View Full Version : Comprehensive boolean building conditional testing
Ok, has this been done to date? Specifically, I really need to know what happens in the following cases:
(building or unit) requires factions { blah, blah,} AND a AND b AND NOT c OR d AND e AND NOT f OR g
How, exactly, do the OR operators affect this? Has anyone done any comprehensive testing? Or would be willing to?
jedispongee
12-11-2005, 00:35
For example, does "A" or "B" and etc represent say.. Marian_reforms, or "X" building, or "X" population and whatnot? And will these be in expor_descr_unit and expor_descr_building?
Finals are over and I'm going to have a clear week till next weekend with all the free time in the world, before a day to travel back and more free time, but I'm going to need a bit of direction pointing to get started as I don't have a great amount of experience modding the files besides small little personal adjustments.
So it would be a better idea to get a more experienced person to do this, but if needed I could do various experiments with regular vanilla and report any findings to help light the way.
A and B represent any building or unit conditional. An easy thing to test might be some combination of hidden resources. So "and hidden_resource A" and so on. Or "and building_present_min_level complex_name building_level." Really, any conditional that works.
Cheers!
I can't say i have done extensive tests on this, nor that this is something have used to great extent, but from my limited experience, the game engine reads the code like this:
(building or unit) requires ( factions { blah, blah,} AND a AND b AND NOT c ) OR ( d AND e AND NOT f ) OR ( g )
I haven't done any tests with this bit exactly, but I would be pretty sure that that's how the game reads it.
Dark89
Simetrical
12-14-2005, 02:56
If that's the case (interpreting NOT then AND then OR), that's perfect. We could do anything we wanted with it.
Havn't modded EDB for a while...does brackets work in RTW though?
Simetrical
12-18-2005, 00:43
Nope. We wish.
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