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New AutoDeath condition & convert when AutoDeath

Open Coronia opened this issue 1 year ago • 3 comments

1 - added the following AutoDeath conditions:

  • OwnedByPlayer / OwnedByAI: The object will die if its owner house is / isn't a human player.
  • MoneyExceed / MoneyBelow: The object will die if its owner house has credits greater / smaller than (or equal to) set value.
  • LowPower / FullPower: The object will die if its owner house is in low / full power.
  • PassengersExceed / PassengersBelow: The object will die if its current passenger amount is greater / smaller than (or equal to) set value.

2 - instead of firing AutoDeath when any condition is met, you can now set OnAnyCondition to false to make it trigger only when all conditions are met

3 - AutoDeath now support convert behavior. If the object is a unit, it will be changed into the TechnoType in Convert.AutoDeath instead of destroyed.

In rulesmd.ini:

[SOMETECHNO]                                   ; TechnoType
AutoDeath.Behavior=                            ; enumeration (kill | vanish | sell | convert), default not set
AutoDeath.OwnedByPlayer=false                  ; boolean
AutoDeath.OwnedByAI=false                      ; boolean
AutoDeath.MoneyExceed=-1                       ; integer
AutoDeath.MoneyBelow=-1                        ; integer
AutoDeath.LowPower=false                       ; boolean
AutoDeath.FullPower=false                      ; boolean
AutoDeath.PassengersExceed=-1                  ; integer
AutoDeath.PassengersBelow=-1                   ; integer
AutoDeath.OnAnyCondition=true                  ; boolean

Convert.AutoDeath=                             ; TechnoType

Coronia avatar May 19 '24 04:05 Coronia

Would be nice if there was also: AutoDeath.IsAI= That would work when owner of techno isn't human player.

mbnq avatar May 19 '24 13:05 mbnq

Thanks for the suugestion. I've added AutoDeath.OwnedByPlayer and AutoDeath.OwnedByAI

Coronia avatar May 19 '24 13:05 Coronia

One way is to regroup it into the AttachEffect system, so that you can apply an AE under a given condition. That might be a huge change to the code structure.

Why not just fire a weapon on itself instead?

Metadorius avatar May 26 '24 16:05 Metadorius