Up to now `eslint-plugin-brace-rules` was used to enforce a common brace
style for JavaScript code. This plugin was however updated the last time
over 9 years ago and will be incompatible with ESLint v10, as that
[removes `context.getSourceCode()`][1], the plugin relies on.
To keep the eslint config working with ESLint v10, this replaces
`eslint-plugin-brace-rules` with the [`@stylistic/brace-style`][2] rule
from `@stylistic/eslint-plugin`, a package we already use.
While `@stylistic/brace-style` doesn't offer an option to format braces
in exactly the same way as before, the "allman" style seems to be the
one closest to the existing code.
[1]: https://eslint.org/blog/2025/11/eslint-v10.0.0-alpha.0-released/#removed-deprecated-rule-context-members
[2]: https://eslint.style/rules/brace-style
During the eslint 8 cycle the formatting rules were split out [1],
deprecating the corresponding rules in core.
This replaces all rules that where moved to @stylistic/eslint-plugin [2]
and accounts for the difference in the indenting rule behaviour.
To allow the pre-commit import hack to continue to work with the
stylisitc plugin for a recent nodejs version to be used.
[1] https://eslint.org/blog/2023/10/deprecating-formatting-rules/
[2] https://eslint.style/packages/default
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
The option was missing, so player placement was not shown in the game
description part of the game setup, and it was not shown in the objectives
page in-game.
Remove the world population setting from the game setup.
Add a dropdown for choosing the "Population Cap Type".
(-> containing Player Population, World Population, Team Population)
Use a single "Population Cap" dropdown adapting to the pop cap types.
Move all population data into a single .json file.
New system component "PopulationCapManager" for distributing pop caps.
Resolves: #6918
Map previews are broken in the lobby game list, except for maps with
specific previews (such as biome RMs). Descriptions were broken in
general. The error lies in 1ae4f497e8, which forgot to add the xml
extension.
Differential Revision: https://code.wildfiregames.com/D3632
This was SVN commit r25010.
Check for existence explicitly in the lobby GUI.
It would probably be better to not trigger errors in the cache
laoder/JSON code but instead print at the caller, depending, but that
requires changing a lot more code.
Reported by: Asger
Fixes#5988
Differential Revision: https://code.wildfiregames.com/D3506
This was SVN commit r24821.
This allows to specify a world population capacity that is divided
evenly amongst living players.
Differential Revision: D2426
Reviewed by: @Angen
This was SVN commit r23873.
Use Math.round until the slider GUI object type supports fixed step
sizes, refs D406.
Differential Revision: https://code.wildfiregames.com/D2571
Comments By: Vladislav (irc), nani (PM), bb (irc), Stan
This was SVN commit r23430.
* Decouples settings logically which in turn allows fixing many problems
arising from previous coupling.
* Fixes the persist-match-settings feature, refs #2963, refs #3049.
* Improves performance of the matchsetup by rebuilding GUI objects only
when necessary.
Provides groundwork for:
* UI to control per-player handicap, such as StartingResources,
PopulationCap, StartingTechnologies, DisabledTechnologies,
DisabledTemplates, ..., refs #812.
* Map specific settings (onMapChange event), refs #4838.
* Chat notifications announcing which settings changed, refs D1195,
* Multiple controllers setting up the game (since setting types can
check for permissions in onUpdateGameAttributes without the need for a
new data model or a second gamesetup data network message type), refs
#3806, subsequently dedicated server, refs #3556.
* MapBrowser (MapCache, MapTypes, onUpdateGameAttributes interface),
refs D1703 and D1777,
* Multiplayer saved games (decoupling and setting dependent unique
logic), refs #1088.
Refs
https://wildfiregames.com/forum/index.php?/topic/20787-paid-development-2016/https://wildfiregames.com/forum/index.php?/topic/20789-paid-development-2016/
Enable maps to restrict setting values:
* If a map specifies an AI or Civs for a playerslot, the controller
can't assign a player/other AI or Civ to that slot, refs #3049, #3013.
Fix per player StartingResources, PopulationCap, StartingTechnologies,
DisabledTechnologies, DisabledTemplates following 9177683653, refs #812,
fixes#4504. Use this for DisabledTechnologies on Polar Sea.
Persist user settings for Skirmish maps:
* All user chosen settings are persisted when changing the selected map
or maptype,
except where the selected map overwrites the setting value and
except for Scenario maps which still use the default value where the
map doesn't specify the setting value.
* Tickets relating to that Skirmish mapchange user setting persistance:
- Selecting a map doesn't change the selected civilizations, fixes
#3120 (together with 7cf83f19fd removing map specified Civs).
- Selecting a map type doesn't reset the selected settings, fixes
#5372.
- Selecting a map doesn't change the selected victory conditions,
unless the map specifies those, refs #4661, #3209. (Atlas still writes
VictoryConditions to every map.)
- Consume the player color palette from Skirmish maps, refs 4996d28110
/ #1580. Preserve the selected playercolors when switching the
Skirmish/Random map by chosing the most similar colors if the map comes
with a different palette.
Rated games:
* Hide and disable Rated game setting unless there are exactly two
players, fixes#3950, supersedes D2117.
* Display conspicuous warning if the game is rated, so players are
perfectly aware.
Autostarted games:
* Allow using the gamesetup page to autostart matches with arbitrary
maps, not only this one tutorial, as reported in D194 and 15e2b42525,
refs D11.
Networking:
* Keep gamesetup page open after disconnect, allowing players to read
chat messages indicating why the host stopped the server, fixes#4114.
* The message subscription system allows new and mod settings to run
custom logic on arbitrary setting changes (most importantly on map
change).
This removes hardcoded logic restrictions from the gamesetup option
unification rewrite in b4e5858f6d/D322, refs #3994,
such as the hardcoding of setting references in selectMap to biomes
from f2550705d3/D852 and the difficulty from 9daa7520ef/D1189,
RelicDuration, WonderDuration, LastManStanding, RegicideGarrison,
TriggerScripts, CircularMap, Garrison, DisabledTemplates.
Checkboxes:
* Display values of disabled checkboxes with Yes/No labels, fixes D2349,
reviewed by nani.
Clean g_GameAttributes of invalid values and gamesetup GUI temporaries,
refs #3049, #3883:
* Delete useless values:
- VictoryScripts, because they are redundant with TriggerScripts,
introduced in 8915037631.
- mapType which was written twice to g_GameAttributes following
9177683653
- Description, Keywords, Preview since that doesn't impact simulation
and can be loaded from the MapCache
- mapFilter, mapPath, SupportedBiomes, SupportedTriggerDifficulties
since they are only used in the gamesetup
* Delete conditional values if the condition is not met:
- AIDiff, AIBehavior if there is no AI in that slot
- Nomad and Size if the maptype is not Random
- Biome, TriggerDifficulty if the map doesn't support that
- WonderDuration, RegicideGarrison, RelicCount, RelicDuration if the
according VictoryConditions are not enabled
- LastManStanding if TeamsLocked
- Rating if there are more than 2 players
MapCache:
* Refactor to MapCache class, store maps of all types and use it in the
replaymenu, lobby and session as well.
SettingTabsPanel:
* Remove hardcodings and coupling of the SettingTabsPanel with
biomes/difficulties/chat UI from D1027/ac7b5ce861.
GamesetupPage.xml:
* Restructure the page to use hierarchical object organization
(topPanel, centerPanel, centerLeftPanel, bottomPanel, centerCenterPanel,
centerRightPanel, bottomLeftPanel, bottomRightPanel), allowing to
deduplicate object position margins and size math and ease navigation.
New defaults:
* Check LockedTeams default in multiplayer (not only rated games).
* Persist the rated game setting instead of defaulting to true when
restarting a match, which often lead to unintentional rated games when
rehosting.
* 60 FPS in menus since they are animated
Autocomplete sorting fixed (playernames should be completed first).
Refactoring encompasses the one proposed in Polakrity and bb D1651.
Differential Revision: https://code.wildfiregames.com/D2483
Tested by: nani
Discussed with:
* nani for blackbox testing, code architecture, performance and
MapBrowser in PMs on 2019-12-19, 2019-12-31, 2020-01-06
* Angen for the simulation diff on
http://irclogs.wildfiregames.com/2020-01/2020-01-03-QuakeNet-%230ad-dev.log
* bb on SettingsTabPanel on
http://irclogs.wildfiregames.com/2020-01/2020-01-05-QuakeNet-%230ad-dev.log
* Imarok on data model and revised multi-controller plans for #3806 on
http://irclogs.wildfiregames.com/2020-01/2020-01-07-QuakeNet-%230ad-dev.log
Emojis by: asterix, Imarok, fpre, nani, Krinkle, Stan, Angen, Freagarach
This was SVN commit r23374.
Excluding the changes to scenario and skirmisch maps
Transform gameType string to victoryCondition array in load/replaymenu
Adapt the gamesetup to use checkboxes for every victory condition and an
array for storing them
Allow multiple queries in conquestCommon
Remove conquest from regicide, wonder and capture the relic
Move the endless gamedescription from settings to gamedescription
Fixing wrong tabulation from a8a29271ce
This commit will break all scenario and skirmisch maps, their "Gametype"
string needs to be transformed in a "VictoryCondition" array as is done
in the tutorial map (counting endless as an empty array). This counts
for mods too!
Old svn replays and savegame will throw warnings/errors as they are
incompatible after this commit. So svn users will need to delete all
those.
Comments on ai and autostart games By: mimo
Comments on Atlas By: Vladislav
Reviewed By: elexis
Differential Revision: https://code.wildfiregames.com/D1240fixes: #4014
This was SVN commit r21474.
Original patch from Sandarac, reworked by elexis and finalized by mimo
Discussed with elexis
Differential Revision: https://code.wildfiregames.com/D1159
This was SVN commit r20671.
Removes the workaround and limitations of globalscripts Resources
(52f311da2b) and loadCivFiles (89055ef858), allowing them to actually
become actually global.
Rename to ListDirectoryFiles as proposed by wraitii.
Differential Revision: https://code.wildfiregames.com/D1103
Reviewed By: s0600204
Proofread by: echotangoecho
Comments by: wraitii
Relevant discussions with leper in #4868, D1062
This was SVN commit r20586.
Display biomes in the objectives dialog and gamesetup map description
panel.
Complete the mod support of 871ed04521 by leaving the code
biome-agnostic.
Fix an oversight in unknown nomad in 2c5a6052ea.
Differential Revision: https://code.wildfiregames.com/D884
Strings By: Hannibal_Barca
This was SVN commit r20139.
This reveals unintentional modifications to these objects which would
most often imply hidden bugs.
Differential Revision: https://code.wildfiregames.com/D829Fixes#4257
Refs #3647
This was SVN commit r20100.
Mark global consts as variable if mods can legitimately modify them.
Keep global objects const if mods should insert their modifications at a
different place, refs D829.
Mark the few consts inside function scope as let or var for consistency.
Don't touch the AI, simulation test and rmgen folder.
Change some var to let.
Remove an unused variable in the mainmenu and summary screen.
Inline few variables.
This was SVN commit r20047.
Explain the new victory conditions and last man standing option in the
gamesetup.
Add an ingame dialog showing these explanations and all other chosen
gamesetup options,
so that players don't have to recall them and late observers don't have
to ask.
This was SVN commit r18692.
Notice that initMapSizes() confusingly mapped from "LongName" to "names"
and from "Name" to "shortnames".
Now it's identical in both parts.
Also fixes a bug in the summary screen where it would show "Scenario"
for a skirmish map.
This was SVN commit r17373.