Unit Option When Damaged Change Into Different Unit (Weakened Battleships)
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@hepps Initial PR to address the damage (not repair) portion of this feature: https://github.com/triplea-game/triplea/pull/2689
Tested it by editing TWW to add unit, unit image, and below unit attachments:
<attachment name="unitAttachment" attachTo="germanBattleship" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType"> <option name="movement" value="2"/> <option name="attack" value="7"/> <option name="defense" value="8"/> <option name="canBombard" value="true"/> <option name="isSea" value="true"/> <option name="hitPoints" value="2"/> <option name="bombard" value="6"/> <option name="requiresUnits" value="germanDocks:germanFactory"/> <option name="consumesUnits" value="1:germanHull"/> <option name="whenHitPointsDamagedChangesInto" value="1:true:germanBattleshipDamaged"/> </attachment> <attachment name="unitAttachment" attachTo="germanBattleshipDamaged" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType"> <option name="movement" value="1"/> <option name="attack" value="3"/> <option name="defense" value="4"/> <option name="canBombard" value="true"/> <option name="isSea" value="true"/> <option name="hitPoints" value="2"/> <option name="bombard" value="3"/> </attachment>
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@redrum AWESOME!!!!!
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Initial PR merged and can be tested on https://github.com/triplea-game/triplea/releases/tag/1.9.0.0.7804
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Second PR to address repairing them: https://github.com/triplea-game/triplea/pull/2691
Tested with this XML:
<attachment name="unitAttachment" attachTo="germanBattleship" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType"> <option name="movement" value="2"/> <option name="attack" value="7"/> <option name="defense" value="8"/> <option name="canBombard" value="true"/> <option name="isSea" value="true"/> <option name="hitPoints" value="2"/> <option name="bombard" value="6"/> <option name="requiresUnits" value="germanDocks:germanFactory"/> <option name="consumesUnits" value="1:germanHull"/> <option name="whenHitPointsDamagedChangesInto" value="1:true:germanBattleshipDamaged"/> </attachment> <attachment name="unitAttachment" attachTo="germanBattleshipDamaged" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType"> <option name="movement" value="1"/> <option name="attack" value="3"/> <option name="defense" value="4"/> <option name="canBombard" value="true"/> <option name="isSea" value="true"/> <option name="hitPoints" value="2"/> <option name="bombard" value="3"/> <option name="whenHitPointsRepairedChangesInto" value="0:true:germanBattleship"/> </attachment>
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@redrum So pumped!
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@hepps Nice. Those are looking good.
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Second PR merged so all changes can be tested in this or later releases: https://github.com/triplea-game/triplea/releases/tag/1.9.0.0.7850
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@general_zod That is an excellent question, that I actually don't know the answer to. I believe that it should since it actually does simulate battles. It would be interesting to make a very small test to prove or disprove it though.
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Now that I think of it...
<attachment name="unitAttachment" attachTo="hydraHead" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType"> <option name="movement" value="0"/> <option name="attack" value="3"/> <option name="defense" value="3"/> <option name="whenHitPointsDamagedChangesInto" value="2:false:hydraHead"/> </attachment>
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I canβt get this code work. Is it only for isSea? (I hope not )
I am trying to get my XML to work after the implementation of new units.
I would like this Dragon unit to turn into a corpse when its HPs are gone. Should this not be possible also?My code looks like this:
<attachment name="unitAttachment" attachTo="Red-Dragon" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType"> <option name="movement" value="3"/> <option name="attack" value="8"/> <option name="defense" value="6"/> <option name="isAir" value="true"/> <option name="hitPoints" value="3"/> <option name="repairsUnits" value="1:Red-Dragon"/> <option name="whenHitPointsDamagedChangesInto" value="3:false:Red-Dragon-Corpse" count="1"/> <option name="offensiveAttackAA" value="1"/> <option name="attackAA" value="1"/> <option name="offensiveAttackAAmaxDieSides" value="10"/> <option name="attackAAmaxDieSides" value="10"/> <option name="maxAAattacks" value="8"/> <option name="maxRoundsAA" value="1"/> <option name="isAAforCombatOnly" value="true"/> <option name="typeAA" value="Fire"/> <option name="mayOverStackAA" value="true"/> <option name="targetsAA" value="FAKE-INF"/> </attachment> <attachment name="unitAttachment" attachTo="Red-Dragon-Corpse" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType"> <option name="isInfrastructure" value="true"/> <option name="createsResourcesList" value="25:Gold"/> </attachment>
Error looks like this:
feb. 24, 2019 8:46:37 PM games.strategy.engine.framework.ui.DefaultGameChooserEntry fullyParseGameData SEVERE: Could not parse:file:/C:/Users/David-Corsair/triplea/downloadedMaps/world_of_war_heroes/games/world_of_war_heroes.xml games.strategy.engine.data.GameParseException: map name: 'file:/C:/Users/David-Corsair/triplea/downloadedMaps/world_of_war_heroes/games/world_of_war_heroes.xml', game name: 'World of War Heroes', Unexpected Exception while setting values for attachmentUnitAttachment attached to:UnitType{name=Red-Dragon} with name:unitAttachment at games.strategy.engine.data.GameParser.newGameParseException(GameParser.java:121) at games.strategy.engine.data.GameParser.setValues(GameParser.java:1274) at games.strategy.engine.data.GameParser.parseAttachments(GameParser.java:1224) at games.strategy.engine.data.GameParser.parseMapDetails(GameParser.java:211) at games.strategy.engine.data.GameParser.parse(GameParser.java:110) at games.strategy.engine.data.GameParser.parse(GameParser.java:104) at games.strategy.engine.data.GameParser.parse(GameParser.java:91) at games.strategy.engine.framework.ui.DefaultGameChooserEntry.fullyParseGameData(DefaultGameChooserEntry.java:53) at games.strategy.engine.framework.startup.ui.panels.main.game.selector.GameSelectorPanel.lambda$selectGameFile$6(GameSelectorPanel.java:284) at games.strategy.engine.framework.ui.background.BackgroundTaskRunner.lambda$runInBackground$0(BackgroundTaskRunner.java:51) at games.strategy.engine.framework.ui.background.BackgroundTaskRunner$1.doInBackground(BackgroundTaskRunner.java:129) at javax.swing.SwingWorker$1.call(Unknown Source) at java.util.concurrent.FutureTask.run(Unknown Source) at javax.swing.SwingWorker.run(Unknown Source) at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source) at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source) at java.lang.Thread.run(Unknown Source) Caused by: games.strategy.engine.data.MutableProperty$InvalidValueException: failed to set string property value to '1:3:false:Red-Dragon-Corpse' at games.strategy.engine.data.MutableProperty.setStringValue(MutableProperty.java:64) at games.strategy.engine.data.MutableProperty.setValue(MutableProperty.java:88) at games.strategy.engine.data.GameParser.setValues(GameParser.java:1270) ... 15 more Caused by: games.strategy.engine.data.GameParseException: setWhenHitPointsDamagedChangesInto must have damage:translateAttributes:unitType for: UnitAttachment attached to:UnitType{name=Red-Dragon} with name:unitAttachment at games.strategy.triplea.attachments.UnitAttachment.setWhenHitPointsDamagedChangesInto(UnitAttachment.java:419) at games.strategy.engine.data.MutableProperty.setStringValue(MutableProperty.java:60) ... 17 more
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Just look at TWW 3..0
It all works perfectly. Should work of any type of unit. The one thing that is tricky is the names of the unit images you need in the unit folder.
But if you look at that then you should be good to go.
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@Frostion said in Unit Option When Damaged Change Into Different Unit (Weakened Battleships):
setWhenHitPointsDamagedChangesInto
You have 1 too many parameters. If you remove the count="1" then it should work. So should be like this:
<option name="whenHitPointsDamagedChangesInto" value="3:false:Red-Dragon-Corpse"/>
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Ahh ... yes. With the new pictures and the changing of...
<option name="whenHitPointsDamagedChangesInto" value="3:false:Red-Dragon-Corpse" count="1"/>
to
<option name="whenHitPointsDamagedChangesInto" value="3:false:Red-Dragon-Corpse"/>
... it seems to work.
Thanks to you guys! -
Can units still be changed into other units when they are already dead? Didn't work for me last time I was experimenting. It would be tremendously useful if it was possible.
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@alkexr I cannot give you answer yet, as I have only just gotten my XML to work and have not really tested the Dragon out. If it works as I hope, the dragon has X HP and when they are killed it turns into a corpse. I cross my fingers. If not, I think I will make a request about a whenKilledTurnsInto feature
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@alkexr I tried it too, but it doesn't work. It would be really cool if it does. @Frostion There is no need to add any other property, just the unit should not be killed if it can turn into another one at the current damage (that would be set equal to the total hitpoints).
Also I believe it would be clearer if the option would talk in terms of remaining hitpoints, rather than current damage.
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@Hepps I definitely prefer the current way to the alternative approach. The alternative approach is seriously limited in both influencing only 3 stats (the 3 main ones) and not allowing you to freely change the visual of the unit. Main case is that you may want to lower or remove the AA ability from a damaged unit.
The other cool thing that the current approach allows is having a unit able to absorb damage each combat round, by turning the damaged unit into the undamaged version of itself (for example, you can say that this unit absorbs/prevents 1 damage per round, healing at the end of each combat round).
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@Cernel A simple work around to these issues is to give the unit +1 more hit point and have the last HP turn into a infrastructure unit that has neither combat values nor movement. Thus enabling you to create a corpse unit that could... under the right conditions be turned into a subsequently different unit upon capture by a specfic required unit.
I have not tested this... but I have to assume it would work. Getting hung up on how many remaining HP a unit has is kind of the real hurdle to making this work.