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    Unit Option When Damaged Change Into Different Unit (Weakened Battleships)

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • redrumR Offline
      redrum Admin @Hepps
      last edited by

      @hepps It would only work that way if the damaged BB unit had say max HP of 2 instead of 3. The reason is it would only carry over the damage of the unit being replaced (if 'keepDamage'=true) which would only be bombing damage in your case. So you'd end up with a damaged BB unit with 1 bombing damage and 0 hit point damage.

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

      HeppsH 1 Reply Last reply Reply Quote 0
      • HeppsH Offline
        Hepps Moderators @redrum
        last edited by

        @redrum Ah ok. So you would then have to have 4 different types of damaged unit, causing all kinds of issues with unit changing and re-changing depending on the damage taken... that does present an issue.

        "A joyous heart sours with the burden of expectation"
        Hepster

        HeppsH 1 Reply Last reply Reply Quote 0
        • HeppsH Offline
          Hepps Moderators @Hepps
          last edited by

          @hepps So using both types of damage on multi hit units is probably not a realistic goal.

          "A joyous heart sours with the burden of expectation"
          Hepster

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

            @hepps Agree. There would need to be further thought and logic to better handle units that can take both types of damage. Probably something like a damageConvert unit option which would translate bombing damage to HP and vice-versa. So say if a BB had 3 HP and 15 max bombing damage then you could have a 1-to-5 damage conversion ratio so it is damaged evenly (ex. if it takes 5 bombing damage then would take 1 HP damage).

            You'd also have to think about how repair would work as well (again some conversion ratio so both are repaired at the same time or separate repairs). It gets pretty complicated pretty quickly.

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

            HeppsH 1 Reply Last reply Reply Quote 0
            • HeppsH Offline
              Hepps Moderators @redrum
              last edited by

              @redrum Agreed.

              Probably best if those two conversions were independent of one another.

              "A joyous heart sours with the burden of expectation"
              Hepster

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

                @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>
                

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

                HeppsH 1 Reply Last reply Reply Quote 3
                • HeppsH Offline
                  Hepps Moderators @redrum
                  last edited by

                  @redrum AWESOME!!!!!

                  "A joyous heart sours with the burden of expectation"
                  Hepster

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

                    Initial PR merged and can be tested on https://github.com/triplea-game/triplea/releases/tag/1.9.0.0.7804

                    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 1
                    • redrumR Offline
                      redrum Admin
                      last edited by redrum

                      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>
                      

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

                      HeppsH 1 Reply Last reply Reply Quote 2
                      • HeppsH Offline
                        Hepps Moderators @redrum
                        last edited by

                        @redrum So pumped!

                        0_1513385693652_Limping back to harbour.jpg

                        "A joyous heart sours with the burden of expectation"
                        Hepster

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

                          @hepps Nice. Those are looking good.

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

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

                            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

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

                            General_ZodG 1 Reply Last reply Reply Quote 0
                            • General_ZodG Offline
                              General_Zod Moderators @redrum
                              last edited by

                              @redrum @hepps First of all very cool feature. Does the battle calculator give an accurate outcome when these units are involved?

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

                                @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.

                                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
                                • alkexrA Offline
                                  alkexr
                                  last edited by

                                  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>
                                  

                                  "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

                                  HeppsH 1 Reply Last reply Reply Quote 0
                                  • HeppsH Offline
                                    Hepps Moderators @alkexr
                                    last edited by

                                    @alkexr πŸ˜ƒ

                                    "A joyous heart sours with the burden of expectation"
                                    Hepster

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

                                      I can’t get this code work. Is it only for isSea? (I hope not πŸ˜‰ )
                                      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
                                      

                                      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 0
                                      • HeppsH Offline
                                        Hepps Moderators
                                        last edited by

                                        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.

                                        "A joyous heart sours with the burden of expectation"
                                        Hepster

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

                                          @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"/>
                                          

                                          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
                                          • FrostionF Offline
                                            Frostion Admin
                                            last edited by

                                            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! πŸ˜„

                                            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

                                            alkexrA 1 Reply Last reply Reply Quote 0

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