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Releases: ShenyfZero9211/RTS_p5

v0.3.8

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@ShenyfZero9211 ShenyfZero9211 released this 17 Apr 14:34

Summary

  • Upgrade map editor region workflow with toolbar draw mode, region selection, drag move, and handle-based resize.
  • Add runtime script region debug overlay and improve region condition editing/synchronization.
  • Add map_script_region_sample.json for enter/stay/exit trigger testing.

Test Plan

  • Build map_editor and verify no compile errors.
  • Build RTS_p5 and verify no compile errors.
  • In map editor: create region by drag, move it, resize by handles, then undo/redo.
  • In game: load sample map and confirm region triggers and overlay behavior.

v0.3.3

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@ShenyfZero9211 ShenyfZero9211 released this 14 Apr 06:11

v0.3.3 变更说明

本版本重点是菜单与地图选择体验优化、运行时/AI 小幅调整,以及脚本系统调研文档补充。

  • 地图选择菜单交互与布局改进,优化列表滚动与操作一致性。
  • 更新 GameEngine、GameState、InputSystem、BuildSystem、TileMap 等核心逻辑联动。
  • 调整 EnemyAiController 与 UI/Widget 细节,提升流程稳定性。
  • 更新 BenchmarkRuntime 与 benchmark 工作流文档,新增 benchmark 手动地图样例。
  • 新增 SC1 脚本系统研究文档(Trigger/AI Script/iscript/EUD)作为后续脚本架构参考。

19 files changed, 1267 insertions(+), 115 deletions(-).

v0.3.1 — Fog polish & testMap / JSON init

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@ShenyfZero9211 ShenyfZero9211 released this 11 Apr 17:08

v0.3.1

战争迷雾

  • 在保留原有逻辑三态(未探索 / 已探索不可见 / 当前可见)的前提下,为显示层增加 alpha 平滑过渡,黑雾与灰雾之间的变化更柔和。
  • 揭开到「正常可见」时(从未探索或灰雾进入当前视野):硬切、无淡入,与地形同步变清晰。
  • 主战场与小地图使用同一套显示 alpha,观感一致。

地图与开局(testMap

  • 地图 JSON 增加字段 testMap(缺省为 true,旧图无需改即可保持原行为)。
  • testMap: true:引擎仍执行内置演示开局(双方基地、矿、仓库、兵营及默认小队等,逻辑与此前一致)。
  • testMap: false执行上述演示开局;仅从 JSON 的 initialBuildingsinitialUnits(以及 goldMines 等已有逻辑)生成实体。运行时开始读取并放置 initialBuildings(格坐标贴齐放置)。

地图编辑器

  • 「新地图」对话框与右栏元数据区可切换 测试地图(对应 testMap),保存时写入 JSON。
  • 撤销/重做快照包含 testMap 状态。

文档与数据

  • docs/scripts_and_tools_reference.md 补充 testMapinitialBuildingsinitialUnits 与引擎行为说明。
  • data/map_test.json 等示例中可显式包含 "testMap": true

English summary

  • Fog: Smoother visual blending between unexplored and explored-shrouded tiles; instant reveal (no fade) when a tile becomes fully visible.
  • Maps: Optional testMap flag; when false, the game skips the built-in demo start and uses only initialBuildings / initialUnits from JSON (buildings are now consumed by the engine).
  • Map editor: UI to edit testMap; included in undo/redo snapshots.

RTS_p5 v0.2.9

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@ShenyfZero9211 ShenyfZero9211 released this 10 Apr 13:55

Added

  • RTS Map Editor (map_editor/): terrain editing, spawns, mines, initial buildings/units, validation, save/load to RTS_p5/data map JSON.
  • map-editor.ps1: launch editor via Processing CLI (--run).
  • Docs: docs/processing_ai_handoff.md (this repo), docs/processing_project_playbook.md (generic Processing + scripts + Markdown playbook).

Changed

  • Editor viewport uses the same top-left camera convention and zoom behavior as in-game Camera.pde (wheel zoom toward cursor; Space + left-drag or middle-mouse to pan).

Notes

  • Build the game with build.ps1; run the editor with map-editor.ps1. See README for paths and overrides.

v0.2.6

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@ShenyfZero9211 ShenyfZero9211 released this 09 Apr 19:14

Highlights

  • Upgraded benchmark-matrix.ps1 into a one-command benchmark pipeline.
  • Matrix runs now automatically trigger both visualization outputs:
    • markdown visual report via benchmark-viz.ps1
    • interactive HTML dashboard via tools/benchmark_dashboard.py
  • Added -SkipVisualize switch to run matrix-only mode when needed.
  • Updated benchmark workflow documentation with visualization commands.

Included Changes

  • New script: benchmark-viz.ps1
  • New script: tools/benchmark_dashboard.py
  • Updated script: benchmark-matrix.ps1
  • Updated docs: docs/benchmark_workflow.md

Usage

# Full pipeline: matrix + markdown report + HTML dashboard
powershell -ExecutionPolicy Bypass -File .\benchmark-matrix.ps1 -Profiles balanced,rush -Intensities medium,heavy -TroopProfile swarm

# Matrix only (skip auto visualization)
powershell -ExecutionPolicy Bypass -File .\benchmark-matrix.ps1 -Profiles balanced,rush -Intensities medium,heavy -SkipVisualize

v0.2.5

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@ShenyfZero9211 ShenyfZero9211 released this 09 Apr 18:54

Highlights

  • Upgraded benchmark comparison to group by scenario key before latest-vs-previous deltas.
  • Added troop composition templates for benchmark runs: balanced, anti-armor, swarm.
  • Enhanced matrix benchmarking with profile x intensity Cartesian runs and 2D markdown summary output.
  • Extended runtime metrics with scenario dimensions for reproducible regression analysis.
  • Updated benchmark workflow documentation and legacy CSV compatibility behavior.

Benchmark Tooling Changes

  • benchmark-compare.ps1
    • Group key now includes: enemy_ai_profile, battle_intensity, reinforce_interval_sec, reinforce_count_per_faction, troop_profile.
    • Group-internal latest-vs-previous delta reporting to avoid cross-scenario mixing.
  • benchmark.ps1
    • Added -TroopProfile balanced|anti-armor|swarm and runtime config propagation.
  • benchmark-matrix.ps1
    • Added -BattleIntensity / -Intensities support.
    • Added -TroopProfile passthrough.
    • Outputs profile x intensity matrix with avg_fps / p99 / max_frame_ms cells.
  • Runtime collection
    • RTS_p5/BenchmarkRuntime.pde now writes reinforce_interval_sec, reinforce_count_per_faction, troop_profile into runtime_metrics.csv.
    • RTS_p5/GameState.pde now applies troop template distributions in initial armies and reinforcement waves.

Usage Examples

# Single run with explicit scenario dimensions
powershell -ExecutionPolicy Bypass -File .\benchmark.ps1 -RunTag heavy-aa -BattleIntensity heavy -TroopProfile anti-armor -DurationSec 120 -WarmupSec 10

# Matrix run: 2 profiles x 2 intensities, swarm composition
powershell -ExecutionPolicy Bypass -File .\benchmark-matrix.ps1 -Profiles balanced,rush -Intensities medium,heavy -TroopProfile swarm

# Grouped compare report from runtime metrics
powershell -ExecutionPolicy Bypass -File .\benchmark-compare.ps1

Notes

  • Existing mixed/legacy runtime CSV headers are handled with fallback defaults (unknown/default) so comparison scripts remain usable.

v0.2.1

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@ShenyfZero9211 ShenyfZero9211 released this 09 Apr 13:22

Summary

  • Refactor architecture with a new GameEngine wrapper above GameState and move app flow/mode handling into engine.
  • Split GameState responsibilities into focused subsystems (AI, combat, production, flow, effects, config loaders, time system).
  • Extract unit/building rendering/runtime helpers and add handoff documentation with runtime/dependency diagrams.

Test plan

  • Build with Processing CLI via build.ps1
  • Verify no linter errors on touched files
  • Manual gameplay smoke test (menu/pause, move/attack/A-move, build/train/cancel, win/lose overlay)

v0.1.8

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@ShenyfZero9211 ShenyfZero9211 released this 09 Apr 11:05

Full Changelog: v0.1.5...v0.1.8

v0.1.5

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@ShenyfZero9211 ShenyfZero9211 released this 09 Apr 08:59

Full Changelog: v0.1.0...v0.1.5

v0.0.8

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@ShenyfZero9211 ShenyfZero9211 released this 08 Apr 18:15

Highlights

  • Reworked miner harvesting into a clearer state-driven flow with improved delivery handling and manual harvest commands.
  • Added delivery completion feedback effects and tightened economy ownership so only player deliveries increase player credits.
  • Upgraded UI interaction with build/unit tabs, better labels, and multiple RTS quality-of-life fixes (placement, spacing, controls, fullscreen behavior).
  • Added/expanded Fog of War system integration and related gameplay/rendering updates.