leper
2f12bae102
Deal ranged damage even if the attacker dies. Patch by LeanderH. Fixes #3610 .
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Create a Damage system component from the Damage helper object and parts
of
the Attack component. This fixes the issue by making ranged damage
independent
of the attacking entity.
While there fix the issue of damaging all nearby entities in case the
actual
target was not hit, instead of only a single one.
This was SVN commit r18625.
2016-08-22 01:00:57 +00:00
elexis
416049e4b4
Remove charge attack from the templates which isn't implemented nor designed yet. Patch by fatherbushido, fixes #4139 .
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Remove the unused "recharge" attack timer which was introduced in
b21e798243 but should have been removed with 4e5c5e2d8f .
This was SVN commit r18599.
2016-08-11 14:35:50 +00:00
Itms
3d7c6981ca
Fix a too early return and a wrong negation in the attack component "cleanup" of a09c59e044 that broke RestrictedClasses, thus stopped violent animals from attacking. Remove an unneeded space. Slaughter two if-statements whose condition is never satisfied (due to GetAttackTypes never returning that item) introduced in 092206b12e and ef4a1e261c.
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Patch by elexis
This was SVN commit r18506.
2016-07-11 17:25:19 +00:00
elexis
d9fa069ee7
Fix session implementation of the splash tooltip of 22b72a362b and related cleanup.
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Add comments to document that GetEntityState and GetTemplateDataHelper
need to use the same object structure.
Remove four unneeded conditionals that are always true from
GetTemplateDataHelper.
Inline 3 splash damage variables in the attack component.
This was SVN commit r18485.
2016-07-04 22:16:35 +00:00
elexis
437cc13b95
Make charge attack unavailable from the simulation.
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The order change to GetAttackTypes in a09c59e044 revealed that it was
only the GUI not triggering the buggy code.
Eliminate for-each of UnitAI calling that function.
This was SVN commit r18481.
2016-07-03 20:41:03 +00:00
elexis
d99c5ce064
Fix typo.
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This was SVN commit r18479.
2016-07-03 11:25:59 +00:00
elexis
22b72a362b
Splash damage tooltip.
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This was SVN commit r18477.
2016-07-03 04:08:52 +00:00
elexis
1276b98965
Argh.
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This was SVN commit r18466.
2016-07-01 15:18:09 +00:00
elexis
a09c59e044
Attack component cleanup.
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Use .filter(), .every() and .some() to simplify, Math.max/min instead of
if-statements, inline functions, add newlines and allow attack orders
while flying.
This was SVN commit r18465.
2016-07-01 15:05:09 +00:00
mimo
682086b7fb
do not let the captureStrength become infinite when capturing a damaged structure, fix #3973 , patch by fatherbushido
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This was SVN commit r18215.
2016-05-21 16:44:20 +00:00
elexis
4b5f8dfca6
Remove trailing whitespace and simplify some length checks. Refs #252 .
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This was SVN commit r18214.
2016-05-21 16:20:27 +00:00
elexis
e80e37cb21
Fix whitespace.
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This was SVN commit r17509.
2015-12-19 02:03:30 +00:00
elexis
56bf37a54e
Simulation cleanup (Attack.js)
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Use let instead of var.
Do not redeclare timeToTarget and cmpTimer.
Remove unused variable graphicalPosition.
Fix some whitespace issues.
This was SVN commit r17507.
2015-12-19 01:48:11 +00:00
mimo
092206b12e
Finding new targets can be really slow when lot of units are involved. In Combat demo huge for example, it could represent more than 30% of the simulation time. Part of it is because we loop several times on all identity classes of all enemy units, and most of the time for nothing. This patch avoids the useless loops, and adds some cleanup.
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In addition, when testing if we can't attack a units, Capture and
Slaughter were used even if not applicable.
This was SVN commit r17250.
2015-11-13 17:47:31 +00:00
mimo
496dc13952
remove orphan function after ef4a1e261c, patch by stanislas69
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This was SVN commit r17139.
2015-10-17 16:55:21 +00:00
mimo
ef4a1e261c
fix standGround units not attacking, patch by karamel, fixes #3284
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This was SVN commit r17109.
2015-10-08 20:48:05 +00:00
mimo
a7e0dc1534
update attack and heal range queries, patch by leper, fixes #3080
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This was SVN commit r17082.
2015-09-27 12:23:40 +00:00
mimo
0b86bbd424
another bunch of cleanup (mainly missing semicolon) signaled by jshint
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This was SVN commit r17045.
2015-09-19 12:50:48 +00:00
leper
bdd6dd0f2f
JS component cleanup.
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This was SVN commit r17009.
2015-09-12 20:58:57 +00:00
Itms
2cae918059
Same as previous commit, but nicer. Refs #3329
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This was SVN commit r16886.
2015-07-27 20:39:46 +00:00
Itms
c81f243b58
Use the mirage data to determine the best attack in case of capture attack. Fixes #3329
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This was SVN commit r16885.
2015-07-27 19:54:40 +00:00
sanderd17
d08fdf43d7
Fix some issues with capturing and miraged entities
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This was SVN commit r16564.
2015-04-22 09:59:59 +00:00
sanderd17
fa878c2f31
Force attack instead of capture when the attack hotkey is pressed
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This was SVN commit r16557.
2015-04-21 13:21:19 +00:00
sanderd17
701663afaa
Add minimap ping alert for capture attack
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This was SVN commit r16556.
2015-04-21 08:27:26 +00:00
sanderd17
ad27deeb9d
Implement building capturing. Fixes #996
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This was SVN commit r16550.
2015-04-20 07:45:45 +00:00
leper
0da0b062e1
Return the correct projectile id to fix serialization test failure.
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This was SVN commit r16363.
2015-02-21 01:41:09 +00:00
mimo
27e4122d44
fix damages on nearby units which, because of wrong argument (3d instead of 2d) was tested on x-y distance instead of x-z, resulting in faraway entities being damaged
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This was SVN commit r16353.
2015-02-18 19:20:14 +00:00
Itms
0406f62ea0
Fix a typo, reported by t4nk004 on IRC.
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This was SVN commit r16076.
2014-12-28 16:35:32 +00:00
mimo
4ce667412b
Improve performance when looking for new targets.
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Tested in combat demo huge where nearly 50% of the replay time is spent
looking for new targets, and GetPreference is called a lot as used to
sort possible targets.
Caching the preferred classes before the second loop, the replay time of
combat demo huge is reduced by about 15%. Replacing the "for each" loops
by "for of" loops gains an additionnal 7%.
This was SVN commit r16057.
2014-12-21 14:30:47 +00:00
Itms
78896154fe
Change a scope for a bunch of variables in the Attack component. This simple change allows modders to modify the whole attack schema.
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Patch by Radagast, fixes #2671
This was SVN commit r15868.
2014-10-14 20:44:17 +00:00
leper
7ca08e2485
Fix type errors in cmpAttack by switching parameter and object.
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This was SVN commit r15805.
2014-09-25 16:33:38 +00:00
JoshuaJB
ec7a452d4e
Convert multiplayer connection dialog to only use 'modern' styles and make it larger for languge-friendliness and consistancy.
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This was SVN commit r15399.
2014-06-19 19:22:31 +00:00
sanderd17
049caba9f9
Let the timer hold the latest turnLength instead of the Attack component. Reduces a lot of messages
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This was SVN commit r15311.
2014-06-08 09:39:57 +00:00
sanderd17
cfec28e553
Add the Engine code for turrets + use them to get units on walls. The scripted TurretHolder isn't included due to lack of usability for now. Refs #2577
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This was SVN commit r15246.
2014-05-30 14:46:06 +00:00
sanderd17
ecaded076f
Improve the Vector prototype with static functions. Replace the usage of the Math vector functions with functions from the Vector class.
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This was SVN commit r14659.
2014-01-24 19:51:00 +00:00
sanderd17
e466565c35
Let formations attack other formations (still without keeping their formation position though)
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This was SVN commit r14628.
2014-01-21 16:50:58 +00:00
JoshuaJB
c02dafec74
Move simulation Vector math to globalscripts/Math.js. Refs #2032 .
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This was SVN commit r14606.
2014-01-18 15:27:30 +00:00
wraitii
433293c7b2
Spread is now linearly tied to distance to target. Fixes #2093 .
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This was SVN commit r14425.
2013-12-29 08:09:44 +00:00
JoshuaJB
4b7ab63172
Fix #1496 with a revised version of my patch. Also moves damage-related functions from Attack.js to a seperate file in the global namespace.
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This was SVN commit r14231.
2013-11-26 18:33:42 +00:00
sanderd17
5f5eedc513
Rename technology related files, methods and messages so their names represent the shared data flow between technologies and auras (and maybe future components). Implement the C++ part of auras through these generalised files. Fixes #2154
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This was SVN commit r14001.
2013-10-15 10:05:08 +00:00
historic_bruno
754e794f9b
Implements attack notifications based on patch by madmax and zoot, fixes #1719
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This was SVN commit r13951.
2013-10-06 04:49:38 +00:00
sanderd17
bc40534777
fix spread technology modifications. Fixes #2110
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This was SVN commit r13809.
2013-09-08 15:20:54 +00:00
historic_bruno
d37d3be5d0
Fixes Attack component schema
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This was SVN commit r13674.
2013-08-17 06:02:31 +00:00
alpha123
8c74df2acd
Give an elevation advantage to ranged units. Patch by sanderd17. Fix #1960 .
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This was SVN commit r13626.
2013-08-03 19:20:20 +00:00
leper
9ea830c855
Handle empty token list gracefully.
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This was SVN commit r13477.
2013-06-14 16:13:59 +00:00
quantumstate
7461e4a3c1
Add technology support for ranged unit spread
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This was SVN commit r13221.
2013-03-04 21:52:44 +00:00
quantumstate
3715985f1a
Add battle detection support to the simulation. Refs #1425 (Patch by Zoot)
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The audio code does not yet support actually playing battle music.
This was SVN commit r13091.
2013-01-20 22:47:59 +00:00
quantumstate
5caddcdd20
Make technology code cleaner with helper functions. Refs #1692 .
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This was SVN commit r13056.
2013-01-08 00:00:21 +00:00
quantumstate
ef81521dc9
Stop a technology from being queued multiple times.
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Also fixed formatting in Attack.js
This was SVN commit r12706.
2012-09-24 20:20:14 +00:00
quantumstate
94f469e705
Added a Slaughter attack type which instantly kills all herdable animals with a melee attack. Fixes #1652 .
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This was SVN commit r12705.
2012-09-24 19:31:31 +00:00