Wraps RangeManager.GetEffectiveParabolicRange for unified range
resolution. Maintains symmetry with GetRange(), improves readability,
and consistently translates NEVER_IN_RANGE.
Simplifies callers in UnitAI and Attack.
While in combat, if units are promoted and the promotion results
in a change in their attack range, this could trigger some errors
as 'this.template[type]' had a chance to be undefined when performing
a 'RepeatRangeCheck'.
Fixes#8670
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
Add context and comment attributes to all translated XML elements in the
simulation that can specify any string -- unlike "Rank", which has to be
"Basic", "Advanced", or "Elite".
Most of them aren't used right now, but they can be in the
future and by mods, without touching the schemas again.
Fixes#8540
-During each attack on a low preference target unless player-directed, update the range query and find a new target.
-Adjust behavior for elephants to work better versus infantry.
fixes#1488
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>
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.
Introduced when changing the default behaviour to capturing
(82e2619ece).
Also fixes confusing the AI with catafalques (etc.), noticed by
@Langbart at D4933.
Differential revision: https://code.wildfiregames.com/D4934
Tested by: @Langbart, @phosit
This was SVN commit r27532.
Only entities which have capture attack themselves will contribute to
the regen-rate of a structure.
The `garrisonRegenRate` is now a multiplier how much each unit
contributes their strength.
Quite some gameplay change, but we can experiment with this.
Differential revision: https://code.wildfiregames.com/D4679
Comments by: @chrstgtr, @marder, @wraitii
This was SVN commit r27142.
`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.
After 738b200dda, where the mirage should be queried in the
Start/StopAttacking functions.
Reported by: @bb
Differential revision: https://code.wildfiregames.com/D4267
Reviewed by: @bb
This was SVN commit r25914.
This was already effectively the case, so this change increases
coherence.
Accepted By: Freagarach
Differential Revision: https://code.wildfiregames.com/D3980
This was SVN commit r25465.
Don't let entities waste a repeat time when they've killed their target.
Done by storing a list of attackers in cmpResistance (since that cmp is
obligatory anyway).
Differential revision: https://code.wildfiregames.com/D2129
Comments by: @Angen, @wraitii
This was SVN commit r25368.
Caused by not checking the attack type while performing an attack.
Closes: #5511
Differential revision: D3840
References #3484
This was SVN commit r25242.
Keep responsibilities separated, allow easier modding of attacking
behaviour.
Ideally the BuildingAI attacking routine would be merged in here as
well, but not done for now.
Part of #5810
Differential revision: D3816
Comments by: @smiley, @Stan
This was SVN commit r25235.
Reduces duplication, allows all attack types to cause splash damage.
While at it, makes delay and minimal range optional (for obvious
defaults are available).
Split from D368, so basically a patch by @bb.
Note that it may seem like one can arbitrarily name an attack now, but
that is not true.
Differential revision: D2002
Comments by: @bb, @Nescio, @Stan, @wraitii
This was SVN commit r25233.
FindWalkAndFightTargets is used during attack-walk (and a few other
situations) to find new entities to attack. This function can be a bit
slow, taking large chunks of time during battles.
This optimises it by assuming that one of the surrounding unit will
match preferred criteria (which, for most soldiers, are 'Human'), thus
returning the first attackable entity. In the worst case, it should
still be slightly faster than the current code.
Differential Revision: https://code.wildfiregames.com/D3446
This was SVN commit r25102.
Allowing for easier introduction of new parameters.
Split from D781, (D368).
Differential revision: D2269
Comments by: @Angen, @Stan, @wraitii
Idea accepted by: @wraitii
This was SVN commit r25013.
The Y coordinate at which to fire a projectile is currently assumed to
be the target's current Y, which is incorrect if the target is moving on
a slope.
This fixes that.
Note that this was purely visual, since projectiles still hit the target
regardless, as the height component is totally ignored, even if the
projectile is underground (in fact, the projectile's position is not
known in DelayedDamage::MissileHit, which just assumes it lands where it
said it would when fired).
As noted by bb in f737831167Fixes#5939
Differential Revision: https://code.wildfiregames.com/D3425
This was SVN commit r24766.
1f2286305d introduced a "Unit+!Ship" preferred class. However, Preferred
classes don't actually use MatchesClassList, and thus this resulted in
no preference whatsoever. This is fixed.
Further, Macemen & elephants have no particular preferred classes,
unlike all other land units which are either Unit+!Ship or Human (which
implies !Ship). This is fixed by setting them to !Ship, for consistency.
Reported by: snelius (and also Valirhant, I believe)
Trac Tickets: #5945
Differential Revision: https://code.wildfiregames.com/D3442
This was SVN commit r24751.
Attack.js can use UnitMotion to calculate the position of the unit in
the future, accounting for odd movements such
as zigzags, turnarouds and early stops (to the extent of the current
order).
This improves the resilience of units against the 'dancing' trick.
The linear interpolation is kept as a failsafe and to avoid an edge case
in the new prediction code.
Patch by: bb
Refs #5106
Differential Revision: https://code.wildfiregames.com/D3225
This was SVN commit r24701.
Renames helper Entity.js to Position.js and moves to there:
- `EntitiesNearPoint` (from Attacking.js).
- `InterpolatedLocation` (from Attacking.js).
- `TestCollision` (from Attacking.js).
- `PredictTimeToTarget` (from Attack.js).
Also adds a test for the helper.
Differential Revision: D2940
Reviewed By: @wraitii
Comments by: @Stan, @vladislavbelov
This was SVN commit r24128.
- 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 allows Atlas not to rely on eval() to get access to the attack
component.
Add a quick test for the added method.
This fixes the animation speed matching that of the actor instead of the
template.
Remove some dead code after af2abb8cbfFixes: #5129
Reviewed by: @Angen
Comments by: @elexis
Differential Revision: https://code.wildfiregames.com/D2464
This was SVN commit r23592.
Compared to other occurrences in code base, it makes sense to return
undefined rather then just empty return.
Differential Revision: https://code.wildfiregames.com/D2665
Patch by: Freagarach
This was SVN commit r23563.
Allow templates to define if friendlyfire is enabled for projectiles.
Differential Revision: https://code.wildfiregames.com/D1973
Patch by: Freagarach
Reviewed by: wraitii, Angen
This was SVN commit r23519.
This patch unifies the different GetRange calls to one function in
UnitAI. Split from D1958 and makes further changes to be done easier at
one place.
Differential Revision: https://code.wildfiregames.com/D2328
Patch by: @Freagarach
This was SVN commit r23465.
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.
This fixes units always using capture attack on a building, since
rp22569 forgot to eliminate Capture from the attack types when not
allowed.
Reported by: minohaka
Patch by: Freagarach
Reviewed by: wraitii
Fixes#5544
Differential Revision: https://code.wildfiregames.com/D2134
This was SVN commit r22575.
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.