lp:judgmentday

Created by CalderCoalson and last modified
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Owner:
The Judgment Day Project
Project:
Judgment Day
Status:
Development

Recent revisions

137. By Calder Coalson <email address hidden>

* Removed ProjectileIterator
* Added "GameInput" message type for messages from the GUI or Network that are meant to affect the game logic. The "Game" prefix is now reserved for event notifications from the game logic.
* Todo (still): Redesign application States

136. By Calder Coalson <email address hidden>

* Removed UnitIterator
* Added skeleton UnitGUI class
* Moved Unit initialization to constructor
* De-threadsafed UnitManager (except for createUnit which will have to wait for another day)
* Todo: Remove ProjectileIterator
* Todo: Distinguish between "Game" and "GameController" messages
* Todo: Redesign application States and game state initialization (certain things must be called in certain threads)

135. By Calder Coalson <email address hidden>

* Fixed BasicUnitController::hold() method
* Added Unit::setTemporaryState() function that allows overriding the goal-state with a short-term uninteruptable state

134. By Calder Coalson <email address hidden>

* Replaced Lua commands ClearDestination() with ClearOrders() and SetDestination() with AddMoveOrder()
* Removed mutex in LuaInterface and added assert_thread() calls to the entry points to insure that they don't get called from other threads
* Removed Lua GetDestination and GetWaypoint commands
* Changed UnitCommands to UnitOrders to prevent confusion with Lua commands
* Pathfinder temporarily disabled
* Removed Unit's waypoint methods, executeCommand* methods, and target methods

133. By Calder Coalson <email address hidden>

* Added UnitState and subclasses IdleUnitState and MovingUnitState
* Added LIF::CommandReceiver to listen for Game:LuaCommandExecuted* Messages and pass them to the appropriate LIF function
* "move" command is now treated as a regular Lua command
* Added some Message classes to standardize and document different types of Messages
* Bug: Really weird bug when hold() is uncommented in IdleUnitState
* Todo: Remove a bunch of useless functions from Unit
* Todo: Remove locks from LuaInterface
* Todo: Rename UnitCommand to UnitOrder to prevent confusion with Lua commands

132. By Calder Coalson <email address hidden>

* Added UnitCommand class and replaced Unit::orderMove method with MoveUnitCommand
* Unit's listen for "Game:UnitIssuedCommand" messages which carry UnitCommands that can be executed or queued
* Removed GameObject

131. By Calder Coalson <email address hidden>

* Removed ProjectileExternalData class
* Added ProjectileGraphics class
* Removed Graphics::_do*() methods and made Graphics class a ThreadBoundMessageHandler
* Completely removed UnitExternalData and MotionState classes
* UnitGraphics now properly handles Game:UnitDied events
* ProjectileGraphics and UnitGraphics constructors now take a position argument in their constructors so they aren't initialized at (0,0,0) (and because Unit::getPos() isn't thread-safe)

130. By Calder Coalson <email address hidden>

* Replaced graphical functions of UnitExternalData with UnitGraphics class
* PlayerInterface now uses "GUI:Unit[Deselected/Selected]" messages from the Unit to communicate selection. UnitGraphics class listens for these locally
* Need UnitAudio class before UnitExternalData can be completely removed

129. By Calder Coalson <email address hidden>

* Refactored directory structure
* Completely replaced ThreadManager with AC::Thread (queueDestructor will get changed, but for now there's a small memory leak because those calls are commented out)

128. By Calder Coalson <email address hidden>

* Preliminary cooperative collision avoidance

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