Commit Graph

1582 Commits

Author SHA1 Message Date
phosit 7bcee2ea0e Remove XERO_ITER_EL 2026-09-08 10:32:51 +02:00
phosit f8ea2c0d49 Remove XERO_ITER_ATTR 2026-09-08 10:32:51 +02:00
phosit 3b967ab40c Fix format-string in ComponentManager
Introduced in 9822a22573 by switching to `fmt::format`.
2026-09-07 20:42:30 +02:00
Vladislav Belov 551071c5a4 Replaces shared_ptr by span for LoadFile and Store 2026-09-05 12:33:46 +02:00
Fabio Pedretti 54bbef308a Pathfinder: Remove unused ICmpPosition lookup in DistributeAround()
cmpPosition was declared but never read anywhere in the function,
likely left over from an earlier refactor — each unit's own position
is already fetched correctly inside the loop via unitPos. CmpPtr
construction is a pure lookup with no side effects, so removing the
unused instance doesn't change behaviour.
2026-09-01 10:54:32 +02:00
Fabio Pedretti 4dfdfc12b2 Fix: Prevent out-of-bounds memory access in CheckBuildingPlacement
In `CCmpPathfinder::CheckBuildingPlacement`, the boundary check for the
vertical grid dimension (`j > m_TerrainOnlyGrid->m_H`) allowed `j` to equal
`m_TerrainOnlyGrid->m_H`. Since grid indices are 0-based (valid row indices
range from `0` to `m_H - 1`), this boundary condition allowed the loop to
execute with an out-of-bounds row index, leading to an invalid memory
read (`m_TerrainOnlyGrid->get(i, j)`) and potential segfaults.

This patch changes the comparison operator to `j >= m_TerrainOnlyGrid->m_H`,
ensuring that spans extending to or past the grid height bound are properly
flagged as out-of-bounds.
2026-09-01 10:54:32 +02:00
Lancelot de Ferrière 56f94a6d4d Prevent div by zero in GetMaxReachableParabolicHeight
Introduced by fc3c0d7876.
2026-08-26 10:55:27 +02:00
Lancelot de Ferrière 2c699c29cc Fix integer overflow in GetMaxReachableParabolicHeight
range.GetInternalValue() is an i32; multiplying it by 2 before the cast
to i64 could overflow instead of widening, corrupting the divisor. Cast
to i64 first.
2026-08-26 10:55:27 +02:00
Lancelot de Ferrière 3cbcb69e7f Fix Gaia units never finding anything to attack
38b33b0484 added a visibility filter to TestEntityQuery, active whenever
a query sets preferMirages - which UnitAI's attack range query does.
However, those filters do not work for Gaia, and so the query never
returned anything.
2026-08-26 10:55:27 +02:00
Fabio Pedretti 4d721fdab2 RangeManager: Fix off-by-one bounds check in GetLosRevealWholeMap() 2026-08-25 17:47:49 +02:00
Fabio Pedretti 811ef65126 Fix: Correct control group iteration in ResolveFoundationCollisions
In `CCmpObstruction::ResolveFoundationCollisions`, the nested loop
intended to assign a persistent control group to colliding normal
entities was incorrectly iterating over `normalEnts` instead of
`persistentEnts`.

This caused the function to attempt to clobber default control groups
with other non-persistent groups, completely bypassing the intended
`ControlPersist` logic.

This patch fixes the inner loop to correctly iterate over
`persistentEnts`, ensuring foundations properly inherit persistent
control groups.

Fixes: 9ae084519f
2026-08-16 13:30:42 +02:00
Atrik 1b07b799ec Add test for queries with visibility checks 2026-08-12 22:40:59 +02:00
Atrik 38b33b0484 Enable attacks on foes visible through shared LOS
Adds baseRange parameter to parabolic queries for combined
2D + parabolic detection. StandGround and Chase stances now
use attack range (parabolic) with vision as baseRange, allowing
units to attack enemies visible through friendly vision.
Buildings benefit as well via BuildingAI.
2026-08-12 22:40:59 +02:00
Atrik fc3c0d7876 Prevent targeting unreachable turreted entities
Introduce CanEverReachTarget in the Attack component to check whether
a target is geometrically reachable at all, accounting for height
offsets and turreted units inside buildings.

For non-parabolic attacks (e.g. melee), a simple 3D distance check
from the closest approach point is used.

For parabolic attacks (e.g. ranged), the parabolic range formula
is used to determine if the height difference is surmountable
from the closest horizontal distance to the target.

Add GetClosestApproachDistanceToTurretPoint to TurretHolder
to estimate the minimum horizontal distance to a turret point,
using its local offset and the holder's obstruction size.
Passable buildings are not considered obstacles.

Fixes units on the ground trying to attack unreachable units on walls
or towers when the projectile's arc cannot reach the required height.
2026-08-12 22:40:59 +02:00
Atrik 2bc895bf0d Rename cmp to rangeManager for clarity 2026-08-12 22:40:59 +02:00
Atrik 3c215aff47 Add some tests for GetEffectiveParabolicRange 2026-08-12 22:40:59 +02:00
Atrik 121d428ebb Fix terrain elevation not affecting attack range
The parabolic range formula in GetEffectiveParabolicRange was only
computating height differences from manual HeightOffset values,
completely ignoring actual terrain elevation.
This meant units on hills received no tactical advantage
despite the UI stat tooltip correctly showing extended ranges.

Fixes #8889
2026-08-12 22:40:59 +02:00
vyordan 71be79791f Use turn_id_t (int32_t) for turn-count across simulation, network and replay
CSimulation2 used , CSimulation2Impl mixed /, and
CTurnManager used  for the same turn-count concept, forcing a
static_cast<int64_t> at the one place these types already met
(rejoin-test comparison).

Add  (alias for std::int32_t) in SimulationCommand.h and use
it consistently for every turn counter in CSimulation2/Impl,
CTurnManager and its subclasses (CLocalTurnManager,
CReplayTurnManager), CNetServerTurnManager/CNetClientTurnManager, and
the network wire format (m_Turn in CEndCommandBatchMessage,
CSimulationMessage, CSyncCheckMessage, CSyncErrorMessage, and
m_CurrentTurn in CLoadedGameMessage).

Turn *duration* fields (m_TurnLength, m_CommandDelay,
DEFAULT_TURN_LENGTH, COMMAND_DELAY_SP/MP, SetTurnLength,
GetSavedTurnLength return type) are left as u32 — they're milliseconds,
not a counter, and out of scope here.

Remaining turn_id_t vs size_t comparisons use std::cmp_equal or
explicit casts, matching the existing pattern in Simulation2.cpp.

Fixes #8718
2026-07-31 10:34:20 +02:00
Ralph Sennhauser 0340cc9abd Make NUSpline public members protected
Add a getter for MaxDistance and make members protected and inline
initialization.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-07-29 18:44:03 +02:00
Ralph Sennhauser aeeda05433 Prefix NUSpline member variables
To follow coding convention rename the vector Node to m_Nodes,
MaxDistance to m_MaxDistance and NodeCount to m_NodeCount.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-07-29 18:44:03 +02:00
Atrik b6d9d87ba9 Add a test for ExploreCircle 2026-07-29 18:02:37 +02:00
Atrik 839226d542 Support revealing a small area of the map 2026-07-29 18:02:37 +02:00
Vantha 6456bccebe Replace old GetState and SetState calls
966727b52e made the player state an enum and introduced more descriptive
functions to achieve the same thing, but it seems they were forgotten to
be replaced in a few places, which this patch fixes.
2026-07-22 23:51:49 +02:00
Ralph Sennhauser 99bbc24265 Remove global g_xres and x_yres
Instead query g_VideoMode where needed. As both g_xres and g_yres aren't
global anymore remove static from UpdateRenderer. While at it use more
desicriptive names: GetXRes -> GetWindowWidth, GetYRes ->
GetWindowHeight.

This reduces the amount of variables tracking width and height by one
each.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-07-08 11:35:46 +02:00
joeybadz 961dfc9279 Fix the deserialization of game state for AIs
Adjust function arguments to prevent errors when loading/rejoining a game with AI. These occurred due to 2f2cbb96bf not adding arguments for the state/playerID

Fixes: #9001
2026-07-02 21:50:32 +02:00
Vladislav Belov e0d131854d Makes GameView returning reference on camera 2026-06-28 17:57:16 +02:00
vyordan ec8b420abc Move Script* classes to Script namespace
- Rename ScriptEngine, ScriptContext, ScriptInterface, ScriptRequest to
  Script::Engine, Script::Context, Script::Interface, Script::Request
- Remove 'Script' prefix from filenames:
  ScriptContext.* → Context.*
  ScriptInterface.* → Interface.*
  ScriptRequest.* → Request.*
  ScriptEngine.* → Engine.*
  ScriptConversions.* → Conversions.*
  ScriptExceptions.* → Exceptions.*
  ScriptForward.* → ForwardDeclarations.*
  ScriptStats.* → Stats.*
- Update all includes, forward declarations, and friend classes
- Use namespace Script { ... } in .cpp definitions to avoid repetitive
  Script:: prefix (keeping global callbacks outside)
- Rename internal implementation structs:
  ScriptInterface_impl → Interface_impl
  ScriptFunction → Function
- Update copyright year to 2026 in all touched files
- Suppress pre-existing cppcheck warnings (uninitvar, nullPointer, unknown
  macro) by adding them to suppressions-list.txt (these are not caused
  by this refactor)

Fixes #7516
2026-06-20 17:43:00 +02:00
Ralph Sennhauser 518ed74496 Replace all use of POSIX unlink
Use `<filesystem>` instead of `unlink` and remove `unlink` portability
wrapper.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-15 15:33:59 +02:00
animus 1034b55037 Rename class names postifxed with "Man" to "Manager".
A regex-based
search across the codebase confirms there are no other instances
of "Man" that should be renamed to "Manager".
Variables were not renamed.
2026-06-12 18:35:32 +02:00
animus b1627f5158 Remove redundant virtual keywords
This commit performs code cleanup to improve
code clarity and consistency:

Remove redundant 'virtual' keywords from methods that are already marked
with 'final' or 'override', as well as reducing redundant 'override
final's to 'final'.
2026-06-12 18:35:32 +02:00
Ralph Sennhauser dab6e1a37a Fix disabled pathfinder tests
The disabled test are all broken one way or another. The maps used in
the tests got renamed. The pathfinder component got some performance
improvements which now require to call UpdateGrid() once before use.
Finally for the InitAttributes to be deep frozen they need to be an
object, so initialize them.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-07 10:43:32 +02:00
Ralph Sennhauser 296ccc78c9 Fix disabled serializer tests
test_hash depends on modmod for xml schemas. InitAttributes need to be
set as deep freezing expects them to be a valid object. The map used got
renamed at some point. Finally prior to running the sim PreInitGame()
and InitGame() need to be called.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-07 10:00:40 +02:00
Ralph Sennhauser 0c0552a428 Replace M_PI with C++ numbers
C++20 added π (pi) to the standard, replace the C macro globally.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-04 20:29:48 +02:00
phosit c042b3ca2c Start the serializationtest at a specivic turn
This enables to only test critical game sections.
2026-05-10 14:18:48 +02:00
Vantha e0db65ba1b Remove pointless const's from ICmpCinemaManager.h
Were mistakenly introduced in d882ab74a1
2026-03-24 11:15:27 +01:00
Lancelot de Ferrière 25fd3aa93c Small optimisation for VertexPathfinder edge handling.
Previously, edges where bundled collected first then sorted in 4 AA and 1 unaligned bucket. We can separate the unaligned edges right away, which is a little faster.

Also make sure Vertex::pred is initialized.
2026-03-11 18:45:23 +01:00
Lancelot de Ferrière a6e0a623b4 Avoid constructing temporaries for Edge objects in VertexPathfinder 2026-03-11 18:45:20 +01:00
Vantha d882ab74a1 Revamp CinemaManager component
Clean up the the implementation, improve the naming, and
add some more documentation as well as more in-depth tests.
2026-03-03 11:25:52 +01:00
Vantha 1d3cdec48d Move cutscene mode to renderer
This patch splits "cutscene mode" (disabling silhouttes, territory
borders and other visual overlays) from the cinema manager component
and moves it to the renderer, since it doesn't influence the simulation
anyway. The mode can now be independently controlled by the GUI. This
is done so it can also be used for other narrative elements like speech
or dialogue in the future. Cutscene mode is still always enabled while
cinema paths are playing, though.
By design, this also fixes the issue that range overlays weren't hidden
during cutscene mode.
2026-03-03 11:25:52 +01:00
Vantha c7247936bf Introduce separate LosRevealWholeMapForAll flag
It was previously stored at the end of the array of per-player flags and
set by calling SetLosRevealWholeMap with the player ID -1. However, ever
since the introduction of observer mode in 883f307b40, -1 is the player
ID of observers everywhere else including for GetLosRevealWhole:
GetLosRevealWhole(-1) always returns true in order to reveal the map to
observers, however, the cinema manager, for example, called it meaning
to find out whether the whole map is revealed to all players.
To fix this and avoid confusion about this in the future, this patch
splits this flag from the per-player flag array and introduces new
functions to set and retrieve it.
2026-03-03 11:25:52 +01:00
Vantha 21a61721a7 LosRevealAll -> LosRevealWholeMap
This name is more descriptive.
And the plan is to split off the extra player value of the vector into
an own flag in the future, and LosRevealAllForAll would have been a poor
name for that.
2026-03-03 11:25:52 +01:00
Vantha d7eafb8c5d Fix wrong cinema path duration at nondefault sim rates
For example, at 2x, the cutscenes were cut off in half -- by the cinema
manager disabling itself to early.

Refs #3814
2026-03-03 11:25:52 +01:00
phosit 00f173685a Use std::optional for m_RejoinTestTurn
This removes a `-1` from #8468.
2026-02-08 19:56:01 +01:00
phosit df18e22277 Remove Script::CreateArray
It's better to construct a js-array from a `JS::RootedValueVector`.
Because it is more strongly typed and the index doesn't has to be
specified when appending an element.
Some usages are replaced with `JS::RootedValueArray`.

Fixes: #8702
2026-02-08 19:27:50 +01:00
Atrik 99e3799883 Fix formation reshuffling after entity rename
When entities in formations were renamed (e.g., during promotion),
the formation would immediately recalculate all member positions,
and queue movement orders causing visible shuffling.

Changes:
1. Transfer existing offsets movement to the renamed entity
   to maintain current formation structure
2. Schedule offset recalculation for the next tick to allow proper
   reordering after all systems have updated

This preserves formation integrity during renames while allowing
eventual optimal position recalculation.

Fixes #8656
2026-02-04 11:05:07 +01:00
Atrik 6cdbdae87c Add tolerance to offset destination checks
The 0 tolerance to prevent the "waltzing" that was set before this
cannot happen anymore as we now since check for being at destination
before sending a move request in UnitAI. Adding a new small tolerance
now prevents some small movement adjustments of formation members
near their destination.

Fixes #8592
2026-02-04 11:05:07 +01:00
Atrik 8e15b9c000 Fix unit acceleration reset on upgrade
Fixes #7625
2026-02-04 11:05:07 +01:00
Ralph Sennhauser 0d60bdfd2e Readd JS API function Engine.Exit()
Requested in #8244 for scripting purposes and automated testing. Extend
the original design by adding a means to pass an exit status. This also
comes in handy in case one wants to cleanly error out from JS on parsing
errors of command line arguments as reported in #7967.

Fixes: #8244
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-01-29 20:03:56 +01:00
phosit 03a5198ed3 Remove g_GUI usage in simulation2/*
This is the last remaining inclusion of a gui file in simulation2/.
2026-01-23 21:05:18 +01:00
phosit 153dfe7ef1 Don't use g_GUI in TurnManager
The turn-manager shouldn't know about the gui.
2026-01-23 21:05:14 +01:00