Commit Graph

21189 Commits

Author SHA1 Message Date
Stan b5243cd574 Fix compilation error on FreeBSD. MAP_NO_RESERVE was never implemented, and as such had no effect there.
Reported by: @madpilot
Refs: https://reviews.llvm.org/D7485, #5255

Differential Revision: https://code.wildfiregames.com/D1594
This was SVN commit r24513.
2021-01-05 19:06:36 +00:00
Stan 0221e70e51 Fix two Clang warnings.
This was SVN commit r24512.
2021-01-05 11:49:24 +00:00
wraitii f34fb5614c Improve behaviour of formations stuck within other units.
Large units risk being stuck between other units. This is true in
general, but particularly weird with formations, since individual units
may well not be stuck, only the invisible formation controller.
This alleviates the issue by ordering units to move individually when
the controller appears stuck.

It introduces a new "VERY_OBSTRUCTED" unit motion message, which
triggers when a unit has failed to move for several turns.

Reported By: Angen
Reviewed By: Freagarach
Fixes #4935

Differential Revision: https://code.wildfiregames.com/D3209
This was SVN commit r24511.
2021-01-05 10:12:47 +00:00
Freagarach d28a91b83d Deprecate template_helpers folder.
And move the damage_types to simulation/data (i.e. one level up).

Differential revision: D3276
Idea accepted by: @wraitii
Tested by: @Stan
This was SVN commit r24509.
2021-01-04 14:43:44 +00:00
Stan a24c8419c5 [Gameplay A24] - Add a poisoned status effect to the maurya champion infantry archer
Reviewed by: @borg-
Comments by: @Freagarach
Fixes #5768
Refs: https://code.wildfiregames.com/D3276

Differential Revision: https://code.wildfiregames.com/D3279
This was SVN commit r24508.
2021-01-04 13:50:51 +00:00
Stan bc00a6b8df Replace CLOCK_REALTIME by CLOCK_MONOTONIC as suggested by @janwas.
Add sanity checks
Fixes #5760

Tested by: @wraitii, @OptimusShepard
Differential Revision: https://code.wildfiregames.com/D3066
This was SVN commit r24507.
2021-01-04 11:08:19 +00:00
Freagarach 8de6d85127 Allow ejecting single entities from non-owned garrisonHolder when allowed to control all.
Found by @wraitii in D1960.

Differential revision: D3065
This was SVN commit r24505.
2021-01-04 06:31:29 +00:00
wraitii d06ff05fc4 Fix hotkey tooltips not showing the correct keys.
Follows D2814 / a4852c4c01
Hotkey tooltips used 'untranslated' hotkeys instead of the accurate
ones, as they directly pulled from config values.

Noted & tested by: Stan

Differential Revision: https://code.wildfiregames.com/D3277
This was SVN commit r24504.
2021-01-03 10:14:07 +00:00
Freagarach c79222cfc0 Fix stable not being able to train war dogs and chariots.
When committing c4eeb82d83 a rebase was missed.

Patch by: @borg-
Differential revision: D3282
This was SVN commit r24503.
2021-01-03 05:35:19 +00:00
Freagarach 3851a48298 Store the garrisonHolder in cmpGarrisonable instead of iterating orders.
Refs. f6c9db33d6, 4fadd75ace
Differential revision: D2376
Comments by: @elexis, @Stan, @wraitii
This was SVN commit r24502.
2021-01-02 07:34:52 +00:00
Freagarach 32583008a0 Combine "EntityCommand" and "AllyEntityCommand".
By specifying the players which are allowed to use(/see) a command
button and adding an enabled/disabled property to the info.

Differential revision: D2343
Comments by: @Angen, @Stan
This was SVN commit r24501.
2021-01-02 07:19:17 +00:00
Freagarach 7f7a3edfae Get attack effects from JSON.
Reads attack effects from JSON files to allow easier introduction (one
still needs to modify other components).

Differential revision: D2661
Comments by: @Angen, @bb, @Stan, @wraitii
This was SVN commit r24500.
2021-01-02 07:09:08 +00:00
Freagarach 2847eb2a20 Clean up sound groups in unit templates.
Moves attack sound groups to where the weapon is defined (where it was
not already the case).
Removed sounds from entities that can't use the sound.

Patch by: @Nescio
Differential revision: D2855
This was SVN commit r24499.
2021-01-02 06:56:45 +00:00
Freagarach 43fd7c91a3 [Gameplay A24] - Add visible garrison points to Roman siege wall tower.
Allows four `Ranged+Infantry` to occupy turrets on the tower.
Also gives all siege wall segments the same cost-to-health ratio.

Patch by: @Nescio
Differential revision: D2993
Reviewed by: @borg-
This was SVN commit r24498.
2021-01-02 06:53:14 +00:00
Freagarach de3ed2cd19 [Gameplay A24] - Permadeath for heroes.
Part of:
https://wildfiregames.com/forum/index.php?/topic/27214-borg-expansion-pack-mod-implementation-in-0ad-alpha-24-release/.
Refs. #1432

Differential revision: D3265
Reviewed by: @borg-, @Nescio
This was SVN commit r24496.
2021-01-01 07:39:24 +00:00
s0600204 ababc796b4 Remove unneeded bonus info from {civ}.json files
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.
2021-01-01 05:58:34 +00:00
s0600204 ad6263a5a6 Remove entity information from {civ}.json files
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.
2021-01-01 02:58:21 +00:00
s0600204 190d6e7cf5 Adapt the civinfo page to read from templates
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.
2021-01-01 01:55:13 +00:00
Stan 3ec8a91f30 Fix incorrect prop height for floating objects.
Differential Revision: https://code.wildfiregames.com/D3033
This was SVN commit r24491.
2020-12-31 16:17:58 +00:00
Stan 1bb336829d Add initial support for MCST Elbrus 2000 (e2k) CPU architecture
patch by: @r-a-sattarov
Reviewed by: @Stan
Fixes #5877, Refs #5869

Differential Revision: https://code.wildfiregames.com/D3162
This was SVN commit r24490.
2020-12-31 15:52:12 +00:00
Stan d28d17e96c Remove SSE detection duplication in Colors and ModelRenderer
- 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.
2020-12-31 15:37:28 +00:00
Stan e009d322cc Add missing files in 4942cabab5
This was SVN commit r24488.
2020-12-31 14:27:02 +00:00
Stan 4942cabab5 Fix most Clang 10 Warnings
Refs: #5550, #5294

Remove dead code from f71be3c764
Fix buggy code from ff50b0b74c
Comments by: @wraitii, @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D3177
This was SVN commit r24487.
2020-12-31 14:25:37 +00:00
Stan a395a0ab66 [BOOST 1.75 2/2] Update binaries for windows (1.65 → 1.75).
Refs #3004

This was SVN commit r24484.
2020-12-31 12:13:25 +00:00
Stan e3c5cc83b7 Fix oversight in 0d28281485
This was SVN commit r24482.
2020-12-31 11:07:10 +00:00
Stan 0d28281485 Update JSON_SPIRIT from 4.06 to 4.08
This was SVN commit r24481.
2020-12-31 10:25:34 +00:00
wraitii 59d0885d68 Allow picking a default formation for walk (and walk-like) orders.
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.
2020-12-31 10:04:58 +00:00
Freagarach 83a1f93828 [Gameplay A24] - Allow building palisades in neutral territory.
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.
2020-12-31 08:33:48 +00:00
Freagarach 85f46d6d66 Introduce macemen templates.
For easier differentiation.

Patch by: @Nescio
Differential revision: D1354
This was SVN commit r24478.
2020-12-31 07:31:07 +00:00
Freagarach db6f7c1471 [Gameplay A24] - Alter Roman army camp production queue.
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.
2020-12-31 07:22:20 +00:00
Freagarach 88b5eec22f [Gameplay A24] - Deprecate Stoa and their champions.
For their current implementation is historically problematic:
-
https://wildfiregames.com/forum/index.php?/topic/28464-can-we-give-macedonians-some-love/
-
https://wildfiregames.com/forum/index.php?/topic/28099-thracian-mercenaries/
- https://wildfiregames.com/forum/index.php?/topic/28002-royal-stoa/
- https://wildfiregames.com/forum/index.php?/topic/27997-macemen/
-
https://wildfiregames.com/forum/index.php?/topic/25504-special-units-and-so-on/
-
https://wildfiregames.com/forum/index.php?/topic/25503-special-buildings-and-so-on/

Patch by: @Nescio
Differential revision: D2863
Reviewed by: @borg-
Comments by: @badosu, @wowgetoffyourcellphone, @wraitii
This was SVN commit r24476.
2020-12-31 07:16:04 +00:00
Freagarach d2b9f40e73 [Gameplay A24] - Standardise archer attack speeds.
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.
2020-12-31 06:59:06 +00:00
Freagarach 0fed3bd452 [Gameplay A24] - Balance hero health.
Standardises heroes health to:
- Healer/Infantry: 1000
- Cavalry: 1200
- Elephant: 1500

Patch by: @borg-
Differential revision: D3250
Reviewed by: @Nescio
This was SVN commit r24474.
2020-12-31 06:55:25 +00:00
vladislavbelov 84c8ec6cf3 Orients toward default angle for snapping to edges when possible
Fixes #5807

Tested By: Freagarach, wowgetoffyourcellphone, wraitii
Differential Revision: https://code.wildfiregames.com/D3238
This was SVN commit r24473.
2020-12-30 21:04:37 +00:00
Freagarach 95e84fa923 Standardise hero regnal numbers.
- Uppercase -> lowercase.
- Title -> regnal number.
- Added where appropriate.
Actors are not changed.

Patch by: @Nescio
Differential revision: D2156
This was SVN commit r24472.
2020-12-30 08:02:22 +00:00
bb 3dc19aa753 Only have techs that affect the bolt and art tower researchable there.
Patch By: Nescio
Differential Revision: D3266
refs 136022564d

This was SVN commit r24471.
2020-12-29 21:22:05 +00:00
Freagarach c4eeb82d83 [Gameplay A24] - Enable stable for all civilisations.
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.
2020-12-29 11:57:12 +00:00
Freagarach 521639cad6 [Gameplay A24] - Tweak maceman attacks.
- 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.
2020-12-29 11:41:14 +00:00
Freagarach a79a47effe Allow to limit unit count per match.
This allows to limit the number of times a specific template can be
constructed/trained/created during a match.

Part of:
https://wildfiregames.com/forum/index.php?/topic/27214-borg-expansion-pack-mod-implementation-in-0ad-alpha-24-release/
Refs.
https://wildfiregames.com/forum/topic/24682-champions-and-civilisations-balance-mod-for-a23/

Differential revision: D2411
Reviewed by: @wraitii
Comments by: @Angen, @Stan
This was SVN commit r24468.
2020-12-29 11:00:54 +00:00
wraitii 71a61d5f50 Fix Idle formation rearranging when an entity dies.
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.
2020-12-29 10:08:55 +00:00
wraitii f0faab7a42 Fix serialization errors when hosting MP game.
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.
2020-12-28 17:44:20 +00:00
wraitii 9fc6c3c897 Correctly serialize/deserialize user-defined JS objects.
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.
2020-12-27 17:18:13 +00:00
Angen 1432343eeb Fix upgrades not being sorted by phase in structuretree
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.
2020-12-27 15:47:30 +00:00
Angen 06dfd3eaa0 [gameplay-a24] Lower cost of briton special tech for grain gather rate
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.
2020-12-27 15:46:00 +00:00
wraitii ae9ea5b859 Map browser, used in the gamesetup and in the main menu.
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.
2020-12-27 15:26:19 +00:00
wraitii f31443eccb Increase projectile speed slightly across the board.
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.
2020-12-27 08:26:32 +00:00
wraitii eafc2a4ea8 Don't show the sword-shield icon if there is nothing to show.
Reviewed By: Freagarach
Refs #5883

Differential Revision: https://code.wildfiregames.com/D3258
This was SVN commit r24457.
2020-12-27 08:12:44 +00:00
wraitii d7caa91420 Switch to the running animation only above a certain ratio of the walk speed.
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.
2020-12-27 08:07:10 +00:00
wraitii 1e8299dcdb Fix off-by-one line number in JS error reporting.
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 #5859
Fixes #5895

Differential Revision: https://code.wildfiregames.com/D3257
This was SVN commit r24455.
2020-12-27 07:51:30 +00:00
wraitii 8a77efd849 Fix no-pch builds following 5b46ce0778
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.
2020-12-27 07:48:26 +00:00