This deletes custom-code and shows how to use this system component for
triggers.
Differential Revision: https://code.wildfiregames.com/D1011
This was SVN commit r22964.
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.
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.
This should make adding new damage types a little easier, however such
an
extension would still need changes to the AI, and to all templates that
have Armour, Attack, or DeathDamage.
Reviewed By: elexis
Differential Revision: https://code.wildfiregames.com/D866
This was SVN commit r20203.
Also tests the appropriate function in `globalscripts/Templates.js`.
Reviewed By: fatherbushido
Differential Revision: https://code.wildfiregames.com/D519
This was SVN commit r19686.