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24 commits

Author SHA1 Message Date
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
99 changed files with 1993 additions and 392 deletions

View file

@ -7,17 +7,17 @@ jobs:
build:
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/restore@v6
with:
key: pip-cache-v1-${{ github.workflow }}
path: ~/.cache/pip
- uses: pre-commit/action@v3.0.1
- uses: actions/cache/save@v4
- uses: actions/cache/save@v6
if: steps.restore-pip-cache.outcome == 'success'
with:
key: pip-cache-v1-${{ github.workflow }}

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

@ -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

@ -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

@ -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

@ -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

@ -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
@ -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

@ -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

@ -139,7 +139,7 @@ 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

@ -150,7 +150,7 @@ 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();
@ -165,7 +165,7 @@ 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;
}
@ -177,7 +177,7 @@ 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

@ -49,6 +49,7 @@
#include "scriptinterface/Context.h"
#include "scriptinterface/Interface.h"
#include "scriptinterface/Request.h"
#include "simulation2/helpers/SimulationCommand.h"
#include "simulation2/system/TurnManager.h"
#include <algorithm>
@ -1172,9 +1173,9 @@ 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;
@ -1396,14 +1397,14 @@ 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]);

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

@ -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

@ -215,7 +215,7 @@ void CPostprocManager::InitializePBR()
LOGWARNING("%s is unsupported", framebufferFormatName);
}
if (m_Device->GetCapabilities().computeShaders && m_Device->GetCapabilities().storage)
if (m_Device->GetCapabilities().computeShaders)
{
m_ResolvePBRComputeTech = g_Renderer.GetShaderManager().LoadEffect(str_compute_resolve_pbr);
if (m_ResolvePBRComputeTech)

View file

@ -32,8 +32,10 @@ enum class Format
R8G8_UINT,
R8G8B8_UNORM,
R8G8B8A8_UNORM,
R8G8B8A8_SRGB,
R8G8B8A8_UINT,
B8G8R8A8_UNORM,
B8G8R8A8_SRGB,
// TODO: we need to drop legacy A8 and L8 formats as soon as we have proper
// channel swizzling.
@ -65,9 +67,13 @@ enum class Format
D32_SFLOAT_S8_UINT,
BC1_RGB_UNORM,
BC1_RGB_SRGB,
BC1_RGBA_UNORM,
BC1_RGBA_SRGB,
BC2_UNORM,
BC3_UNORM
BC2_SRGB,
BC3_UNORM,
BC3_SRGB,
};
inline bool IsDepthFormat(const Format format)

View file

@ -352,11 +352,11 @@ std::unique_ptr<IDevice> CDevice::Create(SDL_Window* window)
#if CONFIG2_GLES
// Some GLES implementations have GL_EXT_texture_compression_dxt1
// but that only supports DXT1 so we can't use it.
capabilities.S3TC = GLAD_GL_EXT_texture_compression_s3tc;
capabilities.S3TC = GLAD_GL_EXT_texture_compression_s3tc && GLAD_GL_EXT_texture_compression_s3tc_srgb;
#else
// Note: we don't bother checking for GL_S3_s3tc - it is incompatible
// and irrelevant (was never widespread).
capabilities.S3TC = GLAD_GL_EXT_texture_compression_s3tc;
capabilities.S3TC = GLAD_GL_EXT_texture_compression_s3tc && GLAD_GL_EXT_texture_sRGB;
#endif
#if CONFIG2_GLES
capabilities.multisampling = false;
@ -738,6 +738,7 @@ bool CDevice::IsTextureFormatSupported(const Format format) const
case Format::R8G8B8_UNORM:
case Format::R8G8B8A8_UNORM:
case Format::R8G8B8A8_SRGB:
case Format::A8_UNORM:
case Format::L8_UNORM:
supported = true;
@ -763,9 +764,13 @@ bool CDevice::IsTextureFormatSupported(const Format format) const
break;
case Format::BC1_RGB_UNORM:
case Format::BC1_RGB_SRGB:
case Format::BC1_RGBA_UNORM:
case Format::BC1_RGBA_SRGB:
case Format::BC2_UNORM:
case Format::BC2_SRGB:
case Format::BC3_UNORM:
case Format::BC3_SRGB:
supported = m_Capabilities.S3TC;
break;

View file

@ -348,7 +348,8 @@ void CDeviceCommandContext::UploadTextureRegion(
GLenum pixelFormat = GL_RGBA;
switch (dataFormat)
{
case Format::R8G8B8A8_UNORM:
case Format::R8G8B8A8_UNORM: [[fallthrough]];
case Format::R8G8B8A8_SRGB:
break;
case Format::R8G8B8_UNORM:
pixelFormat = GL_RGB;
@ -381,9 +382,13 @@ void CDeviceCommandContext::UploadTextureRegion(
}
else if (
texture->GetFormat() == Format::BC1_RGB_UNORM ||
texture->GetFormat() == Format::BC1_RGB_SRGB ||
texture->GetFormat() == Format::BC1_RGBA_UNORM ||
texture->GetFormat() == Format::BC1_RGBA_SRGB ||
texture->GetFormat() == Format::BC2_UNORM ||
texture->GetFormat() == Format::BC3_UNORM)
texture->GetFormat() == Format::BC2_SRGB ||
texture->GetFormat() == Format::BC3_UNORM ||
texture->GetFormat() == Format::BC3_SRGB)
{
ENSURE(xOffset == 0 && yOffset == 0);
ENSURE(texture->GetFormat() == dataFormat);
@ -392,15 +397,27 @@ void CDeviceCommandContext::UploadTextureRegion(
GLenum internalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
switch (texture->GetFormat())
{
case Format::BC1_RGB_SRGB:
internalFormat = GL_COMPRESSED_SRGB_S3TC_DXT1_EXT;
break;
case Format::BC1_RGBA_UNORM:
internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
break;
case Format::BC1_RGBA_SRGB:
internalFormat = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
break;
case Format::BC2_UNORM:
internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
break;
case Format::BC2_SRGB:
internalFormat = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
break;
case Format::BC3_UNORM:
internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
break;
case Format::BC3_SRGB:
internalFormat = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
break;
default:
break;
}

View file

@ -174,6 +174,12 @@ std::unique_ptr<CTexture> CTexture::Create(
// pixel format.
GLenum pixelFormat = GL_RGBA;
GLenum pixelType = GL_UNSIGNED_BYTE;
#if !CONFIG2_GLES
// load/store operation requires sized formats. See Table 8.25:
// https://registry.khronos.org/OpenGL/specs/gl/glspec43.core.pdf
if (usage & ITexture::Usage::STORAGE)
internalFormat = GL_RGBA8;
#endif
switch (format)
{
case Format::UNDEFINED:
@ -181,6 +187,9 @@ std::unique_ptr<CTexture> CTexture::Create(
break;
case Format::R8G8B8A8_UNORM:
break;
case Format::R8G8B8A8_SRGB:
internalFormat = GL_SRGB_ALPHA_EXT;
break;
case Format::R8G8B8_UNORM:
internalFormat = GL_RGB;
pixelFormat = GL_RGB;
@ -248,9 +257,13 @@ std::unique_ptr<CTexture> CTexture::Create(
break;
#endif
case Format::BC1_RGB_UNORM:
case Format::BC1_RGB_SRGB:
case Format::BC1_RGBA_UNORM:
case Format::BC1_RGBA_SRGB:
case Format::BC2_UNORM:
case Format::BC2_SRGB:
case Format::BC3_UNORM:
case Format::BC3_SRGB:
compressedFormat = true;
break;
default:

View file

@ -847,9 +847,13 @@ bool CDevice::IsTextureFormatSupported(const Format format) const
return false;
case Format::BC1_RGB_UNORM:
case Format::BC1_RGB_SRGB:
case Format::BC1_RGBA_UNORM:
case Format::BC1_RGBA_SRGB:
case Format::BC2_UNORM:
case Format::BC2_SRGB:
case Format::BC3_UNORM:
case Format::BC3_SRGB:
if (m_Capabilities.S3TC)
return true;
else

View file

@ -174,8 +174,10 @@ VkFormat FromFormat(const Format format)
CASE(R8G8_UNORM)
CASE(R8G8_UINT)
CASE(R8G8B8A8_UNORM)
CASE(R8G8B8A8_SRGB)
CASE(R8G8B8A8_UINT)
CASE(B8G8R8A8_UNORM)
CASE(B8G8R8A8_SRGB)
CASE(R16_UNORM)
CASE(R16_UINT)
@ -204,9 +206,13 @@ VkFormat FromFormat(const Format format)
CASE(D32_SFLOAT)
CASE2(BC1_RGB_UNORM, BC1_RGB_UNORM_BLOCK)
CASE2(BC1_RGB_SRGB, BC1_RGB_SRGB_BLOCK)
CASE2(BC1_RGBA_UNORM, BC1_RGBA_UNORM_BLOCK)
CASE2(BC1_RGBA_SRGB, BC1_RGBA_SRGB_BLOCK)
CASE2(BC2_UNORM, BC2_UNORM_BLOCK)
CASE2(BC2_SRGB, BC2_SRGB_BLOCK)
CASE2(BC3_UNORM, BC3_UNORM_BLOCK)
CASE2(BC3_SRGB, BC3_SRGB_BLOCK)
#undef CASE
#undef CASE2

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
@ -179,13 +179,18 @@ void CRingCommandContext::ScheduleUpload(
const bool isCompressedFormat =
format == Format::BC1_RGB_UNORM ||
format == Format::BC1_RGB_SRGB ||
format == Format::BC1_RGBA_UNORM ||
format == Format::BC1_RGBA_SRGB ||
format == Format::BC2_UNORM ||
format == Format::BC3_UNORM;
format == Format::BC2_SRGB ||
format == Format::BC3_UNORM ||
format == Format::BC3_SRGB;
ENSURE(
format == Format::R8_UNORM ||
format == Format::R8G8_UNORM ||
format == Format::R8G8B8A8_UNORM ||
format == Format::R8G8B8A8_SRGB ||
format == Format::A8_UNORM ||
format == Format::L8_UNORM ||
isCompressedFormat);

View file

@ -92,13 +92,13 @@ public:
return serializationTestOption ? serializationTestOption->turn :
std::max(CConfigDB::GetIfInitialised("serializationtest", -1), -1);
}()},
m_RejoinTestTurn{[&]() -> std::optional<int>
m_RejoinTestTurn{[&]() -> std::optional<turn_id_t>
{
const auto* rejoinTestOption{
std::get_if<SimulationDebugOptions::RejoinTest>(&debugOptions.test)};
if (rejoinTestOption)
return rejoinTestOption->turn;
const int configVal{CConfigDB::GetIfInitialised("rejointest", -1)};
const turn_id_t configVal{CConfigDB::GetIfInitialised("rejointest", -1)};
if (configVal >= 0)
return configVal;
return std::nullopt;
@ -163,17 +163,17 @@ public:
std::set<VfsPath> m_LoadedScripts;
uint32_t m_TurnNumber;
turn_id_t m_TurnNumber;
bool m_EnableOOSLog{false};
OsPath m_OOSLogPath;
// Functions and data for the serialization test mode: (see Update() for relevant comments)
std::optional<int> m_SerializationTestTurn;
std::optional<turn_id_t> m_SerializationTestTurn;
bool m_TestingSerialization{false};
bool m_EnableSerializationTest{false};
std::optional<int> m_RejoinTestTurn;
std::optional<turn_id_t> m_RejoinTestTurn;
bool m_TestingRejoin{false};
// Secondary simulation (NB: order matters for destruction).
@ -383,7 +383,7 @@ void CSimulation2Impl::InitRNGSeedAI()
void CSimulation2Impl::Update(int turnLength, const std::vector<SimulationCommand>& commands)
{
PROFILE3("sim update");
PROFILE2_ATTR("turn %d", (int)m_TurnNumber);
PROFILE2_ATTR("turn %d", m_TurnNumber);
fixed turnLengthFixed = fixed::FromInt(turnLength) / 1000;
@ -408,11 +408,11 @@ void CSimulation2Impl::Update(int turnLength, const std::vector<SimulationComman
const Script::Interface& scriptInterface = m_ComponentManager.GetScriptInterface();
const bool startSerializationTest = m_SerializationTestTurn.has_value() &&
std::cmp_equal(m_SerializationTestTurn.value(), m_TurnNumber);
m_SerializationTestTurn.value() == m_TurnNumber;
if (startSerializationTest)
m_TestingSerialization = true;
const bool startRejoinTest = m_RejoinTestTurn.has_value() &&
static_cast<int64_t>(m_RejoinTestTurn.value()) == m_TurnNumber;
m_RejoinTestTurn.value() == m_TurnNumber;
if (startRejoinTest)
m_TestingRejoin = true;
@ -891,11 +891,11 @@ bool CSimulation2::DeserializeState(std::istream& stream)
return m->m_ComponentManager.DeserializeState(stream);
}
void CSimulation2::ActivateRejoinTest(int turn)
void CSimulation2::ActivateRejoinTest(turn_id_t turn)
{
if (m->m_RejoinTestTurn.has_value())
return;
LOGMESSAGERENDER("Rejoin test will activate in %i turns", turn - m->m_TurnNumber);
LOGMESSAGERENDER("Rejoin test will activate in %d turns", turn - m->m_TurnNumber);
m->m_RejoinTestTurn = turn;
}

View file

@ -22,6 +22,7 @@
#include "lib/file/vfs/vfs_path.h"
#include "lib/status.h"
#include "ps/Loader.h"
#include "simulation2/helpers/SimulationCommand.h"
#include "simulation2/system/DebugOptions.h"
#include "simulation2/system/Entity.h"
@ -240,7 +241,7 @@ public:
/**
* Activate the rejoin-test feature for turn @param turn.
*/
void ActivateRejoinTest(int turn);
void ActivateRejoinTest(turn_id_t turn);
std::string GenerateSchema();

View file

@ -277,6 +277,35 @@ struct EntityData
static_assert(sizeof(EntityData) == 24);
// Convert world-space circle to tile-space bounds
struct TileCircle
{
std::int32_t centerX, centerZ;
std::int32_t radius;
std::int32_t squaredRadius;
std::int32_t minX, maxX, minZ, maxZ;
};
// Apply an action to every tile within the circle
template<typename Func>
void ForEachTileInCircle(const TileCircle& circle, Func&& func)
{
for (std::int32_t tileZ = circle.minZ; tileZ <= circle.maxZ; ++tileZ)
{
const std::int32_t deltaZ{tileZ - circle.centerZ};
const std::int32_t squaredDeltaZ{deltaZ * deltaZ};
for (std::int32_t tileX = circle.minX; tileX <= circle.maxX; ++tileX)
{
const std::int32_t deltaX{tileX - circle.centerX};
if (deltaX * deltaX + squaredDeltaZ > circle.squaredRadius)
continue;
func(tileX, tileZ);
}
}
}
/**
* Functor for sorting entities by distance from a source point.
* It must only be passed entities that are in 'entities'
@ -2130,6 +2159,50 @@ public:
SeeExploredEntities(p);
}
TileCircle WorldToTileCircle(entity_pos_t worldX, entity_pos_t worldZ, fixed radius)
{
const std::int32_t centerTileX{(worldX / LOS_TILE_SIZE).ToInt_RoundToNearest()};
const std::int32_t centerTileZ{(worldZ / LOS_TILE_SIZE).ToInt_RoundToNearest()};
const std::int32_t tileRadius{(radius / LOS_TILE_SIZE).ToInt_RoundToInfinity()};
return TileCircle{
.centerX = centerTileX,
.centerZ = centerTileZ,
.radius = tileRadius,
.squaredRadius = tileRadius * tileRadius,
.minX = std::max(centerTileX - tileRadius, 0),
.maxX = std::min(centerTileX + tileRadius, m_LosVerticesPerSide - 1),
.minZ = std::max(centerTileZ - tileRadius, 0),
.maxZ = std::min(centerTileZ + tileRadius, m_LosVerticesPerSide - 1)
};
}
void ExploreCircle(player_id_t playerId, entity_pos_t worldX, entity_pos_t worldZ, fixed radius) override
{
if (playerId <= 0 || playerId > MAX_LOS_PLAYER_ID)
return;
const TileCircle circle{WorldToTileCircle(worldX, worldZ, radius)};
const u32 exploredBitMask{static_cast<u32>(LosState::EXPLORED) << (2 * (playerId - 1))};
u32& exploredCount = m_ExploredVertices.at(playerId);
ForEachTileInCircle(circle,
[&](std::int32_t tileX, std::int32_t tileZ)
{
if (LosIsOffWorld(tileX, tileZ))
return;
u32& losState = m_LosState.get(tileX, tileZ);
if (losState & exploredBitMask)
return;
losState |= exploredBitMask;
++exploredCount;
MarkVisibilityDirtyAroundTile(playerId, tileX, tileZ);
}
);
}
/**
* Force any entity in explored territory to appear for player p.
* This is useful for miraging entities inside the territory borders at the beginning of a game,

View file

@ -62,6 +62,7 @@ DEFINE_INTERFACE_METHOD("GetGaiaAndNonGaiaEntities", ICmpRangeManager, GetGaiaAn
DEFINE_INTERFACE_METHOD("SetDebugOverlay", ICmpRangeManager, SetDebugOverlay)
DEFINE_INTERFACE_METHOD("ExploreMap", ICmpRangeManager, ExploreMap)
DEFINE_INTERFACE_METHOD("ExploreTerritories", ICmpRangeManager, ExploreTerritories)
DEFINE_INTERFACE_METHOD("ExploreCircle", ICmpRangeManager, ExploreCircle)
DEFINE_INTERFACE_METHOD("SetLosRevealWholeMap", ICmpRangeManager, SetLosRevealWholeMap)
DEFINE_INTERFACE_METHOD("GetLosRevealWholeMap", ICmpRangeManager, GetLosRevealWholeMap)
DEFINE_INTERFACE_METHOD("SetLosRevealWholeMapForAll", ICmpRangeManager, SetLosRevealWholeMapForAll)

View file

@ -333,6 +333,12 @@ public:
*/
virtual void ExploreTerritories() = 0;
/**
* Explore a circular area of the map for the given player.
* This marks the tiles as explored (fogged) but not necessarily visible.
*/
virtual void ExploreCircle(player_id_t p, entity_pos_t x, entity_pos_t z, fixed radius) = 0;
/**
* Reveal the shore for specified player p.
* This works like for entities: if RevealShore is called multiple times with enabled, it

View file

@ -32,6 +32,7 @@
#include "simulation2/components/ICmpVision.h"
#include "simulation2/helpers/Player.h"
#include "simulation2/helpers/Position.h"
#include "simulation2/helpers/Los.h"
#include "simulation2/system/Component.h"
#include "simulation2/system/ComponentTest.h"
#include "simulation2/system/Entity.h"
@ -331,4 +332,39 @@ public:
range = fixed::FromInt(260);
TS_ASSERT_EQUALS(cmp->GetEffectiveParabolicRange(source, target, range, yOrigin), fixed::FromFloat(264.952820f));
}
void test_ExploreCircle()
{
ComponentTestHelper test(*g_ScriptContext);
ICmpRangeManager* cmp = test.Add<ICmpRangeManager>(CID_RangeManager, "", SYSTEM_ENTITY);
// Set up map bounds (256x256)
cmp->SetBounds(entity_pos_t::FromInt(0), entity_pos_t::FromInt(0), entity_pos_t::FromInt(256), entity_pos_t::FromInt(256));
cmp->Verify();
// Initially, no tiles should be explored
TS_ASSERT_EQUALS(cmp->GetPercentMapExplored(1), 0);
// Explore a circle at the center of the map with radius 50
cmp->ExploreCircle(1, entity_pos_t::FromInt(128), entity_pos_t::FromInt(128), fixed::FromInt(50));
// Check that some tiles were explored (not 0%, not 100%)
u8 percentExplored = cmp->GetPercentMapExplored(1);
TS_ASSERT(percentExplored > 0 && percentExplored < 100);
// Test invalid player (should do nothing)
cmp->ExploreCircle(0, entity_pos_t::FromInt(128), entity_pos_t::FromInt(128), fixed::FromInt(50));
cmp->ExploreCircle(99, entity_pos_t::FromInt(128), entity_pos_t::FromInt(128), fixed::FromInt(50));
// No crash, no changes - verify still works
cmp->Verify();
// Explore the entire map
cmp->ExploreCircle(1, entity_pos_t::FromInt(128), entity_pos_t::FromInt(128), fixed::FromInt(1000));
// The entire map should be explored
TS_ASSERT_EQUALS(cmp->GetPercentMapExplored(1), 100);
cmp->Verify();
}
};

View file

@ -80,22 +80,22 @@ CCinemaPath::CCinemaPath(const CCinemaData& data, const TNSpline& spline, const
CVector3D CCinemaPath::GetNodePosition(const int index) const
{
return Node[index].Position;
return m_Nodes[index].Position;
}
fixed CCinemaPath::GetNodeDuration(const int index) const
{
return Node[index].Distance;
return m_Nodes[index].Distance;
}
fixed CCinemaPath::GetDuration() const
{
return MaxDistance;
return GetMaxDistance();
}
float CCinemaPath::GetNodeFraction() const
{
return (m_TimeElapsed - m_PreviousNodeTime) / Node[m_CurrentNode].Distance.ToFloat();
return (m_TimeElapsed - m_PreviousNodeTime) / m_Nodes[m_CurrentNode].Distance.ToFloat();
}
float CCinemaPath::GetElapsedTime() const
@ -121,14 +121,14 @@ void CCinemaPath::MoveToPointAt(float t, float nodet, const CVector3D& startRota
if (m_LookAtTarget)
{
if (m_TimeElapsed <= m_TargetSpline.MaxDistance.ToFloat())
camera.LookAt(pos, m_TargetSpline.GetPosition(m_TimeElapsed / m_TargetSpline.MaxDistance.ToFloat()), CVector3D(0, 1, 0));
if (m_TimeElapsed <= m_TargetSpline.GetMaxDistance().ToFloat())
camera.LookAt(pos, m_TargetSpline.GetPosition(m_TimeElapsed / m_TargetSpline.GetMaxDistance().ToFloat()), CVector3D(0, 1, 0));
else
camera.LookAt(pos, m_TargetSpline.GetAllNodes().back().Position, CVector3D(0, 1, 0));
}
else
{
CVector3D nodeRotation = Node[m_CurrentNode + 1].Rotation;
CVector3D nodeRotation = m_Nodes[m_CurrentNode + 1].Rotation;
CQuaternion start, end;
start.FromEulerAngles(DEGTORAD(startRotation.X), DEGTORAD(startRotation.Y), DEGTORAD(startRotation.Z));
end.FromEulerAngles(DEGTORAD(nodeRotation.X), DEGTORAD(nodeRotation.Y), DEGTORAD(nodeRotation.Z));
@ -220,17 +220,17 @@ bool CCinemaPath::Validate()
float previousTime = 0.0f, cumulation = 0.0f;
// Ignore the last node, since it is a blank (node time values are shifted down one from interface)
for (size_t i = 0; i < Node.size() - 1; ++i)
for (size_t i = 0; i < m_Nodes.size() - 1; ++i)
{
cumulation += Node[i].Distance.ToFloat();
cumulation += m_Nodes[i].Distance.ToFloat();
if (m_TimeElapsed <= cumulation)
{
m_PreviousNodeTime = previousTime;
m_PreviousRotation = Node[i].Rotation;
m_PreviousRotation = m_Nodes[i].Rotation;
m_CurrentNode = i; // We're moving toward this next node, so use its rotation
return true;
}
previousTime += Node[i].Distance.ToFloat();
previousTime += m_Nodes[i].Distance.ToFloat();
}
debug_warn("validation of cinema path is wrong\n");
return false;
@ -248,7 +248,7 @@ bool CCinemaPath::Play(const float deltaRealTime, CCamera& camera)
bool CCinemaPath::Empty() const
{
return Node.empty();
return m_Nodes.empty();
}
void CCinemaPath::Reset()

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
@ -24,6 +24,12 @@
#include <js/TypeDecls.h>
#include <js/Value.h>
/**
* At 1000 turns/second, a 32-bit counter would overflow in ~49 days.
* No overflow checks are needed.
*/
using turn_id_t = std::int32_t;
struct JSContext;
/**

View file

@ -42,12 +42,12 @@ void CLocalTurnManager::PostCommand(JS::HandleValue data)
AddCommand(m_ClientId, m_PlayerId, data, m_CurrentTurn + m_CommandDelay);
}
void CLocalTurnManager::NotifyFinishedOwnCommands(u32 turn)
void CLocalTurnManager::NotifyFinishedOwnCommands(turn_id_t turn)
{
FinishedAllCommands(turn, m_TurnLength);
}
void CLocalTurnManager::NotifyFinishedUpdate(u32 /*turn*/, const UpdateCallback&)
void CLocalTurnManager::NotifyFinishedUpdate(turn_id_t /*turn*/, const UpdateCallback&)
{
#if 0 // this hurts performance and is only useful for verifying log replays
std::string hash;

View file

@ -41,9 +41,9 @@ public:
void PostCommand(player_id_t playerid, JS::HandleValue data);
protected:
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;
};
#endif // INCLUDED_LOCALTURNMANAGER

View file

@ -47,18 +47,18 @@ CReplayTurnManager::CReplayTurnManager(CSimulation2& simulation, IReplayLogger&
{
}
void CReplayTurnManager::StoreReplayCommand(u32 turn, int player, const std::string& command)
void CReplayTurnManager::StoreReplayCommand(turn_id_t turn, int player, const std::string& command)
{
// Using the pair we make sure that commands per turn will be processed in the correct order
m_ReplayCommands[turn].emplace_back(player, command);
}
void CReplayTurnManager::StoreReplayHash(u32 turn, const std::string& hash, bool quick)
void CReplayTurnManager::StoreReplayHash(turn_id_t turn, const std::string& hash, bool quick)
{
m_ReplayHash[turn] = std::make_pair(hash, quick);
}
void CReplayTurnManager::StoreReplayTurnLength(u32 turn, u32 turnLength)
void CReplayTurnManager::StoreReplayTurnLength(turn_id_t turn, u32 turnLength)
{
m_ReplayTurnLengths[turn] = turnLength;
@ -67,12 +67,12 @@ void CReplayTurnManager::StoreReplayTurnLength(u32 turn, u32 turnLength)
m_TurnLength = m_ReplayTurnLengths[0];
}
void CReplayTurnManager::StoreFinalReplayTurn(u32 turn)
void CReplayTurnManager::StoreFinalReplayTurn(turn_id_t turn)
{
m_FinalTurn = turn;
}
void CReplayTurnManager::NotifyFinishedUpdate(u32 turn, const UpdateCallback& sendEventToAll)
void CReplayTurnManager::NotifyFinishedUpdate(turn_id_t turn, const UpdateCallback& sendEventToAll)
{
if (turn == 1 && m_FinalTurn == 0)
sendEventToAll(EventNameReplayFinished, std::nullopt);
@ -83,7 +83,7 @@ void CReplayTurnManager::NotifyFinishedUpdate(u32 turn, const UpdateCallback& se
DoTurn(turn, sendEventToAll);
// Compare hash if it exists in the replay and if we didn't have an OOS already
std::map<u32, std::pair<std::string, bool>>::iterator turnHashIt = m_ReplayHash.find(turn);
std::map<turn_id_t, std::pair<std::string, bool>>::iterator turnHashIt = m_ReplayHash.find(turn);
if (m_HasSyncError || turnHashIt == m_ReplayHash.end())
return;
@ -119,9 +119,9 @@ void CReplayTurnManager::NotifyFinishedUpdate(u32 turn, const UpdateCallback& se
sendEventToAll(EventNameReplayOutOfSync, paramData);
}
void CReplayTurnManager::DoTurn(u32 turn, const UpdateCallback& sendEventToAll)
void CReplayTurnManager::DoTurn(turn_id_t turn, const UpdateCallback& sendEventToAll)
{
debug_printf("Executing turn %u of %u\n", turn, m_FinalTurn);
debug_printf("Executing turn %d of %d\n", turn, m_FinalTurn);
m_TurnLength = m_ReplayTurnLengths[turn];

View file

@ -40,18 +40,18 @@ class CReplayTurnManager : public CLocalTurnManager
public:
CReplayTurnManager(CSimulation2& simulation, IReplayLogger& replay);
void StoreReplayCommand(u32 turn, int player, const std::string& command);
void StoreReplayCommand(turn_id_t turn, int player, const std::string& command);
void StoreReplayTurnLength(u32 turn, u32 turnLength);
void StoreReplayTurnLength(turn_id_t turn, u32 turnLength);
void StoreReplayHash(u32 turn, const std::string& hash, bool quick);
void StoreReplayHash(turn_id_t turn, const std::string& hash, bool quick);
void StoreFinalReplayTurn(u32 turn);
void StoreFinalReplayTurn(turn_id_t turn);
private:
void NotifyFinishedUpdate(u32 turn, const UpdateCallback& sendEventToAll) override;
void NotifyFinishedUpdate(turn_id_t turn, const UpdateCallback& sendEventToAll) override;
void DoTurn(u32 turn, const UpdateCallback& sendEventToAll);
void DoTurn(turn_id_t turn, const UpdateCallback& sendEventToAll);
static const CStr EventNameReplayFinished;
static const CStr EventNameReplayOutOfSync;
@ -59,13 +59,13 @@ private:
bool m_HasSyncError = false;
// Contains the commands of every player on each turn
std::map<u32, std::vector<std::pair<player_id_t, std::string>>> m_ReplayCommands;
std::map<turn_id_t, std::vector<std::pair<player_id_t, std::string>>> m_ReplayCommands;
// Contains the length of every turn
std::map<u32, u32> m_ReplayTurnLengths;
std::map<turn_id_t, u32> m_ReplayTurnLengths;
// Contains all replay hash values and weather or not the quick hash method was used
std::map<u32, std::pair<std::string, bool>> m_ReplayHash;
std::map<turn_id_t, std::pair<std::string, bool>> m_ReplayHash;
};
#endif // INCLUDED_REPLAYTURNMANAGER

View file

@ -48,14 +48,14 @@ const CStr CTurnManager::EventNameSavegameLoaded = "SavegameLoaded";
CTurnManager::CTurnManager(CSimulation2& simulation, u32 defaultTurnLength, u32 commandDelay, int clientId, IReplayLogger& replay)
: m_Simulation2(simulation), m_CurrentTurn(0), m_CommandDelay(commandDelay), m_ReadyTurn(commandDelay - 1), m_TurnLength(defaultTurnLength),
m_PlayerId(-1), m_ClientId(clientId), m_DeltaSimTime(0), m_Replay(replay),
m_FinalTurn(std::numeric_limits<u32>::max()), m_TimeWarpNumTurns(0)
m_FinalTurn(std::numeric_limits<turn_id_t>::max()), m_TimeWarpNumTurns(0)
{
Script::Request rq(m_Simulation2.GetScriptInterface());
m_QuickSaveMetadata.init(rq.cx);
m_QueuedCommands.resize(1);
}
void CTurnManager::ResetState(u32 newCurrentTurn, u32 newReadyTurn)
void CTurnManager::ResetState(turn_id_t newCurrentTurn, turn_id_t newReadyTurn)
{
m_CurrentTurn = newCurrentTurn;
m_ReadyTurn = newReadyTurn;
@ -141,7 +141,7 @@ bool CTurnManager::Update(float simFrameLength, size_t maxTurns, const UpdateCal
// Put all the client commands into a single list, in a globally consistent order
std::vector<SimulationCommand> commands;
for (std::pair<const u32, std::vector<SimulationCommand>>& p : m_QueuedCommands[0])
for (std::pair<const turn_id_t, std::vector<SimulationCommand>>& p : m_QueuedCommands[0])
commands.insert(commands.end(), std::make_move_iterator(p.second.begin()), std::make_move_iterator(p.second.end()));
m_QueuedCommands.pop_front();
@ -184,7 +184,7 @@ bool CTurnManager::UpdateFastForward()
// Put all the client commands into a single list, in a globally consistent order
std::vector<SimulationCommand> commands;
for (std::pair<const u32, std::vector<SimulationCommand>>& p : m_QueuedCommands[0])
for (std::pair<const turn_id_t, std::vector<SimulationCommand>>& p : m_QueuedCommands[0])
commands.insert(commands.end(), std::make_move_iterator(p.second.begin()), std::make_move_iterator(p.second.end()));
m_QueuedCommands.pop_front();
@ -214,7 +214,7 @@ void CTurnManager::Interpolate(float simFrameLength, float realFrameLength)
m_Simulation2.Interpolate(simFrameLength, offset, realFrameLength);
}
void CTurnManager::AddCommand(int client, int player, JS::HandleValue data, u32 turn)
void CTurnManager::AddCommand(int client, int player, JS::HandleValue data, turn_id_t turn)
{
NETTURN_LOG("AddCommand(client=%d player=%d turn=%d current=%d, ready=%d)\n", client, player, turn, m_CurrentTurn, m_ReadyTurn);
@ -239,7 +239,7 @@ void CTurnManager::AddCommand(int client, int player, JS::HandleValue data, u32
m_QueuedCommands[turn - (m_CurrentTurn+1)][client].emplace_back(player, rq.cx, data);
}
void CTurnManager::FinishedAllCommands(u32 turn, u32 turnLength)
void CTurnManager::FinishedAllCommands(turn_id_t turn, u32 turnLength)
{
NETTURN_LOG("FinishedAllCommands(%d, %d)\n", turn, turnLength);
@ -248,7 +248,7 @@ void CTurnManager::FinishedAllCommands(u32 turn, u32 turnLength)
m_TurnLength = turnLength;
}
bool CTurnManager::TurnNeedsFullHash(u32 turn) const
bool CTurnManager::TurnNeedsFullHash(turn_id_t turn) const
{
// Check immediately for errors caused by e.g. inconsistent game versions
// (The hash is computed after the first sim update, so we start at turn == 1)

View file

@ -101,7 +101,7 @@ public:
virtual ~CTurnManager() { }
void ResetState(u32 newCurrentTurn, u32 newReadyTurn);
void ResetState(turn_id_t newCurrentTurn, turn_id_t newReadyTurn);
/**
* Set the current user's player ID, which will be added into command messages.
@ -146,7 +146,7 @@ public:
* Called when all commands for a given turn have been received.
* This allows Update to progress to that turn.
*/
void FinishedAllCommands(u32 turn, u32 turnLength);
void FinishedAllCommands(turn_id_t turn, u32 turnLength);
/**
* Enables the recording of state snapshots every @p numTurns,
@ -163,52 +163,52 @@ public:
void QuickSave(JS::HandleValue GUIMetadata);
std::optional<JS::Value> TryQuickLoad();
u32 GetCurrentTurn() const { return m_CurrentTurn; }
turn_id_t GetCurrentTurn() const { return m_CurrentTurn; }
/**
* @return how many turns are ready to be computed.
* (used to detect players/observers that fall behind the live game.
*/
u32 GetPendingTurns() const { return m_ReadyTurn - m_CurrentTurn; }
turn_id_t GetPendingTurns() const { return m_ReadyTurn - m_CurrentTurn; }
protected:
/**
* Store a command to be executed at a given turn.
*/
void AddCommand(int client, int player, JS::HandleValue data, u32 turn);
void AddCommand(int client, int player, JS::HandleValue data, turn_id_t turn);
/**
* Called when this client has finished sending all its commands scheduled for the given turn.
*/
virtual void NotifyFinishedOwnCommands(u32 turn) = 0;
virtual void NotifyFinishedOwnCommands(turn_id_t turn) = 0;
/**
* Called when this client has finished a simulation update.
*/
virtual void NotifyFinishedUpdate(u32 turn, const UpdateCallback& sendEventToAll) = 0;
virtual void NotifyFinishedUpdate(turn_id_t turn, const UpdateCallback& sendEventToAll) = 0;
/**
* Returns whether we should compute a complete state hash for the given turn,
* instead of a quick less-complete hash.
*/
bool TurnNeedsFullHash(u32 turn) const;
bool TurnNeedsFullHash(turn_id_t turn) const;
CSimulation2& m_Simulation2;
/// The turn that we have most recently executed
u32 m_CurrentTurn;
turn_id_t m_CurrentTurn;
// Current command delay (commands are scheduled for m_CurrentTurn + m_CommandDelay)
u32 m_CommandDelay;
/// 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;
/// Commands queued at each turn (index 0 is for m_CurrentTurn+1)
std::deque<std::map<u32, std::vector<SimulationCommand>>> m_QueuedCommands;
std::deque<std::map<turn_id_t, std::vector<SimulationCommand>>> m_QueuedCommands;
int m_PlayerId;
uint m_ClientId;
@ -220,7 +220,7 @@ protected:
IReplayLogger& m_Replay;
// The number of the last turn that is allowed to be executed (used for replays)
u32 m_FinalTurn;
turn_id_t m_FinalTurn;
private:
size_t m_TimeWarpNumTurns; // 0 if disabled

View file

@ -25,4 +25,5 @@ GL_EXT_packed_depth_stencil
GL_EXT_texture_array
GL_EXT_texture_compression_s3tc
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_sRGB
GL_KHR_debug

View file

@ -1,5 +1,7 @@
GL_EXT_discard_framebuffer
GL_EXT_sRGB
GL_EXT_texture_compression_s3tc
GL_EXT_texture_compression_s3tc_srgb
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_format_BGRA8888
GL_KHR_debug

View file

@ -1,5 +1,5 @@
/**
* Loader generated by glad 2.0.8 on 07/05/26 20:35:52
* Loader generated by glad 2.0.8 on 07/29/26 01:24:11
*
* SPDX-License-Identifier: (WTFPL OR CC0-1.0) AND Apache-2.0
*

View file

@ -1,28 +1,28 @@
/**
* Loader generated by glad 2.0.8 on Sat May 16 09:06:55 2026
* Loader generated by glad 2.0.8 on 07/29/26 01:24:12
*
* SPDX-License-Identifier: (WTFPL OR CC0-1.0) AND Apache-2.0
*
* Generator: C/C++
* Specification: gl
* Extensions: 9
* Extensions: 11
*
* APIs:
* - gles2=2.0
*
* Options:
* - ALIAS = False
* - DEBUG = False
* - HEADER_ONLY = False
* - LOADER = False
* - MX = False
* - ON_DEMAND = False
* - LOADER = False
* - ALIAS = False
* - HEADER_ONLY = False
* - DEBUG = False
* - MX = False
*
* Commandline:
* --api='gles2=2.0' --extensions='GL_EXT_discard_framebuffer,GL_EXT_texture_compression_s3tc,GL_EXT_texture_filter_anisotropic,GL_EXT_texture_format_BGRA8888,GL_KHR_debug,GL_OES_depth32,GL_OES_mapbuffer,GL_OES_rgb8_rgba8,GL_OES_texture_border_clamp' c
* --api='gles2=2.0' --extensions='GL_EXT_discard_framebuffer,GL_EXT_sRGB,GL_EXT_texture_compression_s3tc,GL_EXT_texture_compression_s3tc_srgb,GL_EXT_texture_filter_anisotropic,GL_EXT_texture_format_BGRA8888,GL_KHR_debug,GL_OES_depth32,GL_OES_mapbuffer,GL_OES_rgb8_rgba8,GL_OES_texture_border_clamp' c
*
* Online:
* http://glad.sh/#api=gles2%3D2.0&extensions=GL_EXT_discard_framebuffer%2CGL_EXT_texture_compression_s3tc%2CGL_EXT_texture_filter_anisotropic%2CGL_EXT_texture_format_BGRA8888%2CGL_KHR_debug%2CGL_OES_depth32%2CGL_OES_mapbuffer%2CGL_OES_rgb8_rgba8%2CGL_OES_texture_border_clamp&generator=c&options=
* http://glad.sh/#api=gles2%3D2.0&extensions=GL_EXT_discard_framebuffer%2CGL_EXT_sRGB%2CGL_EXT_texture_compression_s3tc%2CGL_EXT_texture_compression_s3tc_srgb%2CGL_EXT_texture_filter_anisotropic%2CGL_EXT_texture_format_BGRA8888%2CGL_KHR_debug%2CGL_OES_depth32%2CGL_OES_mapbuffer%2CGL_OES_rgb8_rgba8%2CGL_OES_texture_border_clamp&generator=c&options=
*
*/
@ -224,6 +224,10 @@ typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apipro
#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D
#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E
#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F
#define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT 0x8C4C
#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
#define GL_CONSTANT_ALPHA 0x8003
#define GL_CONSTANT_COLOR 0x8001
@ -295,6 +299,7 @@ typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apipro
#define GL_FLOAT_VEC4 0x8B52
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_FRAMEBUFFER 0x8D40
#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT 0x8210
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
@ -435,6 +440,9 @@ typedef void (*GLADpostcallback)(void *ret, const char *name, GLADapiproc apipro
#define GL_SRC_ALPHA 0x0302
#define GL_SRC_ALPHA_SATURATE 0x0308
#define GL_SRC_COLOR 0x0300
#define GL_SRGB8_ALPHA8_EXT 0x8C43
#define GL_SRGB_ALPHA_EXT 0x8C42
#define GL_SRGB_EXT 0x8C40
#define GL_STACK_OVERFLOW_KHR 0x0503
#define GL_STACK_UNDERFLOW_KHR 0x0504
#define GL_STATIC_DRAW 0x88E4
@ -608,8 +616,12 @@ typedef void (GLAD_API_PTR *GLVULKANPROCNV)(void);
GLAD_API_CALL int GLAD_GL_ES_VERSION_2_0;
#define GL_EXT_discard_framebuffer 1
GLAD_API_CALL int GLAD_GL_EXT_discard_framebuffer;
#define GL_EXT_sRGB 1
GLAD_API_CALL int GLAD_GL_EXT_sRGB;
#define GL_EXT_texture_compression_s3tc 1
GLAD_API_CALL int GLAD_GL_EXT_texture_compression_s3tc;
#define GL_EXT_texture_compression_s3tc_srgb 1
GLAD_API_CALL int GLAD_GL_EXT_texture_compression_s3tc_srgb;
#define GL_EXT_texture_filter_anisotropic 1
GLAD_API_CALL int GLAD_GL_EXT_texture_filter_anisotropic;
#define GL_EXT_texture_format_BGRA8888 1

View file

@ -1,5 +1,5 @@
/**
* Loader generated by glad 2.0.8 on Sat May 16 09:06:59 2026
* Loader generated by glad 2.0.8 on 07/29/26 01:24:30
*
* SPDX-License-Identifier: (WTFPL OR CC0-1.0) AND Apache-2.0
*
@ -11,12 +11,12 @@
* - vulkan=1.1
*
* Options:
* - ALIAS = False
* - DEBUG = False
* - HEADER_ONLY = False
* - LOADER = False
* - MX = False
* - ON_DEMAND = False
* - LOADER = False
* - ALIAS = False
* - HEADER_ONLY = False
* - DEBUG = False
* - MX = False
*
* Commandline:
* --api='vulkan=1.1' --extensions='VK_EXT_debug_utils,VK_EXT_descriptor_indexing,VK_EXT_mesh_shader,VK_EXT_texture_compression_astc_hdr,VK_EXT_validation_features,VK_KHR_acceleration_structure,VK_KHR_buffer_device_address,VK_KHR_deferred_host_operations,VK_KHR_portability_subset,VK_KHR_ray_query,VK_KHR_ray_tracing_maintenance1,VK_KHR_ray_tracing_pipeline,VK_KHR_shader_float_controls,VK_KHR_spirv_1_4,VK_KHR_surface,VK_KHR_swapchain,VK_KHR_timeline_semaphore' c

View file

@ -25,7 +25,9 @@ extern "C" {
int GLAD_GL_ES_VERSION_2_0 = 0;
int GLAD_GL_EXT_discard_framebuffer = 0;
int GLAD_GL_EXT_sRGB = 0;
int GLAD_GL_EXT_texture_compression_s3tc = 0;
int GLAD_GL_EXT_texture_compression_s3tc_srgb = 0;
int GLAD_GL_EXT_texture_filter_anisotropic = 0;
int GLAD_GL_EXT_texture_format_BGRA8888 = 0;
int GLAD_GL_KHR_debug = 0;
@ -479,7 +481,9 @@ static int glad_gl_find_extensions_gles2(void) {
if (!glad_gl_get_extensions(&exts, &exts_i)) return 0;
GLAD_GL_EXT_discard_framebuffer = glad_gl_has_extension(exts, exts_i, "GL_EXT_discard_framebuffer");
GLAD_GL_EXT_sRGB = glad_gl_has_extension(exts, exts_i, "GL_EXT_sRGB");
GLAD_GL_EXT_texture_compression_s3tc = glad_gl_has_extension(exts, exts_i, "GL_EXT_texture_compression_s3tc");
GLAD_GL_EXT_texture_compression_s3tc_srgb = glad_gl_has_extension(exts, exts_i, "GL_EXT_texture_compression_s3tc_srgb");
GLAD_GL_EXT_texture_filter_anisotropic = glad_gl_has_extension(exts, exts_i, "GL_EXT_texture_filter_anisotropic");
GLAD_GL_EXT_texture_format_BGRA8888 = glad_gl_has_extension(exts, exts_i, "GL_EXT_texture_format_BGRA8888");
GLAD_GL_KHR_debug = glad_gl_has_extension(exts, exts_i, "GL_KHR_debug");

View file

@ -52,42 +52,44 @@ enum {
ID_DeletePath
};
// Helper function for adding tooltips
static wxWindow* Tooltipped(wxWindow* window, const wxString& tip)
{
window->SetToolTip(tip);
return window;
}
CinemaSidebar::CinemaSidebar(ScenarioEditor& scenarioEditor, wxWindow* sidebarContainer, wxWindow* bottomBarContainer)
: Sidebar(scenarioEditor, sidebarContainer, bottomBarContainer)
{
wxStaticBoxSizer* commonSizer = new wxStaticBoxSizer(wxVERTICAL, this, _T("Common settings"));
m_MainSizer->Add(commonSizer, wxSizerFlags().Expand());
{
auto* sizer = new wxStaticBoxSizer(wxVERTICAL, this, _T("Common settings"));
wxFlexGridSizer* gridSizer = new wxFlexGridSizer(1, 5, 5);
gridSizer->AddGrowableCol(0);
m_DrawPath = new wxCheckBox(sizer->GetStaticBox(), ID_PathsDrawing, _("Draw all paths"));
m_DrawPath->SetToolTip(_("Display every cinematic path added to the map"));
gridSizer->Add(Tooltipped(m_DrawPath = new wxCheckBox(commonSizer->GetStaticBox(), ID_PathsDrawing, _("Draw all paths")),
_("Display every cinematic path added to the map")));
sizer->Add(m_DrawPath, wxSizerFlags().Expand().Border(wxALL, Atlas::Style::STATICBOX_PADDING));
commonSizer->Add(gridSizer, wxSizerFlags().Expand().Border(wxALL, Atlas::Style::STATICBOX_PADDING));
m_MainSizer->Add(sizer, wxSizerFlags().Expand());
}
// Paths list panel
wxStaticBoxSizer* pathsBoxSizer = new wxStaticBoxSizer(wxVERTICAL, commonSizer->GetStaticBox(), _T("Paths"));
wxStaticBox* pathsBox = pathsBoxSizer->GetStaticBox();
gridSizer->Add(pathsBoxSizer, wxSizerFlags().Proportion(1).Expand());
{
auto* boxSizer = new wxStaticBoxSizer(wxVERTICAL, this, _T("Paths"));
auto* box = boxSizer->GetStaticBox();
wxFlexGridSizer* pathsSizer = new wxFlexGridSizer(1, 5, 5);
pathsSizer->AddGrowableCol(0);
pathsBoxSizer->Add(pathsSizer, wxSizerFlags().Expand().Border(wxALL, Atlas::Style::STATICBOX_PADDING));
m_PathList = new wxListBox(box, ID_PathsList, wxDefaultPosition, wxDefaultSize, 0, NULL, wxLB_SINGLE | wxLB_SORT);
pathsSizer->Add(m_PathList = new wxListBox(pathsBox, ID_PathsList, wxDefaultPosition, wxDefaultSize, 0, NULL, wxLB_SINGLE | wxLB_SORT), wxSizerFlags().Proportion(1).Expand());
commonSizer->AddSpacer(3);
pathsSizer->Add(Tooltipped(new wxButton(pathsBox, ID_DeletePath, _("Delete")), _T("Delete selected path")), wxSizerFlags().Expand());
auto* deleteButton = new wxButton(box, ID_DeletePath, _("Delete"));
deleteButton->SetToolTip(_T("Delete selected path"));
pathsSizer->Add(m_NewPathName = new wxTextCtrl(pathsBox, wxID_ANY), wxSizerFlags().Expand());
pathsSizer->Add(new wxButton(pathsBox, ID_AddPath, _("Add")), wxSizerFlags().Expand());
m_NewPathName = new wxTextCtrl(box, wxID_ANY);
auto* addButton = new wxButton(box, ID_AddPath, _("Add"));
wxFlexGridSizer* pathsSizer = new wxFlexGridSizer(1, 5, 5);
pathsSizer->AddGrowableCol(0);
pathsSizer->Add(m_PathList, wxSizerFlags().Proportion(1).Expand());
pathsSizer->Add(deleteButton, wxSizerFlags().Expand());
pathsSizer->Add(m_NewPathName, wxSizerFlags().Expand());
pathsSizer->Add(addButton, wxSizerFlags().Expand());
boxSizer->Add(pathsSizer, wxSizerFlags().Expand().Border(wxALL, Atlas::Style::STATICBOX_PADDING));
m_MainSizer->Add(boxSizer, wxSizerFlags().Expand());
}
}
void CinemaSidebar::OnFirstDisplay()

View file

@ -273,7 +273,7 @@ class CheckRefs:
(version,) = unpack(int_fmt, f.read(int_len))
if version != 7:
raise ValueError(f"Invalid PMP version ({version}) in '{ffp}'")
(datasize,) = unpack(int_fmt, f.read(int_len))
(datasize,) = unpack(int_fmt, f.read(int_len)) # noqa: RUF059
(mapsize,) = unpack(int_fmt, f.read(int_len))
f.seek(2 * (mapsize * 16 + 1) * (mapsize * 16 + 1), 1) # skip heightmap
(numtexs,) = unpack(int_fmt, f.read(int_len))