Difference between revisions of "User:Ivan/Victory conditions"

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Revision as of 15:04, 31 August 2013

Main ideas

  • Use logical expressions to allow construction of complex conditions out of simple ones
  • Keep "logical expression" part generic enough to allow its usage in other areas (e.g. requirements for town buildings or any other allow/deny triggers)
  • Merge victory conditions with lose conditions - "do not lose hero" can be turned into more generic "control object(hero ID)" and "capture town" into more generic "control object(town ID)"
  • Json format so it can be used in future with map editor/json map format

Format

Example, using H3 victory condition "capture town or defeat all enemies in 60 days", with "does not applies to AI" flag set to true and "don't lose hero X" lose conditions.

"victory" :
[
    "anyOf",
    [ "standard" ],
    [ "allOf",
        [ "isHuman", { "value" : 1 } ],
        [ "control", { "position" : [10, 20, 0], "type" : "object.town" } ]
    ]
],
"lose" :
[
    "anyOf",
    [ "daysPassed", { "value" : 60 } ],
    [ "noneOf",
        [ "control", { "position" : [100, 200, 1], "type" : "object.hero" } ]
    ]
]

Notes on why I prefer this format over others:

  • I'm using prefix notation here to reduce probability of errors and to avoid thinking about operations priority which may be needed in case of mixing "or" with "and" in one expression:
"victory" :
[
    "conditionA",
    "and"         // this can be evaluated first
    "conditionB"
    "or"          // or this one
    "conditionC"
]
  • Json Vectors are used almost everywhere since json does not allows values with equal keys. Something like this is more logical but is not a valid json code:
"victory" :
{
    "allOf" :
    {
        "control" : { "position" : [0, 0, 0] }, // don't lose hero 1
        "control" : { "position" : [1, 1, 1] }, // don't lost hero 2
    }
}

List of victory/loss objectives

List of objectives that I have at the moment. Unless I missed something, should fully cover H3 objectives including campaigns

HAVE_ARTIFACT

Any player hero must hold an artifact

  • position - N/A (TODO: hero that must obtain the artifact? Or even merge this with "transport"?)
  • type - required artifact ID
  • value - N/A

HAVE_CREATURES

Player must control certain number of creatures

  • position - N/A
  • type - creature ID to collect
  • value - required amount of creatures

HAVE_RESOURCES

Player must have certain amount of resources

  • position - N/A
  • type - resource ID
  • value - required amount of resource

HAVE_BUILDING

Player must control certain building, also includes H3 "build Grail" condition

  • position - town in which this structure must be built, optional
  • type - building ID to construct
  • value - N/A

Note: if position is not set - building can be built in any town

CONTROL

Covers all conditions that require certain object(s) to be controlled by player

  • position - position of object to control, optional
  • type - type of object to control.
  • value - N/A

Note: If position is not set - all objects of this type must be captured

DESTROY

Covers objections where player must destroy certain object(s)

  • position - position of object to destroy, optional
  • type - type of object to destroy
  • value - N/A

Note: If position is not set - all objects of this type must be destroyed

TRANSPORT

Transport artifact in certain town

  • position - town to which this artifact must be transported
  • type - artifact ID to transport
  • value - N/A

DAYS_PASSED

Player must survive or win in certain number of days

  • position - N/A
  • type - N/A
  • value - number of days for this objective to trigger

Note: covers both "win in X days" as well as "survive for X days" conditions, depending on block in which this objective will be placed.

IS_HUMAN

Helper condition to allow ai-only or human-only conditions

  • position - N/A
  • type - N/A
  • value - 0 will trigger this objective for AI players, 1 will trigger it for humans

STANDARD

Standard condition - defeat all enemies

  • position - N/A
  • type - N/A
  • value - N/A