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602 Commits

Author SHA1 Message Date
Freagarach 4b1270f841 Implement "Call to the Arms"-button.
This allows a player to task entities to drop off their resources and
subsequently attack-move to a specified location with one button.

Patch by: @JCWasmx86
Icon by: @Stan
Differential revision: https://code.wildfiregames.com/D4149
Fixes: #1364
Comments by: @Langbart
Based on a patch by: @Freagarach (https://code.wildfiregames.com/D1868)
This was SVN commit r25868.
2021-08-28 05:52:37 +00:00
Freagarach 32f3d18a15 Fix walk and fight with formations.
Introduced in c87229aa48, FindWalkAndFightTargets returns after the
first UnitAI finds a target, instead of also querying the rest of the
members.

Differential revision: https://code.wildfiregames.com/D4208
Comments by: @Stan, @wraitii
Fixes: #6260

This was SVN commit r25847.
2021-08-03 16:43:43 +00:00
Freagarach c48d0c562f Fix fromations gathering treasures.
Introduced in ea96e81098.
The formation ignored the order to collect a treasure, but got into a
individual state (which should not happen).
Subsequent orders may fail due to unimplemented components/functions.

Reported by: @wowgetoffyourcellphone in
https://wildfiregames.com/forum/topic/39973-a25-feedbacks-from-testing/page/15/?tab=comments#comment-444979.

Differential revision: https://code.wildfiregames.com/D4207
Tested by: @wowgetoffyourcellphone
Comments by: @Stan, @wraitii
Fixes: #6266

This was SVN commit r25846.
2021-08-03 16:42:56 +00:00
Angen 8b0d82be33 Reject FormationWalk if entity is not part of formation anymore
Attack orders can be and looks like are pushed in front of formationwalk
order.
That is generally also logic in single entity behaviour.

In case formation gets destroyed and then target dies, attacker is
supposed to stop attacking target immediately.
That essentially leads to getting to old formationwalk command, what was
not issue for packable units until 674cdae166, that introduced
formationcompoennt into the order.

Hovewer abandoning this order without being in formation makes more
sense. Probably this one and FormationLeave should be FORMATIONMEMBER
specific commands and error out in INDIVIDUAL state, but thats too much
refactoring and potential rabbit hole.

Differential revision: D4206
Reviewed by: @wraitii
Accepted by: @asterix
Fixes: #6263

This was SVN commit r25845.
2021-08-02 16:48:00 +00:00
Freagarach d3e1184191 Check range extra while gathering to prevent animation changes when gathering from dropsite.
Introduced in 3c4a341906.

Reported by: @wowgetoffyourcellphone
Differential revision: https://code.wildfiregames.com/D4198
This was SVN commit r25837.
2021-07-25 18:14:39 +00:00
Freagarach 5fba65e97d Don't lose trade gain when ordering a trader.
Introduced in 8f04d2ee90 due to overeagerly stopping trade when leaving
the trading-state.
Noticed in:
https://wildfiregames.com/forum/topic/41264-alpha-25-pre-releaserelease-candidate-build-testing/page/9/?tab=comments#comment-437888.

Differential revision: https://code.wildfiregames.com/D4197
Comment by: @Stan
This was SVN commit r25835.
2021-07-23 05:24:41 +00:00
Freagarach 8c7d77a610 Fix serialisation crash when patrolling.
6778fc4ea6 introduced waiting at the patrol points, but it was possible
that at such a point an enemy was noticed, thus quiting the "look
around" state, deleting `this.stopSurveying`, which was later `++`-ed.
That lead to an `NaN` property which got serialised. `NaN` serialisation
crashes as of 0e7fafebe1.

Differential revision: https://code.wildfiregames.com/D4177
Reported in:
https://wildfiregames.com/forum/topic/41264-alpha-25-pre-releaserelease-candidate-build-testing/page/4/?tab=comments#comment-435709
Reviewed by: @wraitii
This was SVN commit r25804.
2021-06-17 07:40:24 +00:00
Freagarach f537fdd87d Look for resources nigh the order when forced.
When tasked to gather, entities looked for resources close to their
current location when the target was invalid (e.g. full).
Now on forced orders the entities will look for resources close to that
order's location, when possible.

Differential revision: https://code.wildfiregames.com/D4146
Fixes: #6085
Reviewed by: @Imarok
Tested by: @Langbart
Comments by: @marder, @Stan, @wraitii
This was SVN commit r25776.
2021-06-12 05:47:06 +00:00
wraitii 70f2ac6788 Fix error on resign with formation
Formation controllers that were about to be destroyed could bug out.
It's plausible this bug would also happen with regular units, but
couldn't reproduce.

Differential Revision: https://code.wildfiregames.com/D4110
This was SVN commit r25730.
2021-06-07 11:38:16 +00:00
wraitii 40cbde1925 Further Pushing tweaks: more customisable, longer ranges.
This overall decreases the deathball effect from units walking to each
other a bit.
- Fix formations - this cleans up a UnitMotion hack for formations,
making it possible to increase pushing ranges without breaking closely
knit formations like testudo.
- Make MINIMAL_PUSHING and the MOVE_EXTENSION configurable, and add a
STATIC_EXTENSION as well.
- Increase the pushing range significantly, making units sparser.

Differential Revision: https://code.wildfiregames.com/D4098
This was SVN commit r25708.
2021-06-06 15:25:52 +00:00
Stan 741d53e3e7 Do not go to the nearest dropsite when full and asked to hunt/slaughter and attack instead. This is fine as long as units don't decay.
Comments by: @wraitii, @Freagarach
Reported by: @FeldFeld
Fixes: #5954
Refs: 6d187f2145
Differential Revision: https://code.wildfiregames.com/D3444
This was SVN commit r25664.
2021-06-04 08:44:15 +00:00
Freagarach 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
Freagarach 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
Freagarach 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
Freagarach 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
Freagarach 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
Freagarach 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
Freagarach 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
Freagarach 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
Freagarach 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
Freagarach 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
Freagarach 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
Freagarach 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
Freagarach 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
Freagarach 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
Freagarach 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
Freagarach 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
Freagarach 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
Freagarach 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
Freagarach 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
Freagarach 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
Freagarach 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
Freagarach 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
Freagarach 21e866fcf0 Technically seperate Turrets from GarrisonHolder.
While they often look alike, their behaviour is totally different.
This split has some implications:
- There are now separate auras for garrisoning and turrets.
- Entities can now have both turret points and garrison slots,
independent of eachother.

In general previous behaviour is maintained as much as possible.

Differential revision: D3150
Comments by: @Nescio, @wraitii
Tested by: @v32itas
This was SVN commit r25123.
2021-03-26 10:18:30 +00:00
wraitii c87229aa48 Optimise FindWalkAndFightTargets.
FindWalkAndFightTargets is used during attack-walk (and a few other
situations) to find new entities to attack. This function can be a bit
slow, taking large chunks of time during battles.

This optimises it by assuming that one of the surrounding unit will
match preferred criteria (which, for most soldiers, are 'Human'), thus
returning the first attackable entity. In the worst case, it should
still be slightly faster than the current code.

Differential Revision: https://code.wildfiregames.com/D3446
This was SVN commit r25102.
2021-03-22 13:27:33 +00:00
Freagarach 293cd95ccb Flush order queue when given an order to perform a action on the same entity.
Follows a4c698ac48.

Fixes: #6046
Differential revision: D3587
Reviewed by: @wraitii
This was SVN commit r25100.
2021-03-22 11:36:50 +00:00
Freagarach c3da0cdd0f Fix cosmetic ESLint warnings in JS components (and their tests).
Which were autofixable, with slight modifications.
Not done are the slightly more complex changes.

Refs. #5524
Patch by: @Krinkle
Differential revision: D2279
Comments by: @elexis, @Stan
Reviewed by: @wraitii
This was SVN commit r25087.
2021-03-20 09:02:22 +00:00
wraitii 446c134feb Fix infinite loop in healing & potential one elsewhere.
HEAL can infinite loop: if the HEAL.APPROACHING:MoveTo call fails, the
unit will fallback to FINDINGNEWTARGET, which looks for new targets to
heal, which can loop around.
In #6106, the cause was that the target was not visible despite the
order being given (presumably a rangemanager/los incompatibility issue).
When MoveTo() fail, orders usually call FinishOrder as that's
irrecoverable.

Further, GATHERING/COLLECTINGTREASURE also did not FinishOrder - there,
we do want to consider new resources if the target is e.g. unreachable,
so add an explicit check for AbleToMove.

Reported by: moiman
Reviewed By: Freagarach
Fixes #6106

Differential Revision: https://code.wildfiregames.com/D3689
This was SVN commit r25075.
2021-03-18 09:01:19 +00:00
Freagarach 8cdfc107b7 Let garrisoned entities be IDLE.
The "GARRISONED"-state was quite strange, for entities being garrisoned
can just as well perform other tasks (see e.g. turrets).
Also, the need for keeping a "garrison" order on the stack is removed.

Fixes: #6022
Differential revision: D3656
Refs. #6081

This was SVN commit r25069.
2021-03-17 14:53:09 +00:00
Freagarach f1e1edad43 Move movement logic from UnitAIs "Garrisoned"-state to approaching.
Reduces switching of states, improves readability.

Refs. #6081
Differential revision: D2368
Comments by: @Stan, @wraitii
This was SVN commit r25044.
2021-03-12 19:53:52 +00:00
Freagarach d3c3072c83 Give the Garrisonable component the power to set garrisoned on an entity with UnitAI, instead of leaving it to UnitAI.
Since the only way of garrisoning is using `cmpGarrisonable`.
025a00340e introduced the `this.isGarrisoned`-flag, its meaning was
discussed in https://code.wildfiregames.com/D1403.

Refs. #5979, #6081
Differential revision: D2379
Comments by: @elexis, @Stan, @wraitii
This was SVN commit r25030.
2021-03-08 07:19:06 +00:00
Freagarach afd1eaee0d Allow players to push orders to the front of the queue.
Differential revision: D3605
This was SVN commit r25020.
2021-03-06 06:12:07 +00:00
Freagarach 5e6b775d1a [Gameplay] - Search for resources near a current location before the init-pos.
This should bring the behaviour back to pre-A24 and means entities will
stray a lot less when gathering.
The entity will search close to the current position, which is mostly
next to a dropsite.
When there is nothing found there, the entity searches nigh the initPos.

Differential revision: D3607
Comments by: @wraitii
Tested by: @Nescio
This was SVN commit r25000.
2021-03-03 18:24:16 +00:00
Freagarach 97addf2aa7 Autocontinue after gathering a treasure.
Follow-up to ea96e81098.
Also adds the ability to gather near a position (e.g. when ungarrisoning
with a rally point set on a treasure that is gone).
Gathering treasures should now behave exactly the same as prior to the
split.

Differential revision: D3580
Comments by: @wraitii
This was SVN commit r24999.
2021-03-03 18:20:49 +00:00
Freagarach bd1ec429a4 Let order use solely their message.
Improves consistency in UnitAI.

Differential revision: D3624
Approved by: @wraitii
This was SVN commit r24991.
2021-03-03 08:21:00 +00:00
Freagarach ea96e81098 Split treasures from ResourceSupply.
Removes some hardcoding and allows for easier modding of treasures.

Refs.: #5888
Differential revision: D3303
Comments by: @Imarok, @Nescio, @Stan, @wraitii
This was SVN commit r24989.
2021-03-03 07:47:38 +00:00
wraitii b7ff2107ea Partial revert of d038b3c4f2 / REJECT_ORDER with FinishOrder()
Fixes d038b3c4f2, by partially reverting it.

If the new order is rejected, PushOrder() will call FinishOrder. If
there are no more orders on the queue, this calls SetNextState("idle"),
with the intention os switching the unit to IDLE. However, this only
works from within an FSM call, and thus does nothing if a new command
gets rejected.

The problem is that this.order/this.orderQueue is already replaced by
the point the order is rejected when called via ReplaceOrder. Ideally,
this would not happen (but doing so isn't trivial).

The current code avoids having 2 different ways to reject an order, thus
isn't a complete revert of d038b3c4f2. It triggers an IDLE re-entry that
wasn't there before if the unit is IDLE when it receives the rejected
order, which at the moment basically never happens.

Refs #5771 (reopened)

Reported by: gameboy
Comments by: Freagarach, Angen
Differential Revision: https://code.wildfiregames.com/D3618
This was SVN commit r24978.
2021-03-02 15:18:39 +00:00
Freagarach e18001e897 Let entities garrison using cmpGarrisonable.
Followup to f4c9305eee.
Moves the logic for garrisoning from cmpGarrisonHolder to the entity
that is being garrisoned.
Also fixes
https://wildfiregames.com/forum/topic/36863-teleportation-feature-in-a24/?do=findComment&comment=418441
while at it (setting garrisoned before transferring orders on
transform).

Differential revision: D3280
Refs: #5906
Comments by: @Stan, @wraitii
This was SVN commit r24977.
2021-03-02 15:06:16 +00:00
Freagarach c888844b3a Decay/Regenerate option for resources.
Allows entities to change their resource amount over time, possibly with
some constraint.

This is a not-so-bare minimum, but can certainly be improved and/or
extended later.

Part of: #1973
Original patch by: @smiley
Redone by: @Stan
Standing on the shoulders of giants: @Freagarach
(Revisions: 59; Inlines: 209)
Differential revision: D1718
Comments by: @Angen, @elexis, @Imarok, @Langbart, @nani, @Nescio,
@smiley, @Stan, @wraitii

This was SVN commit r24963.
2021-02-28 20:14:53 +00:00
wraitii 2e2ef6f3fe Increase safety of UnitAI formation code
- PushOrderFront could lead to an infinite loop if walking fails.
- Move units in formation before issuing the move order (or the
formation may not exist).

Differential Revision: https://code.wildfiregames.com/D3411
This was SVN commit r24961.
2021-02-28 10:11:30 +00:00