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3 commits

Author SHA1 Message Date
wraitii
db4637f73a Fix issue with D274/e16c4c4800 - modifications are a list of effects, not a single effect
D274 introduced a silent change that modifications would only have one
effect per value-path, which was an unnoticed regression.

Detected following the comments from SonarQube reported here:
e16c4c4800#inline-4214

Comments By: elexis
Differential Revision: https://code.wildfiregames.com/D2315
This was SVN commit r22967.
2019-09-22 12:05:04 +00:00
wraitii
dd86d599f5 Fix modifiers affecting player entity following ModifiersManager component in e16c4c4800
Modifiers affecting the player entity itself were not applying
correctly.
The reason was that the cache was not correctly reset.
Adds a regression test.



Reported By: Minohaka
Tested By: Minohaka
Refs #5572 (probably fixed but kept open for verifiation).

Differential Revision: https://code.wildfiregames.com/D2236
This was SVN commit r22813.
2019-09-01 07:16:02 +00:00
wraitii
e16c4c4800 Add a system component to handle stat modifiers, make technologies and auras use this common interface.
The ModifiersManager system component provides an interface to add and
remove modifiers, and get modified stats.
The goal is to merge all the different stat-modifying systems 0 A.D. has
implemented over the years.
This commit makes technologies and auras use ModifiersManager. Some
cheats and AI bonuses also have a similar stat-modifying effect that
have not yet been updated.

Further, this system component makes it possible for e.g. triggers to
easily add modifiers, enabling the writing of Castle Blood Automatic,
RPG or Tower Defense maps without the need for mods or hacks.

The 'Modifier' name was preferred over 'Modification' as it is shorter
and more readable, along with the logic that 'modifiers' store
'modifications' and this stores modifiers. Renaming of other functions
and classes has been left for future work for now.

Internally, this uses a JS data structure. If performance issues arise
with it in the future, this data structure or the whole component could
be moved to C++.
The performance has been tested to be about as fast as the current
implementations (and specifically much faster for global auras with no
icons). Testing showed that sending value modification messages was by
far the slowest part.

Comments by: leper, Stan, elexis
Differential Revision: https://code.wildfiregames.com/D274
This was SVN commit r22767.
2019-08-24 07:37:07 +00:00