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20860 Commits

Author SHA1 Message Date
840cc18277 Do not process commands sent by observers.
Differential Revision: D2810
Reviewed by: @bb.
Refs #5140.

This was SVN commit r24063.
2020-09-22 18:28:21 +00:00
bb
ac57eae596 Make fauna names consistent
Patch By: Nescio
Differential Revision: D3012
This was SVN commit r24062.
2020-09-21 21:14:24 +00:00
bb
c2b97cdba0 Safeguard QueryPlayerIDInterface calls
Similar to 31df44673a

This was SVN commit r24060.
2020-09-21 18:54:32 +00:00
4a4a768af6 Add missing credit in 3D work. I missed the fact he was in 2D
Noticed by: @Nescio
This was SVN commit r24059.
2020-09-21 09:05:15 +00:00
499ae887a0 New Kushite Range by @m7600. Small Edits by @Stan
Thread:
https://wildfiregames.com/forum/index.php?/topic/28530-task-kushite-range/

This was SVN commit r24058.
2020-09-21 08:39:37 +00:00
d3a65b1334 Optimise some textures. Reduce the noise and the size to 512x512, and while at it, compress them better. It seems GIMP doesn't.
Noticed by: @vladislavbelov
This was SVN commit r24057.
2020-09-21 08:02:27 +00:00
Angen
265a9f1f5c [Petra/AI]Handle 0 case for template parsing
[Petra]Check against `undefined` when caching variables from templates.

Current check does not allow to read 0 and false values from templates
and represents them as undefined.

Forum link:
​https://wildfiregames.com/forum/topic/29206-questions-on-ai-api3-template-handling/
Reported by: Teiresias
Patch by: smiley
Reviewed by: Angen
Differential Revision: D3010
This was SVN commit r24053.
2020-09-20 09:48:45 +00:00
2ec4abd03c Fix non power of two texture.
Noticed by @vladislavbelov

This was SVN commit r24052.
2020-09-20 09:36:23 +00:00
b0e4eecdfe Fix map serialization bug in aeaba3c14c and 8190dd9054.
Reviewed by: @Angen
Differential Revision: https://code.wildfiregames.com/D2974
This was SVN commit r24051.
2020-09-20 09:33:18 +00:00
bb
31df44673a Add safeguards for all queryOwnerInterface calls
Comments By: Angen, wraitii
Reviewed By: Freagarach
Differential Revision: D2973
This was SVN commit r24050.
2020-09-19 17:55:34 +00:00
ff9a5fe8f9 Render waves for fancy water effects only if we have water on screen.
Waves were added in 9ce51f4357.

This was SVN commit r24047.
2020-09-16 18:43:58 +00:00
92cbf5ead0 Reduces memory usage for fancy water by merging two textures.
Two textures were added in 9ce51f4357.

Reviewed By: wraitii
Tested By: Angen, Freagarach
Differential Revision: https://code.wildfiregames.com/D2983
This was SVN commit r24046.
2020-09-16 18:03:51 +00:00
a330d4c7d7 Get dropsites' accepting resources from simulation instead of hardcoding them in tooltips.
Differential Revision: D2980
Reviewed by: @Angen.
Tested and comments by: @Nescio.
This was SVN commit r24045.
2020-09-16 15:28:44 +00:00
61d6885ec2 Split "template_gaia_geo".
To have a generic template per resource subtype, for consistency.

Patch by: @Nescio.
Differential Revision: D2991
This was SVN commit r24044.
2020-09-16 15:19:19 +00:00
66bae4b169 Split "template_gaia_flora*".
Into:
- template_gaia_fruit*
- template_gaia_tree*
to have a template per resource subtype for consistency.
Removed also "Dead " and " Tree" from specific names and purged the
unused "ForestPlant"-class.

Patch by: @Nescio.
Differential Revision: D2990
This was SVN commit r24043.
2020-09-16 15:14:39 +00:00
Angen
34dee54d90 Remove branch from InParabolicRange
This was SVN commit r24041.
2020-09-15 10:10:52 +00:00
bb
7335fc793a sloppyness → sloppiness
Patch By: Nescio
Differential Revision: D3003
This was SVN commit r24040.
2020-09-14 16:55:14 +00:00
bb
d54ba356b6 Remove visibleclasses from guiinterface
Reviewed By: Angen
Comment By: Freagarach
Differential Revision: D2997
This was SVN commit r24038.
2020-09-13 11:17:55 +00:00
Angen
fdafaf2926 Read correctly 0/false values from map files in gamesetup
After 34138a7764, if map specifies 0 as value in certain settings, this
value is ignored.
Fixing that by explicitly checking for undefined.

Differential Revision: D2982
Reviewed by: Freagarach
This was SVN commit r24037.
2020-09-11 19:24:02 +00:00
277fb13ba0 Don't store the gatherers per player.
94c02ec33c deprecated the use of storing the gatherers on a per player
basis.
This removes it entirely thus saving a few useless calls and operations.

Refs #1387.
Differential Revision: D2755
Reviewed by: @bb.
This was SVN commit r24036.
2020-09-11 10:19:09 +00:00
Angen
e543b01077 Cheer after combat when no enemy units are in range
Cheering as is done now is highly unfair and illogical. Cheering units
are immune to all damage for 2.8 seconds.
That means unit A attacking cheering unit B is wasting its attack and
doing 0 damage while taking damage from anyone attacking it (unit A).
That can save cheering unit with 1 HP from being killed what is not fair
to the attacker.

Changes:
removing immunity to damage while cheering
do not forcing cheering order so unit can respond to attacks
removing cheering from promotion
cheering after unit cannot find more targets(units) while in combat and
has nothing else to do
tell units around to cheer as well

Differential Revision: D1977
Reviewed by: Freagarach
Accepted by: goldie, borg-
Comments by: Stan, wraitii
This was SVN commit r24034.
2020-09-10 16:37:14 +00:00
7853a50635 Allow guards to guard a guarding guard.
Explicitly disallowed in the past (see ticket), it now becomes possible
to e.g. guard a catafalque with a hero and guard the hero with healers.

Refs #2034.

Differential Revision: D2732
Reviewed by: @Angen, @bb.
This was SVN commit r24033.
2020-09-10 08:01:25 +00:00
9449e99553 Reuse "APPROACHING"-state in formation combat.
Noted by @wraitii on D1971#inline-53877.

Differential Revision: D2989
Reviewed by: @Angen, @bb.
This was SVN commit r24032.
2020-09-10 07:51:44 +00:00
f616cc77ae Move "fauna_fish* -> "fish/*".
Mostly since fish don't inherit from fauna.

Patch by: @Nescio.
Differential Revision: D2774
This was SVN commit r24031.
2020-09-10 07:40:47 +00:00
33e01af15e Fix formation walking following "improved ship pickup"/375c319639
Summary:
As reported by @bb and @Angen , 375c319639 broke formation walking in a
few situations.

The issue is that f489ab3a16/D2871 requires formation members to get no
messages until the controller is stopped, but 375c319639 didn't use the
correct function (on account of a missed rebase), so members stopped too
early.

Reported by: bb, Angen
Reviewed By: bb
Differential Revision: https://code.wildfiregames.com/D3006
This was SVN commit r24029.
2020-09-08 13:48:12 +00:00
Angen
bcf329a884 Shrink selection panel icons
Current gui has no space for more structures/formations to be displayed
and some
civilisations are very close to hit this limit.
Alternative would be scrolling option or pages, but until then this is
acceptable solution.

Differential Revision: https://code.wildfiregames.com/D2875
Patch by: Nescio
Reviewed by: Angen, geneva55
Comments by: wraitii, Stan
This was SVN commit r24028.
2020-09-07 17:36:44 +00:00
Angen
87ec9457c3 [Petra] update usage of Elephant class
Remove Champion class from siege functions related to melee elephants.
Improve mobile dropsite code by replacing Elephant class with Unit
class.
Remove code related to fact support elephants can build as it is not
case anymore.

Differential Revision: https://code.wildfiregames.com/D2964
Patch by: Nescio
Reviewed by: Angen
This was SVN commit r24027.
2020-09-07 17:25:12 +00:00
bb
29e2a44f75 Fix broken translations of b606cad5da
This was SVN commit r24025.
2020-09-06 18:37:40 +00:00
Angen
1f5766079d Clean Formation.js
var -> let
comments - capital leters, dots
a:help - dots
spaces

Differential Revision: https://code.wildfiregames.com/D3001
Comments by: Nescio, Jenkins
This was SVN commit r24024.
2020-09-06 14:08:56 +00:00
Angen
9be759fb08 [UnitAI] inline last if in ShouldChaseTargetedEntity
This was SVN commit r24023.
2020-09-06 09:17:13 +00:00
bb
b606cad5da Indent attack tooltips
Show splash per attacktype and indent

Patch By: Nescio
Comments By: Freagarach
Differential Revision: D2984
This was SVN commit r24022.
2020-09-04 20:21:59 +00:00
f9f7b4d49f Garrison outposts visually.
Instead of disappearing inside an open structure, this lets garrisoned
entities show up on the platform of an outpost.
Also corrects some dimensions.

Patch by: @Nescio.
Differential Revision: D2986
Idea accepted by: @wraitii.
Reviewed by: @borg-.
This was SVN commit r24021.
2020-09-04 13:46:08 +00:00
e744cfdd61 Add turret points to gates.
Gates can be garrisoned like regular wall pieces now, which looks nice.
Different civs have different amount of entities that can be placed due
to differneces in their actors:
- 4: brit, gaul, maur
- 5: sele
- 6: kush, pers
- 8: athen, cart, iber, mace, spart, roman siege wall gate
- 10: ptol, rome

Patch by: @Nescio.
Differential Revision: D2760
Informally accepted by: @badosu, @borg-, @genava55.
This was SVN commit r24020.
2020-09-04 13:33:04 +00:00
7f503c5f53 Allow a few more units on walls.
Medium walls now have four slots up from three.
Long walls now have eight slots up from five.

This looks nice and improves realism by making walls a tad easier to
defend.

Patch by: @Nescio.
Differential Revision: D2783
Idea accepted by: @genava55, @borg-.
This was SVN commit r24019.
2020-09-04 13:13:07 +00:00
00e25707dc Do not chase entities in FOW/SOD
Refs #1832 by fixing the non-animal cases.

Differential Revision: D2698
Reviewed by: @bb, @wraitii.
Fixes #3394

This was SVN commit r24017.
2020-09-02 16:10:08 +00:00
900dfd67d4 Debuff outpost and remove un-necessary technologies.
Outposts ought to be used to get more vision, not as an accessory to
rushing.
Technologies were not very potent and hardly ever researched.

Patch by: borg-
Reviewed By: Nescio, wraitii
Differential Revision: https://code.wildfiregames.com/D2933
This was SVN commit r24016.
2020-09-02 07:26:05 +00:00
0c0bd2d58f Balance economy techs to make City Phase less of a snowball.
City Phase economic technologies gave +50% gathering rate increases, on
top of the pre-existing ones, which was such a huge bonus that players
could never recover from being late.

This patch balances techs so that Village and Town phase technologies
are stronger, and City phase not so potent.
Research times also increase with each phase.

Patch by: borg-
Reviewed by: wraitii, badosu
Differential Revision: https://code.wildfiregames.com/D2916
This was SVN commit r24015.
2020-09-02 07:19:45 +00:00
344d1cc837 Slightly buff melee units by making ranged units promote slower.
Ranged units are more durable, and generally stronger than melee units
currently.
Making them promote slower (+25%) slightly reduces the gap.

Patch by: borg-
Reviewed By: wraitii, genava55, badosu
Differential Revision: https://code.wildfiregames.com/D2899
This was SVN commit r24014.
2020-09-02 07:12:15 +00:00
7c534eae8a Allow training Axeman Cavalry at barracks.
Missed in dd5c7edea3 which introduced this template.

Patch by: borg-
Reviewed by: wraitii
Differential Revision: https://code.wildfiregames.com/D2954
This was SVN commit r24013.
2020-09-02 07:03:32 +00:00
dab3e58a56 Move cavalry movement tech to village phase and make it cheaper.
Having two technologies was too strong a bonus.

Patch by: borg-
Reviewed By: Nescio, wraitii
Differential Revision: https://code.wildfiregames.com/D2966
This was SVN commit r24012.
2020-09-02 06:59:33 +00:00
e916b8cc01 Improve splash damage falloff calculation to account for obstruction size.
Splash falloff was calculated using centre-to-point distance, where
nearest-edge to nearest-edge ought to have been used.
Use DistanceToPoint to correct for that.

Make sure the damage multiplier cannot go negative.
Remove GetUnitSize in favour of GetSize.

Reviewed By: bb
Differential Revision: https://code.wildfiregames.com/D2963
This was SVN commit r24010.
2020-08-31 15:01:04 +00:00
32886202a3 Fix AI using Maurya elephant archers as hunters following 164af0742a
The Maurya elephant archer is a fast moving citizen soldier, despite
being unable to gather.
This led to an issue post 164af0742a.

Reviewed By: bb
Fixes #5800

Differential Revision: https://code.wildfiregames.com/D2962
This was SVN commit r24009.
2020-08-31 09:05:34 +00:00
0292962756 Standardise attack bonus tooltips.
- Use multiplication symbol.
- Correct "vs." to "vs".

Patch by: @Nescio.
Differential Revision: D2610
Reviewed by: @Gallaecio.
Opposition by: @wraitii.
This was SVN commit r24007.
2020-08-29 09:45:19 +00:00
0530602405 Readd safeguard against killing an entity multiple times.
Also don't try to calculate more when we are damaged with zero (`0`)
amount.

Differential Revision: D2981
Reviewed by: @Angen.
This was SVN commit r24006.
2020-08-29 05:47:06 +00:00
bb
5e6a2322e7 Damage parent of mirage instead of trying to damage the mirage
Reviewed By: Freagarach
Differential Revision: D2979
This was SVN commit r24005.
2020-08-28 18:05:33 +00:00
221d5d4062 Fix applying StatusEffects after 0f91c5ac61.
Fixes the ordering of arguments in HandleAttackEffects by StatusEffects.
Fixes wrongly written effectType.

Differential Revision: D2977
Reviewed by: @bb.
This was SVN commit r24004.
2020-08-28 12:42:32 +00:00
6c27687c0c Sort nodes in templates and data.
The nodes in the templates ought to be sorted alphabetically as should
the modifications in technologies and auras. This makes that so.
(Also added the `Civ` to the Identity of template_formation, for it is
necessary although commented out.)

Differential Revision: D2976
Reviewed by: @Nescio.
This was SVN commit r24003.
2020-08-28 08:03:29 +00:00
0f91c5ac61 Rename Armour to Resistance and change the way it is processed.
- Renames Armour-node to Resistance.
- Support resistance against Capture.
- Puts resistance against effects in separate nodes.
- Some cleaning.

Differential Revision: D2229
Reviewed by: @bb (accepted), @wraitii.
Comments by: @Stan, @Nescio.
This was SVN commit r24001.
2020-08-27 10:24:59 +00:00
bb
37d31a5e3d Group buildings by function in the right selection panel
Patch By: Nescio
Differential Revision: D2807
This was SVN commit r24000.
2020-08-26 15:35:48 +00:00
4881a7ea0e Also move loading image after d6449bf3f0, noticed by @Nescio.
This was SVN commit r23999.
2020-08-26 15:34:23 +00:00