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Freagarach
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User Since
Apr 5 2019, 7:29 PM (7 w, 2 d)

Recent Activity

Yesterday

Freagarach added inline comments to D1851: First try of an automated exploring method..
Sun, May 26, 9:32 PM
Freagarach added a comment to D1846: Let mods prevent resources from being bartered, traded and/or tributed..

Two questions:

  • Can anyone help me how to make a function of the sorting (in Resources.js)? (And in test_Player.js.)
  • Which of the two functions I introduced in Resources.js would be most efficient? Currently GetTributableCodes/GetBarterableCodes/GetTradableCodes is used, which is just an array of the respective codes. Should I just remove the other functions since they are not used?
Sun, May 26, 9:30 PM
Freagarach updated the diff for D1838: Add proximity attack component..

(Hopefully) fixed serialising. (Load/Save works fine.)

Sun, May 26, 9:18 PM

Mon, May 20

Freagarach updated the diff for D1851: First try of an automated exploring method..
  • Moved position remembering to the order.
  • Walking state after finishing.
Mon, May 20, 8:57 PM

Sun, May 19

Freagarach updated the summary of D1851: First try of an automated exploring method..
Sun, May 19, 8:45 PM
Freagarach updated the diff for D1851: First try of an automated exploring method..
  • Movement animation.
  • Return to beginposition after finishing scouting.
  • Removed redundant function (entities near position in UnitAI)
  • Shrunk targetPos
Sun, May 19, 8:42 PM
Freagarach added a comment to D1851: First try of an automated exploring method..
In D1851#78736, @Angen wrote:
  1. you need to select movement animation for unit
  2. I do not think automatic scouting should avoid to scout enemy territory
  3. when they do not find position to explore they could go into home territory or back to some cc
  4. you can start timer and check if position of unit have changed and if not then is probably moving on place trying to reach something what cannot else I think it would need to implement reagon map as AI has. (see terrain-analysis.js in ai/common-api)

I do not think Pathfinder or unitmotion has something like this. ( @wraitii ?)

Sun, May 19, 7:54 PM
Freagarach updated the diff for D1851: First try of an automated exploring method..
  • Let the method use positions rather than GAIA-entities
  • Changed C-function name
  • Changed years in C-files
Sun, May 19, 4:34 PM
Freagarach added a comment to D1851: First try of an automated exploring method..

I have a question on how to proceed. I have basically three options now:

  1. Use the point at which the scout command is given as a reference point and scout in ever increasing circles. (Note that this will not use the hard-fought new function.)
  2. Use the entity's current location and move (semi-)randomly to the nearest unexplored territory.
  3. Just randomly pick unexplored locations in the map and try to move to it, even if the first point is very far away.

There may be other options, which I would love to hear ;) I currently am trying to implement the second method.

Sun, May 19, 2:30 PM
Freagarach added a comment to D1851: First try of an automated exploring method..
In D1851#78605, @Angen wrote:

Maybe now you will not send position which is out of world but the function itself should return correct answer with any parameters given.
To have name Ispositionexplored and return true if out of world while positions out of world are not explored is not correct.
Canplayerexploreposition is basicly saying if it is allowed for player to explore it so maybe this.
My point is this is going to be called from js so name should state clearly what is the result. It should have not hidden behaviour.
Another side of this approach picking position based on gaia entities.
What if it picks wolf or lion and goes there and dies stupidly because there will be group of them waiting?

Sun, May 19, 1:12 PM
Freagarach added a comment to D1851: First try of an automated exploring method..
In D1851#78567, @Angen wrote:

On the second thought you should probably change it to ShouldPlayerExplorePosition and return true if tile is not explored and is in the world. Use funtions IsLosOfWorld else entity will try to reach unreachable area out of world.

Sun, May 19, 11:58 AM
Freagarach planned changes to D1851: First try of an automated exploring method..
Sun, May 19, 7:46 AM
Freagarach updated the diff for D1851: First try of an automated exploring method..

Thanks @Angen it works now! It is indeed strange that the vector did not work, maybe I'll find out some day.
Just a question: should it not be "entity_pos_t z" instead of "entity_pos_t y"? For I thought that "y" is the height?

Sun, May 19, 7:46 AM

Sat, May 18

Freagarach planned changes to D1851: First try of an automated exploring method..
Sat, May 18, 9:31 PM
Freagarach updated the diff for D1851: First try of an automated exploring method..

Add const at ccmps.

Sat, May 18, 9:30 PM
Freagarach planned changes to D1851: First try of an automated exploring method..
Sat, May 18, 9:01 PM
Freagarach updated the diff for D1851: First try of an automated exploring method..

Added C-changes proposed by @Angen , because I need help getting it buildable.

Sat, May 18, 8:23 PM
Freagarach planned changes to D1851: First try of an automated exploring method..
Sat, May 18, 10:43 AM
Freagarach updated the diff for D1838: Add proximity attack component..

Removed duplicate type in cmpDamage.CauseProximityDamage at CauseDamage.

Sat, May 18, 10:38 AM
Freagarach updated the diff for D1851: First try of an automated exploring method..

Ensured that a sea-creature is not targetted, but this is not the way it should be ;)

Sat, May 18, 10:02 AM
Freagarach planned changes to D1851: First try of an automated exploring method..
Sat, May 18, 9:17 AM
Freagarach updated the diff for D1851: First try of an automated exploring method..

Added a button to activate the scouting. Now going to try to use the code provided by @Angen (link).

Sat, May 18, 7:50 AM
Freagarach added a comment to D1905: Vision Blocking by Terrain while exploring.

Awesome :D
Lubuntu, NVIDIA 512 MB graphics card: no error, warning or anything alike.
It would be nice if an entity could see further if it were standing higher, so one could overlook a field when standing on a nearby hill, but I don't know whether that is in the scope of this patch ;)

Sat, May 18, 6:54 AM

Wed, May 15

Freagarach added inline comments to D1838: Add proximity attack component..
Wed, May 15, 4:20 PM
Freagarach updated the summary of D1838: Add proximity attack component..
Wed, May 15, 4:19 PM

Mon, May 13

Freagarach added inline comments to rP22275: Fix move speed not correctly reset when chasing a unit.
Mon, May 13, 9:29 PM
Freagarach updated subscribers of rP22275: Fix move speed not correctly reset when chasing a unit.
Mon, May 13, 9:21 PM
Freagarach added a comment to rP22275: Fix move speed not correctly reset when chasing a unit.

Sorry for the removed subscription, I don't know what happened,,,

Mon, May 13, 9:21 PM
Freagarach updated subscribers of rP22275: Fix move speed not correctly reset when chasing a unit.
Mon, May 13, 9:20 PM
Freagarach added inline comments to rP22275: Fix move speed not correctly reset when chasing a unit.
Mon, May 13, 9:15 PM

Fri, May 10

Freagarach added a comment to D1868: Add call-to-arms button..

This button should be moved from the selection panel to next to the minimap and iterate over all entities, I guess?

Fri, May 10, 11:15 PM
nani awarded D1868: Add call-to-arms button. a Like token.
Fri, May 10, 11:14 PM
Freagarach updated the diff for D1868: Add call-to-arms button..
  • Converted to call-to-arms button (so lots of changes).
Fri, May 10, 11:09 PM
Freagarach updated the diff for D1819: Make capture attack work with units with BuildingAI..
  • Removed some rudementary braces
  • Edited Siege-tower template to comply with new template method
Fri, May 10, 8:43 PM
Freagarach added a comment to D1868: Add call-to-arms button..
In D1868#77244, @Stan wrote:

Usually one should refer to the tickets :)

Fri, May 10, 6:40 PM

Wed, May 8

Freagarach added a comment to D1868: Add call-to-arms button..
In D1868#77241, @Stan wrote:

Oh yeah, I misread the ticket. That's just a side effect of calling units to arms.

Wed, May 8, 5:29 PM
Freagarach added a comment to D1868: Add call-to-arms button..
In D1868#77236, @Stan wrote:

About the patch itself, I'm not sure it is a wanted a feature.

Wed, May 8, 4:59 PM
Freagarach created D1868: Add call-to-arms button..
Wed, May 8, 4:46 PM

Wed, May 1

Freagarach updated the diff for D1838: Add proximity attack component..
  • Added test
  • Replaced the timer-check at init with one at Ownership-change to prevent entities with OnlyWhenMoving == true to do damage upon creation.
  • Use range query instead of EntitiesNearPoint as suggested by Angen
  • Typo (bonusses)
  • Fixed error with FriendlyFire
  • Updated JSDoc
Wed, May 1, 4:57 PM

Tue, Apr 30

Freagarach added a comment to D1851: First try of an automated exploring method..
In D1851#76653, @Stan wrote:

Apparently it was a planned feature. https://trac.wildfiregames.com/wiki/XML.Entity.Actions.Scout
What I'd like to see as well is when some units go idle their vision range slightly increase to an extent like in AOM

The start of this and #3634? Which I would think is awesome!

Tue, Apr 30, 9:10 PM
Freagarach added a comment to D1838: Add proximity attack component..
In D1838#76640, @Angen wrote:

Quick question:
Would not be better to use range query to get entities around instead calling this.EntitiesNearPoint ?

Tue, Apr 30, 7:46 PM

Mon, Apr 29

Freagarach added inline comments to D1838: Add proximity attack component..
Mon, Apr 29, 8:19 PM
Freagarach planned changes to D1851: First try of an automated exploring method..
In D1851#76627, @Imarok wrote:

Sure, no criticism intended.
I just didn't want you to invest precious time in the believe it will get straight into the main game. ;)

Mon, Apr 29, 7:37 PM

Sun, Apr 28

Freagarach added a comment to D1851: First try of an automated exploring method..
In D1851#76566, @Imarok wrote:

Yeah, that doesn't always have a meaning ;)

Sun, Apr 28, 7:13 PM
Freagarach added a comment to D1851: First try of an automated exploring method..
In D1851#76552, @Imarok wrote:

Picking hidden gaia entities really sounds like cheating. ;)
Also do we really need scouting? With a few shift+clicks on the minimap a unit can be ordered to scout the whole map.

Sun, Apr 28, 4:24 PM
Freagarach added inline comments to D1851: First try of an automated exploring method..
Sun, Apr 28, 4:11 PM
Freagarach created D1851: First try of an automated exploring method..
Sun, Apr 28, 4:10 PM
Freagarach added a comment to D1718: Decay/regenerate option for resources when not being gathered from.
In D1718#76526, @Stan wrote:

One could add a timer to know what was the last time TakeResources() was called, and only start decaying, or regrowing when it's been a certain amount of time. But I think that will add a lot of complexity for no benefit...

Sun, Apr 28, 12:41 PM
Freagarach added a comment to D1718: Decay/regenerate option for resources when not being gathered from.
In D1718#76477, @Stan wrote:

That would actually be a decay when not gathered, and grow when gathered, so two new options.

Sun, Apr 28, 12:11 PM

Sat, Apr 27

Freagarach added a comment to D1718: Decay/regenerate option for resources when not being gathered from.

If I read this correctly, the constraint whether an entity is worked is removed because it is unrealistic that a dead animal decays slower when attended. But shouldn't the option at least be given? For it could be quite useful when considering farms: attended by workers means it grows (quickly), essentially making it an infinite supply, but when no workers are working it it decays. (This would make prolonged raiding a real pain.) This would probably require the generically named "constraint" to be renamed to something a bit more specific, e.g. "livingStatus".

Sat, Apr 27, 8:33 PM
Freagarach updated the diff for D1846: Let mods prevent resources from being bartered, traded and/or tributed..

Some minor fixes.

Sat, Apr 27, 5:32 PM
Freagarach added inline comments to D1838: Add proximity attack component..
Sat, Apr 27, 4:51 PM
Freagarach updated the diff for D1838: Add proximity attack component..

Better way for checking unit motion. Some more fixes.

Sat, Apr 27, 4:51 PM

Apr 26 2019

Freagarach added inline comments to D1838: Add proximity attack component..
Apr 26 2019, 10:16 PM
Freagarach updated the diff for D1838: Add proximity attack component..

Implemented some suggestions.

Apr 26 2019, 10:04 PM
Freagarach added inline comments to D1838: Add proximity attack component..
Apr 26 2019, 9:56 PM
Freagarach added inline comments to D1838: Add proximity attack component..
Apr 26 2019, 4:51 PM
Freagarach added inline comments to D1846: Let mods prevent resources from being bartered, traded and/or tributed..
Apr 26 2019, 4:45 PM
Freagarach added inline comments to D1846: Let mods prevent resources from being bartered, traded and/or tributed..
Apr 26 2019, 1:54 PM
Freagarach added a comment to D1846: Let mods prevent resources from being bartered, traded and/or tributed..

It's okay ;)

Apr 26 2019, 1:51 PM
Freagarach updated the diff for D1846: Let mods prevent resources from being bartered, traded and/or tributed..

Sorry, didn't wait for reaction about the currency, I implemented it during lunch.

Apr 26 2019, 1:43 PM
Freagarach added a comment to D1846: Let mods prevent resources from being bartered, traded and/or tributed..

Okay, from what I see it is almost done?
Things to discuss:

  • resourceTradable/resourceBarterable/resourceTributable Objects are not used by me and can be removed I guess? Unless someone sees any useful application for it?
  • Connected: If the above is done, the question about the caching is not relevant anymore, right?
  • Duplication in the Resources.js and in the test_Player.js can be reduced. (I'm sorry, but I do not consider myself up to that task.)
  • Should I add a currency parameter in this patch so that @wowgetoffyourcellphone and @Nescio are happy? ;) (see this thread)
  • Are there any other things that ought to be done?

And a question, there are no reviewers, should I invite them or do they pick differentials themselve?

Apr 26 2019, 12:15 PM
Freagarach updated the diff for D1846: Let mods prevent resources from being bartered, traded and/or tributed..

Fixed confusing names, AI tribute requests and removed unnecessary test in code.

Apr 26 2019, 8:36 AM

Apr 25 2019

Freagarach added inline comments to D1846: Let mods prevent resources from being bartered, traded and/or tributed..
Apr 25 2019, 10:41 PM
Freagarach updated the diff for D1846: Let mods prevent resources from being bartered, traded and/or tributed..

Some minor fixes.

Apr 25 2019, 9:32 PM
Freagarach added a comment to D1846: Let mods prevent resources from being bartered, traded and/or tributed..

@Nescio This:

Apr 25 2019, 8:58 PM
Freagarach added inline comments to D1846: Let mods prevent resources from being bartered, traded and/or tributed..
Apr 25 2019, 2:54 PM
Freagarach updated the diff for D1846: Let mods prevent resources from being bartered, traded and/or tributed..

Fixed tests.

Apr 25 2019, 2:47 PM
Freagarach updated the diff for D1846: Let mods prevent resources from being bartered, traded and/or tributed..

Some fixes and Petra-AI should now follow the constraints, which is difficult to test fully.

Apr 25 2019, 2:07 PM
Freagarach added inline comments to D1846: Let mods prevent resources from being bartered, traded and/or tributed..
Apr 25 2019, 12:17 PM
Freagarach added a comment to D1846: Let mods prevent resources from being bartered, traded and/or tributed..

I'm already checking out the code there, it is quite similar but has a few things I didn't think of.

Apr 25 2019, 10:31 AM

Apr 24 2019

Freagarach added a comment to D1846: Let mods prevent resources from being bartered, traded and/or tributed..

Yes, it would indeed be better, but if it is like this one can just add a new resource exactly the same way as before. I don't mind to copy extra code when making a new resource, but I reckoned this is less prone to error?
The screenshots I cannot add, but the icon is just not shown in the trade/diplomacy window. Except the small barter window when selecting the market, I couldn't find what to change to make sure that is not shown there.
I haven't changed the AI, so that will still ask for the resources and barter them also I guess, I didn't check actually. I can try and look for the code in Petra to fix it, but that will take some time.

Apr 24 2019, 5:45 PM
Freagarach added inline comments to D1846: Let mods prevent resources from being bartered, traded and/or tributed..
Apr 24 2019, 5:15 PM
Freagarach created D1846: Let mods prevent resources from being bartered, traded and/or tributed..
Apr 24 2019, 3:31 PM

Apr 23 2019

Freagarach added a comment to D1838: Add proximity attack component..

I certainly would like to be complete, but the unit tests seem a little too complicated for me now :)
Is the JSDoc somewhat better now?

Apr 23 2019, 8:52 AM
Freagarach updated the diff for D1838: Add proximity attack component..

Some documentation mainly.

Apr 23 2019, 8:52 AM

Apr 22 2019

Freagarach added a comment to D1838: Add proximity attack component..

I understand :)

Apr 22 2019, 9:25 PM
Freagarach updated the diff for D1838: Add proximity attack component..

Applied Stan's inline suggestions.

Apr 22 2019, 8:51 PM
Freagarach added a comment to D1838: Add proximity attack component..
In D1838#75619, @Stan wrote:

Well it's on #995

Apr 22 2019, 11:34 AM

Apr 21 2019

Freagarach updated the summary of D1838: Add proximity attack component..
Apr 21 2019, 9:35 AM
Freagarach added a comment to D1838: Add proximity attack component..

Perhaps my summary is a bit ambiguous, this allows a unit to have trample damage, so it can charge 'through' a formation of units whilst dealing damage. Useful for e.g. chariots, elephants, macadonian fire-raiser et alii.

Apr 21 2019, 9:33 AM

Apr 20 2019

Freagarach created D1838: Add proximity attack component..
Apr 20 2019, 10:08 PM

Apr 7 2019

Freagarach added inline comments to D1819: Make capture attack work with units with BuildingAI..
Apr 7 2019, 8:06 PM
Freagarach updated the diff for D1819: Make capture attack work with units with BuildingAI..

Changed some var to let in the vicinity, reduced indirection at line 1897.

Apr 7 2019, 8:05 PM
Freagarach added inline comments to D1819: Make capture attack work with units with BuildingAI..
Apr 7 2019, 4:23 PM
Freagarach added inline comments to D1819: Make capture attack work with units with BuildingAI..
Apr 7 2019, 3:03 PM
Freagarach added inline comments to D1819: Make capture attack work with units with BuildingAI..
Apr 7 2019, 2:49 PM
Freagarach updated the diff for D1819: Make capture attack work with units with BuildingAI..

Applied feedback (check for cmpAttack, revert test arrow for SiegeTower)

Apr 7 2019, 2:46 PM
Freagarach added inline comments to D1819: Make capture attack work with units with BuildingAI..
Apr 7 2019, 12:05 PM

Apr 6 2019

Freagarach created D1819: Make capture attack work with units with BuildingAI..
Apr 6 2019, 8:25 AM