Commit Graph

24588 Commits

Author SHA1 Message Date
reaperrr
4eb17e1642 Fix all wandering actors wandering at first game tick
NotifyBecomingIdle is only notified at the first idle tick, so `countdown` is not set when TickIdle checks it at first game tick. Therefore, we let TickIdle return early at first game tick to avoid that.
2016-06-24 16:43:53 +02:00
Bynnar18
dace814829 Added ExcludeFromSquads to HackyAI 2016-06-24 09:18:43 -05:00
abcdefg30
dd5e229886 Fix a crash with not space occupying actors granting support powers 2016-06-24 15:30:57 +02:00
abcdefg30
eccdc47544 Remove trailing spaces and tabs from cnc64gdi01.lua 2016-06-24 15:29:57 +02:00
reaperrr
61acbe70d6 Extract WavReader to own file and move it to FileFormats 2016-06-23 23:47:57 +02:00
reaperrr
f1882e2dd6 Rename ImaAdpcmLoader to *Reader and move it to FileFormats 2016-06-23 23:47:55 +02:00
reaperrr
415e0bb54c Split AudReader from AudLoader and move it to FileFormats
We already separated loading from file format reading for sprites and videos.
2016-06-23 23:47:54 +02:00
reaperrr
ed210b380f Move audio loaders from engine to mod level 2016-06-23 23:47:52 +02:00
Oliver Brakmann
f0d6334697 Merge pull request #11511 from OmegaBolt/d2k-cliffmaze
D2k: Add Cliffmaze 1v1 map by S.D.
2016-06-23 21:14:11 +02:00
reaperrr
27993729be Make attack cursor smarter
Rather than simply taking the first valid armament, regardless of available ammo and regardless of which valid armament has the highest range, the attack cursor is now chosen a) by whether the armament has ammo and b) by which valid armament has the highest range.
2016-06-23 15:09:11 +02:00
reaperrr
40e5dfbedb Fix helicopters not returning when all valid weapons are out of ammo
They now return if all weapons are invalid (which includes those that are otherwise valid, but out of ammo) and at least one AmmoPool needs reloading at RearmBuilding.
2016-06-23 14:47:42 +02:00
reaperrr
4f55b088eb Check if weapon without self-reloading is out of ammo when deciding validity
This should prevent attacking helicopters (or other actors) staying at the range to target of a weapon that is out of ammo and needs manual reloading at a RearmBuilding or via upgrades.
2016-06-23 14:47:41 +02:00
OmegaBolt
d017d38363 D2k: Add Cliffmaze 1v1 map by SD 2016-06-23 10:35:26 +01:00
reaperrr
ad77dca12a Remove WavReader dependency from BagFile reader 2016-06-23 01:55:01 +02:00
Oliver Brakmann
c2d4a3a8e8 Merge pull request #11470 from pchote/fix-direction-check
Fix Mobile.IsMovingInMyDirection check.
2016-06-22 22:49:03 +02:00
abcdefg30
34c6edbbe7 Merge pull request #11456 from obrakmann/disable-singleplayer-by-default-for-dedicateds
Disable single-player games by default on dedicated servers
2016-06-22 22:28:37 +02:00
Oliver Brakmann
95dbaa5d1f Merge pull request #11373 from reaperrr/fix-footprints
Fixed footprints of several RA and TD base structures
2016-06-22 20:51:36 +02:00
Oliver Brakmann
8e2adc7627 Disable singleplayer games by default on dedicated servers 2016-06-22 20:37:31 +02:00
reaperrr
ff48ba8fba Merge pull request #11500 from Mailaender/ts-sprite-offsets
Fixed sprite offsets of several Tiberian Sun buildings
2016-06-22 15:01:15 +02:00
reaperrr
99836bd55b Fix RA selection box offsets
Gap Gen, Adv. Powerplant, fake APP, Tesla Coil.
2016-06-21 23:53:55 +02:00
reaperrr
4cc6dede5d Fix TD selection and section deco offsets
...of Temple of Nod, Weapons Factory and Hand of Nod, to better match the new footprints.
2016-06-21 23:53:53 +02:00
reaperrr
096d82a901 Map actor Location upgrade rules
To move all buildings with changed footprint down by 1 cell.
2016-06-21 23:53:52 +02:00
reaperrr
57ff4822fc Add support for custom locations to legacy map importer
For example, to place actors with changed footprint correctly.
Use it to ensure correct positioning of several RA and TD structures as well as TD tiberium trees.
2016-06-21 23:53:50 +02:00
Matthias Mailänder
703388f034 Fixed sprite offsets. 2016-06-21 23:28:48 +02:00
abcdefg30
229e22b1d8 Fix the air attacks in allies05a using the new functions 2016-06-21 23:20:05 +02:00
abcdefg30
61fd9d2959 Add AmmoPoolProperties to lua 2016-06-21 23:20:02 +02:00
Paul Chote
7fe71961a4 Merge pull request #10715 from Mailaender/import-sequences
Added a TS/RA2 sprite sequence importer for infantry and buildings
2016-06-21 21:57:34 +01:00
Oliver Brakmann
35bde84f97 Merge pull request #11498 from pchote/move-carryall
Move carryall code to Mods.Common.
2016-06-21 22:54:50 +02:00
abcdefg30
4461379963 Make the Attack lua method available for non-mobile actors 2016-06-21 22:49:29 +02:00
abcdefg30
19482863fd Expose Land and Resupply functions for aircraft to lua 2016-06-21 22:49:28 +02:00
Paul Chote
2355ad9dd1 Move carryall code to Mods.Common. 2016-06-21 21:38:19 +01:00
Oliver Brakmann
2e07459e98 Make RejectsOrders upgradable 2016-06-21 19:13:25 +02:00
Oliver Brakmann
41417c5ad2 Add a DeathTypes filter to GivesBounty
also:

* Updates the documentation
* Adds an option to disable the floating text
2016-06-21 19:13:25 +02:00
reaperrr
8ba833777c Make AI deploy MCVs in the vincinity of existing construction yards
While the general idea of AIs building distant secondary bases might be tempting, in reality the AI would way too often send the MCV close to some enemy base, wasting the cash and potentially increased build speed/additional build queue.

Deploying MCVs close to the existing base ensures that the AI will actually have some benefit from building an MCV.
2016-06-20 20:52:04 +02:00
reaperrr
5992530655 Fix AI giving orders to MCVs that already have orders
Checking for IsMoving is a flawed approach no matter how you look at it. The MCV might just have temporarily stopped due to an obstacle, or about to be deployed.

Checking for IsIdle instead ensures that the MCV really isn't already in the process of doing something.
2016-06-20 20:52:04 +02:00
Matthias Mailänder
a7fa5e9fe1 Guess the correct sprite offset from building foundations. 2016-06-20 20:47:30 +02:00
Matthias Mailänder
8de6f1a18b Add a sprite sequence importer for infantry and buildings. 2016-06-20 20:47:26 +02:00
reaperrr
b5a67444e7 Pass ModData to upgrade methods 2016-06-20 18:59:26 +02:00
reaperrr
3aa529b2ba Fix TD mission base rebuild locations
To adapt to changed footprint.
2016-06-20 18:55:54 +02:00
reaperrr
fedc0e7d28 Fixed map placement of TD buildings
...with changed footprint.
2016-06-20 18:55:54 +02:00
reaperrr
c114c8fe1e Fixed map placement of RA buildings
...with changed footprint.
2016-06-20 18:55:54 +02:00
reaperrr
9a8f0d9aba Removed empty top rows from TD base structure footprints
Removed top row of buildings where it only consisted of _ cells and adjusted the art offset instead. This fixes the issue that CenterPosition was located in the middle between the occupied and passable cell for defenses like Obelisks, makes their placement a bit more intuitive and makes setting up proper HitShapes easier.
2016-06-20 18:55:54 +02:00
reaperrr
a392780c93 Tweaked RA airfield + soviet barracks offsets
Barracks art is now more centered and aligned with allied tent. Airfield is now more centered, which also makes the custom spawn position obsolete and fixes the misalignment between spawn and landing position.

This is also done to reduce misalignment between art and footprint-sized hit shapes that will follow later.
2016-06-20 18:55:54 +02:00
reaperrr
ad44c51898 Removed empty top rows from RA base structure footprints
Removed top row of buildings where it only consisted of _ cells and adjusted the art offset instead. This fixes the issue that CenterPosition was located in the middle between the occupied and passable cell for defenses like tesla coils, makes their placement a bit more intuitive and makes setting up proper HitShapes easier.
2016-06-20 18:55:54 +02:00
reaperrr
526f851489 Merge pull request #11426 from pchote/actorpreview-dynamic-facing
Support dynamic ActorPreview facings and creating previews from live actors.
2016-06-20 14:38:11 +02:00
reaperrr
7467a0e1a9 Merge pull request #11451 from pchote/map-lua-options
Port map difficulties to new lobby options backend.
2016-06-20 13:03:47 +02:00
reaperrr
94bde04422 Merge pull request #11483 from Mailaender/supportpower-factionspeech
Added support power speech notifications
2016-06-20 12:21:48 +02:00
Paul Chote
b59b57f67e Hide checkboxes if no matching trait exists. 2016-06-19 22:15:27 +01:00
Paul Chote
6570e1b22e Avoid crash when parsing an order with duplicate IDs. 2016-06-19 22:15:27 +01:00
Paul Chote
7c2d938327 Remove bogus MapOptions trait from the player actor. 2016-06-19 22:15:27 +01:00