This commit removes two things from the `{civ}.json files, for the
following
reasons:
1. The team-bonus information, as the only thing that was reading it
(the
`civinfo` page) no longer does so.
2. Information about civ-bonuses that have been implemented via a single
auto-researchable technology, as the `civinfo` page is now capable of
displaying information from technology files and, in fact, now does
so.
This was SVN commit r24494.
As of 190d6e7cf5, the `civinfo` page no longer reads information about
Heroes and Special Structures/Technologies from the `{civ}.json` files,
but
from relevant templates.
Nothing else uses the entity/tech descriptive information contained in
the
`{civ}.json` files, so we can safely remove it.
Note: The Team and Civilisation Bonus information contained within the
`{civ}.json` files are not touched in this commit.
This was SVN commit r24493.
Instead of loading information about heroes, special buildings, et al.,
from the
`{civ}.json` files, load the information desired from templates.
Determination of "specialness" works as follows:
* Heroes are detected via the `Hero` class.
* Special Structures are detected via the `SpecialBuilding` or `Wonder`
class.
* Technologies are determined to be "special" when they can be
researched by
the currently selected civ, but are not open to be researched by
every civ.
* Team Bonuses are any applicable aura that reside in the appropriate
folder.
Accepted by: Freagarach
Comments by: Stan
Differential Revision: https://code.wildfiregames.com/D759
This was SVN commit r24492.
- Rename macros to be more explicit
- Move detection code to a separate file
- Remove a lot of checks in ARB mode (ModelDef.cpp would check for sse
multiple times per frame)
- Make explicit the SSE2 dependency for Windows
Comments by: @vladislavbelov @wraitii @OptimusShepard
Differential Revision: https://code.wildfiregames.com/D3212
This was SVN commit r24489.
This allows choosing a "default formation", which is activated
automatically for units given walk orders (and attack-walk etc.).
Conversely, units in formation that are given a gather/build/... order
are taken out of formation and given the order individually.
The default formation can be selected by right-clicking on any formation
icon.
This leverages formations for walking, where they are quite efficient
(in fact, perhaps too efficient), while circumventing issues with
various orders.
Choosing the "null formation" as the default formation de-activates the
behaviour entirely, and plays out exactly like SVN.
This makes it possible to queue a formation-order then a
noformation-order (i.e. walk then repair), though the behaviour isn't
very flexible.
For modders, it should be relatively easy to change the setup for each
order, and/or to force deactivating/activating formations in general.
Tested by: Freagarach, Angen
Refs #3479, #1791.
Makes #3478 mostly invalid.
Differential Revision: https://code.wildfiregames.com/D2764
This was SVN commit r24480.
This is a rather controversial change, so if it feels compleatly off, we
should revert.
The game is Alpha, so try anyways.
Patch by: @Nescio
Differential revision: D2507
Accepted by: @borg-, @Lionkanzen,
In favour: @borg-, @Lionkanzen, @wraitii
Reservations: @elexis, @Feldfeld, @badosu
Reservations against former patch: @chrstgtr, @PhyZic, @Stan, @ValihrAnt
This was SVN commit r24479.
Removes siege engines from them such that if one wants siege engines,
they need to construct an arsenal.
Instead it now trains advanced melee infantry.
Patch by: @Nescio
Differential revision: D3174
Reviewed by: @borg-
Comments by: @Freagarach, @Stan
This was SVN commit r24477.
Gives all archers a reload time of 1 s and gives 1:2:4 damage ratio for
basic, champion and hero archers.
Patch by: @Nescio
Differential revision: D3235
Reviewed by: @borg-
Comment by: @ValihrAnt
This was SVN commit r24475.
- Uppercase -> lowercase.
- Title -> regnal number.
- Added where appropriate.
Actors are not changed.
Patch by: @Nescio
Differential revision: D2156
This was SVN commit r24472.
Moves cavalry there.
Moves chariots there.
Moves wardogs there.
Makes the unlock_champions tech cheaper because it now only unlocks
infantry.
Removed increased cost of cart_temple since the kush one doesn't have
that either.
Patch by: @Nescio
Differential revision: D2801
Reviewed by: @borg-, @ValihrAnt
Comments by: @Angen, @badosu, @Feldfeld
This was SVN commit r24470.
- Raises the champion's reload time but ensure same DPS for better
visuals.
- Changed citizen's attack to be like the champion's.
- Macemen don't benefit from steelworking tech (which is about swords).
Patch by: @Nescio
Differential revision: D3234
Reviewed by: @borg-, @ValihrAnt
This was SVN commit r24469.
Idle formations re-arrange whenever a member leaves the formation.
Because Idle formation entities can attack nearby units (the formation
stays idle for this), any death will re-arrange the formation, causing
the entities to move in formation before going back to attack.
This looks odd and makes formation less usable. Given that it's tricky
to change the controller state with the current code, this instead
reforms the formation on a timer, only when all members are IDLE.
It fixes the issue and looks generally similar in other cases.
Reported By: wowgetoffyourcellphone
Reviewed By: Freagarach
Differential Revision: https://code.wildfiregames.com/D3236
This was SVN commit r24467.
Follows D2746 / 9fc6c3c897 and dad2857538.
Player colors are copied from the settings, which are deep-frozen, thus
not extensible. Cloning them restores that, allowing serialization.
Reported By: Angen
Differential Revision: https://code.wildfiregames.com/D3263
This was SVN commit r24466.
Generalize component/AI serialization system to any user-defined JS
object. This includes Vector2D/3D, fixing an old issue.
As with components/AI, JS Objects may implement a Serialize/Deserialize
function to store custom data instead of the default, which attemps to
serialize all enumerable properties.
Fixes#4698
Differential Revision: https://code.wildfiregames.com/D2746
This was SVN commit r24462.
Currenlty there is regression in structuretree from b2842e8021, when
upgrade for sentry tower is not in the correct phase row.
Thix is fixing that.
Probably typo in condition.
Differential Revision: D3252
Reviewed by: bb
This was SVN commit r24461.
The technology introduced in 586b045d09 for gauls is a bit overprised.
This is lowering the price to the original cost of rotarymill and
lowering gain a bit more because the tech is not just gobal but
available in phase earlier. Also it is "almost" half on cost and effect
of the current phase II tech which is available for everyone.
Differential Revision: D3253
Reviewed by: borg-
This was SVN commit r24460.
This grid-based system allows browsing all available maps at a glance,
encouraging more diversity and making it nicer to pick a map.
Moves the mapCache and the map filters controller to the gui maps/
folders, and include that folder where it is used, instead of them being
in common/ or the gamesetup.
Comments By: Freagarach
Patch By: Nani (reworked by elexis then wraitii)
Fixes#5315 (though further work, such as proper scrolling, would be
nice).
Differential Revision: https://code.wildfiregames.com/D1703
This was SVN commit r24459.
This bumps arrows from 75 to 100, slingers to 90 and javelins from 62.5
to 70. It's both slightly more realistic and helps with dancing, since
the problem is the ratio of unit speed vs projectile speed.
Further increases would reduce dancing, but also make it harder to see
projectiles which isn't desirable.
Refs #5106
Differential Revision: https://code.wildfiregames.com/D3179
This was SVN commit r24458.
Following D3221/38c3827d3b, units switch to the 'run' animation when
moving faster than their walkspeed.
This makes formations 'flickery' because units often move slightly
faster than their walkspeed when the formation rotate slightly, which
happens often. It looks fairly bad.
This switches to the running animation halfway through, though a more
general system would be more desirable.
Approved By: Angen
Reviewed By: bb
Differential Revision: https://code.wildfiregames.com/D3224
This was SVN commit r24456.
Post SM60 upgrade, CompileFunction started actually adding a line in
front of the source buffer, shifting the error reporting in the
simulation and other callers of LoadScript.
The GUI isn't affected as it uses LoadGlobalScript, which uses Evaluate
directly.
Refs #5859Fixes#5895
Differential Revision: https://code.wildfiregames.com/D3257
This was SVN commit r24455.
Component.h is loaded by convention in all CmpComponents and is
requireed to use CmpPtr.
Fixes#5898
Differential Revision: https://code.wildfiregames.com/D3259
This was SVN commit r24454.
In unit_actions.js sounds of the first entity that is able are now
played, instead of trying to play a sound of the first entity of the
selection, which may or may not be able to perform the command.
Differential revision: D3099
Reviewed by: @bb
This was SVN commit r24449.
Let the `hotkeyActionCheck` and `preselectedActionCheck` use the regular
`actionCheck` to reduce duplication.
Save the first able entity used to orderOne.
Removed some functions which were used merely once.
Combined non-target actions with the regular ones.
Differential revision: D3222
Reviewed by: @bb
Comments by: @wraitii
This was SVN commit r24444.
Changed in 37d3adcf23, presumably erroneous given a relevant IRC log
(2012-12-02), and in daf572eb43.
Refs. D193.
Differential revision: D3233
Reviewed by: @Nescio
This was SVN commit r24443.
Redo original diff D245 by ffffffff after commit of cpp changes for
input placeholders.
Differential revision: D3245
Reviewed by: bb
Comments by: Stan, wraitii
This was SVN commit r24439.
Position of garrisoned entities is undefined, thats why landaccess
fails, when asking for position in some cases.
Last replay in ticket is from a23b.
source of the issue was this.target in attackplan got garrisoned so it
got undefined possition.
Solution applied is to ask for landaccess of garrisonholder if current
entity is garrisoned inside the function itself, instead doing it in
every place possible and forget it the future additions. If calling code
does not want to deal with garrisoned entities, it should check for that
case separately.
For attack plan, when it happened is fine, because it will deal with
garrisoned entity later.
Differential revision: D3244
Fixes: #5589
This was SVN commit r24436.