Several new animals were added in PR #5039's
cbad6f42492be5fcbf8c29a3d10cbc43598ba32c.
The micro-ai demo can be accessed by starting Wesnoth with the command-line
arguments `--test animals`. The scenario uses some stand-ins for animals that
weren't in mainline; the new bears and tuskers fit straight in. For the sheep,
the icemonax's graphics are a bit more sheep-shaped than the troll whelp's.
This demo doesn't need to be balanced, the changed unit stats are no problem.
UtBS's dustboks aren't in core, otherwise I'd use them as the deer stand-in.
* Fixes#4223, by making the --validate and --validate-* options imply --nocache.
* Fixes#4224, showing an error if you misspell the id argument to
--validate-addon. The application doesn't (but should) quit automatically to
avoid the user spending time on a non-functional validation run, however it
does at least disable all add-ons, which should have the same end result.
* Shows a warning that --validate-addon needs the user to play the add-on, it
doesn't automatically check the add-on. This was my misunderstanding when
logging issue #4225, which has now been repurposed into a feature request for
a new tool that does what I thought --validate-addon did.
This whole textdomain is dedicated to localized strings revolving around the
game's AI engine and the AI demos/test scenarios, with around 370 strings in
it.
Other than a few strings near the start of the catalogue template, none of these
have any value for regular players since they are sourced from AI demos and
test scenarios in data/ai/micro_ais/ and data/ai/scenarios/. None of them will
be displayed to people who aren't tinkering with WML or contributing to AI
development as part of the Wesnoth dev team, and some of the language used in
them is very technical in nature.
This commit leaves the "#textdomain wesnoth-ai" lines in the AI demos, but
drops the .po and .pot catalogues for wesnoth-ai. The few strings that are
seen by regular players move to the wesnoth-lib textdomain.
this gives errors when attempting to load the "ai state" for that side.
In particular when its currently another ai sides turn so that another
"ai state" is already loaded.
The remaining uses of it are either:
* In server_base.cpp and wesnothd/server.cpp - this is during login, when there should be nothing else being sent to client anyway until the login is successful.
* In send_receive_wml_helpers.ipp - an error is sent back to a client if a read from the client failed with an simple_wml error.
I thought it would be nice to have at least one piece of example code that does this.
It also serves as a test to ensure that this technique actually works.
This covers everything:
- SotA zombie dialog (was mostly converted already, just needed module name update)
- The remaining minor World Conquest dialogs that had yet to be converted
- Tutorial character select
- Test scenario sample dialog
This also replaces any uses of "callback" in favour of "on_xxx".
This also removes backwards-compatibility.lua altogether.
It's no longer correct in the general case to add backwards compatibility code to this file, so removing it entirely avoids situations where compatibility code is incorrectly added there.
In the C++, this removes the commented-out old GUI2 API entries, and
adds show_dialog to the gui module directly instead of moving it in core.lua
This command and the documentation provided by ":help droid" were updated
in efd808ea842ff88174cc2e953c8b871b8c41dae0, but we missed that this command
is also documented in the help browser's (Commands, General Commands) page.
The docs here are more verbose than in ":help", so the text is newly written
instead of being copied from the existing location.
If a unit is passed as the last argument to this function, the returned hex is supposed to be passable for that unit. Hexes on the map border need to be excluded in this case.
This specifically also fixes a bug in the Messenger Escort Micro AI. Previously, waypoints right at the map border could sometimes lead to the AI showing an on-screen error message and becoming inactive.
They are revived in a cutscene, so they should not become a zombie.
There's no explanation to the player, but it's still better.
undead_variation=null disables plague, but in difference to
the status unplagueable it doesn't affect feeding.