Releases: ShenyfZero9211/RTS_p5
Releases · ShenyfZero9211/RTS_p5
Release list
v0.3.8
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.jsonfor enter/stay/exit trigger testing.
Test Plan
- Build
map_editorand verify no compile errors. - Build
RTS_p5and 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
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
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:不执行上述演示开局;仅从 JSON 的initialBuildings、initialUnits(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testMap、initialBuildings、initialUnits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
testMapflag; whenfalse, the game skips the built-in demo start and uses onlyinitialBuildings/initialUnitsfrom JSON (buildings are now consumed by the engine). - Map editor: UI to edit
testMap; included in undo/redo snapshots.
RTS_p5 v0.2.9
Added
- RTS Map Editor (
map_editor/): terrain editing, spawns, mines, initial buildings/units, validation, save/load toRTS_p5/datamap 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 withmap-editor.ps1. See README for paths and overrides.
v0.2.6
Highlights
- Upgraded
benchmark-matrix.ps1into 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
- markdown visual report via
- Added
-SkipVisualizeswitch 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 -SkipVisualizev0.2.5
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.
- Group key now includes:
benchmark.ps1- Added
-TroopProfile balanced|anti-armor|swarmand runtime config propagation.
- Added
benchmark-matrix.ps1- Added
-BattleIntensity/-Intensitiessupport. - Added
-TroopProfilepassthrough. - Outputs profile x intensity matrix with
avg_fps / p99 / max_frame_mscells.
- Added
- Runtime collection
RTS_p5/BenchmarkRuntime.pdenow writesreinforce_interval_sec,reinforce_count_per_faction,troop_profileintoruntime_metrics.csv.RTS_p5/GameState.pdenow 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.ps1Notes
- Existing mixed/legacy runtime CSV headers are handled with fallback defaults (
unknown/default) so comparison scripts remain usable.
v0.2.1
Summary
- Refactor architecture with a new
GameEnginewrapper aboveGameStateand move app flow/mode handling into engine. - Split
GameStateresponsibilities 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
v0.1.5
v0.0.8
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.