Commit graph

9 commits

Author SHA1 Message Date
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
Dunedan
93ce94655d
Use @stylistic/brace-style for eslint
Up to now `eslint-plugin-brace-rules` was used to enforce a common brace
style for JavaScript code. This plugin was however updated the last time
over 9 years ago and will be incompatible with ESLint v10, as that
[removes `context.getSourceCode()`][1], the plugin relies on.

To keep the eslint config working with ESLint v10, this replaces
`eslint-plugin-brace-rules` with the [`@stylistic/brace-style`][2] rule
from `@stylistic/eslint-plugin`, a package we already use.

While `@stylistic/brace-style` doesn't offer an option to format braces
in exactly the same way as before, the "allman" style seems to be the
one closest to the existing code.

[1]: https://eslint.org/blog/2025/11/eslint-v10.0.0-alpha.0-released/#removed-deprecated-rule-context-members
[2]: https://eslint.style/rules/brace-style
2026-01-12 21:33:52 +01:00
Ralph Sennhauser
4e5cdc87b9
Fix eslint rule 'spaced-comment'
Manual fixes needed for:
eslint --no-config-lookup --rule '"spaced-comment": ["warn", "always"]'

Ref: #7812
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-05-17 12:08:47 +02:00
Ralph Sennhauser
c92e300c20
Fix eslint rule 'prefer-const' in maps/scenarios
eslint --no-config-lookup --fix --rule '"prefer-const": 1' \
    binaries/data/mods/public/maps/scenarios

Ref: #7812
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-05-10 08:11:32 +02:00
wraitii
0e403632cf Allow giving different weights to different templates when pushing.
This makes it possible to make units heavier, which both push more & get
pushed less by other units.
In particular, the diff does it for siege units & elephants.

This improves movement for these units in crowd situation, since they
will now basically not move when other regular units push into them.

Supported By: asterix, marder
Refs #6127

Differential Revision: https://code.wildfiregames.com/D4452
This was SVN commit r26275.
2022-01-30 14:22:27 +00:00
wraitii
158cf8ea8d UnitMotion pushing improvements
The main change is the introduction of a 'pushing pressure' counter on
units. This counter increases when units get pushed around, and
decreases over time. In essence, units under high pressure move slower &
are harder to push around.
The major effect is that units can now get bogged down when very dense
groups start colliding. This makes movement more realistic, makes unit
movement more 'chokepointy', and generally improves the mathematical
soundness of the system (lower values are easier to handle for our 200ms
turns).

Other changes:
- The logic to detect units crossing each other's path has been
reworked. Units that run towards each other should not more obviously
avoid each other.
- New parameters: 'Spread' is a measure of how strong the pushing effect
is based on distance. With the current settings, static-pushing is
rather 'on/off', whereas moving-pushing is more gradual (and thus the
max influence distance was increased when moving).
- Default values have been tweaked for lower overlap.
- Units only looked at other units within their grid region. This led to
overlap near grid-borders. Units now look at neighboring grid elements,
which largely removes this issue. While this may be slower, the
performance of pushing was largely negligible before, so it is unlikely
to become a main cause of lag (and overlap was generally disliked by
players).
- Units no longer orient in the direction of pushing, but instead keep
facing their target. This can look slightly odd under very heavy pushing
forces, but vastly improves behaviour of very slow units such as rams
(since they spend much less time turning around). As a side-effect,
clean up angle code following acc780bcbb .

Engine changes:
- Add a debug rendering mode at compile-time to help understand what is
happening.
- Make it possible to constexpr initialise fractional fixed numbers by
using FromFraction

The 'pressure' change was inspired by alre's suggestion at
https://wildfiregames.com/forum/topic/56436-for-a-better-unit-movement/#comment-461987

Refs #6127

Differential Revision: https://code.wildfiregames.com/D4439
This was SVN commit r26245.
2022-01-24 15:36:13 +00:00
wraitii
48ea6ee7d2 Moddability for pushing: radius in XML, allow deactivating globally/some templates.
Differential Revision: https://code.wildfiregames.com/D4040
This was SVN commit r25635.
2021-06-02 17:36:32 +00:00
Freagarach
7562354c49 Don't pass owner to initialise a foundation.
As ownership is already set.
Refs. bdbd0b9dbf and 9213ee8c27.

Differential revision: D3795
This was SVN commit r25190.
2021-04-04 06:38:16 +00:00
wraitii
592453c62f Add a simple 'pushing' logic to unit motion to improve movement.
This implements a form of crowd movement that I've generally called
'unit pushing' in the last few years.
Essentially, any two units will push each other away when they're too
close. This makes it possible to ignore unit-unit obstructions, and thus
makes movement much smoother in crowds.
This first iteration of this system only allows pushing between idle
units and between moving units (i.e. a moving unit does not affect an
idle one).
This is because the unitMotion logic to detect it is stuck & needs to
use the pathfinders starts breaking: units can fail to move because they
are pushed away from their intended movement, and the current logic
fails to handle this gracefully.
Thankfully, the most value of this patch in terms of player experience
is found in the improvements to group movements and shuttling.

Other impacts:
- As the short pathfinder is called less often, we can increase the
starting search range & reduce the # of max turns, both improving
collision recovery.
- The performance of idle units is slightly worsened, as they must be
checked for idle-idle collisions. If needed a 'sleeping' system, as used
in physics engine, could be implemented.
- In general, however, expect slight performance improvements, as fewer
short paths are computed.
- Gathering efficiency should increase slightly, since shuttling times
are likely reduced slightly.
- As a sanity change to improve some edge cases (units that say they're
moving, i.e. pushable, but don't actually move), the 'going straight'
logic is turned off if a short path has been computed. This requires a
few cascading changes to work correctly.

Technical notes:
- To reduce the cost of the n^2 comparisons that pushing requires, units
are only compared within a small square on a grid which is lazily
reconstructed each turn. The overhead seems rather small, and this is
much simpler than keeping an up-to-date grid.
- The design is intended to be parallelisable if needed someday.
- The pathfinder's CheckMovement ignores moving units in UnitMotion, as
that is now the spec. Idle units are not ignored, which is required for
the 'collision' detection to work correctly (see above).

Refs #3442 (not fixed - idle units are not pushed by moving units).
Fixes #5084 (the overlap can still happen, but units will push each
other away).

Differential Revision: https://code.wildfiregames.com/D1490
This was SVN commit r25182.
2021-04-02 16:30:59 +00:00