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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 |
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| .gitea | ||
| binaries | ||
| build | ||
| docs | ||
| libraries | ||
| source | ||
| .editorconfig | ||
| .gitattributes | ||
| .gitignore | ||
| .groovylintrc.json | ||
| .lfsconfig | ||
| .markdownlint.yaml | ||
| .pre-commit-config.yaml | ||
| .shellcheckrc | ||
| .yamllint.yaml | ||
| eslint.config.mjs | ||
| LICENSE.md | ||
| license_dbghelp.txt | ||
| license_gpl-2.0.txt | ||
| license_lgpl-2.1.txt | ||
| license_mit.txt | ||
| package.json | ||
| README.md | ||
| ruff.toml | ||
0 A.D. Introductory Information
0 A.D. (pronounced "zero ey-dee") is a free, open-source, cross-platform real-time strategy game of ancient warfare.
This is currently an incomplete, under-development version of the game. We're always interested in getting more people involved, to help bring the game towards completion and to share the interesting experience of developing a project of this scope.
There are several ways to contact us and find more information:
- Web site: https://play0ad.com/
- Forums: https://www.wildfiregames.com/forum/
- Gitea (development info, bug tracker): https://gitea.wildfiregames.com/
- IRC: #0ad on irc.quakenet.org
Running precompiled binaries on Windows
A precompiled, ready-to-play development version of the game is available from
a checkout of the nightly-build SVN repository. If you are using the git
repository, you have to follow the steps below.
In a checkout of the nightly-build SVN repository, open the "binaries\system" folder.
- To launch the game: Run pyrogenesis.exe
- To launch the map editor: Run Atlas.bat or "pyrogenesis.exe -editor"
Compiling the game from source code
The instructions for compiling the game on Windows, Linux and OS X are at BuildInstructions.
Reporting problems
Bugs should be reported on Gitea. For information on reporting problems and finding logs, see ReportingErrors.
Contributing Code
If you want to help out programming for the game, have a look at GettingStartedProgrammers or contact us on #0ad-dev on irc.quakenet.org
Contributing Artwork
If you want to make artwork for the game, have a look at For Artists or visit the forums.
Translating
You can help translating the game at https://www.transifex.com/projects/p/0ad for more information, see Localization