Move the line that includes data/test/scenarios/manual_tests/ below the
line that includes data/test/macros/. This allows a manual test to use
the setup in COMMON_KEEP_A_B_C_D_UNIT_TEST, putting units in the right position
to test combat and leadership abilities.
Also improve comments in data/test/_main.cfg.
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.
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.
- Fix the rabbit AI
- Enable invoke_synced_command to also call (some) built-in commands
and give an error message in the case of an unknown command
- Remove some unnecessary implementation details
fixes#1649 . ai.synced_command could easily be used to implement all types of
undeteced cheats so it was removed. As a replacement this commit adds a
[custom_command] synced command that just calls
wesnoth.game_events.on_synced_command which calls a lua handler that
must first be set.
This removes a config reload when opening multiplayer or singleplayer
campaign selection screen after playign a campaign.
To do this we must make sure the default era for sp and for mp have the
same id becasue otherwise we might get an id not found error.
After campaign selection, the mp codepath is followed starting with
enter_configure_mode().
Code for sorting and marking completed campaigns, as well as for difficulty selection, has been moved to create_engine.
Also, [scenario] tags are now converted to [multiplayer] for sp as in mp.
Conflicts:
src/game_controller.cpp
src/multiplayer.cpp
All CAs can be store in external .lua files. If the scenario config
lacks an [engine] tag for the Lua AI engine, but still tries to use CA
with engine=lua, a dummy engine will be automatically generated,
providing the needed functionality
Replaces patch #3186 (movethrough event)
Completes bug #8166 (feature request for moveover event)
Besides adding the new events, this patch changes fog clearing and
sighted events to occur during movement instead of at the start and
end of movement, respectively.