Index: ps/trunk/binaries/data/mods/public/simulation/components/Formation.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/Formation.js (revision 14392) +++ ps/trunk/binaries/data/mods/public/simulation/components/Formation.js (revision 14393) @@ -1,893 +1,911 @@ function Formation() {} Formation.prototype.Schema = ""; var g_ColumnDistanceThreshold = 128; // distance at which we'll switch between column/box formations Formation.prototype.Init = function() { this.members = []; // entity IDs currently belonging to this formation this.inPosition = []; // entities that have reached their final position this.columnar = false; // whether we're travelling in column (vs box) formation this.formationName = "Line Closed"; this.rearrange = true; // whether we should rearrange all formation members this.formationMembersWithAura = []; // Members with a formation aura this.width = 0; this.depth = 0; this.oldOrientation = {"sin": 0, "cos": 0}; }; Formation.prototype.GetSize = function() { return {"width": this.width, "depth": this.depth}; }; Formation.prototype.GetMemberCount = function() { return this.members.length; }; /** * Returns the 'primary' member of this formation (typically the most * important unit type), for e.g. playing a representative sound. * Returns undefined if no members. * TODO: actually implement something like that; currently this just returns * the arbitrary first one. */ Formation.prototype.GetPrimaryMember = function() { return this.members[0]; }; /** * Permits formation members to register that they've reached their * destination, and automatically disbands the formation if all members * are at their final positions and no controller orders remain. */ Formation.prototype.SetInPosition = function(ent) { if (this.inPosition.indexOf(ent) != -1) return; // Only consider automatically disbanding if there are no orders left. var cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI); if (cmpUnitAI.GetOrders().length) { this.inPosition = []; return; } this.inPosition.push(ent); if (this.inPosition.length >= this.members.length) this.Disband(); }; /** * Called by formation members upon entering non-walking states. */ Formation.prototype.UnsetInPosition = function(ent) { var ind = this.inPosition.indexOf(ent); if (ind != -1) this.inPosition.splice(ind, 1); } /** * Set whether we should rearrange formation members if * units are removed from the formation. */ Formation.prototype.SetRearrange = function(rearrange) { this.rearrange = rearrange; }; /** * Initialise the members of this formation. * Must only be called once. * All members must implement UnitAI. */ Formation.prototype.SetMembers = function(ents) { this.members = ents; for each (var ent in this.members) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); cmpUnitAI.SetFormationController(this.entity); var cmpAuras = Engine.QueryInterface(ent, IID_Auras); if (cmpAuras && cmpAuras.HasFormationAura()) { this.formationMembersWithAura.push(ent); cmpAuras.ApplyFormationBonus(ents); } } this.offsets = undefined; // Locate this formation controller in the middle of its members this.MoveToMembersCenter(); this.ComputeMotionParameters(); }; /** * Remove the given list of entities. * The entities must already be members of this formation. */ Formation.prototype.RemoveMembers = function(ents) { this.offsets = undefined; this.members = this.members.filter(function(e) { return ents.indexOf(e) == -1; }); this.inPosition = this.inPosition.filter(function(e) { return ents.indexOf(e) == -1; }); for each (var ent in ents) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); cmpUnitAI.UpdateWorkOrders(); cmpUnitAI.SetFormationController(INVALID_ENTITY); } for each (var ent in this.formationMembersWithAura) { var cmpAuras = Engine.QueryInterface(ent, IID_Auras); cmpAuras.RemoveFormationBonus(ents); // the unit with the aura is also removed from the formation if (ents.indexOf(ent) !== -1) cmpAuras.RemoveFormationBonus(this.members); } this.formationMembersWithAura = this.formationMembersWithAura.filter(function(e) { return ents.indexOf(e) == -1; }); // If there's nobody left, destroy the formation if (this.members.length == 0) { Engine.DestroyEntity(this.entity); return; } if (!this.rearrange) return; this.ComputeMotionParameters(); // Rearrange the remaining members this.MoveMembersIntoFormation(true, true); }; /** * Called when the formation stops moving in order to detect * units that have already reached their final positions. */ Formation.prototype.FindInPosition = function() { for (var i = 0; i < this.members.length; ++i) { var cmpUnitMotion = Engine.QueryInterface(this.members[i], IID_UnitMotion); if (!cmpUnitMotion.IsMoving()) { // Verify that members are stopped in FORMATIONMEMBER.WALKING var cmpUnitAI = Engine.QueryInterface(this.members[i], IID_UnitAI); if (cmpUnitAI.IsWalking()) this.SetInPosition(this.members[i]); } } } /** * Remove all members and destroy the formation. */ Formation.prototype.Disband = function() { for each (var ent in this.members) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); cmpUnitAI.SetFormationController(INVALID_ENTITY); } for each (var ent in this.formationMembersWithAura) { var cmpAuras = Engine.QueryInterface(ent, IID_Auras); cmpAuras.RemoveFormationBonus(this.members); } this.members = []; this.inPosition = []; this.formationMembersWithAura = []; this.offsets = undefined; Engine.DestroyEntity(this.entity); }; /** * Call obj.funcname(args) on UnitAI components of all members. */ Formation.prototype.CallMemberFunction = function(funcname, args) { for each (var ent in this.members) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); cmpUnitAI[funcname].apply(cmpUnitAI, args); } }; /** * Call obj.functname(args) on UnitAI components of all members, * and return true if all calls return true. */ Formation.prototype.TestAllMemberFunction = function(funcname, args) { for each (var ent in this.members) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (!cmpUnitAI[funcname].apply(cmpUnitAI, args)) return false; } return true; }; Formation.prototype.GetMaxAttackRangeFunction = function(target) { var result = 0; var range = 0; for each (var ent in this.members) { var cmpAttack = Engine.QueryInterface(ent, IID_Attack); if (!cmpAttack) continue; var type = cmpAttack.GetBestAttackAgainst(target); if (!type) continue; range = cmpAttack.GetRange(type); if (range.max > result) result = range.max; } return result; }; /** * Set all members to form up into the formation shape. * If moveCenter is true, the formation center will be reinitialised * to the center of the units. * If force is true, all individual orders of the formation units are replaced, * otherwise the order to walk into formation is just pushed to the front. */ Formation.prototype.MoveMembersIntoFormation = function(moveCenter, force) { var active = []; var positions = []; for each (var ent in this.members) { var cmpPosition = Engine.QueryInterface(ent, IID_Position); if (!cmpPosition || !cmpPosition.IsInWorld()) continue; active.push(ent); // query the 2D position as exact hight calculation isn't needed // but bring the position to the right coordinates var pos = cmpPosition.GetPosition2D(); pos.z = pos.y; pos.y = undefined; positions.push(pos); } var avgpos = this.ComputeAveragePosition(positions); // Reposition the formation if we're told to or if we don't already have a position var cmpPosition = Engine.QueryInterface(this.entity, IID_Position); var inWorld = cmpPosition.IsInWorld(); if (moveCenter || !inWorld) { cmpPosition.JumpTo(avgpos.x, avgpos.z); // Don't make the formation controller entity show up in range queries if (!inWorld) { var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); cmpRangeManager.SetEntityFlag(this.entity, "normal", false); } } var newOrientation = this.GetTargetOrientation(avgpos); var dSin = Math.abs(newOrientation.sin - this.oldOrientation.sin); var dCos = Math.abs(newOrientation.cos - this.oldOrientation.cos); // If the formation existed, only recalculate positions if the turning agle is somewhat biggish if (!this.offsets || dSin > 1 || dCos > 1) this.offsets = this.ComputeFormationOffsets(active, positions, this.columnar); this.oldOrientation = newOrientation; var xMax = 0; var zMax = 0; for (var i = 0; i < this.offsets.length; ++i) { var offset = this.offsets[i]; var cmpUnitAI = Engine.QueryInterface(offset.ent, IID_UnitAI); if (!cmpUnitAI) continue; if (force) { cmpUnitAI.ReplaceOrder("FormationWalk", { "target": this.entity, "x": offset.x, "z": offset.z }); } else { cmpUnitAI.PushOrderFront("FormationWalk", { "target": this.entity, "x": offset.x, "z": offset.z }); } xMax = Math.max(xMax, offset.x); zMax = Math.max(zMax, offset.z); } this.width = xMax * 2; this.depth = zMax * 2; }; Formation.prototype.MoveToMembersCenter = function() { var positions = []; for each (var ent in this.members) { var cmpPosition = Engine.QueryInterface(ent, IID_Position); if (!cmpPosition || !cmpPosition.IsInWorld()) continue; positions.push(cmpPosition.GetPosition()); } var avgpos = this.ComputeAveragePosition(positions); var cmpPosition = Engine.QueryInterface(this.entity, IID_Position); var inWorld = cmpPosition.IsInWorld(); cmpPosition.JumpTo(avgpos.x, avgpos.z); // Don't make the formation controller show up in range queries if (!inWorld) { var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); cmpRangeManager.SetEntityFlag(this.entity, "normal", false); } }; -Formation.prototype.GetAvgObstructionRange = function(active) +Formation.prototype.GetAvgFootprint = function(active) { - var obstructions = []; + var footprints = []; for each (var ent in active) { - var cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction); - if (cmpObstruction) - obstructions.push(cmpObstruction.GetUnitRadius()); + var cmpFootprint = Engine.QueryInterface(ent, IID_Footprint); + if (cmpFootprint) + footprints.push(cmpFootprint.GetShape()); + } + if (!footprints.length) + return {"width":1, "depth": 1}; + + var r = {"width": 0, "depth": 0}; + for each (var shape in footprints) + { + if (shape.type == "circle") + { + r.width += shape.radius * 2; + r.depth += shape.radius * 2; + } + else if (shape.type == "square") + { + r.width += shape.width; + r.depth += shape.depth; + } } - if (!obstructions.length) - return 1; - return obstructions.reduce(function(m,v) {return m + v;}, 0) / obstructions.length; + r.width /= footprints.length; + r.depth /= footprints.length; + return r; }; Formation.prototype.ComputeFormationOffsets = function(active, positions, columnar) { - // TODO give some sense to this number - var separation = this.GetAvgObstructionRange(active) * 4; + var separation = this.GetAvgFootprint(active); // the entities will be assigned to positions in the formation in // the same order as the types list is ordered var types = { "Cavalry" : [], "Hero" : [], "Melee" : [], "Ranged" : [], "Support" : [], "Unknown": [] }; for (var i in active) { var cmpIdentity = Engine.QueryInterface(active[i], IID_Identity); var classes = cmpIdentity.GetClassesList(); var done = false; for each (var cla in classes) { if (cla in types) { types[cla].push({"ent": active[i], "pos": positions[i]}); done = true; break; } } if (!done) { types["Unknown"].push({"ent": active[i], "pos": positions[i]}); } } var count = active.length; var shape = undefined; var ordering = []; var offsets = []; // Choose a sensible size/shape for the various formations, depending on number of units var cols; if (columnar) var formationName = "Column Closed"; else var formationName = this.formationName; switch(formationName) { case "Column Closed": // Have at most 3 files if (count <= 3) cols = count; else cols = 3; shape = "square"; break; case "Phalanx": // Try to have at least 5 files (so batch training gives a single line), // and at most 8 if (count <= 5) cols = count; else if (count <= 10) cols = 5; else if (count <= 16) cols = Math.ceil(count/2); else if (count <= 48) cols = 8; else cols = Math.ceil(count/6); + separation.width *= 0.7; shape = "square"; break; case "Line Closed": if (count <= 3) cols = count; else if (count < 30) cols = Math.max(Math.ceil(count/2), 3); else cols = Math.ceil(count/3); shape = "square"; ordering = ["FillFromTheCenter", "FillFromTheFront"]; break; case "Testudo": cols = Math.ceil(Math.sqrt(count)); shape = "square"; break; case "Column Open": cols = 2; shape = "opensquare"; break; case "Line Open": if (count <= 5) cols = 3; else if (count <= 11) cols = 4; else if (count <= 18) cols = 5; else cols = 6; shape = "opensquare"; ordering = ["FillFromTheCenter", "FillFromTheFront"]; break; case "Scatter": - var width = Math.sqrt(count) * separation * 5; + var width = Math.sqrt(count) * (separation.width + separation.depth) * 2.5; for (var i = 0; i < count; ++i) { offsets.push({"x": Math.random()*width, "z": Math.random()*width}); } break; case "Circle": var depth; var pop; if (count <= 36) { pop = 12; depth = Math.ceil(count / pop); } else { depth = 3; pop = Math.ceil(count / depth); } var left = count; - var radius = Math.min(left, pop) * separation / (2 * Math.PI); + var radius = Math.min(left, pop) / (2 * Math.PI); for (var c = 0; c < depth; ++c) { var ctodo = Math.min(left, pop); - var cradius = radius - c * separation / 2; + var cradius = radius - c / 2; var delta = 2 * Math.PI / ctodo; for (var alpha = 0; ctodo; alpha += delta) { var x = Math.cos(alpha) * cradius; var z = Math.sin(alpha) * cradius; offsets.push({"x": x, "z": z}); ctodo--; left--; } } break; case "Box": var root = Math.ceil(Math.sqrt(count)); var left = count; var meleeleft = types["Melee"].length; for (var sq = Math.floor(root/2); sq >= 0; --sq) { var width = sq * 2 + 1; var stodo; if (sq == 0) { stodo = left; } else { if (meleeleft >= width*width - (width-2)*(width-2)) // form a complete box { stodo = width*width - (width-2)*(width-2); meleeleft -= stodo; } else // compact { stodo = Math.max(0, left - (width-2)*(width-2)); } } for (var r = -sq; r <= sq && stodo; ++r) { for (var c = -sq; c <= sq && stodo; ++c) { if (Math.abs(r) == sq || Math.abs(c) == sq) { - var x = c * separation; - var z = -r * separation; + var x = c * separation.width; + var z = -r * separation.depth; offsets.push({"x": x, "z": z}); stodo--; left--; } } } } break; case "Skirmish": cols = Math.ceil(count/2); shape = "opensquare"; break; case "Wedge": var depth = Math.ceil(Math.sqrt(count)); var left = count; var width = 2 * depth - 1; for (var p = 0; p < depth && left; ++p) { for (var r = p; r < depth && left; ++r) { var c1 = depth - r + p; var c2 = depth + r - p; if (left) { - var x = c1 * separation; - var z = -r * separation; + var x = c1 * separation.width; + var z = -r * separation.depth; offsets.push({"x": x, "z": z}); left--; } if (left && c1 != c2) { - var x = c2 * separation; - var z = -r * separation; + var x = c2 * separation.width; + var z = -r * separation.depth; offsets.push({"x": x, "z": z}); left--; } } } break; case "Flank": cols = 3; var leftside = []; leftside[0] = Math.ceil(count/2); leftside[1] = Math.floor(count/2); ranks = Math.ceil(leftside[0] / cols); - var off = - separation * 4; + var off = - separation.width * 4; for (var side = 0; side < 2; ++side) { var left = leftside[side]; - off += side * separation * 8; + off += side * separation.width * 8; for (var r = 0; r < ranks; ++r) { var n = Math.min(left, cols); for (var c = 0; c < n; ++c) { - var x = off + ((n-1)/2 - c) * separation; - var z = -r * separation; + var x = off + ((n-1)/2 - c) * separation.width; + var z = -r * separation.depth; offsets.push({"x": x, "z": z}); } left -= n; } } ordering.push("FillFromTheCenter"); break; case "Syntagma": cols = Math.ceil(Math.sqrt(count)); shape = "square"; break; case "Battle Line": if (count <= 5) cols = count; else if (count <= 10) cols = 5; else if (count <= 16) cols = Math.ceil(count/2); else if (count <= 48) cols = 8; else cols = Math.ceil(count/6); shape = "opensquare"; - separation /= 1.5; + separation.width /= 2; + separation.depth /= 1.5; ordering.push("FillFromTheSides"); break; default: warn("Unknown formation: " + formationName); break; } if (shape == "square") { var ranks = Math.ceil(count / cols); var left = count; for (var r = 0; r < ranks; ++r) { var n = Math.min(left, cols); for (var c = 0; c < n; ++c) { - var x = ((n-1)/2 - c) * separation; - var z = -r * separation; + var x = ((n-1)/2 - c) * separation.width; + var z = -r * separation.depth; offsets.push({"x": x, "z": z}); } left -= n; } } else if (shape == "opensquare") { var left = count; for (var r = 0; left; ++r) { var n = Math.min(left, cols - (r&1?1:0)); for (var c = 0; c < 2*n; c+=2) { - var x = (- c - (r&1)) * separation; - var z = -r * separation; + var x = (- c - (r&1)) * separation.width; + var z = -r * separation.depth; offsets.push({"x": x, "z": z}); } left -= n; } } // make sure the average offset is zero, as the formation is centered around that // calculating offset distances without a zero average makes no sense, as the formation // will jump to a different position any time var avgoffset = this.ComputeAveragePosition(offsets); for each (var offset in offsets) { offset.x -= avgoffset.x; offset.z -= avgoffset.z; } // sort the available places in certain ways // the places first in the list will contain the heaviest units as defined by the order // of the types list for each (var order in ordering) { if (order == "FillFromTheSides") offsets.sort(function(o1, o2) { return Math.abs(o1.x) < Math.abs(o2.x);}); else if (order == "FillFromTheCenter") offsets.sort(function(o1, o2) { return Math.abs(o1.x) > Math.abs(o2.x);}); else if (order == "FillFromTheFront") offsets.sort(function(o1, o2) { return o1.z < o2.z;}); } // query the 2D position of the formation, and bring to the right coordinate system var cmpPosition = Engine.QueryInterface(this.entity, IID_Position); var formationPos = cmpPosition.GetPosition2D(); formationPos.z = formationPos.y; formationPos.y = undefined; // use realistic place assignment, // every soldier searches the closest available place in the formation var newOffsets = []; var realPositions = this.GetRealOffsetPositions(offsets, formationPos); for each (var t in types) { var usedOffsets = offsets.splice(0,t.length); var usedRealPositions = realPositions.splice(0, t.length); for each (var entPos in t) { var closestOffsetId = this.TakeClosestOffset(entPos, usedRealPositions); usedRealPositions.splice(closestOffsetId, 1); newOffsets.push(usedOffsets.splice(closestOffsetId, 1)[0]); newOffsets[newOffsets.length - 1].ent = entPos.ent; } } return newOffsets; }; /** * Search the closest position in the realPositions list to the given entity * @param ent, the queried entity * @param realPositions, the world coordinates of the available offsets * @return the index of the closest offset position */ Formation.prototype.TakeClosestOffset = function(entPos, realPositions) { var pos = entPos.pos; var closestOffsetId = -1; var offsetDistanceSq = Infinity; for (var i = 0; i < realPositions.length; i++) { var dx = realPositions[i].x - pos.x; var dz = realPositions[i].z - pos.z; var distSq = dx * dx + dz * dz; if (distSq < offsetDistanceSq) { offsetDistanceSq = distSq; closestOffsetId = i; } } return closestOffsetId; }; /** * Get the world positions for a list of offsets in this formation */ Formation.prototype.GetRealOffsetPositions = function(offsets, pos) { var offsetPositions = []; var {sin, cos} = this.GetTargetOrientation(pos); // calculate the world positions for each (var o in offsets) offsetPositions.push({ "x" : pos.x + o.z * sin + o.x * cos, "z" : pos.z + o.z * cos - o.x * sin }); return offsetPositions; }; /** * calculate the estimated rotation of the formation * based on the first unitAI target position * Return the sine and cosine of the angle */ Formation.prototype.GetTargetOrientation = function(pos) { var cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI); var targetPos = cmpUnitAI.GetTargetPositions(); var sin = 1; var cos = 0; if (targetPos.length) { var dx = targetPos[0].x - pos.x; var dz = targetPos[0].z - pos.z; if (dx || dz) { var dist = Math.sqrt(dx * dx + dz * dz); cos = dz / dist; sin = dx / dist; } } return {"sin": sin, "cos": cos}; }; Formation.prototype.ComputeAveragePosition = function(positions) { var sx = 0; var sz = 0; for each (var pos in positions) { sx += pos.x; sz += pos.z; } return { "x": sx / positions.length, "z": sz / positions.length }; }; /** * Set formation controller's radius and speed based on its current members. */ Formation.prototype.ComputeMotionParameters = function() { var maxRadius = 0; var minSpeed = Infinity; for each (var ent in this.members) { var cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction); if (cmpObstruction) maxRadius = Math.max(maxRadius, cmpObstruction.GetUnitRadius()); var cmpUnitMotion = Engine.QueryInterface(ent, IID_UnitMotion); if (cmpUnitMotion) minSpeed = Math.min(minSpeed, cmpUnitMotion.GetWalkSpeed()); } var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); cmpUnitMotion.SetUnitRadius(maxRadius); cmpUnitMotion.SetSpeed(minSpeed); // TODO: we also need to do something about PassabilityClass, CostClass }; Formation.prototype.OnUpdate_Final = function(msg) { // Switch between column and box if necessary var cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI); // TODO do we really need to calculate the distance every turn? var walkingDistance = cmpUnitAI.ComputeWalkingDistance(); var columnar = walkingDistance > g_ColumnDistanceThreshold; if (columnar != this.columnar) { this.offsets = undefined; this.columnar = columnar; this.MoveMembersIntoFormation(false, true); // (disable moveCenter so we can't get stuck in a loop of switching // shape causing center to change causing shape to switch back) } }; Formation.prototype.OnGlobalOwnershipChanged = function(msg) { // When an entity is captured or destroyed, it should no longer be // controlled by this formation if (this.members.indexOf(msg.entity) != -1) this.RemoveMembers([msg.entity]); }; Formation.prototype.OnGlobalEntityRenamed = function(msg) { if (this.members.indexOf(msg.entity) != -1) { this.offsets = undefined; var cmpNewUnitAI = Engine.QueryInterface(msg.newentity, IID_UnitAI); if (cmpNewUnitAI) this.members[this.members.indexOf(msg.entity)] = msg.newentity; var cmpOldUnitAI = Engine.QueryInterface(msg.entity, IID_UnitAI); cmpOldUnitAI.SetFormationController(INVALID_ENTITY); if (cmpNewUnitAI) cmpNewUnitAI.SetFormationController(this.entity); // Because the renamed entity might have different characteristics, // (e.g. packed vs. unpacked siege), we need to recompute motion parameters this.ComputeMotionParameters(); } } Formation.prototype.LoadFormation = function(formationName) { this.formationName = formationName; for each (var ent in this.members) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); cmpUnitAI.SetLastFormationName(this.formationName); } this.offsets = undefined; }; Engine.RegisterComponentType(IID_Formation, "Formation", Formation); Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_mechanical_siege_ballista.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_mechanical_siege_ballista.xml (revision 14392) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_mechanical_siege_ballista.xml (revision 14393) @@ -1,81 +1,81 @@ 2 10 5 0.0 25.0 18.0 62 8.0 2.0 60.0 5000 4000 Organic 2.0 Linear 8 false 0.0 30.0 18.0 20 100 100 2 - + 2.0 120 Bolt Shooter BoltShooter Ranged Classes: Siege Ranged BoltShooter. Counters: 2x vs. Infantry and Cavalry units. Also useful vs. Buildings. Countered by: Melee Cavalry. 200 0 10 0 10 circle/256x256.png circle/256x256_mask.png 6.5 12.0 70 Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_mechanical_siege_onager.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_mechanical_siege_onager.xml (revision 14392) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_mechanical_siege_onager.xml (revision 14393) @@ -1,93 +1,93 @@ 2 30 10 0.0 30.0 70.0 72 12.0 28.0 5000 5000 6.0 Fortress 1.25 StoneWall 0.75 Circular 10 true 0.0 15.0 35.0 30 200 100 - + 4.5 150 Siege Catapult Classes: Siege Ranged Catapult. Counters: Structures and Massed Infantry. Causes splash damage. Countered by: Melee Cavalry. Ranged Catapult 300 0 20 10 0 circle/256x256.png circle/256x256_mask.png attack/siege/ballist_attack.xml 4.0 0.5 5.5 10.0 80