As demonstrated by Dizaka, it allowed players to win a game by deleting
all buildings, sending one unit across the map and having the enemy get
defeated by the double gaia count.
It also means that players that still have buildings but no CCs/Wonders
are targetted by elephants.
This was SVN commit r21777.
Removes repetitive RangeManager and Identity component querying from
triggerscripts.
It means that mostly map specific logic remains in the triggerscript.
This should bring TriggerScript coding a bit closer to map authors who
aren't exactly software developers.
Call the RangeManager entity getters on Danubius and Survival multiple
times on init to further simplify code, as these microseconds on init
are irrelevant.
This was SVN commit r21459.
Simplify that function by tracking entities using Sets instead of
Arrays, even though it costs two Set-to-Array conversions.
This was SVN commit r21457.
Eases implementation of new maps with diverse scripted attackers, refs
#5040, D11 and map difficulties, refs #4963, D1189.
Replaces hardcoded templatenames with calls to a new TriggerHelper
function to query template names, given Classes, Civ, Rank or Packed
state.
Removes the duplicated template counting logic, that was intertwined
with map specific unit classes balancing logic, refs #4805.
Use mimos garrison function from e29dfb7000 / D1146 to support
doubleclicking on garrisoned gaia heroes on Danubius, fixing the bug
described in comment:10 of #4291.
Fix wrong (Trigger) prototype reference in ce65af8dcb.
This was SVN commit r21445.
Create a getNonGaia function
Reset counters on playerDefeat
MarkPlayersAsWon function
Rename MarkPlayerAsWon to MarkPlayerAndAlliesAsWon
Stop letting winningplayers in relic depend on PlayerID
Comments By and Discussion With: elexis
Reviewed By: temple
Differential Revision: https://code.wildfiregames.com/D972fixes#4648
This was SVN commit r21441.
Do not check for system components,
Do not inline in loops for performance
Use QueryPlayerIDInterface instead of querying the playerEnt
Patch By: temple
Differential Revision: https://code.wildfiregames.com/D1137
This was SVN commit r20652.
and so making that function much more general by using MatchesClassList.
Some suggestion and checking by leper
Patch By: temple
Differential Revision: https://code.wildfiregames.com/D1020
This was SVN commit r20432.
Clarify the victory / defeat reason by using a custom string for each
defeat and victory reason.
Group chat notifications instead of posting one for each player.
This also slightly improves lobby performance upon win.
Differential Revision: https://code.wildfiregames.com/D762Fixes#4382
Based on patch by: Angen
This was SVN commit r19955.
Accomplish this by adding a Garrisonable component that can be removed
from individual units or templates.
Differential Revision: https://code.wildfiregames.com/D104
Refs #2160
Patch By: Sandarac
This was SVN commit r19631.
Spawn a random hero at gamestart and defeat the player if the hero dies.
Consider nomad maps where units spawn without buildings or start on a
ship.
Correct a comment for TriggerHelper.SpawnUnits.
Make shuffleArray available to GUI and simulation and use it to
randomize heroes.
This was SVN commit r18544.
Add a new simulation message and chat notification for players who won.
Avoid duplicate playerstate messages in the sim and GUI by triggering
changes with a function instead of a message.
Reveal the map on defeat/win exclusively in the player component
(instead of having a silly GUI proxy and doing it also in the
EndGameManager sometimes).
Remove the skipAlliedVictory argument from the player component, since
that shouldn't contain references to the EndGameManager, refs #3970.
Show a proper message box on win/loss and add the hint for hosts
disconnecting other players.
Do defeat/win procedure in the GUI when such a message arrives, instead
of checking onTick for playerstate changes.
Thus don't show that confirmation again on every rejoin.
Don't show a pointless message box if IsAtlasRunning.
Explain that the session.js variable is needed to avoid an
order-of-execution bug.
Select "observer" item when rejoining as a defeated player.
Remove an unneeded call to updateTopPanel.
This was SVN commit r18441.