Units respond to entities given their stance / occupation and go back to their orders after.
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Aug 5 2022
@jprahman could you have a look at it?
Did you get a chance to look at it?
@asterix please don't accept for the sake of accepting it, and instead state the reasons of your acceptance. Else accepting has a very minimal value...
In D4744#202249, @chrstgtr wrote:Another team member will do the commit. I don’t think you even have the authorization abilities to do so
Correct. :)
@wowgetoffyourcellphone do you have the time to commit this?
Okay, so that may need JS changes (or you need to have a regicide hero that cannot be trained for Sparta). As we are in FeatureFreeze, we're reluctant to changing code, as it may have unintended side-effects. Hence I propose leaving the two heroes concept out, sadly. One can introduce it in the next version of the game, though.
In D4744#202245, @real_tabasco_sauce wrote:so how do we commit? Or should it not be done?
Seems like a no brainer for balance and I think it will help players use surprise when fighting.
so how do we commit? Or should it not be done?
Aug 4 2022
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
@Langbart can you test this?
In D4750#202204, @Freagarach wrote:A globalscript fix would be [...] way more work with added chances of breakage.
In D4750#202208, @Stan wrote:Wait why would one have Researcher with no techs? Only tech removal?
In D840#40885, @wraitii wrote:@temple I think you need to reduce the scope of this patch, it will never get committed in its current incarnation imo.
// Attempt to spawn one hero per player let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); for (let playerID = 1; playerID < TriggerHelper.GetNumberOfPlayers(); ++playerID) { let spawnPoints = cmpRangeManager.GetEntitiesByPlayer(playerID).sort((entity1, entity2) => getSpawnPreference(entity2) - getSpawnPreference(entity1));
@Freagarach maybe you can help here. Two heroes at the same time doesn't work well for regecide mode. You can train the starting hero again, getting two of the same heroes. What could be done to resolve this?
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.
Windows only fix.
Wait why would one have Researcher with no techs? Only tech removal?
In D4750#202188, @Langbart wrote:
Well that was what I tried at the beginning, but I got an annoying error that ApplyValueModificationsToTemplate() is not a function and had no time to investigate further.
Fix the indent, add it only to structures doing actual research (fixes the checkrefs) and ship it, I'd say. A globalscript fix would be much more correct, but also way more work with added chances of breakage.
In D4380#202145, @borg- wrote:An aura to fatten garrisoned animals.
The problem would be PetraAI, I guess. She will slaughter the animals before fattening, which would make her significantly worse.
In D4187#202143, @lyv wrote:General high level observations. Maybe wrong, I have not dabbled in this code enough to say with certainty.
- Is the gaia animal UnitAI supposed to handle the behavior of the player entities being attacked?
- Should cmpAttack actually care for this at all?
- Perhaps UnitAI should instead do this in INDIVIDUAL.ATTACKED state transition if the attacking entity is a dangerous animal and call nearby entities with the same owner.
+1
A bit more explanation seems in place.
You use now the template of the foundation (foundation|<sometemplatename>). However, Foundation.js has a property called finalTemplateName, which is the truth about what the foundation will become when finished. E.g. foundation|<sometemplatename> may become foundation|<someothertemplatename> when finished.
As such, when cmpFoundation is present, it ought to be used. Else one can use the current template name (no need for the includes then).
P277 complains as well. (There should be more template files listed, but after the first entry it stops.)
❯ python3 Production.py -v -r . INFO - Launching 0.A.D with the following command binaries/system/pyrogenesis -mod="mod" -mod="public" --rl-interface="127.0.0.1:9090" --autostart-nonvisual --autostart="skirmishes/acropolis_bay_2p" INFO - Calling http://127.0.0.1:9090/evaluate to get data INFO - Killing 0 A.D. INFO - Looking for templates with missing production queue. ERROR - structures/generic_field has no production queue.
I thought of this just yesterday. ^^' I guess I'm too busy to think clearly.
Thanks for the patch!
If you don't mind them fattening even while not garrisoned then maybe you could use the Change/Growth attributes, like this:
Build failure - The Moirai have given mortals hearts that can endure.
Note that: python checkrefs.py -tax still gives me locally the following error:
Successful build - Chance fights ever on the side of the prudent.
checkrefs was complaining again:
Aug 3 2022
I guess you can resign here too since it's the SDK bug.
- The execution of the script from the public folder worked.
- Testing if comments will be removed from the .xml file.
- The comment was still there after running the script.
- The only negative side effect is that the comment did not move with the renamed component.
- Try to start the sandbox map from the Han, many errors.
- Bisecting lead to this commit.
python3 checkrefs.py -a ... INFO - Collecting actors... INFO - Validating textures... WARNING - "public/art/actors/units/han/infantry_crossbowman_c.xml": actor contains unnecessary texture(s) "specTex" from "player_trans.xml"
Only bad side effect is the comments are thrown under the bus.
i was missing lxml
I could not get it to work.
Note there is also a sorter in https://code.wildfiregames.com/P238 . This one also sorts subcomponents which might not be wanted though. It was useful for hyrule since they have/had many duplicate subnodes.
In D4736#202149, @borg- wrote:Grammar adjustment.
I'll keep it with default armor for now, in case this patch is committed and tested in gameplay, we can modify it if necessary.
@Langbart everything ok?
Grammar adjustment.
Aug 2 2022
In D4744#202144, @borg- wrote:When you open a discussion on the forum you have to be prepared to hear all kinds of opinions, ideas and suggestions. Each person wants 0 a.d to take the course he prefers. There will always be people with a view opposite to yours who tried to oppose the idea, but if there is no valid argument then you have nothing to worry about. Anyway the patch is going well here.
In D4187#202143, @lyv wrote:
- Is the gaia animal UnitAI supposed to handle the behavior of the player entities being attacked?
Doesn't have to be but it saves me from setting the cmpUnitAI twice in the current code. EDIT: I could've done UnitAI.prototype.PingForHelp(this.target, this.entity); too.
- Should cmpAttack actually care for this at all?
Haven't checked all functions in UnitAI, but the attack function there only reacts to manual input. But i agree that along with your 3rd point this is not required in that case.
- Perhaps UnitAI should instead do this in INDIVIDUAL.ATTACKED state transition if the attacking entity is a dangerous animal and call nearby entities with the same owner.
sure but then it loses moddability / possibly other use cases.
In D4380#202094, @Freagarach wrote:I guess an aura is (currently) suboptimal, as the animals may wander outside of the aura.
When you open a discussion on the forum you have to be prepared to hear all kinds of opinions, ideas and suggestions. Each person wants 0 a.d to take the course he prefers. There will always be people with a view opposite to yours who tried to oppose the idea, but if there is no valid argument then you have nothing to worry about. Anyway the patch is going well here.
General high level observations. Maybe wrong, I have not dabbled in this code enough to say with certainty.
- Is the gaia animal UnitAI supposed to handle the behavior of the player entities being attacked?
- Should cmpAttack actually care for this at all?
- Perhaps UnitAI should instead do this in INDIVIDUAL.ATTACKED state transition if the attacking entity is a dangerous animal and call nearby entities with the same owner.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Moved to UnitAI as advised, added radius param.
I don't understand the purpose of the standalone="no" tag, below some related IRC conversations about it. Can I remove them?
Yes you can remove it, its only relevant when DTD is used to make sure its only used for validation. standalone is by default considered as no, so its doubly unnecessary.
Build failure - The Moirai have given mortals hearts that can endure.
@marder I was actually considering that too. I'm fine either way.
nice idea! sound good
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Had forgot to remove some test code. Fixed.
When an aggressive animal attacks a unit, it will send a ping in a 60 (up for discussion obv) radius to owned idle units. They will come to aid. This should also fix the issue that Sillier brought up.
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
Restore catalog.xml
I'm not sure about the last one since it's an external lib. Otherwise looks good. I wonder if DTDs give more useful messages than RNG.
I guess an aura is (currently) suboptimal, as the animals may wander outside of the aura.