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Freagarach
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Apr 5 2019, 7:29 PM (15 w, 7 h)

Recent Activity

Yesterday

Freagarach updated the summary of D1851: Automated exploring..
Fri, Jul 19, 10:08 PM
Freagarach updated the diff for D1851: Automated exploring..

Rebased.

Fri, Jul 19, 10:08 PM
Freagarach added a comment to rP22408: Clean up technologie data files:.

Doesn't this close D843 also?

Fri, Jul 19, 3:57 PM
Freagarach added a comment to D781: Elevation attack bonus for ranged units.

This revision now requires review to proceed.

Not sure why and how I triggered that.

Fri, Jul 19, 3:40 PM
D781: Elevation attack bonus for ranged units now requires review to proceed.
Fri, Jul 19, 3:38 PM
Freagarach added a comment to D2016: Move "ElevationBonus" and "Delay" to "Projectile" and rename to "ElevationRangeBonus" and "DamageDelay", respectively..

I don't see why melee units would have longer range when they are higher than their opponent. I can be overturned on that.
I think the important thing is specifying that this is a range bonus, not an attack damage bonus (unlike in AOE 2).

Not a argument for melee range bonus, but for melee damage bonus: forum.

Ref: D781.

Fri, Jul 19, 3:38 PM
Freagarach added inline comments to D1868: Add call-to-arms button..
Fri, Jul 19, 2:36 PM
Freagarach updated the diff for D1868: Add call-to-arms button..
  • Rebase.
  • return true after execute.
  • Hotkey.
Fri, Jul 19, 2:36 PM
Freagarach added a comment to D1868: Add call-to-arms button..
In D1868#87412, @Angen wrote:

I just tested it and does not work. They do not even move to that location / unit I order them to attack with this command.

That is interesting, for me it does work (at least yesterday it did). Do you get an error or something?

Fri, Jul 19, 1:29 PM

Thu, Jul 18

Freagarach planned changes to D2069: Cleanup of GUI-interface and test..

Wait for result of D2070 discussion. Especially regarding curly braces.

Thu, Jul 18, 5:28 PM
Freagarach added a comment to D2044: Allow immunity to certain damage types..

If restricted classes would be also applicable to damage (also splash/death/trample) immunity would not be necessary, I guess.

Thu, Jul 18, 4:44 PM
Freagarach added a comment to D2092: Generalise Attack effects - any attack can do damage, capture, inflict status effects, including splash. Also damage bonuses..

This merge-conflicts a bunch with D1938

Not sure where it conflicts with D1938, yes some rebasing is needed when either is committed but no major changes needed as far as I can see.

Thu, Jul 18, 4:33 PM
Freagarach added a comment to D2065: Rename "CauseSplashDamage" to the more generic "CauseDamageOverArea"..

Thanks for committing this @bb!

Thu, Jul 18, 4:00 PM

Wed, Jul 17

Freagarach added a comment to D2067: UnitMotion post-rewrite cleanup - remove dead code, common MoveTo, rename BeginPathing, move some functions around for better readability..

I've been testing this, UM looks so much better now than a few weeks ago! Kudos @wraitii.
Regarding this specific diff, no strange things found.

Wed, Jul 17, 8:32 PM
Freagarach updated the test plan for D2056: Support for more garrisoned slots per entity..
Wed, Jul 17, 5:28 PM
Freagarach added a comment to D2022: enable archery tradition for kush.

Perhaps you can add a reference to the source? For future reference and may help to persuade people ;)

Wed, Jul 17, 5:14 PM
Freagarach added a comment to D2081: Add restricted classes and status effects support to splash damage..

I might give a shot at commandeering this in a more general way tonight.

Feel free!

Wed, Jul 17, 2:59 PM
Freagarach updated the diff for D1838: Add proximity attack component..
  • Test.
  • Proper checking wheter an entity is moving.
Wed, Jul 17, 2:45 PM
Freagarach updated the diff for D1971: Support attack-ground for ranged units..

Rebased.

Wed, Jul 17, 8:29 AM

Tue, Jul 16

Freagarach added a comment to D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.

I agree with @wraitii that using capture as a damage type is weird ;) But also agree that a modder should have the option to do both damage and capture at the same time.
The armour for capture is interesting, but isn't there the CP-regenrate for already?
Wouldn't beams be just ranged attack with a stream of projectiles? Or am I thinking to limited now.

Tue, Jul 16, 8:34 PM
Freagarach updated the diff for D2064: Move "PlayersToDamage" from calling functions to to "CauseSplashDamage" and replace it with FF..

Rebased.

Tue, Jul 16, 7:27 PM
Freagarach updated the diff for D1846: Adds a "properties"-property to resources and let mods be able to prevent resources from being bartered, traded and/or tributed..

Make Jenkins/Vulcan a tad happier.

Tue, Jul 16, 7:14 PM
Freagarach updated the diff for D1973: Enable support for friendly fire for normal ranged attacks..

Rebased.

Tue, Jul 16, 7:00 PM

Mon, Jul 15

Freagarach added a comment to D1955: Support "phenotype"-tag in VisualActor..

Also you have no phenotype for, for example, gold mines. I'm not sure any values makes sense except "default".

Well, the function GetPhenotype *is* called for them (i.e. mines, trees, buildings etc. (not fish; don't ask me why)), so I'm not sure that "default" would not throw errors, but I'll test.
Open questions:

I wonder if all this shouldn't be handled in cmpidentity. To make the other components agnostic. That would simplify the code a lot here and in cmpvisual actor I think you wanted to do it

Mon, Jul 15, 7:43 PM
Freagarach updated the summary of D2081: Add restricted classes and status effects support to splash damage..
Mon, Jul 15, 7:23 PM
Freagarach updated the diff for D2065: Rename "CauseSplashDamage" to the more generic "CauseDamageOverArea"..

CauseAreaDamage => CauseDamageOverArea.

Mon, Jul 15, 6:54 PM
Freagarach updated the diff for D1838: Add proximity attack component..
  • Moved cmpDamage-function to CauseSplashDamage.
  • Removed support for status effects and restrictedClasses which are to be added in a seperete diff (D2081)

I can't get the test working properly, too little experience with that I guess, but I do not really want to leave it out. I'll try harder soon.

Mon, Jul 15, 5:54 PM
Freagarach created D2081: Add restricted classes and status effects support to splash damage..
Mon, Jul 15, 5:54 PM
Freagarach updated the summary of D2064: Move "PlayersToDamage" from calling functions to to "CauseSplashDamage" and replace it with FF..
Mon, Jul 15, 4:11 PM

Sun, Jul 14

Freagarach updated the diff for D1846: Adds a "properties"-property to resources and let mods be able to prevent resources from being bartered, traded and/or tributed..

Split functions.

Sun, Jul 14, 8:41 PM
Freagarach updated the diff for D1938: Easier introduction of new damage types..

Except for the above typo, this works correctly and it looks rather clean. I'd appreciate some basic tests for at least the case that "unknown damage type in armour = 0 armour", but I wouldn't call it necessary.

The armour is used nowhere in tests, should a new test (test_armour) be added?

Sun, Jul 14, 7:46 PM
Freagarach added a comment to D1938: Easier introduction of new damage types..
In D1938#86542, @elexis wrote:

It is important to analyze why the code was the way it was written - g_DamageTypes was introduced in rP20203 rP20625 (I can't read through everything now)

From what I read rP20625 included the variable g_DamageTypes to the wall_builder-script because getting the template required that.
Regarding rP20203, this seems indeed an extension of that commit. If I read it correctly, it was desired to have it more generic, but no one did it yet.

Sun, Jul 14, 7:26 PM
Freagarach added a comment to D1989: Allow accessing prop points in the simulation..

Hi! I got a segfault when testing this:

Sun, Jul 14, 6:52 PM
Freagarach updated the diff for D2069: Cleanup of GUI-interface and test..

Thanks @Nescio!

  • Inlines.
  • One var => let.

and always discourage non-core members from doing wholesale commits like this for obvious reasons..

Sorry, didn't know,,,

Sun, Jul 14, 7:35 AM
Freagarach added a comment to D2069: Cleanup of GUI-interface and test..
In D2069#86271, @Nescio wrote:

@Nescio, you are my superior in this

Am I?
Because it involves javascript, you actually need someone else; perhaps @bb is willing to.

I did not really change any code (except one var -> let) and, as far as I can tell, you are a very exact person. So yeah, I think you are ;)

Sun, Jul 14, 7:17 AM
Freagarach added a comment to D2065: Rename "CauseSplashDamage" to the more generic "CauseDamageOverArea"..
In D2065#86263, @Nescio wrote:

Actually “splash” implies a liquid (the word itself is an onomatopoeia), so I'm not sure it is the most appropiate term for anything we use in 0 A.D.; anyway, that's probably outside the scope of this patch.

Thanks for the info! It might be in scope to change it then, but I guess that needs a team decision.

Sun, Jul 14, 7:00 AM

Sat, Jul 13

Freagarach updated the diff for D2069: Cleanup of GUI-interface and test..

Reuploading because the test doesn't fail locally.

Sat, Jul 13, 9:47 PM
Freagarach updated the diff for D2069: Cleanup of GUI-interface and test..

Some more fixes (last?).

Sat, Jul 13, 9:36 PM
Freagarach created D2069: Cleanup of GUI-interface and test..
Sat, Jul 13, 3:14 PM
Freagarach added a comment to D2065: Rename "CauseSplashDamage" to the more generic "CauseDamageOverArea"..
In D2065#86153, @Nescio wrote:

If it is to be changed, shouldn't *all* occurrences of “splash” then be replaced with “area”?

Well, I think that the term "splash" is still correct in many places. It is splash damage that a projectile causes, right? You're more proficient with language ;)
I agree though that regarding DeathDamage it should probably be replaced.

Sat, Jul 13, 11:27 AM
Freagarach created D2065: Rename "CauseSplashDamage" to the more generic "CauseDamageOverArea"..
Sat, Jul 13, 10:52 AM
Freagarach created D2064: Move "PlayersToDamage" from calling functions to to "CauseSplashDamage" and replace it with FF..
Sat, Jul 13, 10:38 AM
Freagarach updated the diff for D1838: Add proximity attack component..
  • Added tooltip.
  • Many fixes from inlines.

Test not yet done.

Sat, Jul 13, 9:44 AM
Freagarach added inline comments to D1838: Add proximity attack component..
Sat, Jul 13, 9:11 AM
Freagarach added inline comments to D1838: Add proximity attack component..
Sat, Jul 13, 7:16 AM
Freagarach added inline comments to D1838: Add proximity attack component..
Sat, Jul 13, 6:14 AM

Thu, Jul 11

Freagarach requested review of D1846: Adds a "properties"-property to resources and let mods be able to prevent resources from being bartered, traded and/or tributed..
Thu, Jul 11, 8:23 PM
Freagarach updated the diff for D1846: Adds a "properties"-property to resources and let mods be able to prevent resources from being bartered, traded and/or tributed..

!

Thu, Jul 11, 8:20 PM
Freagarach updated the diff for D1846: Adds a "properties"-property to resources and let mods be able to prevent resources from being bartered, traded and/or tributed..

Some more checks in PetraAI.

Thu, Jul 11, 7:47 PM
Freagarach added inline comments to D1846: Adds a "properties"-property to resources and let mods be able to prevent resources from being bartered, traded and/or tributed..
Thu, Jul 11, 7:28 PM
Freagarach added inline comments to D1846: Adds a "properties"-property to resources and let mods be able to prevent resources from being bartered, traded and/or tributed..
Thu, Jul 11, 7:18 PM
Freagarach added inline comments to D1846: Adds a "properties"-property to resources and let mods be able to prevent resources from being bartered, traded and/or tributed..
Thu, Jul 11, 7:02 PM
Freagarach added a comment to D1903: UnitMotion - remove m_PathState.

Whilst testing this I got:

*** stack smashing detected ***: <unknown> terminated
Thread 1 "pyrogenesis" received signal SIGABRT, Aborted.
__GI_raise (sig=sig@entry=6) at ../sysdeps/unix/sysv/linux/raise.c:51
51	../sysdeps/unix/sysv/linux/raise.c: No such file or directory.
(gdb) bt
#0  __GI_raise (sig=sig@entry=6) at ../sysdeps/unix/sysv/linux/raise.c:51
#1  0x00007ffff3029801 in __GI_abort () at abort.c:79
Backtrace stopped: Cannot access memory at address 0x7fffffffb928

a couple of times when starting an attack after move, but I cannot reliably reproduce it. Not sure whether it is related, but I haven't seen this earlier.

Thu, Jul 11, 6:59 PM
Freagarach added a comment to D1977: Change Cheering.
In D1977#82718, @Angen wrote:

Units that get fired upon by archers might still cheer if they kill an enemy

If you mean that when unit gets hit by arrow should keep cheering, do not think so

I think what he meant is that when an entity kills its direct opponent it will cheer, but it might be the case that while cheering (s)he is under arrow fire from afar.

Thu, Jul 11, 5:57 PM

Wed, Jul 10

Freagarach added a comment to D1903: UnitMotion - remove m_PathState.

Whilst testing this I got:

*** stack smashing detected ***: <unknown> terminated
Wed, Jul 10, 9:36 PM
Freagarach created D2059: Let "GetPrimaryMember"-function of "Formation"-component actually return something of a primary member..
Wed, Jul 10, 5:58 PM
Freagarach planned changes to D1957: Basic implementation of extended restricted bartering support..

Not going to work on this any time soon.

Wed, Jul 10, 3:08 PM
Freagarach abandoned D1962: Stop chasing entity when it garrisons..

Is fixed.

Wed, Jul 10, 3:01 PM
Freagarach updated the test plan for D2056: Support for more garrisoned slots per entity..
Wed, Jul 10, 2:54 PM
Freagarach added a comment to D1846: Adds a "properties"-property to resources and let mods be able to prevent resources from being bartered, traded and/or tributed..
In D1846#85787, @elexis wrote:

Having dedicated functions would mean the JS complains about it when parsing the code

Actually not true, only happens when the code is run, and the only code that is run when the file is loaded is the creation of the prototype and registering of global functions.
So catching typos can happen in both cases only when the affected code is run during the simulation.
Actually the generic approach prevents testing for typos by design since it is undecidable whether there is just no resource with the tag in the current set of mods or whether there is a typo.

I'll wait untill you find an agreement ;)

Wed, Jul 10, 2:47 PM
Freagarach updated the diff for D2056: Support for more garrisoned slots per entity..

Improved tooltip to also show extra garrison size.

Wed, Jul 10, 2:35 PM
Freagarach added inline comments to D2056: Support for more garrisoned slots per entity..
Wed, Jul 10, 2:01 PM
Freagarach updated the diff for D2056: Support for more garrisoned slots per entity..
  • Tooltip.
  • slots -> size
  • Extended test.
Wed, Jul 10, 1:59 PM
Freagarach updated the diff for D1846: Adds a "properties"-property to resources and let mods be able to prevent resources from being bartered, traded and/or tributed..
  • Good check.
  • Also disables trade window when there are neither resources to trade nor to barter.
Wed, Jul 10, 11:10 AM
Freagarach updated the diff for D1846: Adds a "properties"-property to resources and let mods be able to prevent resources from being bartered, traded and/or tributed..

If everything went okay now, PetraAI can handle situations where there are no resources tradable, tributable and/or barterable.

Wed, Jul 10, 9:45 AM
Freagarach added a comment to D1846: Adds a "properties"-property to resources and let mods be able to prevent resources from being bartered, traded and/or tributed..
In D1846#85757, @Angen wrote:

I would not see a problem with petra as looping through 0 resources takes 0 time

Yeah, but there is happening a lot before it loops through the resources ;)

Wed, Jul 10, 8:32 AM
Freagarach updated the diff for D1846: Adds a "properties"-property to resources and let mods be able to prevent resources from being bartered, traded and/or tributed..

Even more fixes.

Wed, Jul 10, 8:27 AM
Freagarach added a comment to D1846: Adds a "properties"-property to resources and let mods be able to prevent resources from being bartered, traded and/or tributed..

Question: Should we also try to account for the cases that no resources have a specific property?

I tested these situations just now:

  • No Bartering resources reveals no errors,
  • No Trading resources gives only errors when trying to trade (obviously).
  • No Tributing resources gives an error when opening the diplomacy screen (which I think can easily be fixed by setting a default for widthOffset).

Performance-wise it would be good if PetraAI would not even try to initialise the different components when they are not possible.

Wed, Jul 10, 7:44 AM
Freagarach added a comment to D1846: Adds a "properties"-property to resources and let mods be able to prevent resources from being bartered, traded and/or tributed..

Question: Should we also try to account for the cases that no resources have a specific property?

Wed, Jul 10, 6:21 AM

Tue, Jul 9

Freagarach added inline comments to D1846: Adds a "properties"-property to resources and let mods be able to prevent resources from being bartered, traded and/or tributed..
Tue, Jul 9, 9:38 PM
Freagarach updated the diff for D1846: Adds a "properties"-property to resources and let mods be able to prevent resources from being bartered, traded and/or tributed..

Should do the job, @Angen.

Tue, Jul 9, 9:23 PM
Freagarach updated the diff for D1846: Adds a "properties"-property to resources and let mods be able to prevent resources from being bartered, traded and/or tributed..

Many small fixes.

Tue, Jul 9, 9:04 PM
Freagarach added inline comments to D1846: Adds a "properties"-property to resources and let mods be able to prevent resources from being bartered, traded and/or tributed..
Tue, Jul 9, 8:58 PM
Freagarach added inline comments to D1846: Adds a "properties"-property to resources and let mods be able to prevent resources from being bartered, traded and/or tributed..
Tue, Jul 9, 8:36 PM
Freagarach added a comment to D1846: Adds a "properties"-property to resources and let mods be able to prevent resources from being bartered, traded and/or tributed..

You beat me to it @Angen ;)

Tue, Jul 9, 7:35 PM
Freagarach added a comment to D1846: Adds a "properties"-property to resources and let mods be able to prevent resources from being bartered, traded and/or tributed..
In D1846#85636, @Nescio wrote:

Occassionally I get the following warning and error:

WARNING: JavaScript warning: simulation/ai/petra/tradeManager.js line 193 reference to undefined property tradingGoods[res]
ERROR: Invalid trading goods: ({silver:NaN, metal:NaN})

Any ideas how to fix it?

So glad you're testing it already! I'm starting to get a love-hate relationship with PetraAI ;) (The implementation of the garrison slots took me about half an hour, fixing Petra took the rest of the day,,,)

Tue, Jul 9, 7:24 PM
Freagarach added inline comments to D2056: Support for more garrisoned slots per entity..
Tue, Jul 9, 7:12 PM
Freagarach updated the diff for D2056: Support for more garrisoned slots per entity..

Fixed AI.

Tue, Jul 9, 7:10 PM
Freagarach added inline comments to D2056: Support for more garrisoned slots per entity..
Tue, Jul 9, 7:00 PM
Freagarach added inline comments to D2056: Support for more garrisoned slots per entity..
Tue, Jul 9, 5:57 PM
Freagarach added inline comments to D2056: Support for more garrisoned slots per entity..
Tue, Jul 9, 5:44 PM
Freagarach updated subscribers of D2056: Support for more garrisoned slots per entity..
Tue, Jul 9, 2:11 PM
Freagarach created D2056: Support for more garrisoned slots per entity..
Tue, Jul 9, 2:01 PM
Freagarach abandoned D2047: Show capture bar of panel entities..

Duplicated in D1268. Sorry people.

Tue, Jul 9, 10:19 AM
Freagarach updated the diff for D2044: Allow immunity to certain damage types..
  • Some fixes regarding PetraAI.
Tue, Jul 9, 8:33 AM
Freagarach added inline comments to D2044: Allow immunity to certain damage types..
Tue, Jul 9, 8:33 AM
Freagarach added a comment to D2044: Allow immunity to certain damage types..
In D2044#85582, @Angen wrote:

i ll check another things later

Thanks! I'm currently running many test games AI vs AI and already found lots of errors :( Mainly when I use *.id() where it should not be used and vice versa.

Tue, Jul 9, 8:06 AM
Freagarach added a comment to D1971: Support attack-ground for ranged units..

So here is a problem: I cannot find any code to give a (bombard) circle overlay at the pointer position. (Range visualisation is a component of an entity.) Currently a tooltip is shown with the bombard radius, but that seems kind of odd. Moreover, distances/radii are quite difficult to estimate in-game, IMHO.
Hence the question what to do with it now?
Perhaps:

  • Nothing extra, we can just use it as is. (Not likely because of reasons above.)
  • Split the radius-changing part as requested earlier. (Probably, but I'm no fan of that for reasons mentioned earlier (here & here ).)
  • There *is* a way of showing the radius! (Please point me in that direction then ;) )
  • We will make a way of showing the radius. (My last encounter with C++ was not very comfortable, but I still am willing to learn.)

Or something else?

Tue, Jul 9, 7:05 AM

Mon, Jul 8

Freagarach added inline comments to D2044: Allow immunity to certain damage types..
Mon, Jul 8, 10:57 PM
Freagarach updated the diff for D2044: Allow immunity to certain damage types..
  • Improved function canAttackTarget in entity.js in common-api.
  • More checks whether the AI can attack units.
Mon, Jul 8, 10:56 PM
Freagarach added inline comments to D2044: Allow immunity to certain damage types..
Mon, Jul 8, 10:53 PM
Freagarach added a comment to D2044: Allow immunity to certain damage types..

Also, what to do with attackMove?

Mon, Jul 8, 8:16 PM
Freagarach added a comment to D2044: Allow immunity to certain damage types..
In D2044#85441, @Angen wrote:

This has to be fixed with this change of armour.

Thought so.

Mon, Jul 8, 7:21 PM

Sun, Jul 7

Freagarach updated the diff for D2044: Allow immunity to certain damage types..

Created a canAttackTarget-function in "entity.js" of the "common-api".

Sun, Jul 7, 9:27 PM
Freagarach added a comment to D2044: Allow immunity to certain damage types..
In D2044#85423, @Angen wrote:

yes that would be better place :)

I'm not sure, but is seems that I cannot check the target there, is that correct? target.anyFunction() gives an error.

Sun, Jul 7, 8:25 PM
Freagarach added a comment to D2044: Allow immunity to certain damage types..
In D2044#85396, @Angen wrote:

You would need to write one at extendedentity.js in petra directory. I suggest to not call canAttack from cmpAttack but rather to check attack types and armour using functions petra has (attackStrengths,armourStrenghts), because that would use only template values and will be faster as petra would call canAttack very often.

Shouldn't the check be in entity.js of the common-api? There is also a function canAttackClass already in that file.

Sun, Jul 7, 7:23 PM
Freagarach updated the summary of D2044: Allow immunity to certain damage types..
Sun, Jul 7, 2:29 PM
Freagarach added a comment to D2044: Allow immunity to certain damage types..
In D2044#85131, @Angen wrote:

and you need to edit AttackPlan.js in Petra AI function "update" as well

Can I somehow use the function CanAttack from Attack.js for that?

Sun, Jul 7, 2:28 PM
Freagarach updated the diff for D2044: Allow immunity to certain damage types..

Added unit test.

Sun, Jul 7, 1:31 PM
Freagarach added a comment to D2044: Allow immunity to certain damage types..
In D2044#85350, @FeXoR wrote:

This seems to be a duplication of D1965

No, I split it into instant-kill (D1965) and immunity (D2044).

Sun, Jul 7, 12:36 PM