- Add a new CI docker file
- Fix a typo for checkrefs (Refs https://code.wildfiregames.com/D5266)
- Switch to Clang8
- Unify pipeline reset in a function
- Update the image building pipeline
This was SVN commit r28086.
To avoid the appearance of two Roman numerals at the end of bot names
(e.g. "Artaxshasha II II -> here "Artaxshasha II" was the name itself
and the second "II" was added when the name was chosen for the second
time), remove the addition of Roman numerals entirely.
Instead, if possible, a new name is chosen for each bot. If not, the
suffix "(n)" is added counting the duplicates and warning is displayed.
AINames are added to the Iberians, Gauls, and Mauryas bringing their
totel to at least 8 each in order avoid any duplicates in regular
8-player games.
Credit to Norse_Harold for changing the condition for reusing names to
not use a hardcoded assumption about the maximum number of player slots
Patch by @Vantha
Accepted by @phosit, @wowgetoffyourcellphone
Differential Revision: https://code.wildfiregames.com/D5256
This was SVN commit r28082.
In the Han CC I changed `0.8 * 0.75` to `0.8 - 0.2` so it could also be
described the same way.
Accepted By: @Freagarach
Comments By: @sera, @Stan
Trac Tickets: #6755
Differential Revision: https://code.wildfiregames.com/D5031
This was SVN commit r28065.
The user doesn't have to fiddle with `std::shared_ptr`.
And two (more unrelated) things: use `std::unordered_map`, use a
`std::find_if` in the callback.
Comments By: @vladislavbelov, @Stan
Differential Revision: https://code.wildfiregames.com/D5239
This was SVN commit r28048.
Since 1bccfef6fb the `CSimulation2` uses the `std::shared_ptr` only in
the constructor and stores a `ScriptContext&` (inside it's members).
That's a bit dangerous: A caller might think `CSimulation2` takes
ownership of the `ScriptContext`.
With this commit the caller has to pass an `ScriptContext&` to the
constructor.
Comments By: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D5223
This was SVN commit r28046.
The `StateSet` is only used to check if a state is valid. That's useless
since it wouldn't be found in the `TransitionMap` - With the same
outcome.
Accepted By: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D5236
This was SVN commit r28039.
One should always use the variable declaration with the least possible
scope.
This patch cleans up many (but not all) of the `var` in rmgen and
replaces them with `let` or `const`.
The same is done for `let` -> `const`.
comments by: @sera@Stan
Differential revision: https://code.wildfiregames.com/D5214
This was SVN commit r28036.
Without the "pair" attribute API3..GameState.prototype.canResearch
doesn't check if the other tech is already researched (or is being
researched).
Patch by: @phosit
Accepted by: @wowgetoffyourcellphone
Differential Revision: https://code.wildfiregames.com/D5238
This was SVN commit r28026.
When a wild animal was in a defenseArmy and it was killed, its resource
got into the army as well. This caused a call to GetUnitAIOrder data
which was undefined for the resource.
Fixed by checking for UnitAI-ness and also for attack-ability whilst at
it.
Reported by @seregadushka at the forums:
https://wildfiregames.com/forum/topic/110098-petra-error-winter-is-coming5/.
Investigated and MWE by @Norse_Harold.
Fixes#6899
This was SVN commit r28025.
Warships now use the Unit AI instead of the Building AI. This allows
players to specifically target fire onto desired targets.
Warship combat now revamped with completely new Warship classes, which
soft counter each other, and new behavior for Fire Ships. With an
all-new ship tech tree at the Dock.
Commit includes fixing maps to switch from the old to the new ship
templates. Also includes revamped Cycladic Archipelago skirmish maps and
some other special surprises. And improved/additional ship UI portraits.
New Warship classes:
Scout Ship
Arrow Ship
Ramming Ship
Siege Ship
Forum discussion:
https://wildfiregames.com/forum/topic/104332-naval-overhaul-alpha-27/#comment-539713
Patch by: @wowgetoffyourcellphone
Accepted by: @real_tabasco_sauce
Comments and suggestions by: @borg-, @phosit (more comments and
discussion at the forum link)
Differential Revision: https://code.wildfiregames.com/D5213
Refs #4000 for a sound issue for actors without an attack animation.
This was SVN commit r27996.
In addition to the existing "Shallow" water level two water levels are
added:
- Deep: Only ships can reach other islands
- Rising: The water level changes from Shallow to Deep to a level where
the home islands are flooded.
Accepted By: @real_tabasco_sauce
Comments By: @marder, @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D5139
This was SVN commit r27992.