Instead of a moveto, use a capture event so the theives only appear when actually capturing a village on the island.
Instead of listing the position of each village, use a radius so we can move them around, or add or remove a village more easily.
There was an old designer's note that killing the leaders in S01 ('The Elves Besieged') should reduce the number of ambushers hiding in S07 ('Crossroads').
It seems plausible that this removed code somehow caused the test failures
on Travis. Though it would be better to work out exactly WHY that is,
restoring the code does serve as a quick-fix to get Travis working again.
The comment stated that the keys 1 through 9 show how far a unit can
move in that many turns. However, the code did not support 8 or 9, for
no apparent reason.
This file seemed to be some sort of reimplementation of <cassert> except
with some "feature" of trying to force the debugger to hit a breakpoint.
However, any decent debugger already hits a breakpoint with a standard
assert(), and this file really only served to make it harder to see the
actual error when using a Windows console.
Some instances of these macros were replaced with assert(), others with
VALIDATE() which instead throws an exception (and possibly puts up a
dialog, if the exception is caught before main()).
A few other related changes that got mixed in:
- Several error conditions now have a better error message (or indeed
any error message at all)
- Removed an unnecessary use of std::distance on a Boost iterator range.
- Removed a large chunk of code which did nothing but construct a widget
builder and then crash; the code was unreachable since an earlier loop
did the same thing (without crashing), and the comment seems to suggest
that it was a (seemingly no longer necessary) workaround for some buggy
compilers / linkers.
- noreturn added to the list of compatibilty C++11 features in global.hpp
(Of supported compilers, only VC12 lacks the new [[attribute]] syntax.)
- Fix detection of GCC in global.hpp
# Conflicts:
# src/gui/widgets/settings.cpp
This map generator is used in HttT 17 and SoF 4. which needed to be updated aswell.
With this we finally have a lua generator that is used in mainline and that
can be used an an example by wml authors who want to write other map generators.
Unfortunateley there are still umc add ons in 1.12 that use
scenario_generation=cave so i didn't remove the cpp implementation yet.
A test theme that replaces one window and one window definition appears to
work correctly now. There is still no option in Preferences to change
the theme. Maybe that can be done when there actually are multiple themes.
The amount of snow is based upon how quickly you made it through S12 (Northern Winter). It is 1/3rd the coverage from S12, so it varries from 0 to 33% total coverage of the map, since we don't want to really bog down the player. At 1/3rd coverage, if S12 was won on the last possible turn the player here should only lose a turn or two getting to the exits.
multiple mainline tags, specially [store_locations] assume that filter
only returns valid locations. This commit fixes an error in TSG scneario
'06 March'.
This also moves the "map_data" atribute_value->sting conversion to the
game_board class becasue the config writing also happens in there.
This prepares a patch to remove the border_size_ member from
the gamemap object.