mimo
14aaa7c640
add some missing semicolon
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This was SVN commit r17059.
2015-09-21 21:08:58 +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
Itms
b77ad821c2
Reenable formations and fix/improve the communication between UnitAI and UnitMotion. With the new pathfinder some path requests can be completed instantaneously, so UnitAI has to handle MoveStarted messages even in the IDLE state.
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Please note that this commit makes #3410 really visible. Formation
members might pass through buildings.
Refs #3410 , #3337 .
This was SVN commit r17028.
2015-09-17 16:31:23 +00:00
Itms
128a603287
Use the terrain-only grid for terrain edges in the short pathfinder algorithm. This grid is updated on each terrain change, whereas the passability grid is updated once a turn. This caused OOS on rejoin, fixes #3292 .
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However, using the terrain-only grid reveals one discrepancy between the
short pathfinder (which uses unit radii) and the long one (which uses
unit clearances). So I implemented the change proposed by sanderd17 in
#3294 , which is removing unit radius and using only the pathfinder
clearance. Refs #3294
Now some tweaking has to be done in the templates, so that units get a
passability class suited to their apparent size. In the meantime the
unit motion is quite bugged.
This was SVN commit r16867.
2015-07-18 08:37:49 +00:00
Itms
0f10e21ab1
Keep ownership when changing formation. Fixes #3154 , fix proposed by sanderd17.
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This was SVN commit r16847.
2015-07-12 08:48:31 +00:00
leper
9990d4c885
Actually call the function instead of testing if it exists. Patch by falsevision. Fixes #2626 .
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This was SVN commit r15342.
2014-06-13 12:54:57 +00:00
sanderd17
1e3ba2d438
Let formations use the UnitAI.AddOrder method, instead of directly deciding if ReplaceOrder or PushOrder should be used. This replaces the expectedRoute, and might lead to units behaving more as demanded. Refs #2568
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This was SVN commit r15207.
2014-05-24 09:40:21 +00:00
sanderd17
99a7bc67ac
Fix 672f5a8b11 when sloppyness is 0
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This was SVN commit r15182.
2014-05-20 18:45:36 +00:00
sanderd17
672f5a8b11
Add sloppyness and separate icon path to formation templates (makes it possible to have multiple formation templates - like different settings for different civs - with only one icon file)
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This was SVN commit r15180.
2014-05-20 17:18:40 +00:00
sanderd17
86196212e2
Improve navigation for ship formations by setting the formation controller to the right passability class
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This was SVN commit r15149.
2014-05-18 07:59:43 +00:00
sanderd17
a49b359748
Fix formations attacking by adding a combat.approaching state. Fixes #2496
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This was SVN commit r15054.
2014-04-28 13:05:47 +00:00
sanderd17
ff2979ca68
Save formation rotation when loading a new formation
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This was SVN commit r14910.
2014-04-09 18:01:12 +00:00
sanderd17
1f63325ede
Rotate entities to the right angle when forming a formation
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This was SVN commit r14909.
2014-04-09 11:15:00 +00:00
sanderd17
d27dffa31d
Now really fix the issue with promoting and formation animations
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This was SVN commit r14906.
2014-04-06 18:43:06 +00:00
sanderd17
c5e59d02e1
Fix formation animations with promoted units
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This was SVN commit r14900.
2014-04-05 09:48:57 +00:00
sanderd17
61da102371
Add testudo animations to the right actor files and use it in the formation template
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This was SVN commit r14898.
2014-04-04 18:38:13 +00:00
sanderd17
639b583d31
Fix scatter formation
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This was SVN commit r14700.
2014-01-29 14:01:21 +00:00
sanderd17
c751500907
Refactor some formation code to let it make use of the prototypes
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This was SVN commit r14693.
2014-01-27 12:34:59 +00:00
sanderd17
09a2729503
fix a fix
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This was SVN commit r14682.
2014-01-26 09:40:54 +00:00
sanderd17
f1ab9b8e57
Check isInWorld before asking position
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This was SVN commit r14681.
2014-01-26 09:24:32 +00:00
sanderd17
1fedf11e9e
Use a filter to pick a new attack target in the same turn, while still avoiding an infinite loop
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This was SVN commit r14638.
2014-01-22 18:38:15 +00:00
sanderd17
04aba0e41a
Let certain formations stay in formation while attacking
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This was SVN commit r14633.
2014-01-22 13:20:55 +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
sanderd17
96448bfa4e
* add a (currently useless) attack state to formations
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* add a formation attack component that will be used in the future to
coordinate formation attacks
* clean up some related methods, and move some to more appropriate
places
This was SVN commit r14569.
2014-01-11 12:19:43 +00:00
sanderd17
f9b950aa96
improve rearrange of idle formation when units are tasked away from the formation + fix formation-settable idle animations
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This was SVN commit r14544.
2014-01-08 10:55:44 +00:00
sanderd17
e8c4031bea
Don't disband idle formations anymore, but give the formations a decent idle state. Formationmembers still need to leave the formation to anything other than walking, but this is a small step towards attacking formations.
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This was SVN commit r14543.
2014-01-08 09:47:27 +00:00
sanderd17
4585f7322c
Make the tooltips and the required members part of the formation template + fix allowing the wedge formation only for cavalry
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This was SVN commit r14542.
2014-01-08 08:02:15 +00:00
sanderd17
aadd297cce
Implement the ability to switch animations based on the formation position
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This was SVN commit r14537.
2014-01-07 20:21:55 +00:00
sanderd17
b1e0f1b62a
Clean up the mess of different ways to note the formations (capitalised, with spaces, with underscores, concatenated ...) by always referring to the template name.
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This was SVN commit r14534.
2014-01-07 13:33:08 +00:00
sanderd17
94907897a7
Fix tests + fix classes Ashoka. Fixes #2362
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This was SVN commit r14533.
2014-01-07 09:23:59 +00:00
sanderd17
f19a8d6b41
Take the box formation out of the special case formations
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This was SVN commit r14524.
2014-01-06 13:32:48 +00:00
sanderd17
9989359c46
Small code cleanup + fixed default formation orientation
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This was SVN commit r14522.
2014-01-06 10:16:28 +00:00
sanderd17
2f077fd9e1
Remove wedge formation from being a special case in the formation code
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This was SVN commit r14521.
2014-01-06 09:10:46 +00:00
sanderd17
92ed27e3c5
Treat the flank formation as a regular formation, rather than a special implementation.
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This was SVN commit r14518.
2014-01-05 18:50:31 +00:00
sanderd17
b8ee766cd3
Remove some hardcoded formation shapes. Some special formations still have a special treatment though. Also implement speed modifiers for formations, so we can have faster and slower formations.
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This was SVN commit r14516.
2014-01-05 17:13:22 +00:00
sanderd17
d0497c83f1
Split the formation template in different templates. This can be used later to remove hard-coded formation statistics and forms to attributes in those templates
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This was SVN commit r14510.
2014-01-05 10:09:42 +00:00
sanderd17
8269f0cfd4
Group units in clusters of separate formations when they're too far apart.
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This was SVN commit r14483.
2014-01-02 20:04:50 +00:00
sanderd17
953e44d9f8
try using footprint instead of obstruction for separation space between formation members + Fix some footprint sizes of siege units
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This was SVN commit r14393.
2013-12-26 12:24:52 +00:00
sanderd17
bcba922893
fix switching between column and other formations
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This was SVN commit r14358.
2013-12-15 09:51:13 +00:00
sanderd17
c6cf074e7a
Fix unitAI warning when member left the formation
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This was SVN commit r14327.
2013-12-11 15:17:43 +00:00
sanderd17
208200db28
fix querying unitAI of non-existing members
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This was SVN commit r14312.
2013-12-08 19:57:34 +00:00
sanderd17
783907264f
cache the offset positions for formations, and only recalculate if the rotation towards a new target is big enough
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This was SVN commit r14300.
2013-12-06 10:21:07 +00:00
sanderd17
d3f7da1e27
Let formation attack from the moment the first unit is in range
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This was SVN commit r14297.
2013-12-05 19:26:55 +00:00
sanderd17
7b82fba8d0
remove distance sorting for formation place assignment, as it made the center of the formation run + remove debug warning in AI code
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This was SVN commit r14292.
2013-12-05 12:31:04 +00:00
sanderd17
03d9db0bb7
fix comment
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This was SVN commit r14291.
2013-12-05 10:44:39 +00:00
sanderd17
cf88da5829
improve formations a bit more
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* Take obstruction size into account, so bigger units have more space in
formations
* Minimize the maximum walk distance to get in formation by letting the
units far away from the centre pick their positions first
This was SVN commit r14289.
2013-12-05 10:23:49 +00:00
sanderd17
3afd8e9d9e
better formation place assignments (units run around less)
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This was SVN commit r14281.
2013-12-04 13:14:31 +00:00
mimo
8b0f1c3f1f
cleaning
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This was SVN commit r14234.
2013-11-27 16:30:14 +00:00
mimo
ce7c97b79f
Improve back to work behaviour (queues taken into account), fix #2206 , patch from Itms
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This was SVN commit r14063.
2013-11-01 22:00:06 +00:00
sanderd17
379a7b208f
Implement the js side of auras. Refs #2048 . Patch with the help of Alpha123. Only the temple aura is added as example, all other aura components are removed from the templates to be created from scratch again.
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This was SVN commit r13998.
2013-10-14 15:51:21 +00:00