Page MenuHomeWildfire Games

barracks → Barracks
ClosedPublic

Authored by Stan on May 27 2018, 7:57 PM.

Details

Summary

Reported by kingu on Transifex.

Test Plan

Only affects user-visible strings.

Diff Detail

Repository
rP 0 A.D. Public Repository
Lint
Lint Skipped
Unit
Unit Tests Skipped
Build Status
Buildable 6197
Build 10295: Vulcan BuildJenkins

Event Timeline

Gallaecio created this revision.May 27 2018, 7:57 PM
Vulcan added a subscriber: Vulcan.May 27 2018, 7:59 PM

Successful build - Chance fights ever on the side of the prudent.

Linter detected issues:
Executing section Default...
Executing section Source...
Executing section JS...
|    | [NORMAL] ESLintBear (curly):
|    | Unnecessary { after 'if' condition.
|----|    | /mnt/data/jenkins-phabricator/workspace/differential/binaries/data/mods/public/maps/tutorials/starting_economy_walkthrough.js
|    |++++| /mnt/data/jenkins-phabricator/workspace/differential/binaries/data/mods/public/maps/tutorials/starting_economy_walkthrough.js
| 430| 430| 		"OnPlayerCommand": function(msg)
| 431| 431| 		{
| 432| 432| 			if (msg.cmd.type == "gather" && msg.cmd.target)
| 433|    |-			{
|    | 433|+			
| 434| 434| 				if (TriggerHelper.GetResourceType(msg.cmd.target).generic == "stone")
| 435| 435| 					this.stone = true;
| 436| 436| 				else if (TriggerHelper.GetResourceType(msg.cmd.target).generic == "metal")
| 437| 437| 					this.metal = true;
| 438|    |-			}
|    | 438|+			
| 439| 439| 			if (this.IsDone())
| 440| 440| 				this.NextGoal();
| 441| 441| 		},

Link to build: https://jenkins.wildfiregames.com/job/differential/588/display/redirect

bb added a subscriber: bb.Jun 1 2018, 11:04 PM

Have a look at these also: (AI comments can be left out in imo)

./binaries/data/mods/public/maps/tutorials/Introductory_Tutorial.js: "instructions": markForTranslation("While waiting for the phase change, you may train more soldiers at the barracks."),
./binaries/data/mods/public/simulation/templates/structures/ptol_mercenary_camp.xml: <Tooltip>Cheap barracks-like structure that is buildable in neutral territory, but casts no territory influence. Train Mercenaries.</Tooltip>
./binaries/data/mods/public/simulation/data/technologies/unlock_champion_units.json: "tooltip": "Unlock the ability to train Champions at the barracks.",
./binaries/data/mods/public/simulation/data/technologies/training_conscription.json: "description": "Significantly increase training speed of soldiers at the barracks by training them in large batches or battalions.",
./binaries/data/mods/public/simulation/data/technologies/heal_barracks.json: "description": "Units garrisoned in barracks heal over time.",
./binaries/data/mods/public/simulation/data/technologies/heal_barracks.json: "tooltip": "Units gain health over time while garrisoned in barracks.",
./binaries/data/mods/public/simulation/data/technologies/persians/training_conscription_infantry.json: "description": "Significantly increase training speed of soldiers at the barracks by training them in large batches or battalions.",
./binaries/data/mods/public/simulation/data/civs/ptol.json: "Description":"The Ptolemies receive the Mercenary Camp, a barracks that is constructed in neutral territory and trains mercenary soldiers."

Gallaecio updated this revision to Diff 6698.Jun 2 2018, 9:08 AM

Updated according to @bb’s feedback.

Vulcan added a comment.Jun 2 2018, 9:11 AM

Successful build - Chance fights ever on the side of the prudent.

Linter detected issues:
Executing section Default...
Executing section Source...
Executing section JS...
|    | [NORMAL] ESLintBear (curly):
|    | Unnecessary { after 'if' condition.
|----|    | /mnt/data/jenkins-phabricator/workspace/differential/binaries/data/mods/public/maps/tutorials/starting_economy_walkthrough.js
|    |++++| /mnt/data/jenkins-phabricator/workspace/differential/binaries/data/mods/public/maps/tutorials/starting_economy_walkthrough.js
| 430| 430| 		"OnPlayerCommand": function(msg)
| 431| 431| 		{
| 432| 432| 			if (msg.cmd.type == "gather" && msg.cmd.target)
| 433|    |-			{
|    | 433|+			
| 434| 434| 				if (TriggerHelper.GetResourceType(msg.cmd.target).generic == "stone")
| 435| 435| 					this.stone = true;
| 436| 436| 				else if (TriggerHelper.GetResourceType(msg.cmd.target).generic == "metal")
| 437| 437| 					this.metal = true;
| 438|    |-			}
|    | 438|+			
| 439| 439| 			if (this.IsDone())
| 440| 440| 				this.NextGoal();
| 441| 441| 		},
|    | [NORMAL] ESLintBear (indent):
|    | Expected indentation of 2 tabs but found 3.
|----|    | /mnt/data/jenkins-phabricator/workspace/differential/binaries/data/mods/public/maps/tutorials/Introductory_Tutorial.js
|    |++++| /mnt/data/jenkins-phabricator/workspace/differential/binaries/data/mods/public/maps/tutorials/Introductory_Tutorial.js
| 381| 381| 	let position = Engine.QueryInterface(target, IID_Position).GetPosition2D();
| 382| 382| 
| 383| 383| 	this.attackers = cmpRangeManager.GetEntitiesByPlayer(this.enemyID).filter(e =>
| 384|    |-			Engine.QueryInterface(e, IID_Identity) && Engine.QueryInterface(e, IID_UnitAI) &&
|    | 384|+		Engine.QueryInterface(e, IID_Identity) && Engine.QueryInterface(e, IID_UnitAI) &&
| 385| 385| 			Engine.QueryInterface(e, IID_Identity).HasClass("CitizenSoldier")
| 386| 386| 		);
| 387| 387| 	this.attackers.forEach(e => { Engine.QueryInterface(e, IID_UnitAI).WalkAndFight(position.x, position.y, { "attack": ["Unit"] }, false); });
|    | [NORMAL] ESLintBear (indent):
|    | Expected indentation of 1 tab but found 2.
|----|    | /mnt/data/jenkins-phabricator/workspace/differential/binaries/data/mods/public/maps/tutorials/Introductory_Tutorial.js
|    |++++| /mnt/data/jenkins-phabricator/workspace/differential/binaries/data/mods/public/maps/tutorials/Introductory_Tutorial.js
| 383| 383| 	this.attackers = cmpRangeManager.GetEntitiesByPlayer(this.enemyID).filter(e =>
| 384| 384| 			Engine.QueryInterface(e, IID_Identity) && Engine.QueryInterface(e, IID_UnitAI) &&
| 385| 385| 			Engine.QueryInterface(e, IID_Identity).HasClass("CitizenSoldier")
| 386|    |-		);
|    | 386|+	);
| 387| 387| 	this.attackers.forEach(e => { Engine.QueryInterface(e, IID_UnitAI).WalkAndFight(position.x, position.y, { "attack": ["Unit"] }, false); });
| 388| 388| };
| 389| 389|

Link to build: https://jenkins.wildfiregames.com/job/differential/611/display/redirect

bb accepted this revision.Jun 8 2018, 9:40 PM
This revision is now accepted and ready to land.Jun 8 2018, 9:40 PM
Stan commandeered this revision.Dec 29 2018, 5:46 PM
Stan added a reviewer: Gallaecio.
Stan closed this revision.Dec 29 2018, 5:48 PM