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Traps: InstantPlacement & RemoveOnceDepleted #3635

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@walt253 walt253 commented Nov 4, 2024

Two new properties for traps: InstantPlacement & RemoveOnceDepleted.

; Place the trap immediately without needing imps to drag the crate to arm it.
InstantPlacement = 0
; Destroy the trap once it runs out of Shots.
RemoveOnceDepleted = 0

Good for tower defense map.

Add new properties: InstantPlacement & RemoveOnceDepleted
@walt253 walt253 marked this pull request as ready for review November 4, 2024 23:20
@PieterVdc
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I suppose TrapStats should still get merged into TrapConfigStats, any reason why 1 of the properties is in 1 and the other in the other?

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walt253 commented Nov 6, 2024

I suppose TrapStats should still get merged into TrapConfigStats, any reason why 1 of the properties is in 1 and the other in the other?

Yes, merging those two in a future PR would be a good idea.

The reason for this PR is simply that it was more practical:

struct TrapConfigStats* trap_cfg = get_trap_model_stats(tngmodel); is already being used in player_place_trap_at.
struct TrapStats* trapstat = &game.conf.trap_stats[traptng->model]; is already being used in process_trap_charge.

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to me code looks fine, and yeah merging should be seperate PR so fine by me

@walt253 walt253 marked this pull request as draft November 7, 2024 11:20
@walt253 walt253 marked this pull request as ready for review November 7, 2024 11:20
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walt253 commented Nov 13, 2024

I fixed the conflicts.

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👍 looks good, and will come in handy for eventually being able to place and remove traps via script.

(I assume you can't do the opposite and force doors to be placed with crates because doors are slabs and transparency wouldn't work for slabs and it'd probably involve making some sort of "door blueprint" slab that only you can see etc etc and that would be awful to code)

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walt253 commented Nov 20, 2024

👍 looks good, and will come in handy for eventually being able to place and remove traps via script.

(I assume you can't do the opposite and force doors to be placed with crates because doors are slabs and transparency wouldn't work for slabs and it'd probably involve making some sort of "door blueprint" slab that only you can see etc etc and that would be awful to code)

Thanks for the review!

@walt253 walt253 marked this pull request as draft November 25, 2024 21:33
@walt253 walt253 marked this pull request as ready for review November 25, 2024 21:33
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3 participants