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
If the new entity did not have Promotion, we would fail to do so.
Not doing this caused ghost units to appear when promoting inside a GarrisonHolder.
Fixes#7472, reported by Langbart.
Avoid duplication by moving the function to Transform.js.
Add tests to Transform.js
Add tests to TurretHolder.js
Optimize slightly Trainer.js by removing some useless
Engine.QueryInterface calls.
Refs #6784 (symptoms in TriggerHelper.js are fixed underlying cause not)
`SkirmishReplacer` is called before the Modifier Manager so it does not
suffer the same fate.
Entities using `ChangeEntityTemplate` function are still affected.
Maps calling Engine.AddEntity directly are still affected.
Ideally this should be handled by hotloading components instead of
creating new entities each time. See =>
https://code.wildfiregames.com/D4991
Tested using:
908dd631d9
Differential Revision: https://code.wildfiregames.com/D4984
This was SVN commit r27636.
The entity received a value modif. message while promoting, triggering a
second promotion.
Differential revision: https://code.wildfiregames.com/D3918Fixes: #6162
Comments by: @Angen, @Stan
This was SVN commit r25439.
Introduced in 93d22ef16b.
Brings back the less intrusive bug of transforming while garrisoned of
turreted and unloading results in the default stance. That needs to be
fixed again.
Differential revision: D3822
This was SVN commit r25221.
Instead of relying on the assumption that an entity which transforms
only has one of the two (and the same) before and after.
Fixes 5b3bdf3647.
Differential revision: D3821
Comment by: @Stan
This was SVN commit r25220.
This basically does two things:
- Allow turrets on moving entities (fixes serialisation in cmpPos).
- Allow an entity to be present on another when the other is created.
That makes it basically a boiled down version of a prior patch, omitting
the part where orders could be passed on.
This does allow e.g. ranged units on chariots that fire while the
chariot moves.
Original diff by: @sanderd17
Redone by: @Stan
Differential revision: D1958
Comments by: @Alexandermb, @Angen, @bb, @Langbart, @Nescio, @Stan,
@wraitii
Refs. #2577 by implementing the entity on platform case.
This was SVN commit r25192.
The "GARRISONED"-state was quite strange, for entities being garrisoned
can just as well perform other tasks (see e.g. turrets).
Also, the need for keeping a "garrison" order on the stack is removed.
Fixes: #6022
Differential revision: D3656
Refs. #6081
This was SVN commit r25069.
Since the only way of garrisoning is using `cmpGarrisonable`.
025a00340e introduced the `this.isGarrisoned`-flag, its meaning was
discussed in https://code.wildfiregames.com/D1403.
Refs. #5979, #6081
Differential revision: D2379
Comments by: @elexis, @Stan, @wraitii
This was SVN commit r25030.
Follow-up to e18001e897.
This moves responsibilities even further to the garrisoning entity.
Fixes the garrison flag when renaming entities cannot garrison (#5906).
Allows easy fixing of #6087.
Ticket: #6081
Differential revision: D3628
Comments by: @Stan, @wraitii (also in length on IRC)
This was SVN commit r25019.
Since its introduction in b2f4b0f494 garrisoned entities were not
allowed to upgrade (b2f4b0f494#inline-4821) but that is not needed (at
least since 4fadd75ace).
Changing templates to anything not being able to garrison will still
fail (#5906) but that can also be done with this code.
Differential revision: D3251
Comment by: @bb
This was SVN commit r24958.
Update this.repairTarget in UnitAI when target renames.
Transfer builders among renamed entities.
Differential Revision: https://code.wildfiregames.com/D2360
Patch by: @Freagarach
Comments by: Stan, elexis
This was SVN commit r23449.
Status effect can apply modifier to the entity (armour strength, walking
speed, ...)
This is also hiding status effect icons by default in selection detail.
Fixing smaller related bugs.
Differential Revision: https://code.wildfiregames.com/D2281
Patch by: @Freagarach
Comments by: Stan, wraitii
This was SVN commit r23448.
Set last carried resource when transforming gatherer as that information
is needed to set correct animation variant.
Missing since 7499b23991 (was still relevant in that time for
"RETURNRESOURCE.APPROACHING")
Differential revision: https://code.wildfiregames.com/D2471
This was SVN commit r23353.
Before cc1ea7cca0, the promotion code would carry the UnitAI
IsGarrisoned flag, which the Transform helper incorrectly didn't do.
However, this was missed when merging the two code paths.
This fixes an issue for example when units are promoted while atop
walls.
Reported By: faction02
Patch By: Freagarach
Differential Revision: https://code.wildfiregames.com/D2303
This was SVN commit r22929.
Clean the code by removing the animal hardcoding in the Foundation
component and adding a flag DeleteUponConstruction to the Obstruction
component.
Have locked gates and upgraded entities equally delete entities when
transforming.
Add a workaround for trees inside walls on random maps.
Reviewed by: temple
Differential Revision: https://code.wildfiregames.com/D1415
Refs #4268
This was SVN commit r21624.
so that units don't try to gather forever while not being able to reach
it and
so that the sheep corpse can't be selected and seen anymore.
Differential Revision: https://code.wildfiregames.com/D21Fixes#4268
Based On Patch By: wraitii
Reviewed By: temple
Previously Reviewed By: Itms
This was SVN commit r21597.
This new components allows giving the upgrade a cost, required
technologies, and a required time.
Implement gates using this generic component.
Fixes#2706
This was SVN commit r18467.