- User Since
- Apr 5 2019, 7:29 PM (109 w, 14 h)
Don't assign undefined.
Thu, May 6
So far for private properties in JS,,,
Oops, you're right!
Well, I've mostly chosen the Collect[e|o]r for its explicit difference from resource gathering.
I'm wondering whether it wouldn't be cleaner to explicitly add <TreasureCollecter> in the appropriate templates rather then enable it globally and then disable in multiple templates (siege, ship, dog, fauna etc.)
I'll ping @Nescio for this, since they're basically our "template master" ;)
Wed, May 5
More explicit function name and function.
No biggies, rest looks good. I didn't test.
Feel free, @wraitii.
If you wouldn't specify the resistance, and have an aura that adds one, does that mean you are immune at first but vulnerable thereafter?
Congratz on landing your first patch, @azayrahmad!
Tue, May 4
Try to find how to generate a string gamespeed.
Changing it in the match setup page works for me. (As in that saves it to a string.)
Is there still enough room on the minimal resolution for the pop info?
This replay gives an error upon replaying it.
I was wondering, @Langbart, is there any kind of reasoning behind changing the positions of the numbers?
If no-one voices against, I'll try to commit this this week.
@Nescio do you agree that the tip text needs a change now?
Mon, May 3
We can a.k.a. you then. :)
Some slight adaptations, added a unit test.
Sun, May 2
I'll commit this next week, unless someone objects.
This is a nice feature.
There are some minor code-style issues, but I'll handle those when comittting.
So on the one hand I have the idea: If you don't know something you can still be damaged by it. On the other hand our simulation in more places assumes that if you don't know something, you can't use it. (I'm leaning to prefering the latter now.)
I'll try to land this somewhere this week. (Notice it makes units with long repeat times (like elephants) a bit more effective.)
Sat, May 1
Fri, Apr 30
Don't error when we can't construct anything at all. (E.g. Survival of the Fittest.)
Thu, Apr 29
Force reentering the GATHER state.
It seems to me that we won't stop repairing if we are already repairing and the flag is switched. Have you tested that?
Wed, Apr 28
Exclude CCs and Docks.
(It should, but another diff.)
We can hardcode to exclude CC and dock? (Although a dock may be a viable choice for a dropsite.)
Yeah, it checks which structures are buildable at that time, so it won't try to build a CC in phase 1. But in phase 2 she may try that. (Although a quick match (to city phase) did not show that.)
It would indeed be good to check for some more stuff. The function findBestDropsiteLocation should take build restrictions into account.
We could use this to put a undamageable "scout" turret on the outpost?
SilhouetteRenderer.cpp ../../../source/renderer/SilhouetteRenderer.cpp: In member function ‘void SilhouetteRenderer::RenderDebugOverlays(const CCamera&)’: ../../../source/renderer/SilhouetteRenderer.cpp:445:61: warning: unused parameter ‘camera’ [-Wunused-parameter] void SilhouetteRenderer::RenderDebugOverlays(const CCamera& camera) ^~~~~~
Use findStructure from the buildManager.
Or more increased resistance and vision for occupying units?
This will be the unoptimised version ^^ So this could still be in, but not used by PetraAI.
Area damage is already tested?
Tue, Apr 27
There seems to be no reason for the floor (code introduced in rP13907), so just ditch that.
I think we should check that in the filter. I.e. if we pass a checkFoundations flag, we use getBuiltTemplate to also check the what the foundation becomes?
Mon, Apr 26
This seems to be good now. @wraitii can you confirm this is the behaviour you requested? I'm okay with it now, it means indeed a little more thought needs to go in before activating autoqueue.
@Stan can you check out the icons and give us your opinion about them?
Thanks for the patch :)
- You can use the Atlas "Actor viewer" to check out units animations.
- Please upload using full context :)
- Please correctly set the repository when uploading patches, that allows our linters to run on your differential. (I've set it now for you.)
Unit.cpp ../../../source/graphics/Unit.cpp: In static member function ‘static CUnit* CUnit::Create(const CStrW&, uint32_t, const std::set<CStr8>&, CObjectManager&)’: ../../../source/graphics/Unit.cpp:44:22: warning: unused variable ‘success’ [-Wunused-variable] auto [success, actor] = objectManager.FindActorDef(actorName); ^