Skip to content

Commit

Permalink
Merge branch 'develop' into develop-trajectory-straight
Browse files Browse the repository at this point in the history
  • Loading branch information
CrimRecya committed Dec 26, 2024
2 parents 06af8b0 + 3a54e85 commit b98216d
Show file tree
Hide file tree
Showing 13 changed files with 93 additions and 58 deletions.
3 changes: 3 additions & 0 deletions CREDITS.md
Original file line number Diff line number Diff line change
Expand Up @@ -334,6 +334,7 @@ This page lists all the individual contributions to the project by their author.
- Ares' `SW.Shots` hint on extended tooltips
- Ares' Abductor weapon fix
- Suppress Ares' swizzle warning when parsing tags and taskforces
- Better fix for Ares academy not working on the initial payloads of vehicles built from a war factory
- Misc code refactor & maintenance, CN doc fixes, bugfixes
- **FlyStar**
- Campaign load screen PCX support
Expand Down Expand Up @@ -381,6 +382,7 @@ This page lists all the individual contributions to the project by their author.
- Skirmish AI "gather when MCV deploy" behavior dehardcode
- Global value of `RepairBaseNodes`
- **tyuah8** - Drive/Jumpjet/Ship/Teleport locomotor did not power on when it is un-piggybacked bugfix
- **Aephiex** - initial fix for Ares academy not working on the initial payloads of vehicles built from a war factory
- **Ares developers**
- YRpp and Syringe which are used, save/load, project foundation and generally useful code from Ares
- unfinished RadTypes code
Expand All @@ -406,6 +408,7 @@ This page lists all the individual contributions to the project by their author.
- **thomassneddon** - general assistance, knowledge about voxel lighting model
- **Xkein** - general assistance, YRpp edits
- **mevitar** - honorary shield tester *triple* award
- **Phobos CN Tester Group (Reedom, Mantis, Swim Wing, Takitoru, Examon, AKB, Pusheen, ZQ, Claptrap, BunkerGeneral, Big J, Skywalker, ChickEmperor, Shifty, Mikain, Tobiichi Origami, Feiron, W_S502, Ailink, AbrahamMikhail, Tide, Fnfalsc, Yumeri_Rei, Nacho, Zhuzi, Ika_Aru)** - extensive and thorough testing
- **Damfoos** - extensive and thorough testing
- **Dmitry Volkov** - extensive and thorough testing
- **Rise of the East community** - extensive playtesting of in-dev features
15 changes: 15 additions & 0 deletions docs/Contributing.md
Original file line number Diff line number Diff line change
Expand Up @@ -186,6 +186,21 @@ git config --global branch.autoSetupRebase always
git config --global diff.colorMoved zebra
```

### Working with YRpp via submodules

Often when working on Phobos and/or researching the YR engine you'll need to implement corrections for YRpp. Generally the corrections need to be submitted to [YRpp repository](https://github.com/Phobos-developers/YRpp) and can be done separately from the actual features in Phobos, but frequently the improvements are to be submitted as a part of Phobos contribution process. To submit improvements to YRpp you have to create a branch in YRpp, then you can push it and submit a pull request to YRpp repository.

When you clone Phobos recursively - you also clone YRpp as a submodule. Basically submodules are just nested repositories. You can open it like any other repository, so the changes can be synchronized to Phobos and you don't need to rename stuff by hand.

The suggested workflow is as follows:
1. In your IDE of choice rename fields and functions using symbol renaming feature (`Rename...` feature in Visual Studio (regular or Code), `[F2]` by default), then you will have two "levels" of changes displayed in your Git client:
- for Phobos repository - changes in the Phobos code (as regular changes) and changes to YRpp (as one submodule change)
- for YRpp repository - changes to the field names and function names in YRpp as regular changes.
2. Create a branch in YRpp repository (create a fork of it if you didn't yet), commit and push the changes and submit it as a pull request. After pushing it you have two options in Phobos repository:
- wait until it's accepted, then checkout YRpp at the newest commit, then commit and push - this will save you having to commit and push multiple times, but you won't be able to get a nightly build for people to test;
- don't wait for YRpp changes to be merged, commit and push right after you pushed the YRpp changes to your YRpp branch - you will have an up-to-date build on Phobos pull request this way. Note that you must do this only after you committed to and pushed your YRpp branch, otherwise the build system won't know what are the changes as they are not exposed to the world, only available to you locally.
3. After the YRpp pull request gets accepted you will need to switch to the latest commit that was merged (you do that in the submodule), verify that it compiles like normal, and then commit and push it to your Phobos branch that you made for your pull request.

## Ways to help

Engine modding is a complicated process which is pretty hard to pull off, but there are also easier parts which don't require mastering the art of reverse-engineering or becoming a dank magician in C++.
Expand Down
5 changes: 3 additions & 2 deletions docs/Fixed-or-Improved-Logics.md
Original file line number Diff line number Diff line change
Expand Up @@ -170,7 +170,7 @@ This page describes all ingame logics that are fixed or improved in Phobos witho
- Fixed Nuke & Dominator Level lighting not applying to AircraftTypes.
- Projectiles created from `AirburstWeapon` now remember the WeaponType and can apply radiation etc.
- Fixed damaged aircraft not repairing on `UnitReload=true` docks unless they land on the dock first.
- Certain global tileset indices (`ShorePieces`, `WaterSet`, `CliffSet`, `WaterCliffs`, `WaterBridge`, `BridgeSet` and `WoodBridgeSet`) are now correctly parsed for Lunar theater.
- Certain global tileset indices (`ShorePieces`, `WaterSet`, `CliffSet`, `WaterCliffs`, `WaterBridge`, `BridgeSet` and `WoodBridgeSet`) can now be toggled to be parsed for lunar theater by setting `[General]` -> `ApplyLunarFixes` to true in `lunarmd.ini`. Do note that enabling this without fixing f.ex `WoodBridgeTileSet` pointing to a tileset with `TilesInSet=0` will cause issues in-game.
- Fixed infantry `SecondaryFire` / `SecondaryProne` sequences being displayed in water instead of `WetAttack`.
- Fixed objects with ally target and `AttackFriendlies=true` having their target reset every frame, particularly AI-owned buildings.
- `<Player @ X>` can now be used as owner for pre-placed objects on skirmish and multiplayer maps.
Expand All @@ -191,6 +191,7 @@ This page describes all ingame logics that are fixed or improved in Phobos witho
- Fixed an issue introduced by Ares that caused `Grinding=true` building `ActiveAnim` to be incorrectly restored while `SpecialAnim` was playing and the building was sold, erased or destroyed.
- Fixed Ares' Abductor weapon leaves permanent placement stats when abducting moving vehicles.
- Suppressed Ares' swizzle warning when parsing `Tags` and `TaskForces` (typically begin with `[Developer fatal]Pointer 00000000 declared change to both`).
- Fixed Academy *(Ares feature)* not working on the initial payloads *(Ares feature)* of vehicles built from a war factory.

## Aircraft

Expand Down Expand Up @@ -311,7 +312,7 @@ LargeFireDistances=0.4375 ; list of floating point values, distance in
```

```{note}
Save for the change that `Flamer? does not spawn animations if the parent animation is in air, the default settings should provide identical results to similar feature from Ares.
Save for the change that `Flamer` does not spawn animations if the parent animation is in air, the default settings should provide identical results to similar feature from Ares.
```

### Layer on animations attached to objects
Expand Down
2 changes: 1 addition & 1 deletion docs/New-or-Enhanced-Logics.md
Original file line number Diff line number Diff line change
Expand Up @@ -45,7 +45,7 @@ This page describes all the engine features that are either new and introduced b
- `Crit.AllowWarheads` can be used to list only Warheads that can benefit from this critical hit chance multiplier and `Crit.DisallowWarheads` weapons that are not allowed to, respectively.
- `RevengeWeapon` can be used to temporarily grant the specified weapon as a [revenge weapon](#revenge-weapon) for the attached object.
- `RevengeWeapon.AffectsHouses` customizes which houses can trigger the revenge weapon.
- `ReflectDamage` can be set to true to have any positive damage dealt to the object the effect is attached to be reflected back to the attacker. `ReflectDamage.Warhead` determines which Warhead is used to deal the damage, defaults to `[CombatDamage]`->`C4Warhead`. If `ReflectDamage.Warhead` is set to true, the Warhead is fully detonated instead of used to simply deal damage. `ReflectDamage.Multiplier` is a multiplier to the damage received and then reflected back. Already reflected damage cannot be further reflected back.
- `ReflectDamage` can be set to true to have any positive damage dealt to the object the effect is attached to be reflected back to the attacker. `ReflectDamage.Warhead` determines which Warhead is used to deal the damage, defaults to `[CombatDamage]`->`C4Warhead`. If `ReflectDamage.Warhead.Detonate` is set to true, the Warhead is fully detonated instead of used to simply deal damage. `ReflectDamage.Multiplier` is a multiplier to the damage received and then reflected back. Already reflected damage cannot be further reflected back.
- Warheads can prevent reflect damage from occuring by setting `SuppressReflectDamage` to true. `SuppressReflectDamage.Types` can control which AttachEffectTypes' reflect damage is suppressed, if none are listed then all of them are suppressed.
- `DisableWeapons` can be used to disable ability to fire any and all weapons.
- On TechnoTypes with `OpenTopped=true`, `OpenTopped.CheckTransportDisableWeapons` can be set to true to make passengers not be able to fire out if transport's weapons are disabled by `DisableWeapons`.
Expand Down
4 changes: 3 additions & 1 deletion docs/Whats-New.md
Original file line number Diff line number Diff line change
Expand Up @@ -21,6 +21,7 @@ You can use the migration utility (can be found on [Phobos supplementaries repo]

#### From post-0.3 devbuilds

- Lunar theater tileset parsing unhardcoding is now only applied if `lunarmd.ini` has `[General]` -> `ApplyLunarFixes` set to true.
- `Units.DisableRepairCost` was changed to `Units.UseRepairCost` (note inverted expected value) as it no longer has discrete default value and affects `Hospital=true` buildings, infantry do not have repair cost by default.
- Critical hit animations created by `Crit.AnimOnAffectedTargets=true` Warheads no longer default to `AnimList.PickRandom` if `Crit.AnimList.PickRandom` is not set.
- `SelfHealGainType` value `none` has been changed to `noheal` due to `none` being treated as a blank string and not parsed by the game.
Expand Down Expand Up @@ -547,7 +548,7 @@ Vanilla fixes:
- Removed the 0 damage effect from `InfDeath=9` warheads to in-air infantries (by Trsdy)
- Projectiles created from `AirburstWeapon` now remember their WeaponType and can apply radiation etc. (by Starkku)
- Fixed damaged aircraft not repairing on `UnitReload=true` docks unless they land on the dock first (by Starkku)
- Certain global tileset indices (`ShorePieces`, `WaterSet`, `CliffSet`, `WaterCliffs`, `WaterBridge`, `BridgeSet` and `WoodBridgeSet`) are now correctly parsed for Lunar theater (by Starkku)
- Certain global tileset indices (`ShorePieces`, `WaterSet`, `CliffSet`, `WaterCliffs`, `WaterBridge`, `BridgeSet` and `WoodBridgeSet`) can now be toggled to be parsed for lunar theater (by Starkku)
- Fixed infantry `SecondaryFire` / `SecondaryProne` sequences being displayed in water instead of `WetAttack` (by Starkku)
- Fixed objects with ally target and `AttackFriendlies=true` having their target reset every frame, particularly AI-owned buildings (by Starkku)
- Follower vehicle index for preplaced vehicles in maps is now explicitly constrained to `[Units]` list in map files and is no longer thrown off by vehicles that could not be created or created vehicles having other vehicles as initial passengers (by Starkku)
Expand Down Expand Up @@ -610,6 +611,7 @@ Fixes / interactions with other extensions:
- Appended Ares' `SW.Shots` usage to extended tooltips (by Trsdy)
- Fixed Ares' Abductor weapon leaves permanent placement stats when abducting moving vehicles (by Trsdy)
- Suppressed Ares' swizzle warning when parsing `Tags` and `TaskForces` (by Trsdy)
- Fixed Academy *(Ares feature)* not working on the initial payloads *(Ares feature)* of vehicles built from a war factory (by Trsdy, supersedes Aephiex impl.)
</details>
### 0.3.0.1
Expand Down
2 changes: 1 addition & 1 deletion src/Ext/Bullet/Body.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -150,7 +150,7 @@ void BulletExt::ExtData::InitializeLaserTrails()

for (auto const& idxTrail : pTypeExt->LaserTrail_Types)
{
this->LaserTrails.push_back(LaserTrailClass { &LaserTrailTypeClass::Array[idxTrail], pOwner });
this->LaserTrails.emplace_back(LaserTrailTypeClass::Array[idxTrail].get(), pOwner);
}
}
}
Expand Down
2 changes: 1 addition & 1 deletion src/Ext/Bullet/Hooks.DetonateLogics.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -241,7 +241,7 @@ DEFINE_HOOK(0x469C46, BulletClass_Logics_DamageAnimSelected, 0x8)
{
bool createAll = pWHExt->AnimList_CreateAll;

if (pWHExt->Crit_Active && !pWHExt->Crit_AnimOnAffectedTargets)
if (pWHExt->Crit_Active && pWHExt->Crit_AnimList.size() > 0 && !pWHExt->Crit_AnimOnAffectedTargets)
{
createAll = pWHExt->Crit_AnimList_CreateAll.Get(createAll);

Expand Down
51 changes: 18 additions & 33 deletions src/Ext/TAction/Body.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -277,8 +277,8 @@ bool TActionExt::RunSuperWeaponAt(TActionClass* pThis, int X, int Y)
if (SuperWeaponTypeClass::Array->Count > 0)
{
int swIdx = pThis->Param3;
int houseIdx = -1;
std::vector<int> housesListIdx;
HouseClass* pExecuteHouse = nullptr; // House who will fire the SW.
std::vector<HouseClass*> housesList;
CellStruct targetLocation = { (short)X, (short)Y };

do
Expand All @@ -291,15 +291,6 @@ bool TActionExt::RunSuperWeaponAt(TActionClass* pThis, int X, int Y)
}
while (!MapClass::Instance->IsWithinUsableArea(targetLocation, false));

// Skip this check to use FindByCountryIndex
// Only valid House indexes
//if ((pThis->Param4 >= HouseClass::Array->Count
// && pThis->Param4 < HouseClass::PlayerAtA)
// || pThis->Param4 > (HouseClass::PlayerAtA + HouseClass::Array->Count - 3))
//{
// return true;
//}

switch (pThis->Param4)
{
case -1:
Expand All @@ -310,12 +301,12 @@ bool TActionExt::RunSuperWeaponAt(TActionClass* pThis, int X, int Y)
&& !pHouse->IsObserver()
&& !pHouse->Type->MultiplayPassive)
{
housesListIdx.push_back(pHouse->ArrayIndex);
housesList.push_back(pHouse);
}
}

if (housesListIdx.size() > 0)
houseIdx = housesListIdx.at(ScenarioClass::Instance->Random.RandomRanged(0, housesListIdx.size() - 1));
if (housesList.size() > 0)
pExecuteHouse = housesList[ScenarioClass::Instance->Random.RandomRanged(0, housesList.size() - 1)];
else
return true;

Expand All @@ -327,14 +318,11 @@ bool TActionExt::RunSuperWeaponAt(TActionClass* pThis, int X, int Y)
{
if (pHouseNeutral->IsNeutral())
{
houseIdx = pHouseNeutral->ArrayIndex;
pExecuteHouse = pHouseNeutral;
break;
}
}

if (houseIdx < 0)
return true;

break;

case -3:
Expand All @@ -345,38 +333,35 @@ bool TActionExt::RunSuperWeaponAt(TActionClass* pThis, int X, int Y)
&& !pHouse->Defeated
&& !pHouse->IsObserver())
{
housesListIdx.push_back(pHouse->ArrayIndex);
housesList.push_back(pHouse);
}
}

if (housesListIdx.size() > 0)
houseIdx = housesListIdx.at(ScenarioClass::Instance->Random.RandomRanged(0, housesListIdx.size() - 1));
if (housesList.size() > 0)
pExecuteHouse = housesList[ScenarioClass::Instance->Random.RandomRanged(0, housesList.size() - 1)];
else
return true;

break;

default:
if (pThis->Param4 >= 0)
houseIdx = pThis->Param4;
pExecuteHouse = HouseClass::Index_IsMP(pThis->Param4) ? HouseClass::FindByIndex(pThis->Param4) : HouseClass::FindByCountryIndex(pThis->Param4);
else
return true;

break;
}

if (HouseClass* pHouse = HouseClass::Index_IsMP(houseIdx) ? HouseClass::FindByIndex(houseIdx) : HouseClass::FindByCountryIndex(houseIdx))
if (pExecuteHouse)
{
if (auto const pSuper = pHouse->Supers.GetItem(swIdx))
{
int oldstart = pSuper->RechargeTimer.StartTime;
int oldleft = pSuper->RechargeTimer.TimeLeft;
pSuper->SetReadiness(true);
pSuper->Launch(targetLocation, false);
pSuper->Reset();
pSuper->RechargeTimer.StartTime = oldstart;
pSuper->RechargeTimer.TimeLeft = oldleft;
}
auto const pSuper = pExecuteHouse->Supers.Items[swIdx];

CDTimerClass old_timer = pSuper->RechargeTimer;
pSuper->SetReadiness(true);
pSuper->Launch(targetLocation, false);
pSuper->Reset();
pSuper->RechargeTimer = old_timer;
}
}

Expand Down
2 changes: 1 addition & 1 deletion src/Ext/TechnoType/Body.h
Original file line number Diff line number Diff line change
Expand Up @@ -235,7 +235,7 @@ class TechnoTypeExt
ValueableIdx<LaserTrailTypeClass> idxType;
Valueable<CoordStruct> FLH;
Valueable<bool> IsOnTurret;
LaserTrailTypeClass* GetType() const { return &LaserTrailTypeClass::Array[idxType]; }
LaserTrailTypeClass* GetType() const { return LaserTrailTypeClass::Array[idxType].get(); }
};

std::vector<LaserTrailDataEntry> LaserTrailData;
Expand Down
2 changes: 1 addition & 1 deletion src/Ext/VoxelAnim/Body.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,7 @@ void VoxelAnimExt::InitializeLaserTrails(VoxelAnimClass* pThis)

for (auto const& idxTrail : pTypeExt->LaserTrail_Types)
{
pThisExt->LaserTrails.push_back(LaserTrailClass { &LaserTrailTypeClass::Array[idxTrail], pThis->OwnerHouse });
pThisExt->LaserTrails.emplace_back(LaserTrailTypeClass::Array[idxTrail].get(), pThis->OwnerHouse);
}
}

Expand Down
15 changes: 15 additions & 0 deletions src/Misc/Hooks.Ares.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -27,6 +27,15 @@ DEFINE_HOOK(0x44E9FA, BuildingClass_Detach_RestoreAnims, 0x6)
// Patches presented here are exceptions rather that the rule. They must be short, concise and correct.
// DO NOT POLLUTE ISSUEs and PRs.

ObjectClass* __fastcall CreateInitialPayload(TechnoTypeClass* type, void*, HouseClass* owner)
{
// temporarily reset the mutex since it's not part of the design
int mutex_old = std::exchange(Unsorted::IKnowWhatImDoing(), 0);
auto instance = type->CreateObject(owner);
Unsorted::IKnowWhatImDoing = mutex_old;
return instance;
}

void Apply_Ares3_0_Patches()
{
// Abductor fix:
Expand All @@ -36,6 +45,9 @@ void Apply_Ares3_0_Patches()
Patch::Apply_CALL(AresHelper::AresBaseAddress + 0x62267, &Helpers::Alex::getCellSpreadItems);
Patch::Apply_CALL(AresHelper::AresBaseAddress + 0x528C8, &Helpers::Alex::getCellSpreadItems);
Patch::Apply_CALL(AresHelper::AresBaseAddress + 0x5273A, &Helpers::Alex::getCellSpreadItems);

// InitialPayload creation:
Patch::Apply_CALL6(AresHelper::AresBaseAddress + 0x43D5D, &CreateInitialPayload);
}

void Apply_Ares3_0p1_Patches()
Expand All @@ -49,4 +61,7 @@ void Apply_Ares3_0p1_Patches()
Patch::Apply_CALL(AresHelper::AresBaseAddress + 0x62FB7, &Helpers::Alex::getCellSpreadItems);
Patch::Apply_CALL(AresHelper::AresBaseAddress + 0x53578, &Helpers::Alex::getCellSpreadItems);
Patch::Apply_CALL(AresHelper::AresBaseAddress + 0x533EA, &Helpers::Alex::getCellSpreadItems);

// InitialPayload creation:
Patch::Apply_CALL6(AresHelper::AresBaseAddress + 0x4483D, &CreateInitialPayload);
}
16 changes: 14 additions & 2 deletions src/Misc/Hooks.BugFixes.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -963,8 +963,18 @@ DEFINE_HOOK(0x44985B, BuildingClass_Mission_Guard_UnitReload, 0x6)
return 0;
}

// Patch tileset parsing to not reset certain tileset indices for Lunar theater.
DEFINE_JUMP(LJMP, 0x546C8B, 0x546CBF);
// Fix tileset parsing to not reset certain tileset indices for Lunar theater if the fix is enabled.
DEFINE_HOOK(0x546C95, IsometricTileTypeClass_ReadINI_LunarFixes, 0x6)
{
enum { SkipGameCode = 0x546CBF };

LEA_STACK(CCINIClass*, pINI, STACK_OFFSET(0xA10, -0x9D8));

if (pINI->ReadBool(GameStrings::General, "ApplyLunarFixes", false))
return SkipGameCode;

return 0;
}

// Fixes an edge case that affects AI-owned technos where they lose ally targets instantly even if they have AttackFriendlies=yes - Starkku
DEFINE_HOOK(0x6FA467, TechnoClass_AI_AttackFriendlies, 0x5)
Expand Down Expand Up @@ -1052,6 +1062,8 @@ DEFINE_HOOK(0x743664, UnitClass_ReadFromINI_Follower3, 0x6)
return SkipGameCode;
}

#pragma endregion

// This shouldn't be here
// Author: tyuah8
DEFINE_HOOK_AGAIN(0x4AF94D, EndPiggyback_PowerOn, 0x7) // Drive
Expand Down
Loading

0 comments on commit b98216d

Please sign in to comment.