Triggering Decisions

The work on the integration of modded decisions is still ongoing. This week I worked on the way events are going to trigger decisions. This involves making sure that an event passes all appropriate parameters needed by the decision before it triggers. In the case of the clan split decision, the only parameter that needs to be passed is the cell group that's going to become a core (last week I worked on the method that selects a new core randomly). But given that there could be many types of parameters being passed, I had to make sure that all of them can be handled and encapsulated by appropriated entities.

The work is still in progress. I need to make sure that the appropriate behavior takes place when a decision triggers. When a player is not directly controlling of a faction, a decision option must be chosen randomly from the ones available (some options given more weight depending on leader characteristics). But when the player is directly controlling the faction then a dialog must be spawn displaying the decision's description text and the options the player can chose from (just like with the current hardcoded decisions). All of that is probably going to two or three weekends of work... I'm still not sure I'm going to be able to get done with decision modding by the end of April but at least I feel work on this feature is finally nearing completion.