Each [teleport] tag should have exactly one each of [source],
[target] and [filter]. Missing any of those is caught immediately
above the new conditional block, so this makes having two or more
of any of them be treated the same.
The log should maybe be made more visible, but it's a case that
can already be detected by schema validation, so validate it
there instead.
The code in teleport.cpp uses assert() in the cases that the
newly-added code in this commit catches. That's bug 8175, and
it's probably still reachable for units with teleport abilities,
so this doesn't close that bug.
In the validation schema abilities-value in abilities.cfg contains not only the numerical attributes but also active_on and apply_to, while these two deniers are only used by [resistance], and the abilities used as weapons are validated by the schema validation of special weapons, and the abilities [leadership], [heals], [regenerate] and [illuminates] also use all numerical attributes.
super="units/unit_type/abilities/~generic~" isn't quite accurate since there are a lot of keys/tags in there that may not mean anything for dummy abilities. Probably doesn't hurt to expect they work like in mainline though.
At the suggestion of @stevecotton, I propose a special 'replacement_type' and 'alternative_type' attribute capable of modifying the type of attack used when the conditions are met.
Also make Holy water combine arcane damage with native type of weapon
Like holy water imbued ordinary weapon, it's seem logic what arcane damage dominant what if more efficient what original type(water can't altered pierce or blading of spear or sword)
Fix https://github.com/wesnoth/wesnoth/issues/7923 .when we want to detect an ability with value=0-20 and an ability with add=15 is present, this is detected because the system assigns a value of 0 when 'value' is not present, and so the system matches abilities that do not use 'value' or even no numerical value at all. it is therefore necessary to decide that the absence of an attribute is a non-correspondence to the criteria.
There are questions about how this filter should treat empty values, and the
use cases that we can think of can be implemented in other ways, for example,
if we want to look for big damage boosts, then we could filter for
`add=5-infinity` `[or]` `multiply=2-infinity`.
The simple answer seems to be to remove it from the API before we freeze for 1.18.
There's more discussion in issue 7944.
using overwrite_specials alone means that we have only two possibilities, either one_side is chosen and in this case if the ability used as a weapon carrying the attribute is applied to the unit (apply_to=self), the other abilities are the same type applied also to 'self' not carrying the attribute will be overwritten, but those of the opponent with apply_to=opponent will be kept in the list; or else both_sides is chosen and all abilities of the same type that do not carry the attribute will be overwritten. To be able to use the attribute in abilities like [damage] for example, it is necessary to be able to be even more selective as for a 'charge' type leadership with multiply=2.5 but which must not be combined with the classic charge and without overwriting the aute [damage] as backstab, [overwrite_filter] to only match damage with apply_to=both and active_on=offense is then interesting.
adding priority allows you to select that it ability can use its overwrite_specials attribute while the others can be overwritten in the same way as an ability without the attribute. Finally, this system makes it unnecessary to limit the use of the attribute to abilities used as weapons but also to special weapons.
give abilities support of halo or overlay so that the unit benefits from a second halo or overlay when conditions are matched
One of the things that bothers me is the permanent character of the halos of the Mage of Light and other units with the "illuminates" ability, which forces them to program only a permanent illumination applied only to the possessor of the ability.
Adding the halo attribute to ability does not change anything about the behavior of the unit, but can be used in several cases:
1 allowing the use of ""illuminates" whose activity would be variable, in this case encoding the halo in [illuminates] ability and not in the unit_type allows to modulate the appearance of the halo under the same conditions
2. Applying illumination to adjacent units, I know it's pretty cheesy but a set developer might consider it easier if the hlo display follows the same logic.
3 The halo used to illustrate the possession in the unit of a special weapon used as leadership, the halo would be used to raise the possessor of the ability.
for overlay, same logic for illustrate possession of a special weapon used as leadership, or influence on student
with the "halo_image" attribute, it is now possible to give Sun Sylph units an illumination ability with an activity depending on the incarnate sun attack instead of giving the ability and the halo via obect and therefore allowing the player to have access to the description of the ability even when it is inactive.
Adds support for using these in the weapons and ability filters:
* "-1", which was previously treated as an parse error (no number before the separator).
* "-3--1"
* "-infinity" as the lower number in the range, provided a different upper number is given.
This treats "-infinity" (with no other number), "-infinity--infinity",
"infinity" (with no other number) and "infinity-infinity" as errors. It seems
unlikely that someone would intend to use a filter that can't match any
reasonable number.
The range "-infinity-infinity" will be parsed successfully. I don't see a use
case for that, but nor do I see a reason to add extra C++ to reject it.
However, it's not added to the schema, as I think it's good for the schema to
give a warning when someone creates a filter which will accept every value
(including accepting the default, so "-infinity-infinity" accepts the unset
value too).
Includes new unit tests for the C++ and the Lua stringx.parse_range functions.
The next commit adds more WML tests, but is kept separate to credit the author.
This started as a change to move common filter functions from unit.cpp to
somewhere that they could be reused for other config-based filters. In the
process a missing feature was found and added, the move is still included in a
single Git commit because the move was required in order to make these
functions accessible to the Boost unit tests.
Two CodeBlocks project files additionally get src/utils/any.hpp added,
which was in one of them but missing from the other two. I noticed because
these are alphabetically at the start of the src/utils file list.
Thanks to @CelticMinstrel for the review comments and Xcode project updates.
For any given event name, events execute in order of decreasing priority.
Priority is a real number, and may be assigned via the `priority` attribute for
the WML [event] tag, or through the Lua APIs:
- wesnoth.game_events.add({priority = number})
- wesnoth.game_events.add_repeating(name, action, [priority])
Note that delayed variable substitution is not currently supported in the WML attribute.
This adds support for having up to 28 distinct sub-achievements within a single achievement. This limit exists since wesnoth's layout isn't smart enough to tell a horizontal listbox to actually use its scrollbar instead of forcing a horizontal scrollbar on the whole window.
Additionally this adds the [set_sub_achievement] and [has_sub_achievement] WML tags and their respective lua functions. [has_sub_achievement] is unsafe for use in MP, for the same reasons that [has_achievement] is.
Support (fe)male_name key in unit.
Support FEMALE_NAME in macros for named units with random gender.
Add female variants to generic unit names in DiD, TSG and UtBS.
This uses tabs instead of spaces, because although that's not our coding
standard, it is only a few lines of changes.
The alternative of running wmlindent on these files changes 4700 lines.
Hopefully making the whole faction more interesting and enjoyable to play.
Co-authored-by: Steve Cotton <steve@octalot.co.uk>
Co-authored-by: nemaara <nemaara@users.noreply.github.com>
Instead of being either complete or incomplete, achievements can now specify a value at which they will be considered complete. For such achievements that are not yet complete, a progress bar is added to the achievements dialog showing how close to completion the achievement is.
These keys are supported in game_config.cfg, but currently they're not used in
that file, instead falling back to the defaults in the C++.
The name show_partly_orb is inconsistent - in other places, including the WML
that's stored in the user's preferences file, it's called show_partial_orb.