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Found 3 results

  1. Hi. I was attempting to greatly simplify all of the builder units in the game, namely infantry, by removing their builder components in each individual file, something like 50 files. I then just made one master list in the generic infantry template using the {civ} tag for all, thinking the individual soldiers would just be able to build the buildings they have in their civ. For example. Instead of 50 individual soldiers having this in their templates: <Builder> <Entities datatype="tokens"> structures/{civ}_catapult structures/sele_military_colony structures/sele_library structures/sele_wonder </Entities> </Builder> I created one glorious, beautiful master list in the template_unit_infantry: <Builder> <Rate>1.0</Rate> <Entities datatype="tokens"> structures/{civ}_civil_centre structures/{civ}_military_colony structures/{civ}_house structures/{civ}_storehouse structures/{civ}_farmstead structures/{civ}_field structures/{civ}_rotarymill structures/{civ}_corral structures/{civ}_dock structures/{civ}_shipyard structures/{civ}_market structures/{civ}_pillar_ashoka structures/{civ}_outpost structures/{civ}_defense_tower other/wallset_palisade structures/{civ}_wallset_short structures/{civ}_wallset_stone structures/{civ}_wallset_siege structures/{civ}_barracks structures/{civ}_stables structures/{civ}_barracks_aux structures/{civ}_elephant_stables structures/{civ}_embassy_celtic structures/{civ}_embassy_iberian structures/{civ}_embassy_italiote structures/{civ}_syssiton structures/{civ}_gymnasion structures/{civ}_blacksmith structures/{civ}_kennel structures/{civ}_government_center structures/{civ}_statue structures/{civ}_temple structures/{civ}_temple_vesta structures/{civ}_arch structures/{civ}_theatron structures/{civ}_library structures/{civ}_lighthouse structures/{civ}_apadana structures/{civ}_prytaneion structures/{civ}_army_camp structures/{civ}_fortress structures/{civ}_catapult structures/{civ}_wonder </Entities> </Builder> I did this thinking it would work, since something almost exactly the same works for the ProductionQueue element for training units: <ProductionQueue> <BatchTimeModifier>0.8</BatchTimeModifier> <Entities datatype="tokens"> units/{civ}_infantry_spearman_b units/{civ}_infantry_pikeman_b units/{civ}_infantry_swordsman_b units/{civ}_infantry_javelinist_b units/{civ}_infantry_slinger_b units/{civ}_infantry_archer_b units/{civ}_infantry_crossbowman_b units/{civ}_cavalry_swordsman_b units/{civ}_cavalry_spearman_b units/{civ}_cavalry_javelinist_b units/{civ}_cavalry_archer_b units/{civ}_cavalry_crossbowman_b </Entities> <Technologies datatype="tokens"> training_levy_infantry training_mobilization training_total_war </Technologies> </ProductionQueue> See, when training units it just picks the right units based on what is available for the civ. Can this be extended to the <Builder> component too? Otherwise I get this nastiness: ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/structures/chin_barracks_aux.xml" ERROR: Failed to load entity template 'structures/chin_barracks_aux' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/structures/chin_elephant_stables.xml" ERROR: Failed to load entity template 'structures/chin_elephant_stables' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/structures/chin_embassy_celtic.xml" ERROR: Failed to load entity template 'structures/chin_embassy_celtic' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/structures/chin_embassy_iberian.xml" ERROR: Failed to load entity template 'structures/chin_embassy_iberian' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/structures/chin_military_colony.xml" ERROR: Failed to load entity template 'structures/chin_military_colony' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/structures/chin_rotarymill.xml" ERROR: Failed to load entity template 'structures/chin_rotarymill' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/structures/chin_pillar_ashoka.xml" ERROR: Failed to load entity template 'structures/chin_pillar_ashoka' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/structures/chin_wallset_short.xml" ERROR: Failed to load entity template 'structures/chin_wallset_short' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/structures/chin_wallset_siege.xml" ERROR: Failed to load entity template 'structures/chin_wallset_siege' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/structures/chin_stables.xml" This can be done to the public mod templates too, if we can get this to work. One benefit, besides template cleanliness and consistency, is that you can now put the RotaryMill, for example, in the GUI next to the Farmstead where it belongs, whereas currently it's put at the end of the GUI list with the Fortress because the tokens are always added to the end.
  2. Hi. I see this commit here, which is a good commit for what the game has now: https://trac.wildfiregames.com/changeset/19673 Also, some technical discussion here: https://code.wildfiregames.com/D460 I was wondering if it would be better for the civ.json files to call the templates and auras directly and get the information directly from these files, rather than having to manually keep the civ.json files up to date. Maybe what I am suggesting is too difficult for the benefit, but I think it would simplify things a lot and eventually allow for a better presentation in the History section of the game. So, instead of It could look like: That's a reduction of 40 lines from just one civ file, or about 25% and looks a lot cleaner. The History section would pull the relevant information directly from the aura, technology, and template files listed. See, I left the Silver Owls bonus written out because it's part of their phase tech, but I could just as easily pull those effects out of the phase tech into a different tech file and call that instead.
  3. Hi, I am currently finishing up a project on implementing some emotions in the Petrabot to test a library I've written in C++. However I have run into a problem regarding the data transfer between the Pyrogenesis C++ layer and the mod javascript layer. I apologize for the amount of code in advance, but I am completely stumped as to where the error might be happening. In short, I am trying to convert data contained in a data wrapper class I've made to transfer data from the library. As far as feedback is concerned the data seems to be sent properly without any hiccups as the Javascript end seems to recognize the emotions vector as an object. However, the problem arises when I try to reference the "who" integer as it returns as undefined (this may very well be the case with more of the members of the Emotions wrapper, however I have no evidence that this is the case as of yet). class EmoState { public: class Emotions { public: int who; int strongest; std::vector<const Emote> emotes; Emotions::Emotions(); Emotions::~Emotions(); void SetWho(int s); void SetStrongest(int s); void AddEmotion(const Emote& e); }; int strAt; std::vector<Emotions> emotions; EmoState::EmoState(); EmoState::~EmoState(); void SetStrAt(int s); void AddEmotions(Emotions& e); }; The when the bot requests the data through GetEmoState (below), the C++ architecture fetches the current EmoState (which I've confirmed functions correctly through multiple tests) and tries to convert it for use with the bot. (Though I doubt this script contains the error, I included it to give a complete view of what's happening), static JS::Value GetEmoState(ScriptInterface::CxPrivate* pCxPrivate, int playerid) { ENSURE(pCxPrivate->pCBData); CAIWorker* self = static_cast<CAIWorker*> (pCxPrivate->pCBData); JSContext* cx(self->m_ScriptInterface->GetContext()); JS::RootedValue emoState(cx); const EmoState emoStates = self->ValTest.EmotionalState(playerid); self->m_ScriptInterface->ToJSVal<EmoState>(cx, &emoState, emoStates); return emoState; } The data conversion I wrote to handle the container is as seen below, I suspect that the error lies somewhere in this block of code, however I am not sure what I might have written wrong. template<> void ScriptInterface::ToJSVal<Emote>(JSContext* cx, JS::MutableHandleValue ret, const Emote& val) { JSAutoRequest rq(cx); JS::RootedValue who(cx); JS::RootedValue name(cx); JS::RootedValue intensity(cx); JS::RootedObject obj(cx, JS_NewObject(cx, nullptr, JS::NullPtr(), JS::NullPtr())); if (!obj) { ret.setUndefined(); LOGERROR("Failed to create emote object"); return; } ToJSVal<int>(cx, &who, *val.directedAt); ToJSVal<int>(cx, &name, *val.name); ToJSVal<double>(cx, &intensity, *val.intensity); JS_SetProperty(cx, obj, "directedAt", who); JS_SetProperty(cx, obj, "name", name); JS_SetProperty(cx, obj, "intensity", intensity); ret.setObject(*obj); } template<> void ScriptInterface::ToJSVal<EmoState::Emotions>(JSContext* cx, JS::MutableHandleValue ret, const EmoState::Emotions& val) { JSAutoRequest rq(cx); JS::RootedValue who(cx); JS::RootedValue strongest(cx); JS::RootedObject obj(cx, JS_NewObject(cx, nullptr, JS::NullPtr(), JS::NullPtr())); if (!obj) { ret.setUndefined(); LOGERROR("Failed to create emotions object"); return; } JS::RootedObject em(cx, JS_NewArrayObject(cx, 0)); if (!em) { ret.setUndefined(); LOGERROR("Failed to create emotions object"); return; } for (size_t i = 0; i < val.emotes.size(); ++i) { JS::RootedValue el(cx); ScriptInterface::ToJSVal<Emote>(cx, &el, val.emotes[i]); JS_SetElement(cx, em, i, el); } JS::RootedValue em2(cx); em2.setObject(*em); ToJSVal<int>(cx, &who, val.who); ToJSVal<int>(cx, &strongest, val.strongest); JS_SetProperty(cx, obj, "who", who); JS_SetProperty(cx, obj, "strongest", strongest); JS_SetProperty(cx, obj, "emotes", em2); ret.setObject(*obj); } template<> void ScriptInterface::ToJSVal<EmoState>(JSContext* cx, JS::MutableHandleValue ret, const EmoState& val) { JSAutoRequest rq(cx); JS::RootedObject obj(cx, JS_NewObject(cx, nullptr, JS::NullPtr(), JS::NullPtr())); if (!obj) { ret.setUndefined(); LOGERROR("Failed to create EmoState object"); return; } JS::RootedValue strAt(cx); ScriptInterface::ToJSVal(cx, &strAt, val.strAt); JS::RootedObject em(cx, JS_NewArrayObject(cx, 0)); if (!em) { ret.setUndefined(); LOGERROR("Failed to create EmoState object"); return; } for (size_t i = 0; i < val.emotions.size(); ++i) { JS::RootedValue el(cx); ScriptInterface::ToJSVal<EmoState::Emotions>(cx, &el, val.emotions[i]); JS_SetElement(cx, em, i, el); } JS::RootedValue em2(cx); em2.setObject(*em); JS_SetProperty(cx, obj, "strAt", strAt); JS_SetProperty(cx, obj, "emotions", em2); ret.setObject(*obj); } As mentioned before, the javascript code (as seen below) requests the data, which is then applied to their relevant variables on the javascript end. The specific problem variable in the script is the "eS.who" variable which returns undefined and as such the if statement defaults to else. let emoState = Engine.GetEmoState(PlayerID); let pHF = this.PersonalEmoState.HopeFear; let pJD = this.PersonalEmoState.JoyDistress; let pPS = this.PersonalEmoState.PrideShame; for(let eS in emoState.emotions) { if(eS.who === PlayerID) { this.PersonalEmoState.Strongest = eS.strongest; this.PersonalEmoState.PrideShame = eS.emotes[0].intensity; this.PersonalEmoState.JoyDistress = eS.emotes[1].intensity; this.PersonalEmoState.HopeFear = eS.emotes[2].intensity; this.PersonalEmoState.SatisfactionFearsconfirmed = eS.emotes[3].intensity; this.PersonalEmoState.ReliefDisappointment = eS.emotes[4].intensity; this.PersonalEmoState.GratificationRemorse = eS.emotes[5].intensity; } else { let pGA = m.EmotionHandler.SocialEmoState[eS.who].GratitudeAnger; m.EmotionHandler.SocialEmoState[eS.who].Strongest = eS.strongest; m.EmotionHandler.SocialEmoState[eS.who].AdmirationReproach = eS.emotes[0].intensity; m.EmotionHandler.SocialEmoState[eS.who].HappyforResentment = eS.emotes[1].intensity; m.EmotionHandler.SocialEmoState[eS.who].GloatingPity = eS.emotes[2].intensity; m.EmotionHandler.SocialEmoState[eS.who].GratitudeAnger = eS.emotes[3].intensity; if(gameState.isPlayerAlly(eS.who)) { pJD = (pJD === this.PersonalEmoState.JoyDistress ? 0 : this.PersonalEmoState.JoyDistress); pPS = (pPS === this.PersonalEmoState.PrideShame ? 0 : this.PersonalEmoState.PrideShame); if(pGA !== m.EmotionHandler.SocialEmoState[eS.who].GratitudeAnger) { pGA = m.EmotionHandler.SocialEmoState[eS.who].GratitudeAnger ? 0 : this.PersonalEmoState.PrideShame; this.Config.personality.cooperative = Math.max(Math.min(1, this.Config.personality.cooperative + ((pGA + pPS + pJD)/3)), 0); } } } } this.StrongestAt = emoState.strAt; Once again, I am very sorry for the long post and mass of code. I hope someone will be able to help me as I believe I can make this a cool update. If my tests of the system are successful I am planning on developing a fully Javascript version of my library, which I'll submit as a fork to the Petrabot for people to play with as they want.