Instead of storing a single flat list of positions and data per
building, RallyPoint now stores them keyed by player ID. This lets
mutual allies independently set and display rally points on each
other's structures.
The GUI now allows selecting allied buildings with a rally point
and only shows the viewing player's own rally point data.
GuiInterface gets an OnUpdate handler to keep displayed positions
in sync when rally point targets move.
GetRallyPointCommands now takes raw position and data arrays instead
of a component reference. The network command field is also renamed
from "entities" to "structures".
Fixes#3115
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
During the eslint 8 cycle the formatting rules were split out [1],
deprecating the corresponding rules in core.
This replaces all rules that where moved to @stylistic/eslint-plugin [2]
and accounts for the difference in the indenting rule behaviour.
To allow the pre-commit import hack to continue to work with the
stylisitc plugin for a recent nodejs version to be used.
[1] https://eslint.org/blog/2023/10/deprecating-formatting-rules/
[2] https://eslint.style/packages/default
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
When a wild animal was in a defenseArmy and it was killed, its resource
got into the army as well. This caused a call to GetUnitAIOrder data
which was undefined for the resource.
Fixed by checking for UnitAI-ness and also for attack-ability whilst at
it.
Reported by @seregadushka at the forums:
https://wildfiregames.com/forum/topic/110098-petra-error-winter-is-coming5/.
Investigated and MWE by @Norse_Harold.
Fixes#6899
This was SVN commit r28025.
Allows more flexibility in e.g. the Identity requirements and unifies
the checking of requirements.
One can use the script at https://code.wildfiregames.com/P265 to fix
templates.
Differential revision: https://code.wildfiregames.com/D4514
Comments by: @elexis, @Stan
Fixes#6421
This was SVN commit r27245.
This is a paradigm change for AI computation.
Historically, the AI was intended to be run in a separate thread from
the simulation. The idea was that slow AI wouldn't stop the renderer
from being smooth.
In that original design, the AI received a copy of the game world and
used that to run its logic. This meant the simulation could safely do
whatever it wanted in the meantime. This copy was done via AIProxy &
AIInterface.
This design ended up having significant flaws:
- The copying impacts the simulation negatively, particularly because
AIProxy subscribes to a lot of messages (sometimes sent exclusively to
it). This time cannot be threaded, and impacts MP games without AIs.
- Copying the data is increasingly difficult. Modifiers are a headache,
LOS is not implemented. Lots of logic is duplicated.
The intended benefits of the design also failed to realise somewhat:
- The AI was never threaded, and in fact, it is probably better to try
and thread Sim + AI from the renderer than just the AI, at which point
threading the AI specifically brings little benefit.
The new design is much simpler and straighforward, but this has some
side-effects:
- The AI can now change the simulation. This can be used for cheating,
or possibly for a tutorial AI.
- The AI runs in the same GC zone as the simulation, which may lead to
more frequent Sim GCs (but overall we might expect a reduction in
temporary objects).
- The AI state was essentially cached, so replacing some functions with
Engine.QueryInterface might be slower. The tradeoff should be balanced
by lower AIProxy computation times.
Future work:
- Threading some specific AI tasks could still be worthwhile, but should
be done in specific worker threads, allowed to run over several turns if
needed.
Technical note: the AI 'global' is in its own Realm, which means name
collisions with the same are not possible.
Other notes:
- The RL Interface uses the AI Interface and thus will gradually lose
some data there. Given that the RL Interface can now request data
however, this should be dine.
Refs #5962, #2370
Differential Revision: https://code.wildfiregames.com/D3769
This was SVN commit r26274.
The task of the production queue should first and foremost be that; a
queue for production items.
Hence, the specifics of training/researching are delegated to specific
components.
As a side effect, this improves the test coverage and fixes:
- Resource not refunding when hitting the entity limit. Introduced in
b8758c8941.
- Autoqueue changing when unable to spawn. Introduced in 956b3f96db.
Modders can change their templates using
https://code.wildfiregames.com/P256.
Differential revision: https://code.wildfiregames.com/D4333Fixes: #6363
Comments by: @Silier
Refs. #6364
This was SVN commit r26000.
Not done in afd1eaee0d.
Also remove references to `queued` and `pushFront` in the `setStance`
functions, since they (currently) have no meaning.
Reported by: @bb
Differential revision: https://code.wildfiregames.com/D4261
Reviewed by: @bb
This was SVN commit r25902.
Let PetraAI use MatchesClassList more.
Differential revision: https://code.wildfiregames.com/D2150
Reviewed by: Angen
Comments by: Stan
This was SVN commit r25584.
Sometimes PetraAI relies on UnitAI state of an entity, but those were
not changed after modifying UnitAI.
Introduced in ea96e81098 and 3579097d95.
Differential revision: https://code.wildfiregames.com/D3976
This was SVN commit r25468.
Also refactors the order a bit to be more equal to other orders.
Removes the `autocontinue` because it was not useful (since that is more
about doing other tasks than the one ordered).
Follows ea96e8109897addf2aa7.
Differential revision: https://code.wildfiregames.com/D3942
Tested by: @Langbart
Fixes: #6175
This was SVN commit r25421.
While they often look alike, their behaviour is totally different.
This split has some implications:
- There are now separate auras for garrisoning and turrets.
- Entities can now have both turret points and garrison slots,
independent of eachother.
In general previous behaviour is maintained as much as possible.
Differential revision: D3150
Comments by: @Nescio, @wraitii
Tested by: @v32itas
This was SVN commit r25123.
Do not check for undefined when result is returning undefined or the
variable and nothing else is done.
Dont create variables when might not be used or are returned without
other usage after.
Dont call get with same parameter more than necessary.
Differential revision: D3652
Comments by: @Freagarach
This was SVN commit r25093.
Follow-up to ea96e81098.
Also adds the ability to gather near a position (e.g. when ungarrisoning
with a rally point set on a treasure that is gone).
Gathering treasures should now behave exactly the same as prior to the
split.
Differential revision: D3580
Comments by: @wraitii
This was SVN commit r24999.
Removes some hardcoding and allows for easier modding of treasures.
Refs.: #5888
Differential revision: D3303
Comments by: @Imarok, @Nescio, @Stan, @wraitii
This was SVN commit r24989.
Allows entities to change their resource amount over time, possibly with
some constraint.
This is a not-so-bare minimum, but can certainly be improved and/or
extended later.
Part of: #1973
Original patch by: @smiley
Redone by: @Stan
Standing on the shoulders of giants: @Freagarach
(Revisions: 59; Inlines: 209)
Differential revision: D1718
Comments by: @Angen, @elexis, @Imarok, @Langbart, @nani, @Nescio,
@smiley, @Stan, @wraitii
This was SVN commit r24963.
Basically removed in 3521c8f51e, now brought back :) (But split from the
population space.)
Differential revision: D2056
Comments by: @Angen, @Nescio, @Stan, @wraitii
This was SVN commit r24960.
18b317bc19 (#563) introduced an ANIMAL-state from a separate
AnimalAI-component (introduced in e19146cf25).
This patch merges that separate state and brings the ROAMING and FEEDING
(renamed to LINGERING) under the INDIVIDUAL.IDLE-state.
This enables e.g. city-building mods to have human units that linger and
roam or animals that behave like humans.
The specific values for animals might need tweaking after this.
Differential revision: D2646
Fixes: #1832, #5593
Comments by: @Angen, @Langbart, @Nescio, @Stan, @wraitii
Refs.: #3919
This was SVN commit r24953.
caused by a79a47effe and de3ed2cd19 petra will be blocked by not being
able to train hero again as she does not do rotations.
add check for matchlimits reached for permadeaths
more propper solution to handle training with numbers greater than 1
will be needed in the future.
Differential revision: D3559
Accepted by: @Freagarach
This was SVN commit r24897.
When Petra encounters free technology or technology with no
researchtime, she will not start it and blocks the queue.
Also fixing seleucids.
Differential revision: D3388
Reviewed by: @wraitii
Comments by: @Freagarach, @Stan
This was SVN commit r24769.
Previous to 7f77cf2f3e the AI got its population bonus per entity from
the Cost component, which every entity happened to have.
Thereafter, the population bonus was handled by a separate component,
which was not always present leading to `(void 0)` additions to the pop
cap and PetraAI not constructing houses.
Differential revision: D3360
Reviewed by: @Angen, @wraitii
This was SVN commit r24613.
Since PopBonus is not a cost.
Patch by: @lonehawk
Differential Revision: D2948
Comments by: @Angen, @Nescio, @wraitii
Closes#4081
This was SVN commit r24394.
[Petra]Check against `undefined` when caching variables from templates.
Current check does not allow to read 0 and false values from templates
and represents them as undefined.
Forum link:
https://wildfiregames.com/forum/topic/29206-questions-on-ai-api3-template-handling/
Reported by: Teiresias
Patch by: smiley
Reviewed by: Angen
Differential Revision: D3010
This was SVN commit r24053.
- Renames Armour-node to Resistance.
- Support resistance against Capture.
- Puts resistance against effects in separate nodes.
- Some cleaning.
Differential Revision: D2229
Reviewed by: @bb (accepted), @wraitii.
Comments by: @Stan, @Nescio.
This was SVN commit r24001.
This adds a new mode to modifications called "tokens" which allows
clever token parsing.
Technologies, auras and modifiers in general can use this to switch out,
add or delete tokens dynamically.
Currently implemented are production and builder queue tokens.
Reviewed By: Freagarach
Differential Revision: https://code.wildfiregames.com/D270
This was SVN commit r23843.
Avoid trying to attack unattackable entities based on restricted classes
from Attack component.
Differential Revision: https://code.wildfiregames.com/D2111
Patch by: Freagarach
Reviewed by: Angen
This was SVN commit r23759.
This moves most of what was in the Damage system component to a helper,
and renames that component DelayedDamage.
It also introduces a new global script with all possible attack effects.
Comments Taken From: Freagarach, Stan, bb
Differential Revision: https://code.wildfiregames.com/D2092
This was SVN commit r22754.
725aa8a686 introduced a DamageTypes.js global script similar to the
resources one. However, we never actually need to refer to this script
since we can always use the damage types provided by the
template/context/object we are looping over/...
There is one exception to this for AI weighting of damage types.
However, since damage types are not stored in files, this is strictly
equivalent to hardcoding them in the global script and was deemed
acceptable.
Patch By: freagarach
Reviewed By: wraitii
Refs #4801 (by invalidating it for now, though such helper files might
be useful in the future if damage types require more metadata).
Differential Revision: https://code.wildfiregames.com/D1938
This was SVN commit r22527.
Removes the serialization of JSON files, shrinking savegame files and
rejoin states sent across the network, refs #3834, #4239, #3909,
f24523dc8f.
Removes the AI C++ code to read JSON files from e33d4a52e9 since the AI
can now use the globalscript.
Allows the AI to read Aura templates and removal of GUIInterface code to
improve performance.
Serialization of the JSON objects in other simulation components was
removed in 9c0e37f2c0 / D1109, a6f14f5631 / D1130.
Serialization removal planned by sanderd17
AI part proofread by mimo
Simulation part proofread by bb
Discussed with Itms on irc
Differential Revision: https://code.wildfiregames.com/D1108
This was SVN commit r20737.