Commit graph

403 commits

Author SHA1 Message Date
Vantha
64de934dd3 Revamp the cinema GUI code
This patch introduces a new class for managing the cinema overlay (two
black bars) and cutscene mode. This makes it more extensible for the
future, e.g. allowing to display text on the bars.
Since <include> elements can only be placed inside an <object>, this
patch needs to restructure session.xml a bit and also adds some
explanation comments while at it.
2026-03-03 11:25:52 +01:00
Vantha
d882ab74a1 Revamp CinemaManager component
Clean up the the implementation, improve the naming, and
add some more documentation as well as more in-depth tests.
2026-03-03 11:25:52 +01:00
Vantha
21a61721a7 LosRevealAll -> LosRevealWholeMap
This name is more descriptive.
And the plan is to split off the extra player value of the vector into
an own flag in the future, and LosRevealAllForAll would have been a poor
name for that.
2026-03-03 11:25:52 +01:00
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
Atrik
f856565de9 Add formations paths to UnitMotionDebugOverlay
Formation controllers now display their movement paths when enabling
UnitMotion debug overlay.

Key changes:
- Formation controllers show long paths in blue and short paths in green
- Formation controllers path are rendered if selecting
  some of the formation's members
- Prevent the gui from making redundant calls to SetMotionDebugOverlay

Existing limitations (not regressions):
- Paths are often cleared before entities complete them
- Formation members have short paths that rarely get rendered
2025-12-29 14:30:14 +01:00
elexis
8b11f6a151
Delete redundant per player CheatsEnable property
We do not see benefit in enabling cheats for certain players but not for the rest.
The AI cheats irrespective of the CheatsEnable property.

This patch uses InitAttributes to check if cheats are enabled making it
slightly harder to workaround it from js.

See SetLosRevealAll in CCmpAIManager and PETRA.Config.prototype.Cheat.

refs 996a32125c / #879 (AI reveal los);
refs 202a02568b /  #1555 (cheat codes, cheatsEnable for AI);
refs 25293ce0cc  (AIDiff GatherRateMultiplier),
refs f6e0c4c5a4  / #2019 (no more cheatsEnable for AI),
refs 3246b02cda  (SetTradeRateMultiplier)
refs de72510c60  / #6302 (move from InitGame.js to petra/config.js)
2025-08-25 20:41:31 +02:00
phosit
582541ea80 Enable eslint rule 'no-useless-assignment'
Enable rule 'no-useless-assignment' [1] and fix violations.

[1] https://eslint.org/docs/latest/rules/no-useless-assignment
2025-08-01 11:26:40 +02:00
Ralph Sennhauser
eb75835ce4
Fix eslint rule 'prefer-const' in components/G*
eslint --no-config-lookup --fix --rule '"prefer-const": 1' \
    binaries/data/mods/public/simulation/components/G*

Ref: #7812
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-05-11 17:53:23 +02:00
Vantha
5741f77c6e Add a 'team population' gamesetting
Remove the world population setting from the game setup.
Add a dropdown for choosing the "Population Cap Type".
(-> containing Player Population, World Population, Team Population)

Use a single "Population Cap" dropdown adapting to the pop cap types.
Move all population data into a single .json file.

New system component "PopulationCapManager" for distributing pop caps.

Resolves: #6918
2025-03-06 13:25:43 +01:00
paczek654321
55e948d68b Made the exposedFunctions variable a part of the GuiInterface object.
Fixes: #7079
2024-10-22 23:01:33 +02:00
Freagarach
a54dbf4bfd Add brief explanations to the tooltips of the alert buttons.
For a bit of added clarity.

Patch by: @abian
Differential revision: https://code.wildfiregames.com/D5095
Fixes #6850

This was SVN commit r27886.
2023-10-13 09:34:51 +00:00
Freagarach
c5de5f0fb2 Add descriptions to formations.
Patch by: @abian
Differential revision: https://code.wildfiregames.com/D5074
Fixes #6838
Comment by: @real_tabasco_sauce
This was SVN commit r27778.
2023-07-22 14:14:03 +00:00
Freagarach
c917c39a0d Pull Diplomacy out of cmpPlayer.
Who says only players should be able to conduct diplomacy?
Also separation of concerns, more maintainable files.

Differential revision: https://code.wildfiregames.com/D4921
Comments by: @elexis, @Stan
Refs. #5894

This was SVN commit r27722.
2023-06-19 06:33:33 +00:00
Freagarach
de72510c60 Fix Atlas warning on reinit.
AIDiff is undefined when calling InitGame. But this cheat stuff should
not be in the helper.
(Now people don't need to change the helper if they want a non-cheating
AI. @Silier)

This patch is favoured over @trompetin17's by Wilfy:
https://irclogs.wildfiregames.com/%230ad-dev/2023-01-16-QuakeNet-%230ad-dev.log
@ 21:14.

Reported by: @Langbart
Differential revision: https://code.wildfiregames.com/D4881
Fixes #6302

This was SVN commit r27463.
2023-01-18 07:56:03 +00:00
Freagarach
9bb9ff8b16 Add Requirements helper.
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.
2022-11-24 11:20:11 +00:00
marder
a80ce526b7 [Fix] Patch globalscripts technology template helper after 8d80a2186e and the ProductionQueue split
Patch by @s0600204.

This lets all technologies show up correctly in-game and in the
structure tree again.

accepted by: @marder @Freagarach
Fixes: #6587

Differential Revision: https://code.wildfiregames.com/D4755
This was SVN commit r27042.
2022-08-10 21:49:15 +00:00
Freagarach
f03f19cfc5 Fix aura tooltips on panel entities.
Removed from the GUI interface in d8ed8b1462, but its uses weren't
checked (or ignored).
(https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/gui/session/session.js;20965$998)

Reported by @Langbart
Based on a patch by: @Langbart
Differential revision: https://code.wildfiregames.com/D4648
Fixes #6387

This was SVN commit r26896.
2022-05-20 10:00:31 +00:00
Freagarach
b778caf146 Move FormationName and Icon from cmpFormation to cmpIdentity.
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.
2022-02-24 06:51:07 +00:00
Angen
0a3fab87da Display rank action in tooltip
Patch by: @nwtour
Differential revision: D4340
Reviewed by: @Silier
The patch adds a description from the technology file to tooltip when
hovering over rank icon.

This was SVN commit r26300.
2022-02-05 12:12:58 +00:00
Freagarach
ea72437739 Move GenericName, History and Icon from the civ-JSON to cmpIdentity.
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.
2022-02-05 06:24:45 +00:00
Freagarach
73f741d266 Handle researching technologies in the TechnologyManager.
Moves the work done from cmpResearcher to cmpTechnologyManager.
No functional changes.

It allows fancy stuff in the future (#6364).

Differential revision: https://code.wildfiregames.com/D4438
This was SVN commit r26252.
2022-01-26 07:42:36 +00:00
Freagarach
8926f5a94c Move the allowed formations from cmpIdentity to cmpUnitAI.
One needs UnitAI to be able to use a formation, so include the spec
therein (to keep information close to where it is used).
Modders can change their templates with the following script:
https://code.wildfiregames.com/P261.

Differential revision: https://code.wildfiregames.com/D4443
Comments by: @Stan
Idea accepted by: @wraitii
Fixes: #6399

This was SVN commit r26235.
2022-01-23 07:23:44 +00:00
Freagarach
f1f744702b Rename "ElevationBonus" and "Delay" to "Origin" and "EffectDelay", respectively.
`ElevationBonus` is vague, as discussions proved. Therefore it is
renamed to `Origin`, which, describes better what the value stands for.
`Delay` is also quite vague, so renamed to `EffectDelay`.

Differential revision: https://code.wildfiregames.com/D2016
Comments by: @bb, @nani, @Nescio, @Silier, @Stan, @wraitii
This was SVN commit r26074.
2021-12-15 07:42:06 +00:00
Freagarach
0c4f59d0a7 Split tasks from ProductionQueue.
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/D4333
Fixes: #6363
Comments by: @Silier
Refs. #6364

This was SVN commit r26000.
2021-11-16 07:08:39 +00:00
Freagarach
75aa2091b7 Allow to push items to the front of the ProductionQueue.
Refs. #6104
Differential revision: https://code.wildfiregames.com/D4241
Comments by: @bb, @Langbart, @Stan
This was SVN commit r25958.
2021-10-10 19:07:42 +00:00
bb
acc780bcbb Add accelerations in unit movement.
This helps preventing arrow dodging.

Differential Revision: D3200
Reviewed By: Freagarach
Comments By: wraitii, vladislav, Palaxin, Stan
refs: #5106

This was SVN commit r25953.
2021-10-09 21:31:11 +00:00
Freagarach
a70a20fd42 Select formations as a whole by default.
One can override this behaviour by using a hotkey when (de)selecting
entities.
The aim of this system is to reduce micromanagement a bit.

Differential revision: https://code.wildfiregames.com/D2175
Comments by: @Angen, @azayrahmad, @Langbart, @marder, @Stan,
@submariner, @wowgetoffyourcellphone, @wraitii
Refs. #4545

This was SVN commit r25939.
2021-09-24 06:11:10 +00:00
Freagarach
42c3fc12cf Don't show turreted entities as idle.
Introduced in: 21e866fcf0

Reported by: @Palaiologos
Differential revision: https://code.wildfiregames.com/D4179
Tested by: @Langbart
Comments by: @Angen, @wraitii
Fixes: #6233

This was SVN commit r25813.
2021-06-29 08:51:21 +00:00
Imarok
8e63a0322c Map flares
Add flaring on the map and resize the minimap buttons.
Target marker and button by Stan.
Reviewed/Commented by wraitii, elexis, vladislavbelov
Refs: #3491
Refs: #57

Differential Revision: https://code.wildfiregames.com/D1751
This was SVN commit r25691.
2021-06-05 17:37:18 +00:00
wraitii
80a8c3827b Fix CanAttack for mirages following 88549e77e1
CanAttack queries the miraged Resistance which did not exist, thus
failing.
This mirages Resistance explicitly (fixing parts of #5883)

Fixes 88549e77e1, reverts the mirage.xml change in 738b200dda

Refs #5883

Reported by: Asger_Spear
Differential Revision: https://code.wildfiregames.com/D4001
This was SVN commit r25517.
2021-05-22 10:56:40 +00:00
Freagarach
9093e7bbe2 TreasureCollecter -> TreasureCollector.
Noticed by @Stan on ea96e81098.

Differential revision: https://code.wildfiregames.com/D3949
This was SVN commit r25461.
2021-05-18 16:51:44 +00:00
Freagarach
51ab4315ff Enable production entities to autoqueue.
This adds a new command button that enables training of units
automatically.
Use:
- Enable auto-queue.
- Train an entity.

This adds a new item to the queue whenever the previous item starts,
such that good micro is more resource-efficient.

Patch by: @azayrahmad
Differential revision: https://code.wildfiregames.com/D3865
Comments by: @Langbart, @nani, @Stan, @wraitii
This was SVN commit r25381.
2021-05-05 06:12:31 +00:00
wraitii
0406c4dfde Throw errors instead of warnings on wrong implicit conversions.
This prints out a stack trace, which is quite helpful when debugging.
Also fixes an issue with stack trace not always being reported.

Differential Revision: https://code.wildfiregames.com/D3210
This was SVN commit r25365.
2021-05-03 15:44:06 +00:00
Freagarach
fb3e9ad96e Play a sound when there are no idle entities.
If there are no idle units and the idle-unit hotkey is pressed there is
now a sound played.
Beneficial when there are already units selected since selection doesn't
change.

Sound courtesy of @Samualis.

Refs. #5360
Based on a patch by: @cpc
Differential revision: https://code.wildfiregames.com/D1692
Comments by: @asterix, @smiley, @Stan, @vladislavbelov
This was SVN commit r25287.
2021-04-18 08:10:00 +00:00
Freagarach
ac7db9850b Move trader gain to cmpMarket.
Deletes the helper, since we need at least one market anyway.

Differential revision: D3808
Closes: #5890

This was SVN commit r25202.
2021-04-07 06:58:36 +00:00
Freagarach
93d22ef16b Allow to specify subunits on creation.
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.
2021-04-05 05:22:25 +00:00
Freagarach
e2f4ce0649 Add Upkeep component.
Adds a new component effectively handling negative resource trickles.
Prevents resources from going negative and provides an effect for not
being able to pay.
The effect chosen for 0 A.D. is having the entity not being
controllable.

Not used in the public mod itself, but it is in quite some mods.

Based on an idea of @Nescio
Differential revision: D1323
Comments by: @Angen, (@smiley,) @Stan
This was SVN commit r25191.
2021-04-04 06:52:20 +00:00
Freagarach
21e866fcf0 Technically seperate Turrets from GarrisonHolder.
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.
2021-03-26 10:18:30 +00:00
Freagarach
8cdfc107b7 Let garrisoned entities be IDLE.
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.
2021-03-17 14:53:09 +00:00
Freagarach
d3c3072c83 Give the Garrisonable component the power to set garrisoned on an entity with UnitAI, instead of leaving it to UnitAI.
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.
2021-03-08 07:19:06 +00:00
Freagarach
ea96e81098 Split treasures from ResourceSupply.
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.
2021-03-03 07:47:38 +00:00
wraitii
1c9efa6fb5 Implement Single-Player campaigns - Barebones tutorial campaign included.
This implements necessary tooling to create a simple SP campaign.
The architecture is intended to be easily extensible in the future.

'Campaign Run' contains the metadata of a campaign, e.g. maps
played/won. It's saved in the user folder under
saves/campaigns/*.0adcampaign
Campaign templates are JSON files in campaigns/

Campaigns can specify which Menu interface they will use. This is
intended to allow more complex layouts/presentation.
For now, a simple list interface is provided. This allows making
campaigns without any fancy art required (and effectively mimics AoE1's
campaign interface).

The behaviour on game end is also intended to be extensible, supporting
things such as carrying over units between scenarios - for now, it
simply records won games.

GameSetup is not available for now - scenarios are triggered with the
settings defined in the map/default settings. Improving on this requires
refactoring the gamesetup further.

The load/save game page has been extended slightly to support
showing/hiding campaign games (campaign gamed are saved under saves/
directly, there is no strong motivation to do otherwise at this point)

Closes #4387

Differential Revision: https://code.wildfiregames.com/D11
This was SVN commit r24979.
2021-03-02 15:43:44 +00:00
wraitii
502b229655 Check for missing auras in GUI Interface
Improve the explicitedness of the following error.

Reviewed By: Freagarach
Differential Revision: https://code.wildfiregames.com/D3614
This was SVN commit r24967.
2021-03-01 17:54:46 +00:00
Freagarach
0e6cf11d86 Resupport more garrisoned slots per entity.
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.
2021-02-28 10:02:03 +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
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
Freagarach
7f77cf2f3e Move PopulationBonus from cmpCost to new cmpPopulation.
Since PopBonus is not a cost.

Patch by: @lonehawk
Differential Revision: D2948
Comments by: @Angen, @Nescio, @wraitii
Closes #4081

This was SVN commit r24394.
2020-12-14 18:17:59 +00:00
Freagarach
1e0a6f66f0 Show gatherers next to resource icons.
And total gatherers next to the population icon.

Closes #643
Patch by: @mammadori
Differential Revision: D3155
Earlier revisions reviewed by: @Angen, @wraitii
Comments by: @Nescio, @s0600204, @Stan
This was SVN commit r24357.
2020-12-10 08:13:46 +00:00
bb
85c9a48db0 Generalize to arbitrary translatable attacknames in the GUI
Reviewed By: Nescio, Freagarach
Comments By: wraitii, elexis
Differential Revision: D2995
refs: #252

This was SVN commit r24209.
2020-11-18 21:34:33 +00:00
Freagarach
b97d251322 Move the controllability of an entity to cmpIdentity.
Where controllability is defined as the ability to receive _any_ order
from the player.
Fixes the concern not raised at a1dc9cadd8#42637.

Differential Revision: D1960
Reviewed By: @wraitii
Comments by: @bb, @Stan.
This was SVN commit r24148.
2020-11-09 08:38:09 +00:00