Get the required information by returning it in the proper places.
Also clean up some pointless modulo operations.
This code is pulled out of the Silk Road code (refs #4314).
Reviewed By: mimo
Differential Revision: https://code.wildfiregames.com/D161
This was SVN commit r19243.
Summary: Following discussions in https://code.wildfiregames.com/D60 the
use of u8 to store each boolean has been cleanup up. Now only one u8 is
used, thus reducing the size of the struct.
Reviewed By: leper
Differential Revision: https://code.wildfiregames.com/D101
refs #3834
This was SVN commit r19242.
Summary:
Petra will assign military units as guards to the hero in the regicide
victory condition, preferring any available Champion units.
Also this diff fixes a broken loop through a Map in D140/a443bcfa65 that
was introduced when switching `criticalEnts.guards` from a Set to a Map.
Patch by Sandarac
Differential Revision: https://code.wildfiregames.com/D157
This was SVN commit r19241.
Slight cleanup while moving the affected code.
Differential Revision: https://code.wildfiregames.com/D108
Reviewed By: shookes
This was SVN commit r19238.
Add a new options panel for the chat notifications (attack, barter,
tribute), so that players and observers can disable them if they appear
too noisy.
Patch By: Sandarac
Differential Revision: https://code.wildfiregames.com/D106
This was SVN commit r19237.
The code paints far below the waterheight and the potential shallow
generation on that central river variation is done by the passageMaker
call some lines above.
Reviewed By: bb
(on #0ad-dev today)
Also add a declaration forgotton in 6036b48c1d.
This was SVN commit r19236.
We do not need iteration order, and this makes this explicit.
Reviewed By: echotangoecho
Differential Revision: https://code.wildfiregames.com/D82
This was SVN commit r19235.
Two clients chosing the same GUID is highly unlikely, yet possible.
A malicious client chosing an existing GUID would have resulted in
unassigning the player with that GUID.
This was SVN commit r19225.
The faction couldn't build it before as the wooden tower added to all
factions except Romans in f56102967f was logically a part of the
palisade which Romans couldn't build either following 3bb1c01ccc.
Differential Revision: https://code.wildfiregames.com/D129
Patch By: fatherbushido
Accepted by: LordGood, scythetwirler, wowgetoffyourcellphone
This was SVN commit r19220.
Parse paired techs correctly that appear as a tech requirement.
Don't list units with an empty production queue in the trainer panel.
Display a nice warning if a tech requires a technology that can't be
researched anywhere.
Patch By: s0600204
Differential Revision: https://code.wildfiregames.com/D113
This was SVN commit r19213.
Based on patch by: fatherbushido
Idea accepted by: scythetwirler
Differential Revision: https://code.wildfiregames.com/D128
This was SVN commit r19212.
(This is a workaround that will be removed when gloox has fixed the
issue.)
Reviewed by: elexis
Refs #3771
Differential Revision: https://code.wildfiregames.com/D87
This was SVN commit r19205.
Make catapults more affordable by reducing their stone cost from 350 to
250 per unit.
Differential Revision: https://code.wildfiregames.com/D102
Reviewed By: scythetwirler, fatherbushido
This was SVN commit r19204.
Summary:
When the heal technology is researched in a barrack, a wounded unit
garrisoned in it is not healed.
Indeed the component doesn't listen to value modification.
The patch fixes that.
Test Plan: Reproduce what is above and see that the patch fix it.
Reviewers: O2 JS Simulation, wraitii
Reviewed By: wraitii
Subscribers: wraitii, mimo, Vulcan
Differential Revision: https://code.wildfiregames.com/D63
This was SVN commit r19197.
Summary:
The documentation is imo misleading.
Projectile speed 0 is not supported anywhere in the code and doesn't
lead to a melee attack.
Test Plan: -
Reviewers: O2 JS Simulation, leper
Reviewed By: O2 JS Simulation, leper
Subscribers: leper, Vulcan
Differential Revision: https://code.wildfiregames.com/D115
This was SVN commit r19196.
Summary:
In some mods (for hero) or in the current game (for sentry tower), when
we have reach the entity limit related to a restriction category, we
can't upgrade any entity wich have that restriction category to one with
the same restriction category (for example, upgrading an hero to an hero
as the 1 max limit is yet reached).
That diff should allow that in the gui and the sim.
Code could be concatenated. So comments are welcome.
Test Plan:
For in game testing, you can for example in the Player template reduce
the DefenseTower limit to 2. Then build 2 sentry towers.
Without the patch you can't upgrade any of them. With you can upgrade
them to defense tower.
Reviewers: wraitii, O8 JS GUI, O2 JS Simulation
Reviewed By: wraitii, O8 JS GUI, O2 JS Simulation
Subscribers: leper, mimo, wraitii, Vulcan, O8 JS GUI
Differential Revision: https://code.wildfiregames.com/D81
This was SVN commit r19195.