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Allows trigger script with different difficulty levels

Description

Allows trigger script with different difficulty levels

Reviewed By: elexis

Differential Revision: https://code.wildfiregames.com/D1189

Details

Committed
mimoJan 3 2018, 12:21 PM
Reviewer
elexis
Differential Revision
D1189: Allows trigger script with different difficulty levels
Parents
rP20759: [i18n] Updated POT and PO files.
Branches
Unknown
Tags
Unknown
Build Status
Buildable 4302
Build 7552: Post-Commit BuildJenkins

Event Timeline

elexis added a subscriber: elexis.Jan 3 2018, 12:41 PM

Thanks for the patch!
Good idea to set the default that way (as long as the user-preference is inevitably lost upon map change anyhow. I still consider it a feature that we can change a random map without the map changing settings otherwise and it's reflected in the "random" random map. Right?).

/ps/trunk/binaries/data/mods/public/simulation/components/Trigger.js
34

Since the sim helper sets the fallback, we can set this to undefined with the next trigger difficulty patch afaics.

/ps/trunk/binaries/data/mods/public/simulation/helpers/Setup.js
48

(Hence I just recalled that the fallback is also triggered if the "random" random map is selected.)

mimo added a comment.Jan 3 2018, 1:19 PM

Thanks for the patch!
Good idea to set the default that way (as long as the user-preference is inevitably lost upon map change anyhow. I still consider it a feature that we can change a random map without the map changing settings otherwise and it's reflected in the "random" random map. Right?).

right, i didn't think of the random random maps. But using the default in that case (because of the fallback) looks fine.

/ps/trunk/binaries/data/mods/public/simulation/components/Trigger.js
34

yep

bb added a subscriber: bb.Jan 3 2018, 2:09 PM
bb added inline comments.
/ps/trunk/binaries/data/mods/public/simulation/components/Trigger.js
338

why argument?

/ps/trunk/binaries/data/mods/public/simulation/data/settings/trigger_difficulties.json
8

double periods wrong in English

/ps/trunk/binaries/data/mods/public/simulation/helpers/Setup.js
46

what if it is 0? (can't happen in current code, but doesn't seem bad to support that)

I will totally use this gamesetup attribute in rmgen/, we should rename it to MapDifficulty :-)

elexis added inline comments.Mar 15 2018, 6:51 PM
/ps/trunk/binaries/data/mods/public/simulation/data/settings/trigger_difficulties.json
31

Probably should have this in the map JSON, so maps can describe how they change depending on difficulty.
For example gaia cities may not have towers, champions, siege engines or walls on lower levels.