# HG changeset patch # User Wuzzy # Date 1591450851 -7200 # Node ID 6e72bd61002e60f35f33952d6913250a7b8539e2 # Parent 3409433a236a4d7dda8e7b81e5581ce0b2b848a0 Disable gfMoreWind for land objects on turn end only after a fixed-time delay 15s sounds much, but it's the average amount for gfMineStrike mines to settle naturally. And it would be very confusing to see falling mines suddenly not caring about gfMoreWind for no apparent reason. Note this whole thing is a giant hack anyway, to prevent a turn being blocked by infinitely bouncing mines. The better solution would be to help gfMoreWind-affected land objects settle naturally more reliably even under extreme wind. But this commit is "good enough" for now. If you don't like the delay, you can always tweak the constant. diff -r 3409433a236a -r 6e72bd61002e hedgewars/uConsts.pas --- a/hedgewars/uConsts.pas Sat Jun 06 15:10:41 2020 +0200 +++ b/hedgewars/uConsts.pas Sat Jun 06 15:40:51 2020 +0200 @@ -228,6 +228,7 @@ cSeductionDist = 250; // effect distance of seduction ExtraTime = 30000; // amount of time (ms) given for using Extra Time + MaxMoreWindTime = 5000; // amount of time (ms) for land objects like gfMine to be affected after end of turn // do not change this value cDefaultZoomLevel = 2.0; // 100% zoom diff -r 3409433a236a -r 6e72bd61002e hedgewars/uGears.pas --- a/hedgewars/uGears.pas Sat Jun 06 15:10:41 2020 +0200 +++ b/hedgewars/uGears.pas Sat Jun 06 15:40:51 2020 +0200 @@ -595,6 +595,11 @@ dec(TurnTimeLeft) end; +if (TurnTimeLeft = 0) and (ReadyTimeLeft = 0) then + inc(TimeNotInTurn) +else + TimeNotInTurn:= 0; + if skipFlag then begin if TagTurnTimeLeft = 0 then diff -r 3409433a236a -r 6e72bd61002e hedgewars/uGearsHandlersMess.pas --- a/hedgewars/uGearsHandlersMess.pas Sat Jun 06 15:10:41 2020 +0200 +++ b/hedgewars/uGearsHandlersMess.pas Sat Jun 06 15:40:51 2020 +0200 @@ -539,7 +539,11 @@ Gear^.dY := Gear^.dY + cGravity; if ((GameFlags and gfMoreWind) <> 0) and // Disable gfMoreWind for land objects on turn end to prevent bouncing them forever - ((not (Gear^.Kind in [gtMine, gtAirMine, gtSMine, gtKnife, gtExplosives])) or (TurnTimeLeft > 0)) and + // This solution is rather ugly, in that it will occassionally suddenly wind physics + // while a gear is moving, this can be rather confusing. + // TODO: Find a way to make gfMoreWind-affected land objects settle more reliably + // and quickler without touching wind itselvs + ((not (Gear^.Kind in [gtMine, gtAirMine, gtSMine, gtKnife, gtExplosives])) or (TimeNotInTurn < MaxMoreWindTime)) and ((xland or land) = 0) and ((Gear^.dX.QWordValue + Gear^.dY.QWordValue) > _0_02.QWordValue) then Gear^.dX := Gear^.dX + cWindSpeed / Gear^.Density diff -r 3409433a236a -r 6e72bd61002e hedgewars/uVariables.pas --- a/hedgewars/uVariables.pas Sat Jun 06 15:10:41 2020 +0200 +++ b/hedgewars/uVariables.pas Sat Jun 06 15:40:51 2020 +0200 @@ -105,6 +105,7 @@ TurnClockActive : boolean; TagTurnTimeLeft : Longword; ReadyTimeLeft : Longword; + TimeNotInTurn : Longword; // Milliseconds that passed while no turn is active IsGetAwayTime : boolean; GameOver : boolean; cSuddenDTurns : LongInt; @@ -2898,6 +2899,7 @@ GameOver := false; TurnClockActive := true; TagTurnTimeLeft := 0; + TimeNotInTurn := 0; cSuddenDTurns := 15; LastSuddenDWarn := -2; cInitHealth := 100;