Reduces duplication across components.
Allows to provide specific names and history for formations.
Differential revision: https://code.wildfiregames.com/D4476
Comments by: @bb, @Stan
Fixes#6400
This was SVN commit r26476.
While at it fix the messages.json from ea72437739 (missing excludeMask
and make the keywords objects not arrays)
Comments By: Freagarach
Differential Revision: D4483
This was SVN commit r26422.
- Removed obsolete C++-side `addPlayer`, introduced in 4fed9b8242, moved
out of Atlas in 1c0536bf08, unused after 9ee44bd9b8.
- Get the player settings from a local function (avoids passing
arguments).
- Removed setting the standard diplomacy (done in cmpPlayerManager since
132020f88e).
- Create entity when adding a player instead of creating it and
instructing the playermanager to add it.
- Changed/Removed some comments.
Differential revision: https://code.wildfiregames.com/D4482
Comments by: @Stan
This was SVN commit r26404.
- Add support for mul_round
- Correct table
- BUGFIX: correct roster table via the mixin Civ fix
- avoid long lines for PEP8 compliance
- for mod development outside .svn repo, create symlink
- replace all TAB indents to 4 spaces for PEP8
- TAB to 4 spaces to be PEP8 compliant
- refactor complex inline logic to compute and formatting
- beautify and avoid long lines to be PEP8 compliant
- beautify and simplify JS table format code
- Using more accessible color scheme
- Better color scheme
- main analysis file
- Rename the new version back to keep consistancy
- dependency JS library
- Unit analysis result
- Rewrite specilized table logic to only show changed
- Prefer numeric flag over string flag to refactor
- Re-format HTML templates into readable source code
- Civ specific table now renders non-empty
- Update computeCivTemplate to parse A25 template dir
- Cleanup debugging flags
- Update copyright notice to 2022
- Explain how the code works for future development
- Initial README
- Refactor: put HTML IO code in a single function
- Refactor: include JavaScript as verbatim str
- Refactor: separate computation from IO
- Refactor: compute templates before HTML IO
- Refactor: compute CivTemplates before HTML IO
- Refactor: compute separate from IO code
- Fixed melee and ranged attack damage parsing
- Fixed Resistance parsing
- Implement the undefined function complain
- Rename Armour -> Resistance
- Simplify NumericStatProcess logic
Patch by: @hyiltiz
Differential Revision: https://code.wildfiregames.com/D4445
This was SVN commit r26403.
- Add support for tips
- Fix other scripts not writing to the correct output (they were writing
info messages to stderr)
Based on a patch by: @mammadori and @cyrille
Differential Revision: https://code.wildfiregames.com/D3213
This was SVN commit r26350.
Since the players/civs already have cmpIdentity, use it.
This forces civs to have corresponding XML in the `special/players/`
folder.
Also moves the files from `special/player/` to `special/players/`
consistent with other folders. And moves the generic `player.xml` one
level up.
Differential revision: https://code.wildfiregames.com/D4473
Help and comments by: @Stan, @wraitii
This was SVN commit r26298.
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.
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.
Users sometimes ended up with bad (wrong version) XMB files in the user
mod. This resulted in A25 loading a black screen.
There is a combination of unfortunate code paths that lead to this. The
core issue is that:
- cdd75deafb changed the XMB loading code that if there is an error in
Init from a cached XMB, it reports an error. This error happens to be
silent, because the GUI expects CXeromyces to do its own error reporting
(a pretty poor decision, all in all, but whatever). This explained why
the black screen showed no errors.
- The code flow attemps to load an 'archive' XMB first, then only a
loose cache. _But_ if the XMB that fails to load is an archive (which
generally never happens except when using incompatible mods, which is
generally less easy in A25 since we added code to stop that), then the
game will try to recreate the XMB as an 'archived' path, not a 'loose
cache' path as it would usually do.
- Because the 'archived' path already exists in the VFS, the game will
attempt to overwrite that. It so happens that in non-dev copies, this
writes to the user mod.
- Because the user-mod is always loaded, this was unexpected for users.
Fixing this is rather simple: the game should never attempt to write
'archive' XMBs in that function. Added explicit barrier, which shouldn't
matter performance-wise but fixes the issue by writing in the proper
place, and also properly recovering in case of read failure.
I will note that the game will still try to load the archived file, and
recreate it every time, but I don't think that's a particularly big
deal, in general having engine-incompatible mods in the future should be
harder because of A25 changes there.
(NB: users that have used both A24 and A25 should perhaps still be
advised to check their user mod folder, otherwise they'll end up
recreating those files forever).
Reported by: dave_k
Fixes#6320
Differential Revision: https://code.wildfiregames.com/D4275
This was SVN commit r26272.
The UnitManager already lists all units, so we do not need to go through
the visual actor of entities to update them. This is faster and
decouples simulation & graphics code slightly.
Further, the simulation does not need to know about texture changes (see
also 410d2e883a), so remove those calls in Atlas.
Differential Revision: https://code.wildfiregames.com/D4455
This was SVN commit r26270.