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Nov 25 2021
Fixes so the linter can rest in peace.
In D4319#185350, @nani wrote:Any blocking issues left @Freagarach ?
Yes, my availability. :( This is outside my usual line of work, so I need to dig in and that costs time I can't spare. Sorry for that.
In D4319#185357, @marder wrote:@nani do you plan to patch the AI so this can be used in SP? For the regular wonder victory condition the AI tries to build a wonder.
If not, then a warning in the description would be necessary. I.e. : this does not work in Single player mode
Nov 24 2021
@nani do you plan to patch the AI so this can be used in SP? For the regular wonder victory condition the AI tries to build a wonder.
If not, then a warning in the description would be necessary. I.e. : this does not work in Single player mode
Can't comment on patch itself but...
Nov 23 2021
Bumping, I think the patch is fairly complete and production ready. Any blocking issues left @Freagarach ?
Nov 22 2021
Nov 21 2021
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Added some constants that weren't replaced
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
this is not reason for the issue, see ticket for infos.
$ grep -irn -e '"worker"'
navalManager.js:517: queues.ships.addPlan(new PETRA.TrainingPlan(gameState, template, { "base": 0, "role": "worker", "sea": sea }, 1, 1)); queueplanTraining.js:82: let workerUnit = this.metadata && this.metadata.role && this.metadata.role == "worker"; researchManager.js:82: let numWorkers = phase1 ? gameState.getOwnEntitiesByRole("worker", true).length : 0; researchManager.js:126: let numWorkers = phase2 ? gameState.getOwnEntitiesByRole("worker", true).length : 0; headquarters.js:393: if (item.metadata && item.metadata.role && item.metadata.role == "worker" && headquarters.js:470: queues.villager.addPlan(new PETRA.TrainingPlan(gameState, templateDef, { "role": "worker", "base": 0, "support": true }, size, size)); headquarters.js:472: queues.citizenSoldier.addPlan(new PETRA.TrainingPlan(gameState, template, { "role": "worker", "base": 0 }, size, size)); headquarters.js:1870: let metadata = { "role": "worker", "base": nearestAnchor.getMetadata(PlayerID, "base"), "plan": -1, "trainer": nearestAnchor.id() }; headquarters.js:2157: let workers = gameState.getOwnEntitiesByRole("worker", true).length; headquarters.js:2162: if (!item.metadata || !item.metadata.role || item.metadata.role != "worker") attackPlan.js:654: data.role = gameState.getTemplate(template).hasClass("CitizenSoldier") ? "worker" : "attack"; attackPlan.js:733: for (const ent of gameState.getOwnEntitiesByRole("worker", true).values()) queueManager.js:417: let numWorkers = gameState.countOwnEntitiesAndQueuedWithRole("worker"); victoryManager.js:357: let numWorkers = gameState.getOwnEntitiesByRole("worker", true).length;
grep -irn -e '"trader"'
tradeManager.js:44: if (!item.metadata || !item.metadata.role || item.metadata.role != "trader") tradeManager.js:59: let metadata = { "role": "trader" };
grep -irn -e '"fisher"'
baseManager.js:502: this.workersBySubrole(gameState, "fisher").forEach(ent => {
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Comments from @Stan.
In D2016#185294, @Stan wrote:OriginY sounds like a weird replacement for height could also be yOffset?
See some earlier discussion. ;)
Nov 20 2021
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
@Jammyjamjamman attempts to fix the remaining linter messages
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Remove dependency of the value of Allied view on Revealed map/ vice versa
see D4345
A problem has been detected - #6387.
Nov 19 2021
Successful build - Chance fights ever on the side of the prudent.
Build is unstable, some tests have failed - The Moirai have given mortals hearts that can endure.
Betterize the code
OriginY sounds like a weird replacement for height could also be yOffset?
(I'll aim to commit this next week, unless objected.)
Edit: I tried to do some profiling on this, but elexis pointed out that you can't just use the same ai vs ai replay to do that, since the game will play out differently.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
A slightly more involved fix.
sounds good to me and as mentioned it increases the consistency (elephant stable).
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Computes the gap between allies based on radius(g_PlayerbaseTypes[pattern].distance)
Nov 18 2021
I agree with the walls, since those cannot be garrisoned. However the rest should go back to GAIA if one abandons them. IMHO.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Add a comment to avoid repeating the topic in the future.
Nov 17 2021
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Addressed code review
It greps complete, and I skimmed the code, nothing weird.
The code looks ok to me, might be committed after a test.
Nov 16 2021
In D4108#185228, @Stan wrote:Any update? Just adding the pc file cp seems to do the trick and should pass on the CI
Yes, it's in my list.
Any update? Just adding the pc file cp seems to do the trick and should pass on the CI
looks nicer indeed
Apply the patch and compile the game
Ok.
Make flares work as before
In D4347#185216, @nwtour wrote:As far as I understand, for this need to write an analogue of JSInterface_Hotkey::GetHotkeyMap() only for use inside the engine
Yes, you just need to use FindScancodeName with a proper scan code (maybe from g_HotkeyMap).
In D4347#185205, @vladislavbelov wrote:What's about a hotkey?
TERRAIN_TILE_SIZE -> Pathfinding::NAVCELLS_PER_TERRAIN_TILE
What's about a hotkey?