Commit Graph

593 Commits

Author SHA1 Message Date
Vapre
0a933ba09c CellLayer, use span. 2026-02-17 18:16:49 +02:00
Paul Chote
924c79b0ad Persist generated map across skirmish settings. 2026-01-19 15:56:08 +02:00
Paul Chote
ed1ebd536b Remove requirement for server to explicitly generate maps. 2026-01-19 15:56:08 +02:00
Paul Chote
fdb4ce4e0f Save map generation args in replays/saves instead of full map. 2025-12-28 16:19:14 +02:00
RoosterDragon
827f4682a5 ActorReference takes MiniYaml as input instead of a Dict.
As the InitDict is lazy, this removes the possibility for a mutable collection to be used but the values not to be consumed until later, which would be confusing. As all existing callers actually create a throw-away dictionary from MiniYaml, this is an easy switch.
2025-12-28 14:12:02 +02:00
RoosterDragon
a546ca2f92 Tweaks for map generator performance.
The map generator is already performant, but we can remove a few rough edges from infrastructure it interacts with.

- Add TypeDictionary constructor to clone from an existing copy. The map editor infrastructure relies heavily on cloning ActorReferences and the underlying dictionaries. A dedicated clone method avoids reflection overhead for CreateTypeContainer on a fresh instance.
- Use ThrowIndexOutOfRangeException helper. This allows the Index method to be inlined.
- Reuse lists in FloodFill. This avoids allocating and resizing new lists on each loop when we can reuse the existing capacity.
- Manage CellEntryChanged at the layer rather than individual previews. We only need to attach/detach from the delegate once at the layer, rather than many times as previews are added and removed.
2025-12-28 14:12:02 +02:00
Paul Chote
31607bd0cf Stop passing around partially constructed ModData instances. 2025-12-12 12:32:10 +02:00
Paul Chote
a04cfaec78 Move GlobalModData state to ModData. 2025-12-12 12:32:10 +02:00
Paul Chote
13313b4270 Finish removing GraphicSettings.SheetSize/BatchSize. 2025-12-12 12:32:10 +02:00
RoosterDragon
649e7e8c28 Change classes that use FieldLoader to use read-only collections. 2025-12-08 17:39:28 +00:00
RoosterDragon
e652f95be9 Remove Exts.Enum<T>
This functionality is now built in. We can rely on the built in functions rather than a custom class.
2025-11-23 13:34:31 +02:00
RoosterDragon
bc1a901f54 Add tests for FieldLoader and FieldSaver
Test coverage for these classes will help prevent regressions. Major breaking changes are avoided since config files may already rely on various aspects of the behaviour, but some small breaking changes are made:

- Use `value.Split(Comma, StringSplitOptions.RemoveEmptyEntries | StringSplitOptions.TrimEntries)` consistently for all comma-separated parsing.
- Rename LoadField to LoadFieldOrProperty for clarity - since this is the one method that cares about properties in a class otherwise focused only on fields.
- Use TryParse instead of Parse and ensure to call InvalidValueAction from all parsers so we throw the intended exception when badly formatted data is encountered.
- BooleanExpression/IntegerExpression exception message updated to align with the generic one.
- Remove FromYamlKey, and update the only user SkirmishLogic to perform this logic manually instead.
- Remove unused includePrivateByDefault parameter on GetTypeLoadInfo.
- Remove unused AllowEmptyEntriesAttribute.
2025-11-16 20:52:54 +02:00
RoosterDragon
af326bfeb8 Fix IDE0031 2025-11-16 20:29:21 +02:00
Gustas
a514f3a388 Make map grid immutable 2025-11-04 21:41:31 +02:00
Gustas
9da921756d Add replace init function 2025-09-11 18:19:05 +01:00
Gustas
b5b44c048d Significantly improve actor placement and removal speeds 2025-09-11 15:34:58 +01:00
Paul Chote
979483b63c Add MapClassification.Generated.
Generated maps are created at runtime using a
mod-defined trait. They are embedded directly
into replays and save games as they exist in
memory only, and disappear after the game exits.
2025-05-15 23:08:13 +03:00
Paul Chote
e8d710dee4 Prevent remote map searches overwriting local or generated state. 2025-04-30 13:21:26 +03:00
Paul Chote
5b7a714ac2 Replace Tileset id with Environment name. 2025-04-28 15:41:54 +03:00
Paul Chote
246a1b9fec Move map installed check to LobbyLogic. 2025-04-28 13:08:38 +03:00
Paul Chote
9c78c45faf Split IMapGeneratorInfo into core backend and editor frontend. 2025-04-25 20:51:33 +03:00
Paul Chote
ede12610a8 Change Map.MapSize from int2 to Size. 2025-04-19 14:06:32 +03:00
Gustas
cd9001e7b9 Don't allocate empty sheets 2025-04-19 11:25:17 +01:00
RoosterDragon
8f46247dc9 MiniYaml.From* methods support deferred execution.
Previously, the MiniYaml.From* helpers such as FromStream would consume the entire input and then return a list of top-level nodes. Now, the input is processed using deferred execution and top-level nodes are yielded as they are resolved from the input.

The motivating use-case is MapCache, which currently manually buffers nodes before passing to MiniYaml.FromString in order to improve responsiveness when large payloads are processed. Now that MiniYaml.FromStream yields results back as they come in, we can switch to that without disadvantage.

The maintains the performance where map cache can update search results as each node comes in over the network rather than having to wait for the entire batch to be transferred. Now we can also remove the string buffer that captures each node, reducing memory pressure and simplifying the code.
2025-04-13 14:12:25 +03:00
RoosterDragon
36660b89e9 Silence IDE0290.
This rule recommends use of primary constructors. Apply the suggestions on simple POCOs, adjusting some to readonly/structs/records at the same time. For more complex classes, the use of primary constructors is more distracting than helpful, so silence the rule. IDEs can still offer fixes for using primary constructors, but it will not show up as a build issue.
2025-04-02 10:18:32 +03:00
Paul Chote
25188e849e Move TileSize definition to terrain info. 2025-04-01 20:10:39 +03:00
RoosterDragon
79454d8fd2 Fix IDE0028, IDE0300, IDE0301, IDE0302, IDE0303, IDE0304.
Silence IDE0305.
2025-03-31 12:02:41 +03:00
Gustas
0740991c12 Increase perf for parsing remote maps 2025-03-30 18:32:00 +01:00
Gustas
117a47f81f Add a backup for unloaded bots 2025-03-30 18:16:53 +01:00
Paul Chote
e186dc428e Rework MapCache API.
This clarifies the ownership of the underlying
IReadOnlyPackage objects, and avoids passing
around some unnecessary state.
2025-03-05 09:31:11 +02:00
Paul Chote
5c0b82e65b Remove unused MapPreview ctor. 2025-03-05 09:31:11 +02:00
michaeldgg2
81aa068b15 Upgrade to .NET 8.0 and remove/migrate obsolete stuff 2025-02-15 08:56:24 +00:00
Ashley Newson
417f787294 Add experimental RA procedural map generator
Add an experimental procedural map generator for the Red Alert mod,
along with supporting code that may assist in the development of map
generators for other mods.

Map generation may be accessed as a tool in the Map Editor. This change
does not presently introduce direct lobby options for generated maps.

Features:

- Terrain with land, water, beaches, cliffs, roads, debris, and trees.
- Placement of mpspawns, neutral buildings, and resources.
- Rotational and mirror symmetry options.
- Various configurable parameters with presets.
- Deterministic with configurable seed.
- Performant.
2025-01-09 16:47:10 +02:00
RoosterDragon
e2296ad2d1 Fix CA2263 2024-11-15 22:28:18 +02:00
Paul Chote
8b11b499ed Rename Translations yaml keys to FluentMessages. 2024-11-03 16:52:47 +02:00
Paul Chote
c09d7cbdea Remove magic ftl file naming. 2024-11-03 16:52:47 +02:00
Paul Chote
5a0c8439fc Add map support for inline base64 fluent messages.
This enables the RC to parse and share custom messages
as part of the map's custom rules without any additional
API changes.
2024-11-03 16:52:47 +02:00
Paul Chote
43219e16da Reorganize FluentBundle ctors to allow inline text. 2024-11-03 16:52:47 +02:00
Paul Chote
e4539e9cb5 Use nameof() when reflecting over Map field names. 2024-11-03 16:52:47 +02:00
Paul Chote
67254e0b39 Rename Fluent *GetString methods to GetMessage. 2024-11-03 16:52:47 +02:00
Paul Chote
464e0dc7d2 Rename Localized to Fluent. 2024-10-04 15:11:27 +03:00
Paul Chote
d6285affec Remove FluentBundle.Arguments helper method. 2024-10-04 15:11:27 +03:00
Paul Chote
b29b685058 Rename Fluent-related code to be more precise. 2024-10-04 15:11:27 +03:00
RoosterDragon
0649f3dc32 RCS0056 - roslynator_max_line_length = 160 2024-07-29 21:56:36 +02:00
RoosterDragon
9d5d2ab493 RCS0056 - roslynator_max_line_length = 180 2024-07-29 21:56:36 +02:00
RoosterDragon
bd809e5af7 Prevent community mods from warning on unused translations in the common assets
Currently when linting translations, we check for any unused translation keys. This works fine for the default mods, which own the entire sets of translation files. For community mods, they often import the translation files from the common mod assets, but they may only use some of the translations provided. Currently, they would get warnings about not using translations from the common files they have imported.

Since the community mods don't own those translations, getting warnings about it is annoying. To solve this issue, introduce a AllowUnusedTranslationsInExternalPackages in the mod.yaml which defaults to true. This will prevent reporting of unused translation keys from external assets. Keys that are used for external assets will still be validated, and keys from the mod assets will be both validated and unused keys will be reported.

We default the new flag to true and don't provide an update rule. This means community mods will get the new behaviour. For the default mods, we do want to check the "external" assets, since we control those assets. So the default mods have their mod.yaml updated to disable the flag and retain the existing behaviour of checking everything.
2024-07-28 22:43:14 +03:00
RoosterDragon
cf0e73e75e Improve performance of copy-paste in map editor.
- EditorActorLayer now tracks previews on map with a SpatiallyPartitioned instead of a Dictionary. This allows the copy-paste logic to call an efficient PreviewsInCellRegion method, instead of asking for previews cell-by-cell.
- EditorActorPreview subscribes to the CellEntryChanged methods on the map. Previously the preview was refreshed regardless of which cell changed. Now the preview only regenerates if the preview's footprint has been affected.
2024-06-16 13:35:13 +03:00
chacha
e5a7b6e795 Do not keep map pakages loaded on Game start to reduce memory impact 2024-04-30 11:06:17 +03:00
Gustas
150e28a672 Fix missing map files preventing map saves 2024-04-11 23:02:48 +02:00
David Wilson
2ced4abc24 Editor selection refactor pt1 2024-01-24 10:11:39 +02:00