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Author Topic: [Suggestion] Inventory slots per armor #2  (Read 1097 times)

Offline 0xEBJC

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[Suggestion] Inventory slots per armor #2
« on: December 18, 2023, 06:23:59 pm »
I know this was asked, discussed extensively in the following, but I think I have an easy / elegant solution that would be backwards compatible and I'd be very interested in having this feature.

[ABANDONED] Inventory slots per armor
https://openxcom.org/forum/index.php/topic,6852.0.html


1.) Keep the global 'invs:' for backwards compatibility
2.) Have a new config entry in armors 'customInventory:' that is an 'optional' entry
3.) If 'customInventory:' is left blank or not defined in an armor definition then it defaults to the default 'invs:' inventory configuration (This is current format and backwards compatible)
4.) Like extraStrings: have a new category extraInvs:
5.) Put a named &'address' for each of the extraInvs:
6.) Use *'pointer' to the named extraInvs: to set the 'customInventory:'

Example:

Code: [Select]
invs:
  - id: ....      # Default inventory definitions
  ...
  ...


The structure of the following code might not be exactly syntactically correct?
Code: [Select]
extraInvs: &jumpArmorWithBackpack
  - id: ....      # Custom inventory definition for Jump Armor
  ...
  ...


extraInvs: &jumpArmorBWithoutBackpack
  - id: ....      # Custom inventory definition for Jump Armor B and no backpack
  ...
  ...



Code: [Select]
armors:
  - new: STR_ARMOR_1_UC
    ....
    ....


  - new: STR_ARMOR_2_UC
    ....
    ....
    customInventory: *jumpArmorWithBackpack


  - new: STR_ARMOR_3_UC
    ....
    ....
    customInventory: *jumpArmorBWithoutBackpack



This would result in:
  STR_ARMOR_1_UC having the default inventory
  STR_ARMOR_2_UC having the jump armor inventory with backpack
  STR_ARMOR_3_UC having the jump armor B inventory with no backpack

This would also be completely backwards compatible because ALL armors without 'customInventory:' set would use the default inventory which is the structure of current '.rul' files.
« Last Edit: December 18, 2023, 06:41:04 pm by 0xEBJC »

Offline Meridian

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Practically all mods have already implemented a solution using NULL items.

The DEV effort is big.
The migration effort for modders is also big.

What benefit(s) does your solution bring to justify the efforts?

Offline 0xEBJC

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Practically all mods have already implemented a solution using NULL items.

The DEV effort is big.
The migration effort for modders is also big.

What benefit(s) does your solution bring to justify the efforts?

Meridian, thank you for taking the time to hear me out, I really appreciate it. Sorry to be lengthy below, trying to be concise but also clear on the issue and request.


Justification - I believe this suggestion is:

[Backwards Compatible]
1.) Implementation doesn't impact current mod structure (completely backwards compatible)  :)
2.) Current mods do not need modified (migration can be ignored)  :)
3.) Fairly simple migration effort for modders :)
    --> search for builtInWeapons:
    --> replace with customInventory: *newCustomInventoryDefintion
4.) Armors with default inventory need not to be changed :)


[Future Mods]
1.) Greatly simplifies new armor definitions with 'custom' inventories as opposed to NULL blanks.
2.) Quickly allows for many more custom inventories including unique locations, names, and sizes of inventories for any armor definitions.
3.) Massively simplifies submods that modify the inventories of other mods. (This is my current situation - explained below)  :) :) :)
4.) Any changes to parent mods inventory or armor configurations, i.e. X-Com Files would not affect nor require a submod to be changed and compatibility wold be maintained.  :) :) :)


[My Goal]
1.) Extend or modify the inventory, currently only with global invs: but without having to break ALL parent mod armor inventories.
2.) I want to create new custom armors that have more inventory slots than the globally defined invs: in X-Com Files.
  -- backpack with 2x4 shape
  -- backpack with 4x4 shape
  -- additional 1x1 pocket slot


[Problem]
- I've created a unique inventory that unfortunately changes ALL inventories globally for ALL parent mods under current format. :(
- I have to fix / override ALL inventories across ALL armor definitions for ALL other mods. :(


[Example]
1.) I'm creating a sub mod for X-Com Files that adds new armors and changes the global inventory configuration. This would affect other mods that add additional armors too.

2.) I replace 3x3 backpack with 4x4 backpack and add a 1x1 pocket slot.
Code: [Select]
invs:
  ...
  ...

  - id: STR_BACK_PACK
    x: 180
    y: 31
    slots:
      - [0, 0]
      - [0, 1]
      - [0, 2]
      - [0, 3]
      - [1, 0]
      - [1, 1]
      - [1, 2]
      - [1, 3]
      - [2, 0]
      - [2, 1]
      - [2, 2]
      - [2, 3]
      - [3, 0]
      - [3, 1]
      - [3, 2]
      - [3, 3]

  ...
  ...
  ...

  - id: STR_POCKET
    x: 0
    y: 86
    slots:
      - [0, 0]

  ...


Code: [Select]
armors:
  - new: STR_SUIT_RUCKSACK_UC  # Suit with 2x4 backpack & Pocket
    ...
    builtInWeapons:
      - INV_NULL_2X4_BACK_PACK
    ...
  - new: STR_POWERARMOR_LARGEPACK_UC # Power Armor with 4x4 bacpack
    builtInWeapons:
      - INV_NULL_1X1_POCKET



3.) Now ALL parent mods, i.e. X-Com Files have a 4x4 backpack and a 1x1 pocket. :(

4.) All X-Com Files armors with defined INV_NULL_3X3_BACK_PACK have to be fixed with INV_NULL_4X4_BACK_PACK and INV_NULL_1X1_POCKET :(

5.) All X-Com Files armors have to be fixed with INV_NULL_1X1_POCKET if you don't want the pocket added to all armors. :(

6.) A lot more additional fixes have to me made to armors with other types of buildtinWeapons such as ones that block off the backpack for a buildtinWeapon: jetpack, etc.

Hundreds of entries need updated / fixed with overrides:

Code: [Select]
armors:
  ...
  ...
  ...
  - override: STR_SUIT_UC
    builtInWeapons:
      - INV_NULL_4X4_BACK_PACK
      - INV_NULL_1X1_POCKET
  - override: STR_SUIT_INFERNAL_UC
    builtInWeapons:
      - INV_NULL_4X4_BACK_PACK
      - INV_NULL_1X1_POCKET
  - override: STR_SUIT_SPARTAN_UC
    builtInWeapons:
      - INV_NULL_4X4_BACK_PACK
      - INV_NULL_1X1_POCKET
  - override: STR_SUIT_KYBEROS_UC
    builtInWeapons:
      - INV_NULL_4X4_BACK_PACK
      - INV_NULL_1X1_POCKET
  - override: STR_SUIT_OLYMPIAN_UC
    builtInWeapons:
      - INV_NULL_4X4_BACK_PACK
      - INV_NULL_1X1_POCKET
  - override: STR_SUIT_PROTEAN_UC
    builtInWeapons:
      - INV_NULL_4X4_BACK_PACK
      - INV_NULL_1X1_POCKET
  - override: STR_SUIT_H_UC
    builtInWeapons:
      - INV_NULL_4X4_BACK_PACK
      - INV_NULL_1X1_POCKET
  ...
  ...
  ...


7.) Any updates / changes / additions / to X-Com Files armors or inventory definition could potentially breaks this submod and X-COM FIles... , hundreds of 'overrides' potentially have to be redone again to fix compatibility. :(


8.) New code format request as follows would not require any changes to X-COM Files defintions via overrides and wouldn't break parent mods even when they are updated / changed. :)

Example:
Code: [Select]
extraInvs: &SuitWithRucksack
  ...
  ...

  - id: STR_BACK_PACK
    x: 180
    y: 31
    slots:
      - [0, 0]
      - [0, 1]
      - [0, 2]
      - [0, 3]
      - [1, 0]
      - [1, 1]
      - [1, 2]
      - [1, 3]
  ...
  ...
  ...

  - id: STR_POCKET
    x: 0
    y: 86
    slots:
      - [0, 0]

  ...

extraInvs: &PowerarmroLargeBackpack
  ...
  ...

  - id: STR_BACK_PACK
    x: 180
    y: 31
    slots:
      - [0, 0]
      - [0, 1]
      - [0, 2]
      - [0, 3]
      - [1, 0]
      - [1, 1]
      - [1, 2]
      - [1, 3]
      - [2, 0]
      - [2, 1]
      - [2, 2]
      - [2, 3]
      - [3, 0]
      - [3, 1]
      - [3, 2]
      - [3, 3]

  ...
  ...
  ...


Code: [Select]
armors:
  - new: STR_SUIT_RUCKSACK_UC  # Suit with 2x4 backpack & Pocket
    ...
    customInventory: *SuitWithRucksack
    ...

  - new: STR_POWERARMOR_LARGEPACK_UC # Power Armor with 4x4 bacpack
    ....
    customInventory: *PowerarmroLargeBackpack
    ....

... These definitions don't change X-Com Files armors or inventory in anyway :)
... No overrides needed to X-Com Files :)
... Changes to X-Com Files doesn't affect these definitions in any way :)

- This would maximize compatibility across mods and submods that desire to have custom armor inventory definitions.  :) :) :)
- This would eliminate any dependent changes to mods when other codependent mods make changes to their inventory or armor definitions.  :) :) :)
« Last Edit: February 07, 2024, 02:50:53 am by 0xEBJC »