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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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    • 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

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                    • 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

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                        • 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 Offline
                                      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.

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                                      • C Offline
                                        Cernel Moderators @Hepps
                                        last edited by Cernel

                                        @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).

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

                                          @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.

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

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

                                            @alkexr @Frostion As Cernel stated, it doesn't work if the unit is dies (out of hit points) as dying overrides the check to damaged changes into. This could probably be changed and shouldn't be too difficult though I probably won't have time this week.

                                            @Cernel I consider doing remaining hit points rather than damaged but most existing properties check damage so decided to go with that for consistency.

                                            @Hepps That can work though I believe you'd need a player enforced rule to ban taking the final hit point during casualty selection.

                                            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 1

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