Paul Chote
ab1a798d04
Add GrantConditionOnBotOwner trait.
2017-07-07 21:31:45 +01:00
rob-v
686686417f
Add Actor Categories and Category dropdown filter in Map editor
2017-07-06 01:50:43 +02:00
reaperrr
3200f4fb0f
Remove bib-related hacks from Building and FootprintUtils
2017-07-06 01:42:55 +02:00
reaperrr
9b137afa6d
Add ITargetableCells interface
2017-07-06 01:42:55 +02:00
reaperrr
69aa4f5962
Building style fixes for better readability
2017-07-06 01:42:55 +02:00
reaperrr
faf9f7cede
Change Explodes.Weapon default to null
...
FieldLoader.Require makes the default pointless, so it makes more sense to change it to null.
2017-07-02 16:03:40 -05:00
reaperrr
a6b9bab033
Make Explodes conditional
2017-07-02 16:03:40 -05:00
Jean-Rémy Buchs
2e4cd8d820
Make SpawnActorOnDeath conditional
2017-07-02 10:00:08 -05:00
reaperrr
9e138178ad
WithAttackAnimation style fix
...
Looks better this way.
2017-07-01 12:33:51 +01:00
reaperrr
9c2e3aaa05
Make WithMoveAnimation conditional and modify only a single assigned sprite body
...
The latter to match what we do on WithAttackAnimation already.
2017-07-01 12:33:51 +01:00
Paul Chote
fdafbd9f15
Remove hardcoded references to FacingInit and TurretFacingInit.
2017-07-01 10:35:22 +01:00
Paul Chote
2a2bd676a3
Remove hardcoded references to HideBibPreviewInit.
2017-07-01 10:35:22 +01:00
rob-v
3e7bf1880f
Fix Map editor total ore money
2017-06-27 22:05:40 +01:00
rob-v
7772ebedf4
Check for Carryall, RevealOnFire FrozenActor.Actor is null
2017-06-24 11:42:50 +01:00
rob-v
78bf530a4e
Check for EnterTunnel FrozenActor.Actor is null
2017-06-24 11:42:50 +01:00
reaperrr
0a1083e554
Merge the Valid(...)Weapons methods
2017-06-24 11:24:17 +01:00
reaperrr
33e8bf9928
Adapt Attack logic to Weapon.TargetActorCenter
2017-06-24 11:24:17 +01:00
reaperrr
edffaa4987
Introduce Weapon.TargetActorCenter and adapt projectiles
...
This also fixes issues with attackers that don't have their own Attack
trait.
2017-06-24 11:24:17 +01:00
reaperrr
8e9f20cf4b
Cache traits implementing INotifyAttack
2017-06-22 04:13:47 -05:00
reaperrr
779218f381
Cache traits implementing modifiers
2017-06-22 04:13:47 -05:00
reaperrr
243ed3d76a
Cache traits implementing INotifyBurstComplete
2017-06-22 04:13:47 -05:00
Forcecore
100abe3246
Requested changes applied
...
* private this.info --> public Info for GCOnDeploy
* Parameter change for (un)deploy activities
2017-06-20 23:42:14 -05:00
Forcecore
a7cedc54ff
Deploy activities for mods and future AI scripting
2017-06-20 23:42:14 -05:00
Paul Chote
4040863707
Fix queued move activities.
2017-06-18 20:55:50 +02:00
Forcecore
a3c9d72cfd
Unbreak queued order
2017-06-18 12:03:29 +01:00
Forcecore
07a2ee5eab
Engineer repair activity can be queued
2017-06-18 12:03:29 +01:00
Paul Chote
4b4172f757
Make the Enter activity use the closest target position.
2017-06-17 21:18:28 +02:00
Paul Chote
995a3da43a
Rename Enter.targetCenter to repathWhileMoving.
2017-06-17 21:18:28 +02:00
Forcecore
728162e688
GCOnDeploy's ValidTerrain() takes location parameter
...
Fixes ##13394.
Possible use: AI's future deploy planning when the actor isn't actually
there yet. Also used in my mod for Slave Miner's deploy planning
2017-06-17 19:00:07 +02:00
reaperrr
da7433a95f
Add plumbing for targeting of target center instead of closest targetable position
...
Note: Projectiles that can track their target need minor additional changes, but for InstantHit (which already implemented support for this) and unguided projectiles (Bullet, GravityBomb) this commit is already sufficient.
2017-06-15 01:32:37 +02:00
Paul Chote
6ca0208694
Rename VoxelPreview to ModelPreview.
2017-06-14 18:56:06 +02:00
Paul Chote
736e70df78
Rename VoxelRenderable to ModelRenderable.
2017-06-14 18:56:06 +02:00
Paul Chote
34810756c2
Move Voxel code to Mods.Cnc.
2017-06-14 18:56:06 +02:00
Paul Chote
4f42778d26
Rename VoxelAnimation to ModelAnimation.
2017-06-14 18:56:06 +02:00
reaperrr
d52313ab18
Rename WithAttackAnimation.BodyName to just .Body
...
Shorter and more consistent with Armament.Turret, WithTurretedAttackAnimation.Turret, WithSpriteBarrel.Armament etc.
2017-06-12 19:01:10 -05:00
reaperrr
fef388834e
Throw yaml exception if WithAttackAnimation has no assigned sprite body
...
...or too many assigned bodies.
Also, further simplify WithAttackAnimation code.
2017-06-12 19:01:10 -05:00
reaperrr
5fb468922e
Make WithAttackAnimation conditional
2017-06-12 19:01:10 -05:00
reaperrr
2e70b6931b
Refactor WithAttackAnimation
...
- made trait compatible with actors that have more than one sprite body or enable/disable sprite bodies via conditions
- added check for running attack anim and prevent aim/reload sequences from overriding it
- added caching of whether trait has either aim or reload sequence, to avoid some string.IsNullOrEmpty look-ups every tick
2017-06-12 19:01:10 -05:00
Paul Chote
716343732f
Add AutoTargetPriority trait for smarter AutoTarget logic.
2017-06-11 17:14:21 -05:00
Paul Chote
e8d6d63707
Add IIssueDeployOrder.
2017-06-06 08:53:54 -06:00
reaperrr
6a212eea53
Make attacking actors/turrets face the targeted position
2017-06-05 14:22:47 +02:00
reaperrr
7acc6dacbc
Fix armaments/projectiles to aim at closest Target.Positions
...
Instead of CenterPosition.
TargetablePositions were already used for targeting/attack decisions, but not armaments/projectiles.
2017-06-05 14:22:47 +02:00
Markus Hartung
2a0b3b39ea
INotifyCreated.Created now calls base properly
2017-06-04 17:11:44 +02:00
Markus Hartung
f7ddb969c6
Change so Attack* calls Created on base class
2017-06-04 17:11:44 +02:00
abcdefg30
40e8c5136d
Fix the close enough check in Repair.cs
2017-06-04 15:35:40 +02:00
reaperrr
82758a8bef
Add TargetableOffsets to HitShape
...
And remove ITargetablePositions from Building.
Also, added UseFootprintOffsets to replicate the old Building behavior for easier setup of TargetablePositions for buildings.
2017-06-04 00:07:08 +02:00
reaperrr
7fd0a3aa58
Lint check and yaml enforcement for HitShape
...
Now that Health no longer provides a HitShape, actors with Health need at
least one HitShape trait.
2017-06-04 00:07:08 +02:00
reaperrr
43b55ae333
Move Shape from Health to new HitShape trait
...
Renamed Shape to Type
2017-06-04 00:07:08 +02:00
atlimit8
afa5a7772d
Split ConditionByStance in AutoTarget
2017-05-29 20:41:10 +01:00
atlimit8
cadfbe8a29
Grant condition by unit stance
2017-05-29 20:41:10 +01:00