Universal deploy from any techno into any techno
- Now is possible to convert any infantry/unit/structure into any infantry/unit/structure.
- No direct support for aircrafts but they can be converted through warheads or super weapons (see below).
Convert.UniversalDeployspecifies the TechnoType which is the result of conversion.Convert.DeployingAnimspecifies the deployment animation. If no animation is declared then the conversion will be instantaneous.Convert.DeployToLandforces the deployer to land before starting the deployment process.Convert.PreDeploy.AnimFXspecifies an animation at the same time the conversion starts.Convert.PostDeploy.AnimFX.FollowDeployerattach the animation to the deployer.Convert.PostDeploy.AnimFXspecifies an animation at the end of the conversion.Convert.PostDeploy.AnimFX.FollowDeployerattach the animation to the deployed TechnoType.Convert.PostDeploySoundspecifies the sound that will be played when the deployemnt ends.Convert.DeployDirdetermines the initial facing of created TechnoType.Convert.TransferPassengerstransfers passengers into the deployed TechnoType. If the new TechnoType has no enough space will kick out all the remaining passengers.Convert.TransferPassengers.IgnoreInvalidOccupiersif the deployed TechnoType is a structure all infantry passengers can be transfered ignoring the passenger'sOccupiertag.Convert.ForceVeterancyTransfertransfer the veterancy from the deployer to the deployed TechnoType ignoring theTrainabletag of the deployed TechnoType.- The use of
Convert.UseUniversalDeploy=truein warheads or super weapons replaces the Ares techno deploy conversion logic by this logic. In this case it uses theConvert.From&&Convert.Totags from the Ares logic. Convert.UseUniversalDeploy=trueskips lots of checks so in the case of deploying a structure into structure keep the same foundation size.- Don't combine with the undeploy "Structure into vehicle" logic (the Tiberian Sun deploy logic used here for MCV) or a desync will appear in online games.
In rulesmd.ini:
[SOMETECHNO] ; TechnoType
Convert.UniversalDeploy= ; TechnoType
Convert.DeployingAnim= ; Animation
Convert.DeployToLand=false ; WeaponType
Convert.PreDeploy.AnimFX= ; Animation
Convert.PreDeploy.AnimFX.FollowDeployer=false ; Boolean
Convert.PostDeploy.AnimFX= ; Animation
Convert.PostDeploy.AnimFX.FollowDeployer=false ; Boolean
Convert.PostDeploySound= ; Sound entry
Convert.DeployDir=-1 ; Integer, facings in range of 0-7
Convert.TransferPassengers=true ; Boolean
Convert.TransferPassengers.IgnoreInvalidOccupiers=false ; Boolean
Convert.ForceVeterancyTransfer=false ; Boolean
[SOMEWARHEAD] ; Warhead
Convert.UseUniversalDeploy=false ; Boolean
[SOMESW] ; Superweapon
Convert.UseUniversalDeploy=false ; Boolean
Summary by CodeRabbit
-
New Features
- Introduced a universal deployment feature allowing any unit, infantry, or structure to transform into any other type, enhancing gameplay flexibility.
- Added animations, sound effects, and passenger transfer capabilities for the new universal deployment feature.
- Weapons can now be fired during the warp-in and warp-out phases of deployment.
- Implemented a visual indicator for deployable units when the cursor hovers over them.
-
Enhancements
- Improved building animations with new hide and unhide functionalities.
- Streamlined the serialization process for new deployment-related properties.
-
Documentation
- Updated documentation to include details on the new universal deployment feature and its impact on game mechanics.
Walkthrough
This update introduces a groundbreaking feature allowing for universal deployment across different technos, enhancing flexibility and versatility within the game. It encompasses the ability to convert any infantry, unit, or structure into another, complete with animations, sound effects, and the handling of passengers and weapons during the conversion process. This feature is meticulously integrated into the game's codebase, touching on various aspects such as building animations, superweapon logic, and the handling of deployment animations and conditions.
Changes
| Files | Change Summary |
|---|---|
CREDITS.md, docs/New-or-Enhanced-Logics.md, docs/Whats-New.md |
Documented the addition of universal deployment functionality. |
Phobos.vcxproj, src/Ext/Techno/Body.UniversalDeploy.cpp, src/Ext/Techno/Hooks.UniversalDeploy.cpp |
Added new source files for handling universal deployment logic. |
src/Ext/Building/Body.cpp, src/Ext/Building/Body.h |
Added functions to manage building animations visibility. |
src/Ext/Building/Hooks.Grinding.cpp, src/Ext/Techno/Hooks.cpp |
Updated to show deploy icon and manage universal deployment updates. |
src/Ext/SWType/Body.cpp, src/Ext/SWType/Body.h, src/Ext/SWType/FireSuperWeapon.cpp |
Enhanced superweapon logic to include universal deployment conditions. |
src/Ext/Techno/Body.cpp, src/Ext/Techno/Body.h |
Updated to handle various aspects of universal deployment, including animations and property transfers. |
src/Ext/TechnoType/Body.cpp, src/Ext/TechnoType/Body.h, src/Ext/WarheadType/Body.cpp, src/Ext/WarheadType/Body.h, src/Ext/WarheadType/Detonate.cpp |
Modified to read, serialize, and process new deployment properties. |
src/New/Type/Affiliated/TypeConvertGroup.cpp, src/New/Type/Affiliated/TypeConvertGroup.h |
Added methods for performing universal conversions. |
"In the realm of code, where the bits frolic and play,
A rabbit hopped in, with a feature so gay.
From techno to techno, it leaps without bound,
Transforming the old, as the new takes the ground.
With a twitch of its nose, and a flick of its ear,
The digital world, now more flexible, it's clear. 🐇✨"
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Nightly build for this pull request:
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I'll close this PR for now until I fix the online desync I found.