#absol Dimensional Tear II does not register properly
16 messages · Page 1 of 1 (latest)
@granite oyster this is closely related to your other fix.
I suspect some hardcoding in GenerateTile.java similar to normal DT2
There's probably some code in Tile.java for tile.isGravityRift() as well
But I'm just going off about a 12mo memory
Yeah I think there's a few issues with this unit. The issue I'm currently looking into is that the Tech text doesn't match the Unit text.
I can investigate this issue since I'm already looking into it
Okay I'm taking a look at this now
I was able to reproduce this in a local game, and I'm pretty sure I know what the root cause is.
The assumption here is that either the unit asyncId is csd or that it's one of the PoK unit IDs cabal_spacedock or cabal_spacedock2.
However, the Absol version of Dimensional Tear II has an asyncId value of sd and the unit id is absol_cabal_spacedock2.
Since the current desired behavior is to us the asyncId sd, I think the quickest fix would be to change this check to see if the id ends with cabal_spacedock or cabal_spacedock2, which should future-proof this as long as people maintain that naming convention.
An alternative approach would be to add a property to the unit model allows the unit to add a list of anomalies. This would make it possible for homebrewers to do things like make a dreadnought that converts its current tile to a nebula or something like that. @tulip marlin what do you think?
I'm also looking at the bug where the dimensional rift token isn't rendered, and I think it's the same issue.
I noticed that the tech model has a homebrewReplacesID field. I'm wondering if we could update methods like Player#hasTech to check this value also. I suppose one issue with that approach is if the homebrew version changes it to not be a gravity rift? But maybe it's okay not to support major changes like that for homebrew techs.
I'm starting to like the solution of adding a field to the unit models that indicate that they should add a special token to the tile.
There's another bug with this unit where it doesn't let you ignore 10 fighter capacity like it's supposed to. I'll fix that in a separate PR
PR is out for gravity rift & rendering fix
This should be fixed