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Merge branch 'master' into feat/tinkering-princess-ai
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Scoppio authored Jan 9, 2025
2 parents 2aecd3e + 8ea7a6d commit 527b375
Showing 127 changed files with 1,351 additions and 7,932 deletions.
23 changes: 21 additions & 2 deletions MekHQ/docs/history.txt
Original file line number Diff line number Diff line change
@@ -39,8 +39,26 @@ MEKHQ VERSION HISTORY:
+ PR #5652: Adds synchronization to getForces since setForces is synchronized
+ PR #5653: Keep odd number checks using modulus
+ Fix #5604: Save refit config from MHQ MekLab tab
+ PR ##5618: Enable Auto-Resolve Button Conditionally for Scenarios
+ PR ##5616: Adds some helpful tooltips for contracts
+ PR #5618: Enable Auto-Resolve Button Conditionally for Scenarios
+ PR #5616: Adds some helpful tooltips for contracts
+ PR #5682: Refactored Crew Assignment Event Handling
+ PR #5684: Added Report for Returning StratCon Forces
+ PR #5690: Added Potential Difficulty Spikes to Garrison-Type Contracts
+ PR #5692: Removed Undeploy Option (again); Added Reset Scenario Deployment Option
+ PR #5693: Removed SP Cost for GM Reinforcement Attempts in StratCon
+ PR #5698: Fixed Multiple StratCon Bugs
+ PR #5700: Refactored Scenario Reporting for Legacy AtB and StratCon Differentiation
+ PR #5701: Corrected Weight Class Initialization of Artillery Units
+ Fix #5688: Fixed Typo in Payment Overages Message
+ Fix #5628: Fixed Personality Loading
+ Fix #5612: Fixed Unit Name Reset
+ Fix #5705: Refactored Personnel Market Generation & Fixed Capital/Hiring Hall Checks
+ PR #5707: Corrected Available Force Check
+ PR #5708: Added a Soft Cap to Support Point Generation
+ Fix #5570: Fixed Maternity Leave Date Handling
+ PR #5699: Moved ACAR Module to MegaMek
+ PR #5709: Added MHQDialogImmersive for Immersive Dialog Functionality that Immersively Improves Immersion
+ Fix #3752: Added Handling for Unsupported Unit Types

0.50.02 (2024-12-30 2130 UTC)
+ Fix #846, #5185: Fix BattleArmor customization/refit overweight check.
@@ -240,6 +258,7 @@ MEKHQ VERSION HISTORY:
+ PR #5676: Corrected Transportation Unit Type Check
+ Fix #5663: Addresses where the financeTable is empty
+ Fix #5664: Expanded Contract Automation Functionality to Manually Created AtB Contracts
+ Fix #5728: fixed error with resolver test

0.50.01 (2024-11-10 1800 UTC)
+ PR #4810: Respecting Trademarks (Mech to Mek)
8 changes: 7 additions & 1 deletion MekHQ/resources/mekhq/resources/AtBStratCon.properties
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@@ -55,6 +55,8 @@ btnAddSP.text=Add SP (GM)
btnAddCVP.text=Add CVP (GM)
btnRemoveCVP.text=Remove CVP (GM)

force.undeployed=<b>%s</b> has returned from deployment.

requestingResupply.title=Requesting Resupply
supplyPointExpenditure.text=How many Support Points would you like to spend?
btnConfirm.text=Confirm
@@ -77,12 +79,16 @@ reinforcementConfirmation.confirmButton=Reinforce
reinforcementConfirmation.confirmButton.tooltip=Make reinforcement attempt.
reinforcementConfirmation.confirmButton.gm=Reinforce (GM)
reinforcementConfirmation.confirmButton.gm.tooltip=Make a reinforcement attempt, bypassing the\
\ reinforcement check.
\ reinforcement check and Support Point cost.
reinforcementConfirmation.cancelButton=Cancel
unitsSelectedLabel.bv=selected (ignores crew skill)
unitsSelectedLabel.count=selected

### Support Point Negotiation
supportPoints.maximum=Your Admin/Transport personnel cannot use their <i>Administration</i>\
\ skill to create additional Support Points for contract %s, as you have already %s<b>reached the\
\ maximum</b>%s of %s Support Point%s.

supportPoints.initial=Through the <i>Administration</i> skill of your Admin/Transport personnel\
\ contract %s will begin with %s<b>%s</b>%s Support Point%s.
supportPoints.initial.noAdministrators=Your unit has no Admin/Transport personnel. Therefore, contract %s\
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@@ -0,0 +1,4 @@
AutoResolveBehaviorSettingsDialog.title=Auto Resolve Help
AutoResolveBehaviorSettingsDialog.autoResolveHelpPath=docs/help/en/AutoResolve.html
AutoResolveBehaviorSettingsDialog.help=Auto Resolve Help
AutoResolveBehaviorSettingsDialog.helpTooltip=Open the Auto Resolve Help documentation in a new window
24 changes: 0 additions & 24 deletions MekHQ/resources/mekhq/resources/AutoResolveMethod.properties

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3 changes: 2 additions & 1 deletion MekHQ/resources/mekhq/resources/Campaign.properties
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@@ -88,7 +88,8 @@ relativeJoinsForce.text=%s has started traveling with the force. They are %s's %
relativeJoinsForceSpouse.text=spouse
relativeJoinsForceChild.text=child
newAtBScenario.format=New scenario "{0}" will occur on {1}.
atbScenarioToday.format=Scenario "{0}" is today, deploy a force from your TOE!
atbScenarioToday.atb=Scenario "{0}" is today, deploy a force from your TOE!
atbScenarioToday.stratCon=Scenario "{0}" is today, deploy a force to the Area of Operations!
atbScenarioTodayWithForce.format=Scenario "{0}" is today, {1} has been deployed!
generalFallbackAddress.text=Commander
generalFallbackAddressInformal.text=Boss
1 change: 1 addition & 0 deletions MekHQ/resources/mekhq/resources/CampaignGUI.properties
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@@ -49,6 +49,7 @@ miMHQOptions.text=MekHQ Options...
miMHQOptions.toolTipText=This launches the MekHQ Options Dialog.
menuThemes.text=Themes
menuExit.text=Exit
mekSelectorDialog.unsupported.gunEmplacement=Gun Emplacements are %s<b>not supported</b>%s by MekHQ.

# Marketplace Menu
menuMarket.text=Marketplace
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@@ -25,4 +25,4 @@ lblSharePct.text=<html><nobr><b>Shares:</b></nobr></html>
lblCargoRequirement.text=<html><nobr><b>Estimated Cargo Requirement:</b></nobr></html>

txtGarrisonMoraleRouted.text=Peaceful
txtGarrisonMoraleRouted.tooltip=It's quiet, too quiet...
txtGarrisonMoraleRouted.tooltip=There is no enemy activity in the Area of Operations.
27 changes: 26 additions & 1 deletion MekHQ/resources/mekhq/resources/GUI.properties
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@@ -593,6 +593,12 @@ DataLoadingDialog.OutOfMemoryError.text=MekHQ ran out of memory attempting to lo
DataLoadingDialog.ExecutionException.title=Campaign Loading Error
DataLoadingDialog.ExecutionException.text=The campaign file couldn't be loaded. \nPlease check the MekHQ.log file for details.

## Unsupported Units
unsupportedUnits.title=Unsupported Units Detected
unsupportedUnits.body=The following units are not supported by MekHQ and have been sold.\
<br>\
<br>All assigned personnel have been unassigned.<br><br>

### GMToolsDialog Class
GMToolsDialog.title=GM Tools
## General Tab
@@ -1431,6 +1437,7 @@ UnitMarketPane.PurchasedUnitBlackMarketSwindled.finances=Purchased %s (lost on b
AutoResolveMethod.dialog.name=Auto Resolve Chance Dialog
AutoResolveMethod.dialog.title=Calculating scenario outcome
AutoResolveMethod.text=Simulating combat...

# Progress gag text
AutoResolveMethod.progress.0=Loading scenario...
AutoResolveMethod.progress.1=Checking mek alignment protocols...
@@ -1531,4 +1538,22 @@ AutoResolveMethod.progress.95=Simulating AI mutiny risk...
AutoResolveMethod.progress.96=Cross-referencing mek chassis vulnerabilities...
AutoResolveMethod.progress.97=Balancing Lance formations for fairness...
AutoResolveMethod.progress.98=Evaluating retreat probabilities...
AutoResolveMethod.progress.99=Finalizing combat scenario results...
AutoResolveMethod.progress.99=Finalizing combat scenario results...

AutoResolveDialog.title=Auto Resolve Battle
AutoResolveDialog.messageFailedCalc=Commander, we were unable to simulate any combat scenarios. Do you want to proceed?
AutoResolveDialog.messageSimulated=Commander, we ran {0} simulated combat scenarios and our forces came out victorious in {1}, lost {2}, and drew {3} times. This gives us a {4}% chance of victory. Do you want to proceed?
AutoResolveDialog.message.victory=Your forces won the scenario. Did your side control the battlefield at the end of the scenario?
AutoResolveDialog.message.defeat=Your forces lost the scenario. Do you want to declare your side as controlling the battlefield at the end of the scenario?
AutoResolveDialog.victory=Victory!
AutoResolveDialog.defeat=Defeat!
ResolveDialog.control.title=Control of Battlefield?
ResolveDialog.control.message=Did your side control the battlefield at the end of the scenario?


AutoResolveMethod.PRINCESS.text=Princess
AutoResolveMethod.PRINCESS.toolTipText=Princess plays the game for you.
AutoResolveMethod.ABSTRACT_COMBAT.text=Abstract Combat Auto Resolution
AutoResolveMethod.ABSTRACT_COMBAT.toolTipText=ACAR, a fast simulation using a subset of the abstract combat system rules
AutoResolveMethod.promptForAutoResolveMethod.text=Select the method to use for auto resolving the scenario.
AutoResolveMethod.promptForAutoResolveMethod.title=Auto Resolve Method
109 changes: 0 additions & 109 deletions MekHQ/resources/mekhq/resources/acs-report-messages.properties

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53 changes: 0 additions & 53 deletions MekHQ/resources/mekhq/resources/messages.properties
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@@ -17,56 +17,3 @@
# along with MekHQ. If not, see <http://www.gnu.org/licenses/>.
#

acar.invalid_attack=Invalid attack
acar.invalid_skill=Invalid skill
acar.skill=Skill
acar.critical_target_damage=Critical Target Damage
acar.skill_7=Wet behind the ears (skill)
acar.skill_6=Really Green (skill)
acar.skill_5=Green (skill)
acar.skill_4=Regular (skill)
acar.skill_3=Veteran (skill)
acar.skill_2=Elite (skill)
acar.skill_1=Heroic (skill)
acar.skill_0=Legendary (skill)
acar.short_range=Short range
acar.medium_range=Medium range
acar.long_range=Long range
acar.extreme_range=Extreme range
acar.TMM=TMM
acar.attacker_JUMP=Attacker JUMP
acar.target_JUMP=Target JUMP
acar.shaken=Shaken (morale)
acar.unsteady=Unsteady (morale)
acar.broken=Broken (morale)
acar.routed=Routed (morale)
acar.more_than_two_targets=Too many targets
acar.two_targets=Two targets
acar.invalid_engagement_control=Invalid engagement and control
acar.invalid_attacking_formation=Invalid attacking formation
acar.formation_tactics=Tactics
acar.force_engagement=Force engagement
acar.evade=Evade
acar.formation_is_infantry_only=Formation is infantry only
acar.formation_is_vehicle_only=Formation is vehicle only
acar.size_difference=Formation size difference
acar.shaken_morale=Shaken morale
acar.unsteady_morale=Unsteady morale
acar.broken_morale=Broken morale
acar.routed_morale=Routed morale
acar.forced_engagement=Forced Engagement
acar.aerospace_formation=Aerospace Formation
acar.invalid_nerve_recovering=Invalid nerve recovering
acar.formation_morale=Morale
acar.jump_modifier=Movement modifier
acar.withdraw.crippled=Crippled
AutoResolveDialog.title=Auto Resolve Battle
AutoResolveSimulationLogDialog.title=Auto Resolve Report
AutoResolveDialog.messageFailedCalc=Commander, we were unable to simulate any combat scenarios. Do you want to proceed?
AutoResolveDialog.messageSimulated=Commander, we ran {0} simulated combat scenarios and our forces came out victorious in {1}, lost {2}, and drew {3} times. This gives us a {4}% chance of victory. Do you want to proceed?
AutoResolveDialog.message.victory=Your forces won the scenario. Did your side control the battlefield at the end of the scenario?
AutoResolveDialog.message.defeat=Your forces lost the scenario. Do you want to declare your side as controlling the battlefield at the end of the scenario?
AutoResolveDialog.victory=Victory!
AutoResolveDialog.defeat=Defeat!
ResolveDialog.control.title=Control of Battlefield?
ResolveDialog.control.message=Did your side control the battlefield at the end of the scenario?
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