The current implementation technically allows for there to be multiple comparison attributes present and it will return false if any of them are false or return true if all of them are true. This changes the implementation to only check the first comparison attribute found and return true or false based on that check, which is how the [variable] tag is documented as working on the wiki.
Let's internally handle this mess in terms of tokens instead of
delimiter positions.
This alters the code so we don't add and substract ones (1) all over the
place. It also simplifies the final std::string_view::substr() call so
we don't need to count the remainder's length at all.
And more importantly, this makes the case where no delimiters had been
previously found trivial instead of causing it to break and result in no
text being output at all. We also don't start with a size_t value of -1
(actually a very large unsigned value).
Closes#5625.
Poison is added to the attack damage when comparing attacks by the same unit with different weapons, but it should only be counted as a bonus if the enemy survives, otherwise it serves no purpose.
This applies to the Walking Corpse in particular, which has 4 MP and 4
movement cost to enter shallow water. In practice this means that it can
move into shallow water only if it's not slowed and hasn't spent any
movement points this turn, and then it cannot move any further until the
next turn.
Closes#5689.
this sort of makes Dark Forecast passable for 2 player mode. Initially, it was only passable if it was one-player-mode as one player could have 11 villages active and could get a good army built prior to the final wave.
2 player suffered from lack of resources to replace losses and would be unwinnable in some cases.
Only 2 cases where it was won in 2 player mode was when the players were of exceptionally high skill level but average skill-levelled players have yet to even win.
This is the only widget in mainline using GUI2's [draw][circle] tag. I'm
currently working on a change to the C++ text_shape class, and want to
be able to regression-test the placement of [circle]s after that change.
I'd be okay with deprecating both [circle] and [round_rectangle] as neither
seems to be used elsewhere, but this close to feature-freeze I'd prefer to keep
them in 1.16 rather than suggest removing them now.
To see the widget, start the game with `wesnoth --clock`, and then click the
button underneath "Quit" on the main menu.
This adjusts to the change in e7b5996e988747c2b590852b4b461abe48857526.
The micro ai itself is unchanged, it's still controlled by `tusker_type` and
`tusklet_type`, it simply needed the new unit ids to be used in this scenario.
The single-character insertion seems unlikely to be used in future. While
pango_text isn't a singleton, a few shared instances are created and then used
in a singleton-like way, with each caller assuming that it received it in an
unknown state and always calling set_text(), set_font_size(), set_font_style(),
etc.
This allows passing an explicit path on Mac (instead of using the automatic -p xcode option), since the binary is not named "wesnoth" on that platform.