Changes between Version 2 and Version 14 of Ticket #2913


Ignore:
Timestamp:
Feb 4, 2015, 10:40:39 AM (9 years ago)
Author:
Itms
Comment:

Attached patch reduces drastically the number of mirages by making fogging conditional: entities will be miraged only if their health/resource amount is reduced, or if they have a non-gaia owner.

It also cleans out the code in some parts, and fixes the invisible animals problem and the missing status bars for mirages.

I'll commit it on Friday evening, so please give feedback :)

Legend:

Unmodified
Added
Removed
Modified
  • Ticket #2913

    • Property Keywords review patch added
    • Property Cc historic_bruno added
    • Property Summary Better way to handle visibilities in the simulation[PATCH] Better way to handle visibilities in the simulation
  • Ticket #2913 – Description

    v2 v14  
    1010 * ~~Create the Visibility component~~
    1111 * Find a way to remove the hardcoded and duplicated VIS_FOO in the scripted components Fogging, Mirage and Visibility
    12  * Move template items !GetRetainInFog and !AlwaysVisible from Vision to Visibility
    13  * Update component documentations (!RangeManager, Visibility), including code comments
     12 * ~~Move template items !GetRetainInFog and !AlwaysVisible from Vision to Visibility~~
     13 * ~~Update component documentations (!RangeManager, Visibility), including code comments~~
    1414 * Fix #2710 with the new system
    15  * Improve #958 with the new system if possible (see [http://trac.wildfiregames.com/browser/ps/trunk/source/simulation2/components/ICmpRangeManager.h#L323 this TODO])
     15 * ~~Improve #958 with the new system if possible (see [http://trac.wildfiregames.com/browser/ps/trunk/source/simulation2/components/ICmpRangeManager.h#L323 this TODO])~~
    1616 * For fun, implement camouflaging for some units