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55 commits

Author SHA1 Message Date
phosit
463a2e83f3
Use QUIC as transport protocoll
Fixes: #7001
2026-08-10 11:18:39 +02:00
Ralph Sennhauser
61bcc38458
Allow use of ngtcp2 via pkconfig
Use gnutls for crypto functions

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-08-10 11:06:16 +02:00
Jonny McCullagh
1c2dbf2eb0 Add more diverse quotes
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2026-08-10 10:53:00 +02:00
Ralph Sennhauser
df72c1aad1
Support scroll-rotate in Atlas
Split mouse wheel scroll handling into horizontal and vertical. Keep
vertical scroll for zooming and use horizontal to rotate around the y
axis replicating the behaviour of the main game.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-08-10 09:00:07 +02:00
Dunedan
40ab70b804
Inline the pre-commit/action Github action
As the latest version of pre-commit is broken right now
(https://github.com/pre-commit/pre-commit/issues/3737) and the official
pre-commit Github action doesn't allow specifying an older pre-commit
version to use, this inlines the logic of the pre-commit action into our
action.
2026-08-09 07:20:49 +02:00
Stan
f90804c78f
Add macOS hint for game mode.
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2026-08-07 14:09:25 +02:00
phosit
d6bdf51d83
Remove CStr::FromInt64$
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For the usecase it's better to use `fmt::format`.
2026-08-06 18:03:05 +02:00
phosit
ae936e8177
Remove CStr::FromUInt
There is `std::to_string` which does the same. For most uses it's better
to use `fmt::format`.
2026-08-06 18:03:05 +02:00
phosit
06e199b12a
Remove CStr::FromInt
There is `std::to_string` which does the same. For most uses it's better
to use `fmt::format`.
2026-08-06 18:03:05 +02:00
ShadowOfHassen
84567e66c2 Fix catafalque aura typos
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2026-08-06 13:30:42 +02:00
Vladislav Belov
c4e7364802
Removes unused BuildColor4ub from ModelRenderer
We don't need to calculate shading on CPU since we always use shaders.

Refs: a9c27b412b
2026-08-06 11:32:02 +02:00
Vladislav Belov
867bdf318b
Fixes missing material reference in ModelRenderer
Missed in 18a16aa135
2026-08-06 10:31:16 +02:00
Vladislav Belov
e64a138f92
Fixes outdated state on disabling GPU skinning 2026-08-04 23:06:12 +02:00
Vladislav Belov
4a7b7e7df1
Removes smart pointers from ModelRenderer
We don't need to use pointers because we know lifetimes of all
renderers. And its list statically defined. A new renderer should follow
DOD and use a separate submission list with a separate inplace renderer.
2026-08-04 23:06:10 +02:00
Vladislav Belov
fa90ddc8b6
Refactors ModelRenderer and makes it closer to DOD
Separates submitted models and moder renderer and makes relations
explicit. Now it's clear that we don't need separate ModelRenderer and
ModelVertexRenderer.
2026-08-04 23:06:09 +02:00
Vladislav Belov
764a420797
Merges ModelRenderer and ShaderModelRenderer
We use only shaders to render models so we don't need a separate class.

BatchModelRenderer was renamed in 6bc33fe8bd.
m_Renderer became unused in 0346ba1b18.
2026-08-04 23:06:07 +02:00
Vladislav Belov
8a2bb10827
Renames ShaderModelRenderer instances 2026-08-04 23:06:06 +02:00
Vladislav Belov
af9d102126
Removes legacy logic of reused ModelRendererPtr
It became unused in 4a69e9117e.
2026-08-04 23:06:04 +02:00
Ralph Sennhauser
822092fcb4
Fix set camera tooltip in Atlas player section
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Refs: fe192fe58f
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-08-04 17:22:21 +02:00
Ralph Sennhauser
6e79dc2f70
Use dynamic events for Cinema Section
Replace static events with dynamic events and name delete path function
more aptly.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-08-04 17:04:22 +02:00
Dunedan
6fdcd68172
Update the actions used by the lint workflow
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2026-08-04 10:09:22 +02:00
Dunedan
e4f4030a5e
Update the actions used by the checkrefs workflow
The workaround for the authentication problems isn't necessary with the
new version of the checkout action anymore.
2026-08-04 10:09:09 +02:00
Ralph Sennhauser
2fb6347125
Delete .already-built file prior to new build
In case the build fails this will allow other Jenkins jobs to restore
the old working state themselves.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-08-03 20:54:04 +02:00
phosit
7aa756f6a4
Remove line numbers from cppcheck supression list
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They have to be changed to ofthen when code gets moved.
2026-08-02 14:03:28 +02:00
phosit
e712601602
PreInitGame and InitGame in the Loader
This makes the frame before the simulation starts less stuttery. Doing
it in the Loader also allows to make the progressbar more acurate.
2026-08-02 14:03:28 +02:00
Dunedan
865ca4cd55
Update the pre-commit hooks
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2026-08-01 16:19:18 +02:00
Dunedan
dcb7cef308
Update Github actions used for pre-commit action 2026-08-01 16:19:03 +02:00
vyordan
71be79791f Use turn_id_t (int32_t) for turn-count across simulation, network and replay
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CSimulation2 used , CSimulation2Impl mixed /, and
CTurnManager used  for the same turn-count concept, forcing a
static_cast<int64_t> at the one place these types already met
(rejoin-test comparison).

Add  (alias for std::int32_t) in SimulationCommand.h and use
it consistently for every turn counter in CSimulation2/Impl,
CTurnManager and its subclasses (CLocalTurnManager,
CReplayTurnManager), CNetServerTurnManager/CNetClientTurnManager, and
the network wire format (m_Turn in CEndCommandBatchMessage,
CSimulationMessage, CSyncCheckMessage, CSyncErrorMessage, and
m_CurrentTurn in CLoadedGameMessage).

Turn *duration* fields (m_TurnLength, m_CommandDelay,
DEFAULT_TURN_LENGTH, COMMAND_DELAY_SP/MP, SetTurnLength,
GetSavedTurnLength return type) are left as u32 — they're milliseconds,
not a counter, and out of scope here.

Remaining turn_id_t vs size_t comparisons use std::cmp_equal or
explicit casts, matching the existing pattern in Simulation2.cpp.

Fixes #8718
2026-07-31 10:34:20 +02:00
Atrik
9ab89b01c2 Add Langbart to art credits
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2026-07-30 20:54:19 +02:00
Atrik
dcce6666ae Add missing garrison flag to some houses
Art work by @Langbart

Fixes #6911
2026-07-30 20:54:19 +02:00
Atrik
202bdb133a Add Atrik to art credits 2026-07-30 20:54:19 +02:00
Atrik
46981d2b90 Add missing garrison flag to German houses 2026-07-30 20:54:19 +02:00
Ralph Sennhauser
49c887b7ca
Don't nest Paths in Common settings
Doesn't make sense to have the Paths StaticBox inside the Common
settings StaticBox so make it a top-level item as well.

While at it dissolve nested constructors to make the creation of the
widgets more readable.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-07-30 18:43:24 +02:00
Atrik
91a37e32f6 Sort units spatially for freehand selection
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2026-07-30 17:19:39 +02:00
Atrik
139b08fe6d Add tests for SelectionBoxTargeting 2026-07-30 17:19:39 +02:00
Atrik
dc6da217fd Enable using SelectionBox for targeting
Introduce a new  input, a command handler and adapt
UnitAI to handle arrays of targets in a single order
2026-07-30 17:19:39 +02:00
Atrik
e41dd2d3a4 Add Math.clamp utility function 2026-07-30 17:19:39 +02:00
phosit
c7953026dd
Use switchPage in autostart
Autostart used `OpenChildPage` to open the loading page. Because it's
started as child page the program doesn't end when closing it.
2026-07-30 12:36:51 +02:00
Ralph Sennhauser
0340cc9abd
Make NUSpline public members protected
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Add a getter for MaxDistance and make members protected and inline
initialization.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-07-29 18:44:03 +02:00
Ralph Sennhauser
aeeda05433
Prefix NUSpline member variables
To follow coding convention rename the vector Node to m_Nodes,
MaxDistance to m_MaxDistance and NodeCount to m_NodeCount.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-07-29 18:44:03 +02:00
Atrik
0da1e0c398 Reveal Gaia wonders to players
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2026-07-29 18:02:37 +02:00
Atrik
dc1e7179a3 Reveal and notify Wonders being constructed
Fixes #8683
2026-07-29 18:02:37 +02:00
Atrik
b6d9d87ba9 Add a test for ExploreCircle 2026-07-29 18:02:37 +02:00
Atrik
839226d542 Support revealing a small area of the map 2026-07-29 18:02:37 +02:00
Vladislav Belov
4125e5b645
Adds sRGB support to GLES 2026-07-29 01:29:11 +02:00
Vladislav Belov
f781181899
Adds sRGB support for proper lighting
Currently we're incorrectly using sRGB colors as raw inputs for lighting
instead of conversion to linear space. For proper PBR we need linear
values.
2026-07-29 01:29:09 +02:00
Vladislav Belov
e2f5b20922
Fixes GL internal format of textures in compute
In compute shaders load/store operations requires sized formats.
2026-07-28 23:32:23 +02:00
Vladislav Belov
b3165505b6
Fixes possible artifacts with GPU skinning on GL
std140 requires 16 bytes alignment and it makes alignment of uvec2 in
SkinData be equal to 16 bytes instead of 8 bytes.
2026-07-28 18:12:21 +02:00
Itms
15b9a39b00
Rebuild SPIRV shaders on all shader changes
Fixes #9096
2026-07-28 16:26:16 +02:00
Ralph Sennhauser
cf7b8aab39
Preserve Cinema Path selection
Commit 81c57e8a28 added support for adding and removing paths.
Reloading path list stores the current selection but it's unused, assume
the idea was to restore it again.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-07-25 17:18:16 +02:00
Ralph Sennhauser
df06b6895e
Don't mix static and dynamic events
Commit 309ed5ef28 used dynamic events
which prevents some other menu items from working properly. So don't mix
static and dynamic events for top window.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-07-25 14:05:38 +02:00
phosit
a80446eb59
Use the profiler to profile map generation
Instead of writing the duration to the console it uses
`Engine.ProfileStart` and `Engine.ProfileStop` to profile map
generation.

Refs: #5263
2026-07-25 10:47:49 +02:00
phosit
4122f0bfb3
Use atomic instead of COMPILER_FENCE for Profiler2 2026-07-24 17:22:44 +02:00
Ralph Sennhauser
aae1bbbab2
Use new WX object macro
Added in 2010.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-07-24 16:51:58 +02:00
Ralph Sennhauser
8523fa5ab4
Fix Atlas build on macOS Tahoe
Bump wxWidgets, the upstream fix was backported to 3.2.9 with commit
a6fc33b416e2ebc804d80a1ac66021935c434573

Fixes: #8594
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-07-24 13:14:34 +02:00
175 changed files with 2624 additions and 1269 deletions

View file

@ -11,7 +11,7 @@ jobs:
lfscheck:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: actions/checkout@v7
- name: Fetch the base branch
run: git fetch origin ${{ env.BASE_SHA }}
@ -24,27 +24,14 @@ jobs:
env:
GIT_LFS_SKIP_SMUDGE: "1"
steps:
- uses: actions/checkout@v4
- uses: actions/setup-python@v5
- uses: actions/checkout@v7
- uses: actions/setup-python@v7
with:
python-version: "3.11"
- name: Add remote fork origin for LFS
run: |
PR_REPO="${{ gitea.event.pull_request.head.repo.full_name || gitea.repository }}"
git remote add ${{ gitea.actor }} https://gitea.wildfiregames.com/${PR_REPO}.git
- name: Workaround for authentication problem with LFS
# https://gitea.com/gitea/act_runner/issues/164
run: |
git config --local \
http.${{ gitea.server_url }}/${{ gitea.repository }}.git/info/lfs/objects/.extraheader ''
PR_REPO="${{ gitea.event.pull_request.head.repo.full_name || gitea.repository }}"
EXTRAHEADER="$(git config --get --local http.${{ gitea.server_url }}/.extraheader)"
git config --local \
http.${{ gitea.server_url }}/${PR_REPO}.git/info/lfs/objects/batch.extraheader \
'${EXTRAHEADER}'
git config --local \
http.${{ gitea.server_url }}/${PR_REPO}.git/info/lfs/objects/.extraheader ''
- name: Download necessary LFS assets
shell: sh {0}
run: |

View file

@ -12,7 +12,7 @@ jobs:
cppcheck:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: actions/checkout@v7
# cache only works for items in workspace, so configure apt to allow for caching.
- name: Setup apt cache locations
@ -26,7 +26,7 @@ jobs:
- name: Cache apt pkg db and and deb files
id: apt-cache
uses: actions/cache@v4
uses: actions/cache@v6
with:
path: |
apt-cache
@ -49,11 +49,11 @@ jobs:
copyright:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: actions/checkout@v7
with:
fetch-depth: 100
- uses: actions/setup-python@v5
- uses: actions/setup-python@v7
with:
python-version: "3.11"
@ -66,10 +66,10 @@ jobs:
jenkinsfiles:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: actions/checkout@v7
- name: Set up Node.js
uses: actions/setup-node@v4
uses: actions/setup-node@v7
with:
node-version: '20'

View file

@ -3,22 +3,27 @@ name: pre-commit
on:
- push
- pull_request
env:
PRE_COMMIT_VERSION: 4.6.0
jobs:
build:
pre-commit:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: actions/setup-python@v5
- uses: actions/checkout@v7
- uses: actions/setup-python@v7
with:
python-version: "3.11"
- id: restore-pip-cache
uses: actions/cache/restore@v4
- uses: actions/cache@v6
with:
key: pip-cache-v1-${{ github.workflow }}
key: pip-cache-v1-${{github.workflow}}-${{env.pythonLocation}}-${{env.PRE_COMMIT_VERSION}}
path: ~/.cache/pip
- uses: pre-commit/action@v3.0.1
- uses: actions/cache/save@v4
if: steps.restore-pip-cache.outcome == 'success'
- run: python -m pip install pre-commit=="${{ env.PRE_COMMIT_VERSION }}"
shell: bash
- run: python -m pip freeze --local
shell: bash
- uses: actions/cache@v6
with:
key: pip-cache-v1-${{ github.workflow }}
path: ~/.cache/pip
path: ~/.cache/pre-commit
key: pre-commit-3|${{ env.pythonLocation }}|${{ hashFiles('.pre-commit-config.yaml') }}
- run: pre-commit run --show-diff-on-failure --color=always --all-files
shell: bash

View file

@ -34,7 +34,7 @@ repos:
\.patch$
)
- repo: https://github.com/astral-sh/ruff-pre-commit
rev: v0.12.9
rev: v0.16.0
hooks:
- id: ruff-check
args:
@ -56,7 +56,7 @@ repos:
files: ^binaries/
exclude: (^binaries/data/mods/(mod|public)/art/.*\.xml|\.dae$)
- repo: https://github.com/scop/pre-commit-shfmt
rev: v3.12.0-2
rev: v3.13.1-1
hooks:
- id: shfmt
args:
@ -67,7 +67,7 @@ repos:
hooks:
- id: shellcheck
- repo: https://github.com/igorshubovych/markdownlint-cli
rev: v0.45.0
rev: v0.47.0
hooks:
- id: markdownlint
language_version: 22.14.0
@ -77,13 +77,13 @@ repos:
^source/third_party/
)
- repo: https://github.com/adrienverge/yamllint
rev: v1.37.1
rev: v1.38.0
hooks:
- id: yamllint
args:
- --strict
- repo: https://github.com/eslint/eslint
rev: v9.39.2
rev: v10.8.0
hooks:
- id: eslint
language_version: 22.14.0

View file

@ -78,6 +78,9 @@
<optional>
<attribute name="define"/>
</optional>
<optional>
<attribute name="srgb"/>
</optional>
</element>
</zeroOrMore>
</interleave>

View file

@ -12,10 +12,10 @@
layout(set = 2, binding = LOCATION, FORMAT) uniform image2D NAME
#if USE_DESCRIPTOR_INDEXING
#define STORAGE_BUFFER(LOCATION) \
layout(set = 2, binding = LOCATION)
layout(std430, set = 2, binding = LOCATION)
#else
#define STORAGE_BUFFER(LOCATION) \
layout(set = 1, binding = LOCATION)
layout(std430, set = 1, binding = LOCATION)
#endif
#else
// We use offset to the binding slot for OpenGL to avoid overlapping with other
@ -23,7 +23,7 @@
#define STORAGE_2D(LOCATION, FORMAT, NAME) \
layout(binding = LOCATION, FORMAT) uniform image2D NAME
#define STORAGE_BUFFER(LOCATION) \
layout(binding = LOCATION)
layout(std430, binding = LOCATION)
#endif
#endif // STAGE_COMPUTE

View file

@ -51,6 +51,18 @@
</textures>
</variant>
</group>
<group>
<variant name="ungarrisoned" frequency="1" />
<variant name="garrisoned">
<props>
<prop
actor="props/special/common/garrison_flag_achaemenids.xml"
attachpoint="garrisoned"
selectable="false"
/>
</props>
</variant>
</group>
<group>
<variant name="alive" frequency="1"/>
<variant file="structures/destruction_small.xml"/>

View file

@ -33,6 +33,18 @@
</textures>
</variant>
</group>
<group>
<variant frequency="1" name="ungarrisoned" />
<variant name="garrisoned">
<props>
<prop
actor="props/special/common/garrison_flag_celt.xml"
attachpoint="garrisoned"
selectable="false"
/>
</props>
</variant>
</group>
<group>
<variant name="alive" frequency="1"/>
<variant file="structures/destruction_small.xml"/>

View file

@ -53,6 +53,18 @@
</textures>
</variant>
</group>
<group>
<variant name="ungarrisoned" frequency="1" />
<variant name="garrisoned">
<props>
<prop
actor="props/special/common/garrison_flag_celt.xml"
attachpoint="garrisoned"
selectable="false"
/>
</props>
</variant>
</group>
<group>
<variant name="alive" frequency="1"/>
<variant file="structures/destruction_small.xml"/>

View file

@ -134,6 +134,20 @@
</props>
</variant>
</group>
<group>
<variant frequency="1" name="ungarrisoned" />
<variant name="garrisoned">
<props>
<prop
actor="props/special/common/garrison_flag_germ.xml"
attachpoint="garrisoned"
selectable="false"
/>
</props>
</variant>
</group>
<group>
<variant name="alive" frequency="1"/>
<variant file="structures/destruction_small.xml"/>

View file

@ -106,6 +106,18 @@
</props>
</variant>
</group>
<group>
<variant name="ungarrisoned" frequency="1" />
<variant name="garrisoned">
<props>
<prop
actor="props/special/common/garrison_flag_iber.xml"
attachpoint="garrisoned"
selectable="false"
/>
</props>
</variant>
</group>
<group>
<variant name="alive" frequency="1"/>
<variant file="structures/destruction_small.xml"/>

View file

@ -47,6 +47,18 @@
</textures>
</variant>
</group>
<group>
<variant name="ungarrisoned" frequency="1" />
<variant name="garrisoned">
<props>
<prop
actor="props/special/common/garrison_flag_rome.xml"
attachpoint="garrisoned"
selectable="false"
/>
</props>
</variant>
</group>
<group>
<variant name="alive" frequency="1"/>
<variant file="structures/destruction_small.xml"/>

View file

@ -43,6 +43,18 @@
</textures>
</variant>
</group>
<group>
<variant frequency="1" name="ungarrisoned" />
<variant name="garrisoned">
<props>
<prop
actor="props/special/common/garrison_flag_seleucids.xml"
attachpoint="garrisoned"
selectable="false"
/>
</props>
</variant>
</group>
<group>
<variant name="alive" frequency="1"/>
<variant file="structures/sele/light_damage.xml"/>

View file

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@ -330,3 +330,20 @@ Math.euclidDistance3D = function(x1, y1, z1, x2, y2, z2)
{
return Math.sqrt(Math.euclidDistance3DSquared(x1, y1, z1, x2, y2, z2));
};
/**
* Clamps a value between a minimum and maximum range.
*
* @param {number} value - The value to clamp
* @param {number} min - Minimum allowed value
* @param {number} max - Maximum allowed value
* @returns {number} The clamped value (min <= result <= max)
*/
Math.clamp = function(value, min, max)
{
if (value < min)
return min;
if (value > max)
return max;
return value;
};

View file

@ -442,3 +442,17 @@ Vector3D.div = function(v, f)
{
return new Vector3D(v.x / f, v.y / f, v.z / f);
};
/**
* Linear interpolation between this vector and another.
* @param {Vector2D} v - The target vector.
* @param {number} t - Interpolation factor (0 = this, 1 = v).
* @returns {Vector2D} A new vector at the interpolated position.
*/
Vector2D.prototype.lerp = function(v, t)
{
return new Vector2D(
this.x + (v.x - this.x) * t,
this.y + (v.y - this.y) * t
);
};

View file

@ -72,6 +72,7 @@
"List": [
{ "nick": "Alexandermb", "name": "Daniel Morgado" },
{ "nick": "Athos" },
{ "nick": "Atrik" },
{ "nick": "Basshunter", "name": "Sebastián Gómez" },
{ "nick": "BigTiger", "name": "Nathanael P. Moore" },
{ "nick": "Brightgalrs", "name": "Robert D. Schultz" },
@ -80,6 +81,7 @@
{ "nick": "Enrique", "name": "Enrique Keykens Espolio" },
{ "nick": "Gen.Kenobi", "name": "Daniel Schubert" },
{ "nick": "Historicity", "name": "Shane" },
{ "nick": "Langbart" },
{ "nick": "Leyto", "name": "Valentin Levalet" },
{ "nick": "LordGood", "name": "Johnathan B. Good" },
{ "nick": "m7600" },

View file

@ -507,6 +507,49 @@ var unitFilters = {
}
};
// Choose, inside a list of entities, which ones are targetable foes for boxtargeting.
// We also filter out entities that aren't visible, or low priority like livestocks
function getTargetableEntities(ents)
{
const player = g_ViewedPlayer;
const simState = GetSimState();
const isEnemy = simState.players[player].isEnemy;
// Filter valid target candidates
const candidates = ents.filter(entity =>
{
const entState = GetEntityState(entity);
return entState &&
unitFilters.isUnit(entity) &&
entState.visibility != "hidden";
});
// Enemy players
const enemyPlayers = candidates.filter(entity =>
{
const entState = GetEntityState(entity);
return isEnemy[entState.player] && entState.player !== 0 && !hasClass(entState, "Domestic");
});
if (enemyPlayers.length > 0)
return enemyPlayers;
// Gaia
const gaiaUnits = candidates.filter(entity =>
{
const entState = GetEntityState(entity);
return entState.player === 0;
});
if (gaiaUnits.length > 0)
return gaiaUnits;
// Domestic animals
return candidates.filter(entity =>
{
const entState = GetEntityState(entity);
return hasClass(entState, "Domestic");
});
}
// Choose, inside a list of entities, which ones will be selected.
// We may use several entity filters, until one returns at least one element.
function getPreferredEntities(ents)
@ -572,16 +615,19 @@ function handleInputBeforeGui(ev, hoveredObject)
case INPUT_BANDBOXING:
{
const bandbox = Engine.GetGUIObjectByName("bandbox");
const isAttackMode = Engine.HotkeyIsPressed("session.attack") && !g_IsObserver;
switch (ev.type)
{
case "mousemotion":
{
const rect = updateBandbox(bandbox, ev, false);
const ents = Engine.PickPlayerEntitiesInRect(rect[0], rect[1], rect[2], rect[3], g_ViewedPlayer);
const preferredEntities = getPreferredEntities(ents);
g_Selection.setHighlightList(preferredEntities);
const player = isAttackMode ? -1 : g_ViewedPlayer;
const ents = Engine.PickPlayerEntitiesInRect(rect[0], rect[1], rect[2], rect[3], player);
const highlightEntities = isAttackMode ? getTargetableEntities(ents) : getPreferredEntities(ents);
g_Selection.setHighlightList(highlightEntities);
return false;
}
@ -589,6 +635,30 @@ function handleInputBeforeGui(ev, hoveredObject)
if (ev.button == SDL_BUTTON_LEFT)
{
const rect = updateBandbox(bandbox, ev, true);
if (isAttackMode)
{
// Box attack behavior
const ents = Engine.PickPlayerEntitiesInRect(rect[0], rect[1], rect[2], rect[3], -1);
// Filter to only enemy units
const enemyUnits = getTargetableEntities(ents);
// Get currently selected friendly units
const selectedUnits = g_Selection.toList();
if (selectedUnits.length && enemyUnits.length)
{
// Sort entities by position
const sortedCombattants = sortEntitiesForEngagement(selectedUnits, enemyUnits);
// Distribute attack orders
distributeAttackOrders(sortedCombattants.attackers, sortedCombattants.targets);
}
g_Selection.setHighlightList([]);
inputState = INPUT_NORMAL;
return true;
}
const ents = getPreferredEntities(Engine.PickPlayerEntitiesInRect(rect[0], rect[1], rect[2], rect[3], g_ViewedPlayer));
g_Selection.setHighlightList([]);
@ -1371,6 +1441,7 @@ function positionUnitsFreehandSelectionMouseUp(ev)
for (let i = 1; i < inputLine.length; ++i)
lengthOfLine += inputLine[i].distanceTo(inputLine[i - 1]);
// Filter units that can move
const selection = g_Selection.filter(ent => !!GetEntityState(ent).unitAI).sort((a, b) => a - b);
// Checking the line for a minimum length to save performance.
@ -1380,39 +1451,43 @@ function positionUnitsFreehandSelectionMouseUp(ev)
return !!action && doAction(action, ev);
}
// Even distribution of the units on the line.
let p0 = inputLine[0];
let entityDistribution = [p0];
const distanceBetweenEnts = lengthOfLine / (selection.length - 1);
let freeDist = -distanceBetweenEnts;
// Sort units by their projection onto the line direction (parallel sorting)
const sortedSelection = sortEntitiesAlongLine(selection, inputLine[0], inputLine[inputLine.length - 1], true);
for (let i = 1; i < inputLine.length; ++i)
const selectionCount = sortedSelection.length;
const targetPositions = [];
// Distribute units evenly along the polyline
for (let i = 0; i < selectionCount; ++i)
{
const p1 = inputLine[i];
freeDist += inputLine[i - 1].distanceTo(p1);
const t = i / (selectionCount - 1);
const targetDistance = t * lengthOfLine;
while (freeDist >= 0)
let accumulated = 0;
let targetPoint = inputLine[0];
for (let j = 1; j < inputLine.length; ++j)
{
p0 = Vector2D.sub(p0, p1).normalize().mult(freeDist).add(p1);
entityDistribution.push(p0);
freeDist -= distanceBetweenEnts;
const segStart = inputLine[j - 1];
const segEnd = inputLine[j];
const segLength = segEnd.distanceTo(segStart);
if (accumulated + segLength >= targetDistance)
{
// Interpolate within this segment
const remaining = targetDistance - accumulated;
const frac = remaining / segLength;
targetPoint = segStart.lerp(segEnd, frac);
break;
}
accumulated += segLength;
}
targetPositions.push(targetPoint);
}
// Rounding errors can lead to missing or too many points.
entityDistribution = entityDistribution.slice(0, selection.length);
entityDistribution = entityDistribution.concat(new Array(selection.length - entityDistribution.length).fill(inputLine[inputLine.length - 1]));
if (Vector2D.from3D(GetEntityState(selection[0]).position).distanceTo(entityDistribution[0]) +
Vector2D.from3D(GetEntityState(selection[selection.length - 1]).position).distanceTo(entityDistribution[selection.length - 1]) >
Vector2D.from3D(GetEntityState(selection[0]).position).distanceTo(entityDistribution[selection.length - 1]) +
Vector2D.from3D(GetEntityState(selection[selection.length - 1]).position).distanceTo(entityDistribution[0]))
entityDistribution.reverse();
Engine.PostNetworkCommand({
"type": isAttackMovePressed() ? "attack-walk-custom" : "walk-custom",
"entities": selection,
"targetPositions": entityDistribution.map(pos => pos.toFixed(2)),
"entities": sortedSelection,
"targetPositions": targetPositions.map(pos => pos.toFixed(2)),
"targetClasses": Engine.HotkeyIsPressed("session.attackmoveUnit") ? { "attack": ["Unit"] } : { "attack": ["Unit", "Structure"] },
"queued": Engine.HotkeyIsPressed("session.queue"),
"pushFront": Engine.HotkeyIsPressed("session.pushorderfront"),
@ -1420,9 +1495,10 @@ function positionUnitsFreehandSelectionMouseUp(ev)
});
// Add target markers with a minimum distance of 5 to each other.
const entitiesBetweenMarker = Math.ceil(5 / distanceBetweenEnts);
for (let i = 0; i < entityDistribution.length; i += entitiesBetweenMarker)
DrawTargetMarker({ "x": entityDistribution[i].x, "z": entityDistribution[i].y });
const stepDistance = lengthOfLine / (selectionCount - 1);
const entitiesBetweenMarker = Math.max(1, Math.ceil(5 / stepDistance));
for (let i = 0; i < targetPositions.length; i += entitiesBetweenMarker)
DrawTargetMarker({ "x": targetPositions[i].x, "z": targetPositions[i].y });
Engine.GuiInterfaceCall("PlaySound", {
"name": "order_walk",
@ -1929,3 +2005,108 @@ function clearSelection()
g_Selection.reset();
preSelectedAction = ACTION_NONE;
}
function distributeAttackOrders(attackers, targets)
{
if (targets.length < 1)
return;
// Play attack sounds from a sample of units in selection
const soundCount = Math.min(3, attackers.length);
for (let i = 0; i < soundCount; i++)
{
const t = soundCount === 1 ? 0 : i / (soundCount - 1);
const attackerIndex = Math.floor(t * (attackers.length - 1));
setTimeout(() =>
{
Engine.GuiInterfaceCall("PlaySound", {
"name": "order_attack",
"entity": attackers[attackerIndex]
});
}, i * 180);
}
Engine.PostNetworkCommand({
"type": "attack-group",
"entities": attackers,
"targets": targets,
"queued": Engine.HotkeyIsPressed("session.queue"),
"allowCapture": false
});
}
/**
* Sorts attackers and targets for left-to-right engagement across the battle line.
*
* Entities are sorted by their perpendicular distance to the line connecting the
* two army centers, creating natural pairings across the battle front.
*
* @param {number[]} attackers - Array of attacking entity IDs.
* @param {number[]} targets - Array of target entity IDs.
* @returns {Object} { attackers: number[], targets: number[] } - Both arrays sorted
* for cross-line engagement (targets automatically reversed).
*/
function sortEntitiesForEngagement(attackers, targets)
{
const getPosition = (id) => GetEntityState(id).position;
const computeAveragePosition = (entities) =>
{
if (entities.length === 0) return new Vector2D(0, 0);
const vectors = entities.map(id => Vector2D.from3D(getPosition(id)));
return Vector2D.average(vectors);
};
// Calculate the axis of engagement - the line between the groups' average positions
const avgAttackers = computeAveragePosition(attackers);
const avgTargets = computeAveragePosition(targets);
// Sort each group by perpendicular distance to the engagement line
const sortedAttackers = sortEntitiesAlongLine(attackers, avgAttackers, avgTargets);
const sortedTargets = sortEntitiesAlongLine(targets, avgAttackers, avgTargets);
// Reverse targets so the leftmost attacker pairs with leftmost target
return {
"attackers": sortedAttackers,
"targets": sortedTargets.reverse()
};
}
/**
* Sorts entity IDs by their projection onto a line's direction or perpendicular axis.
*
* @param {number[]} entities - Array of entity IDs.
* @param {Vector2D} lineStart - Start point of the reference line.
* @param {Vector2D} lineEnd - End point of the reference line.
* @param {boolean} sortByDirection - If true, sort by parallel projection (along line);
* If false, sort by perpendicular distance (default).
* @returns {number[]} Sorted entity IDs.
*/
function sortEntitiesAlongLine(entities, lineStart, lineEnd, sortByDirection = false)
{
const dir = lineEnd.sub(lineStart);
const length = dir.length();
if (length === 0)
return entities.slice();
// Choose basis vector: either parallel or perpendicular to the line
let basis;
if (sortByDirection)
basis = dir.mult(1 / length); // Unit direction vector
else
basis = new Vector2D(-dir.y, dir.x).normalize(); // Perpendicular
const withCoord = entities.map(id =>
{
const pos = GetEntityState(id).position;
const point2D = Vector2D.from3D(pos);
const rel = point2D.sub(lineStart);
const coord = rel.dot(basis); // Project onto basis vector
return { id, coord };
});
// Sort by that coordinate
withCoord.sort((a, b) => a.coord - b.coord);
return withCoord.map(item => item.id);
}

View file

@ -208,3 +208,13 @@
“This is a woman's resolve; as for men, they may live and be slaves.” \n— Boudicca, rallying against Roman occupation (Tacitus's Annals, Book 14, Chapter 35)
“There are two things, knowledge and opinion; one makes its possessor know, the other to be ignorant.” \n— (Hippocratic treatise known as “The Law”, part of the Hippocratic Corpus)
“Let them hate me, so long as they fear me.” \n— Caligula (Suetonius, The Twelve Caesars, Book30)
“There is no instance of a nation benefiting from prolonged warfare.” \n— Sun Tzu (“The Art of War”, Chapter 2)
“To subdue the enemy without fighting is the acme of skill.” \n— Sun Tzu (“The Art of War”, Chapter 3)
“One defends when his strength is inadequate; he attacks when it is abundant.” \n— Sun Tzu (“The Art of War”, Chapter 4)
“When torrential water tosses boulders, it is because of its momentum. When the strike of a hawk breaks the body of its prey, it is because of timing.” \n— Sun Tzu (“The Art of War”, Chapter 5)
“Treat your men as you would your own beloved sons. And they will follow you into the deepest valley.” \n— Sun Tzu (“The Art of War”, Chapter 10)
“Woe to the defeated!” \n— Brennus disputing the weight of gold ransom while sacking Rome c. 387 BC (Livy, “Ab Urbe Condita”, Book 5, Chapter 48)
“\[Brutus] found the women fighting and perishing in company with the men with such bravery that they uttered no cry even in the midst of slaughter.” \n— Brutus in Lusitania during the battles with Viriathus (Appian of Alexandria, “The Spanish Wars”, 15)
“What I desire for my own children, I desire for all men.” \n— Ashoka the Great (“The Kalinga Rock Edicts”)
“If you Romans choose to lord it over the world, does it follow that the world is to accept slavery ?” \n— Caratacus pleading for pardon from Roman Emperor Claudius in Rome (Tacitus, “Annals”, 12.37)
“And where am I to get so many soldiers ?” \n— Septimius Severus, frustrated with the challenge of controlling his own men and the harsh realities of frontier warfare against the northern tribes in Britannia. (Cassius Dio, “Roman History”, Vol IX, Book LXXVI, Section 11)

View file

@ -1,6 +1,6 @@
function RandomMapLogger()
{
this.lastTime = undefined;
this.taskStarted = false;
this.startTime = Engine.GetMicroseconds ? Engine.GetMicroseconds() : 0;
this.prefix = ""; // seems noisy
@ -21,27 +21,18 @@ RandomMapLogger.prototype.printDirectly = function(string)
RandomMapLogger.prototype.print = function(string)
{
this.printDuration();
this.printDirectly(this.prefix + string + "...");
this.lastTime = Engine.GetMicroseconds();
};
if (this.taskStarted)
Engine.ProfileStop();
RandomMapLogger.prototype.printDuration = function()
{
if (!this.lastTime)
return;
this.printDurationDirectly("", this.lastTime);
this.lastTime = Engine.GetMicroseconds();
const text = this.prefix + string;
this.printDirectly(text + "...\n");
Engine.ProfileStart(text);
this.taskStarted = true;
};
RandomMapLogger.prototype.close = function()
{
this.printDuration();
this.printDurationDirectly(this.prefix + "Total map generation time:", this.startTime);
};
RandomMapLogger.prototype.printDurationDirectly = function(text, startTime)
{
this.printDirectly(text + " " + ((Engine.GetMicroseconds() - startTime) / 1000000).toFixed(6) + "s.\n");
if (this.taskStarted)
Engine.ProfileStop();
this.printDirectly(this.prefix + "Map generation finished.\n");
};

View file

@ -603,4 +603,147 @@ TriggerHelper.SpawnAndTurretAtClasses = function(playerID, classes, templates, c
return results;
};
/**
* Makes an entity permanently visible to all players by:
* - Setting alwaysVisible flag
* - Deactivating fogging (no mirages)
* - Exploring the surrounding area
* - Forcing a visibility update
*
* @param {number} ent - Entity ID to make permanently visible
*/
TriggerHelper.MakeEntityPermanentlyVisible = function(ent)
{
const cmpVisibility = Engine.QueryInterface(ent, IID_Visibility);
if (cmpVisibility)
{
cmpVisibility.alwaysVisible = true;
cmpVisibility.SetActivated(true);
}
const cmpFogging = Engine.QueryInterface(ent, IID_Fogging);
if (cmpFogging)
cmpFogging.PermanentlyReveal("all");
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
const cmpPosition = Engine.QueryInterface(ent, IID_Position);
if (cmpRangeManager && cmpPosition && cmpPosition.IsInWorld())
{
const pos = cmpPosition.GetPosition2D();
const numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
const exploreRadius = TriggerHelper.CalculateExplorationRadius(ent);
for (let i = 1; i < numPlayers; ++i)
cmpRangeManager.ExploreCircle(i, pos.x, pos.y, exploreRadius);
cmpRangeManager.RequestVisibilityUpdate(ent);
}
};
/**
* Calculate a reasonable exploration radius from an entity's footprint.
* Calculates the radius as the entity's full extent to reveal the surrounding area.
* This is equivalent to (extent/2) * 2, giving a 2x margin around the entity.
*/
TriggerHelper.CalculateExplorationRadius = function(ent)
{
const cmpFootprint = Engine.QueryInterface(ent, IID_Footprint);
if (!cmpFootprint)
return 50;
const shapeInfo = cmpFootprint.GetShape();
let halfExtent; // The radius of the entity (half its size)
if (shapeInfo && shapeInfo.type === "circle")
halfExtent = shapeInfo.radius || shapeInfo.size0;
else if (shapeInfo && shapeInfo.type === "square")
halfExtent = Math.max(shapeInfo.width || shapeInfo.size0, shapeInfo.depth || shapeInfo.size1) / 2;
else
return 50;
// Use 2x the entity's radius to reveal surrounding area
// This gives a comfortable margin around the entity
const radius = halfExtent * 2;
return radius;
};
/**
* Sends a notification to specific players.
*
* @param {string} message - The message to display (use markForTranslation)
* @param {number[]} players - Array of player IDs to send the notification to
* @param {number} duration - Duration in milliseconds
* @param {Object} parameters - Translation parameters (optional)
*/
TriggerHelper.SendNotification = function(message, players, duration = 30000, parameters = {}, translateParameters = [])
{
const cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
if (!cmpGuiInterface)
return;
// Ensure all parameter values are primitive types
const primitiveParameters = {};
for (const key in parameters)
{
const value = parameters[key];
if (typeof value === "string" || typeof value === "number" || typeof value === "boolean")
primitiveParameters[key] = value;
else
primitiveParameters[key] = String(value);
}
cmpGuiInterface.AddTimeNotification(
{
"message": message,
"players": players,
"parameters": primitiveParameters,
"translateMessage": true,
"translateParameters": translateParameters
},
duration
);
};
/**
* Sends a notification to a specific player and a different notification to all other active players.
*
* @param {number} player - The player ID who gets the 'owner' message
* @param {string} ownerMessage - Message for the specified player (use markForTranslation)
* @param {string} othersMessage - Message for all other active players (use markForTranslation)
* @param {number} duration - Duration in milliseconds
* @param {Object} parameters - Translation parameters shared by both messages (optional)
* @param {Object} ownerParameters - Additional parameters for the owner message (optional)
* @param {Object} othersParameters - Additional parameters for the others message (optional)
*/
TriggerHelper.SendDualNotification = function(player, ownerMessage, othersMessage, duration = 30000, parameters = {}, ownerParameters = {}, othersParameters = {})
{
const numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
const others = [-1]; // Include observers (player id -1)
for (let playerID = 1; playerID < numPlayers; ++playerID)
{
if (playerID == player)
continue;
const cmpPlayer = QueryPlayerIDInterface(playerID);
if (cmpPlayer && cmpPlayer.GetState() == "defeated")
continue;
others.push(playerID);
}
const mergedOwnerParams = Object.assign({}, parameters, ownerParameters);
const mergedOthersParams = Object.assign({}, parameters, othersParameters);
// Auto-detect translatable parameters (those starting with "_" or named "player")
const translateParameters = Object.keys(mergedOthersParams).filter(key => key.startsWith("_") || key == "player");
TriggerHelper.SendNotification(ownerMessage, [player], duration, mergedOwnerParams, translateParameters);
TriggerHelper.SendNotification(othersMessage, others, duration, mergedOthersParams, translateParameters);
};
TriggerHelper.SendWonderNotifications = function(owner, othersMessage, ownerMessage)
{
TriggerHelper.SendDualNotification(owner, ownerMessage, othersMessage, 30000, { "_player_": owner });
};
Engine.RegisterGlobal("TriggerHelper", TriggerHelper);

View file

@ -1,16 +1,42 @@
Trigger.prototype.WonderVictoryEntityRenamed = function(data)
{
if (this.wonderVictoryMessages[data.entity] && Engine.QueryInterface(data.newentity, IID_Wonder))
{
// When an entity is renamed, we first create a new entity,
// which in case it is a wonder will receive a timer.
// However on a rename we want to use the timer from the old entity,
// so we need to remove the timer of the new entity.
this.WonderVictoryDeleteTimer(data.newentity);
if (!Engine.QueryInterface(data.newentity, IID_Wonder))
return;
// Check if wonder victory is enabled
const cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
if (!cmpEndGameManager)
return;
const victoryConditions = cmpEndGameManager.GetVictoryConditions();
if (!victoryConditions || !victoryConditions.includes("wonder"))
return;
// Handle timer transfer (only if old entity had the timer)
if (this.wonderVictoryMessages[data.entity])
{
this.WonderVictoryDeleteTimer(data.newentity);
this.wonderVictoryMessages[data.newentity] = this.wonderVictoryMessages[data.entity];
delete this.wonderVictoryMessages[data.entity];
}
// Make the completed wonder permanently visible
TriggerHelper.MakeEntityPermanentlyVisible(data.newentity);
// Send "wonder completed" notifications (only for non-Gaia wonders)
const cmpOwnership = Engine.QueryInterface(data.newentity, IID_Ownership);
if (cmpOwnership)
{
const owner = cmpOwnership.GetOwner();
if (owner > 0)
{
TriggerHelper.SendWonderNotifications(
owner,
markForTranslation("%(_player_)s has built a Wonder!"),
markForTranslation("You have built a Wonder!")
);
}
}
};
Trigger.prototype.WonderVictoryOwnershipChanged = function(data)
@ -18,6 +44,15 @@ Trigger.prototype.WonderVictoryOwnershipChanged = function(data)
if (!Engine.QueryInterface(data.entity, IID_Wonder))
return;
// Check if wonder victory is enabled
const cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
if (!cmpEndGameManager)
return;
const victoryConditions = cmpEndGameManager.GetVictoryConditions();
if (!victoryConditions || !victoryConditions.includes("wonder"))
return;
this.WonderVictoryDeleteTimer(data.entity);
if (data.to > 0)
@ -146,11 +181,69 @@ Trigger.prototype.WonderVictorySetWinner = function(playerID)
n));
};
Trigger.prototype.WonderStartNotification = function(data)
{
// Check if wonder victory is enabled in game settings
const cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
if (!cmpEndGameManager)
return;
// Don't show the wonder foundation if it's not a wonder victory game
const victoryConditions = cmpEndGameManager.GetVictoryConditions();
if (!victoryConditions || !victoryConditions.includes("wonder"))
return;
const cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
if (!cmpTemplateManager)
return;
const template = cmpTemplateManager.GetTemplate(data.template);
if (!template || !("Wonder" in template))
return;
const owner = TriggerHelper.GetOwner(data.foundation);
if (owner <= 0)
return;
TriggerHelper.MakeEntityPermanentlyVisible(data.foundation);
TriggerHelper.SendWonderNotifications(
owner,
markForTranslation("%(_player_)s has started building a Wonder."),
markForTranslation("You have started building a Wonder.")
);
};
Trigger.prototype.RevealGaiaWonders = function()
{
Engine.ProfileStart("RevealGaiaWonders");
const cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
if (!cmpEndGameManager)
return;
const victoryConditions = cmpEndGameManager.GetVictoryConditions();
if (!victoryConditions || !victoryConditions.includes("wonder"))
return;
// Find and reveal all Gaia wonders
const gaiaWonders = Engine.GetEntitiesWithInterface(IID_Wonder).filter(
ent => TriggerHelper.GetOwner(ent) === 0
);
for (const ent of gaiaWonders)
TriggerHelper.MakeEntityPermanentlyVisible(ent);
Engine.ProfileStop();
};
{
const cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
cmpTrigger.RegisterTrigger("OnEntityRenamed", "WonderVictoryEntityRenamed", { "enabled": true });
cmpTrigger.RegisterTrigger("OnOwnershipChanged", "WonderVictoryOwnershipChanged", { "enabled": true });
cmpTrigger.RegisterTrigger("OnDiplomacyChanged", "WonderVictoryDiplomacyChanged", { "enabled": true });
cmpTrigger.RegisterTrigger("OnPlayerWon", "WonderVictoryPlayerWon", { "enabled": true });
cmpTrigger.RegisterTrigger("OnConstructionStarted", "WonderStartNotification", { "enabled": true });
cmpTrigger.DoAfterDelay(0, "RevealGaiaWonders", {});
cmpTrigger.wonderVictoryMessages = {};
}

View file

@ -29,6 +29,7 @@ Fogging.prototype.Init = function()
this.mirages = [];
this.miraged = [];
this.seen = [];
this.revealed = [];
const numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
for (let player = 0; player < numPlayers; ++player)
@ -36,6 +37,7 @@ Fogging.prototype.Init = function()
this.mirages.push(INVALID_ENTITY);
this.miraged.push(false);
this.seen.push(false);
this.revealed.push(false);
}
};
@ -169,6 +171,45 @@ Fogging.prototype.WasSeen = function(player)
return this.seen[player];
};
/**
* Permanently reveal this entity to one or all players.
* Destroys existing mirages and optionally deactivates fogging entirely.
* @param {number|string} player - Player ID to reveal to, or "all" for all players.
*/
Fogging.prototype.PermanentlyReveal = function(player = "all")
{
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
// Validate single player case
if (player !== "all" && (player < 0 || player >= this.mirages.length))
return;
// Determine which players to reveal
const startPlayer = (player === "all") ? 0 : player;
const endPlayer = (player === "all") ? this.mirages.length : player + 1;
// Reveal each player in the range
for (let i = startPlayer; i < endPlayer; ++i)
{
if (this.mirages[i] != INVALID_ENTITY)
{
Engine.DestroyEntity(this.mirages[i]);
this.mirages[i] = INVALID_ENTITY;
this.miraged[i] = false;
}
this.revealed[i] = true;
this.seen[i] = true;
}
// Deactivate fogging if revealing to all players
if (player === "all")
this.activated = false;
// Request visibility update
if (cmpRangeManager)
cmpRangeManager.RequestVisibilityUpdate(this.entity);
};
Fogging.prototype.OnOwnershipChanged = function(msg)
{
// Always activate fogging for non-Gaia entities.
@ -209,7 +250,8 @@ Fogging.prototype.OnVisibilityChanged = function(msg)
this.seen[msg.player] = true;
}
if (msg.newVisibility == VIS_FOGGED && this.activated)
// Only create a mirage if the player hasnt been permanently revealed
if (msg.newVisibility == VIS_FOGGED && this.activated && !this.revealed[msg.player])
this.LoadMirage(msg.player);
};

View file

@ -424,10 +424,42 @@ UnitAI.prototype.UnitFsmSpec = {
"Order.Attack": function(msg)
{
const type = this.GetBestAttackAgainst(msg.data.target, msg.data.allowCapture);
if (!type)
return this.FinishOrder();
// Check if this is a group attack
const isGroupAttack = !!msg.data.targetArray;
// For group attacks with invalid initial target, find one from the array
if (isGroupAttack && (!msg.data.target || msg.data.target === INVALID_ENTITY))
{
if (!this.FindAndSetNextTarget(msg.data))
{
this.FinishOrder();
return ACCEPT_ORDER;
}
}
// Get the attack type for the current target
const type = this.GetBestAttackAgainst(msg.data.target, msg.data.allowCapture);
if (!type)
{
// Current target can't be attacked
if (isGroupAttack)
{
if (this.FindAndSetNextTarget(msg.data))
{
msg.data.attackType = this.GetBestAttackAgainst(msg.data.target, msg.data.allowCapture);
if (msg.data.attackType)
{
this.SetNextState("INDIVIDUAL.COMBAT.ATTACKING");
return ACCEPT_ORDER;
}
}
}
this.FinishOrder();
return ACCEPT_ORDER;
}
// Set attackType before range check
msg.data.attackType = type;
this.RememberTargetPosition();
@ -1366,6 +1398,12 @@ UnitAI.prototype.UnitFsmSpec = {
// Wait for individual members to finish
"enter": function(msg)
{
if (this.order.data.targetArray)
{
// For group attacks, we're done once we distributed targets
this.FinishOrder();
return true;
}
const target = this.order.data.target;
if (!this.CheckFormationTargetAttackRange(target))
{
@ -1602,6 +1640,26 @@ UnitAI.prototype.UnitFsmSpec = {
"INDIVIDUAL": {
"Attacked": function(msg)
{
// First, check if we have a group attack order and the attacker is in our target array
if (this.order?.type === "Attack" &&
this.order.data?.targetArray?.includes(msg.data.attacker))
{
// Switch to attack the entity that's attacking us
this.order.data.target = msg.data.attacker;
this.order.data.attackType = this.GetBestAttackAgainst(msg.data.attacker, this.order.data.allowCapture);
// Update the current target index
const currentIndex = this.order.data.targetArray.indexOf(msg.data.attacker);
if (currentIndex !== -1)
this.order.data.currentTargetIndex = currentIndex;
// Make sure we're in the right state to handle this
const currentState = this.GetCurrentState();
if (currentState === "INDIVIDUAL.IDLE" || currentState === "INDIVIDUAL.WALKING")
this.SetNextState("INDIVIDUAL.COMBAT.APPROACHING");
return;
}
if (this.GetStance().targetAttackersAlways || !this.order || !this.order.data || !this.order.data.force)
this.RespondToTargetedEntities([msg.data.attacker]);
},
@ -2150,6 +2208,35 @@ UnitAI.prototype.UnitFsmSpec = {
"Attacked": function(msg)
{
// Check if we're doing a group attack and the attacker is in our target array
if (!this.order.data.targetArray ||
!this.order.data.targetArray.includes(msg.data.attacker) ||
msg.data.attacker === this.order.data.target)
return;
// Switch to attack the entity that's attacking us
this.order.data.target = msg.data.attacker;
this.order.data.attackType = this.GetBestAttackAgainst(msg.data.attacker, this.order.data.allowCapture);
// Update the current target index
const currentIndex = this.order.data.targetArray.indexOf(msg.data.attacker);
if (currentIndex !== -1)
this.order.data.currentTargetIndex = currentIndex;
// Re-evaluate our approach to the new target
if (this.CheckTargetAttackRange(this.order.data.target, this.order.data.attackType))
{
if (this.CanUnpack())
{
this.PushOrderFront("Unpack", { "force": true });
return;
}
this.SetNextState("ATTACKING");
}
// Continue approaching the new target
else if (!this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
this.FinishOrder();
// If we're already in combat mode, ignore anyone else who's attacking us
// unless it's a melee attack since they may be blocking our way to the target
if (msg.data.type == "Melee" && (this.GetStance().targetAttackersAlways || !this.order.data.force))
@ -2209,7 +2296,23 @@ UnitAI.prototype.UnitFsmSpec = {
"MovementUpdate": function(msg)
{
if (msg.likelyFailure)
if (!msg.likelyFailure)
{
if (!this.CheckTargetAttackRange(this.order.data.target, this.order.data.attackType))
return;
if (this.CanUnpack())
{
this.PushOrderFront("Unpack", { "force": true });
return;
}
this.SetNextState("ATTACKING");
return;
}
// For group attacks, try next target instead of moving to last position
if (!this.order.data.targetArray || this.order.data.currentTargetIndex === undefined)
{
// This also handles hunting.
if (this.orderQueue.length > 1)
@ -2217,11 +2320,13 @@ UnitAI.prototype.UnitFsmSpec = {
this.FinishOrder();
return;
}
else if (!this.order.data.force || !this.order.data.lastPos)
if (!this.order.data.force || !this.order.data.lastPos)
{
this.SetNextState("COMBAT.FINDINGNEWTARGET");
return;
}
// If the order was forced, try moving to the target position,
// under the assumption that this is desirable if the target
// was somewhat far away - we'll likely end up closer to where
@ -2234,21 +2339,30 @@ UnitAI.prototype.UnitFsmSpec = {
return;
}
if (this.CheckTargetAttackRange(this.order.data.target, this.order.data.attackType))
// Handle group attack case
// Remove current unreachable target from array
const currentIndex = this.order.data.currentTargetIndex;
if (currentIndex < this.order.data.targetArray.length)
this.order.data.targetArray.splice(currentIndex, 1);
// Try to find next valid target
if (this.order.data.targetArray.length === 0 || !this.FindAndSetNextTarget(this.order.data))
{
if (this.CanUnpack())
{
this.PushOrderFront("Unpack", { "force": true });
return;
}
this.SetNextState("ATTACKING");
this.FinishOrder();
return;
}
else if (msg.likelySuccess)
// Try moving again,
// attack range uses a height-related formula and our actual max range might have changed.
if (!this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
this.FinishOrder();
},
this.order.data.attackType = this.GetBestAttackAgainst(this.order.data.target, this.order.data.allowCapture);
// Try approaching the new target
if (this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
return;
// If we can't approach the new target either, remove it and continue
this.order.data.targetArray.splice(this.order.data.currentTargetIndex, 1);
if (this.order.data.targetArray.length === 0)
this.FinishOrder();
}
},
"ATTACKING": {
@ -2322,6 +2436,18 @@ UnitAI.prototype.UnitFsmSpec = {
"OutOfRange": function()
{
// Check if the target is garrisoned or in a turret (turreted entities cannot be attacked by melee units)
const cmpTargetUnitAI = Engine.QueryInterface(this.order.data.target, IID_UnitAI);
const isTargetGarrisoned = cmpTargetUnitAI && cmpTargetUnitAI.isGarrisoned;
const isTargetInTurret = cmpTargetUnitAI && cmpTargetUnitAI.IsTurret();
// If target is garrisoned or in a turret (and we're not ranged), treat as invalid
if (isTargetGarrisoned || (isTargetInTurret && this.order.data.attackType !== "Ranged"))
{
this.ProcessMessage("TargetInvalidated");
return;
}
if (this.ShouldChaseTargetedEntity(this.order.data.target, this.order.data.force))
{
if (this.CanPack())
@ -2332,11 +2458,53 @@ UnitAI.prototype.UnitFsmSpec = {
this.SetNextState("CHASING");
return;
}
// For group attacks, try next target instead of finding new ones
if (this.order.data.targetArray && this.order.data.currentTargetIndex !== undefined)
{
const currentIndex = this.order.data.currentTargetIndex;
// Remove current target since it's out of range and we can't chase
this.order.data.targetArray.splice(currentIndex, 1);
// Try to find next valid target in sequence
if (this.order.data.targetArray.length > 0 && this.FindAndSetNextTarget(this.order.data))
{
this.order.data.attackType = this.GetBestAttackAgainst(this.order.data.target, this.order.data.allowCapture);
this.SetNextState("INDIVIDUAL.COMBAT.ATTACKING");
return;
}
}
this.SetNextState("FINDINGNEWTARGET");
},
"TargetInvalidated": function()
{
// For group attacks, remove current target and move to next in array
if (this.order.data.targetArray && this.order.data.currentTargetIndex !== undefined)
{
// Remove the current target from the array
const currentIndex = this.order.data.currentTargetIndex;
if (currentIndex < this.order.data.targetArray.length)
{
this.order.data.targetArray.splice(currentIndex, 1);
// If we have more targets, continue with the next one
if (this.order.data.targetArray.length > 0)
{
// Try to find next valid target in sequence
if (this.FindAndSetNextTarget(this.order.data))
{
this.order.data.attackType = this.GetBestAttackAgainst(this.order.data.target, this.order.data.allowCapture);
this.SetNextState("INDIVIDUAL.COMBAT.ATTACKING");
return;
}
}
}
}
// No more targets or not a group attack - use original behavior
this.SetNextState("FINDINGNEWTARGET");
},
@ -2360,7 +2528,26 @@ UnitAI.prototype.UnitFsmSpec = {
"enter": function()
{
// Check if we are attacking a formation.
// First, check if we have pending targets in a group attack
if (this.order.data.targetArray && this.order.data.currentTargetIndex !== undefined)
{
// Try to find next valid target from the array
if (this.FindAndSetNextTarget(this.order.data))
{
this.order.data.attackType = this.GetBestAttackAgainst(this.order.data.target, this.order.data.allowCapture);
this.SetNextState("COMBAT.ATTACKING");
return true;
}
// No valid targets in array - clean up and continue with normal behavior
this.order.data.targetArray = [];
this.order.data.currentTargetIndex = undefined;
}
if (!this.order.data.target)
return false;
// Try to find the formation the target was a part of.
let cmpFormation = Engine.QueryInterface(this.order.data.target, IID_Formation);
if (cmpFormation)
this.order.data.formationTarget = this.order.data.target;
@ -2468,6 +2655,12 @@ UnitAI.prototype.UnitFsmSpec = {
{
if (msg.likelyFailure)
{
// If this is a group attack with pending targets, try the next one
if (this.order.data.targetArray && this.order.data.targetArray.length > 0)
{
this.SetNextState("COMBAT.FINDINGNEWTARGET");
return;
}
// This also handles hunting.
if (this.orderQueue.length > 1)
{
@ -3887,6 +4080,9 @@ UnitAI.prototype.OnOwnershipChanged = function(msg)
UnitAI.prototype.OnDestroy = function()
{
// Clean up all group attack states before destruction
this.CleanupAllGroupAttackStates();
// Switch to an empty state to let states execute their leave handlers.
this.UnitFsm.SwitchToNextState(this, "");
@ -4093,6 +4289,9 @@ UnitAI.prototype.FsmStateNameChanged = function(state)
*/
UnitAI.prototype.FinishOrder = function()
{
// Clean up any group attack state before removing order
this.CleanupGroupAttackState(this.order);
if (!this.orderQueue.length)
{
const stack = new Error().stack.trimRight().replace(/^/mg, ' '); // indent each line
@ -4318,15 +4517,24 @@ UnitAI.prototype.ReplaceOrder = function(type, data)
const idx = this.orderQueue.findIndex(o => o.type == "LeaveFormation");
if (idx === -1)
{
// Clean up all queued orders before clearing them
this.CleanupAllGroupAttackStates();
this.orderQueue = [];
this.order = undefined;
}
else
{
// Clean up orders being discarded
for (let i = 0; i < idx; ++i)
this.CleanupGroupAttackState(this.orderQueue[i]);
this.orderQueue.splice(0, idx);
}
this.PushOrderFront(type, data);
}
else
{
// Clean up all queued orders before clearing them
this.CleanupAllGroupAttackStates();
this.orderQueue = [];
this.PushOrder(type, data);
}
@ -4405,6 +4613,7 @@ UnitAI.prototype.BackToWork = function()
if (this.IsTurret(cmpTurretable) && !cmpTurretable.LeaveTurret())
return false;
this.CleanupAllGroupAttackStates();
this.orderQueue = [];
this.AddOrders(this.workOrders);
@ -5060,6 +5269,9 @@ UnitAI.prototype.CheckTargetRange = function(target, iid, type)
*/
UnitAI.prototype.CheckTargetAttackRange = function(target, type)
{
if (!target || target === INVALID_ENTITY || !type)
return false;
// for formation members, the formation will take care of the range check
if (this.IsFormationMember())
{
@ -5793,6 +6005,75 @@ UnitAI.prototype.Attack = function(target, allowCapture = this.DEFAULT_CAPTURE,
this.AddOrder("Attack", order, queued, pushFront);
};
/**
* Adds a group attack order to the queue.
* Used when some unit(s) are ordered to attack multiple targets.
* Each unit receives the full target list (from Commands) but starts at a different position
* based on the startingIndex in the attacking group.
*
* @param {Array} targets - Array of target entity IDs to attack (pre-sorted by distance)
* @param {number} startingIndex - This unit's position in the attacking group (0-based)
* @param {number} unitCount - Total number of units in the attacking group
* @param {boolean} allowCapture - Whether capturing is allowed
* @param {boolean} queued - If true, add to end of queue instead of replacing current order
* @param {boolean} pushFront - If true, add to front of queue (interrupt current order)
*/
UnitAI.prototype.AttackGroup = function(targets, startingIndex, unitCount, allowCapture = this.DEFAULT_CAPTURE, queued = false, pushFront = false)
{
if (!targets?.length)
return;
// Check if adding these targets would exceed the limit
const currentTotal = this.CountTotalTargetsInQueue();
const newTargetCount = targets.length;
if (currentTotal + newTargetCount > this.MAX_TOTAL_TARGETS)
{
// Trim the targets to fit within the limit
const allowedNewTargets = Math.max(0, this.MAX_TOTAL_TARGETS - currentTotal);
if (allowedNewTargets === 0)
return;
// Trim the target array
targets = targets.slice(0, allowedNewTargets);
// If trimming results in no targets, just return
if (targets.length === 0)
return;
}
// If this unit is in a formation, move the formation controller out of the world
// This prevents the controller from staying at the coordinates where the units received the order
// That can potentially be far apart from where the fighting will occur.
// Result: The formation will reform into a more logical position once members are done (idle).
this.MoveFormationControllerOutOfWorld();
const stride = targets.length / unitCount;
const startIdx = Math.min(Math.round((startingIndex + 0.5) * stride), targets.length - 1);
const order = {
"force": true,
"allowCapture": allowCapture,
"targetArray": targets.slice(),
"target": INVALID_ENTITY,
"currentTargetIndex": startIdx,
"originalFirstTarget": targets[0],
};
this.RememberTargetPosition(order);
this.AddOrder("Attack", order, queued, pushFront);
};
UnitAI.prototype.MoveFormationControllerOutOfWorld = function()
{
if (!this.IsFormationMember() || !this.formationController)
return;
const cmpControllerPosition = Engine.QueryInterface(this.formationController, IID_Position);
if (cmpControllerPosition?.IsInWorld())
cmpControllerPosition.MoveOutOfWorld();
};
/**
* Adds garrison order to the queue, forced by the player.
*/
@ -6726,6 +7007,72 @@ UnitAI.prototype.AttackEntitiesByPreference = function(ents)
return this.RespondToTargetedEntities(entsWithoutPref);
};
UnitAI.prototype.FindAndSetNextTarget = function(data)
{
if (!this.EnsureValidTargetIndex(data))
return false;
const startIdx = data.currentTargetIndex;
const currentTarget = data.targetArray[startIdx];
// First check the starting target
if (this.CanAttack(currentTarget) && this.CheckTargetVisible(currentTarget))
return this.SetNextTarget(data, startIdx);
// Search forward using find
const forwardFound = data.targetArray
.slice(startIdx + 1)
.findIndex((target, i) =>
this.CanAttack(target) && this.CheckTargetVisible(target)
);
if (forwardFound !== -1)
return this.SetNextTarget(data, startIdx + 1 + forwardFound);
// Search backward using find
const backwardFound = data.targetArray
.slice(0, startIdx)
.reverse()
.findIndex((target, i) =>
this.CanAttack(target) && this.CheckTargetVisible(target)
);
if (backwardFound !== -1)
{
// Convert reverse index back to original index
const originalIndex = startIdx - 1 - backwardFound;
return this.SetNextTarget(data, originalIndex);
}
return false;
};
UnitAI.prototype.SetNextTarget = function(data, index)
{
const target = data.targetArray[index];
data.target = target;
data.attackType = this.GetBestAttackAgainst(target, data.allowCapture);
data.currentTargetIndex = index;
return true;
};
UnitAI.prototype.EnsureValidTargetIndex = function(data)
{
if (!data.targetArray || data.currentTargetIndex === undefined)
return false;
// If array is empty, clear the index
if (data.targetArray.length === 0)
{
data.currentTargetIndex = undefined;
return false;
}
data.currentTargetIndex = Math.clamp(data.currentTargetIndex, 0, data.targetArray.length - 1);
return true;
};
/**
* Call UnitAI.funcname(args) on all formation members.
* @param resetFinishedEntities - If true, call ResetFinishedEntities first.
@ -6837,6 +7184,50 @@ UnitAI.prototype.ResetObstructionMitigationFlag = function()
delete this.obstructionMitigationAttempted;
};
/**
* Counts the total number of target entities across all queued orders.
* This includes targetArray from group attacks and single targets.
* Each target reference is counted separately, even if the same entity
* appears in multiple orders or in both targetArray and target.
* @returns {number} - Total number of target entity references in the order queue
*/
UnitAI.prototype.CountTotalTargetsInQueue = function()
{
let total = 0;
for (const order of this.orderQueue)
{
if (order.data)
{
// Count group attack targets
if (order.data.targetArray && Array.isArray(order.data.targetArray))
total += order.data.targetArray.length;
// Add single target for consistency
if (order.data.target && order.data.target !== INVALID_ENTITY)
total++;
}
}
return total;
};
UnitAI.prototype.CleanupGroupAttackState = function(order)
{
if (order?.data?.targetArray)
{
delete order.data.targetArray;
delete order.data.currentTargetIndex;
}
};
UnitAI.prototype.CleanupAllGroupAttackStates = function()
{
for (const order of this.orderQueue)
this.CleanupGroupAttackState(order);
};
// Maximum number of target entities allowed across all queued orders
UnitAI.prototype.MAX_TOTAL_TARGETS = 1000;
UnitAI.prototype.UnitFsm = new FSM(UnitAI.prototype.UnitFsmSpec);
Engine.RegisterComponentType(IID_UnitAI, "UnitAI", UnitAI);

View file

@ -138,6 +138,7 @@ function TestFormationExiting(mode)
"ResetActiveQuery": function(id) { if (mode == 0) return []; return [enemy]; },
"DisableActiveQuery": function(id) { },
"GetEntityFlagMask": function(identifier) { },
"GetLosVisibility": (ent, player) => "visible"
});
AddMock(SYSTEM_ENTITY, IID_TemplateManager, {
@ -319,8 +320,11 @@ function TestMoveIntoFormationWhileAttacking()
"ResetActiveQuery": function(id) { return [enemy]; },
"DisableActiveQuery": function(id) { },
"GetEntityFlagMask": function(identifier) { },
"GetLosVisibility": (target, player) => "visible",
"GetLosVisibilityPosition": (x, z, player) => "visible"
});
AddMock(SYSTEM_ENTITY, IID_TemplateManager, {
"GetCurrentTemplateName": function(ent) { return "special/formations/line_closed"; },
});
@ -406,6 +410,10 @@ function TestMoveIntoFormationWhileAttacking()
"GetHitpoints": function() { return 40; },
});
AddMock(enemy, IID_Ownership, {
"GetOwner": () => 2 // Different player ID (enemy)
});
const controllerFormation = ConstructComponent(controller, "Formation", {
"FormationShape": "square",
"ShiftRows": "false",
@ -421,6 +429,10 @@ function TestMoveIntoFormationWhileAttacking()
"DefaultStance": "aggressive"
});
AddMock(controller, IID_Ownership, {
"GetOwner": () => 1
});
AddMock(controller, IID_Position, {
"GetTurretParent": () => INVALID_ENTITY,
"JumpTo": function(x, z) { this.x = x; this.z = z; },
@ -458,7 +470,7 @@ function TestMoveIntoFormationWhileAttacking()
controllerFormation.SetMembers(units);
controllerAI.Attack(enemy, []);
controllerAI.Attack(enemy);
for (const ent of unitAIs)
TS_ASSERT_EQUALS(unitAI.fsmStateName, "INDIVIDUAL.COMBAT.ATTACKING");
@ -889,4 +901,362 @@ function TestAttemptObstructionMitigation()
})();
}
TestAttemptObstructionMitigation();
TestAttemptObstructionMitigation();
function TestFindAndSetNextTargetBehavior()
{
ResetState();
const attacker = 10;
const targets = [20, 21, 22, 23, 24]; // Multiple targets for comprehensive testing
// Basic mocks needed for unitAI creation
AddMock(SYSTEM_ENTITY, IID_Timer, {
"SetInterval": () => {},
"SetTimeout": () => {}
});
AddMock(SYSTEM_ENTITY, IID_RangeManager, {
"CreateActiveQuery": () => 1,
"EnableActiveQuery": () => {},
"ResetActiveQuery": () => [],
"DisableActiveQuery": () => {},
"GetEntityFlagMask": () => 0
});
AddMock(SYSTEM_ENTITY, IID_ObstructionManager, {
"IsInTargetRange": () => false
});
// Create the unitAI component
const unitAI = ConstructComponent(attacker, "UnitAI", {
"FormationController": "false",
"DefaultStance": "aggressive"
});
AddMock(attacker, IID_Attack, {
"GetBestAttackAgainst": () => "Melee"
});
unitAI.OnCreate();
// Mock the visibility and attackability checks
unitAI.CanAttack = (target) =>
{
// Target 21 is always unattackable (e.g., garrisoned, dead, etc.)
return target !== 21;
};
unitAI.CheckTargetVisible = (target) =>
{
// Target 22 is always not visible
return target !== 22;
};
// First target is valid
(function()
{
const data = {
"targetArray": [20, 21, 22, 23, 24],
"currentTargetIndex": 0, // Currently targeting 20
"target": 20,
"allowCapture": false
};
const found = unitAI.FindAndSetNextTarget(data);
TS_ASSERT(found);
TS_ASSERT_EQUALS(data.target, 20);
TS_ASSERT_EQUALS(data.currentTargetIndex, 0);
})();
// End of array behavior
(function()
{
const data = {
"targetArray": [18, 19, 20, 21, 22],
"currentTargetIndex": 2, // Currently targeting 22
"allowCapture": false
};
// 21 and 22 are invalid, should go backward and find 20
const found = unitAI.FindAndSetNextTarget(data);
TS_ASSERT(found);
TS_ASSERT_EQUALS(data.target, 20); // Should be assigned targetArray[initialTarget - 1]
})();
// No valid targets found
(function()
{
const data = {
"targetArray": [21, 22], // Both are invalid (21 unattackable, 22 not visible)
"currentTargetIndex": 0,
"target": 21,
"allowCapture": false
};
const found = unitAI.FindAndSetNextTarget(data);
TS_ASSERT(!found);
TS_ASSERT_EQUALS(data.target, 21); // Should remain unchanged
TS_ASSERT_EQUALS(data.currentTargetIndex, 0);
})();
// Empty target array
(function()
{
const data = {
"targetArray": [],
"currentTargetIndex": 0,
"target": 20,
"allowCapture": false
};
const found = unitAI.FindAndSetNextTarget(data);
TS_ASSERT(!found);
TS_ASSERT_EQUALS(data.target, 20); // Should remain unchanged
TS_ASSERT_EQUALS(data.currentTargetIndex, void 0); // Should nullify currentTargetIndex
})();
// Current target is last in array
(function()
{
const data = {
"targetArray": [20, 21, 22, 23, 24],
"currentTargetIndex": 4, // Currently targeting 24 (last element)
"allowCapture": false
};
const found = unitAI.FindAndSetNextTarget(data);
TS_ASSERT(found);
TS_ASSERT_EQUALS(data.target, 24); // Should remain unchanged
TS_ASSERT_EQUALS(data.currentTargetIndex, 4);
})();
// Single invalid target
(function()
{
const data = {
"targetArray": [21], // Only one target, which is invalid
"currentTargetIndex": 0,
"allowCapture": false
};
const found = unitAI.FindAndSetNextTarget(data);
TS_ASSERT(!found);
})();
// Verify if we don't do more calls then necessary
(function()
{
const searchOrder = [];
unitAI.CanAttack = (target) =>
{
searchOrder.push(target);
return target == 20;
};
unitAI.CheckTargetVisible = (target) => true; // All visible
const data = {
"targetArray": [20, 21, 22, 23],
"currentTargetIndex": 1, // Currently targeting 21
"allowCapture": false
};
const found = unitAI.FindAndSetNextTarget(data);
TS_ASSERT(found);
TS_ASSERT_EQUALS(searchOrder.length, 4); // Should find at 20 (4 calls)
})();
}
TestFindAndSetNextTargetBehavior();
function TestAttackGroupBehavior()
{
ResetState();
const attacker1 = 100;
const attacker2 = 101;
const targets = [200, 201, 202, 203, 204];
// Basic mocks needed for unitAI creation
AddMock(SYSTEM_ENTITY, IID_Timer, {
"SetInterval": () => {},
"SetTimeout": () => {}
});
AddMock(SYSTEM_ENTITY, IID_RangeManager, {
"CreateActiveQuery": () => 1,
"EnableActiveQuery": () => {},
"ResetActiveQuery": () => [],
"DisableActiveQuery": () => {},
"GetEntityFlagMask": () => 0
});
AddMock(SYSTEM_ENTITY, IID_ObstructionManager, {
"IsInTargetRange": () => false
});
// Create two unitAI components
const unitAI1 = ConstructComponent(attacker1, "UnitAI", {
"FormationController": "false",
"DefaultStance": "aggressive"
});
const unitAI2 = ConstructComponent(attacker2, "UnitAI", {
"FormationController": "false",
"DefaultStance": "aggressive"
});
AddMock(attacker1, IID_Attack, {
"GetBestAttackAgainst": () => "Melee"
});
AddMock(attacker2, IID_Attack, {
"GetBestAttackAgainst": () => "Melee"
});
unitAI1.OnCreate();
unitAI2.OnCreate();
// Basic AttackGroup distribution
(function()
{
let orderAdded1 = null;
let orderAdded2 = null;
// Mock AddOrder to capture what orders are created
unitAI1.AddOrder = (type, data, queued, pushFront) =>
{
orderAdded1 = { type, data, queued, pushFront };
};
unitAI2.AddOrder = (type, data, queued, pushFront) =>
{
orderAdded2 = { type, data, queued, pushFront };
};
// Call AttackGroup for both units
unitAI1.AttackGroup(targets, 0, 2, false, false, false);
unitAI2.AttackGroup(targets, 1, 2, false, false, false);
// Verify unit1's order
TS_ASSERT(orderAdded1);
TS_ASSERT_EQUALS(orderAdded1.type, "Attack");
TS_ASSERT_EQUALS(orderAdded1.data.targetArray.length, 5);
TS_ASSERT_EQUALS(orderAdded1.data.target, INVALID_ENTITY);
// Unit 0 should start at position 1 ==> Math.round((0 + 0.5) * 2.5) = Math.round(1.25) = 1
TS_ASSERT_EQUALS(orderAdded1.data.currentTargetIndex, 1);
// Verify unit2's order
TS_ASSERT(orderAdded2);
TS_ASSERT_EQUALS(orderAdded2.type, "Attack");
TS_ASSERT_EQUALS(orderAdded2.data.targetArray.length, 5);
TS_ASSERT_EQUALS(orderAdded2.data.target, INVALID_ENTITY);
// Unit 1 should start at position 4 ==> Math.round((1 + 0.5) * 2.5) = Math.round(3.75) = 4
TS_ASSERT_EQUALS(orderAdded2.data.currentTargetIndex, 4);
})();
// More units than targets
(function()
{
let orderAdded1 = null;
let orderAdded2 = null;
let orderAdded3 = null;
const unitAI3 = ConstructComponent(102, "UnitAI", {
"FormationController": "false",
"DefaultStance": "aggressive"
});
AddMock(102, IID_Attack, { "GetBestAttackAgainst": () => "Melee" });
unitAI3.OnCreate();
unitAI1.AddOrder = (type, data, queued, pushFront) =>
{
orderAdded1 = { type, data, queued, pushFront };
};
unitAI2.AddOrder = (type, data, queued, pushFront) =>
{
orderAdded2 = { type, data, queued, pushFront };
};
unitAI3.AddOrder = (type, data, queued, pushFront) =>
{
orderAdded3 = { type, data, queued, pushFront };
};
const smallTargets = [300, 301];
unitAI1.AttackGroup(smallTargets, 0, 3, true, true, false);
unitAI2.AttackGroup(smallTargets, 1, 3, true, true, false);
unitAI3.AttackGroup(smallTargets, 2, 3, true, true, false);
// Verify distribution when more units than targets
TS_ASSERT(orderAdded1);
TS_ASSERT_EQUALS(orderAdded1.data.currentTargetIndex, 0); // 0 * 2 / 3 = 0
TS_ASSERT_EQUALS(orderAdded1.data.allowCapture, true);
TS_ASSERT_EQUALS(orderAdded1.queued, true);
TS_ASSERT(orderAdded2);
TS_ASSERT_EQUALS(orderAdded2.data.currentTargetIndex, 1); // 1 * 2 / 3 = 0.66, round = 1
TS_ASSERT(orderAdded2.data.currentTargetIndex < smallTargets.length);
TS_ASSERT(orderAdded3);
TS_ASSERT_EQUALS(orderAdded3.data.currentTargetIndex, 1); // 2 * 2 / 3 = 1.33, round = 1
TS_ASSERT(orderAdded3.data.currentTargetIndex < smallTargets.length);
})();
// Edge case - single target
(function()
{
let orderAdded = null;
unitAI1.AddOrder = (type, data, queued, pushFront) =>
{
orderAdded = { type, data, queued, pushFront };
};
const singleTarget = [400];
unitAI1.AttackGroup(singleTarget, 0, 1, false, false, true);
TS_ASSERT(orderAdded);
TS_ASSERT_EQUALS(orderAdded.data.targetArray.length, 1);
TS_ASSERT_EQUALS(orderAdded.data.currentTargetIndex, 0);
TS_ASSERT_EQUALS(orderAdded.pushFront, true);
})();
// Empty targets array should do nothing
(function()
{
let callCount = 0;
unitAI1.AddOrder = () => { callCount++; };
unitAI1.AttackGroup([], 0, 1);
TS_ASSERT_EQUALS(callCount, 0);
unitAI1.AttackGroup(null, 0, 1);
TS_ASSERT_EQUALS(callCount, 0);
unitAI1.AttackGroup(undefined, 0, 1);
TS_ASSERT_EQUALS(callCount, 0);
})();
// Verify RememberTargetPosition is called
(function()
{
let rememberedOrder = null;
unitAI1.RememberTargetPosition = (order) =>
{
rememberedOrder = order;
};
unitAI1.AddOrder = () => {};
const testTargets = [500, 501];
unitAI1.AttackGroup(testTargets, 0, 1);
TS_ASSERT(rememberedOrder);
TS_ASSERT_EQUALS(rememberedOrder.targetArray.length, 2);
})();
}
TestAttackGroupBehavior();

View file

@ -8,5 +8,5 @@
{ "value": "Researcher/TechCostMultiplier/metal", "multiply": 0.9 }
],
"auraName": "Economic Fortune",
"auraDescription": "Solon brought in a new system of weights and measures, fathers were encouraged to find trades for their sons.\nEconomic technologies 10% resource costs."
"auraDescription": "Solon brought in a new system of weights and measures, and fathers were encouraged to find trades for their sons.\nEconomic technologies 10% resource costs."
}

View file

@ -5,5 +5,5 @@
{ "value": "TerritoryInfluence/Radius", "multiply": 1.2 }
],
"auraName": "Territorial Expansion",
"auraDescription": "At its height, the Empire's borders spanned from the Fergana Valley in the west, to Korea in the east, and to northern Vietnam in the south.\nTerritory influence bonus +20%."
"auraDescription": "At its height, the Empire's borders spanned from the Fergana Valley in the west to Korea in the east and to northern Vietnam in the south.\nTerritory influence bonus +20%."
}

View file

@ -7,5 +7,5 @@
{ "value": "Resistance/Entity/Damage/Crush", "add": 1 }
],
"auraName": "Founder and Defender of the Republic",
"auraDescription": "Brutus was one of the key figures in the overthrow of the monarchy and the founding of the Roman Republic. Later, as consul he led a Roman army to victory against the Etruscan King Tarquinius who sought to retake the throne.\nHumans and Siege Engines +1 crush, hack, pierce resistance."
"auraDescription": "Brutus was one of the key figures in the overthrow of the monarchy and the founding of the Roman Republic. Later, as consul, he led a Roman army to victory against the Etruscan King Tarquinius who sought to retake the throne.\nHumans and Siege Engines +1 crush, hack, and pierce resistance."
}

View file

@ -179,6 +179,28 @@ var g_Commands = {
});
},
"attack-group": function(player, cmd, data)
{
const unitAIs = data.entities.flatMap(ent =>
{
const cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
const cmpAttack = Engine.QueryInterface(ent, IID_Attack);
// Check if unit can move and has attack capability
const canAttack = cmpAttack && cmpAttack.GetAttackTypes().length > 0;
return (cmpUnitAI && cmpUnitAI.AbleToMove() && canAttack) ? [cmpUnitAI] : [];
});
if (!unitAIs.length || !cmd.targets?.length)
return;
// Pass the entire target array and unit count to each UnitAI
unitAIs.forEach((cmpUnitAI, index) =>
{
cmpUnitAI.AttackGroup(cmd.targets, index, unitAIs.length, cmd.allowCapture, cmd.queued, cmd.pushFront);
});
},
"patrol": function(player, cmd, data)
{
const ents = data.entities.length;

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games.
/* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -54,7 +54,7 @@ pipeline {
stage('Check for shader changes') {
when {
anyOf {
changeset 'binaries/data/mods/**/shaders/**/*.xml'
changeset 'binaries/data/mods/**/shaders/**/*'
changeset 'source/tools/spirv/compile.py'
}
}

View file

@ -1,23 +0,0 @@
-----BEGIN CERTIFICATE-----
MIIDzzCCAjegAwIBAgIUYMCyNaykR4OF8u4Bq+pesqG48LQwDQYJKoZIhvcNAQEL
BQAwADAgFw0yNjA1MjAxOTA0NDFaGA85OTk5MTIzMTIzNTk1OVowADCCAaIwDQYJ
KoZIhvcNAQEBBQADggGPADCCAYoCggGBAL5uhNcLTOs4Senn8zuwy8c15HGDCBk/
tSgUFCSueBRtbZuAnPtxlkOkJDB7y/Abp+rhHe7T7sa1iYS+Q7aWK0QIaoiKJj1x
35SsCYmniAs797tsxnzfRuP2WJe8yt/kuia6d6AL12P5Yu05JEJWaiDHljfSZsGB
spCD5c2PyYZqGKNxdUHLlFDZ3RIWkym8h/wTKESlIfKcO0l9Ythtz0qAFWZbOJRR
VXUIJ6djYtc3C3cIIa6P18598CkRlmk7WSRfSrUY1USrzCL5dwBnfqLNqyWuqHWk
hJLM7Izu2ZR24V4rQpf7V32jAUkWCwRUyseqkilgYIV3MWLoLlBP5jLTRBZowIJ2
h6EnqGNfUqKuR9W/sT21lkP+XUJPNfPEjL5paG1jpyMCwvWHrfVd63wjDUaZxa52
APZlhDLoKPrMI4jBuV0yBnO8m2PKVHGbfytuCUSWRW/+YHtoIBVJ5GpPbZ7XRjan
/p/Rk++XVXlKyo9b66PDQ/qBEzTrsFie2QIDAQABoz8wPTAMBgNVHRMBAf8EAjAA
MA4GA1UdDwEB/wQEAwIFoDAdBgNVHQ4EFgQUSCH7PDVIF0erciboK/dzV1i+hC8w
DQYJKoZIhvcNAQELBQADggGBACVS1GPwXvHxs5PFV8dobDXDbzIF984YJGkfkpTI
eQiC2GdQZd+d2NQdYJYu+yFQrmfPyhH4FPH6uLUp2eNGexXlv58TNMkh69MekapJ
+XBBwwCynL4vZETtozE6Dzp5S7XXL3cenYI+0MIforEhI3dtbjg2zxRQy4YiBYuh
tecbazuNsVXw7iSN8yT0wZTfg4gGHDyzEdO4+8BcBUfzpBDOr+/TV58doIA/ZucX
utFR8o9tVmvVEef8LaEOzmn7fgpxaEiVEbFH1PUyRhMZlQRN/eTTkDTRiTzssoXA
dtIV5M1kJjkdn/aYxM8h+unJ6/MfPvuat+HcmKDXVhdoNJ2r23mUwRFPt7fwm75Y
gp8WWwP9D8MglcVHhsp+KrDKfFX7MicDPhadc6LEWveo4PRRdJcKcWedJEvnWFNN
0TbbC5xQgIB1KijxvqoBr38XQVhFry1dZRPBv642YBMdiHWGCoLE8EBssDqs5Wp+
DMqs4E5nZzbVVSM5l5J2q6Wlbw==
-----END CERTIFICATE-----

View file

@ -28,7 +28,7 @@ SDL2_VERSION="SDL2-2.24.0"
# NOTE: remember to also update LIB_URL below when changing version
BOOST_VERSION="boost_1_81_0"
# NOTE: remember to also update LIB_URL below when changing version
WXWIDGETS_VERSION="wxWidgets-3.2.8"
WXWIDGETS_VERSION="wxWidgets-3.2.10"
# libpng was included as part of X11 but that's removed from Mountain Lion
# (also the Snow Leopard version was ancient 1.2)
PNG_VERSION="libpng-1.6.44"
@ -477,7 +477,7 @@ echo "Building wxWidgets..."
LIB_VERSION="${WXWIDGETS_VERSION}"
LIB_ARCHIVE="$LIB_VERSION.tar.bz2"
LIB_DIRECTORY="$LIB_VERSION"
LIB_URL="http://github.com/wxWidgets/wxWidgets/releases/download/v3.2.8/"
LIB_URL="http://github.com/wxWidgets/wxWidgets/releases/download/v3.2.10/"
mkdir -p wxwidgets
cd wxwidgets

View file

@ -33,6 +33,8 @@ echo "Building cpp-httplib..."
if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then
echo "Skipping - already built (use --force-rebuild to override)"
exit
else
rm -f .already-built
fi
# fetch

View file

@ -33,6 +33,8 @@ done
if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then
echo "Skipping - already built (use --force-rebuild to override)"
exit
else
rm -f .already-built
fi
# fetch

View file

@ -49,6 +49,8 @@ done
if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then
echo "Skipping - already built (use --force-rebuild to override)"
exit
else
rm -f .already-built
fi
# fetch

View file

@ -49,6 +49,8 @@ done
if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then
echo "Skipping - already built (use --force-rebuild to override)"
exit
else
rm -f .already-built
fi
# fetch

View file

@ -36,6 +36,8 @@ done
if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then
echo "Skipping - already built (use --force-rebuild to override)"
exit
else
rm -f .already-built
fi
# fetch

View file

@ -56,6 +56,8 @@ echo "Building SpiderMonkey..."
if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then
echo "Skipping - already built (use --force-rebuild to override)"
exit
else
rm -f .already-built
fi
OS="${OS:=$(uname -s)}"

View file

@ -33,6 +33,8 @@ done
if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then
echo "Skipping - already built (use --force-rebuild to override)"
exit
else
rm -f .already-built
fi
# fetch

View file

@ -1,182 +0,0 @@
Public Key Info:
Public Key Algorithm: RSA
Key Security Level: High (3072 bits)
modulus:
00:be:6e:84:d7:0b:4c:eb:38:49:e9:e7:f3:3b:b0:cb
c7:35:e4:71:83:08:19:3f:b5:28:14:14:24:ae:78:14
6d:6d:9b:80:9c:fb:71:96:43:a4:24:30:7b:cb:f0:1b
a7:ea:e1:1d:ee:d3:ee:c6:b5:89:84:be:43:b6:96:2b
44:08:6a:88:8a:26:3d:71:df:94:ac:09:89:a7:88:0b
3b:f7:bb:6c:c6:7c:df:46:e3:f6:58:97:bc:ca:df:e4
ba:26:ba:77:a0:0b:d7:63:f9:62:ed:39:24:42:56:6a
20:c7:96:37:d2:66:c1:81:b2:90:83:e5:cd:8f:c9:86
6a:18:a3:71:75:41:cb:94:50:d9:dd:12:16:93:29:bc
87:fc:13:28:44:a5:21:f2:9c:3b:49:7d:62:d8:6d:cf
4a:80:15:66:5b:38:94:51:55:75:08:27:a7:63:62:d7
37:0b:77:08:21:ae:8f:d7:ce:7d:f0:29:11:96:69:3b
59:24:5f:4a:b5:18:d5:44:ab:cc:22:f9:77:00:67:7e
a2:cd:ab:25:ae:a8:75:a4:84:92:cc:ec:8c:ee:d9:94
76:e1:5e:2b:42:97:fb:57:7d:a3:01:49:16:0b:04:54
ca:c7:aa:92:29:60:60:85:77:31:62:e8:2e:50:4f:e6
32:d3:44:16:68:c0:82:76:87:a1:27:a8:63:5f:52:a2
ae:47:d5:bf:b1:3d:b5:96:43:fe:5d:42:4f:35:f3:c4
8c:be:69:68:6d:63:a7:23:02:c2:f5:87:ad:f5:5d:eb
7c:23:0d:46:99:c5:ae:76:00:f6:65:84:32:e8:28:fa
cc:23:88:c1:b9:5d:32:06:73:bc:9b:63:ca:54:71:9b
7f:2b:6e:09:44:96:45:6f:fe:60:7b:68:20:15:49:e4
6a:4f:6d:9e:d7:46:36:a7:fe:9f:d1:93:ef:97:55:79
4a:ca:8f:5b:eb:a3:c3:43:fa:81:13:34:eb:b0:58:9e
d9:
public exponent:
01:00:01:
private exponent:
54:d4:52:a4:a0:ca:10:f6:30:26:dc:46:83:ce:8b:d8
1f:ef:b5:89:13:30:7c:2a:ac:c1:d4:ff:4a:20:ff:a8
87:6c:ff:eb:ee:2e:79:2b:84:91:02:70:03:36:e0:7a
fa:ac:71:73:14:41:87:8f:12:c5:69:24:2c:cf:d4:52
28:15:9c:e1:3d:8b:9d:90:65:60:05:97:a6:63:79:ed
aa:bb:79:07:2a:55:23:f5:24:a5:ee:62:11:55:8f:44
45:40:47:4d:aa:38:b6:b6:3f:15:41:a1:1f:53:f3:4e
ca:d9:e5:df:fa:1a:35:36:60:1e:01:5e:82:b0:d9:09
a6:14:18:d4:8d:0c:ac:f3:1f:39:d5:76:ec:f3:68:a2
82:ed:dd:c0:46:77:4a:e5:c1:9b:49:19:a1:23:b9:75
8c:7c:fb:ed:a2:d4:9f:2e:9c:45:97:b4:7f:17:66:9b
84:a5:ef:9f:61:6d:7e:4a:e3:da:f9:d0:75:da:46:ae
f6:e9:ae:cd:66:11:11:62:5a:3e:22:55:9f:ac:2c:bd
a8:5a:62:1e:fe:c6:78:04:1d:69:f3:12:53:c7:5a:db
c3:19:a4:d9:d6:5a:25:55:f7:ba:30:d1:f4:bb:8a:b6
8a:c5:1d:4c:66:c3:e6:c1:05:4a:d8:9b:2e:f3:b9:3f
8a:b6:6e:04:cb:5f:32:65:a0:1c:32:5a:f5:b0:36:a3
ed:96:1b:cf:b0:1d:32:3e:8b:a4:53:b2:c0:6d:30:d3
93:43:d6:fe:29:fd:9e:e2:72:30:7a:01:2b:b2:ad:39
b5:6c:8b:41:67:77:bb:09:8e:41:41:e2:a9:5a:76:4b
51:56:43:72:db:02:5e:d9:ef:93:16:c7:64:18:3a:f7
73:d8:b8:d0:8f:af:e3:cd:06:26:8f:af:b0:b6:57:f6
f0:c7:4f:f0:6f:f5:49:07:96:83:ae:44:60:5b:1f:df
0f:70:07:c4:06:03:bf:47:f3:e8:a8:1e:54:ba:46:e9
prime1:
00:f8:6f:14:90:ad:01:c6:ea:8e:e0:ad:bd:27:fd:af
e5:09:6b:24:02:c5:18:aa:69:d1:d4:0f:78:06:89:c1
1e:5f:5a:3c:21:ca:1e:a3:73:0d:5e:d6:42:e9:6c:b0
81:85:85:b7:d7:57:b2:27:42:67:5b:06:fa:e7:32:64
bd:f5:fe:31:44:fb:a2:8e:b9:e8:3a:da:42:1a:13:20
47:ac:8e:e1:f0:7e:81:1d:c9:de:ae:81:f5:fc:07:be
4d:df:a1:a4:36:bb:c8:b4:f5:96:bb:bc:cf:b8:53:28
15:28:32:f8:82:0d:9e:ed:0c:75:d5:83:a6:9f:cd:d1
37:42:ad:6d:a4:75:0c:e6:9e:dd:16:6d:f9:57:56:9a
0c:9c:f8:90:86:f8:a9:92:c8:61:81:09:82:a8:89:a9
8f:c6:71:77:63:40:77:46:ed:c8:78:41:7b:ac:95:c2
23:b2:64:44:26:00:d9:6b:b1:a8:99:28:78:7e:71:ed
a3:
prime2:
00:c4:3b:39:2f:33:08:d4:22:43:0f:4a:69:a9:89:51
c9:1a:9f:a2:e2:82:bb:fd:77:76:c0:5a:36:38:d0:36
ee:f2:aa:8b:4a:2a:56:df:eb:88:7f:50:bf:55:bc:9d
cb:e2:83:58:9d:60:3e:b5:6e:6f:89:61:4c:09:a1:99
59:78:77:38:fe:b7:87:45:6e:54:5d:52:ef:18:25:e2
39:f4:04:9d:0e:bd:05:c3:a1:06:11:d8:93:8e:59:85
0e:18:bf:80:fd:aa:a8:c6:20:3e:98:ea:82:6e:2f:37
64:ec:19:e8:ab:f5:c8:b1:f6:ff:af:ef:f5:37:e0:d2
4c:2f:eb:ca:22:fc:56:7e:9e:f5:41:df:f5:c2:06:17
5a:e4:0a:c3:fb:fe:4f:00:0c:f5:36:8b:1b:33:e9:11
d2:44:ac:3e:d0:d9:e7:c7:17:e5:3a:4e:ed:5c:73:7e
73:83:4c:28:a0:1b:78:7c:82:f9:20:7b:8b:29:68:51
53:
coefficient:
00:aa:69:84:80:d9:0d:3a:12:90:d8:4e:cf:9c:24:5a
5b:40:c0:41:b4:73:db:51:4a:7a:3b:91:9c:51:01:6c
41:de:a3:33:e9:2e:ef:3b:2c:42:fd:75:98:f4:47:f0
b3:12:f6:d6:ff:88:3e:d2:68:b7:ed:10:6e:38:c6:f4
be:0a:82:17:b3:62:b5:25:d2:c2:54:b9:5b:e8:a1:6a
04:2d:6a:bb:73:b7:9d:5f:d2:7f:5d:7c:c0:50:4a:8e
af:e9:a8:68:b3:f7:a3:d9:71:0c:84:e4:c8:68:0b:10
5a:71:f0:f5:92:ee:20:2f:0c:a5:24:6b:1a:7e:c0:3c
28:4a:37:fd:ad:2f:fa:15:87:97:a1:d0:b1:62:26:f3
96:a2:33:8d:41:d8:6a:0b:ce:c9:bf:c2:0d:8e:94:84
66:27:a4:c1:00:32:64:ad:8a:3e:45:45:4b:c1:d1:c4
7d:f2:d1:3a:f6:65:36:46:2e:52:35:b9:a2:ab:87:3c
66:
exp1:
00:8c:40:f1:e4:47:b7:f4:1b:e1:f3:d8:42:2c:fc:9c
bb:fa:58:41:69:4a:ea:84:f2:de:e2:10:a5:9b:53:53
f2:98:b4:71:b4:45:ce:8c:4a:5c:e7:08:a1:97:f4:a3
a5:4b:c3:55:29:be:b9:b6:4e:57:d9:5d:14:73:47:d0
f6:29:95:8b:2d:3d:be:e5:42:f1:67:a0:66:a7:1f:db
1e:7b:bd:e2:b2:8a:48:cc:8f:76:27:20:f9:c5:82:7d
9e:ab:3d:2f:5f:33:1e:b9:82:d8:c9:3e:6c:2a:cc:cf
99:3a:2b:a4:7e:8f:c0:04:65:ff:74:3e:31:e8:90:22
a8:46:fd:70:23:e3:6d:18:19:e2:09:52:a6:ec:f6:d8
5b:7c:97:1b:c9:07:43:7c:b9:a1:ca:5e:9b:24:19:2b
e0:1e:91:5a:6c:6f:2d:a7:9e:80:89:db:b6:3d:96:02
97:72:94:06:a1:49:e3:75:58:44:2d:cb:5a:53:50:70
6f:
exp2:
25:93:05:87:21:29:8e:9d:24:e4:17:a6:95:dd:02:79
14:8c:fe:be:8a:b3:fe:7b:d2:94:50:71:d3:7d:23:17
ac:05:b5:f8:34:95:3f:f9:34:c0:d4:30:5e:f5:67:ed
b3:68:dd:1d:fd:60:e4:92:c9:ee:af:5f:c4:f4:59:8d
c5:40:66:fc:77:1e:02:d0:76:7d:0c:35:56:15:62:f5
1f:e1:86:45:5d:32:6e:5c:35:f2:52:db:26:45:c3:f1
88:11:9b:5c:77:42:2b:f5:de:a6:9f:38:ec:6a:44:1c
22:0d:6f:fd:05:6a:31:91:8f:32:1c:2b:83:50:9c:54
14:54:fc:f6:a8:04:d3:e8:12:24:54:03:15:ec:de:a9
fb:c2:87:f6:87:a2:8e:ea:ec:45:4e:6b:9e:0c:01:ea
96:55:b9:0d:7a:bc:23:e6:52:71:50:cd:a8:87:40:ee
53:74:d0:ce:9f:93:f9:9b:86:a2:8e:a5:7d:ff:48:9b
Public Key PIN:
pin-sha256:mTYJ3eMVIy4Zcqoo22QDSav9huivaJ8VbglPlInerS8=
Public Key ID:
sha256:993609dde315232e1972aa28db640349abfd86e8af689f156e094f9489dead2f
sha1:4821fb3c35481747ab7226e82bf7735758be842f
-----BEGIN RSA PRIVATE KEY-----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-----END RSA PRIVATE KEY-----

View file

@ -33,6 +33,7 @@ ignore = [
"ANN",
"C90",
"COM812",
"CPY001",
"D10",
"EM",
"FIX002",

View file

@ -92,12 +92,12 @@ void CCinemaManager::DrawSpline(Renderer::Backend::IDeviceCommandContext& device
if (spline.GetAllNodes().size() == 2)
smoothness = 2;
const float start = spline.MaxDistance.ToFloat() / smoothness;
const float start = spline.GetMaxDistance().ToFloat() / smoothness;
std::vector<CVector3D> line;
for (int i = 0; i <= smoothness; ++i)
{
const float time = start * i / spline.MaxDistance.ToFloat();
const float time = start * i / spline.GetMaxDistance().ToFloat();
line.emplace_back(spline.GetPosition(time));
}
@ -108,7 +108,7 @@ void CCinemaManager::DrawSpline(Renderer::Backend::IDeviceCommandContext& device
{
for (int i = 0; i <= smoothness; ++i)
{
const float time = start * i / spline.MaxDistance.ToFloat();
const float time = start * i / spline.GetMaxDistance().ToFloat();
const CVector3D tmp = spline.GetPosition(time);
const float groundY = g_Game->GetWorld()->GetTerrain().GetExactGroundLevel(tmp.X, tmp.Z);
g_Renderer.GetDebugRenderer().DrawLine(deviceCommandContext, tmp, CVector3D(tmp.X, groundY, tmp.Z), splineColor, 0.1f, false);

View file

@ -53,25 +53,6 @@ public:
void SetElevation(float f);
void SetRotation(float f);
/**
* Calculate brightness of a point of a unit with the given normal vector,
* for rendering with CPU lighting.
* The resulting color contains both ambient and diffuse light.
* To cope with sun overbrightness, the color is scaled by 0.5.
*
* @param normal normal vector (must have length 1)
*/
RGBColor EvaluateUnitScaled(const CVector3D& normal) const
{
float dot = -normal.Dot(m_SunDir);
RGBColor color = m_AmbientColor;
if (dot > 0)
color += m_SunColor * dot;
return color * 0.5f;
}
// Comparison operators
bool operator==(const CLightEnv& o) const
{

View file

@ -62,8 +62,7 @@ void CMaterial::AddRenderQuery(const char* key)
m_RenderQueries.Add(key);
}
void CMaterial::AddRequiredSampler(const CStr& samplerName)
void CMaterial::AddRequiredSampler(RequiredSampler sampler)
{
CStrIntern string(samplerName);
m_RequiredSamplers.push_back(string);
m_RequiredSamplers.emplace_back(std::move(sampler));
}

View file

@ -53,6 +53,12 @@ public:
CTexturePtr Sampler;
};
struct RequiredSampler
{
CStrIntern name;
bool sRGB;
};
typedef std::vector<TextureSampler> SamplersVector;
CMaterial();
@ -82,8 +88,8 @@ public:
void AddRenderQuery(const char* key);
const CShaderRenderQueries& GetRenderQueries() const { return m_RenderQueries; }
void AddRequiredSampler(const CStr& samplerName);
const std::vector<CStrIntern>& GetRequiredSampler() const { return m_RequiredSamplers; }
void AddRequiredSampler(RequiredSampler sampler);
const std::vector<RequiredSampler>& GetRequiredSamplers() const { return m_RequiredSamplers; }
private:
@ -92,7 +98,7 @@ private:
CTexturePtr m_DiffuseTexture;
SamplersVector m_Samplers;
std::vector<CStrIntern> m_RequiredSamplers;
std::vector<RequiredSampler> m_RequiredSamplers;
std::array<CStrIntern, static_cast<size_t>(Pass::COUNT)> m_ShaderEffects;
CShaderDefines m_ShaderDefines;

View file

@ -103,6 +103,7 @@ CMaterial CMaterialManager::LoadMaterial(const VfsPath& pathname)
AT(material);
AT(name);
AT(pass);
AT(srgb);
AT(value);
#undef AT
#undef EL
@ -161,7 +162,8 @@ CMaterial CMaterialManager::LoadMaterial(const VfsPath& pathname)
}
else if (token == el_required_texture)
{
material.AddRequiredSampler(attrs.GetNamedItem(at_name));
const bool sRGB{attrs.GetNamedItem(at_srgb) == "true"};
material.AddRequiredSampler({CStrIntern{attrs.GetNamedItem(at_name)}, sRGB});
if (!attrs.GetNamedItem(at_define).empty())
material.AddShaderDefine(CStrIntern(attrs.GetNamedItem(at_define)), str_1);
}

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games.
/* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -69,7 +69,7 @@ CObjectBase::CObjectBase(CObjectManager& objectManager, CActorDef& actorDef, u8
m_Properties.m_FloatOnWater = false;
// Remove leading art/actors/ & include quality level.
m_Identifier = m_ActorDef.m_Pathname.string8().substr(11) + CStr::FromInt(m_QualityLevel);
m_Identifier = fmt::format("{}{}", m_ActorDef.m_Pathname.string8().substr(11), m_QualityLevel);
}
std::unique_ptr<CObjectBase> CObjectBase::CopyWithQuality(u8 newQualityLevel) const

View file

@ -51,6 +51,22 @@
#include <sstream>
#include <utility>
namespace
{
bool ShouldInterpretTextureAsSRGB(const CObjectBase::Samp& sampler, const CMaterial& material)
{
const auto requiredSamplers{material.GetRequiredSamplers()};
auto it{std::find_if(requiredSamplers.begin(), requiredSamplers.end(),
[&](const CMaterial::RequiredSampler& requiredSampler)
{
return requiredSampler.name == sampler.m_SamplerName;
})};
return it != requiredSamplers.end() && it->sRGB;
}
}
CObjectEntry::CObjectEntry(const std::shared_ptr<CObjectBase>& base, const CSimulation2& simulation) :
m_Base(base), m_Color(1.0f, 1.0f, 1.0f, 1.0f), m_Simulation(simulation)
{
@ -155,6 +171,7 @@ bool CObjectEntry::BuildVariation(const std::vector<const std::set<CStr>*>& comp
{
CTextureProperties textureProps(samp.m_SamplerFile);
textureProps.SetAddressMode(Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE);
textureProps.SetSRGB(ShouldInterpretTextureAsSRGB(samp, material));
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
// if we've loaded this model we're probably going to render it soon, so prefetch its texture.
// All textures are prefetched even in the fixed pipeline, including the normal maps etc.
@ -167,11 +184,14 @@ bool CObjectEntry::BuildVariation(const std::vector<const std::set<CStr>*>& comp
CModel* model = newModel.get();
m_Model = std::move(newModel);
for (const CStrIntern& requSampName : model->GetMaterial().GetRequiredSampler())
for (const auto& requiredSampler : model->GetMaterial().GetRequiredSamplers())
{
if (std::find_if(m_Samplers.begin(), m_Samplers.end(),
[&](const CObjectBase::Samp& sampler) { return sampler.m_SamplerName == requSampName; }) == m_Samplers.end())
LOGERROR("Actor %s: required texture sampler %s not found (material %s)", m_Base->GetIdentifier(), requSampName.string().c_str(), m_Base->m_Material.string8().c_str());
[&](const CObjectBase::Samp& sampler) { return sampler.m_SamplerName == requiredSampler.name; }) == m_Samplers.end())
{
LOGERROR("Actor %s: required texture sampler %s not found (material %s)",
m_Base->GetIdentifier(), requiredSampler.name.string().c_str(), m_Base->m_Material.string8().c_str());
}
}
// calculate initial object space bounds, based on vertex positions

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games.
/* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -156,7 +156,8 @@ bool ResolveIncludesImpl(
it = includeCache.emplace(path, std::move(includeContent)).first;
}
// We need to insert #line directives to have correct line numbers in errors.
chunks.emplace_back(lineDirective + "1\n" + it->second + "\n" + lineDirective + CStr::FromUInt(line + 1) + "\n");
chunks.emplace_back(fmt::format("{}1\n{}\n{}{}\n", lineDirective, it->second, lineDirective,
line + 1));
processedParts.emplace_back(currentPart.substr(0, lineStart));
if (!ResolveIncludesImpl(chunks.back(), includeCache, includeCallback, chunks, processedParts))
return false;

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games.
/* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -60,7 +60,7 @@ namespace
{
Renderer::Backend::Format ChooseFormatAndTransformTextureDataIfNeeded(
Renderer::Backend::IDevice* device, Tex& textureData, const bool hasS3TC)
Renderer::Backend::IDevice* device, Tex& textureData, const bool hasS3TC, const bool sRGB)
{
const bool alpha = (textureData.m_Flags & TEX_ALPHA) != 0;
const bool grey = (textureData.m_Flags & TEX_GREY) != 0;
@ -81,13 +81,13 @@ Renderer::Backend::Format ChooseFormatAndTransformTextureDataIfNeeded(
switch (dxt)
{
case DXT1A:
return Renderer::Backend::Format::BC1_RGBA_UNORM;
return sRGB ? Renderer::Backend::Format::BC1_RGBA_SRGB : Renderer::Backend::Format::BC1_RGBA_UNORM;
case 1:
return Renderer::Backend::Format::BC1_RGB_UNORM;
return sRGB ? Renderer::Backend::Format::BC1_RGB_SRGB : Renderer::Backend::Format::BC1_RGB_UNORM;
case 3:
return Renderer::Backend::Format::BC2_UNORM;
return sRGB ? Renderer::Backend::Format::BC2_SRGB : Renderer::Backend::Format::BC2_UNORM;
case 5:
return Renderer::Backend::Format::BC3_UNORM;
return sRGB ? Renderer::Backend::Format::BC3_SRGB : Renderer::Backend::Format::BC3_UNORM;
default:
LOGERROR("Unknown DXT compression.");
return Renderer::Backend::Format::UNDEFINED;
@ -101,9 +101,12 @@ Renderer::Backend::Format ChooseFormatAndTransformTextureDataIfNeeded(
{
case 8:
ENSURE(grey);
ENSURE(!sRGB);
return Renderer::Backend::Format::L8_UNORM;
case 24:
ENSURE(grey);
ENSURE(!alpha);
ENSURE(!sRGB);
if (device->IsTextureFormatSupported(Renderer::Backend::Format::R8G8B8_UNORM))
return Renderer::Backend::Format::R8G8B8_UNORM;
else
@ -114,7 +117,7 @@ Renderer::Backend::Format ChooseFormatAndTransformTextureDataIfNeeded(
}
case 32:
ENSURE(alpha);
return Renderer::Backend::Format::R8G8B8A8_UNORM;
return sRGB ? Renderer::Backend::Format::R8G8B8A8_SRGB : Renderer::Backend::Format::R8G8B8A8_UNORM;
default:
LOGERROR("Unsupported BPP: %zu", textureData.m_Bpp);
}
@ -336,6 +339,7 @@ struct TPhash
hash_combine(seed, textureProperties.m_AnisotropicFilterEnabled);
hash_combine(seed, textureProperties.m_FormatOverride);
hash_combine(seed, textureProperties.m_IgnoreQuality);
hash_combine(seed, textureProperties.m_SRGB);
return seed;
}
@ -358,7 +362,8 @@ struct TPequal_to
lhs.m_AddressModeV == rhs.m_AddressModeV &&
lhs.m_AnisotropicFilterEnabled == rhs.m_AnisotropicFilterEnabled &&
lhs.m_FormatOverride == rhs.m_FormatOverride &&
lhs.m_IgnoreQuality == rhs.m_IgnoreQuality;
lhs.m_IgnoreQuality == rhs.m_IgnoreQuality &&
lhs.m_SRGB == rhs.m_SRGB;
}
bool operator()(const CTexturePtr& lhs, const CTexturePtr& rhs) const
@ -526,7 +531,8 @@ public:
}
else
{
format = ChooseFormatAndTransformTextureDataIfNeeded(m_Device, textureData, m_HasS3TC);
format = ChooseFormatAndTransformTextureDataIfNeeded(
m_Device, textureData, m_HasS3TC, texture->m_Properties.m_SRGB);
}
if (format == Renderer::Backend::Format::UNDEFINED)

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games.
/* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -245,6 +245,8 @@ public:
void SetIgnoreQuality(bool ignore) { m_IgnoreQuality = ignore; }
void SetSRGB(const bool sRGB) { m_SRGB = sRGB; }
private:
// Must update TPhash, TPequal_to when changing these fields
VfsPath m_Path;
@ -257,6 +259,7 @@ private:
Renderer::Backend::Format m_FormatOverride =
Renderer::Backend::Format::UNDEFINED;
bool m_IgnoreQuality = false;
bool m_SRGB{false};
};
/**

View file

@ -755,7 +755,7 @@ void CGUI::Xeromyces_ReadObject(const XMBData& xmb, XMBElement element, IGUIObje
// Check if name isn't set, generate an internal name in that case.
if (!NameSet)
{
object->SetName("__internal(" + CStr::FromInt(m_InternalNameNumber) + ")");
object->SetName(fmt::format("__internal({})", m_InternalNameNumber));
++m_InternalNameNumber;
}
@ -977,7 +977,7 @@ void CGUI::Xeromyces_ReadRepeat(const XMBData& xmb, XMBElement element, IGUIObje
for (int n = 0; n < count; ++n)
{
NameSubst.emplace_back(var, "[" + CStr::FromInt(n) + "]");
NameSubst.emplace_back(var, fmt::format("[{}]", n));
XERO_ITER_EL(element, child)
{

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games.
/* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -52,114 +52,111 @@ CVector3D GetPositionOnCubic(const CVector3D& startPos, const CVector3D& startVe
/*********************************** R N S **************************************************/
RNSpline::RNSpline()
: NodeCount(0)
{
}
RNSpline::RNSpline() = default;
RNSpline::~RNSpline() = default;
// adds node and updates segment length
void RNSpline::AddNode(const CFixedVector3D& pos)
{
if (NodeCount >= MAX_SPLINE_NODES)
if (m_NodeCount >= MAX_SPLINE_NODES)
return;
if (NodeCount == 0)
MaxDistance = fixed::Zero();
if (m_NodeCount == 0)
m_MaxDistance = fixed::Zero();
else
{
Node[NodeCount-1].Distance = (Node[NodeCount-1].Position - pos).Length();
MaxDistance += Node[NodeCount-1].Distance;
m_Nodes[m_NodeCount-1].Distance = (m_Nodes[m_NodeCount-1].Position - pos).Length();
m_MaxDistance += m_Nodes[m_NodeCount-1].Distance;
}
SplineData temp;
temp.Position = pos;
Node.push_back(temp);
++NodeCount;
m_Nodes.push_back(temp);
++m_NodeCount;
}
// called after all nodes added. This function calculates the node velocities
void RNSpline::BuildSpline()
{
if (NodeCount == 2)
if (m_NodeCount == 2)
{
Node[0].Velocity = GetStartVelocity(0);
Node[NodeCount-1].Velocity = GetEndVelocity(NodeCount-1);
m_Nodes[0].Velocity = GetStartVelocity(0);
m_Nodes[m_NodeCount-1].Velocity = GetEndVelocity(m_NodeCount-1);
return;
}
else if (NodeCount < 2)
else if (m_NodeCount < 2)
return;
for (int i = 1; i < NodeCount-1; ++i)
for (int i = 1; i < m_NodeCount-1; ++i)
{
CVector3D Next = Node[i+1].Position - Node[i].Position;
CVector3D Previous = Node[i-1].Position - Node[i].Position;
CVector3D Next = m_Nodes[i+1].Position - m_Nodes[i].Position;
CVector3D Previous = m_Nodes[i-1].Position - m_Nodes[i].Position;
Next.Normalize();
Previous.Normalize();
// split the angle (figure 4)
Node[i].Velocity = Next - Previous;
Node[i].Velocity.Normalize();
m_Nodes[i].Velocity = Next - Previous;
m_Nodes[i].Velocity.Normalize();
}
// calculate start and end velocities
Node[0].Velocity = GetStartVelocity(0);
Node[NodeCount-1].Velocity = GetEndVelocity(NodeCount-1);
m_Nodes[0].Velocity = GetStartVelocity(0);
m_Nodes[m_NodeCount-1].Velocity = GetEndVelocity(m_NodeCount-1);
}
// spline access function. time is 0 -> 1
CVector3D RNSpline::GetPosition(float time) const
{
if (NodeCount < 2)
if (m_NodeCount < 2)
return CVector3D(0.0f, 0.0f, 0.0f);
if (time < 0.0f)
time = 0.0f;
if (time > 1.0f)
time = 1.0f;
float Distance = time * MaxDistance.ToFloat();
float Distance = time * m_MaxDistance.ToFloat();
float CurrentDistance = 0.f;
int i = 0;
// Find which node we're on
while (CurrentDistance + Node[i].Distance.ToFloat() < Distance && i < NodeCount - 2)
while (CurrentDistance + m_Nodes[i].Distance.ToFloat() < Distance && i < m_NodeCount - 2)
{
CurrentDistance += Node[i].Distance.ToFloat();
CurrentDistance += m_Nodes[i].Distance.ToFloat();
++i;
}
ENSURE(i < NodeCount - 1);
ENSURE(i < m_NodeCount - 1);
float t = Distance - CurrentDistance;
// TODO: reimplement CVector3D comparator (float comparing is bad without EPS)
if (Node[i].Position == Node[i+1].Position || Node[i].Distance.ToFloat() < 1e-7) // distance too small or zero
if (m_Nodes[i].Position == m_Nodes[i+1].Position || m_Nodes[i].Distance.ToFloat() < 1e-7) // distance too small or zero
{
return Node[i+1].Position;
return m_Nodes[i+1].Position;
}
t /= Node[i].Distance.ToFloat(); // scale t in range 0 - 1
CVector3D startVel = Node[i].Velocity * Node[i].Distance.ToFloat();
CVector3D endVel = Node[i+1].Velocity * Node[i].Distance.ToFloat();
return GetPositionOnCubic(Node[i].Position, startVel,
Node[i+1].Position, endVel, t);
t /= m_Nodes[i].Distance.ToFloat(); // scale t in range 0 - 1
CVector3D startVel = m_Nodes[i].Velocity * m_Nodes[i].Distance.ToFloat();
CVector3D endVel = m_Nodes[i+1].Velocity * m_Nodes[i].Distance.ToFloat();
return GetPositionOnCubic(m_Nodes[i].Position, startVel,
m_Nodes[i+1].Position, endVel, t);
}
const std::vector<SplineData>& RNSpline::GetAllNodes() const
{
return Node;
return m_Nodes;
}
// internal. Based on Equation 14
CVector3D RNSpline::GetStartVelocity(int index)
{
if (index >= NodeCount - 1 || index < 0)
if (index >= m_NodeCount - 1 || index < 0)
return CVector3D(0.0f, 0.0f, 0.0f);
CVector3D temp = CVector3D(Node[index+1].Position - Node[index].Position) * 3.0f * (1.0f / Node[index].Distance.ToFloat());
return (temp - Node[index+1].Velocity)*0.5f;
CVector3D temp = CVector3D(m_Nodes[index+1].Position - m_Nodes[index].Position) * 3.0f * (1.0f / m_Nodes[index].Distance.ToFloat());
return (temp - m_Nodes[index+1].Velocity)*0.5f;
}
// internal. Based on Equation 15
CVector3D RNSpline::GetEndVelocity(int index)
{
if (index >= NodeCount || index < 1)
if (index >= m_NodeCount || index < 1)
return CVector3D(0.0f, 0.0f, 0.0f);
CVector3D temp = CVector3D(Node[index].Position - Node[index-1].Position) * 3.0f * (1.0f / Node[index-1].Distance.ToFloat());
return (temp - Node[index-1].Velocity) * 0.5f;
CVector3D temp = CVector3D(m_Nodes[index].Position - m_Nodes[index-1].Position) * 3.0f * (1.0f / m_Nodes[index-1].Distance.ToFloat());
return (temp - m_Nodes[index-1].Velocity) * 0.5f;
}
/*********************************** S N S **************************************************/
@ -176,21 +173,21 @@ void SNSpline::BuildSpline()
// smoothing filter.
void SNSpline::Smooth()
{
if (NodeCount < 3)
if (m_NodeCount < 3)
return;
CVector3D newVel;
CVector3D oldVel = GetStartVelocity(0);
for (int i = 1; i < NodeCount-1; ++i)
for (int i = 1; i < m_NodeCount-1; ++i)
{
// Equation 12
newVel = GetEndVelocity(i) * Node[i].Distance.ToFloat() + GetStartVelocity(i) * Node[i-1].Distance.ToFloat();
newVel = newVel * (1 / (Node[i-1].Distance + Node[i].Distance).ToFloat());
Node[i-1].Velocity = oldVel;
newVel = GetEndVelocity(i) * m_Nodes[i].Distance.ToFloat() + GetStartVelocity(i) * m_Nodes[i-1].Distance.ToFloat();
newVel = newVel * (1 / (m_Nodes[i-1].Distance + m_Nodes[i].Distance).ToFloat());
m_Nodes[i-1].Velocity = oldVel;
oldVel = newVel;
}
Node[NodeCount-1].Velocity = GetEndVelocity(NodeCount-1);
Node[NodeCount-2].Velocity = oldVel;
m_Nodes[m_NodeCount-1].Velocity = GetEndVelocity(m_NodeCount-1);
m_Nodes[m_NodeCount-2].Velocity = oldVel;
}
/*********************************** T N S **************************************************/
@ -201,15 +198,15 @@ TNSpline::~TNSpline() = default;
// ie time period is time from last node to this node
void TNSpline::AddNode(const CFixedVector3D& pos, const CFixedVector3D& rotation, fixed timePeriod)
{
if (NodeCount >= MAX_SPLINE_NODES)
if (m_NodeCount >= MAX_SPLINE_NODES)
return;
if (NodeCount == 0)
MaxDistance = fixed::Zero();
if (m_NodeCount == 0)
m_MaxDistance = fixed::Zero();
else
{
Node[NodeCount-1].Distance = timePeriod;
MaxDistance += Node[NodeCount-1].Distance;
m_Nodes[m_NodeCount-1].Distance = timePeriod;
m_MaxDistance += m_Nodes[m_NodeCount-1].Distance;
}
SplineData temp;
@ -219,56 +216,56 @@ void TNSpline::AddNode(const CFixedVector3D& pos, const CFixedVector3D& rotation
temp.Distance = fixed::Zero();
temp.Velocity = CVector3D(0.0f, 0.0f, 0.0f);
temp.Rotation = rotation;
Node.push_back(temp);
++NodeCount;
m_Nodes.push_back(temp);
++m_NodeCount;
}
//Inserts node before position
void TNSpline::InsertNode(const int index, const CFixedVector3D& pos, const CFixedVector3D& /*rotation*/,
fixed timePeriod)
{
if (NodeCount >= MAX_SPLINE_NODES || index < 0 || index > NodeCount)
if (m_NodeCount >= MAX_SPLINE_NODES || index < 0 || index > m_NodeCount)
return;
if (NodeCount == 0)
MaxDistance = fixed::Zero();
if (m_NodeCount == 0)
m_MaxDistance = fixed::Zero();
else
MaxDistance += timePeriod;
m_MaxDistance += timePeriod;
SplineData temp;
temp.Position = pos;
temp.Distance = timePeriod;
Node.insert(Node.begin() + index, temp);
m_Nodes.insert(m_Nodes.begin() + index, temp);
if (index > 0)
std::swap(Node[index].Distance, Node[index - 1].Distance);
++NodeCount;
std::swap(m_Nodes[index].Distance, m_Nodes[index - 1].Distance);
++m_NodeCount;
}
//Removes node at index
void TNSpline::RemoveNode(const int index)
{
if (NodeCount == 0 || index > NodeCount - 1)
if (m_NodeCount == 0 || index > m_NodeCount - 1)
return;
MaxDistance -= Node[index].Distance;
Node.erase(Node.begin() + index);
--NodeCount;
m_MaxDistance -= m_Nodes[index].Distance;
m_Nodes.erase(m_Nodes.begin() + index);
--m_NodeCount;
}
void TNSpline::UpdateNodeTime(const int index, fixed time)
{
if (NodeCount == 0 || index > NodeCount - 1)
if (m_NodeCount == 0 || index > m_NodeCount - 1)
return;
Node[index].Distance = time;
m_Nodes[index].Distance = time;
}
void TNSpline::UpdateNodePos(const int index, const CFixedVector3D& pos)
{
if (NodeCount == 0 || index > NodeCount - 1)
if (m_NodeCount == 0 || index > m_NodeCount - 1)
return;
Node[index].Position = pos;
m_Nodes[index].Position = pos;
}
void TNSpline::BuildSpline()
@ -289,15 +286,15 @@ void TNSpline::Smooth()
void TNSpline::Constrain()
{
if (NodeCount < 3)
if (m_NodeCount < 3)
return;
for (int i = 1; i < NodeCount-1; ++i)
for (int i = 1; i < m_NodeCount-1; ++i)
{
// Equation 13
float r0 = (Node[i].Position - Node[i - 1].Position).Length().ToFloat() / Node[i-1].Distance.ToFloat();
float r1 = (Node[i+1].Position - Node[i].Position).Length().ToFloat() / Node[i].Distance.ToFloat();
Node[i].Velocity *= 4.0f*r0*r1 / ((r0 + r1)*(r0 + r1));
float r0 = (m_Nodes[i].Position - m_Nodes[i - 1].Position).Length().ToFloat() / m_Nodes[i-1].Distance.ToFloat();
float r1 = (m_Nodes[i+1].Position - m_Nodes[i].Position).Length().ToFloat() / m_Nodes[i].Distance.ToFloat();
m_Nodes[i].Velocity *= 4.0f*r0*r1 / ((r0 + r1)*(r0 + r1));
}
}

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games.
/* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -63,12 +63,12 @@ public:
CVector3D GetRotation(float time) const;
const std::vector<SplineData>& GetAllNodes() const;
fixed MaxDistance;
int NodeCount;
fixed GetMaxDistance() const { return m_MaxDistance; }
protected:
std::vector<SplineData> Node;
fixed m_MaxDistance;
int m_NodeCount{0};
std::vector<SplineData> m_Nodes;
CVector3D GetStartVelocity(int index);
CVector3D GetEndVelocity(int index);
};

View file

@ -63,7 +63,7 @@ void CNetClientTurnManager::PostCommand(JS::HandleValue data)
// TODO: we should do this when the server stops sending our commands back to us
}
void CNetClientTurnManager::NotifyFinishedOwnCommands(u32 turn)
void CNetClientTurnManager::NotifyFinishedOwnCommands(turn_id_t turn)
{
NETCLIENTTURN_LOG("NotifyFinishedOwnCommands(%d)\n", turn);
@ -79,7 +79,7 @@ void CNetClientTurnManager::NotifyFinishedOwnCommands(u32 turn)
m_NetClient.SendMessage(&msg);
}
void CNetClientTurnManager::NotifyFinishedUpdate(u32 turn, const UpdateCallback&)
void CNetClientTurnManager::NotifyFinishedUpdate(turn_id_t turn, const UpdateCallback&)
{
bool quick = !TurnNeedsFullHash(turn);
std::string hash;
@ -110,10 +110,10 @@ void CNetClientTurnManager::OnDestroyConnection()
void CNetClientTurnManager::OnSimulationMessage(CSimulationMessage* msg)
{
// Command received from the server - store it for later execution
AddCommand(msg->m_Client, msg->m_Player, msg->m_Data, msg->m_Turn);
AddCommand(msg->m_Client, msg->m_Player, msg->m_Data, static_cast<turn_id_t>(msg->m_Turn));
}
void CNetClientTurnManager::OnSyncError(u32 turn, const CStr& expectedHash, const std::vector<CSyncErrorMessage::S_m_PlayerNames>& playerNames)
void CNetClientTurnManager::OnSyncError(turn_id_t turn, const CStr& expectedHash, const std::vector<CSyncErrorMessage::S_m_PlayerNames>& playerNames)
{
CStr expectedHashHex(Hexify(expectedHash));
NETCLIENTTURN_LOG("OnSyncError(%d, %hs)\n", turn, expectedHashHex.c_str());

View file

@ -49,12 +49,12 @@ public:
*/
void OnDestroyConnection();
void OnSyncError(u32 turn, const CStr& expectedHash, const std::vector<CSyncErrorMessage::S_m_PlayerNames>& playerNames);
void OnSyncError(turn_id_t turn, const CStr& expectedHash, const std::vector<CSyncErrorMessage::S_m_PlayerNames>& playerNames);
private:
void NotifyFinishedOwnCommands(u32 turn) override;
void NotifyFinishedOwnCommands(turn_id_t turn) override;
void NotifyFinishedUpdate(u32 turn, const UpdateCallback& sendEventToAll) override;
void NotifyFinishedUpdate(turn_id_t turn, const UpdateCallback& sendEventToAll) override;
CNetClient& m_NetClient;
};

View file

@ -82,7 +82,7 @@ CStr CNetMessage::ToString() const
if (GetType() == NMT_INVALID)
return "MESSAGE_TYPE_NONE { Undefined Message }";
else
return "Unknown Message " + CStr::FromInt(GetType());
return fmt::format("Unknown Message {}", static_cast<int>(GetType()));
}
CNetMessage* CNetMessageFactory::CreateMessage(const std::span<const std::uint8_t> data,

View file

@ -140,7 +140,7 @@ public:
u32 m_Client;
i32 m_Player;
u32 m_Turn;
i32 m_Turn;
JS::PersistentRooted<JS::Value> m_Data;
private:
const Script::Interface& m_ScriptInterface;

View file

@ -151,7 +151,7 @@ u8* CSimulationMessage::Serialize(u8* pBuffer) const
CBufferBinarySerializer serializer(m_ScriptInterface, pos);
serializer.NumberU32_Unbounded("client", m_Client);
serializer.NumberI32_Unbounded("player", m_Player);
serializer.NumberU32_Unbounded("turn", m_Turn);
serializer.NumberI32_Unbounded("turn", m_Turn);
serializer.ScriptVal("command", const_cast<JS::PersistentRootedValue*>(&m_Data));
return serializer.GetBuffer();
@ -166,7 +166,7 @@ const u8* CSimulationMessage::Deserialize(const u8* pStart, const u8* pEnd)
CStdDeserializer deserializer(m_ScriptInterface, stream);
deserializer.NumberU32_Unbounded("client", m_Client);
deserializer.NumberI32_Unbounded("player", m_Player);
deserializer.NumberU32_Unbounded("turn", m_Turn);
deserializer.NumberI32_Unbounded("turn", m_Turn);
deserializer.ScriptVal("command", &m_Data);
return pEnd;
}
@ -178,7 +178,7 @@ size_t CSimulationMessage::GetSerializedLength() const
CLengthBinarySerializer serializer(m_ScriptInterface);
serializer.NumberU32_Unbounded("client", m_Client);
serializer.NumberI32_Unbounded("player", m_Player);
serializer.NumberU32_Unbounded("turn", m_Turn);
serializer.NumberI32_Unbounded("turn", m_Turn);
// TODO: The cast can probably be removed if and when ScriptVal can take a JS::HandleValue instead of
// a JS::MutableHandleValue (relies on JSAPI change). Also search for other casts like this one in that case.

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games.
/* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -27,7 +27,7 @@
#define PS_PROTOCOL_MAGIC 0x5073013f // 'P', 's', 0x01, '?'
#define PS_PROTOCOL_MAGIC_RESPONSE 0x50630121 // 'P', 'c', 0x01, '!'
#define PS_PROTOCOL_VERSION 0x01010019 // Arbitrary protocol
#define PS_PROTOCOL_VERSION 0x0101001A // Arbitrary protocol
#define PS_DEFAULT_PORT 0x5073 // 'P', 's'
// Set when lobby authentication is required. Used in the SrvHandshakeResponseMessage.
@ -231,7 +231,7 @@ START_NMT_CLASS_(ClientPaused, NMT_CLIENT_PAUSED)
END_NMT_CLASS()
START_NMT_CLASS_(LoadedGame, NMT_LOADED_GAME)
NMT_FIELD_INT(m_CurrentTurn, u32, 4)
NMT_FIELD_INT(m_CurrentTurn, i32, 4)
END_NMT_CLASS()
START_NMT_CLASS_(GameStart, NMT_GAME_START)
@ -243,17 +243,17 @@ START_NMT_CLASS_(GameSavedStart, NMT_SAVED_GAME_START)
END_NMT_CLASS()
START_NMT_CLASS_(EndCommandBatch, NMT_END_COMMAND_BATCH)
NMT_FIELD_INT(m_Turn, u32, 4)
NMT_FIELD_INT(m_Turn, i32, 4)
NMT_FIELD_INT(m_TurnLength, u32, 2)
END_NMT_CLASS()
START_NMT_CLASS_(SyncCheck, NMT_SYNC_CHECK)
NMT_FIELD_INT(m_Turn, u32, 4)
NMT_FIELD_INT(m_Turn, i32, 4)
NMT_FIELD(CStr, m_Hash)
END_NMT_CLASS()
START_NMT_CLASS_(SyncError, NMT_SYNC_ERROR)
NMT_FIELD_INT(m_Turn, u32, 4)
NMT_FIELD_INT(m_Turn, i32, 4)
NMT_FIELD(CStr, m_HashExpected)
NMT_START_ARRAY(m_PlayerNames)
NMT_FIELD(CStrW, m_Name)

View file

@ -40,6 +40,8 @@
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/GUID.h"
#include "ps/GameSetup/CmdLineArgs.h"
#include "ps/GameSetup/Paths.h"
#include "ps/Hashing.h"
#include "ps/ProfileViewer.h"
#include "ps/Profiler2.h"
@ -50,13 +52,16 @@
#include "scriptinterface/Context.h"
#include "scriptinterface/Interface.h"
#include "scriptinterface/Request.h"
#include "simulation2/helpers/SimulationCommand.h"
#include "simulation2/system/TurnManager.h"
#include <algorithm>
#include <cstring>
#include <fmt/format.h>
#include <functional>
#include <gnutls/crypto.h>
#include <gnutls/gnutls.h>
#include <gnutls/x509.h>
#include <iterator>
#include <memory>
#include <netdb.h>
@ -65,6 +70,7 @@
#include <ngtcp2/ngtcp2_crypto_gnutls.h>
#include <numeric>
#include <poll.h>
#include <random>
#include <ranges>
#include <set>
#include <sstream>
@ -79,6 +85,10 @@
#include <miniupnpc/upnperrors.h>
#endif
#if FMT_VERSION >= 80000
#include <fmt/xchar.h>
#endif
/**
* Number of peers to allocate for the enet host.
* Limited by ENET_PROTOCOL_MAXIMUM_PEER_ID (4096).
@ -214,6 +224,99 @@ int ResolveAndBind(const char *port, AddressStorage& localAddress)
return fd;
}
void GenerateKeyfiles(const std::filesystem::path& privatekey, const std::filesystem::path& certificate)
{
constexpr auto binaryOverrideMode = std::ios::binary | std::ios::trunc;
gnutls_x509_privkey_t newKey;
if (const int ret{gnutls_x509_privkey_init(&newKey)})
{
throw std::runtime_error{fmt::format("Error initializing privatkey: {}",
gnutls_strerror(ret))};
}
std::unique_ptr<gnutls_x509_privkey_int, decltype(&gnutls_x509_privkey_deinit)> keyDeleter(
newKey, gnutls_x509_privkey_deinit);
if (const int ret{gnutls_x509_privkey_generate(newKey, GNUTLS_PK_RSA, 3072, 0)})
{
throw std::runtime_error{fmt::format("Error generating privatkey: {}",
gnutls_strerror(ret))};
}
gnutls_datum_t exportedKey;
if (const int ret{gnutls_x509_privkey_export2_pkcs8(newKey, GNUTLS_X509_FMT_DER, nullptr, 0,
&exportedKey)})
{
throw std::runtime_error{fmt::format("Error exporting privatkey: {}",
gnutls_strerror(ret))};
}
const std::unique_ptr<unsigned char, decltype(gnutls_free)> exportedKeyDeleter{exportedKey.data,
gnutls_free};
std::ofstream{privatekey, binaryOverrideMode}.write(
reinterpret_cast<const char*>(exportedKey.data), exportedKey.size);
gnutls_x509_crt_t newCertificate;
if (const int ret{gnutls_x509_crt_init(&newCertificate)})
{
throw std::runtime_error{fmt::format("Error initializing certificate: {}",
gnutls_strerror(ret))};
}
std::unique_ptr<gnutls_x509_crt_int, decltype(&gnutls_x509_crt_deinit)> certificateDeleter(
newCertificate, gnutls_x509_crt_deinit);
std::array<unsigned char, 20> serialNumber;
auto generator = [&, randomDevice = std::random_device{},
distribution = std::uniform_int_distribution<unsigned char>{}]() mutable
{
return distribution(randomDevice);
};
std::ranges::generate(serialNumber, std::ref(generator));
std::get<0>(serialNumber) &= ~(1 << 8);
if (const int ret{gnutls_x509_crt_set_serial(newCertificate, serialNumber.data(),
serialNumber.size())})
{
throw std::runtime_error{fmt::format("Error setting serial number: {}",
gnutls_strerror(ret))};
}
if (const int ret{gnutls_x509_crt_set_activation_time(newCertificate, 0)})
{
throw std::runtime_error{fmt::format("Error setting activation time: {}",
gnutls_strerror(ret))};
}
if (const int ret{gnutls_x509_crt_set_expiration_time(newCertificate, -1)})
{
throw std::runtime_error{fmt::format("Error setting expiration time: {}",
gnutls_strerror(ret))};
}
if (const int ret{gnutls_x509_crt_set_key(newCertificate, newKey)})
{
throw std::runtime_error{fmt::format("Error setting certificate key: {}",
gnutls_strerror(ret))};
}
if (const int ret{gnutls_x509_crt_sign(newCertificate, newCertificate, newKey)})
{
throw std::runtime_error{fmt::format("Error signing certificate: {}",
gnutls_strerror(ret))};
}
gnutls_datum_t exportedCertificate;
if (const int ret{gnutls_x509_crt_export2(newCertificate, GNUTLS_X509_FMT_DER,
&exportedCertificate)})
{
throw std::runtime_error{fmt::format("Error exporting certificate: {}",
gnutls_strerror(ret))};
}
const std::unique_ptr<unsigned char, decltype(gnutls_free)> exportedCertificateDeleter{
exportedCertificate.data, gnutls_free};
std::ofstream{certificate, binaryOverrideMode}.write(
reinterpret_cast<const char*>(exportedCertificate.data), exportedCertificate.size);
}
std::unique_ptr<gnutls_certificate_credentials_st, CredentialsDeleter> CreateTlsServerCredentials()
{
gnutls_certificate_credentials_t temp;
@ -224,8 +327,20 @@ std::unique_ptr<gnutls_certificate_credentials_st, CredentialsDeleter> CreateTls
}
std::unique_ptr<gnutls_certificate_credentials_st, CredentialsDeleter> cred{temp};
if (const int ret{gnutls_certificate_set_x509_key_file(cred.get(), "certificate.pem",
"privatekey.pem", GNUTLS_X509_FMT_PEM)})
const auto folder = (Paths(g_CmdLineArgs).UserData() / "encryption").fileSystemPath();
std::filesystem::create_directory(folder);
const auto privatekeyPath{folder / "privatekey.der"};
const auto certificatePath{folder / "certificate.der"};
if (!std::filesystem::is_regular_file(privatekeyPath) ||
!std::filesystem::is_regular_file(certificatePath))
{
GenerateKeyfiles(privatekeyPath, certificatePath);
}
if (const int ret{gnutls_certificate_set_x509_key_file(cred.get(), certificatePath.c_str(),
privatekeyPath.c_str(), GNUTLS_X509_FMT_DER)})
{
throw std::runtime_error{fmt::format("gnutls_certificate_set_x509_key_file: {}",
gnutls_strerror(ret))};
@ -1362,9 +1477,9 @@ bool CNetServerWorker::OnSimulationCommand(CNetServerSession* session, CFsmEvent
server.Multicast(message, { NSS_INGAME });
// Save all the received commands
if (server.m_SavedCommands.size() < message->m_Turn + 1)
server.m_SavedCommands.resize(message->m_Turn + 1);
server.m_SavedCommands[message->m_Turn].push_back(*message);
if (server.m_SavedCommands.size() < static_cast<size_t>(message->m_Turn) + 1)
server.m_SavedCommands.resize(static_cast<size_t>(message->m_Turn) + 1);
server.m_SavedCommands[static_cast<size_t>(message->m_Turn)].push_back(*message);
// TODO: we shouldn't send the message back to the client that first sent it
return true;
@ -1586,14 +1701,14 @@ bool CNetServerWorker::OnJoinSyncingLoadedGame(CNetServerSession* session, CFsmE
CLoadedGameMessage* message = (CLoadedGameMessage*)event->GetParamRef();
u32 turn = message->m_CurrentTurn;
u32 readyTurn = server.m_ServerTurnManager->GetReadyTurn();
turn_id_t turn = message->m_CurrentTurn;
turn_id_t readyTurn = server.m_ServerTurnManager->GetReadyTurn();
// Send them all commands received since their saved state,
// and turn-ended messages for any turns that have already been processed
for (size_t i = turn + 1; i < std::max(readyTurn+1, (u32)server.m_SavedCommands.size()); ++i)
for (turn_id_t i = turn + 1; i < std::max(readyTurn + 1, static_cast<turn_id_t>(server.m_SavedCommands.size())); ++i)
{
if (i < server.m_SavedCommands.size())
if (static_cast<size_t>(i) < server.m_SavedCommands.size())
for (size_t j = 0; j < server.m_SavedCommands[i].size(); ++j)
session->SendMessage(&server.m_SavedCommands[i][j]);
@ -1830,7 +1945,7 @@ CStrW CNetServerWorker::DeduplicatePlayerName(const CStrW& original)
if (unique)
return name;
name = original + L" (" + CStrW::FromUInt(id++) + L")";
name = fmt::format(L"{}({})", original, id++);
}
}

View file

@ -27,6 +27,7 @@
#include "network/NetServerSession.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "simulation2/helpers/SimulationCommand.h"
#include "simulation2/system/TurnManager.h"
#include <limits>
@ -50,7 +51,7 @@ CNetServerTurnManager::CNetServerTurnManager(CNetServerWorker& server)
m_SavedTurnLengths.push_back(m_TurnLength);
}
void CNetServerTurnManager::NotifyFinishedClientCommands(CNetServerSession& session, u32 turn)
void CNetServerTurnManager::NotifyFinishedClientCommands(CNetServerSession& session, turn_id_t turn)
{
int client = session.GetHostID();
@ -105,11 +106,11 @@ void CNetServerTurnManager::CheckClientsReady()
msg.m_Turn = m_ReadyTurn;
m_NetServer.Multicast(&msg, { NSS_INGAME });
ENSURE(m_SavedTurnLengths.size() == m_ReadyTurn);
ENSURE(std::cmp_equal(m_SavedTurnLengths.size(), m_ReadyTurn));
m_SavedTurnLengths.push_back(m_TurnLength);
}
void CNetServerTurnManager::NotifyFinishedClientUpdate(CNetServerSession& session, u32 turn, const CStr& hash)
void CNetServerTurnManager::NotifyFinishedClientUpdate(CNetServerSession& session, turn_id_t turn, const CStr& hash)
{
int client = session.GetHostID();
@ -138,13 +139,13 @@ void CNetServerTurnManager::NotifyFinishedClientUpdate(CNetServerSession& sessio
m_ClientStateHashes[turn][client] = hash;
// Find the newest turn which we know all clients have simulated
u32 newest = std::numeric_limits<u32>::max();
turn_id_t newest = std::numeric_limits<turn_id_t>::max();
for (const std::pair<const int, Client>& clientData : m_ClientsData)
if (clientData.second.simulatedTurn < newest)
newest = clientData.second.simulatedTurn;
// For every set of state hashes that all clients have simulated, check for OOS
for (const std::pair<const u32, std::map<int, std::string>>& clientStateHash : m_ClientStateHashes)
for (const std::pair<const turn_id_t, std::map<int, std::string>>& clientStateHash : m_ClientStateHashes)
{
if (clientStateHash.first > newest)
break;
@ -187,7 +188,7 @@ void CNetServerTurnManager::NotifyFinishedClientUpdate(CNetServerSession& sessio
m_ClientStateHashes.erase(m_ClientStateHashes.begin(), m_ClientStateHashes.lower_bound(newest+1));
}
void CNetServerTurnManager::InitialiseClient(int client, u32 turn, bool observer)
void CNetServerTurnManager::InitialiseClient(int client, turn_id_t turn, bool observer)
{
NETSERVERTURN_LOG("InitialiseClient(client=%d, turn=%d)\n", client, turn);
@ -206,7 +207,7 @@ void CNetServerTurnManager::UninitialiseClient(int client)
bool checkOOS = m_ClientsData[client].isOOS;
m_ClientsData.erase(client);
for (std::pair<const u32, std::map<int, std::string>>& clientStateHash : m_ClientStateHashes)
for (std::pair<const turn_id_t, std::map<int, std::string>>& clientStateHash : m_ClientStateHashes)
clientStateHash.second.erase(client);
// Check whether we're ready for the next turn now that we're not
@ -228,8 +229,8 @@ void CNetServerTurnManager::SetTurnLength(u32 msecs)
m_TurnLength = msecs;
}
u32 CNetServerTurnManager::GetSavedTurnLength(u32 turn)
u32 CNetServerTurnManager::GetSavedTurnLength(turn_id_t turn)
{
ENSURE(turn <= m_ReadyTurn);
return m_SavedTurnLengths.at(turn);
return m_SavedTurnLengths.at(static_cast<size_t>(turn));
}

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games.
/* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -21,6 +21,7 @@
#include "lib/code_annotation.h"
#include "lib/types.h"
#include "ps/CStr.h"
#include "simulation2/helpers/SimulationCommand.h"
#include <map>
#include <string>
@ -44,15 +45,15 @@ class CNetServerTurnManager
public:
CNetServerTurnManager(CNetServerWorker& server);
void NotifyFinishedClientCommands(CNetServerSession& session, u32 turn);
void NotifyFinishedClientCommands(CNetServerSession& session, turn_id_t turn);
void NotifyFinishedClientUpdate(CNetServerSession& session, u32 turn, const CStr& hash);
void NotifyFinishedClientUpdate(CNetServerSession& session, turn_id_t turn, const CStr& hash);
/**
* Inform the turn manager of a new client
* @param observer - whether this client is an observer.
*/
void InitialiseClient(int client, u32 turn, bool observer);
void InitialiseClient(int client, turn_id_t turn, bool observer);
/**
* Inform the turn manager that a previously-initialised client has left the game.
@ -65,13 +66,13 @@ public:
* Returns the latest turn for which all clients are ready;
* they will have already been told to execute this turn.
*/
u32 GetReadyTurn() { return m_ReadyTurn; }
turn_id_t GetReadyTurn() { return m_ReadyTurn; }
/**
* Returns the turn length that was used for the given turn.
* Requires turn <= GetReadyTurn().
*/
u32 GetSavedTurnLength(u32 turn);
u32 GetSavedTurnLength(turn_id_t turn);
private:
void CheckClientsReady();
@ -80,9 +81,9 @@ private:
{
CStrW playerName;
// Latest turn for which all commands have been received.
u32 readyTurn;
turn_id_t readyTurn;
// Last known simulated turn.
u32 simulatedTurn;
turn_id_t simulatedTurn;
bool isObserver;
bool isOOS = false;
};
@ -93,10 +94,10 @@ private:
bool m_HasSyncError = false;
// Map of turn -> {Client ID -> state hash}; old indexes <= min(m_ClientsSimulated) are deleted
std::map<u32, std::map<int, std::string>> m_ClientStateHashes;
std::map<turn_id_t, std::map<int, std::string>> m_ClientStateHashes;
/// The latest turn for which we have received all commands from all clients
u32 m_ReadyTurn;
turn_id_t m_ReadyTurn;
// Current turn length
u32 m_TurnLength;

View file

@ -21,6 +21,7 @@
#include "network/NetServerSession.h"
#include <fmt/format.h>
#include <ngtcp2/ngtcp2.h>
#include <string>
@ -75,7 +76,7 @@ const std::vector<ProfileColumn>& CNetStatsTable::GetColumns()
std::lock_guard<std::mutex> lock(m_Mutex);
for (size_t i = 0; i < m_LatchedData.size(); ++i)
m_ColumnDescriptions.push_back(ProfileColumn("Peer "+CStr::FromUInt(i), 80));
m_ColumnDescriptions.push_back(ProfileColumn(fmt::format("Peer {}", i), 80));
}
return m_ColumnDescriptions;
@ -106,13 +107,13 @@ CStr CNetStatsTable::GetCellText(size_t row, size_t col)
ROW(Row_OutData, "outgoing bytes", {});
ROW(Row_LastSendTime, "last send time", {});
ROW(Row_LastRecvTime, "last receive time", {});
ROW(Row_NextTimeout, "next timeout", CStr::FromUInt(ngtcp2_conn_get_expiry(m_Connection)));
ROW(Row_NextTimeout, "next timeout", std::to_string(ngtcp2_conn_get_expiry(m_Connection)));
ROW(Row_PacketsSent, "packets sent", {});
ROW(Row_PacketsLost, "packets lost", {});
ROW(Row_LastRTT, "last RTT", CStr::FromUInt(info.latest_rtt));
ROW(Row_RTT, "mean RTT", CStr::FromUInt(info.smoothed_rtt));
ROW(Row_MTU, "MTU", CStr::FromUInt(ngtcp2_conn_get_path_max_tx_udp_payload_size(m_Connection)));
ROW(Row_ReliableInTransit, "reliable data in transit", CStr::FromUInt(info.bytes_in_flight));
ROW(Row_LastRTT, "last RTT", std::to_string(info.latest_rtt));
ROW(Row_RTT, "mean RTT", std::to_string(info.smoothed_rtt));
ROW(Row_MTU, "MTU", std::to_string(ngtcp2_conn_get_path_max_tx_udp_payload_size(m_Connection)));
ROW(Row_ReliableInTransit, "reliable data in transit", std::to_string(info.bytes_in_flight));
default:
return "???";
@ -131,7 +132,7 @@ void CNetStatsTable::LatchHostState(const std::span<std::unique_ptr<CNetServerSe
std::lock_guard<std::mutex> lock(m_Mutex);
#define ROW(id, title, member) \
m_LatchedData[i].push_back(CStr::FromUInt(info.member));
m_LatchedData[i].push_back(std::to_string(info.member));
m_LatchedData.clear();
m_LatchedData.resize(sessions.size());
@ -148,7 +149,7 @@ void CNetStatsTable::LatchHostState(const std::span<std::unique_ptr<CNetServerSe
m_LatchedData[i].push_back({});
// ROW(Row_LastRecvTime, "last receive time", lastReceiveTime);
m_LatchedData[i].push_back({});
m_LatchedData[i].push_back(CStr::FromUInt(ngtcp2_conn_get_expiry(
m_LatchedData[i].push_back(std::to_string(ngtcp2_conn_get_expiry(
sessions[i]->m_Connection.m_QuicConnection.get())));
// ROW(Row_PacketsSent, "packets sent", pkt_sent);
m_LatchedData[i].push_back({});
@ -156,7 +157,7 @@ void CNetStatsTable::LatchHostState(const std::span<std::unique_ptr<CNetServerSe
m_LatchedData[i].push_back({});
ROW(Row_LastRTT, "last RTT", latest_rtt);
ROW(Row_RTT, "mean RTT", smoothed_rtt);
m_LatchedData[i].push_back(CStr::FromUInt(ngtcp2_conn_get_path_max_tx_udp_payload_size(
m_LatchedData[i].push_back(std::to_string(ngtcp2_conn_get_path_max_tx_udp_payload_size(
sessions[i]->m_Connection.m_QuicConnection.get())));
ROW(Row_ReliableInTransit, "reliable data in transit", bytes_in_flight);
}

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games.
/* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -25,7 +25,7 @@
static inline CStr NetMessageStringConvert(u32 arg)
{
return CStr::FromUInt(arg);
return std::to_string(arg);
}
static inline CStr NetMessageStringConvert(const CStr8& arg)

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2021 Wildfire Games.
/* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -202,27 +202,6 @@ CStr CStr::Repeat(const CStr& str, size_t reps)
// Construction from numbers:
CStr CStr::FromInt(int n)
{
tstringstream<StrBase> ss;
ss << n;
return ss.str();
}
CStr CStr::FromUInt(unsigned int n)
{
tstringstream<StrBase> ss;
ss << n;
return ss.str();
}
CStr CStr::FromInt64(i64 n)
{
tstringstream<StrBase> ss;
ss << n;
return ss.str();
}
CStr CStr::FromDouble(double n)
{
tstringstream<StrBase> ss;

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games.
/* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -95,9 +95,6 @@ public:
// Conversions:
static CStr FromInt(int n);
static CStr FromUInt(unsigned int n);
static CStr FromInt64(i64 n);
static CStr FromDouble(double n);
/**

View file

@ -90,7 +90,6 @@ CGame::CGame(bool replayLog, const SimulationDebugOptions debugOptions):
m_SimRate(1.0f),
m_PlayerID(-1),
m_ViewedPlayerID(-1),
m_IsSavedGame(false),
m_IsVisualReplay(false),
m_ReplayStream(NULL)
{
@ -224,7 +223,7 @@ void CGame::RegisterInit(const JS::HandleValue attribs, const std::string& saved
const Script::Interface& scriptInterface = m_Simulation2->GetScriptInterface();
Script::Request rq(scriptInterface);
m_IsSavedGame = !savedState.empty();
const bool isSavedGame{!savedState.empty()};
m_Simulation2->SetInitAttributes(attribs);
@ -285,7 +284,7 @@ void CGame::RegisterInit(const JS::HandleValue attribs, const std::string& saved
co_return g_Renderer.GetSceneRenderer().GetWaterManager().LoadWaterTextures();
}, L"LoadWaterTextures", 80);
if (m_IsSavedGame)
if (isSavedGame)
PS::Loader::Register(std::bind_front(
[](CGame* game, const std::string& state) -> PS::Loader::Task
{
@ -298,13 +297,32 @@ void CGame::RegisterInit(const JS::HandleValue attribs, const std::string& saved
co_return game->LoadVisualReplayData();
}, this), L"Loading visual replay data", 1000);
// Call the script function InitGame only for new games, not saved games
if (!isSavedGame)
{
// Perform some simulation initializations (replace skirmish entities, explore territories, etc.)
// that needs to be done before setting up the AI and shouldn't be done in Atlas
if (!g_AtlasGameLoop->running)
{
PS::Loader::Register(std::bind_front([](CGame* game) -> PS::Loader::Task
{
game->m_Simulation2->PreInitGame();
co_return 0;
}, this), L"PreInitGame", 5000);
}
PS::Loader::Register(std::bind_front([](CGame* game) -> PS::Loader::Task
{
game->m_Simulation2->InitGame();
co_return 0;
}, this), L"InitGame", 4000);
}
PS::Loader::EndRegistering();
}
int CGame::LoadInitialState(const std::string& savedState)
{
ENSURE(m_IsSavedGame);
std::stringstream stream(savedState);
bool ok = m_Simulation2->DeserializeState(stream);
@ -324,17 +342,6 @@ int CGame::LoadInitialState(const std::string& savedState)
**/
PSRETURN CGame::ReallyStartGame()
{
// Call the script function InitGame only for new games, not saved games
if (!m_IsSavedGame)
{
// Perform some simulation initializations (replace skirmish entities, explore territories, etc.)
// that needs to be done before setting up the AI and shouldn't be done in Atlas
if (!g_AtlasGameLoop->running)
m_Simulation2->PreInitGame();
m_Simulation2->InitGame();
}
// We need to do an initial Interpolate call to set up all the models etc,
// because Update might never interpolate (e.g. if the game starts paused)
// and we could end up rendering before having set up any models (so they'd

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games.
/* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -226,7 +226,6 @@ private:
std::vector<CColor> m_PlayerColors;
int LoadInitialState(const std::string& savedState);
bool m_IsSavedGame; // true if loading a saved game; false for a new game
bool m_CheatsEnabled;

View file

@ -826,7 +826,7 @@ bool Autostart(const CmdLineArgs& args)
Script::GetPropertyInt(rq, pageData, 1, &pageArgs);
Script::StructuredClone clonedpageArgs{Script::WriteStructuredClone(rq, pageArgs)};
g_GUI->OpenChildPage(pageName, std::move(clonedpageArgs));
g_GUI->SwitchPage(pageName, &scriptInterface, pageArgs);
return true;
}

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games.
/* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -27,6 +27,7 @@
#include <SDL_keycode.h>
#include <algorithm>
#include <cstring>
#include <fmt/format.h>
#include <string>
#include <unordered_map>
#include <utility>
@ -122,7 +123,7 @@ CStr FindScancodeName(SDL_Scancode scancode)
const char* name = SDL_GetScancodeName(scancode);
// Some scancodes have no name, but we must have something to save/load/recognize it, so parse it as SYM_XX
if (strlen(name) == 0)
return CStr("SYM_") + CStr::FromInt(scancode);
return fmt::format("SYM_{}", static_cast<int>(scancode));
return name;
}
@ -221,7 +222,7 @@ CStr FindKeyName(SDL_Scancode scancode)
return name;
// Else, show something regardless, so the player knows it's at least recognized.
return CStr("SYM_") + CStr::FromInt(scancode);
return fmt::format("SYM_{}", static_cast<int>(scancode));
}

View file

@ -255,7 +255,7 @@ void CProfiler2::RemoveThreadStorage(ThreadStorage* storage)
}
CProfiler2::ThreadStorage::ThreadStorage(CProfiler2& profiler, const std::string& name) :
m_Profiler(profiler), m_Name(name), m_BufferPos0(0), m_BufferPos1(0), m_LastTime(timer_Time())
m_Profiler(profiler), m_Name(name), m_LastTime(timer_Time())
{
m_Buffer = new u8[BUFFER_SIZE];
memset(m_Buffer, ITEM_NOP, BUFFER_SIZE);
@ -268,50 +268,45 @@ CProfiler2::ThreadStorage::~ThreadStorage()
void CProfiler2::ThreadStorage::Write(EItem type, const void* item, u32 itemSize)
{
// See m_BufferPos0 etc for comments on synchronisation
// See RingBufferSpan for comments on synchronisation
u32 size = 1 + itemSize;
u32 start = m_BufferPos0;
std::uint32_t start{m_ValidRange.begin.load()};
if (start + size > BUFFER_SIZE)
{
// The remainder of the buffer is too small - fill the rest
// with NOPs then start from offset 0, so we don't have to
// bother splitting the real item across the end of the buffer
m_BufferPos0 = size;
COMPILER_FENCE; // must write m_BufferPos0 before m_Buffer
m_ValidRange.begin.store(size);
memset(m_Buffer + start, 0, BUFFER_SIZE - start);
start = 0;
}
else
{
m_BufferPos0 = start + size;
COMPILER_FENCE; // must write m_BufferPos0 before m_Buffer
m_ValidRange.begin.store(start + size);
}
m_Buffer[start] = (u8)type;
memcpy(&m_Buffer[start + 1], item, itemSize);
COMPILER_FENCE; // must write m_BufferPos1 after m_Buffer
m_BufferPos1 = start + size;
m_ValidRange.end.store(start + size);
}
std::string CProfiler2::ThreadStorage::GetBuffer()
{
// Called from an arbitrary thread (not the one writing to the buffer).
//
// See comments on m_BufferPos0 etc.
// See comments on RingBufferSpan.
std::unique_ptr<u8[]> buffer{std::make_unique<u8[]>(BUFFER_SIZE)};
u32 pos1 = m_BufferPos1;
COMPILER_FENCE; // must read m_BufferPos1 before m_Buffer
const std::uint32_t pos1{m_ValidRange.end.load()};
memcpy(buffer.get(), m_Buffer, BUFFER_SIZE);
COMPILER_FENCE; // must read m_BufferPos0 after m_Buffer
u32 pos0 = m_BufferPos0;
const std::uint32_t pos0{m_ValidRange.begin.load()};
// The range [pos1, pos0) modulo BUFFER_SIZE is invalid, so concatenate the rest of the buffer
@ -522,7 +517,7 @@ void rewriteBuffer(u8* buffer, u32& bufferSize)
std::string basic = attrib;
std::map<std::string, double>::iterator time_attrib = time_per_attribute.find(attrib);
if (time_attrib != time_per_attribute.end())
basic += " " + CStr::FromInt(1000000*time_attrib->second) + "us";
basic = fmt::format("{} {}us", basic, 1000000 * time_attrib->second);
u32 length = static_cast<u32>(basic.size());
memcpy(buffer + writePos, &length, sizeof(length));

View file

@ -84,6 +84,7 @@
#include "lib/types.h"
#include "ps/ThreadUtil.h"
#include <atomic>
#include <cstdarg>
#include <cstring>
#include <iosfwd>
@ -223,16 +224,18 @@ private:
// To allow hopefully-safe reading of the buffer from a separate thread,
// without any expensive synchronisation in the recording thread,
// two copies of the current buffer write position are stored.
// BufferPos0 is updated before writing; BufferPos1 is updated after writing.
// GetBuffer can read Pos1, copy the buffer, read Pos0, then assume any bytes
// outside the range Pos1 <= x < Pos0 are safe to use. (Any in that range might
// begin is updated before writing; end is updated after writing.
// GetBuffer can load end, copy the buffer, load begin, then assume any bytes
// outside the range end <= x < begin are safe to use. (Any in that range might
// be half-written and corrupted.) (All ranges are modulo BUFFER_SIZE.)
// Outside of Write(), these will always be equal.
//
// TODO: does this attempt at synchronisation (plus use of COMPILER_FENCE etc)
// actually work in practice?
u32 m_BufferPos0;
u32 m_BufferPos1;
struct RingBufferSpan
{
std::atomic<std::uint32_t> begin{0};
std::atomic<std::uint32_t> end{0};
};
RingBufferSpan m_ValidRange;
};
public:

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