Paul Chote
ebd36891dc
Switch other struct types to default(T).
2019-06-08 13:19:57 +02:00
Paul Chote
dabc7ec8dd
Remove unnecessary this. references.
2019-06-08 13:19:27 +02:00
reaperrr
3ff8fb3cd2
Rename Hovers' OffsetModifier to BobDistance
2019-06-02 10:00:58 +01:00
reaperrr
d5c66d9474
Fix or prevent bugs in Hovers
...
- Clamp fallTickHeight to at least 1,
to avoid potential DivideByZero crash.
- Prevent modders from setting values that
are bogus or would trigger other bugs,
via loadtime YamlExceptions.
2019-06-02 10:00:58 +01:00
reaperrr
b60346abb1
Polish various aspects of Hovers
...
- Use WDist instead of int for fields
- Change default values to approximately restore previous
releases' default behavior
- Improve and clarify descriptions
2019-06-02 10:00:58 +01:00
abcdefg30
1c965d812f
Fix WithSpriteBody crashes
2019-05-29 20:58:45 +01:00
reaperrr
7a403c9af5
Play StartSequence when With*SpriteBody is enabled
...
Not only on actor creation.
2019-05-28 22:13:38 +02:00
Paul Chote
78a70be0d4
Fix and enable SA1133, SA1134 style rules.
2019-05-24 10:47:57 +02:00
reaperrr
da6bf1a57d
Make ActorTags display ChildActivities
2019-05-04 21:33:10 +02:00
reaperrr
83934074a4
Merge INotifyRearm/Repair into INotifyResupply
...
And streamline its notify methods.
Also cache INotifyResupply traits at beginning
of Resupply activity.
2019-04-29 01:40:52 +01:00
reaperrr
0eb0a5a2bd
Add WithHarvesterSpriteBody
...
And move PrefixByFullness there.
Also put it into Mods.Cnc, as RA is the only shipping mod
using this.
2019-04-14 19:09:28 +02:00
reaperrr
404eee23f9
Adapt WithMoveAnimation to INotifyMoving
...
And add ValidMovementTypes for configurability.
2019-03-30 16:24:47 +00:00
reaperrr
a10af382b4
Add plumbing for notifying traits of movement
...
More precisely, about start and stop of movement.
2019-03-30 16:24:47 +00:00
Mustafa Alperen Seki
6c9d961bb5
Polishing Hovers
2019-03-22 21:12:36 +01:00
Mustafa Alperen Seki
b8a85091d4
Make WithRangeCircle conditional
2019-03-10 02:39:27 +01:00
Paul Chote
3e404f6ac2
Remove HSLColor.
2019-03-04 18:26:42 +00:00
Paul Chote
ab4a7e3558
Replace System.Drawing primitives with our own.
2019-03-04 18:26:42 +00:00
Andre Mohren
42446ac9ba
Implemented trait defined Rollovers.
2019-02-22 21:15:33 +00:00
Paul Chote
c627a59b54
Fix self parameter name in DrawLineToTarget.
2019-01-26 22:53:46 +00:00
Paul Chote
7d85c1e81f
Remove FrameEndTask from DrawLineToTarget.
...
This is no longer needed and causes ordering
issues when the unit becomes idle in the same
tick that SetTargetLine is called.
2019-01-26 22:53:46 +00:00
abcdefg30
cadbd0d9ab
Change the year number in all cs headers from 2018 to 2019
2019-01-26 23:15:21 +01:00
reaperrr
54c2894b4e
Split off last bot modules
...
And dissolve AI namespace.
There would have been so little left in Common.AI,
that keeping it made no sense anymore.
2018-12-31 10:56:01 +00:00
reaperrr
be310ab6a6
Streamline resource anim traits
...
- Replaces WithSiloAnimation with
WithResourceLevelSpriteBody.
PlayFetchIndex on a With*Animation trait conflicts
with the animation concept, as it's bound to conflict
with pretty much all 'normal' animation traits and
blocks progress on the animation priority system.
We also already have multiple similar SpriteBody traits,
like WithGateSpriteBody and WithWallSpriteBody.
- Rename WithResources to WithResourceLevelOverlay
Make name more accurate and consistent with sprite body
equivalent.
Also fix TS silo yaml setup (bleed setup stems from times
before WithResources was introduced).
2018-12-24 21:29:42 +13:00
reaperrr
305d82f887
Replace WithChargeAnimation with -SpriteBody
...
PlayFetchIndex on a With*Animation trait conflicts with the animation
concept, as it's bound to conflict with pretty much all 'normal'
animation traits and blocks progress on the animation priority system.
We also already have multiple precedent SpriteBody traits of similar kind,
like WithGateSpriteBody and WithWallSpriteBody.
2018-12-24 21:29:42 +13:00
reaperrr
7ed67338f3
Allow forcing sprite body Z position to ground
2018-12-23 17:16:06 +13:00
Andre Mohren
b1a44086a0
Removed unused using directives.
2018-11-17 17:23:22 +00:00
Ivaylo Draganov
31f2441709
Draw target lines for allied players and observers
2018-11-04 06:34:43 +01:00
abcdefg30
c0ee199ad1
Support multiple Production traits in WithProductionOverlay.
2018-11-03 17:30:05 +01:00
abcdefg30
5e5183549c
Overhaul ProductionBar:
...
- Is now a conditional trait
- Now respects multiple Production trait instances
- ProductionType is now required
2018-11-03 17:30:05 +01:00
Paul Chote
fc6ada38f4
Revoke WithMakeAnimation condition at the end of the tick.
...
This fixes traits becoming enabled for a tick
between the animation completing and the actor
being removed from the world.
2018-11-03 15:28:05 +01:00
Paul Chote
47a470e945
Remove legacy Building plumbing.
2018-11-03 15:09:14 +01:00
abcdefg30
7e20bdd7ea
Introduce a new CarryableHarvester trait
2018-11-02 22:24:56 +00:00
abcdefg30
d46e47d16d
Fix target lines still being visible after an owner change
2018-11-01 02:09:36 +01:00
abcdefg30
9cbe7bc62d
Fix infantry getting stuck in the last attack frame
2018-10-28 02:13:18 +01:00
reaperrr
3e73357619
Remove IsIdle check from DrawLineToTarget.OnBecomingIdle
...
OnBecomingIdle is triggered when IsIdle becomes true, so this check is bogus.
2018-10-15 22:53:57 +02:00
Paul Chote
14607f55c5
Replace INotifyBuildComplete in render traits with conditions.
2018-10-07 19:29:34 +02:00
Mustafa Alperen Seki
536f5f05a8
Make WithBuildingPlacedAnimation conditional
2018-10-06 13:31:47 +01:00
Andre Mohren
3bfcecd539
Refactored ProductionQueue to support different production styles.
2018-09-30 16:58:49 +02:00
Andre Mohren
28623ce54c
Allow usage of different palette for WithSpriteTurret
2018-09-29 19:47:47 +02:00
reaperrr
8144fca5be
Merge repair and rearm anim traits into WithResupplyAnimation
...
This is the safest approach to avoid conflicts/visual glitches when the host is responsible for both resupply types.
The new trait will simply play a looping animation as long as the actor is resupplying in any form.
2018-09-27 16:38:08 +02:00
reaperrr
1098804f9b
Make WithSpriteBody always use Animation.PlayRepeating
...
... for looped sequences.
PlayCustomAnimationRepeating looping back into itself via Action instead of simply using Animation.PlayRepeating is weird, and in fact causes a slight 'desync' in animation speed with Animation.PlayRepeating in at least one downstream mod.
2018-09-24 22:06:10 +02:00
Matthias Mailänder
cb05d8a98d
Fix CustomTerrainDebugOverlay not rendered in isometric mods
2018-09-19 20:04:41 +02:00
reaperrr
bbf6e38faa
Always leave trails when no TerrainTypes are defined
...
Requiring terrain types is bogus, as it unnecessarily complicates using this trait for airborne units.
2018-09-10 19:45:02 +02:00
Paul Chote
1b1521812c
Add EnabledByDefault check to WithInfantryBody.
2018-08-11 14:30:01 +02:00
Paul Chote
d110a21bfe
Add missing EnabledByDefault checks to WithSpriteBodyInfo subclasses.
2018-08-11 14:30:01 +02:00
Chris Forbes
51e000599a
Convert crushclasses to bitset
2018-07-28 21:28:46 +01:00
Chris Forbes
d4ef841678
Convert masses of HashSet<string> to BitSet<DamageType>
2018-07-28 20:12:42 +01:00
Mustafa Alperen Seki
f05fc0cae8
Add WithProductionOverlay>Queues
2018-07-28 16:17:47 +01:00
reaperrr
9d24c40f92
Fix various Mods.Common animation traits not supporting actors having multiple sprite bodies
2018-07-01 13:16:07 +02:00
reaperrr
0d0d2e0ae3
Play WithAcceptDeliveredCashAnimation only on the assigned WithSpriteBody
2018-07-01 13:16:07 +02:00