- User Since
- May 10 2021, 10:02 AM (97 w, 6 d)
May 22 2022
May 16 2022
May 13 2022
Minor bug fix
Addressed the reviews, implemented a very rudimentary "back to normal" mode
May 12 2022
Fixed warnings arc lint didn't show me locally
Addressed all reviews, except implemeting a rudimental "Back-to-normal"-Mode and the question where to store it
One thing, I think this lacks is recovering, we stay in the emergency state forever, even if we'd win.
May 11 2022
May 10 2022
I will redo this, as the code here is an unreadable mess, same for the commit history
Mar 20 2022
Dec 16 2021
Dec 8 2021
Dec 6 2021
@nwtour Sadly I couldn't reproduce it. Can you really pinpoint it to this change? Theoretically the behavior should stay the same, as I just replace some magic numbers with constants
Addressed the code review comments; rebased
Dec 1 2021
Replaced the "=="/"!=" with "===" or "!==".
Nov 27 2021
Nov 25 2021
Nov 21 2021
Added some constants that weren't replaced
Nov 17 2021
Addressed code review
Nov 13 2021
Addressed nearly every code comment. (Doesn't work at the moment)
Nov 12 2021
Move the constants back between constructor and "init"/"update"
Reverted the move of the constants to the top. They will now live between the constructor and "init"/"update".
I broke it:
ERROR: Error in timer on entity 10, IID90, function UpdateSequences: TypeError: this.sequences is undefined StatisticsTracker.prototype.UpdateSequences@simulation/components/StatisticsTracker.js:549:2 Timer.prototype.OnUpdate@simulation/components/Timer.js:139:44
Addressed review comments from D4343 for consistency
Addressed review comments.
Nov 11 2021
Nov 8 2021
Removed duplicate newline that was added by accident
Nov 6 2021
Reordered the constants
Nov 5 2021
Oct 30 2021
Fixed some linter warnings
Oct 25 2021
Emergency bugfix ;D
Removed my logging, cleaned up the code. Ready for review
Oct 22 2021
- Cleaned up the code.
- Added some messages that the AI will say.
- Removed some minor bugs
Oct 15 2021
After an hour I destroyed all her four CC and she started to retreat to a central point in the middle of the map, after a short time the Ai committed suicide and I won.
@Langbart I wasn't able to reproduce it. (The red ones won at the end, the blue one did nearly nothing). But if the AI kills itself instantly this means either:
Sep 19 2021
I think I fixed "army is undefined" and "undefined has no properties".
Sep 17 2021
"army is undefined" still happens. Minor tweaks
Sep 16 2021
I think I fixed the error in defenseManager.js (army is undefined). Only Petra error in incrementBuilderCounters for structures/kush/camp_noba with count < 0 and unknown type in garrisonManager undefined for Athenian Hoplite id 13212 inside Barracks id 12541 remain.
Sep 14 2021
Ungarrisoning still doesn't work. Found another error message after returning from emergency mode
Sep 12 2021
*Maybe* fixed the ungarrisoning.(Worked twice, but I have to test it more) Furthermore I was able to fix some errors, that occur after returning from emergency state.
Sep 11 2021
Fixed some bugs and errors.
Sep 9 2021
Fixed the sending/expiring of neutrality requests. The aggressive AI will destroy every building it has. (Maybe it should retain all buildings that make damage)
Sep 3 2021
Aug 30 2021
Cleaned up the code, added several corrections. The code still has to be cleaned up a lot.
No review necessary at the moment, as still WIP.
Code works as advertised and is clear/understandable
Aug 29 2021
(Not ready for review)
Aug 26 2021
Sync between repo and phabricator. (Review is not necessary at the moment)
Aug 8 2021
Fixed the patch ^^
Aug 7 2021
Jul 24 2021
Implemented majority of corrections, the other will follow
Jul 20 2021
Jul 19 2021
Jul 11 2021
Jun 22 2021
-Fixed bug, when the collect point is unreachable, all units try forever to go to the point
-Ships now don't count, if they can't reach a collect point
-If defensive+cooperative: If all neutrality requests were accepted and at least territory root is still available, then the state of emergency is lifted.
Jun 13 2021
Jun 12 2021
Just for my information, what is your reasoning behind putting it in Commands.js (the simulation) as opposed to in unit_actions.js (the GUI)?
Jun 10 2021
Relics and ruins don't show the button anymore
Button is not shown anymore, if the unit wouldn't be moved anyway
Freagarach, I disagree with you.