71286 Commits

Author SHA1 Message Date
sigurdfdragon
9f5a61601a NR S12a & 13a: Improve handling of Sisal & the Liches
Make Sisal loyal at end of S12a.
Have Sisal & the Liches appear in S13a at a time that makes more sense.

[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
c243ca5c7b NR: Clean up handling of flags for secondary player sides
Drakes get long, elves get wood-elvish, and liches get undead.

[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
77f8565553 NR S13a: Ensure correct unit type and facing for opening animations
Only needed type fix for Krash, Eryssa, & Tallin, but did them all.

[ci skip]

Add facing for entrance - merge with other commit
2018-03-07 19:51:56 -05:00
sigurdfdragon
a53ce26d3f NR S13a: Clean up side 9 handling to match previous commit
[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
673e33bb20 NR: Fix Krash resurrection bug
After changes in 618659c083b6, the leader keys in Krash's side caused him
to be reborn if he was killed in the previous scenario for S11a-S13a.

[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
35d32a0a80 NR: Ensure secondary player sides have names in statistics and carryover
[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
86fc31d2ef NR S13a: Add income & loyal so Rakshas's side is more intimidating
Bump his income since he doesn't start with any villages.
Make guards loyal so they don't drain starting gold too quickly.

[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
99ba7af231 NR: Fix and use character macro for Rakshas appearances
Unifies handling of character and ensures correct portrait is used.
Fixes part of issue #2569

[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
884af3b016 NR S09a: Move troll out of likely vision of the player's ghost at start
There is dialog for when the player first sees a troll.

[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
018b033266 NR S04: Make objectives more accurate
[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
fe667e8416 NR S10a & 11a: Fix carryover & bump gold to compensate
So all carryover options are the same.
Also reposition gold macro to match one added.

[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
b0ae6aa1b1 NR S11a & 13a: Make the orcish fortresses look like orcish fortresses
[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
a1f7232ca7 NR S09a: Have Supporter speak to ensure that it's not Tallin
Otherwise it looks odd when Tallin says this and the follow-up line.

[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
7bf48ccf23 NR 07a: Properly store the gold for later and give intended starting gold
Otherwise, gold is not stored to be recovered for S13a and player is given
100 gold for starting S07a no matter the difficulty.

[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
0ee72d9bf9 NR S12a: Use valid side number so units end up on the recall list
With the bug out of the way the rest of the code for the scenario
runs properly, so this fixes parts 3 & 4 of issue #2569

[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
e982bf7ef5 NR S07a: Fixes for closing dialog
Leave Ro'Arthian on the board and have the cage removed & Ro'Sothian
positioned properly.

[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
7686e53fdc NR S06a: Cleanup type change for Tallin
Simplify & if he has the rod, he will start with the correct move count.

[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
f3348dc485 NR S06a: Set cave area to UNDERGROUND time
[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
056b930d4a NR S06a: Fix & improve gold carryover
Have objectives match endlevel.
Bump carryover so a more impressive amount is stored next scenario.

On my easy level playthrough I only had 680 carryover. This
change makes it be around 1700 instead.

[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
2866f58414 NR S05a_01: Make enemy gold add events work properly
Use LOYAL_UNIT macro & adding a side for monsters so the enemy sides
don't go to negative gold before the events are triggered.

[ci skip]
2018-03-07 19:51:56 -05:00
sigurdfdragon
f7aa961f00 NR S04: Use LOYAL_UNIT macro so placed units don't affect starting gold
[ci skip]
2018-03-07 19:51:56 -05:00
Jyrki Vesterinen
494b2f35ca Fix #2608: possible crash after Monte Carlo simulation for slowed unit
Due to rounding error, if the unit was already slowed, it was possible for
the code that calculates the probability to be slowed to arrive at a bit
above 100%. If the AI later simulated another fight for the same unit, it
triggered the assertion that the probability wasn't in allowed range.

Fixed by limiting the probability to 100%.
2018-03-07 22:16:37 +02:00
Sofartin
07436dd7bd Add missing scenario-story.cfg in data 2018-03-07 13:59:52 -06:00
gfgtdf
c64c6f513a
fix no_leader having no effect (#2606)
fix no_leader having no effect

fixes #2604

it previously only worked if both leader_lock and no_leader were set to yes. Now it the type= is preserved if any of the two are given, the difference bewteen those two is that no_leader only works is type= is empty. 

this also fixes some wrong parameternames in the the flg_manager ctor declaration.

This commit does not change the default value for those keys: no_leader default to yes in [side]s in [scenario] but not in multiplayer. While leader_lock defaults to the force_lock_settings key in [scenario]/[multiuplayer]
2018-03-07 12:35:27 +01:00
Charles Dang
e03de8b77f Font/Pango Text: add ability to add an text outline
Functionality brought over from the accelerated_rendering branch, with appropriate edits.
2018-03-07 18:34:29 +11:00
Sofartin
ff6e78a60f Fix of Fix Xcode Project after 078f61c 2018-03-07 01:01:45 -06:00
Sofartin
25d459c480 Fix Xcode Project after 078f61c 2018-03-07 01:01:45 -06:00
Charles Dang
078f61c412 Removed unused GUI1 label widget 2018-03-07 06:17:20 +11:00
Jyrki Vesterinen
67e2927044 Network_asio: split upload buffer to 4kB chunks
This allows Boost.Asio to track upload progress, and cancel uploading of
all chunks that haven't been sent yet.

Fixes #1439, #2591.
2018-03-06 20:52:26 +02:00
Gregory A Lundberg
eb39fa3022
Remove ununsed const variable 2018-03-06 08:30:21 -06:00
Charles Dang
a46ddf9bcd Game Events: don't write disabled events to config
This should help mitigate an odd issue some people have reported with 1.13.11. After reloading a
save *after* executing a first_time_only=yes event, they can execute the event again. Looking at
savefiles for one of the reports, the event was included in the savefile even though it had already
executed. Most likely, when the player reloaded, the event was re-added to the gamestate and they
could execute it again.

The questions is then why the event had never been removed in handler cleanup. I'll have to look
into that further, but this at least ensures we don't get dead events written to config (that
includes saved games).
2018-03-06 17:37:28 +11:00
Iris Morelle
390df50ebc Update release notes
[ci skip]
2018-03-05 23:35:13 -03:00
Charles Dang
f6cb0f314f Fixup 8ef639d60c61 again 2018-03-06 13:31:47 +11:00
Charles Dang
79cf3c4785 Fixup 8ef639d60c61 (removed unused variables/members) 2018-03-06 13:07:28 +11:00
Iris Morelle
f2f3377e11 Update changelog
[ci skip]
2018-03-05 23:03:00 -03:00
Iris Morelle
8c642e2044 campaignd: Add support for free-form tags on add-ons
This adds a tags= attribute to the pbl WML that can be used to specify
comma-separated tags to let users filter on them on the Add-ons Manager.

We don't do anything fancy with the tags at the moment since they can be
matched with the existing filter algorithm without any changes, with the
caveat that the word separator the filter box uses is whitespace instead
of commas -- meaning that to match multiple tags they must be specified
with spaces between them, in any order, and that pasting the tags from
the WML into the filter box will not yield a match as some people might
expect.

There is also no UI for the tags right now other than the filter box, so
they are little more than an implementation detail hidden from the user.

See also issue #2565.
2018-03-05 23:00:46 -03:00
Charles Dang
e35916ffd0 Help Browser: ensure space under portraits if text overflows under them 2018-03-06 12:58:49 +11:00
Charles Dang
8ef639d60c Editor/Tristate Button: don't try to draw text, this widget has no text 2018-03-06 12:57:24 +11:00
Iris Morelle
957fdc8bbd campaignd: Allow overwriting add-on attributes through the control FIFO
Notably this does not allow overriding credentials or the add-on name,
which is a can of worms I don't want to touch right now. For the former
there's a setpass command already.
2018-03-05 22:25:17 -03:00
Iris Morelle
0220cb00f7 Renamed my wiki account the other day
[ci skip]
2018-03-05 21:57:50 -03:00
Charles Dang
61cd444fa1 Units: range-for 2018-03-06 09:48:48 +11:00
Gregory A Lundberg
019ca259b1
Fix duplicate declaration 2018-03-05 11:47:58 -06:00
Charles Dang
8309ba63c1 Serialization/Schema: deployed range-for and auto
Also removed a bunch of unnecessary typedefs:
* the value_type typedefs weren't since you can do map::value_type (granted, that gives you
  a const version, but they weren't used anywhere anyway)
* iterator typedefs weren't needed since we have range-for now. No need to construct a pair
  of iterators and then use an increment-for loop to iterate over the container.
2018-03-05 17:06:12 +11:00
Charles Dang
596edaac00 Some schema code reformatting as requested by @celticminstrel 2018-03-05 16:45:14 +11:00
Celtic Minstrel
579bbc464f Ensure a weapon specials context is active when attack events are fired 2018-03-05 16:09:59 +11:00
Celtic Minstrel
b02e6749d0 Address edge-case where copy elision doesn't occur 2018-03-05 16:09:59 +11:00
Celtic Minstrel
2f7704dab9 Fix an obvious-looking error in attack action 2018-03-05 16:09:59 +11:00
Celtic Minstrel
c3f64e59f0 Use RAII for weapon specials context to ensure no dangling pointers 2018-03-05 16:09:59 +11:00
Celtic Minstrel
5ece2cc089 Don't assume unit is on the map when testing ability active
This refactors ability tests to use a passed-in unit instead of
searching for the unit on the map based on its location.

While it does fix #2247, I am not confident that this won't also
have some undesirable side-effects.
2018-03-05 16:09:59 +11:00
pentarctagon
900a159c8b Attempt to fix suspected race condition when running MP tests.
Currently the MP unit tests will randomly fail due to one of the two background wesnoth instances failing video initialization.  All unit tests require the display server to be initialized however, or they fail with the same error as the MP tests sometimes fail with.  However, the MP tests are the only tests to randomly fail due to video initialization, while for the same travis job the WML unit tests (which run before) and the boost unit tests (which run after) are still able to be successfully completed.

Therefore, the video initialization failures are not entirely random, and the MP tests are also the only tests that experience this failure while also being the only tests that have more than one instance of wesnoth running simultaneously.

tl;dr: the attempted solution here is to sleep for 5 seconds between starting background processes in the mp unit test script.

Also removes starting the display server prior outside of the docker container, since that's not needed anymore.
2018-03-05 15:49:46 +11:00