Alexander Fast
070d00c678
Fixes year numbers in license text in file headers.
2014-08-21 11:27:52 +02:00
RoosterDragon
22abf9b4c4
Remove and sort usings.
2014-06-18 21:43:35 +01:00
Paul Chote
58c3f9ad0c
Use MoveWithinRange for attack activities.
...
Fixes #2104 . Fixes #2923 . Fixes #4455 .
2014-06-15 22:48:43 +12:00
Paul Chote
887a515e14
Add MinRange plumbing to attack activities.
2014-06-15 22:48:43 +12:00
ScottNZ
7e6f7c51e1
Refactor AutoTarget scan and GPS interaction, and cache trait lookup for a slight performance boost
2014-06-07 12:01:50 +12:00
Taryn
9c4ad15d1e
Changed most references of trait Mobile -> IMove.
...
In Mobile.cs IsMoving now has a public set as opposed to the initial internal.
Added IMoveInfo interface to go with *Info classes that require IMove.
WithRotor now uses IMove.IsMoving instead of (self.CenterPosition.Z > 0) as part of a check.
2014-02-02 15:13:49 -06:00
ScottNZ
00ec1ca87a
Remove unused usings
2013-11-12 19:39:33 +13:00
Paul Chote
bc5c11e44f
Check ITargetable when deciding target validity. Fixes #3659 .
2013-08-22 19:29:05 +12:00
Paul Chote
40a9caddc7
Add FrozenActor target type.
2013-08-12 21:34:18 +12:00
Paul Chote
4f3c9aa0af
Introduce Target.Type property.
2013-08-11 22:23:52 +12:00
Paul Chote
91698678a2
Use WRange for Mobile.MoveWithinRange.
2013-07-10 19:59:03 +12:00
Paul Chote
d0bed06765
Use WVec overload of Util.GetFacing where possible.
2013-07-08 21:52:27 +12:00
Paul Chote
6f67602d57
Use Target range checks in attack activities.
2013-07-06 19:12:26 +12:00
Kenny
f41fb32d60
Introducing per-player shrouds.
...
- Each player has their own shroud and their visibility does not extend outside of the shroud.
- Units and buildings can no longer target other units outside of their visibility. Buildings can still be targetted if they have been explored.
- GPS will provide visibility in the fog-of-war.
- Spies that infiltrate radar domes will gain their victim's exploration and reset it on all clients (if the victim does not have GPS)
2012-12-13 15:16:56 -08:00
Chris Forbes
75e32c0573
don't fetch IFacing unless we actually need it, in Attack
2012-03-04 11:17:46 +13:00
Chris Forbes
bc6af1841b
fix indents everywhere
2011-10-18 15:10:17 +13:00
Chris Forbes
2bc260c833
move Activity from OpenRA.Traits.Activities namespace to OpenRA.Traits
2011-10-06 23:11:58 +13:00
Chris Forbes
55036cd58c
fix trailing whitespace everywhere
2011-09-26 08:40:39 +13:00
alzeih
255bac6aff
QueuedActivity's Insert is broken
2011-04-16 12:50:13 +12:00
Paul Chote
094907c1a9
Update copyright header. Normalize line endings to LF.
2011-02-13 10:38:57 +13:00
Chris Forbes
888fe35f08
make repath much less aggressive while attacking, to fix perf
2010-12-27 19:17:02 +13:00
Paul Chote
eb8682fd0e
Fix AutoHeal
2010-11-30 13:37:10 +13:00
Paul Chote
434ea26950
Fix cloaked units.
2010-11-27 11:28:22 +13:00
Paul Chote
dba7335594
Fix a pile of compiler warnings.
2010-11-21 13:10:22 +13:00
Bob
f8e6245903
make order queuing work for buildings and turreted units, too
2010-11-14 15:48:02 +13:00
geckosoft
6b40abb58c
Implemented: Stances
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Added: Basic stances (Aggressive, Guard (Hold Ground), Hold Fire, None (dummy), Return Fire)
Added: WorldCommandWidget (to be able to set said stances)
Added: WorldCommandWidget to ra (cnc will follow, later on)
Changed: Added support to AttackBase for firing with movement disabled + utility method ScanForTarget (used by stances)
Added: AssignUnitStance (attach this to unit-producing actors, together with what stances can be picked as 'default')
2010-11-13 17:26:42 +13:00
Bob
47ed79b912
rename some of Mobile's Activity-builders
2010-11-07 17:16:11 +13:00
Bob
8129d5d7dc
use CenterLocation, not Location, to determine facing during attack
2010-11-05 19:50:17 +13:00
Bob
a77b7af5fd
add Target overload for IsInRange
2010-11-05 19:50:16 +13:00
Bob
50b1ba3acc
attack if in range of any cell of a building
2010-11-05 19:50:15 +13:00
Bob
aa0b7bedf0
pass target to DoAttack
2010-10-25 08:03:10 +13:00
Bob
0d9cf63dd2
move Mobile et al into Mods/
2010-10-22 11:31:13 +13:00
Bob
6513bd5fe0
don't use Move directly
2010-10-22 11:10:32 +13:00
Bob
d8de477edb
fix IdleAnimation. add IsAttacking to AttackBase
2010-09-22 12:21:49 +12:00
Bob
e2eae7973b
removing warning
2010-09-22 11:18:47 +12:00
Bob
ef665df2e9
refactor activity queueing
2010-09-22 10:13:13 +12:00
Bob
ae703d50b2
Actor.traits is implementation detail
2010-08-14 17:39:49 +12:00
Paul Chote
d29e3f3f0e
Split facing into its own interface; fix husks
2010-08-01 01:01:31 +12:00
Paul Chote
207ee49da3
Move Facing and Altitude onto IMove impls, with associated pile of cleanups
2010-08-01 01:01:31 +12:00
alzeih
cad1418199
use Range as a *range*, not as a nearenough.
2010-07-23 21:40:06 +12:00
Chris Forbes
73b6eb568b
more of attack-ground (order wiring, etc); doesn't work.
2010-07-22 08:26:52 +12:00
Chris Forbes
5c61c9d3a9
migrating most things to use the Target struct rather than Actor directly.
2010-07-22 08:26:51 +12:00
Chris Forbes
d5f12dd8ee
trim down license spam in all files
2010-07-18 16:48:21 +12:00
Bob
fb6c44bce3
move render{building,buildingturreted,unit} into mods.ra; move all render traits into mods.ra.render
2010-07-08 17:24:12 +12:00
Bob
281d013c3b
move Combat, AttackBase, and associates into mod
2010-07-08 16:38:58 +12:00