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    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • wc_sumptonW Online
      wc_sumpton
      last edited by

      @redrum
      Been playing around with this on the 'Invasion U.S.A.' map.

      Real nice Job!!

      Have you thought anymore on being able to do a 'foreach' inside a 'foreach'?

      Cheers...

      1 Reply Last reply Reply Quote 0
      • redrumR Offline
        redrum Admin
        last edited by

        @wc_sumpton A little bit. Most likely it'll only allow 2 levels of foreach (any more than that is just generating probably more attachments then you should be). It'll look something like this:

        <attachment foreach="$Players$^$Territories$"/>
        

        Where if I had say 5 players and 100 territories then this would loop over each of those to create 500 attachments, 1 for each pair of player and territory.

        TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

        wc_sumptonW 1 Reply Last reply Reply Quote 0
        • wc_sumptonW Online
          wc_sumpton @redrum
          last edited by

          @redrum
          Yep, have the players territories loop. Sounds good thanks for the quick answer!

          Cheers...

          1 Reply Last reply Reply Quote 0
          • FrostionF Offline
            Frostion Admin
            last edited by Frostion

            @redrum I have tried to implement this new feature but I cant get it to work. There are no errors but the rules that I set do not seem to be taken into account during play. This is the top code I have in the XML:

            <?xml version="1.0"?>
            <!DOCTYPE game SYSTEM "game.dtd">
            <game>
              <info name="World of War Heroes" version="0.0.1"/>
              <loader javaClass="games.strategy.triplea.TripleA"/>
              <triplea minimumVersion="1.9"/>
              <diceSides value="10"/>
            
                <variableList>
                    <variable name="PlayerLandUnits">
                       <element name="Irregulars"/>
                       <element name="Footmen"/>
                       <element name="Pikemen"/>
                       <element name="Bowmen"/>
                       <element name="Crossbowmen"/>
                       <element name="Cavalry"/>
                       <element name="Ballista"/>
                       <element name="Catapult"/>
                       <element name="Trebuchet"/>
                       <element name="Battering-Ram"/>
                       <element name="Siege-Tower"/>
                       <element name="Alliance-Footmen"/>
                       <element name="High-Elves"/>
                       <element name="Dryads"/>
                       <element name="Horde-Footmen"/>
                       <element name="Blood-Elves"/>
                       <element name="Ogres"/>
                       <element name="Ent"/>
                       <element name="Bombard"/>
                       <element name="Water-Elemental"/>
                       <element name="Fire-Elemental"/>
                       <element name="Earth-Elemental"/>
                       <element name="Air-Elemental"/>
                       <element name="Fel-Elemental"/>
                    </variable>
                    <variable name="PlayerSeaUnits">
                       <element name="Workboat"/>
                       <element name="Troopship"/>
                       <element name="Warship"/>
                       <element name="The-Moonspray"/>
                    </variable>
                    <variable name="PlayerAirUnits">
                       <element name="Gryphon-Transport"/>
                    </variable>
                    <variable name="PlayerHeroUnits">
                       <element name="Arthur"/>
                       <element name="Khorman"/>
                       <element name="Marryk"/>
                       <element name="Ayanna"/>
                       <element name="Thrall"/>
                       <element name="Gart"/>
                       <element name="Sevis"/>
                       <element name="Sian-tsu"/>
                    </variable>
                    <variable name="AILandUnits">
                       <element name="Outlaws"/>
                       <element name="Worgen-Stalkers"/>
                       <element name="Centaur-Outrunners"/>
                       <element name="Defias-Thugs"/>
                       <element name="Draenei-Mutants"/>
                       <element name="Ettin-Giant"/>
                       <element name="Fel-Beasts"/>
                       <element name="Wraith"/>
                       <element name="Gnoll-Brutes"/>
                       <element name="Worgen-Raiders"/>
                       <element name="Harpy-Witches"/>
                       <element name="Kobold-Miners"/>
                       <element name="Mad-Furbolgs"/>
                       <element name="Murloc-Tiderunners"/>
                       <element name="Naga-Warriors"/>
                       <element name="Pirate-Goons"/>
                       <element name="Pirate-Ship"/>
                       <element name="Satyr-Minions"/>
                       <element name="Oozes"/>
                       <element name="Trogg-Savages"/>
                       <element name="Enraged-Wildkin"/>
                       <element name="Wretched-Monks"/>
                       <element name="Zombie-Walkers"/>
                       <element name="Red-Dragon"/>
                       <element name="Blue-Dragon"/>
                       <element name="Bronze-Dragon"/>
                    </variable>
                    <variable name="AISeaUnits">
                       <element name="Pirate-Ship"/>
                    </variable>
                </variableList>
            
                <map>
                  <territory name="Aboraz Beach" water="true"/>
                  <territory name="Abyssal Sands"/>
                  <territory name="Aerie Peak"/>
                  <territory name="Agamagor"/>
            

            For example these two settings do not work while playing:

                   <attachment name="territoryEffectAttachment" attachTo="Mountains" javaClass="games.strategy.triplea.attachments.TerritoryEffectAttachment" type="territoryEffect">
                       <option name="noBlitz" value="$PlayerLandUnits$:$PlayerHeroUnits$:$AILandUnits$"/>
                   </attachment>
            
                   <attachment name="supportAttachmentGhost" attachTo="Wraith" javaClass="games.strategy.triplea.attachments.UnitSupportAttachment" type="unitType"><option name="faction" value="enemy"/>
                       <option name="faction" value="enemy"/>
                       <option name="side" value="offence:defence"/>
                       <option name="dice" value="strength"/>
                       <option name="bonus" value="-2"/>
                       <option name="number" value="1"/>
                       <option name="unitType" value="$PlayerLandUnits$:$PlayerAirUnits$:$PlayerHeroUnits$:$AILandUnits$"/>
                       <option name="bonusType" value="Fear"/>
                   </attachment>
            

            I am pretty sure all other variableList code does not work either. What am I doing wrong?

            Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

            redrumR 1 Reply Last reply Reply Quote 1
            • redrumR Offline
              redrum Admin @Frostion
              last edited by redrum

              @Frostion Looks alright. Do you get any errors?

              If you can send me the XML or zip then I can do a quick test to see. You should also be able to go to Export > Game Xml (or something like that) to export the game XML which will show the variable values added into the attachments.

              Also your support attachment has "faction" defined twice (1 hanging out at the end of the first line).

              TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

              1 Reply Last reply Reply Quote 0
              • wc_sumptonW Online
                wc_sumpton
                last edited by

                @redrum
                Been playing around with this in 'Invasion U.S.A'. So far I have reduced the code line count from over 21000 to less then 7000. This makes the xml easier to read and debug. Great improvement!!

                Cheers...

                1 Reply Last reply Reply Quote 3
                • redrumR Offline
                  redrum Admin
                  last edited by redrum

                  Alright so the next major improvement is here! You can now do a nested foreach loop (limited to just 1 level though) using the '^' character in order to generate even more conditions/triggers with less XML! So if I defined say 2 variables 'Territories' and 'Players' then I could do a nested loop to generate say a trigger for all combinations of territories and players:

                  foreach="$Territories$^$Players$"
                  

                  Example:
                  I want to replace (add/remove) a certain unit type with a different unit type for many territories and all players. In this example, I want to replace "Factories" with "NavalFactories" for any territories that are designated as "PortTerritories". I have ~50 port territories and ~10 different players so not using this feature it would require 500 conditions, 500 remove factory triggers, and 500 add naval factory triggers for a total of 1500 conditions/triggers.

                  But now with a nested foreach loop I can achieve this with 3 conditions/triggers:

                          <attachment foreach="$PortTerritories$^$MajorPlayers$:$PlayerPrefixes$" name="conditionAttachmentHas@PlayerPrefixes@Factory@PortTerritories@" attachTo="@MajorPlayers@" javaClass="RulesAttachment" type="player">
                              <option name="directPresenceTerritories" value="@PortTerritories@"/>
                              <option name="unitPresence" value="@PlayerPrefixes@Factory" count="1"/>
                          </attachment>
                          <attachment foreach="$PortTerritories$^$MajorPlayers$:$PlayerPrefixes$" name="triggerAttachmentAdd@PlayerPrefixes@NavalFactory@PortTerritories@" attachTo="@MajorPlayers@" javaClass="TriggerAttachment" type="player">
                              <option name="conditions" value="conditionAttachmentHas@PlayerPrefixes@Factory@PortTerritories@"/>
                              <option name="when" value="after:@PlayerPrefixes@Place"/>
                              <option name="placement" value="@PortTerritories@:@PlayerPrefixes@NavalFactory"/>     
                          </attachment>
                          <attachment foreach="$PortTerritories$^$MajorPlayers$:$PlayerPrefixes$" name="triggerAttachmentRemove@PlayerPrefixes@Factory@PortTerritories@" attachTo="@MajorPlayers@" javaClass="TriggerAttachment" type="player">
                              <option name="conditions" value="conditionAttachmentHas@PlayerPrefixes@Factory@PortTerritories@"/>
                              <option name="when" value="after:@PlayerPrefixes@Place"/>
                              <option name="removeUnits" value="@PortTerritories@:@PlayerPrefixes@Factory"/>     
                          </attachment>
                  

                  $PortTerritories$ = list of all territories that I want to have naval factories
                  $MajorPlayers$ = list of all players (Germany, Russia, etc)
                  $PlayerPrefixes$ = list of unit nationality prefixes (German, Russian, etc)

                  TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                  RogerCooperR 1 Reply Last reply Reply Quote 3
                  • redrumR Offline
                    redrum Admin
                    last edited by

                    Here is the PR: https://github.com/triplea-game/triplea/pull/4822

                    TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                    B 1 Reply Last reply Reply Quote 3
                    • B Offline
                      beelee @redrum
                      last edited by

                      @redrum

                      Outstanding !!!

                      1 Reply Last reply Reply Quote 0
                      • redrumR Offline
                        redrum Admin
                        last edited by

                        This is now merged and can be tested in the latest pre-release. Here is the POS2 XML explanation as well: https://github.com/triplea-maps/the_pact_of_steel/pull/31/files

                        TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                        1 Reply Last reply Reply Quote 3
                        • RogerCooperR Offline
                          RogerCooper @redrum
                          last edited by

                          @redrum Is there any problem with using the same variable in a nested foreach loop? I want to do a relationshipinitialize where all the players start out neutral to each other.

                          redrumR 1 Reply Last reply Reply Quote 0
                          • redrumR Offline
                            redrum Admin @RogerCooper
                            last edited by

                            @RogerCooper You can only use foreach for attachments at the moment.

                            TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                            RogerCooperR 1 Reply Last reply Reply Quote 0
                            • RogerCooperR Offline
                              RogerCooper @redrum
                              last edited by

                              @redrum I am working on a generic system for randomly shifting alliances, so the foreach will be very useful. I hope you can add it for initializing as well.

                              1 Reply Last reply Reply Quote 1

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