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Conditional jumps in script actions #1172

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@FS-21 FS-21 commented Oct 12, 2023

Is the same PR #599:
"Conditional Jumps for changing the current Team script flow"

I closed #599 because exists an unknow crash I had no idea to fix (I fixed it now). With this pretext I moved all the conditional jump actions into its own file.

All this time I used them a lot in my mod C&C Reloaded to control AI scripts workflow so you can read the aimd.ini if you need some tips or try it yourself with the documentation.

From docs:

16027 Conditional Jump, Clear Variables

  • Reset all variables related to conditional jumps.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=16027,0

16013 Conditional Jump, Manage Variables Reset If The Jump Is Successful

  • By default the conditional jump variables are cleaned after a successful jump.
  • This action enables the ability to retain variables value after the jump.
  • This action behavior isn't affected by the action 16012 "Clear Variables".

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=16013,0         ; Integer, 1 = true, 0 = false

16014 Action Abortion After Success Kill

  • If the team kills a target and this option is enabled the current action is interrumped and jumps to the next script line.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=16014,0         ; integer, 0 for disable it, 1 for enable it

16015 Conditional Jump, Manage Kills Counter

  • The team kills counter will work if this action enables it.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=16015,0         ; integer, 0 for disable it, 1 for enable it

16016 Conditional Jump, Reset Counter

  • Sets the team's counter to any initial value. It can be used for counting kills.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=16016,n         ; integer

16017 Conditional Jump, Set Comparator Mode

  • Sets the comparator used in conditional jumps.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=16017,3         ; integer, from 0 to 5, default to 3 (>=)
  • The possible comparator values:
Argument Comparator type
0 <
1 <=
2 =
3 >=
4 >
5 !=

16018 Conditional Jump, Set Comparator Value

  • Sets the value used in conditional jumps comparisons.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=16018,1         ; integer

16019 Conditional Jump, Set Index

  • Sets the index of a list used in conditional jumps comparisons. Depends of the conditional jump action.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=16019,n         ; integer

16020 Conditional Jump, Jump If False

  • Check the conditional jump evaluation and jumps to the specified line if the value is false. Like in the script action 6,x the line number is 1-based.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=16020,n         ; integer, n > 0

16021 Conditional Jump, Jump If True

  • Check the conditional jump evaluation and jumps to the specified line if the value is true. Like in the script action 6,x the line number is 1-based.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=16021,n         ; integer, n > 0

16022 Conditional Jump, Check Kills Count

  • Checks the team kills count and saves the result for the conditional jump evaluation.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=16022,0

16023 Conditional Jump, Check Simple Count

  • Increases or decreases the conditional jump counter with the specified value by the Action argument and saves the comparison result for the conditional jump evaluation.
  • The count can be reseted using the script action 16016.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=16023,n         ; Integer

16024 Conditional Jump, Check If Exist Alive Human Players

  • Checks if exist human players in the map and saves the result for the conditional jump evaluation.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=16024,n         ; integer n = 0, 2 <= n >= 0
  • The possible argument values:
Operation Description
0 Any human house (including the team's owner)
1 Enemy human house
2 Friendly house

16025 Conditional Jump, Check Enemy Objects Count

  • Count the number of enemy living object instances and saves the result for the conditional jump evaluation.
  • The list of objects that will be used by this Action is selected by the Script Action 16019.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=16025,0
  • This action use a 0-based index for the AITargetTypes section and specifies the list of possible VehicleTypes, AircraftTypes, InfantryTypes and BuildingTypes that can be evaluated. The new AITargetTypes section must be declared in rulesmd.ini for making this script work:

In rulesmd.ini:

[AITargetTypes]  ; List of TechnoType lists
0=SOMETECHNOTYPE,SOMEOTHERTECHNOTYPE,SAMPLETECHNOTYPE
1=ANOTHERTECHNOTYPE,YETANOTHERTECHNOTYPE
; ...

16026 Conditional Jump, Check If The Most Hated Enemy Is Human

  • Checks if the major team's enemy is human player and saves the result for the conditional jump evaluation.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=16026,0

Is the same PR 599:
"Conditional Jumps for changing the current Team script flow"

I closed Phobos-developers#599 because exists an unknow crash I have no idea to fix. With this pretext I moved all the contitional jump actions into its own file.
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