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Allow {native} and {civ} in auras
Needs ReviewPublic

Authored by Angen on Aug 3 2018, 2:24 PM.
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Trac Tickets

This patch allows {civ} nad {nativ} replacement in Auras and moves _teambonuses to generic player template using {nativ}.

Test Plan

Check that auras works fine.

Diff Detail

rP 0 A.D. Public Repository
Lint OK
No Unit Test Coverage
Build Status
Buildable 6316
Build 10478: Vulcan BuildJenkins
Build 10477: arc lint + arc unit

Event Timeline

Angen created this revision.Aug 3 2018, 2:24 PM
Vulcan added a subscriber: Vulcan.Aug 3 2018, 2:28 PM

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

Link to build:

Due to the work on the related code, @fatherbushido and @mimo might have had an interest.

  • Care, there might be a function that loops over all entities with Identity component and might now unintentionally process player components.
  • Identity for player entities is new. Might be considered controversial or a good idea. I don't know but it should be considered. The definition in Identity.js would be violated or had to change:

"<a:help>Specifies various names and values associated with the unit type, typically for GUI display to users.</a:help>" +

Is this the best solution for player entities or would it make more sense to add the Civ property to the Player component?

  • The use cases of having civ and native in Auras was not mentioned in the summary or ticket. It is for capturable entities?

    So the refactoring of team auras is not the reason the code was added, because players aren't supposed to transfer player entities?
  • Does it burden mod development in any way (for example adding a requirement for added civs to implement some auras, launching two mods with two new civs impossible?), if so it could that be mitigated?

(Last thing I remember about the RegEx replacement is that we wanted to unify the copies, is it the third?)


Unchanged file, rename can be committed separately


Is gaia the reasonable default for all new player entity templates?