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15159 Commits

Author SHA1 Message Date
47fc344567 Update the resource icons.
Patch by @wowgetoffyourcellphone.

This was SVN commit r25553.
2021-05-25 10:21:52 +00:00
463775faa4 Slight tweaks to particles.
This was SVN commit r25552.
2021-05-25 10:07:04 +00:00
6324f3369a Use correct projectiles for artillery.
Patch by @wowgetoffyourcellphone

This was SVN commit r25551.
2021-05-25 10:06:34 +00:00
b3aa84adea New shark and whale icons. update the berry an tree and artic wolf icons.
This was SVN commit r25550.
2021-05-25 09:24:23 +00:00
fb84adda3b New autoqueue icons.
This was SVN commit r25549.
2021-05-25 08:35:46 +00:00
863ef0f88a Tweak sound distance attenuation & add configurability
Following D3108 / 876f6d5e50, sounds are attenuated by their actual
distance. However, as noted by players on A24, the dropoff is stark and,
when zoomed out, can easily result in not hearing things that are
happening in the middle of the screen.

The new default settings almost double the max-range, change the minimum
range to have greater dynamic range, and reduce the stereo depth
slightly to better match the default camera FOV.

These are stored per sound-grounp, possibly allowing future tweaks on a
per-soundgroup basis, and are configurable.

Tested by: Imarok
Discussed over mail with: Samulis, Porru

Differential Revision: https://code.wildfiregames.com/D3612
This was SVN commit r25547.
2021-05-25 06:19:25 +00:00
1fd940b3d0 Adjust position of replay filters
Differential Revision: https://code.wildfiregames.com/D4010
This was SVN commit r25542.
2021-05-24 20:04:28 +00:00
3e5638e548 Removes hardcoded 1px width borders from GUI sprites.
Tested By: Imarok
Differential Revision: https://code.wildfiregames.com/D4008
This was SVN commit r25541.
2021-05-24 18:42:51 +00:00
8054097daf Mouse event mask for the diplomacy colors button
Differential Revision: https://code.wildfiregames.com/D4011
This was SVN commit r25540.
2021-05-24 12:09:30 +00:00
581e5b8752 Remove differences in territory decay rates.
Structures now decay in the same time span, including walls/palisades.
This buffs houses/storehouses against capture slightly.

Exceptions:
- Fortresses decay 4 times slower (but, as of now, they are also
territory roots).
- Wonders decay 4 times slower.

Differential Revision: https://code.wildfiregames.com/D3993
This was SVN commit r25539.
2021-05-24 10:45:38 +00:00
Angen
c1f8e74717 Add Filter placeholder text to modio filter field
Differential revision: D4000
Reviewed by: @Imarok
This was SVN commit r25532.
2021-05-23 08:55:38 +00:00
0728c58a4d Removes unnecessary z-level from GUI sprite rendering.
Tested By: Imarok
Differential Revision: https://code.wildfiregames.com/D4003
This was SVN commit r25524.
2021-05-22 18:06:18 +00:00
80a8c3827b Fix CanAttack for mirages following 88549e77e1
CanAttack queries the miraged Resistance which did not exist, thus
failing.
This mirages Resistance explicitly (fixing parts of #5883)

Fixes 88549e77e1, reverts the mirage.xml change in 738b200dda

Refs #5883

Reported by: Asger_Spear
Differential Revision: https://code.wildfiregames.com/D4001
This was SVN commit r25517.
2021-05-22 10:56:40 +00:00
0dfebc8d2b Let PetraAI check for different templates when finding the best dropsite.
Loops buildable templates to find the best.

Differential revision: https://code.wildfiregames.com/D3876
Comments by: @Angen, @Stan, @wraitii
This was SVN commit r25514.
2021-05-22 07:53:47 +00:00
494d12fb9c Let PetraAI check for droppable resources when finding the best dropsite location.
Instead of hardcoding resources.

Differential revision: https://code.wildfiregames.com/D3874
Comments by: @Angen, @Stan
This was SVN commit r25513.
2021-05-22 07:51:08 +00:00
012ac9f36b Add rated game information to the objectives dialog.
So an joined observer can see that information.

Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D3964
Comment by: @wraitii
Idea accepted by: @asterix
This was SVN commit r25512.
2021-05-22 07:39:17 +00:00
340aa419f4 Deduplicate add/remove entity to/from AIs resource map.
Also moves the function to the shared_script, since that is the
prototype it uses and the function doesn't use anything of the
terrain_analysis (as per @Angen's request).

Differential revision: https://code.wildfiregames.com/D3906
Comments by: @Angen, @wraitii
This was SVN commit r25511.
2021-05-22 07:35:16 +00:00
8f8e29c092 Fix incompatible mods start: show both incompatible and enabled mods;
As noted by Angen in a26535d023, refs 3bcf360107
When starting with incompatible mods, the non-incompatible mods were no
longer shown. This fixes that.
I think the code looks cleaner from this new control flow that
explicitly only mounts "mod".

Tested by: Angen
Differential Revision: https://code.wildfiregames.com/D3996
This was SVN commit r25510.
2021-05-22 07:33:49 +00:00
3548feb16a Fix entities receiving double hunt order only attacking.
Caused by: 293cd95ccb.
Noticed by @Asger and @Kate.
Special case hunting.

Differential revision: https://code.wildfiregames.com/D3986
Comment by: @wraitii
This was SVN commit r25509.
2021-05-22 05:27:51 +00:00
b2e1181982 Partly revert 5f1f768ed5.
The underlying cause was fixed by 8eb4871c9b.
Reviewed by: wraitii
Differential Revision: https://code.wildfiregames.com/D3836
This was SVN commit r25505.
2021-05-21 21:37:07 +00:00
fe4890e0b2 Improved particles by @wowgetoffyourcellphone
This was SVN commit r25496.
2021-05-21 10:49:11 +00:00
9756fb3dad Darker AO for the stone quary
This was SVN commit r25495.
2021-05-21 10:42:20 +00:00
274fadaf30 More consistent animal portraits by @wowgetoffyourcellphone
This was SVN commit r25494.
2021-05-21 10:41:41 +00:00
bdfacbfdd3 Add a round 9x9 decal
This was SVN commit r25493.
2021-05-21 10:40:20 +00:00
15140751a7 Improved farm decals by @wowgetoffyourcellphone
This was SVN commit r25492.
2021-05-21 10:33:13 +00:00
19f7db1681 Remove the floating property from shipwrecks.
Patch by: @wowgetoffyourcellphone
EOL native.

This was SVN commit r25491.
2021-05-21 09:49:32 +00:00
db829373cb Add new cliff textures
Patch by: @wowgetoffyourcellphone
Textures from: https://cc0textures.com/
Thread
https://wildfiregames.com/forum/topic/17326-your-0-ad-screenshots/page/30/

This was SVN commit r25490.
2021-05-21 09:23:08 +00:00
809dba254a Add new indian biome
Patch by: @wowgetoffyourcellphone
Textures from: https://cc0textures.com/
Thread
https://wildfiregames.com/forum/topic/17326-your-0-ad-screenshots/page/30/

This was SVN commit r25489.
2021-05-21 09:22:17 +00:00
70a6826b51 Add new nuba biome
Patch by: @wowgetoffyourcellphone
Textures from: https://cc0textures.com/
Thread
https://wildfiregames.com/forum/topic/17326-your-0-ad-screenshots/page/30/

This was SVN commit r25488.
2021-05-21 09:21:22 +00:00
e10fa5b80f Add new saharan biome
Patch by: @wowgetoffyourcellphone
Textures from: https://cc0textures.com/
Thread
https://wildfiregames.com/forum/topic/17326-your-0-ad-screenshots/page/30/

This was SVN commit r25487.
2021-05-21 09:19:46 +00:00
b5a1e9ba51 Add new steppe biome
Patch by: @wowgetoffyourcellphone
Textures from: https://cc0textures.com/
Thread
https://wildfiregames.com/forum/topic/17326-your-0-ad-screenshots/page/30/

This was SVN commit r25486.
2021-05-21 09:18:20 +00:00
b00f000477 Add new sudd biome
Patch by: @wowgetoffyourcellphone
Textures from: https://cc0textures.com/
Thread
https://wildfiregames.com/forum/topic/17326-your-0-ad-screenshots/page/30/

This was SVN commit r25485.
2021-05-21 09:16:38 +00:00
91e244d364 Add new temperate europe biome
Patch by: @wowgetoffyourcellphone
Textures from: https://cc0textures.com/
Thread
https://wildfiregames.com/forum/topic/17326-your-0-ad-screenshots/page/30/

This was SVN commit r25484.
2021-05-21 09:15:47 +00:00
8e3ef8dd8f Add new aegean alpine arctic biome
Patch by: @wowgetoffyourcellphone
Textures from: https://cc0textures.com/
Thread
https://wildfiregames.com/forum/topic/17326-your-0-ad-screenshots/page/30/

This was SVN commit r25483.
2021-05-21 09:12:35 +00:00
baeceab0c8 Add new aegean anatolian biome
Patch by: @wowgetoffyourcellphone
Textures from: https://cc0textures.com/
Thread
https://wildfiregames.com/forum/topic/17326-your-0-ad-screenshots/page/30/

This was SVN commit r25482.
2021-05-21 09:11:42 +00:00
0aedcced74 Remove Gate/Defensive from ram preferred classes
This leaves them with 'Structure', undifferentiated. This avoids the
issue reported in #6096 that rams can try to hit unreachable buildings
indefinitely.

Based on a patch by: Nescio
Differential Revision: https://code.wildfiregames.com/D3684
This was SVN commit r25481.
2021-05-21 07:47:54 +00:00
b6f2dee43b Increase pushing range by 60%
Reduces the 'clumpiness' of units, particularly when ordered to move to
a single point. The minimum pushing force was increased to compensate.

Differential Revision: https://code.wildfiregames.com/D3978
This was SVN commit r25479.
2021-05-21 07:23:47 +00:00
37c8e9caa8 Allow right-clicking to show template panel on queued items.
Request at:
https://wildfiregames.com/forum/topic/40311-a24a23-context-information/.

Differential revision: https://code.wildfiregames.com/D3983
This was SVN commit r25478.
2021-05-21 07:11:05 +00:00
e1f9304601 Fix alpine biome in Wild Lake RM.
After 8ee6774d12.

Differential revision: https://code.wildfiregames.com/D3984
This was SVN commit r25477.
2021-05-21 07:07:47 +00:00
a26535d023 Fix mistake in 3bcf360107 which stopped the incompatible mods page from showing.
I didn't quite understand what was supposed to happen here. This makes
things work as before.
While at it, fix a conversion bug & do some more tweaks.

Differential Revision: https://code.wildfiregames.com/D3990
This was SVN commit r25475.
2021-05-20 17:11:26 +00:00
3bcf360107 Mod and mod-mounting cleanup and improvements.
- Non-visual replays now automatically try to load the replay mods. This
removes the annoyance that -mod=public usually had to be passed.
- MountMods is no longer called in InitVfs but later, making it possible
to load the game in one pass & simplifying things considerably.
- Explicitly ignore duplicates when loading mods
- Interface cleanup: failed mods and incompatible mods were redundant,
only incompatible mods is kept.
- Interface cleanup: `AreModsCompatible`becomes
`CheckForIncompatibleMods`, which becomes a private pure function,
simplifying the control flow somewhat.
- Interface cleanup: `CheckAndEnableMods` is just `EnableMods`, which
explicitly updates loaded & incompatible mods.
- `CacheEnabledModVersions` becomes private and is called on behalf of
the user, removing the need to be careful about updating that (fixes my
concern at 44ec2e324e)

Overall, the logic around mounting & enabled mods should be easier to
understand.

Differential Revision: https://code.wildfiregames.com/D3982
This was SVN commit r25474.
2021-05-20 14:36:42 +00:00
21b7e8faaf Better quality acacia trees by @Sundiata. Needed for the map overhaul.
This was SVN commit r25472.
2021-05-20 11:26:49 +00:00
eda2901a33 Translate the default campaign name in NewCampaignModal
Patch by: nwtour
Differential Revision: https://code.wildfiregames.com/D3977
This was SVN commit r25471.
2021-05-20 10:03:51 +00:00
5e6038eeaf Change the visuals of the counters in the top panel.
- Abbreviate large numbers (fixes #6063).
- Added popMax to the population counter.
- Also show `0` gatherers, highlights and changes the font.

Patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D3911
Reviewed by: @Angen, @Freagarach
Comments by: @asterix, @nwtour, @s0600204, @wraitii
This was SVN commit r25470.
2021-05-20 08:55:08 +00:00
13c1b55f42 Fix UnitAI states in PetraAI.
Sometimes PetraAI relies on UnitAI state of an entity, but those were
not changed after modifying UnitAI.
Introduced in ea96e81098 and 3579097d95.

Differential revision: https://code.wildfiregames.com/D3976
This was SVN commit r25468.
2021-05-20 08:31:30 +00:00
453fe486de Triggers: prevent event names from conflicting with added methods
Refs c0157d613d / D3913 which removed the 'actions' suffix. The reason
for this suffix was probably avoiding this type of conflict, but this
new solution does a better job.

Fixes (at least) Survival of the Fittest, which used an
OnOnwershipChanged trigger.

Differential Revision: https://code.wildfiregames.com/D3979
This was SVN commit r25467.
2021-05-20 08:26:04 +00:00
575cd6c953 Removes unused uniforms and attributes from water shader.
This was SVN commit r25466.
2021-05-19 21:51:36 +00:00
88549e77e1 Require 'Resistance' in CanAttack
This was already effectively the case, so this change increases
coherence.

Accepted By: Freagarach
Differential Revision: https://code.wildfiregames.com/D3980
This was SVN commit r25465.
2021-05-19 12:36:22 +00:00
1619be9902 Differentiate movement speeds of ranged cavalry
Ranged cavalry goes from a base 0.89 walkspeed multiplier to:
- 0.8 for crossbowmen
- 0.85 for archers
- 0.9 for javelineers

The intention is to nerf archers slightly.

Patch By: Nescio
Accepted By: ValihrAnt, chrstgtr
Differential Revision: https://code.wildfiregames.com/D3758
This was SVN commit r25464.
2021-05-19 08:21:05 +00:00
5d1d2d27d7 Outposts have vision without garrisoning again.
Reverts D2986 / f9f7b4d49f.

Outposts have 90 base vision, increasing to 120 with the 'Carrier
pigeon' technology.
Outposts no longer decay in neutral territory, thus not needing
garrisoning. To compensate, they decay 10x faster in enemy territory.

Differential Revision: https://code.wildfiregames.com/D3898
This was SVN commit r25463.
2021-05-19 08:13:35 +00:00
9093e7bbe2 TreasureCollecter -> TreasureCollector.
Noticed by @Stan on ea96e81098.

Differential revision: https://code.wildfiregames.com/D3949
This was SVN commit r25461.
2021-05-18 16:51:44 +00:00
4195205904 Use a set for the selection internals.
Avoids recreating an object and frequent casting.
Allows some optimisations.
Simplifies some calls.

Differential revision: https://code.wildfiregames.com/D3934
Comment by: @Stan
This was SVN commit r25460.
2021-05-18 15:56:47 +00:00
40f9372d29 Allow decaying only in enemy territory.
Reviewed By: Freagarach
Differential Revision: https://code.wildfiregames.com/D3969
This was SVN commit r25458.
2021-05-18 12:43:01 +00:00
3939e0f035 Fix autostart without default difficulty.
If a default difficulty is given by the map, use that. Else use the
default of the game.

Patch by: @JCWasmx86
Differential revision: https://code.wildfiregames.com/D3951
This was SVN commit r25455.
2021-05-17 15:59:05 +00:00
2034136560 Implement a workaround for routers without NAT loopback.
This allows joining a lobby game hosted on the same network (behind the
same NAT gateway).
This is relatively primitive to keep things simple: if the server and
the client have the same public IP, it is assumed that they are on the
same network and the client instead requests the local IP.

Differential Revision: https://code.wildfiregames.com/D3944
This was SVN commit r25448.
2021-05-16 15:34:38 +00:00
6b0802836a Fix duplicating promoting entities in XP trickling structures.
The entity received a value modif. message while promoting, triggering a
second promotion.

Differential revision: https://code.wildfiregames.com/D3918
Fixes: #6162
Comments by: @Angen, @Stan
This was SVN commit r25439.
2021-05-15 05:40:13 +00:00
66c75068bc Fix broken non pot texture by @m7600
Reported by: @nwtour
Fixes: #6177 and 318a5d7a2b

This was SVN commit r25437.
2021-05-14 18:06:00 +00:00
79e294ec06 Make fruit (berries and some fruit trees)'s obstructions smaller.
Patch by: @nani
Liked by: @ffffffff
Tested by: me and @Langbart
Differential Revision: https://code.wildfiregames.com/D3957
This was SVN commit r25436.
2021-05-14 15:13:55 +00:00
cb263b9f26 Add a decal to the berry bushes to make them more visible and make the fruits bigger
Suggestions by: @m7600, @wraitii, @JCWasmx86
Reported by: @Yekaterina
Thread:
https://wildfiregames.com/forum/topic/39973-a25-feedbacks-from-testing/

This was SVN commit r25429.
2021-05-13 11:19:37 +00:00
bb
412e870c55 Add defeat condition on civil centre loss
Somewhat obsoleting 171afdc7a6.

Reviewed By: Freagarach
Comments By: Stan, Nescio and wowgetoffyourcellphone
Differential Revision: D3530
This was SVN commit r25422.
2021-05-12 13:34:50 +00:00
441c122331 Fix collecting treasures near position.
Also refactors the order a bit to be more equal to other orders.
Removes the `autocontinue` because it was not useful (since that is more
about doing other tasks than the one ordered).
Follows ea96e81098 97addf2aa7.

Differential revision: https://code.wildfiregames.com/D3942
Tested by: @Langbart
Fixes: #6175

This was SVN commit r25421.
2021-05-11 07:41:40 +00:00
ad62707eef Ensure rated game and cheat won't be enabled at the same time.
Reported by: Freagarach
Differential Revision: https://code.wildfiregames.com/D3943
This was SVN commit r25418.
2021-05-10 07:49:30 +00:00
8f8996e338 Allow registering custom data for triggers
This allows easier handling of e.g. range triggers calling into the same
function.

The original trigger data is also forwarded for convenience.

Differential Revision: https://code.wildfiregames.com/D3904
This was SVN commit r25413.
2021-05-09 16:55:36 +00:00
Angen
f1acd22455 Do not allow to start pyrogenesis with incompatible mods
Fixing following problems:
Issue number one:
Enable mod with a23 compatibility in a23b.
Save configuration.
Start a24.
Better result:
Mod will be enabled and invisible in mod selection screen producing
various errors.
Worse result:
Game will crash and refuse to start.

Issue number two:
Mods can silently set loaded mods without restarting the engine, so mods
can unlist themselves from compatibility detection.

Solution:
Enable necessary mods instead if running with gui and open mod page.
Open information window on top of mod page to infom why mod page is
showing up.
On mod page show mods which failed in compatibility check and color the
resposnible ones.
Disable start button without enabled mods.
Show non existed mods if they failed in compatibility check.

Else just log to mainlog and close.

Another fixes:
Display in enabled mods really enabled mods as current logic confuses
players about which mods they have enabled and is not helpful (ref
#4881)

Note:
this will not solve issue with mods claiming being compatible with
engine version while in fact being incompatible.

Comments by: @vladislavbelov, @Stan, @Imarok
Tested by: @wraitii
Differential revision: D3592
Fixes: #6044 #4881

This was SVN commit r25410.
2021-05-09 13:53:25 +00:00
Angen
933b331c1b Hide icon for matches without password
This should help with better visual experience.
Icon introduced in c2155e31c0.

Differential revision: D3939
Fixes: #6153

This was SVN commit r25409.
2021-05-09 13:47:03 +00:00
3af1fc64d2 Allow GUI elements to define custom mouse event mask shapes.
This allows GUI elements to use a texture as their "mouse event mask",
making it possible to have arbitrarily-shaped GUI elements with regards
to mouse interactions.

Used for the minimap idle worker button as a proof-of-concept.

Differential Revision: https://code.wildfiregames.com/D3814
This was SVN commit r25408.
2021-05-09 13:08:07 +00:00
e94faf7827 Don't hardcode the "0ad" resource into lobby XMPP & hosting
XMPP JID has a concept of 'resources', which can be used to
differentiate multiple clients of the same account.

We currently hardcode this 'resource' to '0ad' in two places:
- The 0 A.D. client always uses '0ad'
- The network code expects a host resource to be '0ad' when connecting.

As noted in 0fd8aa2a77#31215, it is less effort to store the JI
D directly. This patch does that. It also makes 0 A.D. use a different
resource each time.
Note that resources ought not contain particular information, as the
XMPP server is free to
 clobber it. I keep '0ad-' here for debug purposes.

This allows:
- multiple 0 A.D. instances to log on the lobby at the same time (not
massively useful, but good for debugging sometimes)
- hosting a game with a custom resource, which will potentially make it
easier to have dedi
cated servers on one account.

Note that hosting multiple games on one account is currently not
supported and will have weird behaviour on the lobbybots side. They
should be upgraded independently of this.

Refs #3556

Differential Revision: https://code.wildfiregames.com/D3500
This was SVN commit r25407.
2021-05-09 12:51:32 +00:00
88810524b3 Make it explicit that technology specific names expect an object.
Simple strings would trigger errors.

Patch by: nwtour
Differential Revision: https://code.wildfiregames.com/D3921
This was SVN commit r25406.
2021-05-09 12:46:58 +00:00
1e1af6e2df Separate campaign replays in replay page & fix for i18n
The 'map name' dropdown filter did not work in localised interfaces.

Patch by: nwtour
Differential Revision: https://code.wildfiregames.com/D3883
This was SVN commit r25404.
2021-05-09 08:39:38 +00:00
14324b8918 Fix auto-complete chat entries for Biome names in GameSetup
The line altered here was returning an Array of Objects. This array
would
eventually passed to code that expected it to be an Array of Strings.
This was
causing an error to thrown that could be replicated by going to the
Multiplayer
GameSetup, entering text (e.g. "Winter", "Dry", "lol") into the chat
field, and
pressing `Tab` to trigger the auto-complete.

This line now returns an Array containing the user-facing names of the
Biomes
available to the selected map (if it has them), which is what this
method was
returning prior to dc18d94030.


Related: dc18d94030, dc18d94030

This was SVN commit r25403.
2021-05-08 20:45:20 +00:00
f008edea73 Fx low resource supply tricking AI.
Strength was floored, resulting in possibility for `0`, which was not
handled gracefully by the map.
Since the strength is multiplied by something that can be non-integer in
the map, the floor is not needed.

Differential revision: https://code.wildfiregames.com/D3884
Comments by: @Angen, @smiley
This was SVN commit r25400.
2021-05-07 09:07:20 +00:00
a18d97b047 Let team bonuses also apply to own player.
Requested in D3810 (and other places).
It was weird that e.g. the Romans gave their allies a training bonus but
lacked that themselves.

Differential revision: https://code.wildfiregames.com/D3899
Reviewed by: @ValihrAnt
Comment by: @darkcity
Idea approved by: @wraitii
This was SVN commit r25399.
2021-05-07 08:48:51 +00:00
2dfc8681d2 Fix returning resources by formation members.
Noticed by @mysticjim.
Introduced in 21645f5c1c.

Differential revision: https://code.wildfiregames.com/D3931
Differential revision: D3838
Fixes: #6170
Reviewed by: @wraitii
This was SVN commit r25397.
2021-05-07 07:05:57 +00:00
d2d0c6b347 Some small fixes for the AutoQueue feature.
51ab4315ff
Fix using the hotkey on entities that don't have a Production Queue.
Fix showing the icon on entities that don't produce entities.

Differential revision: https://code.wildfiregames.com/D3932
Fixes: #6172
Comment by: @wraitii
Tested by: @Langbart
This was SVN commit r25396.
2021-05-07 07:01:39 +00:00
e0800bc092 Allow toggling repairability.
Useful for trigger maps.

Differential Revision: https://code.wildfiregames.com/D3901
This was SVN commit r25393.
2021-05-06 14:25:33 +00:00
c2167ffc7e Differentiate a bit the spart and athen rams.
- Use Athenian Shields
- Reduce Duplication
- Add default material

Patch by: @wowgetoffyourcellphone & @Stan`
This was SVN commit r25390.
2021-05-06 07:17:09 +00:00
781afea4b1 More broken implicit conversions.
Differential Revision: https://code.wildfiregames.com/D3928
This was SVN commit r25386.
2021-05-05 15:39:44 +00:00
51ab4315ff Enable production entities to autoqueue.
This adds a new command button that enables training of units
automatically.
Use:
- Enable auto-queue.
- Train an entity.

This adds a new item to the queue whenever the previous item starts,
such that good micro is more resource-efficient.

Patch by: @azayrahmad
Differential revision: https://code.wildfiregames.com/D3865
Comments by: @Langbart, @nani, @Stan, @wraitii
This was SVN commit r25381.
2021-05-05 06:12:31 +00:00
fe3ff1b0ff Map browser fixes and improvements
- 'Random' map is filtered correctly
 - When in 'fallback to all' mode, selecting something works (#6165).
 - Fix hotkeys being broken (fixes map browser following 0406c4dfde)
 - Clear filters when reopening the map browser (seems natural).

Based on a patch by: nani
Refs #6045.
Fixes #6165.

Differential Revision: https://code.wildfiregames.com/D3833
This was SVN commit r25379.
2021-05-04 16:40:16 +00:00
911f49c655 Gamesetup: make sure GameSpeed is a number
The dropdown converted the numbers to string, and the code expected
numbers.

Differential Revision: https://code.wildfiregames.com/D3924
This was SVN commit r25376.
2021-05-04 13:59:30 +00:00
a1010b83d3 Enable specifying the trigger action independently of the trigger name.
Trigger functions/actions were tied to the trigger 'identifier'. This is
inconvenient if several triggers should call the same function, e.g. for
range triggers.

By setting an 'action' in the trigger data, one can now specify the
function to call independently of the trigger name.

For clarity, the 'action' parameter in RegisterTrigger is changed to
'name'. By default, the action still matches the trigger name for
compatibility and convenience.

Differential Revision: https://code.wildfiregames.com/D3903
This was SVN commit r25374.
2021-05-04 12:33:45 +00:00
c0157d613d Simplify trigger event naming scheme.
Reduces confusion and string manipulation.

Refs #52.

Differential Revision: https://code.wildfiregames.com/D3913
This was SVN commit r25373.
2021-05-04 09:46:38 +00:00
79118e6716 Remove castshadow from decals.
This was SVN commit r25372.
2021-05-04 09:21:32 +00:00
6663b27fa2 Disable shadows for blood. Since they are decals it doesn't seem to make much difference.
This was SVN commit r25371.
2021-05-04 09:06:13 +00:00
2efe255bbd Fix error when hosting lobby game.
Revealed by 0406c4dfde. The fix also avoids sending a redundant
lobbyregistration message.

Reported by: langbart
Differential Revision: https://code.wildfiregames.com/D3923
This was SVN commit r25369.
2021-05-04 08:58:22 +00:00
738b200dda Let entity react on target death directly.
Don't let entities waste a repeat time when they've killed their target.
Done by storing a list of attackers in cmpResistance (since that cmp is
obligatory anyway).

Differential revision: https://code.wildfiregames.com/D2129
Comments by: @Angen, @wraitii
This was SVN commit r25368.
2021-05-04 05:18:11 +00:00
0406c4dfde Throw errors instead of warnings on wrong implicit conversions.
This prints out a stack trace, which is quite helpful when debugging.
Also fixes an issue with stack trace not always being reported.

Differential Revision: https://code.wildfiregames.com/D3210
This was SVN commit r25365.
2021-05-03 15:44:06 +00:00
5287dd768d Add some missing credits.
@mysticjim and @Sundiata manage the community, but were not named in
those credits yet.
@Langbart does a lot of valuable work (amongst which is writing patches)
and was not credited at their first patch (my fault).

Differential revision: https://code.wildfiregames.com/D3880
This was SVN commit r25364.
2021-05-03 14:03:43 +00:00
48cb9a2d6f Allow triggers to spawn turreted entities.
After 21e866fcf0.

Differential revision: https://code.wildfiregames.com/D3872
Comments by: @Angen
This was SVN commit r25363.
2021-05-03 08:54:54 +00:00
Angen
0ad3dba097 Do not transfer xp twice on Promotion
ChangeEntityTemplate used by Promotion is transfering xp from old unit
to new one, but also Promotion component itself does the same thing.
Introduced in cc1ea7cca0

Differential revision: D3915
This was SVN commit r25356.
2021-05-01 17:40:26 +00:00
8633a28b00 TriggerPoint - default required component is '0'.
Differential Revision: https://code.wildfiregames.com/D3902
This was SVN commit r25351.
2021-05-01 09:02:30 +00:00
3579097d95 Count resource gatherers also when returning their resources.
Followup on 1e0a6f66f0.
This gives a better image of the amount of units which are gathering.
By decision, entities are _not_ accounted from when the player tasks
them to return their resources.

Refs. #643
Differential revision: https://code.wildfiregames.com/D3226
Comments by: @wraitii
This was SVN commit r25345.
2021-04-30 06:24:13 +00:00
2ce4c2e7d5 Unify pierce resistance of defensive structures.
Defensive buildings now have 25H/35P/3C resistance.

Patch by: Nescio
Differential Revision: https://code.wildfiregames.com/D3757
This was SVN commit r25342.
2021-04-29 07:35:27 +00:00
f0b2c31533 Buff stone throwers: increased range and HP.
Patch by: borg-
Differential Revision: https://code.wildfiregames.com/D3781
This was SVN commit r25341.
2021-04-29 07:32:49 +00:00
70149803c5 Introduce a specific limit to domestic animals pop.
- Prevents lag
- Prevents abuse by using animals to break pathfinding.

Patch by: Nescio
Differential Revision: https://code.wildfiregames.com/D3777
This was SVN commit r25340.
2021-04-29 07:29:48 +00:00
b1267f7878 Unify resistances of non-buildable structures.
Resistance is unified to 1H/10P/1C.

Patch by: Nescio
Differential Revision: https://code.wildfiregames.com/D3756
This was SVN commit r25339.
2021-04-29 07:27:12 +00:00
04d242c456 Introduce an Hoplite tradition tech for Athens/Sparta.
Similar to the archer tradition tech.
Intended to boost usage of melee units.

Patch by: borg-
Differential Revision: https://code.wildfiregames.com/D3688
This was SVN commit r25338.
2021-04-29 07:26:00 +00:00
e3c7c4656a Increase archer spread slightly, introducing a compensating technology.
This new value was last changed in 4a2cc3273e. The new value sits
halfway.
The technology is available at the forge for all civilizations with
archers and independent of the already existing “Archery Tradition”
technology.

Patch by: Nescio
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D3736
This was SVN commit r25337.
2021-04-29 07:22:20 +00:00
d981536a5e Fix horses props going OOS when gathering.
- EOL native and xml mime type
- Add player_trans_norm_spec.xml
- Disable cast shadow for manes.
- Use norm instead of parallax

Reported by @Freagarach

This was SVN commit r25333.
2021-04-28 11:03:15 +00:00
cbd91ca999 Translation fixes.
- Fix in tooltip context for healing 'Health'
- Fix in tooltip for splash shape.
- Translate locale_advanced
- Translate specific name in the structure truee
- Translate player name in gamesetup.

Patch by: nwtour
Differential Revision: https://code.wildfiregames.com/D3889
This was SVN commit r25332.
2021-04-28 08:04:13 +00:00
4718760754 Fix ugly water color in polynesia.xml
This was SVN commit r25327.
2021-04-27 14:09:57 +00:00
67948e4229 Fix flag position for barracks.
Refs: #6160

This was SVN commit r25322.
2021-04-26 15:33:54 +00:00
9957ff1b08 Fix broken garrison flag on the athenian temple.xml
Refs: #6160

This was SVN commit r25319.
2021-04-26 14:56:50 +00:00
Angen
45805043a1 Use better colour in multiplayer lobby for away status
Colour for away status, makes it hard to spot among busy statuses.
Setting more orange colour for this.

Differential revision: D3856
Ref: #6055
Accepted by: @asterix
Comments by: @Langbart
This was SVN commit r25311.
2021-04-25 10:56:57 +00:00
1ccb85d8d7 Unify damage of arrow-shooting structures
- Arrow shooting structures (towers, CC, fortress, camps...) now deal 10
pierce data per arrow, one arrow every 2 second (i.e. 5 pierce DPS).
- Adjust the count of arrows per building accordingly.

This makes these buildings easier to compare.

Accepted By: #balancing, borg-, wraitii
Differential Revision: https://code.wildfiregames.com/D3668
This was SVN commit r25309.
2021-04-24 13:46:36 +00:00
52258ce48b Use the new "Lod" Feature for reins
* Disable "castshadow" on medium quality
* Disable them on low for performance.
* EOL & Mime Type

This was SVN commit r25305.
2021-04-23 09:38:23 +00:00
6f1644aac3 Some translation fixes.
Patch by: @nwtour
Differential revision: https://code.wildfiregames.com/D3875
Comment by: @vladislavbelov
This was SVN commit r25301.
2021-04-22 07:41:56 +00:00
19e055c6e1 Store build time modifier in template.
Instead of hardcoding it in the component.
Allows modders to easily change the value.

Differential revision: https://code.wildfiregames.com/D3792
Comments by: @Angen, @Nescio, @Stan
This was SVN commit r25299.
2021-04-22 06:18:00 +00:00
56aabc1242 Add note about patience on the chat-button and add FAQ-button.
We have a FAQ, that is now pretty up-to-date, so use it.
Also add note that people may want to be more patient when chatting with
us on IRC.

Patch by: @Langbart
Differential revision: D3499
Comment by: @Stan
This was SVN commit r25298.
2021-04-22 04:52:38 +00:00
8332425142 Use the new "Lod" Feature for handgrips
* Disable "castshadow" as they are never much larger than the shields
* Disable them on medium because they are part of the texture
* Disable them on low for performance.
* EOL & Mime Type
* Add a new materials/basic_trans_norm_spec.xml to disable parallax
(while keeping normal and transparency) when not needed and use it for
the handgrips with transparency.

This was SVN commit r25297.
2021-04-21 09:26:23 +00:00
228a2f49e0 Use the new "Lod" Feature for greaves
- Disable "castshadow" as they are never much larger than the legs
- Disable them on medium because they are part of the texture
- Disable them on low for performance.
- Add a missing mesh reported by @wowgetoffyourcellphone the r variant
was used for the l actor
- EOL & Mime Type

- Add a new materials/no_trans_norm_spec.xml to disable parallax (while
keeping normal) when not needed and use it for the greaves.

This was SVN commit r25296.
2021-04-20 21:27:26 +00:00
e2b43b2fbf Fix no idle alarm sound;
Noticed & Tested by: @Langbart
Tweaks by: @Samulis
This was SVN commit r25294.
2021-04-20 17:15:21 +00:00
8d02102885 Fix triggerhelper for 59d0885d68
59d0885d68 made formation take "formation", not "name". This broke
TriggerHelper.

Reported by: Angen
Reviewed By: Angen
Differential Revision: https://code.wildfiregames.com/D3873
This was SVN commit r25293.
2021-04-20 09:36:33 +00:00
80e9f2c517 Fix typo in PetraAI's extended entity.
Called the member instead of the function.
Introduced in ea96e81098. Noticed by @Angen.

Differential revision: https://code.wildfiregames.com/D3870
Reviewed by: @Angen
This was SVN commit r25291.
2021-04-19 06:43:50 +00:00
fe991aaa62 Moves cinematic overlay to GUI.
Differential Revision: https://code.wildfiregames.com/D3869
This was SVN commit r25289.
2021-04-18 16:23:10 +00:00
9450cfcbda Move custom JS data structures to globalscripts.
These don't depend on the simulation and can be useful for e.g. the GUI
(the FSM) or map scripts.
Confer also the vector implementation.

Differential revision: D3863
Comment by: @wraitii (agreed with concept)
This was SVN commit r25288.
2021-04-18 08:31:30 +00:00
fb3e9ad96e Play a sound when there are no idle entities.
If there are no idle units and the idle-unit hotkey is pressed there is
now a sound played.
Beneficial when there are already units selected since selection doesn't
change.

Sound courtesy of @Samualis.

Refs. #5360
Based on a patch by: @cpc
Differential revision: https://code.wildfiregames.com/D1692
Comments by: @asterix, @smiley, @Stan, @vladislavbelov
This was SVN commit r25287.
2021-04-18 08:10:00 +00:00
5c51ce2e2f Removes old ARB state.matrix usages.
This was SVN commit r25285.
2021-04-17 23:08:55 +00:00
b7e6811ea6 Removes fixed shader technique from effects.
This was SVN commit r25283.
2021-04-17 22:07:18 +00:00
fd008e11ad Fix some translations.
- Idle builder hotkey 28bd4f0092.
- "Other hotkey"-catagory.
- Tooltipless hotkeys.

Patch by: @nwtour
Differential revision: https://code.wildfiregames.com/D3862
This was SVN commit r25282.
2021-04-17 07:47:30 +00:00
b3e3d1f715 Use a map for the weighted list.
Less object creations at addition time, more intuitive handling.

Differential revision: https://code.wildfiregames.com/D3854
Comments by: @Stan, @wraitii
This was SVN commit r25276.
2021-04-16 07:02:58 +00:00
4329dd90ce Rename Attacking.js-helper to Attack.js and its global to AttackHelper.
16b452cf91#inline-4026

Differential revision: https://code.wildfiregames.com/D3858
Comment by: @wraitii
This was SVN commit r25275.
2021-04-16 06:55:23 +00:00
3184a51787 Add stable to fortress random map.
Replaces a house by a stable.
Since c4eeb82d83 cavalry cannot be trained at the barracks anymore.

Patch by: @Nescio
Differential revision: D3691
This was SVN commit r25274.
2021-04-16 06:26:37 +00:00
2e69526e26 Correct Arthashshastra quotes.
Chanakya was the teacher and minister of Chandragupta Maurya, whereas
Kautilya is the author of the Arthashshastra. While the two are often
equated (out of ignorance or for ideological reasons), they are
different persons, and the first versions of the Arthashshastra were
composed only a few centuries after the Mauryas were gone. See
https://wildfiregames.com/forum/topic/27113-bibliography-and-references-about-ancient-times-book-reviews/?tab=comments#comment-402302
for a more detailed explanation.
This patch therefore:
- changes the author from Chanakya to Kautilya;
- lists the quotes at the correct location in the file (under K instead
of C);
- removes the chapter titles (which depend on the text edition or
translation) and give a more precise location, to make it easier for
people to look up.

For those interested, the Sanskrit is:
KAZ01.4.07 na-iti kauṭilyaḥ | 7 |
KAZ01.4.08 tīkṣṇa.daṇḍo hi bhūtānām udvejanīyo bhavati | 8 |
KAZ01.4.09 mṛdu.daṇḍaḥ paribhūyate | 9 |
KAZ01.4.10 yathā.arha.daṇḍaḥ pūjyate | 10 |
and:
KAZ01.19.01 rājānam utthitam anūttiṣṭhante bhṛtyāḥ | 1 |
KAZ01.19.02 pramādyantam anupramādyanti | 2 |

And the translations in Patrick Olivelle King, Governance, and Law in
Ancient India / Kauṭilya’s Arthaśāstra / A New Annotated Translation
(Oxford 2013) are on p. 69:
7 “No,” says Kauṭilya;
8 “for one who punishes severely terrifies the people,
9 and one who punishes lightly is treated with contempt,
10 whereas one who dispenses appropriate punishment is treated with
respect.
and on p. 92:
1 When the king is energetic, people in his service, in turn, become
energetic;
2 and when he is lethargic, they, in turn, become lethargic.

Patch (and description above) by: @Nescio
Differential revision: https://code.wildfiregames.com/D3598
This was SVN commit r25273.
2021-04-16 06:23:16 +00:00
4a51012442 Adds line drawing to DebugRenderer.
This was SVN commit r25271.
2021-04-15 22:51:25 +00:00
Angen
57e85c195e Fix wrongly placed parameter in 841bf5f2dd
Correctly colour url of invalid mod.

This was SVN commit r25270.
2021-04-15 20:21:47 +00:00
Angen
f1a1cf11d3 Check for replay compatibility when opening summary screen
Summary screen and mainly its statistics can be influenced by mod as
much as replay itself with mod removing or adding classes and trackers
to the game.
Summary screen allows to replay the match without checking
compatibility, that is fine I think if it is prevented to see summary of
incompatible replay in a first place.

Therefore this is adding compatibility check for opening summary of
replay.

Differential revision: D3799
Fixes: #6119
Tested by: @Langbart
This was SVN commit r25268.
2021-04-15 17:19:27 +00:00
Angen
894fc1dd5d Fix EstimateFuturePosition in UnitMotionFlying
Introduced in f737831167

Differential revision: D3855
Fixes: #6141

This was SVN commit r25267.
2021-04-15 17:15:40 +00:00
b74ab54cf7 Fix translation of damage types.
Broken in d28a91b83d.
Due to not checking for `template_helpers` in the game's files.

Patch by: @nwtour
Differential revision: https://code.wildfiregames.com/D3850
This was SVN commit r25265.
2021-04-15 05:47:54 +00:00
079212fe46 Fix entities able to attack allied structures in rare cases (take 2).
Caused by not checking the attack type whilst performing an attack.

Fixes: #5511
Differential revision: D3845
Refs. #3484

This was SVN commit r25264.
2021-04-15 05:45:13 +00:00
f57ac432e8 Show correct cost/phase of template-variants in structree whilst maintaining correct build lists in viewer
("Variant" in this case means a template that is functionally the same
as its
base template - but is a different promotion level, requires a
technology to
unlock (that the base template doesn't), is an upgrade of its base, or
is a
trainable version.)

Should fix concern raised on b2842e8021.

Accepted by: Angen
Differential Revision: https://code.wildfiregames.com/D3347
This was SVN commit r25260.
2021-04-14 20:05:26 +00:00
63224865d5 Fix selection height for the apple, banana, date, fig, olive and palm trees. Use the biggest variation as reference. Forgotten in https://code.wildfiregames.com/24043 (Height was 10 initially)
Reported by: @nani
Fixes: #6075

This was SVN commit r25259.
2021-04-14 16:55:44 +00:00
43a780504a Delete "Compact RelaxNG" / .rnc files
(Follows 76acc4e146 where I deleted actor.rnc)

This deletes the .rnc validation files, upgrading the .rng files to
being the source of truth.

- The engine uses, via LibXML2, .rng files to validate XML schemas, to
the .rnc files are redundant.
- The RelaxNG "Compact" format is a DSL for the RelaxNG XML format. Its
syntax is unique, unlike .rng files which are XML.
- Some errors are likely - I'm not sure anyone has converted the compact
files in years.
- The tool to generate .rng from .rnc files is trang
(https://github.com/relaxng/jing-trang), which runs on the JVM and is
quite annoying to install compared to "your usual text editor".
- The JS components use the full .rng format in XML, so editing this
format is already familiar to most people that mod the game.

The .rnc files were added in 2c9939ac74 along the .rng files.

Refs #413, #245

Differential Revision: https://code.wildfiregames.com/D3824
This was SVN commit r25258.
2021-04-14 07:39:36 +00:00
fde66f5134 Fix 4 small gamesetup issues
- Random lanscape option now works properly.
- Non-host clients now see the game attributes correctly in the loading
screen, including in particular the map name.
- AI bots are again translated.
- 'Cheat' setting is persisted correctly in MP gamesetup.

Reported by: myself, Freagarach, nwtour
Differential Revision: https://code.wildfiregames.com/D3841
This was SVN commit r25257.
2021-04-14 07:30:26 +00:00
1508031f09 Scale down turret icons so that they don't overflow.
Reported by: @nwtour
This was SVN commit r25252.
2021-04-13 17:15:34 +00:00
67fe65e85b Fix mismatching range checks in finding a new target when gathering.
While gathering resources entities may be tasked to gather near a
position. The range check for that is 10 m. However, the relaxed range
check for the walking state is this.DefaultRelaxedMaxRange, which is 12
meter, currently. Meaning it would lead to a slow infinite loop.

Differential revision: D3839
Comments by: @wraitii
Tested by: @gameboy
(https://wildfiregames.com/forum/topic/38131-tutorial-bug/)

This was SVN commit r25249.
2021-04-13 06:48:13 +00:00
5df6e688e2 Revert 189d00d811 - infinite loop in UnitAI when slaughtering.
Reverting to get some time to investigate.

Reported by: langbart
This was SVN commit r25246.
2021-04-12 16:16:57 +00:00
2078abdcc4 Fix issue with 37790e099c
Cost cannot be non-integer, and rounding issues happened.

Reported by: gameboy
This was SVN commit r25245.
2021-04-12 14:07:59 +00:00
6d5b710877 Fix undefined values in barter tooltip.
Patch by: nwtour
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D3829
This was SVN commit r25244.
2021-04-12 13:51:02 +00:00
21645f5c1c Minor fixes after Gathering refactoring.
- `initPos` was used wrong.
- There were two `CanGather` functions in `cmpResourceGatherer`.
- Reduced some duplication in the ReturnResource order.

Differential revision: D3838.
This was SVN commit r25243.
2021-04-12 12:50:17 +00:00
189d00d811 Fix entities being able to attack allied structures in rare cases.
Caused by not checking the attack type while performing an attack.

Closes: #5511
Differential revision: D3840
References #3484

This was SVN commit r25242.
2021-04-12 12:41:35 +00:00
b7db124cb5 Crops minimap view bounds to map size.
Differential Revision: https://code.wildfiregames.com/D3837
This was SVN commit r25241.
2021-04-12 12:39:07 +00:00
e17cd7754e Split hotkeys of turrets.
Following 21e866fcf0.
Also support leaving a turret by using a hotkey.
Currently the hotkeys are by default bound to the same ones as
garrisoning.

Differential revision: D3773
Icons by: @wowgetoffyourcellphone and @Stan.
This was SVN commit r25240.
2021-04-12 12:31:29 +00:00
d0a0ed0b1c Mixins: deduplicate Athen-specific data.
Puts the athen-specific data in the mixin `civ/athen`. Deduplicates.

Differential Revision: https://code.wildfiregames.com/D3831
This was SVN commit r25239.
2021-04-12 11:30:38 +00:00
37790e099c Mixins: Remove the special mercenary technology, apply template changes directly.
Reviewed By: Freagarach
Differential Revision: https://code.wildfiregames.com/D3832
This was SVN commit r25238.
2021-04-12 11:28:18 +00:00
318a5d7a2b Improve Caratacos' portrait.
Patch by: @m7600
Refs: d8709f84f3

This was SVN commit r25237.
2021-04-12 09:13:34 +00:00
3097a7c302 Attack using cmpAttack instead of UnitAI.
Keep responsibilities separated, allow easier modding of attacking
behaviour.
Ideally the BuildingAI attacking routine would be merged in here as
well, but not done for now.

Part of #5810
Differential revision: D3816
Comments by: @smiley, @Stan
This was SVN commit r25235.
2021-04-12 06:51:39 +00:00
ea86790e4e Profile the Transform helper.
Differential revision: D3825
Comments by: @Stan, @wraitii
This was SVN commit r25234.
2021-04-12 06:23:30 +00:00
8acc3b049f Combine attack times in a single node.
Reduces duplication, allows all attack types to cause splash damage.
While at it, makes delay and minimal range optional (for obvious
defaults are available).

Split from D368, so basically a patch by @bb.

Note that it may seem like one can arbitrarily name an attack now, but
that is not true.

Differential revision: D2002
Comments by: @bb, @Nescio, @Stan, @wraitii
This was SVN commit r25233.
2021-04-12 06:17:13 +00:00
8eb4871c9b Draws GUI elements by Z order.
Tested By: wraitii
Differential Revision: https://code.wildfiregames.com/D3780
This was SVN commit r25229.
2021-04-11 11:27:53 +00:00
d73a3f59ad Allow arbitrary compositions in TemplateLoader template names.
- Allows compositing any two templates in TemplateLoader, and not just
filters: 'A|B|C' is now valid for any template A, B and C.
- Allows parents to be composited paths 'A|B|C'. In such a schema, if A
or B themselves specify a parent, the actual composition becomes
A|pA|B|pB|C and so on.

This allows, by leveraging the common schema of our entities, to reduce
duplication.

For convenience, templates in "special/filters/" and "mixins/" can be
included by their direct name. Others have to be completely specified.

See the two provided cases for examples:
- 'hoplite' becomes a mixin that can be used to apply the Phalanx
formation
- 'builder' becomes a mixin that can be give a template the ability to
build the standard structures, and gives the 'Builder' identity class.
This also allows deduplicating that list of tokens.

Update checkrefs & swap std::map for std::unordered_map in
TemplateLoader.

Differential Revision: https://code.wildfiregames.com/D3801
This was SVN commit r25223.
2021-04-09 15:43:50 +00:00
14d24e03f2 Fix promoting entities going back to default stance.
Introduced in 93d22ef16b.
Brings back the less intrusive bug of transforming while garrisoned of
turreted and unloading results in the default stance. That needs to be
fixed again.

Differential revision: D3822
This was SVN commit r25221.
2021-04-09 08:46:39 +00:00
f7f82ecf25 Use explicit functions for passing on a builders list.
Instead of relying on the assumption that an entity which transforms
only has one of the two (and the same) before and after.
Fixes 5b3bdf3647.

Differential revision: D3821
Comment by: @Stan
This was SVN commit r25220.
2021-04-09 08:42:43 +00:00
b1c1cb1657 Fix pickup error.
Introduced by forgetting to change a line in fd1d7d5d83.

This was SVN commit r25217.
2021-04-09 07:08:33 +00:00
8f04d2ee90 Move function to perform trade to substate.
Don't pretend it to be a callable function, while it is certainly part
of the FSM.
(Also makes it easier for us to implement a duration for the trading in
the future, might we ever want to.)

Differential revision: D3813
Comment from: @Angen
Closes: #6135

This was SVN commit r25216.
2021-04-09 06:29:49 +00:00
7ba4b1ffc8 Split dropping resources from approaching in UnitAI.
Allows for non-moving entities to drop resources. (When someone checks
those cases in the order.)
(Also makes it easier for us to implement a duration for the dropping in
the future, might we ever want to.)

Differential revision: D3817
This was SVN commit r25215.
2021-04-09 06:25:47 +00:00
6023a273df Fix phasing requirements of tutorial.
Introduced in 2ef3fd7a77.
Fixed by switching the order of task of the barracks and outpost.

Patch by: @nwtour
Differential revision: D3820
This was SVN commit r25214.
2021-04-09 06:02:22 +00:00
294d102a6f Queue techs at structure with the lowest queue length.
Instead of queueing all techs at the lowest ID.

Patch by: @n1xc0d3r
Differential revision: D3798
Tested by: @Langbart
This was SVN commit r25213.
2021-04-09 05:55:05 +00:00
f5a0ab81b6 Fix missing return in 3c4a341906.
Caused entities to walk to the edge of the map when their dropsite was
destroyed.

This was SVN commit r25211.
2021-04-08 10:34:48 +00:00
76acc4e146 Implement quality levels for actors & corresponding setting.
An actor file, as referenced by the VisualActor, can now define
different actors for different "quality level" setting.
In this initial version, the quality is handled directly by the object
manager.

Actor format impact:
- '<qualitylevels>' may be used as the root node, containing actor nodes
as children.
  - such actor nodes can refer to a file, or to an inline actor, or
simply be inlined.
  - such actor nodes may have a 'quality' attribute, specifying the
maximum quality level of this actor. By default, 255 (the maximum) is
implied.
- The actor format remains valid, but 'groups', 'variants', 'material',
'castshadow' and 'float' can be given a [minquality, maxquality[ range
via XML attributes. Outside of this range, the XML node is ignored
(making it possible to define, in a single actor file, several quality
levels).

Quality is a 0-255 value, with:
- Range 0-99 intended for lower level-of-detail actors (billboards,
etc.)
- Range 100-200 the 'normal' range for models. 100 is "low", 150
"medium", and 200 "high".
- Range 201-255 used for higher quality actors that might be used for
e.g. cinematics.
The range is wide to make it easier to add intermediate levels in the
future and it seemed easier given that an integer value of some kind was
required anyways.

Engine impacts:
- A new CActorDef class is introduced, wrapping an art/actors XML file
and its different quality levels. ObjectBase remains the definition of a
given 'actor', now at a given quality level.
- CActorDef imposes a maximal # of quality level for a particular actor
definition (5 currently).
- CUnit is made to refer to an Actor Definition explicitly, not a
particular ObjectBase.
- As a minor optimisation, variation keys are calculated on
pointer-to-sets-of-selections, instead of raw sets-of-selections, as
this reduces copying.
- some refactoring, including better const-correctness and hotloading
support via std::shared_ptr.

Differential Revision: https://code.wildfiregames.com/D3787
This was SVN commit r25210.
2021-04-08 07:22:24 +00:00
e3695abe59 Build using Builder instead of UnitAI.
Moves the building logic from UnitAI to Builder.
Makes it easier for modders to change building behaviour, e.g. letting
structures build.

Differential revision: D3812
Comment by: @Angen
This was SVN commit r25208.
2021-04-08 05:50:18 +00:00
f2d5603422 Heal using Heal instead of UnitAI.
Moves the healing logic from UnitAI to Heal.
Makes it easier for modders to change healing behaviour, e.g. letting
structures heal (instead of using an aura).

Differential revision: D2680
Comments by: @Stan, @wraitii
This was SVN commit r25207.
2021-04-08 05:40:49 +00:00
3c4a341906 Gather using ResourceGatherer instead of UnitAI.
Moves the gathering logic from UnitAI to ResourceGatherer.
Makes it easier for modders to change gathering behaviour, e.g. letting
structures gather.
Refs. #4293 by optimising a bit.

Differential revision: D2662
Comments by: @bb, @Stan, @wraitii
This was SVN commit r25206.
2021-04-08 05:31:34 +00:00
a7d777d69b Don't store origin market in this.goods in cmpTrader.
It was introduced in 9b98585275 but made obselete in 98b4fe6d00.

Differential revision: D3809
This was SVN commit r25204.
2021-04-07 07:04:57 +00:00
9ee4ccd8ec Split commit from build in cmpFoundation.
Useful if e.g. a modder wants to commit a structure before building it.

Differential revision: D3806
This was SVN commit r25203.
2021-04-07 07:02:12 +00:00
ac7db9850b Move trader gain to cmpMarket.
Deletes the helper, since we need at least one market anyway.

Differential revision: D3808
Closes: #5890

This was SVN commit r25202.
2021-04-07 06:58:36 +00:00
f1e4a0e6f6 Some cleaning in cmpFoundation.
- `var` -> `let`.
- Remove some comments.

Differential revision: D3803
This was SVN commit r25199.
2021-04-06 13:35:29 +00:00
e208b703ca Only tell stuff to move from foundation when trying to commit it.
It is wasteful to do and seems not needed anymore.

Differential revision: D3802
Comments by: @Angen, @Stan
Reverts b478b9742a, b478b9742a
Refs. #3410

This was SVN commit r25198.
2021-04-06 13:06:27 +00:00
5b3bdf3647 Use transform to finish construction.
Decreases duplication.

Differential revision: D3804
Comment from: @wraitii (also on IRC)

This was SVN commit r25197.
2021-04-06 12:54:33 +00:00
973de1ccd7 Fix foundation committing following 592453c62f (pushing)
592453c62f added a flag to "GetBlockMovementFlag" to return either the
current or the template value, and by default it returns the template
value.
Foundation logic needed it to return the current value.

Gates are also updated to avoid changing behaviour in unpredictable
ways.

Differential Revision: https://code.wildfiregames.com/D3796
This was SVN commit r25196.
2021-04-06 12:28:53 +00:00
93d22ef16b Allow to specify subunits on creation.
This basically does two things:
- Allow turrets on moving entities (fixes serialisation in cmpPos).
- Allow an entity to be present on another when the other is created.

That makes it basically a boiled down version of a prior patch, omitting
the part where orders could be passed on.
This does allow e.g. ranged units on chariots that fire while the
chariot moves.

Original diff by: @sanderd17
Redone by: @Stan
Differential revision: D1958
Comments by: @Alexandermb, @Angen, @bb, @Langbart, @Nescio, @Stan,
@wraitii
Refs. #2577 by implementing the entity on platform case.

This was SVN commit r25192.
2021-04-05 05:22:25 +00:00
e2f4ce0649 Add Upkeep component.
Adds a new component effectively handling negative resource trickles.
Prevents resources from going negative and provides an effect for not
being able to pay.
The effect chosen for 0 A.D. is having the entity not being
controllable.

Not used in the public mod itself, but it is in quite some mods.

Based on an idea of @Nescio
Differential revision: D1323
Comments by: @Angen, (@smiley,) @Stan
This was SVN commit r25191.
2021-04-04 06:52:20 +00:00
7562354c49 Don't pass owner to initialise a foundation.
As ownership is already set.
Refs. bdbd0b9dbf and 9213ee8c27.

Differential revision: D3795
This was SVN commit r25190.
2021-04-04 06:38:16 +00:00
58ec287b1f Use interval instead of timeout for healing in GarrisonHolder.
Prevents constant recreation of a timeout.

Differential revision: D3791
Refs. #6081

This was SVN commit r25189.
2021-04-04 06:32:53 +00:00
0d630fb113 Fix garrison rally point when unloading.
Revealed by f884848745. Noticed by @Langbart.
The holder was deleted after being tasked to garrison the new target,
but with still a holder we were not allowed to garrison.

Differential revision: D3794
Closes: #6128
Tested by: @Lanbart
This was SVN commit r25188.
2021-04-04 05:57:42 +00:00
52e8a0c5fb Fix chasing after Motion Manager & Pushing.
The motion manager introduced in bae258f9a1 makes 'chasing' (e.g. an
entity targeting another entity, which also applies to fleeing)
behaviour symmetrical: both units see the initial state instead of it
being ID-dependent.
This allows removing hacks introduced in 6a66fb8205 (and refined in
7b88b1a0f9).

Differential Revision: https://code.wildfiregames.com/D3785
This was SVN commit r25185.
2021-04-03 07:00:58 +00:00
fb498d97d9 Fix raising alert.
After 21e866fcf0.
AllertRaiser replaced the order instead of just calling the required
function.
While at it, check for the garrisonable size when looking for buildings.

Differential revision: D3789
Tested by: @Langbart
This was SVN commit r25183.
2021-04-02 17:01:59 +00:00
592453c62f Add a simple 'pushing' logic to unit motion to improve movement.
This implements a form of crowd movement that I've generally called
'unit pushing' in the last few years.
Essentially, any two units will push each other away when they're too
close. This makes it possible to ignore unit-unit obstructions, and thus
makes movement much smoother in crowds.
This first iteration of this system only allows pushing between idle
units and between moving units (i.e. a moving unit does not affect an
idle one).
This is because the unitMotion logic to detect it is stuck & needs to
use the pathfinders starts breaking: units can fail to move because they
are pushed away from their intended movement, and the current logic
fails to handle this gracefully.
Thankfully, the most value of this patch in terms of player experience
is found in the improvements to group movements and shuttling.

Other impacts:
- As the short pathfinder is called less often, we can increase the
starting search range & reduce the # of max turns, both improving
collision recovery.
- The performance of idle units is slightly worsened, as they must be
checked for idle-idle collisions. If needed a 'sleeping' system, as used
in physics engine, could be implemented.
- In general, however, expect slight performance improvements, as fewer
short paths are computed.
- Gathering efficiency should increase slightly, since shuttling times
are likely reduced slightly.
- As a sanity change to improve some edge cases (units that say they're
moving, i.e. pushable, but don't actually move), the 'going straight'
logic is turned off if a short path has been computed. This requires a
few cascading changes to work correctly.

Technical notes:
- To reduce the cost of the n^2 comparisons that pushing requires, units
are only compared within a small square on a grid which is lazily
reconstructed each turn. The overhead seems rather small, and this is
much simpler than keeping an up-to-date grid.
- The design is intended to be parallelisable if needed someday.
- The pathfinder's CheckMovement ignores moving units in UnitMotion, as
that is now the spec. Idle units are not ignored, which is required for
the 'collision' detection to work correctly (see above).

Refs #3442 (not fixed - idle units are not pushed by moving units).
Fixes #5084 (the overlap can still happen, but units will push each
other away).

Differential Revision: https://code.wildfiregames.com/D1490
This was SVN commit r25182.
2021-04-02 16:30:59 +00:00
8ed1bc2fd1 Don't error in the network delay notifier.
Differential Revision: https://code.wildfiregames.com/D3788
This was SVN commit r25181.
2021-04-02 14:20:37 +00:00
6842eacde9 Fix allowed classes on turret points.
Should use `_string` on init. Noticed by @wraitii.

Differential revision: D3783
This was SVN commit r25178.
2021-04-02 07:15:46 +00:00
ae1bc9b785 Show non-default hotkeys that appear in JSON spec files in the hotkey editor.
This makes sure all hotkeys from hotkeys/spec/*.json files are displayed
in the editor, even if they are not found in configuration files.

Differential Revision: https://code.wildfiregames.com/D3767
This was SVN commit r25175.
2021-04-01 09:20:29 +00:00
28bd4f0092 Introduce a 'Builder' class for entities that can build structures.
- Increases moddability
- Increases the clarity of visible classes (gatherer & builder vs
Worker)
- Introduce an 'Idle builder' hotkey.

Patch by: Nescio
Differential Revision: https://code.wildfiregames.com/D3290
This was SVN commit r25174.
2021-04-01 07:26:59 +00:00
22ea79a56f Fix the 'Introductory Tutorial' found in the 'tutorial campaign'.
Some information & resources were outdated, preventing progress.

Patch by: nwtour
Differential Revision: https://code.wildfiregames.com/D3764
This was SVN commit r25171.
2021-03-31 15:58:16 +00:00
4b46c09222 Do not trigger "HotkeyPress" events when releasing a key.
Follows d0a42f2f00.
Because only the most specific hotkeys can be active at any time,
releasing a key may require re-activating less specific hotkeys.
There were two issues with this behaviour:
- It was buggy, as it only checked one active key, when any still active
key can trigger hotkeys.
- "HotkeyPress" and "HotkeyDown" events where sent, as if the hotkey was
pressed, which was unexpected for most code/users (it is unusual to have
a "Press" event on key release).

This fixes these issues by "silently" re-triggering the hotkeys in such
a case. It also makes it easier for JS code to use "hotkeyPress" instead
of "hotkeyDown" for non-continuous behaviour.

Accepted By: nani
Fixes #6123
Refs #6064 (fixes the problem, but not the code weirdness)

Differential Revision: https://code.wildfiregames.com/D3766
This was SVN commit r25169.
2021-03-31 15:50:25 +00:00
457c538780 GameSetup: fix selecting a map with up/down keys.
Fixes dc18d94030.
Using down/up to change the map in the map selection dropdown in the
gamesetup has a one-element lag. The reason is that on dropdown up/down,
two events are sent:
- first the current highlighted item is selected (it's usually the
selected one).
- then the new item is selected.

Because of faulty timer logic, only the first update went through.

Differential Revision: https://code.wildfiregames.com/D3774
This was SVN commit r25168.
2021-03-31 13:10:07 +00:00
6c6204f007 Add missing player number to skirmish map names & filenames.
Patch by: langbart
Fixes #6105

Differential Revision: https://code.wildfiregames.com/D3682
This was SVN commit r25167.
2021-03-31 06:53:05 +00:00
f50c98cfd1 Check for ability to move on orders that need to move.
Not all orders were checked, which would cause problems when receiving
an order that needed moving and that did not handle not being able to
move properly.

Differential revision: D3771
This was SVN commit r25164.
2021-03-30 15:50:03 +00:00
496884ac73 Some fixes after the split of turrets.
21e866fcf0
Crossbowmen should be able to turret (noted by @Nescio).
TurretHolders should be able to pick entities up.

Differential revision: D3744
This was SVN commit r25163.
2021-03-30 11:24:08 +00:00
fd1d7d5d83 Reduce UnitAI duplication in range checks.
By querying the range and passing a target along.

Differential revision: D3748
Comments by: @wraitii
This was SVN commit r25162.
2021-03-30 11:17:46 +00:00
e5b971c2bf Allow modifiers without "affects" list.
This allows modifiers without "affects", or with empty "affects" lists,
to do something.
This makes it possible to force a modifier on an entity without classes
(e.g. trees) or with unknown classes.

Accepted By: asterix
Differential Revision: https://code.wildfiregames.com/D3761
This was SVN commit r25157.
2021-03-29 08:10:08 +00:00
5ebf2020b0 Netcode: allow observers to lag behind the live game.
Observers no longer lag the game for players. There is still some time
to serialise the game when sending it to a joining observer, and
depending on the chosen 'max lag' the game may stop while observers
sufficiently catch up, but this impact too is reduced.

- Make the NetServerTurnManager ignore players marked as 'observers' for
the purpose of ending a turn, effectively making it possible for
observers to lag without it affecting the players in any way.
- Add a config option (network.observermaxlag) that specifies how many
turns behind the live game observers are allowed to be. Default to 10
turns, or 2 seconds, to keep them 'largely live'.
- The controller is not treated as an observer.
- Implement a simple UI to show this delay & allow the game to speed up
automatically to try and catch up. This can be deactivated via
network.autocatchup.
- Move network options to the renamed 'Network / Lobby' options page.
- Do not debug_warn/crash when receiving commands from the past -
instead warn and carry on, to avoid DOS and "coop play" issues.

Refs #5903, Refs #4210

Differential Revision: https://code.wildfiregames.com/D3737
This was SVN commit r25156.
2021-03-29 07:53:06 +00:00
e3a254225a Introduce generic template for support elephants.
To keep civ-specific stuff in civ-specific templates.

Patch by: @Nescio
Differential revision: D3690
This was SVN commit r25154.
2021-03-29 06:59:34 +00:00
969112b9c8 Replaces CPos by more a consistent CVector2D, reduces geometry code duplication.
Tested By: Freagarach, Langbart
Differential Revision: https://code.wildfiregames.com/D3759
This was SVN commit r25152.
2021-03-28 21:55:13 +00:00
37cc13010c Fix missing context in hotkey page translations.
Patch by: nwtour
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D3754
This was SVN commit r25148.
2021-03-28 07:59:38 +00:00
2ee0e62a0e Fix 1adedf447c and 31808e6fa3
Fix 1adedf447c and 31808e6fa3.

Patch By: Nescio
Differential Revision: https://code.wildfiregames.com/D3752
This was SVN commit r25146.
2021-03-28 07:01:03 +00:00
734b672569 Removes unused and limited cell sprite functionality.
Tested By: Freagarach
Differential Revision: https://code.wildfiregames.com/D3749
This was SVN commit r25140.
2021-03-27 11:38:34 +00:00
f884848745 Move Can*-function implementations from UnitAI to their respective components.
Makes for less duplicated logic, easier modding and better split
responsibilities.

Differential revision: D3638
Closes: #5884

This was SVN commit r25139.
2021-03-27 11:22:34 +00:00
d0de32b2a8 Fix 8bd7a4f4b5 - crossbowman introduced in 7bf2f9ed74
This was SVN commit r25138.
2021-03-27 09:48:30 +00:00
31808e6fa3 Fix 1adedf447c
The patch did not apply cleanly and I failed to notice it when merging.

This was SVN commit r25137.
2021-03-27 09:45:03 +00:00
1adedf447c Remove the attack from wall turrets.
Wall turrets/towers have more HP & are cheaper than free-standing
towers, and have no build restriction distance. Their attack, while
limited, is still high when garrisoned, and this makes them awkward to
balance and is poor design in general.
This removes their attack capability entirely, and standardizes the rest
of their statistics.

Patch by: Nescio
Accepted By: borg-, wowgetoffyourcellphone, wraitii
Differential Revision: https://code.wildfiregames.com/D3706
This was SVN commit r25135.
2021-03-26 17:35:51 +00:00