Lion.Kanzen Posted May 30, 2016 Author Report Share Posted May 30, 2016 On 11/2/2015 at 3:27 AM, av93 said: That would be nice, especially the name of the map type in random maps I have the same problem. ____ Anybody else know if there are a ticket with this task? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 30, 2016 Author Report Share Posted May 30, 2016 In Age of Kings... Handbook I found the definition. Quote Follow Following units follow an allied or enemy unit by trailing it at the maximum distance allowed by their sight. For example, you might set a Scout Cavalry unit, which has a long line of sight, to follow a foot soldier, which has a short line of sight, so you can spot an enemy unit sooner. Quote Guard/Escort Guard units position themselves so the unit or building they are protecting is within their sight. Guards attack any units that attack or enter the sight of the unit or building they are protecting. However, they only attack if they can do so without losing sight of the unit or building they are protecting. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 9, 2016 Author Report Share Posted September 9, 2016 Objectives is updated.. I will add ... Flare... chat log... this will have all messages by chat or incoming messages from the game Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 27, 2016 Author Report Share Posted September 27, 2016 Patrol is done. search and destroy is attack move. May be need a button. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 17, 2019 Author Report Share Posted May 17, 2019 Auto explore(?) will be posdible? Quote Link to comment Share on other sites More sharing options...
Freagarach Posted May 17, 2019 Report Share Posted May 17, 2019 (edited) 9 hours ago, Lion.Kanzen said: Auto explore(?) will be posdible? Sort of. #1851 . Still ugly hack however. I have not found how to check whether coordinates are unexplored, yet. Edited May 17, 2019 by Freagarach Typo 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 17, 2019 Report Share Posted May 17, 2019 I guess @Angen might help you with that, @Freagarach Quote Link to comment Share on other sites More sharing options...
Silier Posted May 17, 2019 Report Share Posted May 17, 2019 @Freagarach There is not currently such function in IcmpRangeManager. But CmpRangeManager has tools to pretty fast say if given position is explored by given player. You need to add this into ccmprangemanager and bind it with interface call in icmprangemanager Should do the trick virtual bool isTileExplored(CVector2D pos, player_id_t player) { int i = (pos.X / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNearest(); int j = (pos.Y / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNearest(); CLosQuerier los(GetSharedLosMask(player), m_LosState, m_TerrainVerticesPerSide); return los.IsExplored(i, j); } 1 Quote Link to comment Share on other sites More sharing options...
Freagarach Posted May 18, 2019 Report Share Posted May 18, 2019 (edited) Thank you for your help @Angen! However, it fails to build if I add that to the CCmpRangeManager. Spoiler I've added to the ICmpRangeManager.cpp: DEFINE_INTERFACE_METHOD_CONST_2("IsTileExplored", bool, ICmpRangeManager, IsTileExplored, CVector2D, player_id_t) to the ICmpRangeManager.h: /** * Get whether a tile is explored for specified player. */ virtual bool IsTileExplored(CVector2D pos, player_id_t player) = 0; It gives an error during "make": CCmpAIManager.cpp In file included from ../../../source/simulation2/components/CCmpAIManager.cpp:38:0: ../../../source/simulation2/components/ICmpRangeManager.h:425:30: error: ‘CVector2D’ has not been declared virtual bool IsTileExplored(CVector2D pos, player_id_t player) const = 0; ^~~~~~~~~ simulation2.make:243: recipe for target 'obj/simulation2_Release/CCmpAIManager.o' failed make[1]: *** [obj/simulation2_Release/CCmpAIManager.o] Error 1 Makefile:98: recipe for target 'simulation2' failed make: *** [simulation2] Error 2 Do you have any ideas what I'm doing incorrect? I've tried to include "maths/CVector2D.h" in the .h, but that does not exist, as well as changing "CVector2D" in the .h to something similar as I saw in other functions, but all to no avail. Edited May 18, 2019 by Freagarach Fixed ICmpRangeManager.h code (removed const). Quote Link to comment Share on other sites More sharing options...
Freagarach Posted May 18, 2019 Report Share Posted May 18, 2019 (edited) Okay, I fixed the above by changing "CVector2D" to "CFixedVector2D"; I do not know whether that makes it a completely different function, but I'll see I now get the following error during make: Spoiler ICmpRangeManager.cpp In file included from ../../../source/simulation2/components/ICmpRangeManager.cpp:22:0: ../../../source/simulation2/system/InterfaceScripted.h:31:2: error: no matches converting function ‘callMethodConst’ to type ‘JSNative {aka bool (*)(struct JSContext*, unsigned int, class JS::Value*)}’ }; \ (...) simulation2.make:405: recipe for target 'obj/simulation2_Release/ICmpRangeManager.o' failed make[1]: *** [obj/simulation2_Release/ICmpRangeManager.o] Error 1 Makefile:98: recipe for target 'simulation2' failed make: *** [simulation2] Error 2 Could you help me out here @Angen? Edit: I've updated D1851 so perhaps you can help me there? Would keep this topic kindof clean Edited May 18, 2019 by Freagarach Quote Link to comment Share on other sites More sharing options...
Silier Posted May 18, 2019 Report Share Posted May 18, 2019 @Freagarach sry I am fighting with unit test anyway I replied on phabricator 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 8, 2019 Author Report Share Posted June 8, 2019 @DarcReaver about buttons of the gui, any suggestion? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 28, 2022 Author Report Share Posted April 28, 2022 Call to the Arms. Done. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 28, 2022 Author Report Share Posted April 28, 2022 On 30/05/2016 at 5:41 AM, Lion.Kanzen said: In Age of Kings... Handbook I found the definition. Follow Following units follow an allied or enemy unit by trailing it at the maximum distance allowed by their sight. For example, you might set a Scout Cavalry unit, which has a long line of sight, to follow a foot soldier, which has a short line of sight, so you can spot an enemy unit sooner. This still missing, is a simply follow. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 20, 2022 Author Report Share Posted October 20, 2022 Another quality life. Seek shelter. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 28, 2022 Author Report Share Posted October 28, 2022 board ship automatically. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 14, 2023 Author Report Share Posted March 14, 2023 little explanation of some. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 14, 2023 Author Report Share Posted March 14, 2023 Another quality of life. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 20 Author Report Share Posted October 20 On 09/09/2016 at 12:25 AM, Lion.Kanzen said: Objectives is updated.. I will add ... Flare... chat log... this will have all messages by chat or incoming messages from the game Chat log button is missing. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 20 Author Report Share Posted October 20 Drop off resource? Seek Shelter? Back to the work is already in the game. Quote Link to comment Share on other sites More sharing options...
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