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Garrison module pt. 1 #511

Closed
6 tasks done
Wyqer opened this issue Oct 15, 2018 · 0 comments
Closed
6 tasks done

Garrison module pt. 1 #511

Wyqer opened this issue Oct 15, 2018 · 0 comments
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@Wyqer
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Wyqer commented Oct 15, 2018

Short Summary

As enemy I want to have a persistent garrison on sectors which spawn when players are near, so that I can fend off these ugly blufor guys.

Description

First part for the garrison module which will provide a persistent enemy or blufor garrison at sectors.
So it won't always spawn a fresh amount of enemies upon sector activation like in the old framework. If a sector e.g. starts with 2 infantry squads, 3 cars and 2 armored vehicles and you destroy one car and one armored vehicle, then leave the sector for deactivation and you come back, you'll face 2 infantry squads, 2 cars and 1 armored vehicle.
This is also the basement for the later "enemy reinforcement" system, which will reinforce sectors with units for the garrison, not only when the sector is under attack.
For the first part of this module the goals are quite simple and basic.

Sub-Tasks

  • Create garrison module structure
  • Testing different approaches how to save the units (points, classnames and counts, hash, etc.)
  • Implement save/load functionality for garrisons
    • Implement an initialization of garrisons on a fresh campaign in the load function
  • Spawn of the garrison upon sector activation
  • Despawn of the garrison and saving of it's unit count/type upon sector deactivation
@Wyqer Wyqer added the backlog label Oct 15, 2018
@Wyqer Wyqer added this to the Sprint 7 milestone Oct 15, 2018
@Wyqer Wyqer self-assigned this Oct 15, 2018
@Wyqer Wyqer added in progress and removed backlog labels Oct 15, 2018
@Wyqer Wyqer closed this as completed Oct 28, 2018
@Wyqer Wyqer mentioned this issue Nov 5, 2018
This was referenced Nov 28, 2018
@Wyqer Wyqer mentioned this issue Mar 7, 2019
3 tasks
@Wyqer Wyqer mentioned this issue Apr 9, 2019
5 tasks
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