Additional AITriggerType conditions (# of Tech Buildings / Bridge Repair Huts)#2119
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Starkku wants to merge 1 commit intoPhobos-developers:developfrom
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Additional AITriggerType conditions (# of Tech Buildings / Bridge Repair Huts)#2119Starkku wants to merge 1 commit intoPhobos-developers:developfrom
Starkku wants to merge 1 commit intoPhobos-developers:developfrom
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TaranDahl
approved these changes
Feb 25, 2026
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This PR adds framework for adding new AITriggerType conditions in similar vein to what Phobos already does with script actions. In addition it adds two new conditiontypes checking tech buildings and bridge repair huts.
AI Trigger Condition Types
Phobos adds new AI trigger condition types. AI trigger's condition type is defined as the number in fifth comma-separated parameter in
AITriggerTypedeclaration.F.ex
ID=Name,Team1,OwnerHouse,TechLevel,ConditionType,ConditionObject,Comparator,StartingWeight,MinimumWeight,MaximumWeight,IsForSkirmish,unused,Side,IsBaseDefense,Team2,EnabledInE,EnabledInM,EnabledInHSome condition types operate on or with
ConditionObjectandComperatoras well. More information on defining AITriggerTypes can be found on ModEnc.8Amount of Capturable Tech Buildings ExistsTrigger can spring if a number of
Capturable=true+NeedsEngineer=truebuildings owned in total by all houses the trigger owner is not allied with satisfiesComparator.9Amount of Bridge Repair Huts ExistsTrigger can spring if a number of
BridgeRepairHut=truebuildings linked to broken bridges owned by first house belonging toCivilianside satisfiesComparator.