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20871 Commits

Author SHA1 Message Date
Angen
e18c305ba2 Do not reset compatibilty filter when deleting replays
Differential Revision: D3024
Reviewed by: Freagarach
Fixes: #5824

This was SVN commit r24077.
2020-10-01 16:06:15 +00:00
bb
b0093a43e6 Redo the previous commit by actually parsing the comments in the revision: use getTextSize. This allows some nukes in the OverlayCounterManager.
refs f09083c04d
refs #5385
Differential Revision: D1764
This was SVN commit r24076.
2020-09-28 16:20:52 +00:00
bb
f09083c04d Let the Overlay width depend on the longest string in it
Based on Patch By: ramtzok1
Comments by: elexis, Polakrity, smiley, Stan
Differential Revision: https://code.wildfiregames.com/D1764
fixes #5385

This was SVN commit r24075.
2020-09-28 16:00:06 +00:00
Angen
69a13c2be5 Refactor UpdateMessageSubscriptions in CCmpRangeOverlayRenderer
Introduced in 5fbb224dc0

rewrite 3 ifs to 1 if
merge 2 member variables into 1 member variable
remove 2 function local variables
save one call for CComponentManager as both ifs would or execute or not

code is shorter and looks nicer

Differential Revision: D3009
Reviewed by: bb
This was SVN commit r24072.
2020-09-27 13:12:30 +00:00
bb
fbc570674f Show correct trade info for observers
Reviewed By: Freagarach
Discussed with and code proposal taken from: elexis
Differential Revision: D3014
This was SVN commit r24071.
2020-09-25 21:34:24 +00:00
adca4ba1f4 Introduce subfolders for geology templates.
This moves:
- geology_metal_*.xml -> ore/*_small.xml
- geology_metal_*_slabs.xml -> ore/*_large.xml
- geology_stone_*.xml -> rock/*_small.xml
- geology_stonemine_*_quarry.xml -> rock/*_large.xml

To have folders per resource subtype as was already the case for fish,
treasures and ruins.

Patch by: @Nescio.
Differential Revision: D1010
This was SVN commit r24070.
2020-09-25 08:37:04 +00:00
162b9e2f6b Introduce subfolders for flora templates.
This moves fruit templates to gaia/fruit/ and wood (tree) templates to
gaia/tree, thus sorting them by resource subtype, as is the case for
fish, ruins and treasures already.

Patch by: @Nescio.
Differential Revision: D1009
This was SVN commit r24069.
2020-09-25 08:29:10 +00:00
bb
44b8e87f43 Don't use GetPopulationCount() in Player.js, but use the value it returns directly
refs: 74f08a5083
Proposed By: Freagarach
This was SVN commit r24067.
2020-09-24 17:07:45 +00:00
bb
446b71e71e Remove comment added in 5b314fc0ac, but obselete since 026ce76e3f.
Noticed by: Freagarach
This was SVN commit r24066.
2020-09-24 16:59:25 +00:00
bb
74f08a5083 Clean simulation/components/Player.js
Add caps/period
var => let
don't use getter inside the component

This was SVN commit r24065.
2020-09-23 17:42:36 +00:00
bb
bb5776c079 Disallow gaia to change state, i.e., gaia can't be defeated or win
Reviewed By: Freagarach
Differential Revision: D3013
Fixes #5140

This was SVN commit r24064.
2020-09-23 15:40:48 +00:00
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