Separate AI naval vehicle production from regular vehicle production#817
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Metadorius merged 8 commits intoPhobos-developers:developfrom May 24, 2023
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I tested it and works as expected. It respects the Ares tag "[GlobalControls] -> AllowParallelAIQueues" |
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There is an issue of yet undetermined cause that sometimes crashes the game due to a seemingly corrupt |
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The crash mentioned in my previous comment should now be fixed. |
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I would like to test this but it appears the link has expired. |
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The service that provides the links seems to work slowly or not at all right now, can still get the download manually from the commit's action summary. https://github.com/Phobos-developers/Phobos/suites/12832730234/artifacts/691258980 |
DOOMGUY2K
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May 11, 2023
Metadorius
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May 24, 2023
Metadorius
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Mar 30, 2025
…hobos-developers#817) * Separate AI naval vehicle production from regular vehicle production * Fixup * Adjust a hook * Fix a broken hook return address causing a crash * Split the vehicle production update code * Fix minor style issues * shut 🦆👌 --------- Co-authored-by: Kerbiter <crabiter@vivaldi.net>
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By default, while game has separate FactoryClass instances and queues for regular and naval vehicles, game still keeps track of which VehicleType to build and which one was last built using only one reference each in HouseClass. This PR decouples this for ground and naval vehicles, allowing AI to produce both simultaneously.
Because Ares reimplements the HouseClass unit production update function (
0x4FEA60) and this feature/fix is impossible to implement without touching that function, it has been reimplemented here again using Ares 0.A version of the function as a reference. However as it stands, I have no reliable way of telling if it has been altered to any significant degree in time since that and 3.0. It is possible that this PR uses less optimized code, or in worst-case, faulty or partial. I would appreciate help of a more experienced reverse-engineer with this.