurrentPlayerNumber] = (OilBoardValue[CurrentPlayerNumber] + 200)
              • -------- Oil Back on Low Oil Cancel --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ImprovedCannonsLowOil[CurrentPlayerNumber] Equal to True
                • Then - Actions
                  • Set VariableSet ImprovedCannonsLowOil[CurrentPlayerNumber] = False
                  • Leaderboard - Change the value for CurrentPlayer in OilLeaderboard to (OilBoardValue[CurrentPlayerNumber] - 200)
                  • Set VariableSet OilBoardValue[CurrentPlayerNumber] = (OilBoardValue[CurrentPlayerNumber] - 200)
                • Else - Actions
            • Else - Actions
              • -------- Level 3 --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Current research level of Improved Cannons for CurrentPlayer) Equal to 2
                • Then - Actions
                  • Leaderboard - Change the value for CurrentPlayer in OilLeaderboard to (OilBoardValue[CurrentPlayerNumber] + 300)
                  • Set VariableSet OilBoardValue[CurrentPlayerNumber] = (OilBoardValue[CurrentPlayerNumber] + 300)
                  • -------- Oil Back on Low Oil Cancel --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ImprovedCannonsLowOil[CurrentPlayerNumber] Equal to True
                    • Then - Actions
                      • Set VariableSet ImprovedCannonsLowOil[CurrentPlayerNumber] = False
                      • Leaderboard - Change the value for CurrentPlayer in OilLeaderboard to (OilBoardValue[CurrentPlayerNumber] - 300)
                      • Set VariableSet OilBoardValue[CurrentPlayerNumber] = (OilBoardValue[CurrentPlayerNumber] - 300)
                    • Else - Actions
                • Else - Actions

Credits
Uncle some triggering advice
Bribe for the amazing Unit Indexer
Previews
Contents

Very Simple Oil System (Map)

Reviews
Antares
A nice system that faithfully recreates the Warcraft II oil mechanic. There are, however, some issues that need to be addressed. You're missing importing instructions. For example, which units and abilities do I have to import? Putting all categories...

deepstrasz

Map Reviewer
Level 72
Joined
Jun 4, 2009
Messages
19,514
Could have sworn I saw another oil system but the one only I found was this [vJASS] Oil Resource System
Well, there's these:
 

Chaosy

Tutorial Reviewer
Level 40
Joined
Jun 9, 2011
Messages
13,210
Ah yes, the one by rulerofiron99 is the one I am thinking about.
No clue how it didn't show up when I searched.. alzheimers or something.

Anyway, maybe add optional toggle to replace lumber with oil? or even better modify the top UI so allow for all 3 instead of using a multiboard. It's probably a pet peeve but I think it looks ugly even if I know its a tech limitation I dislike it lol.
 

deepstrasz

Map Reviewer
Level 72
Joined
Jun 4, 2009
Messages
19,514
Anyway, maybe add optional toggle to replace lumber with oil? or even better modify the top UI so allow for all 3 instead of using a multiboard. It's probably a pet peeve but I think it looks ugly even if I know its a tech limitation I dislike it lol.
Thanks for the feedback. The point of the system is to have a third resource a la Warcraft II. I know I've chosen a trivial and lazy way to show it (as with the platform and patch's oil storage) but I have zero UI editing experience and little time to learn (I'd rather invest in something else).
All in all, it would not be hard to modify the system to have those things by someone wanting to use it. From my perspective, systems are templates, not necessarily having to be used 100% as they are.
Soon, Antares will come and ask for a hashtable version xD
 

Wrda

Spell Reviewer
Level 27
Joined
Nov 18, 2012
Messages
1,959
The good:
  • (maybe not so good) - an imperfect but working Warcraft II-like oil system (which very much simulates gold mining in functionality; does not use gold or lumber; the resource is purely fictional) with tankers building oil platforms on oil patches. There are three Channel based abilities of which one is for extracting and the other two for returning the oil (of which one acts like the worker's Return Resources when used and the other invisible/hidden working like when the loaded worker right clicks the main building/lumber return building). Oil is stored in a player dependent leaderboard and shows near the name of oil patches and platforms; tankers build like orcs (it's not mandatory)
  • tankers remember their platform and return the oil automatically to the closest shipyard. Of course, they can be ordered anywhere
  • the oil patch values (and those of preset oil platforms) can be fixed or randomized; the values are memorized between oil patches and platforms if the latter are cancelled or destroyed (an oil patch is created instead)
  • returned oil values show as floating text once the tanker gets out of the shipyard
  • (not really good) - advanced build system based on two unit versions, one which has all the buildings and the other only the advanced ones; the switching between them is made via adding a Berserker type ability and the triggering of the advanced build menu is done via a Berserk spell which changes the unit and forces the opening of the build menu
  • (OKish) - oil based training, building and upgrades with not enough oil messages

The bad:
  • since the oil platform building requires pathing as that of Haunted Goldmine, the system doesn't work along with other buildings made this way unless they are triggered to not be included in the oil platform building process. An example of such case is that you could potentially build the oil platform over a gold mine
  • a tanker can't construct multiple oil platforms in a sequence (SHIFT) as there's a trigger automating the extraction immediately after the platform finishes constructing. Deactivating those triggers, however enables the multiple building in a row but will leave the tanker idle after the last platform is completed
  • selection of tankers is lost when they enter extraction/oil return mode since the units are hidden and unhidden after a few seconds
  • shipyards and oil platforms use a dummy ability which is added when a tanker extracts/returns oil so no other tanker gets triggered in, and removed after the process finishes; probably could be changed with some bolean/variable instead
  • for some reason when more tankers are selected and some have the return and others the extract abilities, no abilities appear on the command card
  • advanced building breaks if ESC is pressed instead of clicking the red crossed circle but gets fixed once ESC is hit or some other triggers related to the system run
  • constructing more buildings at a time works with advanced building if SHIFT is used otherwise the workers stop if the menu is opened again
  • using SHIFT to sequence building works if the last buildings are from the normal menu while the first are from advanced; the other way around as you might guess from above, stops the worker
  • because there's no good way to detect a cancelled unit from a training queue, I had to resort to disabling and enabling ship training using dummy researches based on the amount of the player's current oil; the buildings and upgrade don't suffer from this because they are various types which only queue uniquely and not industrially like units; thus they can be detected as (conditional) unit/research type
Where's the ugly??? Heresy!!!
hit.gif

Yeah no need to self-punish, it's a promising resource for GUI :D
 
A nice system that faithfully recreates the Warcraft II oil mechanic. There are, however, some issues that need to be addressed.

You're missing importing instructions. For example, which units and abilities do I have to import? Putting all categories into a parent folder would be nice to make it easier to copy/paste.

Your system is missing a configurable part. The free parameters appear randomly scattered throughout your code. Turn these into GUI variables in a config folder and replace the hard-coded numbers with those variables. See the GUI style guide for variable naming etc. For unit oil costs, an array of unit types and oil costs would be the best solution.

I imagine this is a system that a user wants to customize to work within the confines of their map. For example, someone might want to use your oil tankers and oil patches, but use a different method to display the player's oil. How would a user achieve that? Some more documentation throughout your code would be helpful.

You need to put the unit indexer variables in a different folder than your own variables.

Chat Message Testing and Order ID Testing are empty.

I haven't looked that thoroughly through your triggers yet. I will do that once the more glaring problems are taken care of.

Awaiting Update
 
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