Commit Graph

2512 Commits

Author SHA1 Message Date
Zimmermann Gyula
b5893d4c6d Implement GrantExternalConditionToCrusher. 2018-04-08 19:04:05 +02:00
Michael Silber
1b110b7833 Add Replaceable and Replacement traits to support wall overrides. 2018-04-07 23:32:24 +02:00
reaperrr
0c52ff3ae5 Cache TargetablePositions in Actor
To speed up Target.Positions.
2018-04-07 17:24:13 +01:00
RoosterDragon
c9b19ffe52 Prevent attack move crashing if selected actors die.
- Cancel attack move if all actors die.
- Command bar no longer shows available actions from any dead units.
2018-04-04 18:30:47 +02:00
Thomas Ze
7552afeb16 Fix ActorMap.RemoveInfluenceInner see #14939 (RemoveInfluenceInner(influenceNode.Next.Next) call on influenceNode.Actor == toRemove) 2018-03-23 04:43:03 -03:00
Paul Chote
d79d4479c7 Work around AI orders to invalid cells. 2018-03-22 13:52:41 +01:00
Paul Chote
7e94fa8c8a Fix multi-turreted actors not appearing in the map editor. 2018-03-22 12:21:34 +01:00
Michael Silber
6b24271a17 Pass ActorInfo through building-placement-validation code. 2018-03-21 12:53:50 +01:00
RoosterDragon
5bd5a384b7 Use a BitSet for representing target types.
- Rename Bits<T> to BitSet<T>.
- Implement set based helpers for BitSet<T>.
- When representing TargetTypes of ITargetable in various traits, use a BitSet<TargetableType> instead of HashSet<string> for better performance & reduced memory usage.
- Fix FieldLoader to trim input values when generating a BitSet<T>.
- Require T in BitSet<T> and BitSetAllocator<T> to be a class since it's just a marker value. This allows the JIT to instantiate generic code for these classes once, as they don't benefit from specialized code for T. (Typically JITs will generate shared code for all reference types, and unique code for every value type encountered).
2018-03-21 12:07:44 +01:00
reaperrr
f351f0346f Cache map option ShortGame at game load
To reduce MapOptions calls.
2018-03-21 01:49:52 -03:00
RoosterDragon
0555ce9321 Reduce allocations in AutoTarget.ChooseTarget.
- Cache active target query.
- Prefer .Count == 0 over Any when working with Lists.
- Use helper for GetEnabledTargetTypes.
- Don't declare target variable until actually needed.
2018-03-21 01:08:59 -03:00
RoosterDragon
986025ca76 Reuse HashSets for actors entered/exited in CellTrigger & ProximityTrigger.
Actors involved in the trigger are determined as actors move around near the trigger - and can be expensive in some maps. This allows us to avoid allocating new sets and the CPU hit required to set it up each time.
2018-03-21 01:01:48 -03:00
RoosterDragon
d2f2029caf Add FirstNonEmptyBounds method for IDecorationBounds interface.
This provides a more efficient way of determining the bounds by avoiding LINQ. A helper that works directly on arrays prevents allocation of an enumerator when the collection is know to be an array.
2018-03-18 22:06:12 +01:00
RoosterDragon
b4609337f8 Reuse a HashSet for deduplicating footprints in AffectsShroud.
Shroud footprints are recalculated as actors move around the map, and thus this gets called quite often. This allows us to avoid allocating a new set and the CPU hit required to set it up each time.
2018-03-18 16:46:07 +01:00
RoosterDragon
63810220e4 Improve some usages of Aggregate. 2018-03-18 16:44:17 +01:00
Mustafa Alperen Seki
356f24b78c Add logic to disallowing On Hold on a queue. 2018-03-18 15:58:57 +01:00
xecollons
227cf35d5f Added TooltipDescription 2018-03-10 17:55:05 +01:00
reaperrr
fd83cbf60f Fix WithTurretAimAnimation disabled handling
The old sequence was not recovering when this trait lost its required
condition while the aim anim was running.

Now it doesn't unconditionally return, but instead checks what the
current sequence is and resets to base turret sequence if AimAnim is
disabled.
2018-03-10 00:13:42 +01:00
Mustafa Alperen Seki
1d8b1906ef Add IsPlayerPalette support to WithDecoration 2018-03-10 00:12:56 +01:00
reaperrr
5a889c0efd De-duplicate some WithTurretAttackAnimation code 2018-03-09 21:30:30 +01:00
reaperrr
769a49ef0b Make WithTurretAimAnimation conditional 2018-03-09 21:30:30 +01:00
reaperrr
76da40bbda Make WithTurretAttackAnimation conditional 2018-03-09 21:30:30 +01:00
reaperrr
79c78090d1 Remove WithSpriteTurret.AimSequence
We can now use WithTurretAimAnimation instead.
2018-03-09 19:28:29 +01:00
reaperrr
a1ad76ba74 Split *AimAnimation from WithTurretAttackAnimation
These two didn't interact and actually even conflicted when used at the same time, so splitting them is the sensible thing to do.
2018-03-09 19:28:29 +01:00
reaperrr
d643d2ebda Remove legacy .aud sound defaults from Common traits
While C&C-specific sound defaults might be acceptable for C&C-specific traits like MadTank and Chronoshiftable, for common, generic traits like Building they no longer are.
2018-03-09 18:58:49 +01:00
Mustafa Alperen Seki
5e7e3bb011 Add DamageTypes to Kill() and make some traits use it. 2018-03-09 00:25:29 +01:00
Pavel Penev
b620e8107f Added GrantRandomCondition trait. 2018-03-08 18:15:54 +01:00
Mustafa Alperen Seki
c976bb1d7b Make BaseProvider PausableConditional 2018-03-08 17:19:23 +01:00
Matthias Mailänder
12054506e1 Add support for JASC and GIMP color palettes 2018-03-08 16:54:13 +01:00
reaperrr
55b11d1745 Don't cache ActorSpawners at creation
Re-evaluate before every spawn attempt instead.
Also accounts for ActorSpawner being conditional now.

While a bit more costly in terms of performance, this allows to create spawns mid-game.
2018-03-08 15:39:44 +01:00
Voidwalker
711bad91a3 Generalize WormManager into ActorSpawnManager.
Added support of multiple actors, conditions and types.
2018-03-08 15:39:44 +01:00
Matthias Mailänder
cf944ae9f1 Require IntoActor everywhere. 2018-02-23 20:02:47 +01:00
Matthias Mailänder
6bd1e90671 Add TransformCrusherOnCrush 2018-02-23 20:02:47 +01:00
Alexis Hunt
08ad7d7f4e Refactor handling of hit radii in projectiles.
penev discovered that the RulesetLoaded functions of projectiles were
never being called, meaning that their blocking calculations were not
properly accounting for actors with large hitboxes.

The best fix for this is to change FindActorsOnLine to always account
for the largest actor's hit radius, rather than forcing callers to pass
the largest radius. Per the comment in Util.cs, as a result, move this
computation to ActorMap. I decided to simplify by not making a separate
calculation for actors that block projectiles only; this may cause a
small performance degradation as the search space is a bit larger.

Similarly to this, I've removed the ability to specify a search radius
manually. Because this is only a search radius, setting a value smaller
than the largest eligible actor makes no sense; that would lead to
completely inconsistent blocking. Setting a larger value, on the other
hand, would make no difference.

CreateEffectWarhead was the only place in core code any of these search
radii were set, and that's because 0 was a mysterious magic value that
made the warhead incapable of hitting actors. I replaced it with a
boolean flag that more clearly indicates the actual behaviour.

Fixes #14151.
2018-02-21 23:26:41 +01:00
reaperrr
5ae1d1c4bf Fix bracket style issue in ProductionQueue
While it's really minor and insignificant, our style convention is to put opening { brackets on a newline (unless everything fits into a single line).
2018-02-21 22:04:33 +03:00
Mustafa Alperen Seki
913e7fc995 Unhardcode GrantExternalConditionPower cursors 2018-02-18 23:02:31 +01:00
Mustafa Alperen Seki
0e0ab318e6 Make ThrowsShrapnel conditional 2018-02-18 18:41:29 +01:00
abcdefg30
bed6b26428 Fix FallsToEarth not accounting for effective ownership 2018-02-17 12:21:55 +01:00
Mustafa Alperen Seki
3ed8e4b4e8 Make SPM not fire from an actor with disabled instance of a SW. 2018-02-06 21:09:38 +01:00
Mustafa Alperen Seki
99eedfd0e7 Make SupportPowerChargeBar conditional 2018-02-06 21:09:38 +01:00
Mustafa Alperen Seki
ce63dd33db Make PrimaryBuilding conditional. 2018-02-06 21:09:38 +01:00
Mustafa Alperen Seki
491f808b75 Add GrantConditionOnFaction. 2018-02-06 21:09:38 +01:00
Mustafa Alperen Seki
065eb78afc Make AttackSuicides coditional 2018-02-06 03:10:15 +01:00
Paul Chote
8174d0e69a Use EffectiveOwner for actor tooltips. 2018-02-03 18:35:50 +01:00
Paul Chote
2fccfdf1ee Add support for disabling IIssueDeployOrders. 2018-01-28 18:06:30 +01:00
Arular101
8a60918841 Update copyright notice year to 2018 2018-01-17 00:47:34 +01:00
Paul Chote
7dea5e28af Remove ReturnToBase order feedback if no RearmBuildings are defined.
ReturnToBase requires RearmBuildings to function.
2018-01-14 23:25:47 +01:00
Mustafa Alperen Seki
c87aa62647 Make ProduceActorPower care for PrimaryBuilding 2018-01-13 17:55:57 +01:00
Arular101
24b7f7a23f Cast to long to avoid overflow when multiplying by the health (part 2) 2018-01-13 17:32:34 +01:00
Arular101
30acee38c9 Cast to long to avoid overflow when multiplying by the health 2018-01-13 17:32:34 +01:00