inferno8 / wesnoth-Era_of_Magic

add-on for Battle for Wesnoth
GNU General Public License v2.0
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Decide which terrains should be part of ambush #70

Open ProditorMagnus opened 3 weeks ago

ProditorMagnus commented 3 weeks ago

Cave ambush

Current ageless

        [filter]
            # all non lit cave terrains :
            # - caves,
            # - rockbound caves,
            # - underground mushroom forest
            # - allowing cave bridges may mean that units can move unseen through keypoints. maybe to strong.
            [filter_location]
                terrain=U*^*,*^Bs|,*^Bs/,*^Bs\
                [not]
                    terrain=*^Ii*,*^Ufi*,*^Bsb*,*^Bc*,*^Bh*,*^Bp*,*^Bw*,*^V*,*^Ecf
                [/not]
            [/filter_location]
        [/filter]

Current EoMa

        [filter_self]
            [filter_location]
                terrain=U*^*
                #cannot hide in cave road terrain
                [not]
                    terrain=Ur*^*
                [/not]
            [/filter_location]
        [/filter_self]
ProditorMagnus commented 3 weeks ago

Mountain ambush

AE

        [filter_self]
            [filter_location]
                terrain=H*^*,M*^*
                [not]
                    # not volcano, bridges and villages
                    terrain=Mv*^*,*^B*,*^V*
                [/not]
            [/filter_location]
        [/filter_self]

EoMa

        [filter_self]
            [filter_location]
                terrain=H*^*,M*^*
            [/filter_location]
        [/filter_self]
ProditorMagnus commented 3 weeks ago

Swamp

AE

        [filter]
            [filter_location]
                terrain=S*^*,Chs*^*
                [not]
                    # if this ability is to weak, do not anymore disallow bridges in swamps
                    terrain=*^B*,*^V*
                [/not]
            [/filter_location]
        [/filter]

EoMa

        [filter]
            [filter_location]
                terrain=S*^*
            [/filter_location]
        [/filter]
ProditorMagnus commented 3 weeks ago

Water

AE

        [filter]
            [filter_location]
                terrain=W*^*,Chw*^*,Cm*^*,Km*^*
                [not]
                    terrain=Wwr*^*,Wwf^*,*^B*,*^V*,Kme*^*
                [/not]
            [/filter_location]
        [/filter]

EoMa

        [filter_self]
            [filter_location]
                terrain=W*^*
            [/filter_location]
        [/filter_self]
inferno8 commented 2 weeks ago

AE terrains seem to cover more cases, that's why I am in favor of using AE code here.

ProditorMagnus commented 2 weeks ago

AE codes are probably from 1.10 or even older, so needs check that it still covers expected situations. I am not planning to do it for this week release, but for next time will try to unite the condition.

ProditorMagnus commented 2 weeks ago

Terrain specific healing too.