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Squad eligibility criteria #2

@MadeByGabe

Description

@MadeByGabe

Problem

Currently the filter for squad-eligible units is: mobile + armed + no build options, plus a hardcoded exceptions list (SQUAD_ELIGIBLE_EXTRAS) for unarmed units like scouts (I think I prefer them together with my fighters and bombers).

This doesn't cover all the cases well:

  • Some unarmed units should be in squads (scouts are handled via the extras list, but there could be others depending on player preference)
  • Some units with build options might still make sense in squads (e.g. infestor, decoy commander, commando)

Proposed solution

Replace the current filter + exceptions approach with a single table that maps every defID to true/false (only mobile ones). Pre-populate it with the current logic as defaults, but allow users to override via a config setting. Something like a SQUAD_ELIGIBLE table where all defIDs start with the computed default and the player can flip individual ones.

Related issue

Units with build options can use left click with all kinds of modifiers to place building grids. This might conflict with squad selection.
We need to make sure squad selection doesn't trigger when the player is trying to place buildings. I don't think I handled this properly in the current implementation, needs testing.

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