77129 Commits

Author SHA1 Message Date
gfgtdf
f599c77783 Add 'Delay Advancements [modification]
Depsite being a [modification] this is actuall implemented
in the C++ code the [modification] just sets a flag.

This is meant as an alterntive to the preset advancement
type of mod, i want to play around with it a bit in 1.15
maybe we will remove it later.

The problbme this is supposed to fix is that advancemnts
are done randomly during the enemeies turn. It has a few
advantages over the preset advancemnt approach:
1) It can easily handle amlas and normal advancement
2) It doesn't need special code to handle the case that
   A unit advances multiple times.
3) It doesn't break in case that other wml code changed
   The advancements  of a unit after the preselected advancement was chosen
4) The user never needs to think about an advancement of
   a unit that might not even advance

It also has a disadvantage: it changes the rules of the
game quite a bit, in partiucar if the units heals form
an adcancement (which us usally the case), since now
with this 'healing the unit on advancement by retaliation'
during the enemies turn can no longer happen. I still
think its wirth to think about this and test it though.
2020-10-08 20:11:50 -05:00
Charles Dang
af344d21a4
Merge pull request #5196 from Vultraz/remove_registered_users_only
Removed Registered Users Only game config option (resolves #4980)
2020-10-09 11:32:08 +11:00
Nils Kneuper
2364e6e6cb updated Japanese translation 2020-10-09 01:03:21 +02:00
Nils Kneuper
2034e50fd5 updated Japanese translation 2020-10-09 01:00:44 +02:00
Charles Dang
e0ea858db9 Fixup 2020-10-08 23:56:46 +11:00
Charles Dang
afd4c3931a Removed an unused variable 2020-10-08 23:12:19 +11:00
Charles Dang
8e7e24225b Cleanup 2020-10-08 23:12:07 +11:00
Charles Dang
9376cf42af Removed Registered Users Only game config option (resolves #4980) 2020-10-08 21:16:41 +11:00
Charles Dang
87469933bc GUI2/Loading Screen: handle throwing exceptions from the future
Despite having exception handing in process(), the loading screen is only designed to handle one exception from the worker.
If such an exception propagates to the worker, the loading screen would rethrow it in process(). It turns out we don't need
an exception_ptr, since the exception would already be stored in the future returned from std::async. Fetching it with get()
causes it to be rethrown at that point, same as before.

Do note we do not want to simply call get() and wait, since that essentially calls future::wait() instead of future::wait_for()
and would halt the main thread while it waits for the worker. Hence, we still manually check its status before fetching the
exception (if any). As a bonus, it means we can use future::valid() as a check for whether the worker is still running in the
dtor, since calling get() sets future::valid() to false. Any premature exit of the loading screen after the worker thread is
created or its exception is handled in the finally process() loop will trigger the safe_exit call.
2020-10-07 21:18:57 +11:00
Charles Dang
dba77791cc Removed loading screen animation preference
This was added several years ago as a workaround to crashes when the loading screen implementation was less stable.
2020-10-07 17:53:35 +11:00
Hejnewar
20e8fae7e2
Update fungus terrain in MP maps where appropriate
Fixes #5145
2020-10-05 22:39:27 -05:00
Charles Dang
1ec585a203
Merge pull request #5186 from Vultraz/outro_changes
[Proposal] Extended Outro dialog with campaign-specific credits
2020-10-06 14:07:50 +11:00
Charles Dang
4cbd36572d Fixed some sections showing 2020-10-06 13:57:38 +11:00
Charles Dang
7135927d8a Added Press ESC to skip text
[ci skip]
2020-10-06 13:40:01 +11:00
Charles Dang
8d04afc90b GUI2/Outro: removed next_draw rate limiting 2020-10-06 13:32:23 +11:00
Charles Dang
ef315635be Tweaks and improvements 2020-10-06 13:30:18 +11:00
Gunter Labes
d1227ba5ad
Update labeler patterns 2020-10-05 22:58:06 +02:00
Gunter Labes
6476a1981a
Update labeler patterns 2020-10-05 22:38:45 +02:00
Charles Dang
60ed2882d4 Only include section title on first chunk 2020-10-05 22:31:42 +11:00
Charles Dang
4c859df9fc Begone cerr 2020-10-04 23:30:59 +11:00
Charles Dang
c3e578ba80 Repurposed Outro dialog for campaign-specific credits 2020-10-04 23:21:33 +11:00
Charles Dang
105a551339 Clamp end_text_duration between 0 and 5 seconds 2020-10-04 23:12:14 +11:00
Charles Dang
b56ca64e2f clang-format: set ContinuationIndentWidth to 4 2020-10-04 20:57:07 +11:00
Charles Dang
791021f25e GUI2/Outro: pass in game_classification reference 2020-10-04 20:02:17 +11:00
Charles Dang
762f476968 Parsed contributor comments too 2020-10-04 19:55:03 +11:00
gfgtdf
116687c983
fix #5184 [modify_unit]profile 2020-10-04 03:06:33 +02:00
doofus-01
d8dc94a5cd
Update changelog.md 2020-10-03 17:42:51 -07:00
doofus-01
7c29855ac1
Wall terrain graphics (Xo*) work (#5173)
* terrain graphics - fix sconce/candle overlay on south-facing corners

* terrain graphics - some fixes and minor additions to stone walls, mostly Xot^Edb

* new terrain - add 'Xof', overgrown walls

* terrain graphics for Xof^Efm - flowers on walls

* terrain graphics - fix broken molding in standard stone wall

* terrain graphics - fix molding on catacombs
2020-10-03 17:38:19 -07:00
Steve Cotton
97c87443c1 Use the new animals in the "animals" micro-ai demo
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.
2020-10-03 15:09:32 +02:00
Steve Cotton
3f93c263a9 Improve user-friendliness of the validation options
* 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.
2020-10-02 18:34:18 +02:00
Nils Kneuper
028a470e07 updated Polish translation 2020-10-02 09:18:17 +02:00
Nils Kneuper
08838279ac updated Portuguese (Brazil) translation 2020-10-02 09:14:59 +02:00
Nils Kneuper
76870e45a5 updated French translation 2020-10-02 09:13:34 +02:00
Gunter Labes
9a55dd47db
Enable labeler action again
With the `pull_request_target` event it should now also work with pull requests from forks.
2020-10-01 21:02:34 +02:00
Gunter Labes
742b58c276
Fix handling of PRs from forks
https://docs.github.com/en/free-pro-team@latest/actions/reference/events-that-trigger-workflows#pull_request_target
2020-10-01 17:08:09 +02:00
IceTyp
1d93567e0e Rename Fire-Ant.cfg to Fire_Ant.cfg 2020-10-01 11:43:07 +02:00
Steve Cotton
a42600ffbe Remove the wesnoth-ai textdoman, move a few strings to wesnoth-lib (#4669)
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.
2020-10-01 10:29:39 +02:00
Steve Cotton
1d60c8d6e4 Rename old AI to "Old Default AI (1.14 version)" 2020-10-01 10:29:39 +02:00
Alexander van Gessel
e18ef37f1f
Fix typos and grammar. 2020-09-30 11:57:49 +02:00
gfgtdf
dc61150bec
don't let the ai choose their advancements off-turn
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.
2020-09-29 16:09:27 +02:00
Pentarctagon
444c0a4182
Typo fix [ci skip]. 2020-09-29 01:19:47 -05:00
gfgtdf
1f81b0fa24
replace a bad assert with VALIDATE
assert may only be used for cases that are guaranteed to be true for every possible input.
2020-09-28 14:20:17 +02:00
Pentarctagon
f3b7a17e51 Change most remaining cases of using async_send_doc to send_to_player for wesnothd.
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.
2020-09-27 22:29:57 -05:00
Pentarctagon
2714ea0c8a More explicitly mark a couple things as not implemented. 2020-09-27 22:29:57 -05:00
Celtic Minstrel
c70c72a804 Update changelog 2020-09-27 20:31:27 -04:00
Celtic Minstrel
bb5929dc69 Define the sample dialog in the test scenario in WML instead of in Lua
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.
2020-09-27 16:44:28 -04:00
Celtic Minstrel
b3033ee0bd Fix missing image in the test scenario sample dialog 2020-09-27 16:44:28 -04:00
Celtic Minstrel
f57217f6c4 Convert uses of deprecated GUI2 API
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".
2020-09-27 16:44:28 -04:00
Celtic Minstrel
251e6c3f7a Apply the deprecation standard to the new GUI2 API
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
2020-09-27 16:44:28 -04:00
Steve Cotton
e0103c2cb5 Update the docs for ":droid full" in the help browser
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.
2020-09-27 20:58:57 +02:00