Following the previous commit altering the progress bar's styling, we
now rearrange the dialog to completely eliminate visual gaps during
add-ons server connection by having the status display share a row with
the Cancel button so as to not force extreme layout recalculations. The
status display is also smaller corresponding with its lesser importance
compared to the progress bar itself, which has now become the absolute
centerpiece of the dialog by taking up almost all of its horizontal
space even when the descriptive text is short.
There's an engine change in this, recommended by Vultraz to avoid
recalculating the UI unnecessarily during network transfers. It
necessitates a minor hack in the WML to ensure that the status label has
a non-0 initial size, but it's nothing too major.
The old design was heavily based on the old GUI0 loadscreen, inheriting
the weird blocky 3D shading effect reminiscent of the old Windows 9x
times. This makes it look very obviously out of place with the current
Wesnoth UI look and feel.
We increase the default width of the progress bar to reduce visual gaps
between different phases of the add-ons client's initial connection
sequence, and decrease the height to something that is more in
proportion with the font size without taking up more space than
necessary. The colours are inspired by the current textbox and button
widgets while keeping consistency with the rest of the game's UI.
[ci skip]
- reffer to the Great Ocean just as ocean in other pages. It's the only ocean we know,
and it's not so great to call it Great all the time.
The term "Great Ocean" is still used in several placed an it's explained as so-called
Great Ocean in its own page.
- Link more between pages, especially more links towards the Great River and Great Ocean.
- Removed on link as it's already linked on that page
- No need to mention that south-east is in the lower-right corner of the map
The algorithm used in this CA is too simple to work reliably in a general setting, it tends to send whole groups of units toward small numbers of villages, or even individual ones. In its current version, it should not be used at all, not even in the Experimental AI. The recommended way to emphasize village hunting is to set the village_value aspect to a larger-than-default value and let the move-to-targets CA take care of it.
An updated version of this CA's code is, however, left in place for potential future work as an external CA in Wesnoth 1.15.
Add more reminding PRINT messages, disallow_end_turn messages, and fix a bug where player can just capture village and end turn without recruiting/recalling units.
Backported to 1.14 so that this mechanism can be used instead of a793bce96's
method of running the cve_2018_1999023 test in non-strict mode, which means
that the test now passes without making equivalent-to-a793bce96 changes to
projectfiles/VC12/WML_tests.cmd and projectfiles/VC16/WML_tests.cmd.
This was part of working out whether a subset of the "fail" tests could be run
in one Wesnoth instance. To run a test that returns TEST_FAIL_BROKE_STRICT with
any other test would require a mechanism to reset lg::broke_strict()'s flag.
All tests that fail with an {ASSERT} will also set the lg::broke_strict() flag,
the tests with the new status are only those that would pass without the strict
flag.
In the SUF tests, change a test from fail-on-success to breaks-strict, rename
the formula tests and add some comments. The rename is because "fai" is
"Formula AI", an obsolete name for WFL.
(cherry-picked from commit 7359fddecb)
- tweaks to monster side, i.e. has same flag like other factions
(visible in the top bar when it's their turn)
- play a sound when the monster spwans, but don't reveal it
- remove event setting options which are already set in the side definition