Previously the StartGameNotification and MusicPlaylist traits used the IWorldLoaded interface to play an audio notification and begin music when the game started. However this interface is used by many traits to perform initial loading whilst the load screen was visible, and this loading can take time. Since the traits could run in any order, then audio notification might fire before another trait with a long loading time. This is not ideal as we want the time between the audio notification occurring and the player being able to interact to be as short and reliable as possible.
Now, we introduce a new IPostWorldLoaded which runs after all other loading activity, and we switch StartGameNotification and MusicPlaylist to use it. This allows timing sensitive traits that want to run right at the end of loading to fire reliably and with minimal delay. The player perception of hearing the notification and being able to interact is now much snappier.
When handling the Nodes collection in MiniYaml, individual nodes are located via one of two methods:
// Lookup a single key with linear search.
var node = yaml.Nodes.FirstOrDefault(n => n.Key == "SomeKey");
// Convert to dictionary, expecting many key lookups.
var dict = nodes.ToDictionary();
// Lookup a single key in the dictionary.
var node = dict["SomeKey"];
To simplify lookup of individual keys via linear search, provide helper methods NodeWithKeyOrDefault and NodeWithKey. These helpers do the equivalent of Single{OrDefault} searches. Whilst this requires checking the whole list, it provides a useful correctness check. Two duplicated keys in TS yaml are fixed as a result. We can also optimize the helpers to not use LINQ, avoiding allocation of the delegate to search for a key.
Adjust existing code to use either lnear searches or dictionary lookups based on whether it will be resolving many keys. Resolving few keys can be done with linear searches to avoid building a dictionary. Resolving many keys should be done with a dictionary to avoid quaradtic runtime from repeated linear searches.
This changeset is motivated by a simple concept - get rid of the MiniYaml.Clone and MiniYamlNode.Clone methods to avoid deep copying yaml trees during merging. MiniYaml becoming immutable allows the merge function to reuse existing yaml trees rather than cloning them, saving on memory and improving merge performance. On initial loading the YAML for all maps is processed, so this provides a small reduction in initial loading time.
The rest of the changeset is dealing with the change in the exposed API surface. Some With* helper methods are introduced to allow creating new YAML from existing YAML. Areas of code that generated small amounts of YAML are able to transition directly to the immutable model without too much ceremony. Some use cases are far less ergonomic even with these helper methods and so a MiniYamlBuilder is introduced to retain mutable creation functionality. This allows those areas to continue to use the old mutable structures. The main users are the update rules and linting capabilities.
By tracking updates on the ActorMap the HierarchicalPathFinder can be aware of actors moving around the map. We track a subset of immovable actors that always block. These actors can be treated as impassable obstacles just like terrain. When a path needs to be found the abstract path will guide the search around this subset of immovable actors just like it can guide the search around impassable terrain. For path searches that were previously imperformant because some immovable actors created a bottleneck that needed to be routed around, these will now be performant instead. Path searches with bottlenecks created by items such as trees, walls and buildings should see a performance improvement. Bottlenecks created by other units will not benefit.
We now maintain two sets of HPFs. One is aware of immovable actors and will be used for path searches that request BlockedByActor.Immovable, BlockedByActor.Stationary and BlockedByActor.All to guide that around the immovable obstacles. The other is aware of terrain only and will be used for searches that request BlockedByActor.None, or if an ignoreActor is provided. A new UI dropdown when using the `/hpf` command will allow switching between the visuals of the two sets.
Requires<T> means that trait of type T will be initialized first, and asserts that at least one exists. The new NotBefore<T> means that trait of type T will be initialized first, but allows no traits.
This allows traits to control initialization order for optional dependencies. They want to be initialized second so they can rely on the dependencies having been initialized. But if the dependencies are optional then to not throw if none are present.
We apply this to Locomotor which was previously using AddFrameEndTask to work around trait order initialization. This improves the user experience as the initialization is applied whilst the loading screen is still visible, rather than the game starting and creating jank by performing initialization on the first tick.
Actor previously cached targetable locations for static actors as an optimization. As we can no longer reference the IPositionable interface, move this optimization to HitShape instead. Although we lose some of the efficiency of caching the final result on the actor, we gain some by allowing HitShape to cache the results as long as they have not changed. So instead of being limited to static actors, we can extend the caching to currently stationary actor.
Aligns the naming conventions defined in editorconfig (dotnet_naming_style, dotnet_naming_symbols, dotnet_naming_rule) which are reported under the IDE1006 rule with the existing StyleCop rules from the SA13XX range.
This ensures the two rulesets agree when rejecting and accepting naming conventions within the IDE, with a few edges cases where only one ruleset can enforce the convention. IDE1006 allows use to specify a naming convention for type parameters, const locals and protected readonly fields which SA13XX cannot enforce. Some StyleCop SA13XX rules such as SA1309 'Field names should not begin with underscore' are not possible to enforce with the naming rules of IDE1006.
Therefore we enable the IDE1006 as a build time warning to enforce conventions and extend them. We disable SA13XX rules that can now be covered by IDE1006 to avoid double-reporting but leave the remaining SA13XX rules that cover additional cases enabled.
We also re-enable the SA1311 rule convention but enforce it via IDE1006, requiring some violations to be fixed or duplication of existing suppressions. Most violations fixes are trivial renames with the following exception. In ActorInitializer.cs, we prefer to make the fields private instead. ValueActorInit provides a publicly accessible property for access and OwnerInit provides a publicly accessible method. Health.cs is adjusted to access the property base instead when overriding. The reflection calls must be adjusted to target the base class specifically, as searching for a private field from the derived class will fail to locate it on the base class.
Unused suppressions were removed.
- Split control groups management to its own interface
- Add hotkeys for selecting, creating, adding to and combining with control groups
- Add a ControlGroups widget to manage the player interaction
While they may be only 'visual' in terms of influence/cell grid,
they all do update CenterPosition, which is essentially the
actual world position of the actor.
'Visual' would imply that it only affects the position where the
actor is drawn, which is inaccurate.
Furthermore, using the term 'Visual' here would make
naming future methods/properties related to visual interpolation
unnecessarily complicated, because that's where we might
need a real 'Visual(Only)Position'.
All targetlines can now be set to a custom color in yaml or set to be invisible.
All automated behaviours including scripted activities now have no visible target lines.