Commit Graph

26 Commits

Author SHA1 Message Date
Paul Chote
b2d960ec19 Pass target line color to inner move activities. 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
Mustafa Alperen Seki
4578ea09ba Add DamageTypes to Capture Sabotage 2019-01-02 20:04:06 +01:00
Andre Mohren
b1a44086a0 Removed unused using directives. 2018-11-17 17:23:22 +00:00
Paul Chote
7e67ce0139 Pass CaptureTypes through the INotifyCapture interface.
Also make it require explicit implementation.
2018-11-03 14:47:22 +01:00
Paul Chote
db1f794beb Fix captor being disposed if the capture fails. 2018-10-07 18:46:21 +02:00
Paul Chote
d97a2a5fa0 Remove legacy building lock calls.
This has been superseded by conditions.
2018-10-07 18:46:21 +02:00
Paul Chote
50423b13fb Add ConsumedByCapture flag to emulate legacy external behaviour. 2018-10-07 18:46:21 +02:00
Paul Chote
bab34252dd Add support for capture delays and conditions.
CaptureDelay is defined per-trait, and the shortest
delay will be used if multiple traits are enabled.

CapturingCondition and BeingCapturedCondition are
global, and are granted when any capture is in progress.

The capture period is defined from when the unit reaches
the cell next to the target, and either starts to wait
or enter the target through to when the capture succeeds
or fails.
2018-10-07 18:46:21 +02:00
Paul Chote
a53ef6e503 Add CaptureManager trait to fix multiple-trait interactions.
This fixes the various edge cases that occur when multiple
Captures or Capturable traits are defined on an actor and
are toggled using conditions.

The Sabotage threshold field moves from Capturable to
Captures in order to simplify the plumbing. The previous
behaviour ingame can be restored by creating a new
capturable type for each threshold level, each with their
own Captures trait.
2018-10-07 18:46:21 +02:00
Andre Mohren
640078a2b1 Refactored Health usage to IHealth. 2018-09-29 18:12:40 +02:00
Arular101
8a60918841 Update copyright notice year to 2018 2018-01-17 00:47:34 +01:00
Arular101
24b7f7a23f Cast to long to avoid overflow when multiplying by the health (part 2) 2018-01-13 17:32:34 +01:00
Forcecore
c762453607 (External)Capturable are now conditional 2017-11-15 13:54:15 +02:00
Mustafa Alperen Seki
f7983692ae Make Captures Upgradeable 2017-08-21 13:06:00 +02:00
Taryn Hill
43317e0f5d Update copyright notice year to 2017 2016-12-31 23:46:13 -06:00
Oliver Brakmann
1e86326cbc Make capturing grant player experience 2016-07-19 20:20:38 +02:00
Zimmermann Gyula
cf8fff2b99 Remove passing the warheads from DamageWarhead to AttackInfo.
Added a Damage class to pass damage value and damage(types) instead.
This removes a great amount of overhead and longterm opens possibilities to have damagetypes without warheads.
2016-07-12 10:09:49 +02:00
reaperrr
4894211789 Migrate Captures.SabotageHPRemoval and Capturable.CaptureThreshold to int percentages 2016-03-28 17:20:49 +02:00
Paul Chote
e71225496b Clarify GPL version. 2016-02-21 16:30:48 +00:00
Paul Chote
b396965fd9 Update licence header year. 2016-02-21 16:27:31 +00:00
Paul Chote
f5fafb1b9d Move EnterBehaviour behaviour to Enter. 2015-12-30 19:53:06 +00:00
atlimit8
09984683a7 Add ActorInfo.TraitInfo[OrDefault]<T>() requiring ITraitIfo types 2015-09-19 09:56:14 -05:00
Paul Chote
585a43fd8f Rename Actor.Destroy/Destroyed to Dispose/Disposed. 2015-05-29 19:08:38 +01:00
reaperrr
b52d055eec Misc constructor caching
Cache trait look-ups in constructor for various other traits and
activities.
2015-03-27 13:47:04 +01:00
penev92
37cdcaf354 Move everything Capture-related + Transform activity to Mods.Common 2015-01-08 01:49:15 +02:00