Search found 12405 matches

by Geoff the Medio
Fri Feb 21, 2020 10:07 am
Forum: Programming
Topic: Reviewing attackers/targets processing in CombatSystem.cpp
Replies: 21
Views: 178

Re: Reviewing attackers/targets processing in CombatSystem.cpp

So I must use only empire id and the targetting conditions. Not really, as using conditions doesn't make much sense, and it would probably make more sense to index by things like part type and class... You might as well store a tuple of part class and part name instead of part targetting condition,...
by Geoff the Medio
Thu Feb 20, 2020 6:39 am
Forum: General Discussion
Topic: What is "combat bonus"?
Replies: 3
Views: 54

Re: What is "combat bonus"?

Asteroid hulls get a bonus to stealth in asteroid systems: https://github.com/freeorion/freeorion/ ... oid.macros
by Geoff the Medio
Thu Feb 20, 2020 6:27 am
Forum: Programming
Topic: Reviewing attackers/targets processing in CombatSystem.cpp
Replies: 21
Views: 178

Re: Reviewing attackers/targets processing in CombatSystem.cpp

You definitiely do not want to use a visibility map by value as a key in a map. Every entry would then have a copy of the whole visibility map. But I'm not really sure why you want to use a vis map as a key at all... it's a property of the combat state, and won't change during a combat round, so won...
by Geoff the Medio
Wed Feb 19, 2020 1:04 pm
Forum: Programming
Topic: Reviewing attackers/targets processing in CombatSystem.cpp
Replies: 21
Views: 178

Re: Reviewing attackers/targets processing in CombatSystem.cpp

BTW, is there a simple way to "merge" together two Condition::Condition? Merge how? Combine them as C++ objects? Or logically combine their function in game? My intention is to cache "targets" for weapons of the same empire (I think that is the only info relevant here from ScriptingContext), same s...
by Geoff the Medio
Wed Feb 19, 2020 11:40 am
Forum: Programming
Topic: Reviewing attackers/targets processing in CombatSystem.cpp
Replies: 21
Views: 178

Re: Reviewing attackers/targets processing in CombatSystem.cpp

Conditions have functions that indicate if they are invariant to context objects like the source (ie. the attacker), which could be used to decide if the condition result can be cached. But most targetting conditions depend explicitly on the source object's owner empire...
by Geoff the Medio
Wed Feb 19, 2020 11:01 am
Forum: Programming
Topic: Split default content
Replies: 6
Views: 55

Re: Split default content

Two possibilities are: 1) have a base content directory, generally the stock default, and an override directory. Every file in the base directory would be loaded and parsed unless it is also present in the override directory. Only altered or new files would need to be present in the override diector...
by Geoff the Medio
Tue Feb 18, 2020 7:17 pm
Forum: Programming
Topic: Reviewing attackers/targets processing in CombatSystem.cpp
Replies: 21
Views: 178

Re: Reviewing attackers/targets processing in CombatSystem.cpp

Do you think this is worth of attention? I would have already tested with an actual implementation if there is a reasonable accelleration of combat resolution, but I'm still learning the necessary C++ in my free time, and I couldn't help it asking. It would be worth attention if it interests you to...
by Geoff the Medio
Mon Feb 17, 2020 10:44 am
Forum: Translations
Topic: German Translation
Replies: 133
Views: 44602

Re: German Translation

Tell me what pages you want created...
by Geoff the Medio
Sun Feb 16, 2020 7:06 pm
Forum: Translations
Topic: German Translation
Replies: 133
Views: 44602

Re: German Translation

A wiki account has been created with chris99's forum email address. You should receive an email with a temporary password soon.
by Geoff the Medio
Sun Feb 16, 2020 7:01 pm
Forum: Programming
Topic: Reviewing attackers/targets processing in CombatSystem.cpp
Replies: 21
Views: 178

Re: Reviewing attackers/targets processing in CombatSystem.cpp

Would it be faster (or at least as fast) to query directly the m_ships when the valid targets are only ships, m_planets for planets, a merged map of m_ships and m_planets when corresponds, etc.? AddAllObjectsSet could be reworked to use ObjectMap::all<T> to get just objects of a particular type, bu...
by Geoff the Medio
Sun Feb 16, 2020 9:00 am
Forum: Other Game Design
Topic: Select all system fleets
Replies: 2
Views: 58

Re: Select all system fleets

CTRL + a will also select all
by Geoff the Medio
Fri Feb 14, 2020 2:06 pm
Forum: Other Game Design
Topic: More attributes for weapons
Replies: 8
Views: 138

Re: More attributes for weapons

An option is to add tracking of the combat round in which a fighter or missile was launched. Targeting one would require them to have been launched in the previous round, but not 2+ rounds prior. If the combat goes to 4+ rounds, that should still work fine... unless missiles can survive longer than ...
by Geoff the Medio
Fri Feb 14, 2020 12:25 am
Forum: Other Game Design
Topic: More attributes for weapons
Replies: 8
Views: 138

Re: More attributes for weapons

You seemingly want to add a lot of complexity to combat and weapons, all at once. I'm very reluctant to do that, much preferring separate single impactful changes slowly over time. Consider what your top priority is to add, and whether it will made it harder to understand how existing stuff works by...
by Geoff the Medio
Thu Feb 13, 2020 3:34 pm
Forum: Programming
Topic: Adding backend support for missiles
Replies: 10
Views: 97

Re: Adding backend support for missiles

Support for more than 2 arguments as single condition pointers was relatively recent, so the code that doesn't use it might predate the possibility...

https://github.com/freeorion/freeorion/ ... 4deb27a8a8