Gustas
69867b6c06
Fix EMP'ed units turning
2023-06-21 20:55:52 +02:00
darkademic
19fa03435b
Only consider non-paused armaments (if any exist) when determining min/max range.
2023-06-20 16:46:21 +02:00
abcdefg30
5bf7fe852c
Remove the copyright year numbers
2023-01-11 11:58:54 +02:00
abcdefg30
d8349a429a
Remove unnecessary uses of Exts.IsTraitEnabled
2022-10-14 13:50:57 +03:00
abcdefg30
6a31b1f9f3
Update the copyright header year
2022-05-28 00:35:10 -05:00
Andre Mohren
6810469634
Updated copyright years.
2021-06-29 18:33:21 -05:00
teinarss
d60c05eff3
Change to use pattern matching
2021-03-27 17:29:20 +01:00
Andre Mohren
1f6e0f582a
Fixed aiming not propertly stopped.
2021-03-20 18:33:04 +01:00
abcdefg30
4953ce314b
Make Attack turn during its own tick
2020-12-05 16:41:30 +00:00
Paul Chote
77ffc20a5f
Convert Attack*.FacingTolerance to WAngle.
2020-11-30 16:39:48 +01:00
teinarss
13581c030d
Use in parameter for Target
2020-11-06 22:02:24 +01:00
teinarss
27f1a7ab27
Use out var syntax
2020-08-19 18:11:07 +01:00
Matthias Mailänder
3bce55ac44
Cancel the attack when no traits are active.
2020-06-19 13:43:03 +02:00
Paul Chote
6adf45bcb4
Convert IFacing.Facing and TurnSpeed to WAngle.
2020-06-12 18:35:41 +02:00
abcdefg30
23b3c237b7
Update the year numbers in all license headers to 2020
2020-01-05 17:00:34 +00:00
abcdefg30
1e138a9774
Drop invisible invalid targets immediately when changing stance
2019-12-14 17:17:36 +01:00
tovl
4a609bbee8
Allow units to give way when path is blocked by oncoming unit.
2019-09-15 17:51:34 +01:00
Turupawn
3240b1e9eb
Overhaul target line rendering:
...
- Targets are now defined by the activities
- Queued activities are shown
- Support custom attack colors
2019-08-05 02:53:09 +01:00
tovl
3790169db9
Make Tick return bool
2019-07-03 20:42:19 +02:00
tovl
b9c302a73a
Move ChildActivity handling into base Activity class.
2019-07-03 20:42:19 +02:00
Paul Chote
3ca9d4b773
Drop targets when switching to a more restrictive stance.
2019-05-21 15:52:55 +02:00
tovl
9abf715fd7
Allow opportunity fire for aircraft.
2019-05-04 23:40:16 +02:00
Lars Beckers
e6750bf19c
Fix attack behaviour of disabled units.
2019-04-20 02:28:27 +02:00
tovl
6f213dddec
Make Attack use ChildActivities
2019-03-10 20:51:47 +01:00
tovl
a17cd0fa06
Replaced Canceled state with Canceling state.
2019-03-09 21:47:43 +00:00
tovl
8191a6566b
Add missing self and optional pretick parameters to Queue, QueueChild and PrintActivity methods.
...
This means sequenceActivities needs to accept self as well.
2019-03-09 21:47:43 +00:00
Paul Chote
ab4a7e3558
Replace System.Drawing primitives with our own.
2019-03-04 18:26:42 +00:00
Paul Chote
49621bebd0
Abort activities when we don't know how close to move to a target.
2019-02-09 19:20:10 +01:00
Paul Chote
0a57fbda3c
Prefer target to lastVisible target if it is visible.
2019-02-03 16:32:25 +01:00
Paul Chote
7c52a6f498
Fix target invalidation and reacquisition in Attack.
2019-01-26 22:53:46 +00:00
Paul Chote
d03c5b1c48
Split Target.Recalculate into methods with and without invalidation.
...
TargetExtensions is moved into its own file.
2019-01-26 22:53:46 +00:00
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
Paul Chote
6fc291a634
Disable target recalculation for bots.
...
This fixes bot-controlled units freezing when they
lock on to units that aren't visible.
2019-01-03 02:04:08 +01:00
Paul Chote
c34dd4b824
Allow Attack activities to target FrozenActors directly.
...
Removing the legacy FrozenActor to Actor workaround
fixes a number of long-standing bugs.
This also prevents units from losing their target when
it transforms into a different actor type.
2018-12-17 22:19:26 +01:00
Paul Chote
2ac7e451b4
Remove AttackBase.IgnoresVisibility.
...
This was a workaround for D2K sandworms, which is
now implemented using a custom attack activity.
2018-12-17 22:19:26 +01:00
Arular101
8a60918841
Update copyright notice year to 2018
2018-01-17 00:47:34 +01:00
Paul Chote
b898b5001a
Rename AttackBase.IsAttacking to IsAiming to make its uses and assumptions clear.
2017-11-26 15:58:00 +01:00
Paul Chote
ea05221180
Count AttackStatus.NeedsToTurn as valid for AttackBase.IsAttacking.
2017-11-26 15:58:00 +01:00
Paul Chote
1376ad674e
Remove Player.CanViewActor and .CanTargetActor.
2017-11-03 09:56:00 +01:00
forcecore
d1328212c6
AttackFrontal's FacingTolerance is now in effect
2017-08-07 10:26:26 +02:00
Forcecore
801796b184
FIX game hanging when units with 0 min-range attack units at 0 range.
...
Fixes #13307
2017-07-12 20:51:35 +02:00
reaperrr
33e8bf9928
Adapt Attack logic to Weapon.TargetActorCenter
2017-06-24 11:24:17 +01:00
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
reaperrr
6a212eea53
Make attacking actors/turrets face the targeted position
2017-06-05 14:22:47 +02:00
Paul Chote
2bd5a392d1
Add plumbing for custom movement layers.
2017-01-29 18:58:33 +00:00
Taryn Hill
43317e0f5d
Update copyright notice year to 2017
2016-12-31 23:46:13 -06:00
Matthias Mailänder
ecbd1a0247
Merge pull request #9509 from penev92/upgradeTickTank
...
Convert Tick Tank to use DeployToUpgrade + some fixes
2016-02-23 23:33:38 +01:00
Pavel Penev
07947179cd
Don't crash on multiple Attack* traits
...
This is important for actors that use upgrades to switch between attack types.
2016-02-22 02:44:25 +02:00
Paul Chote
e71225496b
Clarify GPL version.
2016-02-21 16:30:48 +00:00