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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 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
                                      • alkexrA Offline
                                        alkexr @Frostion
                                        last edited by

                                        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.

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

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

                                          @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 😁

                                          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

                                          1 Reply Last reply Reply Quote 0
                                          • C Online
                                            Cernel Moderators @alkexr
                                            last edited by

                                            @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.

                                            1 Reply Last reply Reply Quote 0

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