Commit Graph

2512 Commits

Author SHA1 Message Date
Oliver Brakmann
32b0170785 Fix primary building flag not working properly in D2k 2018-01-13 17:19:38 +01:00
Alexis Hunt
157a783df5 Correct UI for unslowed queues in low power.
Because of the way the tick logic works, 0 (or any negative number) for
LowPowerSlowdown is functionally equivalent to 1. But LowPowerSlowdown
is multipled by a time in several cases, so while 1 will produce the
correct result (no slowdown), 0 will say that the time remaining is
00:00. Forbid nonpositive values, and correct the d2k mod which was
using 0.

Additionally, in the production tooltip, the colour should display as
white even in low power if there is no slowdown.
2018-01-13 16:13:59 +01:00
Mustafa Alperen Seki
ff39802090 Make /kill and /dispose use orders. 2018-01-13 15:50:54 +01:00
Paul Chote
f8abd5d319 Serialize the correct player in FrozenActor-targeting orders. 2018-01-01 16:01:44 +01:00
reaperrr
cefe3d2c8f When Armament has multiple LocalOffsets but weapon has Burst: 1, cycle through offsets 2017-12-29 15:28:34 +00:00
Mustafa Alperen Seki
9871abe562 Make crushable conditional 2017-12-29 15:25:38 +00:00
Mustafa Alperen Seki
7014393211 Move Generic Prefixes to yaml and add prefix for Neutral 2017-12-28 12:00:53 +00:00
TheChosenEvilOne
1a947907d3 Make Transforms a PausableConditionalTrait. 2017-12-28 11:22:29 +00:00
reaperrr
b70e4de5ee Refactor support powers to use ticks instead of seconds for all delays - code changes
Also renamed ChargeTime to ChargeInterval.
2017-12-28 10:04:43 +00:00
Paul Chote
5425a5a28e Replace CanPowerDown with ToggleConditionOnOrder. 2017-12-27 20:18:27 +01:00
Mustafa Alperen Seki
7f77e4cf40 Remove ProductionDoorOverlay while transforming 2017-12-27 13:50:58 +00:00
Mustafa Alperen Seki
acf25354b0 Consider BuildAtProductionType for exit types too for normal ProductionQueue 2017-12-27 13:46:20 +00:00
Mustafa Alperen Seki
f7de5d46be Allow GrantConditionOnPrerequisite to work on Player: 2017-12-27 02:31:07 +01:00
Paul Chote
ec97214c16 Fix ProductionOverlay crash. 2017-12-25 21:34:31 +01:00
Unknown
4be593123d add me (jongleur1983) to AUTHORS
#14558: MovingToRefinery takes actor instead of CPos

DeliveryOffset (previously added by the harvester) is now taken into account by the AutoCarryable
fix whitespaces
2017-12-25 03:52:44 +01:00
Peter Amrehn
73bd80ebc5 #14542: order CarrryAll to the target's location, not to 0,0
(which is in order.TargetLocation
#14542: don't use deprecated TargetActor property, replace by

Target.Actor.Location
2017-12-25 03:52:44 +01:00
abcdefg30
a6258485c9 Add a "EffectiveOwnerFromOwner" property to change the effective owner of a spawned actor 2017-12-24 00:41:15 +01:00
abcdefg30
b99d21b818 Add support for carrying effective owners over to husk actors 2017-12-24 00:41:15 +01:00
abcdefg30
b9987dcbda Add a fallback to InternalOwner if the victim was defeated 2017-12-24 00:41:15 +01:00
abcdefg30
d4d9959159 Let Husk implement IEffectiveOwner 2017-12-24 00:41:15 +01:00
abcdefg30
503b91d391 Remove an unused using 2017-12-24 00:41:15 +01:00
abcdefg30
bd52e56aaf Add the possibility to deny spawning actors for dead players 2017-12-24 00:41:15 +01:00
Mustafa Alperen Seki
e2f3989f46 Fix that conditions for InitialUnits are not given 2017-12-23 21:22:31 +01:00
reaperrr
04fb0f209d Spatially partition some actor overlays 2017-12-23 17:56:11 +00:00
Paul Chote
2794b14f52 Calculate actor preview bounds directly. 2017-12-23 17:16:13 +00:00
abcdefg30
3af3299921 Fix a crash in PlaceBuilding.cs 2017-12-22 09:06:27 +00:00
Paul Chote
1a73a2578b Make GivesBounty conditional. 2017-12-21 23:52:04 +01:00
Paul Chote
e79680e22c Add LobbyPrerequisiteCheckbox trait. 2017-12-21 23:52:04 +01:00
reaperrr
01a88862b3 Remove IDisable for good 2017-12-17 21:18:44 +00:00
reaperrr
c1cba4ecc1 Make Gate more independent from Building and pausable-conditional
Replace Gate IsDisabled checks with IsTraitDisabled/Paused checks
2017-12-17 21:18:44 +00:00
reaperrr
383840135f Replace IsDisabled checks in production with IsTraitPaused/Disabled checks
Note: We might want to separate IsTraitDisabled checks later (possibly make the latter cancel the currently produced item), but that can be done in a follow-up.
2017-12-17 21:18:44 +00:00
RoosterDragon
bf21fc5213 Use StringComparison.Ordinal for StartsWith checks in TechTree.cs. 2017-12-17 01:28:25 +01:00
RoosterDragon
13edaefcac Avoid LINQ when building map domains. 2017-12-17 01:28:25 +01:00
RoosterDragon
dd2ae9fe5e Avoid LINQ in some Tick methods.
As Tick is called often, avoiding allocation overhead in these methods is useful.
2017-12-17 01:28:25 +01:00
RoosterDragon
c8c7629bce Convert some stray spaces to tabs. 2017-12-16 15:53:03 +00:00
GSonderling
488cec64b8 Added support for filtering exits by production type. 2017-12-13 04:08:52 +01:00
Paul Chote
36fccbc453 Add Checkbox/Dropdown to lobby options yaml fields. 2017-12-12 22:43:11 +01:00
Paul Chote
ea32c758eb Expose default UI labels and tooltips to yaml. 2017-12-12 22:43:11 +01:00
Paul Chote
2e24c14503 Make SpawnMPUnitsInfo fields readonly. 2017-12-12 22:43:11 +01:00
Paul Chote
763630f547 Make DeveloperInfo fields readonly. 2017-12-12 22:43:11 +01:00
Paul Chote
97cdce7448 Add additional metadata to lobby options. 2017-12-12 22:43:11 +01:00
RoosterDragon
0899d02377 Avoid allocations when generating RadarSignatureCells.
The RadarWidget can supply a reusable buffer to each trait to avoid individual traits having to return new enumerables. Additionally, this allows the two traits to avoid LINQ and further allocations as they can manually enumerate and populate the buffer themselves.
2017-12-12 00:00:51 +01:00
Paul Chote
c87409ed1a Remove legacy bounds code. 2017-12-11 19:45:07 +01:00
Paul Chote
ff5b4b15b3 Introduce IDecorationBounds to replace Actor.SelectionOverlayBounds. 2017-12-11 19:45:07 +01:00
Paul Chote
6f5d035e79 Introduce IMouseBounds and split/rework mouse rectangles.
The render bounds for an actor now include the area covered
by bibs, shadows, and any other widgets. In many cases this
area is much larger than we really want to consider for
tooltips and mouse selection.

An optional Margin is added to Selectable to support cases
like infantry, where we want the mouse area of the actor
to be larger than the drawn selection box.
2017-12-11 19:45:07 +01:00
Paul Chote
8fcc80b05a Use IRender.ScreenBounds in ScreenMap.
Traits are now required to trigger a ScreenMap update whenever they
believe that their ScreenBounds have changed.
2017-12-11 19:45:07 +01:00
Paul Chote
fa65fef4d1 Add IRenderModifier.ModifyScreenBounds to support WithShadow. 2017-12-11 19:45:07 +01:00
Paul Chote
86bfe28ade Add ScreenBounds method to IRender interface.
This method is expected to return Rectangles that cover
the region where Renderables returned by Render may exist.
2017-12-11 19:45:07 +01:00
Paul Chote
46f6263061 Update ScreenMap state in a single pass at the end of the tick. 2017-12-11 19:45:07 +01:00
Paul Chote
373aaee004 Use World.(AddTo|RemoveFrom)Maps in Immobile/Building. 2017-12-11 19:45:07 +01:00