27264 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
9376cf42af Removed Registered Users Only game config option (resolves #4980) 2020-10-08 21:16:41 +11:00
Hejnewar
20e8fae7e2
Update fungus terrain in MP maps where appropriate
Fixes #5145
2020-10-05 22:39:27 -05:00
Charles Dang
7135927d8a Added Press ESC to skip text
[ci skip]
2020-10-06 13:40:01 +11:00
Charles Dang
c3e578ba80 Repurposed Outro dialog for campaign-specific credits 2020-10-04 23:21:33 +11:00
gfgtdf
116687c983
fix #5184 [modify_unit]profile 2020-10-04 03:06:33 +02:00
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
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
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
mattsc
d80214d9fc ai_helper.get_closest_location: bug fix for border hexes
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.
2020-09-26 14:02:19 -07:00
Hejnewar
a0be18f51d Changes in new units. 2020-09-26 13:46:08 -05:00
gfgtdf
8db4f22942 fix WC pickup confirmation dialog 2020-09-26 20:44:57 +02:00
gfgtdf
f14be74987 port more WC dialogs to the new lua gui2 api 2020-09-26 20:44:57 +02:00
Hejnewar
24507c4169
Changes in prices of monster units and Chocobone. (#5166)
* Changes in prices of monster units and Chocobone.
2020-09-26 13:44:01 -05:00
gfgtdf
e313334e62 fix sota zombie recruit dialog 2020-09-26 12:08:22 +02:00
gfgtdf
21a1220273
fix bad use of gui.widgets.find()
the old code no longer works after 661fc1d8ef
2020-09-25 01:05:27 +02:00
Steve Cotton
04cc7f2ba3 Fixup c3c8b31a
This typo was caught by the schema-based validation, thus causing build
failures. Fix is compile tested, but not playtested.
2020-09-24 10:33:19 +02:00
Severin Glöckner
c3c8b31ab3 HttT: use Boolean variable for get_gryphons
Unlike documented, the value 1 also evaluates to true,
so backwards compatibility to old saves is available.
2020-09-23 12:30:05 +02:00
Severin Glöckner
694b05d35b HttT 11: use [have_unit] instead of variable 2020-09-23 12:14:55 +02:00
Severin Glöckner
4b3e1a8c99 HttT 13: handle variable
- use the worst-case instead of best-case if the variable is not set (happens only with debug mode)
- clear the variable
2020-09-23 11:53:40 +02:00
Severin Glöckner
93729e37c6 DiD 03: make some units immune to plague
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.
2020-09-23 10:50:50 +02:00
Severin Glöckner
5e3919235a Campaigns: remove unused heal_amount variable 2020-09-23 10:49:42 +02:00
Severin Glöckner
8cd797705d DiD 03: let Ogre' traits match the cutscene
One does 6 damage, the other 5.
2020-09-23 10:42:24 +02:00
doofus-01
cbad6f4249
Add more fauna resources (#5039)
* tusker line (by TSI 2009) (removed the middle Tusker unit, just Gorer and Tusklet included)
* falcon (existing unit, new sprite, some animations)
* elder falcon (existing unit, new sprite)
* crocodile (first pass at portrait, most important animations)
* bear (most important animations)
* icemonax (some animations)
* stoat (some animations)
* fire ant (derivative portrait, some animations)
2020-09-20 17:45:37 -07:00
Severin Glöckner
b7fe0db365 Macros: use [foreach] for MOVE_UNIT_BY 2020-09-21 01:40:04 +02:00
loonycyborg
29b7b52da6 pot-update and regenerate doc files 2020-09-19 20:45:57 +03:00
Steve Cotton
8507a3dcb2 UtBS S02: Recognise Beach Sands and embellishments when spawning ghosts
Fixes #5149.
2020-09-19 16:48:16 +02:00
Steve Cotton
a6daad9bc0 UtBS S06b: Make the warning about the tentacles an enter_hex instead of a moveto
If you try to move straight into the water, the explorer should stop at the
lake edge and comment about where they're going. Trivial change, mainly because
I was using a fast unit for debugging and wondered why I hadn't triggered the
lake monsters.
2020-09-19 16:47:56 +02:00
Steve Cotton
3bf3717e64 UtBS: Make "quenoth" a separate race to "elf" (fixes #4876)
This is motivated by reorganising the help pages to split the Quenoth from the
"pointy ears, pale skin" help text in data/core/units.cfg. It also means that
there's no reason to [hide_help] for the default era elvish units. The new help
text is just a short placeholder for now.

The new race has [race]help_taxonomy=elf.

If the player loads a mid-campaign save then their recalls and heroes will have
race=elf while new recruits have race=quenoth.  For that reason, I've changed
the scenarios' event triggers to recognise both races.

When levelling up, units with race=elf may change to race=quenoth.

Opening the help for a unit will show the help as if the unit has race=quenoth,
even when right-clicking on a race=elf unit. This is good.

For a few of these, I think another race might be better - they're converted to
Quenoth here, as they were Elves before. The Corrupted Elf is should probably be
considered undead, and the Divine Avatar should possibly be something else, more
like an elemental than a living creature. That those two are currently included
in the elves does have the side-effect of hiding a plot spoiler about the Dark
Assassin who is also included in the elves (the spoiler being that this one is
correct, he really is an elf).
2020-09-19 16:47:56 +02:00
Pentarctagon
5af1f129cd Mass convert of *^Uf terrain for SP. 2020-09-15 09:26:00 -05:00
Pentarctagon
0fcf545582 Remove unused mapgen files. 2020-09-15 09:26:00 -05:00
Steve Cotton
f3f1407ace
Show [race]help_taxonomy= as "This is a group of units, all of whom are $help_taxonomy" (#5143)
The code comments talk about both Dunefolk and Quenoth Elves - of these two, only the
Dunefolk's data is changed in this commit. All Quenoth unit are race=elf at the moment,
I intend to add [race]id=quenoth in a separate PR.

Draft documentation for the Wiki:

* '''help_taxonomy''': {{DevFeature1.15|?}} in the help browser, show this
race as a group of units from another race; the value of this attribute should
be the other race's '''id''' attribute. This only affects the help browser, for
all other purposes (such as WML filters) the two races are completely separate.

How this is visualised in the help browser is a GUI design decision, this attribute
merely tells the engine that the relationship exists.
2020-09-13 15:20:48 +02:00
gfgtdf
5fb3880ee4 use new lua gui2 api in WC mapgen settings
The lua gui2 compatibility code doesn't apply
to the mapgen lua kernel. So this code was broken
2020-09-10 20:05:10 +02:00
newfrenchy83
88fbe11457
update DID_SHADOW_VEIL_HANDLER in DID campaign (#5094)
* update DID_SHADOW_VEIL_HANDLER implementation
2020-09-09 15:12:22 -04:00
Steve Cotton
c227d42e74
Northern Rebirth: remove the evil campaign branch (#5138)
These 5 scenarios were never completed, so the option to play this branch was
always commented out. However the existence of them has caused extra work for
the translators, and would cause further extra work in tasks roadmapped
for 1.15.x (removal of the ^Uf mushrooms, removal of {MODIFY_UNIT}).

If it comes back then it will likely start as UMC.
2020-09-09 02:01:34 +02:00
doofus-01
9d4ce1bb9f
terrain graphics - make mushrooms-small.png smaller (#5136) 2020-09-07 12:21:01 -07:00
Nils Kneuper
7715bc3d24 updated Hungarian translation 2020-09-07 20:13:05 +02:00
gfgtdf
ebc65c9b00
fix [micro_ai] when called from lua
fixes #5134
2020-09-07 18:10:41 +02:00
Lordbob
54f86f0c9b
Update ARTISTS
Attribute new royal warrior portrait
2020-09-06 22:41:15 +02:00
Lordbob
b627855e72
Linked new profile picture 2020-09-06 22:38:36 +02:00
Lordbob
d4ab7b40ce
Added royal warrior portrait 2020-09-06 22:35:45 +02:00
Nils Kneuper
76bf1317f8 updated Polish translation 2020-09-06 11:18:47 +02:00