Commit Graph

17 Commits

Author SHA1 Message Date
Paul Chote
29fa9e3aeb Shift movement cost/speed into IMove; regressions in a few areas 2010-06-25 17:05:56 +12:00
Paul Chote
6a5869f2c6 Begin cleaning up terraintypes/movetypes 2010-06-25 15:52:12 +12:00
Paul Chote
7ac8d0cf59 Units automatically path around known hazards (eg static base defenses). Test using SAM and TRAN.
Todo: Ignore hazards when force-moving; Apply only to known enemy hazards; Implement more hazard classes

Also add a few files I forgot from previous patches
2010-06-25 13:53:37 +12:00
Paul Chote
0aeca2aadc Helicopters use pathfinder 2010-06-24 21:51:22 +12:00
Paul Chote
3e664779ef Remove a bunch of unnecessary caching 2010-06-24 21:51:22 +12:00
Paul Chote
b7c8e55d14 Some initial hacks towards multiple-infantry-per-cell. Make the pathfinder smart enough to do what we need, and remove a *lot* of stupid duplication. Needs more work. 2010-06-24 21:51:22 +12:00
Chris Forbes
8e46f99ab9 make it actually sortof work 2010-05-16 12:53:20 +12:00
Chris Forbes
77b88729e6 fix crash in prev; fix broken pathing wrt crushables 2010-04-23 21:30:13 +12:00
Chris Forbes
0e18d4e050 fix lane bias in PathSearch 2010-04-23 18:27:51 +12:00
Paul Chote
b8702e494b Fix most of the x/y issues 2010-04-09 14:50:46 +12:00
Chris Forbes
0596b08f2c rules-based terrain cost, part 1 2010-04-02 16:45:41 +13:00
Chris Forbes
8e0e776a9a remove path debug; convert all other chat abuses to Game.Debug() 2010-03-30 07:54:23 +13:00
Chris Forbes
4844c82051 add a noob little path cache 2010-03-28 17:19:54 +13:00
Chris Forbes
6b7d824b9b having a look at this perf stuff... 2010-03-28 10:34:43 +13:00
Paul Chote
b4540db406 Begin unfailing movement types / IsBuildable / etc 2010-03-21 18:56:22 +13:00
Paul Chote
ae2bbae16c Begin unhardcoding 128 map size; Trees; Waypoints 2010-03-04 09:37:22 +13:00
alzeih
7881deca30 Everything is now OpenRA, not OpenRa 2010-02-27 21:10:22 +13:00